Difference between revisions of "Enchantments"

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'''''))) Weapons ((('''''
Enchantments are a form of magic that can appear on items, modifying the item's base name and providing extra properties.


Accuracy 3 - 5%


Armor Penetration 8 - 10%
__TOC__


Weapon Damage 4 – 9%


Energy and Life Drain 5 - 9%
== Enchanting ==
All '''{{c|Common}}''' can be enchanted using an [[Enchantment Scroll]]. You can enchant both items in your inventory and equipped items. Enchanting always produces an '''{{c|Uncommon}}''' item with a single bonus selected randomly from a list of possible bonuses. The values are fixed. Using Enchantment Scroll on an enchanted item will "reroll" the item, removing any previous enchantments and applying a new one.<br>'''{{c|Unique}}''' items cannot be enchanted.<br>'''{{c|Cursed}}''' and '''{{c|Rare}}''' items cannot be obtained from using the Enchantment Scroll, they can be only found as a drop from [[NPCs#Enemies|Enemies]] or [[Containers]], or by visiting the [[Witch]].


Magic Power 7 - 9%
== Enchanted Items ==
Enchanted Items are always based on a '''{{W|Common}}''' version of an item. They will always have the same basic properties ([[Footman Sword]] and a {{c|Rare|Rare Footman Sword}} both have 24 Slashing Damage, +3% [[Accuracy]], +2% [[Block Chance]], etc.) and the Enchanted Item will have additional bonuses. The amount of bonus properties depends on the [[Item Rarity]]: '''{{c|Uncommon}}''' has one, '''{{c|Rare}}''' has two and '''{{c|Cursed}}''' may have one or two + one bonus based on the Curse type.


XXX Damage +2
These item types can have Enchanted versions:
* [[Weapons]] (except [[Ammo]] and [[Quivers]])
* [[Armor]] (except Backpack)
* [[Jewelry]]


Bleed Chance 2 – 3%


Crit Chance 3%
=== List of Enchantments ===


Crit Efficiency 12 - 20%
{| class="stoneshard" style="margin: auto; text-align: center;"
! colspan="5" | Enchantments based on Item Level (better item = higher bonus)
|-
! Affix
! Enchantment
! Item Type
! Bonus
! Bonus on {{c|Cursed}} item
|-
! Steady
! {{cl|Uncommon|Block Power}}
| Weapons, Shields,
Armor, Jewelry
| +(3-6)
| +(4-8)
|}


Spell Energy Cost (-5) – (-7)%


Fumble (-1) – (-2)%
{| class="stoneshard" style="margin: auto; text-align: center;float:center;"
! colspan="4" |Fixed Enchantments on [[Weapons]]
|-
!Affix
!Enchantment
!Bonus
!Bonus on {{c|cursed|Cursed}} items
|-
! Acidic
! {{cl|Uncommon|Damage#Damage Types|Caustic Damage}}
| {{c|Caustic|+2}}
| {{c|Caustic|+3}}
|-
! Flaming
! {{cl|Uncommon|Damage#Damage Types|Fire Damage}}
| {{c|Fire|+2}}
| {{c|Fire|+3}}
|-
! Chilling
! {{cl|Uncommon|Damage#Damage Types|Frost Damage}}
| {{c|Frost|+2}}
| {{c|Frost|+3}}
|-
! Venomous
! {{cl|Uncommon|Damage#Damage Types|Poison Damage}}
| {{c|Poison|+2}}
| {{c|Poison|+3}}
|-
! Electrified
! {{cl|Uncommon|Damage#Damage Types|Shock Damage}}
| {{c|Shock|+2}}
| {{c|Shock|+3}}
|-
!Balanced
!{{cl|Uncommon|Accuracy}}
| +3%
| +4%
|-
!Crushing
!{{cl|Uncommon|Armor Damage}}
| +15%
| +20%
|-
!Armor-Piercing
!{{cl|Uncommon|Armor Penetration}}
| +5%
| +7%
|-
!Barbed
!{{cl|Uncommon|Bleed Chance}}
| +10%
| +13%
|-
!Steady
!{{cl|Uncommon|Block Chance}}
| +5%
| +7%
|-
!Crippling
!{{cl|Uncommon|Bodypart Damage}}
| +15%
| +20
|-
!Nimble
!{{cl|Uncommon|Cooldowns Duration}}
| -5%
| -7%
|-
!Dueling
!{{cl|Uncommon|Counter Chance}}
| +5%
| +7%
|-
!Merciless
!{{cl|Uncommon|Crit Chance}}
| +5%
| +7%
|-
!Slaying
!{{cl|Uncommon|Crit Efficiency}}
| +10%
| +13%
|-
!Dazing
!{{cl|Uncommon|Daze Chance}}
| +10%
| +13%
|-
!Leeching
!{{cl|Uncommon|Energy Drain}}
| +5%
| +7%
|-
!Handy
!{{cl|Uncommon|Fumble Chance}}
| -3%
| -4%
|-
!Forceful
!{{cl|Uncommon|Knockback Chance}}
| +10%
| +13%
|-
!Vampiric
!{{cl|Uncommon|Life Drain}}
| +5%
| +7%
|-
!Charged
!{{cl|Uncommon|Magic Power}}
| +10%
| +13%
|-
!Effective
!{{cl|Uncommon|Skills Energy Cost}}
| -5%
| -7%
|-
!Stabilized
!{{cl|Uncommon|Spells Energy Cost}}
|<nowiki>-5%</nowiki>
| -7%
|-
!Stunning
!{{cl|Uncommon|Stun Chance}}
| +5%
| +7%
|-
!Deadly
!{{cl|Uncommon|Weapon Damage}}
| 5%
| +7%
|}


