The Battle Horse system has a second layer that most guides skip. A horse is graded Normal to Epic, but the equipment you put on it is graded 1st to 4th, it only works while you are mounted, and it burns satiety every time you use a skill. This post covers that equipment: what it is, what it costs, and the two failure states you need to know before you start enchanting.
Everything below comes from the official GameAgit Battle Horse guide, published by the Kal Online operator.
The five pieces
Battle horse equipment is helmet, armor, saddle, saddle cloth and magnet. The effects are only applied while you are riding the horse, and they change depending on the horse's satiety. You can check your horse and its equipment through the Riding UI, which opens with the E shortcut key.
Satiety
Satiety is what keeps the equipment effects running. The value you have goes down based on the number of hits from skill use. Riding is maintained even at zero satiety, so the mount itself never drops, but the equipment effects weaken.
You recharge satiety by consuming honor points or jewels. The guide states that equipment effects increase based on the amount of satiety consumed, so a topped-up horse is worth more than an empty one.
Enchant and upgrade
- Equipment can be enchanted up to level 10.
- A failed enchant destroys the enchant materials and the Zamogeons.
- A critical fail destroys the materials, the Zamogeons and the equipment itself.
- Only level 10 equipment can be upgraded to the next grade.
- A failed upgrade only costs the upgrade materials and Zamogeons. The equipment survives.
- Second grade and above equipment has a chance to be destroyed when an enchant fails.
The grade tables
The guide gives each piece a base value, then adds enchant points on top. The stated rule is that the displayed ability is the basic value plus the added enchant ability.
- Helmet (STR) and Helmet (INT). Basic 1 for 1st grade, 12 for 2nd, 24 for 3rd, 35 for 4th. Each enchant level adds 1.
- Armor (DEF). Basic 1, 12, 24, 35 across the four grades. Each enchant level adds 1.
- Saddle (Health). Same basic row. The saddle is the one piece where the guide's enchant column does not move by a flat point per level: a first grade saddle reads 2 at level 1 and 11 at level 10.
- Saddle cloth (Absorb percent) and Magnet (EVA). Basic 1, 6, 12, 17 across the four grades. These two are not a flat point per level. At level 10 the saddle cloth reads 6 on first grade and 8 on fourth, and the magnet reads 6 on first grade, 5 on third and 8 on fourth.
What this means in practice
The two failure states are the part worth planning around. A normal enchant failure is expensive but recoverable. A critical failure takes the equipment with it, and the guide says second grade and above pieces carry that risk. If you are enchanting a 3rd or 4th grade piece, the materials you lose on a failed upgrade are the smaller problem.
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