Difference between revisions of "Enchantments"

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== Enchanting ==
== 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 a '''{{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 as drop from [[NPCs#Enemies|Enemies]] or [[Containers]].
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]].
 


== Enchanted Items ==
== 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}}''' has two + one bonus based on the Curse type.
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.


These item types can have Enchanted versions:
These item types can have Enchanted versions:
* [[Weapons]]
* [[Weapons]] (except [[Ammo]] and [[Quivers]])
* [[Armor]] (except Backpack)
* [[Armor]] (except Backpack)
* [[Jewelry]]
* [[Jewelry]]
Line 19: Line 18:


=== List of Enchantments ===
=== List of Enchantments ===
Patch 0.6.0.12 changed all bonuses from value ranges to a single fixed value, and also lowered the bonuses. The tables below are currently inaccurate and need updating.


<div style="margin:auto;text-align:center;">Below is a list of Enchantments available for certain item types:</div>
{| 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)
|}




{| border="1px solid" style="text-align:center;float:left;margin-left:15%;"
{| class="stoneshard" style="margin: auto; text-align: center;float:center;"
!colspan="3"|[[Weapons]]
! colspan="4" |Fixed Enchantments on [[Weapons]]
|-
|-
!Affix
!Enchantment
!Enchantment
!Bonus
!Bonus
!Bonus on {{c|cursed|Cursed}} items
!Bonus on {{c|cursed|Cursed}} items
|-
|-
|[[Accuracy]]
! Acidic
| +5%
! {{cl|Uncommon|Damage#Damage Types|Caustic Damage}}
| +7%
| {{c|Caustic|+2}}
| {{c|Caustic|+3}}
|-
|-
|[[Armor Damage]]
! Flaming
| +25%
! {{cl|Uncommon|Damage#Damage Types|Fire Damage}}
| +33%
| {{c|Fire|+2}}
| {{c|Fire|+3}}
|-
|-
|[[Armor Penetration]]
! Chilling
| +10%
! {{cl|Uncommon|Damage#Damage Types|Frost Damage}}
| +13%
| {{c|Frost|+2}}
| {{c|Frost|+3}}
|-
|-
|[[Bleed Chance]]
! Venomous
| +5%
! {{cl|Uncommon|Damage#Damage Types|Poison Damage}}
| +7%
| {{c|Poison|+2}}
| {{c|Poison|+3}}
|-
|-
|[[Block Chance]]
! Electrified
| +5%
! {{cl|Uncommon|Damage#Damage Types|Shock Damage}}
| +7%
| {{c|Shock|+2}}
| {{c|Shock|+3}}
|-
|-
|[[Block Power]]
!Balanced
| +(1-[ITEMLVL])
!{{cl|Uncommon|Accuracy}}
| +(2-[ITEMLVL*1.3])<br>rounded up
| +3%
| +4%
|-
|-
|[[Bodypart Damage]]
!Crushing
| +25%
!{{cl|Uncommon|Armor Damage}}
| +33%
| +15%
| +20%
|-
|-
|[[Damage#Damage Types|Caustic Damage]]
!Armor-Piercing
| {{c|caustic|+(3-10)}}
!{{cl|Uncommon|Armor Penetration}}
| {{c|caustic|+(4-13)}}
| +5%
| +7%
|-
|-
|[[Cooldowns Duration]]
!Barbed
| -10%
!{{cl|Uncommon|Bleed Chance}}
| -13%
| +10%
| +13%
|-
|-
|[[Counter Chance]]
!Steady
!{{cl|Uncommon|Block Chance}}
| +5%
| +5%
| +7%
| +7%
|-
|-
|[[Crit Chance]]
!Crippling
| +5%
!{{cl|Uncommon|Bodypart Damage}}
| +7%
| +15%
| +20
|-
|-
|[[Crit Efficiency]]
!Nimble
| +20%
!{{cl|Uncommon|Cooldowns Duration}}
| +26%
| -5%
| -7%
|-
|-
|[[Daze Chance]]
!Dueling
!{{cl|Uncommon|Counter Chance}}
| +5%
| +5%
| +7%
| +7%
|-
|-
|[[Energy Drain]]
!Merciless
!{{cl|Uncommon|Crit Chance}}
| +5%
| +7%
| +7%
| +9%
|-
|-
|[[Damage#Damage Types|Fire Damage]]
!Slaying
| {{c|fire|+(1-2)}}
!{{cl|Uncommon|Crit Efficiency}}
| {{c|fire|+(2-3)}}
| +10%
| +13%
|-
|-
|[[Damage#Damage Types|Frost Damage]]
!Dazing
| {{c|frost|+(1-2)}}
!{{cl|Uncommon|Daze Chance}}
| {{c|frost|+(2-3)}}
| +10%
|-
| +13%
|[[Fumble Chance]]
| -5%
| -7%
|-
|-
|[[Knockback Chance]]
!Leeching
!{{cl|Uncommon|Energy Drain}}
| +5%
| +5%
| +7%
| +7%
|-
|-
|[[Life Drain]]
!Handy
| +7%
!{{cl|Uncommon|Fumble Chance}}
| +9%
| -3%
| -4%
|-
|-
|[[Magic Power]]
!Forceful
!{{cl|Uncommon|Knockback Chance}}
| +10%
| +10%
| +13%
| +13%
|-
|-
|[[Damage#Damage Types|Poison Damage]]
!Vampiric
| {{c|poison|+(1-2)}}
!{{cl|Uncommon|Life Drain}}
| {{c|poison|+(2-3)}}
| +5%
| +7%
|-
|-
|[[Damage#Damage Types|Shock Damage]]
!Charged
| {{c|shock|+(1-2)}}
!{{cl|Uncommon|Magic Power}}
| {{c|shock|+(2-3)}}
| +10%
| +13%
|-
|-
|[[Skills Energy Cost]]
!Effective
| -10%
!{{cl|Uncommon|Skills Energy Cost}}
| -13%
| -5%
| -7%
|-
|-
|[[Spells Energy Cost]]
!Stabilized
| -10%
!{{cl|Uncommon|Spells Energy Cost}}
| -13%
|<nowiki>-5%</nowiki>
| -7%
|-
|-
|[[Stun Chance]]
!Stunning
| +3%
!{{cl|Uncommon|Stun Chance}}
| +4%
| +5%
| +7%
|-
|-
|[[Weapon Damage]]
!Deadly
| +5%
!{{cl|Uncommon|Weapon Damage}}
| 5%
| +7%
| +7%
|}
|}
{| border="1px solid" style="text-align:center;float:right;margin-right:15%;"
 