'''''))) Armors and Accessories ((('''''


Dodge Chance 2 – 3%
{| class="stoneshard" style="margin: auto; text-align: center;float:center;"
! colspan="4" |Fixed Enchantments on [[Armor]] and [[Jewelry]]
|-
!Affix
!Enchantment
!Bonus
!Bonus on {{c|Cursed}} items
|-
!Fortifying
!{{cl|Uncommon|Health}}
| +4
| +6
|-
!Vigorous
!{{cl|Uncommon|Energy}}
| +4
| +6
|-
!Healing
!{{cl|Uncommon|Health Restoration}}
| +4%
| +6%
|-
!Restorative
!{{cl|Uncommon|Energy Restoration}}
| +2%
| +3%
|-
!Elusive
!{{cl|Uncommon|Dodge Chance}}
|  +3%
|  +4%
|-
!Steady
!{{cl|Uncommon|Move Resistance}}
|  +10%
| +13%
|-
!Steady
!{{cl|Uncommon|Control Resistance}}
|  +10%
| +13%
|-
!Antimagic
!{{cl|Uncommon|Magic Resistance}}
| +10%
| +13%
|-
!Reliable
!{{cl|Uncommon|Nature Resistance}}
| +10%
| +13%
|-
!Painkilling
!{{cl|Uncommon|Pain Resistance}}
| +10%
| +13%
|-
!Impenetrable
!{{cl|Uncommon|Physical Resistance}}
| +5%
| +7%
|-
!Impenetrable
!{{cl|Uncommon|Piercing Resistance}}
| +10%
| +13%
|-
!Impenetrable
!{{cl|Uncommon|Slashing Resistance}}
| +10%
| +13%
|-
!Hunting
!{{cl|Uncommon|Rending Resistance}}
| +10%
| +13%
|-
!Impact-Resistant
!{{cl|Uncommon|Crushing Resistance}}
| +10%
| +13%
|-
!Blessed
!{{cl|Uncommon|Unholy Resistance}}
| +10%
| +13%
|-
!Fearless
!{{cl|Uncommon|Fortitude}}
| +10%
|  +13%
|-
!Metabolic
!{{cl|Uncommon|Healing Efficiency}}
| +15%
| +20%
|-
!Acidproof
!{{cl|Uncommon|Caustic Resistance}}
| -
| -
|-
!Antivenom
!{{cl|Uncommon|Poison Resistance}}
| -
| -
|-
!Antipsionic
!{{cl|Uncommon|Psionic Resistance}}
| -
| -
|-
!Antimagic
!{{cl|Uncommon|Arcane Resistance}}
| -
| -
|-
!Fireproof
!{{cl|Uncommon|Fire Resistance}}
| -
| -
|-
!Grounded
!{{cl|Uncommon|Shock Resistance}}
| -
| -
|-
!Insulated
!{{cl|Uncommon|Frost Resistance}}
| -
| -
|-
!Satiating
!{{cl|Uncommon|Hunger Resistance}}
| -
| -
|-
!Purifying
!{{cl|Uncommon|Intoxication Resistance}}
| -
| -
|-
!Noiseless
!{{cl|Uncommon|Noise Produced}}
| -
| -
|-
|}


Health 3 – 10
{{Template:Navigation||plain}}
 
[[Category:Items]]
Energy 3 - 16
 
XXX Res 2 - 5%
 
Health and Energy restoration 1 – 5%
 
Healing Efficientcy 4 - 6%
 
Damage Reflection 2 – 5%
 
Fortitude 6 - 10%
 
Noise Produced (-5) – (-9)%
 
Vision +2
 
'''''))) Both ((('''''
 
Block Chance 2 – 4%
 
Block power 2 – 10
 
Counter Chance 2 – 4%
 
'''))) Known Curses ((('''
 
Curse of Gnawmaw (on a ring) 26% Life Drain, 5% chance to increase Hunger and Thirst each turn.
 
Curse of Soulstealer (on a ring) 12% Energy Drain, 5% chance to lose 4% max energy each turn. (was at 12% when I equipped it, grew to 18% as I moved around, but stats sheet continued to say 12%)
 
(on a dagger) 11% (on stats sheet 14%)
 
Curse of Everfear (on a ring) 7 Unholy Damage, 5% chance to lose Morale each turn.
 
