Enchants are rolled modifiers that add stats on top of your weapon’s base kit. You roll them in the lobby’s enchant area. The system is live and working, but the developer has not published effect values — here is what is confirmed and what isn’t.
The known enchants
| Enchant | What it’s for |
|---|---|
| Power | Raw damage — the early-game pick. One useful damage enchant is enough for your first hours. |
| Hunter | A late-game chase enchant (community-recommended second step after Power) |
| Bloodlust | A late-game chase enchant |
| Supernova | A late-game chase enchant |
Power is the verified early-game recommendation: it increases your damage directly, and the beginner guide sets it as your first enchant target before your first dungeon run.
What is not verified yet
- Exact effect numbers for any enchant (including Power’s percentage) are not published — we don’t quote numbers we can’t back up.
- The full enchant pool — Hunter, Bloodlust and Supernova are the names circulating in verified gameplay; there may be more.
- Whether enchants can be rerolled freely or cost a currency per roll.
This page is intentionally short: Anime Zero updates near-daily, and enchant tables are exactly the kind of data that lands with an update. We refresh this page the moment verified values exist.
What to do meanwhile
- Roll Power first and move on — don’t chase perfect enchants before you’ve cleared Story.
- Save the late-game enchant chase until you’re farming Nightmare difficulty for materials.
- Pair your enchanted weapons for synergy bonuses — a flat +15% max health from Luffy + Shanks outweighs a mediocre enchant roll early on.