What each enchant category consumes, how the five quest weapons unlock, and what changes at enchant levels 5 and 10.
119 enchants10 levels each5 quest-gated cores
The current client calls this system “Enchant,” “Mana,” “Magic Box,” “Abyss Box,” and “Arcane Crate” in different places. They are the same 119-record activation system—not ordinary gear refining.
The five quest-weapon enchants
Each guide on this site unlocks exactly one quest-gated enchant. The quest completion check, core item, Bound Diamonds cost, and effect all match moNengData.
Increases your DMG dealt by 4%. Attacks have a high chance to deal Nature DMG equal to 40% of your primary stat to up to 8 nearby enemies (invalid for players above Lv 60).
Increases your DMG dealt by 8%. Attacks have a high chance to deal Fire DMG equal to 80% of your primary stat to your current target (invalid for players above Lv 60).
Fusion of Light and Shadow: Equipping increases [Holy Radiance] effectiveness by 10% and grants affected targets 270 Versatility for 5s, while also increasing [Shadow Vortex] Critical DMG by 20% (does not stack, invalid for players above Lv 60).
INT +10%, Ice & Fire DMG Amp +5%. You Ice/FireFire DMG Amp will also count as Fire/Ice DMG Amp. Youspell have chance to increase your Fire, Ice, Arcane penetration for 60, 8s. Invalid to Lv 60 or higer player.
Reach character level 60. All 119 current enchant records use a level-60 requirement.
Obtain every listed base-equipment piece, the complete required set, or the quest Enchant Core shown by the interface.
For a quest weapon, finish the listed final task; the task awards/unlocks its named Enchant Core.
Open the level-60 Abyss Box / Magic Box interface, select the category, and choose Activate.
Confirm the Bound Diamonds cost. Assume the displayed equipment/core is consumed; do not activate from refined gear unless you accept losing its Refine Stones.
Four enchant categories
24 records
Weapon Enchant
Weapon passives and quest-weapon effects.
14 records
Armor Mana
Armor-linked passive effects.
46 records
Trinket Mana
Trinket-linked effects and class triggers.
35 records
Set Mana
Set effects requiring every listed piece in the matching set.
Upgrading after activation
Every current enchant has 10 levels in moNengUpData.
Upgrade material depends on category: Realm-Breaking Core for Weapon, Astral Weave Steel for Armor, Starweb Soul Bead for Trinket, and Chaos Essence for Set enchants.
The five quest-weapon enchants use Thunder Sigils. Every category also charges Bound Diamonds.
Quest-weapon level 5 unlocks a +20% AP or SP enchant bonus; level 10 adds a +20% HP enchant bonus.
The final level row has no further upgrade cost because level 10 is the cap.
Increases your Movement Speed by 10%. Every 6s, applies [Unholy Aura] to yourself and up to 10 allies within 30 yds, restoring 204 HP every 2s for 6s (does not stack, invalid for players above Lv 60).
Your spells have a chance to summon an Exploding Skeleton, dealing Shadow DMG equal to 5% of your Spell Power (max 2500) to enemies within 20 yds of your target.
Hurricane #10005
Category: Weapon Enchant · Classes: Hunter
Activation: 1 × Hurricane + 150 Bound Diamonds.
Attacks have a chance to fire 1 【Wind Arrow】 at the current target, dealing Physical DMG equal to 50% of AGI (max 1500 per arrow).
Increases your Critical DMG by 3%. Every 12s, applies [Dean's Wisdom] to yourself and up to 10 allies, increasing Critical Strike chance by 1% and Spell Power by 360 for 12s (does not stack, invalid for players above Lv 60).
Increases your Block chance by 5%. Successfully blocking has a chance to deal 2000 Fire DMG and increase your Parry by 300 for 5s (invalid for players above Lv 60).
Felstriker #10008
Category: Weapon Enchant · Classes: Rogue, Shaman
Activation: 1 × Felstriker + 150 Bound Diamonds.
Using abilities has a low chance to grant 3s of [Insight], increasing your Critical Strike chance by 100% and Hit chance by 20% (invalid for players above Lv 60).
Your attacks ignore 1500 Armor and have a chance to trigger [Devastation], increasing your Critical DMG by 10% for 6s (invalid for players above Lv 60).
Activation: 1 × Red Dragonscale Protector + 150 Bound Diamonds.
Block +600, HP Regeneration +600 (works in combat), HP Regen effect +50%. Blocking has a chance to deal Fire DMG equal to 3× your HP Regen value to nearby enemies.
