The enchantment system is an entirely free system that will be unlocked when Arena of Valor challengers reach level 5. Everything is immediately available after unlocking, with no leveling up or BP.
The Enchantment System and the Arcana System are two separate systems, with the Arcana System favoring attributes, and the Enchantment System enhancing the hero’s abilities.
Enchantment system does not replace the Arcana System.
ABOUT THE ENCHANTMENT SYSTEM
The Enchantment system is a new pre-battle strategy system that allows players to match their heroes with different enchantment combinations before the game starts to enhance their performance in different ways.
The Enchantment system is launched to allow challengers to combine different Enchantments for powerful effects according to their understanding of the game and the hero in order to win the game.
Players can customize Enchantments for each hero in advance according to their gameplay style, and each Enchantment provides a different ability, so every choice is essential.
There are four Enchantment Masteries: Lokheim, Veda, Afata, and League of Humans, each of which corresponds to a different class.
Lokheim (Power of the Abyss, Melee Combat) Suitable for melee heroes, like warriors and assassins.
Veda (Power of Light, Ranged Combat) Suitable for ranged heroes, like marksmen and mages.
Afata (Force of Nature, Source of Life) Suitable for supports and tanks.
League of Humans (Creative Power, Surprise Move) Creative gameplay, suitable for any class.
The main reason for the challengers to use Enchantments is to choose the right abilities for the hero’s playing style, which will not be limited by their faction.
Each hero has 3 sets of customize Enchantment page. On each page player can choose 1 primary mastery and 2 secondary masteries according to the features of the hero:
1. Primary Mastery Enchantment
You can choose 2 regular Enchantments and 1 core enchantment for the primary mastery. There are multiple options for the core Enchantment of any mastery; it is the most powerful Enchantment on the page, so it is crucial for you to choose wisely.
2. Secondary Mastery Enchantment
Choose the secondary mastery from the 3 other masteries different from the primary mastery, which has 2 regular Enchantments. They can belong to the same or different mastery.
LEAGUE OF HUMANS
Mark of Frost
Gains one charge of Freeze 3 minutes into the match. Grants immunity to all damages but renders you immobile and unable to attack.
Gains Death Sickle 3 minutes into the match, becoming immune to lethal damage. Also gains 20% movement speed for 1 second. Can only be triggered once.
You receive an additional 15% reduction in talent cooldown time.
Abilities or normal attacks will kill minions that have less than 200 HP.
Spawn with a stack of Gunslinger. Killing or assisting different heroes will grant an additional stack of Gunslinger. Each stack of Gunslinger grants 10 Attack Damage and 15 Ability Power.
Able to use “Resurrect” upon death, and is resurrected immediately after use. Resurrect’s cooldown ranges from 100 to 310 seconds, depending on your level. Can be used up to 3 times.
Spawns at Lv. 2 and gain an additional 50% EXP bonus until Lv. 12. While this bonus is active, Gold and EXP gains from lanes and monsters are reduced by half.
Axe of Sacrifice
Deals an extra 3% damage but also receives an extra 2% damage (1% in the case of melee).
Recovers 8% Mana when an ability/normal attack hits an enemy hero.Cooldown: 5 seconds.
Ultimates gain an additional 10% cooldown reduction (subject to Ultimate cooldown reduction cap).
+12% Crit Chance from equipment. +8% Ability Power from equipment
Gains 18 (+3/level) Armor/Magic Pierce.
Summon a holy spirit for 5 seconds when an enemy hero is hit by 3 consecutive normal attacks. Fairy automatically attacks the enemy that you are attacking. Fairy has a range of 8.5m, 0.4 of your AD, and 15% Armor Pierce. (Cooldown: 10 seconds)
The first normal attack or ability attack that hits an enemy triggers Holy Thunder, dealing 100 (+10/level) (0.4 bonus AD) (0.3AP) damage. Each subsequent normal attack or ability attack that hits the enemy shortens cooldown by 1 second (need 0.5 seconds to trigger CD). Cooldown: 15 seconds.
After taking damage equal to 30% of your max HP within 3 seconds, you will gain 50% movement speed for 1.5 seconds, a shield with 550 (+60/level) and 15% Magic Life Steal. Kills and Assists during this time will extend Magic Life Steal by 3 seconds. Cooldown: 30 seconds.
Kills or assists restore HP by 9% of HP lost and Mana by 15%.
Each use of movement and charge abilities grants a stack of Shadow Blade for 2 seconds. Stacks up to 3 times. Next normal attack against a hero consumes all Shadow Blade stacks, dealing an additional 30 (5/level) physical damage per stack.
Your normal attack or abilities will inflict 50 (+5/lv) (0.25AP) (0.35 additional AD) magic damage on an enemy hero. Cooldown: 8 seconds
Gains 12-40 Attack Damage and +18-60 Ability Power.
Gains 10% Resistance.
Hitting an enemy hero with normal attacks or abilities increases movement speed by 2 (1 stack per ranged normal or ability attack, 2 stacks per melee normal or ability attack), last for 3 seconds, stacks up to 10 times. At 10 stacks, restores 15% of lost HP and receives 15% Armor Pierce and Magic Pierce (5% for ranged).
Curse of Death
Each abilities/normal attack that hits an enemy hero imposes a stack of mark on the same enemy which lasts 1.5 seconds. At 3 stacks, the enemy will suffer a curse buff that causes 50 (+5/level) (+0.25 additional AD) (+0.2AP) magic damage to all targets within a 2.5 meter radius, and, 1 second after that, follows it up with 100 (+10/level) (+0.5 additional AD) (+0.4AP) magic damage to targets within the same area. Cooldown: 15 seconds.
When Ultimate is used, reduces cooldowns of other abilities by 50% immediately, grants 20% cooldown reduction and increases damage reduction by 10% for 6 seconds. Kills and assists extend the effect by 3 seconds. Cooldown: 30 seconds.
While in riverbed, gains 10 movement speed, and regenerates 20 HP and 10 Mana over 5 seconds.
While in brush, the next normal attack deals additional True Damage equal to 4% of enemy’s current HP. Effect remains for 4 seconds after leaving brush. Cooldown: 20 seconds.
When you are within 4 meters of a tower, gain an additional 15% Resistance and 10% Damage Reduction against enemy heroes.
Gains 10% healing and shield effects. If target HP is less than 50%, increases effect by an additional 10%. (Includes equipment and talents.)
Each minion or monster that dies near you gives you a permanent HP buff (1 stack from minions, 2 from small monsters, 3 from large monsters). Each stack grants 8 HP, up to a maximum of 100 stacks.
When an immobilizing ability (Taunt, Knock Away, Knock Back, Stun, Petrify) hits an enemy hero, inflicts a Burn effect that deals damage equal to 1% percentage of the enemy’s max HP per 0.5 second for 5 seconds. Affected enemies will suffer a 30 Magic Defense loss (+3/level). Cooldown: 25 seconds.
Gains a stack when damage is taken. At 20 stacks, shakes off control effect and sets off an explosion in a 3.5 meter radius. Affected enemies take magic damage equal to 10% of their max HP and become stunned for 0.75 seconds. Meanwhile, receive a 30% boost to healing effect for 3 seconds.
Regenerate an additional 20 HP and 10 Mana per 5 seconds after exiting combat. The next normal attack slows enemy movement speed by 30% for 1 second and reduces enemy damage by 30% for 2 seconds.