Enchant & Sigil Systems
Additional equipment enhancement systems that layer on top of base stats and affixes.
Enchanting
Enchanting adds an extra stat layer to equipment using 魔法线团 (Magic Thread).
How it Works
- Each piece of equipment can be enchanted
- Enchanting adds bonus stats on top of base stats and affixes
- Higher-level enchants require more threads
- Enchant level can be upgraded incrementally
Material Sources
| Item | Source | Shop Price |
|---|---|---|
| 魔法线团 (Magic Thread) | Gold shop, Abyss drops | 10,000–50,000 gold |
Enchant Priority
- Weapon first — Offensive stats scale better
- Chest armor second — Biggest defensive piece
- Accessories last — Smaller stat contribution
Sigil System
Sigils are additional enhancement items that provide unique bonuses.
How it Works
- Sigils are separate from enchants
- Each sigil provides a specific stat bonus
- Multiple sigils can be applied (system expands with progression)
- Uses 幻影棱镜 (Phantom Prism) as material
Material Sources
| Item | Source | Shop Price |
|---|---|---|
| 幻影棱镜 (Phantom Prism) | Gold shop, Abyss drops | 25,000 gold/5 |
Investment Priority
Both enchanting and sigils are mid-to-late game systems. Don't invest heavily until:
- You have stable max-level equipment (won't be replaced soon)
- Pet passives are level 2+
- Monster cards are starred up
- Gems are level 4+
These systems provide incremental power but are less impactful per gold than pet passives or card upgrades.