Skill Enchant in High Five: routes and Giant's Codex
Skill Enchant improves a skill you already know through one of its available routes. Not every skill can be enchanted, and routes and limits vary. The enchant window shows the costs and success chance of your next attempt; check them before spending books, SP or Adena.
- Requirement
- Level 76+ and third profession
- Normal
- Failure resets the skill's enchant
- Safe
- Failure preserves the current enchant
- Safe cost
- SP and Adena ×5 compared with the normal step in Syndicate
Requirements and routes
- You need at least level 76 and your third profession. The skill must be learned at the required base level and have a defined enchant route.
- Enchant outside combat and incompatible states such as transformation or being aboard a vehicle. Having a book in your inventory is not enough.
- Routes may improve power, duration, cost, chance or other parameters depending on the skill. An elemental route also changes the element used by that skill.
- Example: Power and Cost solve different problems: more damage per use or less resource consumption. Do not choose a route just because another class uses the same label.
Normal versus Safe Enchant
- Normal: uses Giant's Codex for the first +1 step of a route. Later normal steps consume SP and Adena, without requiring another normal Codex every time. Failure returns the skill to its base level without enchant.
- Safe Enchant: uses Giant's Codex - Mastery on every attempt. Failure preserves the current enchant but consumes the book and costs.
- In Syndicate a safe attempt costs five times the SP and Adena of the normal step. It protects progress; it does not guarantee success.
- Example: if a skill is +9 and an attempt at +10 fails, Normal returns it to the unenchanted base level; Safe leaves it at +9. The attempt's resources are spent in both cases.
- Chance depends on character level and the skill/step. There is no single percentage for every skill, and a high chance at +1 does not make later levels safe.
Changing route and removing enchant
- Giant's Codex - Discipline lets you change to another valid route. This is not free: it requires SP, Adena and the book, and may reduce the enchant level.
- Giant's Codex - Oblivion removes one enchant level through Untrain; it does not improve a skill or turn a normal attempt into a safe one.
- Check that the route suits your weapon, element and content before advancing many levels. Changing a developed route may cost more than planning it at the start.
- Skill Enchant is separate from weapon and armor enchant: the books, requirements and consequences of failure differ.
Syndicate Auto Enchant Skills
The Premium ALT+B → MISC service is prepared, awaiting activation. It will let you choose a learned skill by icon, its route and a target, then repeat attempts with native books, SP and Adena until it reaches the chosen enchant target or stops. It can only be started in-game and does not enchant Ally skills.
Normal will still lose the enchant on failure; Safe will preserve it while consuming a Mastery per attempt. Automation does not improve the odds. The service guide explains confirmation, progress and limits.
Frequently asked questions
Does Safe Enchant guarantee success?
No. It uses Giant's Codex - Mastery to preserve enchant if the attempt fails; the book, SP and Adena are still consumed.
Do I need a normal Giant's Codex for every level?
Not in Syndicate: normal enchant requires a Codex at the route's first +1 step. Safe Enchant consumes a Mastery on every attempt.
Can every skill reach the same enchant level?
No. Each skill has its own routes and limit. The game window shows the steps available for your chosen skill.