In the world of Lost Ark, there are two types of engravings that you can find. There are more types of Engravings, Combat and Class Engravings, and Negative, and Custom Engravings. Normal Engravings improve certain parts for your character such as increasing your MaxMP or modifying the damage dealt by some abilities. Negative Engravings, in contrast, will tune down your attacks.
A second important thing I learned about this game today was its intricacies within each stone’s design itself- specifically when looking at those Negative Engraving options available on Ability Stones (which modify certain skills).
There are many different types of engravings that can modify your class’s abilities and traits. Some Class-specific ones include Point Activation, Custom Engraving slots for added functionality with specific tools or weapons in mind – it all depends on what you need!
Lost Ark Engravings
Once you’re past the fundamentals in the game, these new mechanics and game features will take over. Engravings are one of them that you should understand, as it makes your character more effective and powerful. With Accessories, you can roll with a certain amount of points towards an engraving effect and equip the right combinations to accumulate enough for your desired result.
- Engravings work based on a Points System
- Unlocked Engravings are accessible on all your characters on the server.
- Only one Custom Engraving can be added to both of the Ring pieces.
- The types of Engravings on Accessories and Ability Stones are rolled randomly.
Engraving Points, Activations, and Accessories
Engraving effects have three levels, similar to the item rarity. Or let’s say common, rare, and epic. Each level is reached once you acquire all the points in its previous rarity.
- Level 1: 5 points
- Level 2: 10 points
- Level 3: 15 points
Negative Engravings
Negative Engravings will incur penalties to characters because they can roll with additional accessories when activated. They share the same point system, The Negative Engravings have the following negative properties:
- For Epic Quality and above, you will always roll a Negative Engraving per piece.
- For Defense Reduction all Negative Engravings introduce a 2%/4%/6% penalty at each Level. Defense Reduction comes with a 5%/10%/15% penalty.
Their point distribution is slightly bit different. For Level 2 Engravings and above you will always get 1 Negative Point. Below you can find all the negative engravings that apply to all classes.
ATK Power Decrease
- Lvl 1 – Reduces ATK Power by -2%.
- Lvl 2 – Reduces ATK Power by -4%.
- Lvl 3 – Reduces ATK Power by -6%.
ATK Speed Decrease
- Lvl 1 – Reduces ATK Speed by -2%.
- Lvl 2 – Reduces ATK Speed by -4%.
- Lvl 3 – Reduces ATK Speed by -6%.
Defense Decrease
- Lvl 1 – Reduces Defense by -5%.
- Lvl 2 – Reduces Defense by -10%.
- Lvl 3 – Reduces Defense by -15%.
Speed Decrease
- Lvl 1 – Reduces Movement Speed by -2%.
- Lvl 2 – Reduces Movement Speed by -4%.
- Lvl 3 – Reduces Movement Speed by -6%.
Custom Engravings
These are the engravings that can be applied to a Ring piece, as mentioned above. This applies to both Combat and Class engravings. To reach there you would need to pretty much read plenty of Engraving Recipes Books. Each Engraving type has its own distinct Recipes Book, and you can only get to the next level by reading 20 of the books in the current tier.
Recipe books are acquired from satchels rewarded for various in-game activities. They can also be obtained by some Merchants, or by doing content such as Chaos Dungeons, Guardian Raids, and Tower of Shadow. Once obtained, you can choose to open an X amount of Recipes from the acquired Chest.
Once you reach a certain Engraving level or the one you’re interested in, you can visit an Engraver NPC who can add the effect on your Rings. They are usually located in major cities and the attempt will cost you Silver.
Faceting Ability Stones
Ability Stones are items that are worn in your Ability Stone slot (Bottom Right of your Character Tab). They offer a Vitality boost by default, which increases your character’s health and effects from potions and Roster level rewards. These will always roll one positive and one negative engraving upon cutting or faceting the stone. The Ability Stones can be found as drops for doing various in-game content, but they always have to be faceted in order to be equipped.
