Today we’ll be sharing some news about Enchantment, the new Smithmagic system that will be available in update 1.64.

Note: This Devblog article was updated on 03 July to reflect the changes made after the testing performed on the Alpha and Beta versions.

We decided to change the Smithmagic system because we deem it too complex for the slight amount of depth it brings to the game, and it doesn't correctly fulfill its role in optimizing equipment.

In Update 1.64, we will be replacing the Smithmagic system with a new Enchantment system, which will offer much more depth and more possibilities while also improving the overall functioning of the in-game economy (by significantly encouraging the destruction of resources and equipment).

Enchantment will be accessible to all characters starting at level 1, and will not require any specific profession.

So you can also expect to see a new universal recycling system for all types of resources and equipment. This will help to clean up the in-game economy as a whole, but also improve inventory management (by giving players the possibility to free up space quickly and by generating valuable ingredients).

The Concept

Each piece of equipment has slots (called sockets) with the capacity for additional effects (enchantments).
The shape of the socket determines what type of effect it can be used for.
You can break equipment to obtain magic shards which are required to add (and upgrade) the effects placed in the sockets.

In addition, combinations of socket shapes can unlock additional effects called sublimations.

We hope that this new system will provide:

  • Simplicity: we’re getting rid of the many different kinds of Smithmagic runes, which were difficult to manage.
  • Accessibility: there will be no prerequisites to use enchantment (accessible to players starting at level 1), and all equipment will be eligible starting at level 1.
  • Customization: the new system provides a much wider range of possible effects for equipment, so players can more easily create original and unique builds.
  • Replay value: equipment optimization will provide players with very long-term goals.
  • Destruction: equipment customization and improvement through Enchantment will be an important source of controlled destruction of resources and equipment.
  • Depth: the ability to combine sockets will give players access to a second level of optimization with Sublimations.
  • Improved equipment value and diversity: low-value equipment can be dynamically increased in value because it will be easier to modify and enchant. Items will have new random characteristics that will help to make them more diverse and potentially “unique”.
  • Renewed interest for specific content: certain sublimations will only be accessible through certain content that we want to refresh players’ interest in.

Sockets and enchantment effects

Items can have between 1 and 4 sockets (shields and daggers do not have sockets).
An item’s level and rarity have no effect on the number of sockets.
The number, color and order of sockets are determined after obtaining the items, when they are identified (this concept will be explained later in the article).

They can be modified by consuming charges from the equipment.
By default, equipment will have no charges, but it's possible to add 5 charges by sacrificing a second identical item.
For example, you’ll have to sacrifice a Mythical Gobball Headgear X if you want to modify the number of sockets on a Mythical Gobball Headgear Y (the two items do not have to have identical sockets).

Number of sockets

The number of sockets can be modified randomly (in an Enchantment Workshop) by consuming a charge.

This modification is partially random; it isn't possible to reduce the number of sockets on an item – this can only increase or stay the same.

When modifying the number of sockets, the colors of the existing sockets do not change, in order to encourage players to increase the number of sockets without running the risk of changing the colors of existing sockets.

Enchantment interface to modify the number of sockets on an item of equipment.

Socket colors

There are 4 types of sockets, each with an associated color and shape (to make it easier to distinguish them):

  • Red (square)
  • Blue (triangle)
  • Green (pentagon)
  • White (circle)

The color of each socket determines the type of effect that can be added to that socket.
The white socket is universal and can accept any effect; it therefore has a low probability of appearing.

The colors of an item of equipment's sockets can be changed randomly (in an Enchantment Workshop) by consuming 1 charge.
Changing the color of the sockets does not change the number of sockets. All colors are changed at the same time, i.e. it is not possible to modify the color of one socket at a time.

Socket order

Socket order is used for Sublimations.
This order can be changed randomly (in an Enchantment Workshop) by sacrificing 1 identical second item.
Changing the socket order does not change the number of sockets or their color, only their order.

Enchantment effects

There are a number of actions available in the Enchantment interface (accessible by clicking on a socket) to manage enchantment effects:

  • Choose an effect: the list of available effects depends on the shape of the socket. Once you’ve selected the effect, you’ll have to pay a certain cost in magic shards (acquired by recycling equipment). The effect is then immediately applied to the item.
  • Upgrading an effect: there are ten different levels for each effect, with a cost that gets greater and greater as the level increases. The maximum level for a given effect depends on the level of the equipment (it is impossible to reach the top level for an effect on a level-60 item, for example).
  • Removing an effect: you can take the magic shards you've invested out of a socket (and transfer them to your inventory), losing 10% of the magic shards in the process. For example, if you decide to remove 100 magic shards from a socket, you will get back 90, and 10 will be lost forever.
  • Replacing an effect: you can replace one effect with another for free, without having to remove any magic shards. This option is only available in city workshops.

