Enchanting
Where to enchant gear, what each stage from +1 to +10 costs, the success chances, the four materials and what happens when an attempt fails.
Updated 2026-10-26enchantinggearmaterialstarosupgrade
Enchanting raises a piece of gear from +0 up to +10. Each level adds 5% to that piece's stats, so a +10 weapon does 50% more damage than the same weapon at +0. Every attempt costs taros and materials, and higher levels can fail.
Where to enchant
Talk to an enchant vendor and pick the enchant service.
| Vendor | Where |
|---|---|
| Numbuh 377 | Sector V in the Future, near the Time Lab |
| Ranger Bella | Peach Creek Commons in the Future, near Eddy and Eduardo |
| Ranger Bella | Peach Creek Commons in the Past, near Edd |
| Ranger Bella | Orchid Bay, near Grim |
New players can do two short missions for Numbuh 377: First Enchantment I and First Enchantment II. The second one asks you to enchant a weapon at his station.
The same vendors also dismantle gear into materials. See Dismantling.
What you can enchant
- Every weapon, shirt, pants and shoes, at every level.
- Hats, glasses, back items and vehicles can be enchanted too. They follow the clothing costs, but they carry no stats, so there is little reason to do it.
- Special gear such as the Fusion Sabers can be enchanted like any other weapon.
- Stackable items cannot be enchanted.
The item must be in your bag when you enchant it. If you take off the weapon you are holding to enchant it at Numbuh 377, it goes straight back into your weapon slot afterwards.
How to enchant
- Put the item in the enchant window.
- The window shows the materials and taros the next level needs, and the chance of success.
- Add the materials from your bag.
- Optional: add an Enchant Booster or an Enchant Protection (see below).
- Confirm. The taros and materials are used whether the attempt succeeds or not.
You cannot enchant while a trade is open.
Costs and chances
The cost depends on the level the item needs, not on its rarity. There are two bands.
Gear that needs level 1 or 2
| To reach | Chance | Taros | Spawn Soaked Bandages | Numbuh 108's Lost Hairclip |
|---|---|---|---|---|
| +1 | 98% | 75 | 1 | - |
| +2 | 93% | 115 | 2 | - |
| +3 | 86% | 145 | 3 | - |
| +4 | 73% | 265 | 4 | 1 |
| +5 | 66% | 388 | 5 | 1 |
| +6 | 59% | 412 | 6 | 2 |
| +7 | 48% | 455 | 7 | 2 |
| +8 | 33% | 519 | 8 | 3 |
| +9 | 21% | 646 | 8 | 3 |
| +10 | 10% | 812 | 8 | 4 |
If every attempt succeeded, +0 to +10 would cost 3,832 taros, 52 Spawn Soaked Bandages and 16 Numbuh 108's Lost Hairclips.
Gear that needs level 3 or higher
| To reach | Chance | Taros | Snapped Power Cable | D94 Generator Plate |
|---|---|---|---|---|
| +1 | 95% | 105 | 2 | - |
| +2 | 90% | 192 | 3 | - |
| +3 | 83% | 244 | 4 | 2 |
| +4 | 68% | 372 | 5 | 3 |
| +5 | 62% | 488 | 6 | 4 |
| +6 | 48% | 562 | 7 | 5 |
| +7 | 44% | 704 | 8 | 5 |
| +8 | 30% | 846 | 8 | 6 |
| +9 | 17% | 933 | 8 | 6 |
| +10 | 8% | 1,005 | 9 | 7 |
If every attempt succeeded, +0 to +10 would cost 5,451 taros, 60 Snapped Power Cables and 38 D94 Generator Plates. This band is used for all gear from level 3 up to level 36, so a level 30 weapon costs the same per attempt as a level 4 weapon.
When an attempt fails
A failed attempt always uses up the taros and materials. What happens to the item depends on the level you were trying for:
| Trying for | On failure |
|---|---|
| +1 to +6 | The item keeps its current level. |
| +7 to +10 | The item drops one level (for example a +7 item trying for +8 falls to +6). |
A chat line tells you what the failure cost and which level the item has now. An item never breaks and never drops more than one level per failure.
Enchant Booster and Enchant Protection
You can add one of each to an attempt. Both are used up by the attempt, whether it succeeds or fails.
- Enchant Booster multiplies the chance of success by 1.25. A 62% attempt becomes 77.5%; a 10% attempt becomes 12.5%. The chance never goes above 100%.
- Enchant Protection stops the item from dropping a level if the attempt fails. It only matters from +7 upward.
Both are rare. Monsters drop them very seldom, and the Enchant Booster can also come out of some reward boxes such as the Surprise Attendance Box.
Getting materials
| Material | Used for |
|---|---|
| Spawn Soaked Bandages | level 1-2 gear, every stage |
| Numbuh 108's Lost Hairclip | level 1-2 gear, from +4 |
| Snapped Power Cable | level 3+ gear, every stage |
| D94 Generator Plate | level 3+ gear, from +3 |
- Monsters. Ordinary monsters everywhere, in the Future and in the Past, can drop all four materials. Each material has its own 5% chance per defeated monster, so you do not need a special farming spot. If your bag is full, the drop is sent to your mail.
- Dismantling. Dismantling a piece of gear costs a small fee and gives 1 material. Dismantling enchanted gear gives 2 materials per enchant level, so a +5 item returns 10. Dismantling a weapon also has a 50% chance to give one extra Spawn Soaked Bandages.
- Enchantment Material Crate. This crate holds materials for gear around your level. It can come out of a Racing Surprise Crate.
- Other players. All four materials can be traded, mailed and sold in player stores.
Materials stack, and you only need one of a stack to register it in your Item Collection.
Tips
- +1 to +6 is safe: a failure only costs the attempt. Take every piece you plan to keep to at least +3; the chances are high and the cost is small.
- From +7 on, each failure also costs a level. Use Enchant Protection for those attempts if you have it, and expect to need several tries.
- Enchant your weapon before your clothes. More damage ends fights sooner.
- Do not put a lot into gear you will replace in two levels. Dismantle it instead and reuse the materials.