The engraving process on Ability Stones is not 100% successful. Every success will lower your success ratio by 10% while every failure will boost your success for the same amount. Each Ability Stone must be cut fully before you equip it, which means you need to keep on pressing the Hammer icon and fill it completely. As you can see in the image below, the two dark points in the Enhanced Shield are failures, while the third one is a success. The Reduced ability should also be dealt with, and it’s at the bottom. Simply said, once your success rate is low, click on the negative engraving. Once it’s high, click on the positive engravings.
Disclaimer. Do not despair, this might happen too.
POV: You finally understand how engraving works & decide to give it a try on your BiS skill 😂 pic.twitter.com/ucDr9AGfFh
— Bajheera (@BajheeraWoW) February 14, 2022
Complete List of Engravings
Keen Blunt Weapon | Lvl. 1: +10% Crit Damage but your attacks have a chance to deal -20% Damage.
Lvl. 2: +25% Crit Damage but your attacks have a chance to deal -20% Damage. Lvl. 3: +50% Crit Damage but your attacks have a chance to deal -20% Damage. |
Grudge | Lvl. 1: +4% Damage to Boss or higher-ranking foes. +20% Damage from them.
Lvl. 2: +10% Damage to Boss or higher-ranking foes. +20% Damage from them. Lvl. 3: +20% Damage to Boss or higher-ranking foes. +20% Damage from them. |
Heavy Armor Equipment | Lvl. 1: All Defense +30%. The amount of Defense by Heavy Armor Equipment is not affected by effects that cause Defense reduction.
Lvl. 2: All Defense +75%. The amount of Defense by Heavy Armor Equipment is not affected by effects that cause Defense reduction. Lvl. 3: All Defense +150%. The amount of Defense by Heavy Armor Equipment is not affected by effects that cause Defense reduction. |
Contender | Lvl. 1: Atk. power +1% for 15s after killing a foe. (Max. 5 stacks)
Lvl. 2: Atk. power +1.5% for 25s after killing a foe. (Max. 6 stacks) Lvl. 3: Atk. power +2.5% for 40s after killing a foe. (Max. 7 stacks) |
Cursed Doll | Lvl. 1: Atk. power +3%. Healing -25%, natural recovery excluded.
Lvl. 2: Atk. power +8%. Healing -25%, natural recovery excluded. Lvl. 3: Atk. power +16%. Healing -25%, natural recovery excluded. |
Spirit Absorbtion | Lvl. 1: Atk./Move Speed +3%.
Lvl. 2: Atk./Move Speed +8%. Lvl. 3: Atk./Move Speed +15%. |
Mass Gain | Lvl. 1: Attack speed is decreased by 10%, but attack power is increased by 4%.
Lvl. 2: Attack speed is decreased by 10%, but attack power is increased by 10%. Lvl. 3: Attack speed is decreased by 10%, but attack power is increased by 18%. |
Drops of Ether | Lvl. 1: Attacks have a chance to create an Ether. (Cooldown: 90s).
Lvl. 2: Attacks have a chance to create an Ether. (Cooldown: 40s). Lvl. 3: Attacks have a chance to create an Ether. (Cooldown: 20s). |
Lighting Fury | Lvl. 1: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 4s. When 5 orbs are created, they explode and damage surrounding foes.
Lvl. 2: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 2s. When 5 orbs are created, they explode and damage surrounding foes. Lvl. 3: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 1s. When 5 orbs are created, they explode and damage surrounding foes. |
Necromancy | Lvl. 1: Attacks summon temporary soldiers that damage foes. (Cooldown: 75s.)
Lvl. 2: Attacks summon temporary soldiers that damage foes. (Cooldown: 30s.) Lvl. 3: Attacks summon temporary soldiers that damage foes. (Cooldown: 15s.) |
Awakening | Lvl. 1: Awakening skill cooldown -10%. +1 Maximum use.
Lvl. 2: Awakening skill cooldown -25%. +2 Maximum use. Lvl. 3: Awakening skill cooldown -50%. +3 Maximum use. |
Enhanced Shield | Lvl. 1: Become immune to all Status effects while affected by shields, but -90% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield)
Lvl. 2: Become immune to all Status effects while affected by shields, but -75% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield) Lvl. 3: Become immune to all Status effects while affected by shields, but -50% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield) |
Explosive Expert | Lvl. 1: Bomb/grenade Battle Item carrying limit +1.