Certain effects double in power when applied to certain types of items (headgear, breastplates, etc.).
This feature makes it possible for us to add a “diminishing returns” mechanic – trying to focus on the same effect for every socket on every item will not necessarily be the ideal way to enchant an item.

Enchantment interface listing the different effects on an item's sockets.

Here’s the list of effects that can be placed in sockets (this is only an example – these effects are subject to adjustment and rebalancing):

Melee Mastery 30 Red Hats & Boots
Distance Mastery 30 Red Belts & Weapons
Single-Target Mastery 30 Red Hats & Boots
Area Mastery 30 Red Hats & Boots
Distance Mastery 40 Red Belts & Amulets
Berserk Mastery 40 Red Amulets & Cloaks
Earth Resistance 25 Blue Breastplates & Boots
Elemental Mastery 20 Red Breastplates & Boots
Water Resistance 25 Blue Breastplates & Epaulettes
Air Resistance 25 Blue Breastplates & Cloaks
Healing 40 Blue Amulets & Epaulettes
Health 80 Blue Hats & Weapons
Lock 60 Green Rings
Critical Mastery 30 Green Epaulettes & Weapons
Rear Mastery 40 Green Belts & Cloaks
Dodge 30 Green Rings
Initiative 40 Green Amulets & Cloaks
Fire Resistance 25 Blue Breastplates & Belts


Enchantment interface listing the various effects that can be added to a socket.

Characters can accumulate up to 40 sockets on all of their equipment, which would allow them to accumulate up to 1,440 Single-Target Mastery (for example) if they chose to dedicate all their sockets to that effect.

You must be in an Enchantment Workshop to replace one effect by another, because we want to avoid having people change all their Enchantment effects between every battle.
Having that option might encourage people to regularly do an excessive amount of “micromanagement” of their equipment.

Socket characteristics can only be changed in Enchantment Workshops because we consider these changes to be infrequent but important actions.
In the long term, we also want to refresh players’ interest in visiting cities by offering activities there that bring players together. This change is just a first step.

Changing socket characteristics requires you to sacrifice an identical piece of equipment because we want to dynamically index the cost of socket modifications to the cost of the equipment.
With this system, low-value items are very easy to modify, while rarer and more expensive items will be much more difficult to modify.
This feature allows us to to dynamically revalue low-value items while ensuring that high-value items with optimized sockets are exceptionally rare and expensive.


Sublimations are the “ultimate” optimizations for your equipment.
They are additional effects which can be applied to items that have a specific combination of 3 sockets (an item with 4 sockets can of course be eligible too).

We will be introducing several dozen Sublimations in Update 1.64, and we intend to add more in later updates.
Our goal is to add new value to a variety of different areas, content and activities in the game by assigning exclusive Sublimations to them.

These effects offer an additional level of equipment customization and will make it possible to create even more specialized and original character archetypes.
With this system, we hope to add a lot of depth to the enchantment mechanic and to the range of options players have to customize their characters.

So your goal will be not only to find the best enchantment effects for your character, but to find the best effects that are compatible with the Sublimations you want to focus on.
You can also choose to prioritize enchantment effects at the cost of reducing your Sublimation options... Or vice versa!
It’s up to you to test and choose among a huge number of viable combinations to find the ones that work best with your goals.

Only one Sublimation can be active for each item of equipment. Characters can have up to 10 Sublimations in total on all of their equipment.

White (round) sockets are very powerful for Sublimation, because they can stand in for any of the other 3 sockets.
For example, an item with 3 white sockets is potentially compatible with all possible Sublimations.

Acquiring Sublimations

Sublimations are acquired in the game in the form of tradable and recyclable scrolls (some are Boss loot, others have to be crafted, etc.).

Applying Sublimations

Sublimations can be applied to an item of equipment placed in your inventory that meets the socket criteria (number, colors and order).

Sublimations cannot be reused once they have been applied to an item. However, they can be replaced by other Sublimations (which will then destroy the previous one).

Here is the list of Sublimations that can be applied to equipment (this is only an example - these Sublimations are subject to adjustment and rebalancing):