'''''*** Notes ***'''''
 
1) Different item tier may affect the chance to roll higher max value. Especially on HP and EN.
 
2) javijuji said "The formula is weird. I've rolled my rings over 300 times. You can get 7 HP and 9 energy or 5 and 11. Seems like they always have to add up to 16. Same thing happens with all the items. You cannot get max hp and max energy. Its a combination of both that always adds up to the same number.".
 
'''''*** Credits ***'''''
 
1)  Me, icyterror7777 who compile this enchant list
 
2)  javijuji (Reddit) who told me the correct max value of  Armor Pen and Acc. Plus, HP/EN formula.
 
3)  lol (Steam) who told me the correct max value of Crit Efficiency.                                                                   
 
4)  Hawke: (Steam) who told me the correct max value of Fortitude, Healing Efficientcy, Health and Counter chance.  
 
5)  Pháp sư cưỡi chim đỏ (Steam) who told me the correct max value of Energy.

Latest revision as of 14:31, 19 August 2024

Enchantments are a form of magic that can appear on items, modifying the item's base name and providing extra properties.



Enchanting

All Common can be enchanted using an Enchantment Scroll. You can enchant both items in your inventory and equipped items. Enchanting always produces an Uncommon item with a single bonus selected randomly from a list of possible bonuses. The values are fixed. Using Enchantment Scroll on an enchanted item will "reroll" the item, removing any previous enchantments and applying a new one.
Unique items cannot be enchanted.
Cursed and Rare items cannot be obtained from using the Enchantment Scroll, they can be only found as a drop from Enemies or Containers, or by visiting the Witch.

Enchanted Items

Enchanted Items are always based on a Common version of an item. They will always have the same basic properties (Footman Sword and a Rare Footman Sword both have 24 Slashing Damage, +3% Accuracy, +2% Block Chance, etc.) and the Enchanted Item will have additional bonuses. The amount of bonus properties depends on the Item Rarity: Uncommon has one, Rare has two and Cursed may have one or two + one bonus based on the Curse type.

These item types can have Enchanted versions:


List of Enchantments

Enchantments based on Item Level (better item = higher bonus)
Affix Enchantment Item Type Bonus Bonus on Cursed item
Steady Block Power Weapons, Shields,

Armor, Jewelry

+(3-6) +(4-8)


Fixed Enchantments on Weapons
Affix Enchantment Bonus Bonus on Cursed items
Acidic Caustic Damage +2 +3
Flaming Fire Damage +2 +3
Chilling Frost Damage +2 +3
Venomous Poison Damage +2 +3
Electrified Shock Damage +2 +3
Balanced Accuracy +3% +4%
Crushing Armor Damage +15% +20%
Armor-Piercing Armor Penetration +5% +7%
Barbed Bleed Chance +10% +13%
Steady Block Chance +5% +7%
Crippling Bodypart Damage +15% +20
Nimble Cooldowns Duration -5% -7%
Dueling Counter Chance +5% +7%
Merciless Crit Chance +5% +7%
Slaying Crit Efficiency +10% +13%
Dazing Daze Chance +10% +13%
Leeching Energy Drain +5% +7%
Handy Fumble Chance -3% -4%
Forceful Knockback Chance +10% +13%
Vampiric Life Drain +5% +7%
Charged Magic Power +10% +13%
Effective Skills Energy Cost -5% -7%
Stabilized Spells Energy Cost -5% -7%
Stunning Stun Chance +5% +7%
Deadly Weapon Damage 5% +7%


Fixed Enchantments on Armor and Jewelry
Affix Enchantment Bonus Bonus on Cursed items
Fortifying Health +4 +6
Vigorous Energy +4 +6
Healing Health Restoration +4% +6%
Restorative Energy Restoration +2% +3%
Elusive Dodge Chance +3% +4%
Steady Move Resistance +10% +13%
Steady Control Resistance +10% +13%
Antimagic Magic Resistance +10% +13%
Reliable Nature Resistance +10% +13%
Painkilling Pain Resistance +10% +13%
Impenetrable Physical Resistance +5% +7%
Impenetrable Piercing Resistance +10% +13%
Impenetrable Slashing Resistance +10% +13%
Hunting Rending Resistance +10% +13%
Impact-Resistant Crushing Resistance +10% +13%
Blessed Unholy Resistance +10% +13%
Fearless Fortitude +10% +13%
Metabolic Healing Efficiency +15% +20%
Acidproof Caustic Resistance - -
Antivenom Poison Resistance - -
Antipsionic Psionic Resistance - -
Antimagic Arcane Resistance - -
Fireproof Fire Resistance - -
Grounded Shock Resistance - -
Insulated Frost Resistance - -
Satiating Hunger Resistance - -
Purifying Intoxication Resistance - -
Noiseless Noise Produced - -

Page last edited during patch: 0.8.1.8