Lvl. 2: Bomb/grenade Battle Item carrying limit +2. Lvl. 3: Bomb/grenade Battle Item carrying limit +3. |
Super Charge | Lvl. 1: Charge skills’ charging speed +8%. Damage +4%.
Lvl. 2: Charge skills’ charging speed +20%. Damage +10%. Lvl. 3: Charge skills’ charging speed +40%. Damage +20%. |
Emergency Rescue | Lvl. 1: Creates a shield of 20% of maximum health for 6 seconds when HP is less than 30% due to being hit. The shield is not destroyed and when the effect ends, 50% of the remaining shield’s HP is recovered. (Activation cooldown 300s).
Lvl. 2: Creates a shield of 30% of maximum health for 6 seconds when HP is less than 30% due to being hit. The shield is not destroyed and when the effect ends, 50% of the remaining shield’s HP is recovered. (Activation cooldown 240s). Lvl. 3: Creates a shield of 50% of maximum health for 6 seconds when HP is less than 30% due to being hit. The shield is not destroyed and when the effect ends, 50% of the remaining shield’s HP is recovered. (Activation cooldown 180s). |
Barricade | Lvl. 1: Damage to foes while shielded +3%.
Lvl. 2: Damage to foes while shielded +8%. Lvl. 3: Damage to foes while shielded +16%. |
Disrespect | Lvl. 1: Damage to foes with 30% or lower HP +9%.
Lvl. 2: Damage to foes with 30% or lower HP +22%. Lvl. 3: Damage to foes with 30% or lower HP +36%. |
Shield Percing | Lvl. 1: Damage to shields +16%.
Lvl. 2: Damage to shields +50%. Lvl. 3: Damage to shields +100%. |
Broken Bone | Lvl. 1: Damage to staggered foes +7.5%.
Lvl. 2: Damage to staggered foes +20%. Lvl. 3: Damage to staggered foes +40%. |
Stabilized Status | Lvl. 1: Damage +3% when your HP is above 80%.
Lvl. 2: Damage +8% when your HP is above 80%. Lvl. 3: Damage +16% when your HP is above 80%. |
Master of Ambush | Lvl. 1: Damage +5% for successful back attacks.
Lvl. 2: Damage +12% for successful back attacks. Lvl. 3: Damage +25% for successful back attacks. |
Ether Enhancement | Lvl. 1: Ethers, when obtained, generate additional Ethers with Crit Damage +4%.
Lvl. 2: Ethers, when obtained, generate additional Ethers with Crit Damage +12%. Lvl. 3: Ethers, when obtained, generate additional Ethers with Crit Damage +24%. |
Master Brawler | Lvl. 1: Head attack Damage +5%.
Lvl. 2: Head attack Damage +12%. Lvl. 3: Head attack Damage +25%. |
Crushing Fist | Lvl. 1: Ignore 10% of Defense when attacking staggered enemies.
Lvl. 2: Ignore 30% of Defense when attacking staggered enemies. Lvl. 3: Ignore 50% of Defense when attacking staggered enemies. |
Strong Will | Lvl. 1: Incoming Damage -5% while Pushed.
Lvl. 2: Incoming Damage -15% while Pushed. Lvl. 3: Incoming Damage -30% while Pushed. |
Fortitude | Lvl. 1: Incoming damage is reduced proportionally to HP lost. (Max. 5%)
Lvl. 2: Incoming damage is reduced proportionally to HP lost. (Max. 15%) Lvl. 3: Incoming damage is reduced proportionally to HP lost. (Max. 30%) |
Precision Dagger | Lv. 1: Increases critical hit rate by 4%, but reduces critical damage by 12%.
Lv. 2: Increases critical hit rate by 10%, but reduces critical damage by 12%. Lv. 3: Increases critical hit rate by 20%, but reduces critical damage by 12%. |
Fast Speed | Lv. 1: Increases holding and casting speed of holding and casting skills by 5% and damage by 4%.
Lv. 2: Increases holding and casting speed of holding and casting skills by 10% and damage by 10%. Lv. 3: Increases holding and casting speed of holding and casting skills by 20% and damage by 20%. |
Master of Strikes | Lvl. 1: Increases the damage of attacks that do not correspond to back attack or front attack by 3%. This effect does not apply to Awakenings.