R R R Ruin +10% indirect damage (damage inflicted by the caster outside of their turn) 3 X
B B B Devastation +1 WP, -20 Force of Will 1 X
G G G Devastate All Masteries and Resistances: +10 2 X
R R G Carnage 40 Elemental Mastery if HP > 90% 3 X
R R B Healing 10% max HP 3  
B B R Ambush +5% to damage Inflicted at 1 RA 3  
B B G Evasion +10% Block for the first turn of the game 3 X
G G R Determination -15% indirect damage suffered (damage suffered outside of the damage caster's turn) 2  
G G B Tenacity +20 Elemental Resistance for 1 turn if character ends turn with 2 AP 2 X
R G R Solidity Reduces direct damage suffered greater than 20% of max HP by 500% of level 1 X
R B R Resolute After suffering a loss of 3 AP: +20 Force of Will 1 X
B R B Lightness After suffering a loss of 3 MP: +20 Force of Will 1 X
B G B Topology At the start of combat: all Dodge is converted to Armor. Converted Dodge is lost. 1  
G R G Condemnation -20 Force of Will, reduces a received AP reduction by 1 per turn 3 X
G B G Stupefaction 10% critical hits for the first turn of the game 2 X
R G B Frenzy -20% damage Inflicted, 10% damage inflicted per affected enemy at the start of the next turn 1  
R B G Dimensionality Starts combat with non-regenerable +1 max WP 1  
B G R Theory of Matter -50% damage and heals performed, +100% critical hits 1  
B R G Return Regain 1 AP after killing an enemy 2 X
G R B Endurance Reduces stat penalties received by 10% 3 X
G B R Moon Scales 5% Armor received 3 X
G R R Swiftness 1 MP, -10% damage inflicted 1 X
B R R Save At end of turn: Transfers one unused AP for the next turn 3 X
G B B Good Deed At end of turn: Transfers one unused AP to the nearest ally 1  
R B B Vivacity 1 AP, -75 elemental resistance 1 X
R G G Berserk Critical Increases critical hits by 10% when below 50% HP 3  
B G G Visibility 1 RA, -150 Dodge, -150 Lock 1 X
R R R Ruin II +20% indirect damage in even-numbered rounds 1  
B B B Berserk Lock 20% to Lock when below 50% HP 3 X
G G G Devastate II Critical hits, Block, Force of Will: +3 3  
R R G Evasion II 3% Block per turn (max 40) 3  
R R B Ambush II 10% damage inflicted at 2 RA 3  
B B R Spines Executing a Block gives 2 levels of Preparation 3 X
B B G Berserk Dodge 20% to Dodge when below 50% HP 3 X
G G R Distance Barrier Reduces ranged damage suffered by 50% of level, 3 times per turn 3 X
G G B Close-Combat Barrier Reduces melee damage suffered by 50% of level, 3 times per turn 3 X
R G R Tenacity II +60 elemental resistance for 2 turn if character ends turn with 6 AP 1  
R B R Resolute II After suffering a loss of 2 AP: +10 Force of Will 3  
B R B Lightness II After suffering a loss of 2 MP: +10 Force of Will 1  
B G B Berserk Block Increases Block by 10% when below 50% HP 3 X
G R G Vitality Well Increases effectiveness of health steal abilities by 10% 3 X
G B G Influence 5% critical hits 3 X
R G B Frenzy II -15% damage inflicted, 5% damage inflicted per affected entity at the start of the next turn 1 X
R B G Wall Starts combat with 300% of level in Armor 2 X
B G R Cyclothymia Even turns: 20 Will, odd turn: -20 Will 1 X
B R G Return II Regains 1 MP after killing an enemy 2  
G R B Endurance II Increases stat bonuses received by 5% 3  
G B R Condemnation II -20 Force of Will, reduces a received MP reduction by 1 per turn 3 X
G R R Frenzy III -15% damage inflicted, 25% damage inflicted for the next turn if only one entity is affected 1  
B R R Length +5% to damage in a line at 2 RA or more 3 X
G B B Blocking Expert -50 elemental resistance, Blocks reduce damage by an additional 15% 1 X
R B B Rocky Envelope +5% to Armor given 3 X
R G G Influence II +2% critical hits per turn (max 40) 2 X
B G G Critical Hit Expert At end of turn, if a critical hit was performed: heals 4% of missing HP 3 X

Each Sublimation has a maximum number of stacks for a given character. Beyond that limit, additional Sublimations no longer have any effect.

Epic and relic Sublimations

Slots for epic and relic runes have been removed.
It is no longer necessary to upgrade epic and relic items to add a slot to them.

Epic runes are now epic Sublimations that can only be applied to epic items.
Relic runes are now relic Sublimations that can only be applied to relic items.

Epic and relic items can accept one regular Sublimation and one epic or relic Sublimation.
There are no socket requirements to apply Epic and relic Sublimations.

With these modifications, we can make these game systems simpler and more consistent by unifying them.

The addition of the new Enchantment feature also offers us a good opportunity to add new epic Sublimations:

Wield type: Two-handed -2 MP max, 2 AP max if the bearer has a two-handed weapon equipped at the start of combat (maximum 11 AP before the Sublimation's effect).
Wield type: Dagger 10% Damage Inflicted on targets hit from the front and -10% Damage Inflicted on targets hit from the back if the bearer has a Dagger equipped at the start of combat.
Wield type: Shield 1 MP max, RA fixed at 0 if the bearer has a shield at the start of combat.
Stasis Pact 2 Force of Will and 10% Block if the bearer has 8 or more WP at the start of combat.
Elemental Concentration Increases the bearer's highest Elemental Mastery by 15% and decreases the others by 30% at the start of combat.