Every 6s, increases DMG dealt by 5% for up to 5 allies within 40 yds for 6s (does not stack, does not affect players with [Redpath’s Brotherhood Oath]).
Increases your DMG dealt by 4%. Attacks have a high chance to deal Nature DMG equal to 40% of your primary stat to up to 8 nearby enemies (invalid for players above Lv 60).
Increases your DMG dealt by 8%. Attacks have a high chance to deal Fire DMG equal to 80% of your primary stat to your current target (invalid for players above Lv 60).
Fusion of Light and Shadow: Equipping increases [Holy Radiance] effectiveness by 10% and grants affected targets 270 Versatility for 5s, while also increasing [Shadow Vortex] Critical DMG by 20% (does not stack, invalid for players above Lv 60).
INT +10%, Ice & Fire DMG Amp +5%. You Ice/FireFire DMG Amp will also count as Fire/Ice DMG Amp. Youspell have chance to increase your Fire, Ice, Arcane penetration for 60, 8s. Invalid to Lv 60 or higer player.
Kingslayer #10023
Category: Weapon Enchant · Classes: Rogue, Shaman
Activation: 1 × Kingslayer + 150 Bound Diamonds.
Your attacks ignore 1500 Armor, and Critical DMG +5%.
Brotherhood's Might (Ring, Brotherhood Elite Only): When you deal direct DMG, 5% chance to trigger [Brotherhood's Might], dealing an additional 1860-2096 Phys DMG.
Outlaw's Ring #30010
Category: Trinket Mana · Classes: Rogue
Activation: 1 × Outlaw's Ring + 150 Bound Diamonds.
After using [Smite] or [Rend], up to a 20% chance to increase your Critical Strike by 600 for 12s.
After using 【Elemental Fury】 or 【Stormslash】, up to a 20% chance to increase your Critical Strike by 600 for 12s.
Dog Whistle #30013
Category: Trinket Mana · Classes: All classes
Activation: 1 × Dog Whistle + 100 Bound Diamonds.
3% to summon 1 hound to attack your target when dealing direct DMG. Hound deals 591-739 Phys DMG
Force of Will #30014
Category: Trinket Mana · Classes: All classes
Activation: 1 × Force of Will + 1 × Pendant of the Learned + 1 × Hand of Justice + 100 Bound Diamonds.
When using abilities, a high chance to randomly increase Hit, Expertise, Dodge, Parry, Critical Strike, or Haste by 200 for 12s. This effect can only trigger once every 5s.
Hit +240. Using abilities has a chance to increase your SP by 1500.
Eye of the Dead #30041
Category: Trinket Mana · Classes: Priest, Paladin, Druid
Activation: 1 × Eye of the Dead + 100 Bound Diamonds.
Critical healing spells have a chance to shield the target, absorbing DMG up to 60% of your Stamina for 6s.
Grasp of Decay #30042
Category: Trinket Mana · Classes: Warrior, Rogue, Hunter, Paladin, Druid
Activation: 1 × Grasp of Decay + 150 Bound Diamonds.
Attacks have a chance to curse the target, instantly dealing Frost DMG equal to 30% of your primary stat, and dealing 5% Attack Power as Frost DMG every 2s for 6s.
Mark of the Necromancer #30043
Category: Trinket Mana · Classes: Mage, Priest, Shaman
Activation: 1 × Mark of the Necromancer + 150 Bound Diamonds.
Your damaging spells have a chance to steal a Soul Shard from the target, dealing Shadow DMG equal to 30% of your Primary Stat and increasing SP by 3% for 6s.
Bone Rebirth Ring #30044
Category: Trinket Mana · Classes: Priest, Paladin
Activation: 1 × Bone Rebirth Ring + 150 Bound Diamonds.
Your direct healing spells have a chance to heal the target for an additional 25% of your Primary Stat. If the target is below 50% HP, grants a shield absorbing DMG equal to 10% of SP for up to 6s.
Nature Res +450. Skills have a chance to increase your Str, Agi, and Int by 150 for 30s, stacking up to 5 times. At max stacks, consumes all stacks to deal Nature DMG equal to 200% of Primary Stat to the target (DMG +300% against Aberrations). For the next 12s, increases Versatility by 720, Crit Rate by 4%, and Crit DMG by 30%.
