Enchantments
Enchantments and Spells are a system used to increase Legends' capabilities through various Active and Passive abilities. While Enchantments must be unlocked individually for each Legend, unlocked Spells can be equipped to any of a player's owned characters.
Unlocking
- As of current, Enchantments can only be obtained by playing the Enchantment Summon, or else by redeeming an Enchantment Ticket (which are awarded as a by-product of certain Enchantment Summons, or else as a gift for consecutive logins)
- Spells are unlocked by upgrading role-specific engravings. Every five levels of any role-specific engraving grants the player an opportunity to choose one of three random spells, letting them unlock unowned spells or upgrade already owned spells.
Upgrading
Similarly to Engravings and Abilities, Enchantments and Spells can both be upgraded. Enchantments, by obtaining extras for an enchantment you already own, and Spells, by choosing to upgrade an already owned spell through the Engravings page.
- The effectiveness of upgrading will vary between different enchantments.
- Enchantments can be upgraded to a maximum of level 9. Super Rare Enchantments start out at level 1, Epic at level 3, and Mythic at level 5. When upgrading, the rarity will also increase, up to Legendary at level 6, though this rarity is just visual.
- Spells can be upgraded to a maximum of level 5. Upgrading a spell doesn't change the spell's effectiveness in any way, but shortens its cooldown by 1 second.
Equipping
All enchantments fall into one of two categories: Offensive and Defensive. A legend can only have one enchantment of each class equipped at any given time, along with 1 Spell.
Enchantments
Here is a list of all Enchantments in-game:
Offensive Enchants | ||
---|---|---|
Enchantment | Effect at Max Level (9) | Rarity |
Agression | Increases damage by 15%. | Super Rare |
Vanguard | Deals 36% more damage to Legends with more than 75% HP. | Epic |
Relentless Lightning | Lightning strikes when you hit 5 consecutive times dealing 700 damage[1] to a small area. Resets when the next attack does not land within 2s.
(Cooldown: 10s) |
Mythic |
Prudent Beam | When not striking an opponent for 5s or successfully inflicting Stun, Polymorph, Freeze or Movement Speed decrease, a beam fires down on the next attack that deals 375 AoE damage[2] to a small area.
(Cooldown: 2s) |
Mythic |
Spells
Equipping a spell grants players access to a new button. Pressing this button will activate the effect of your spell.
Most Spells also have the ability of being usable at any time, even when no other move is available.
Trivia
- Leap, then known as Super Jump, was originally an enchantment up until the Chapter 16 update. Following the update, (which introduced Spells and the Revamped Enchantment system) Players who owned the "Super Jump" enchantment were refunded ×100 for each instance of the enchantment.
- Additionally, all prior-owned enchantments were automatically upgraded to level 6.
- Additionally, all prior-owned enchantments were automatically upgraded to level 6.
- While most spells either cannot be stacked or else won't have any particular effect when spammed (by merit of the Trial Mode's "ignore cooldowns" function, Grace, Turn Over, and Ignition are exceptions to this rule.
- Endlessly activating Grace will grant a progressively larger and larger shield, which remains until two seconds have elapsed since the last time the spell was activated.
- Doing the same with Ignition enables a Legend to stack multiple bombs on an enemy, which will eventually explode one by one.
- Spamming Turn Over will allow you to endlessly cancel the spell, putting you in an invulnerable state for as long as you continue to cast the spell.