Lvl. 2: Increases the damage of attacks that do not correspond to back attack or front attack by 8%. This effect does not apply to Awakenings. Lvl. 3: Increases the damage of attacks that do not correspond to back attack or front attack by 16%. This effect does not apply to Awakenings. |
Propulsion | Lvl. 1: Increases the damage of skills except for basic attacks and awakening by 3% for 5 seconds after using a mobile move.
Lvl. 2: Increases the damage of skills except for basic attacks and awakening by 8% for 5 seconds after using a mobile move. Lvl. 3: Increases the damage of skills except for basic attacks and awakening by 16% for 5 seconds after using a mobile move. |
Magick Stream | Lvl. 1: MP Regen up to +10% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s).
Lvl. 2: MP Regen up to +30% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s). Lvl. 3: MP Regen up to +60% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s). |
MP Regen | Lvl. 1: MP Regen +5%.
Lvl. 2: MP Regen +15%. Lvl. 3: MP Regen +30%. |
Increased Max MP | Lvl. 1: Max MP +5%.
Lvl. 2: Max MP +15%. Lvl. 3: Max MP +30%. |
Raid Captain | Lvl. 1: Outgoing Damage +10% of basic Move Speed bonus percentage.
Lvl. 2: Outgoing Damage +22% of basic Move Speed bonus percentage. Lvl. 3: Outgoing Damage +45% of basic Move Speed bonus percentage. |
Champion’s Tenacity | Lvl. 1: Outgoing damage +3% at 50% or lower HP.
Lvl. 2: Outgoing damage +8% at 50% or lower HP. Lvl. 3: Outgoing damage +16% at 50% or lower HP. |
Specialist | Lvl. 1: Shield and HP recovery effects used on self and party members increase by 6%, and when the target’s HP is below 50%, this effect increases by an additional 3%.
Lvl. 2: Shield and HP recovery effects used on self and party members increase by 14%, and when the target’s HP is below 50%, this effect increases by an additional 7%. Lvl. 3: Shield and HP recovery effects used on self and party members increase by 24%, and when the target’s HP is below 50%, this effect increases by an additional 12%. |
Vital Point Strike | Lvl. 1: Stagger attack effectiveness +6%.
Lvl. 2: Stagger attack effectiveness +18%. Lvl. 3: Stagger attack effectiveness +36%. |
Divine Protection | Lvl. 1: When attacked, there is a 20% chance of activating Divine Protection which reduces the damage received by 60%. (Cooldown: 60s)
Lvl. 2: When attacked, there is a 20% chance of activating Divine Protection which reduces the damage received by 60%. (Cooldown: 20s) Lvl. 3: When attacked, there is a 20% chance of activating Divine Protection which reduces the damage received by 60%. (Cooldown: 10s) |
Preemptive Strike | Lvl. 1: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +30% Damage.
Lvl. 2: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +80% Damage. Lvl. 3: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +160% Damage. |
Crisis Evasion | Lvl. 1: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 15m).
Lvl. 2: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 12m). Lvl. 3: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 9m). |
Adrenaline | Lvl. 1: When using skills other than mobile and basic attacks, attack power increases by 0.3% for 6 seconds (stacks up to 6), and when this effect reaches its maximum stack, critical hit rate increases by an additional 5%. This effect is applied after the skill ends if the cooldown time reduction due to skill cancellation is applied.
Lvl. 2: When using skills other than mobile and basic attacks, attack power increases by 0.6% for 6 seconds (stacks up to 6), and when this effect reaches its maximum stack, critical hit rate increases by an additional 10%. This effect is applied after the skill ends if the cooldown time reduction due to skill cancellation is applied. Lvl. 3: When using skills other than mobile and basic attacks, attack power increases by 1% for 6 seconds (stacks up to 6), and when this effect reaches its maximum stack, critical hit rate increases by an additional 15%. This effect is applied after the skill ends if the cooldown time reduction due to skill cancellation is applied. |
As always, please let me know if something’s missing by posting in the comments below!