And some new relic Sublimations:
Breeze 20% to area-of-effect spell damage on the spell's direct target.
-50% to area-of-effect spell damage on other targets.
Directives 10% damage inflicted by area-of-effect spells on targets aligned with the state bearer.
Yeah Even turns: When using a WP spell, the state bearer regains 2 AP (max 1 per turn).
Odd turns: When using a WP spell, the state bearer loses 2 AP (max 1 per turn).
Stasification The state bearer increases their damage inflicted by 2% per turn (permanent) (max 30)
Light Weapon Damage caused by the bearer's weapon is reduced by 20% and applies a poison (Light Weapon) for three turns (second hand excluded) based on the number of AP used by the weapon.


Newly acquired equipment (at the end of a fight or through crafting, quest rewards, etc.) will now appear in the characters' inventories as "unidentified".
For unidentified equipment, the sockets and random effects have not yet been determined.
This approach lets us optimize inventory management by allowing identical items to be stacked as long as they are unidentified.

They can be identified by double-clicking them: the identification process will then generate their sockets and elemental effects (mastery and resistance).
Once identified, it is then unlikely that basically identical items can stack.

Items which have just been identified but have not yet been viewed (mouseover) will be visually highlighted to make it faster to locate them.


The number, color and order of sockets are not preserved when an item's rarity is increased by crafting.
This is necessary in order to avoid creating major imbalances between items of equipment that have several variants of rarity and the others.
In addition, if the state of an item of equipment's sockets were preserved between the different rarities, it would become much too unusually easy to acquire certain items of very great rarity with sockets that would be fully optimized.


In a persistent game like WAKFU, we believe it is essential to be able to "destroy" and transform as many resources and items of equipment as possible to prevent the game from becoming saturated with them and prevent the economy from slowing down as items lose their value.

As part of this update, we are introducing a new recycling function, available directly from character inventories, which allows you to quickly recycle any item you like in order to free up space in the inventory while also generating value.

Recycling unidentified items will generate 20% more magic shards.

Recycled equipment will generate magic shards that are needed to add and upgrade Enchantment effects (placed in sockets).

All other recycled items (resources, etc.) will generate powders that are needed in many recipes in the game (e.g. to increase the rarity of certain item).
Magic shards themselves can be recycled into powders.

The amount of magic shards and powders obtained depends on the item's level and rarity.
When recycling items, the amount of magic shards and powders that can be obtained are previewed as you mouse over each item.

Recycling unidentified items will generate twice as many magic shards.


The transition from the old Smithmagic system to the new Enchantment system involves many changes that will be applied when Update 1.64 is released:

  • Powders: Old powders (obtained with the old recycling system) can be manually recycled into magic shards (which can themselves be recycled into new powders).
  • Smithmagic runes: They can be manually recycled into magic shards. Runes that are attached to items will be automatically converted into magic shards when the items are identified.
  • Number of sockets: old items will be considered as unidentified and their number of sockets will be generated randomly when they are identified.
  • Socket colors: old items will be considered as unidentified and the colors of their sockets will be generated randomly when they are identified.
  • Smithmagic Hammers: They will no longer have any effect and can be recycled into magic shards.
  • Epic and relic runes: They will be automatically converted into epic or relic Sublimation scrolls when the items of equipment are identified (as a reminder, there are no socket requirements to apply epic and relic Sublimations).
  • Metamorfos: They can be recycled into magic shards.
  • Exquisite Runes: they will be automatically converted into magic shards when items are identified.
  • Metamorfrags: They can be recycled into magic shards.
When version 1.64 is released, characters' previously acquired items of equipment will be unidentified, and players will be able to equip them while keeping all their old bonuses (i.e. the ones provided by Smithmagic runes).

We want to allow you to transition to the new Enchantment system at your own pace. We want to give you the option of keeping the same equipment between versions 1.63 and 1.64 (even though we believe that what's available in version 1.64 will allow you to become much more powerful).

More power for characters

The new Enchantment feature will give characters greater power (between 20 and 30% on average, according to our initial estimates), which should make certain game content more accessible for players who invest time and resources in Enchantment.
This gradual increase in characters' power will allow us to provide ever greater challenges for you in future game content.

We think that this update should have a significant positive impact on all aspects of the game: PvP, PvE, Stasis dungeons in competitive mode, economy, crafting, etc.
It introduces a new way to go about optimizing your characters by offering new possibilities that will be valid for a very long time, and provides enormous depth as well.

We'll be paying close attention to your feedback and will make the necessary adjustments in future updates. We can't wait to see how you take advantage of these new opportunities.

Category: Game design