Nature Res +450. Skills have a chance to increase your Str, Agi, and Int by 150 for 30s, stacking up to 5 times. At max stacks, consumes all stacks to deal Nature DMG equal to 200% of Primary Stat to the target (DMG +300% against Aberrations). For the next 12s, increases Versatility by 720, Crit Rate by 4%, and Crit DMG by 30%.
Nature Res +450. Skills have a chance to increase your Str, Agi, and Int by 150 for 30s, stacking up to 5 times. At max stacks, consumes all stacks to deal Nature DMG equal to 200% of Primary Stat to the target (DMG +300% against Aberrations). For the next 12s, increases Versatility by 720, Crit Rate by 4%, and Crit DMG by 30%.
Nature Res +450. Skills have a chance to increase your Str, Agi, and Int by 150 for 30s, stacking up to 5 times. At max stacks, consumes all stacks to deal Nature DMG equal to 200% of Primary Stat to the target (DMG +300% against Aberrations). For the next 12s, increases Versatility by 720, Crit Rate by 4%, and Crit DMG by 30%.
Nature Res +450. Skills have a chance to increase your Str, Agi, and Int by 150 for 30s, stacking up to 5 times. At max stacks, consumes all stacks to deal Nature DMG equal to 200% of Primary Stat to the target (DMG +300% against Aberrations). For the next 12s, increases Versatility by 720, Crit Rate by 4%, and Crit DMG by 30%.
Nature Res +450. Skills have a chance to increase your Str, Agi, and Int by 150 for 30s, stacking up to 5 times. At max stacks, consumes all stacks to deal Nature DMG equal to 200% of Primary Stat to the target (DMG +300% against Aberrations). For the next 12s, increases Versatility by 720, Crit Rate by 4%, and Crit DMG by 30%.
Nature Res +450. Skills have a chance to increase your Str, Agi, and Int by 150 for 30s, stacking up to 5 times. At max stacks, consumes all stacks to deal Nature DMG equal to 200% of Primary Stat to the target (DMG +300% against Aberrations). For the next 12s, increases Versatility by 720, Crit Rate by 4%, and Crit DMG by 30%.
Frost Res +450, HP +5%. Skills have a chance to increase your AP and SP by 10% for 6s. Damaging skills have a high chance to deal Frost DMG equal to 40% of AP, and increase your Crit, Haste, Versatility, and Parry by 480, and Crit DMG by 25% for 12s.
Frost Res +450, HP +5%. Skills have a chance to increase your AP and SP by 10% for 6s. Damaging skills have a high chance to deal Frost DMG equal to 40% of AP, and increase your Crit, Haste, Versatility, and Parry by 480, and Crit DMG by 25% for 12s.
Circlet of Faith #40031
Category: Set Mana · Classes: Priest
Activation: 1 × Circlet of Faith, 1 × Shoulderpads of Faith, 1 × Robe of Faith + 5 more required pieces + 100 Bound Diamonds.
Frost Res +450, HP +5%. Skills have a chance to increase your AP and SP by 10% for 6s. Damaging skills have a high chance to deal Frost DMG equal to 40% of AP, and increase your Crit, Haste, Versatility, and Parry by 480, and Crit DMG by 25% for 12s.
Frost Res +450, HP +5%. Skills have a chance to increase your AP and SP by 10% for 6s. Damaging skills have a high chance to deal Frost DMG equal to 40% of AP, and increase your Crit, Haste, Versatility, and Parry by 480, and Crit DMG by 25% for 12s.
Frost Res +450, HP +5%. Skills have a chance to increase your AP and SP by 10% for 6s. Damaging skills have a high chance to deal Frost DMG equal to 40% of AP, and increase your Crit, Haste, Versatility, and Parry by 480, and Crit DMG by 25% for 12s.
Frost Res +450, HP +5%. Skills have a chance to increase your AP and SP by 10% for 6s. Damaging skills have a high chance to deal Frost DMG equal to 40% of AP, and increase your Crit, Haste, Versatility, and Parry by 480, and Crit DMG by 25% for 12s.
Frost Res +450, HP +5%. Skills have a chance to increase your AP and SP by 10% for 6s. Damaging skills have a high chance to deal Frost DMG equal to 40% of AP, and increase your Crit, Haste, Versatility, and Parry by 480, and Crit DMG by 25% for 12s.
Enchanting is not refining
Refining/Tempering improves an item’s existing secondary attributes with stat-specific stones. Enchant activation permanently unlocks a separate passive in the Magic Box/Arcane Crate system by consuming a listed base item, set piece, or core. The warning about losing Refine Stones exists because refined equipment can be used as enchant activation material.