!colspan="3"|[[Armor]] and [[Jewelry]]
 
{| class="stoneshard" style="margin: auto; text-align: center;float:center;"
! colspan="4" |Fixed Enchantments on [[Armor]] and [[Jewelry]]
|-
|-
!Affix
!Enchantment
!Enchantment
!Bonus
!Bonus
!Bonus on {{c|cursed|Cursed}} items
!Bonus on {{c|Cursed}} items
|-
|[[Arcane Resistance]]
| +4%
| +5%
|-
|-
|[[Bleed Resistance]]
!Fortifying
| +4%
!{{cl|Uncommon|Health}}
| +5%
| +4
| +6
|-
|-
|[[Block Power]]
!Vigorous
| +(1-[ITEMLVL])
!{{cl|Uncommon|Energy}}
| +(2-[ITEMLVL*1.3])<br>rounded up
| +4
| +6
|-
|-
|[[Caustic Resistance]]
!Healing
!{{cl|Uncommon|Health Restoration}}
| +4%
| +4%
| +5%
| +6%
|-
|-
|[[Crushing Resistance]]
!Restorative
| +4%
!{{cl|Uncommon|Energy Restoration}}
| +5%
| +2%
|-
|[[Damage Reflection]]
| +5%
| +7%
|-
|[[Dodge Chance]]
| +3%
| +3%
| +4%
|-
|-
|[[Energy]]
!Elusive
| +(2-10)
!{{cl|Uncommon|Dodge Chance}}
| +(3-13)
| +3%
| +4%
|-
|-
|[[Energy Restoration]]
!Steady
| +4%
!{{cl|Uncommon|Move Resistance}}
| +5%
| +10%
| +13%
|-
|-
|[[Fire Resistance]]
!Steady
| +4%
!{{cl|Uncommon|Control Resistance}}
| +5%
| +10%
| +13%
|-
|-
|[[Fortitude]]
!Antimagic
!{{cl|Uncommon|Magic Resistance}}
| +10%
| +10%
| +13%
| +13%
|-
|-
|[[Frost Resistance]]
!Reliable
| +4%
!{{cl|Uncommon|Nature Resistance}}
| +5%
| +10%
| +13%
|-
|-
|[[Healing Efficiency]]
!Painkilling
!{{cl|Uncommon|Pain Resistance}}
| +10%
| +10%
| +13%
| +13%
|-
|-
|[[Health]]
!Impenetrable
| +(1-5)
!{{cl|Uncommon|Physical Resistance}}
| +(2-7)
|-
|[[Health Restoration]]
| +2%
| +3%
|-
|[[Hunger Resistance]]
| +4%
| +5%
| +5%
| +7%
|-
|-
|[[Intoxication Resistance]]
!Impenetrable
| +4%
!{{cl|Uncommon|Piercing Resistance}}
| +5%
| +10%
| +13%
|-
|-
|[[Move Resistance]]
!Impenetrable
| +4%
!{{cl|Uncommon|Slashing Resistance}}
| +5%
| +10%
| +13%
|-
|-
|[[Magic Resistance]]
!Hunting
| +4%
!{{cl|Uncommon|Rending Resistance}}
| +5%
| +10%
| +13%
|-
|-
|[[Nature Resistance]]
!Impact-Resistant
| +4%
!{{cl|Uncommon|Crushing Resistance}}
| +5%
| +10%
| +13%
|-
|-
|[[Noise Produced]]
!Blessed
| -10%
!{{cl|Uncommon|Unholy Resistance}}
| -13%
| +10%
| +13%
|-
|-
|[[Pain Resistance]]
!Fearless
| +4%
!{{cl|Uncommon|Fortitude}}
| +5%
| +10%
| +13%
|-
|-
|[[Physical Resistance]]
!Metabolic
| +3%
!{{cl|Uncommon|Healing Efficiency}}
| +4%
| +15%
|-
| +20%
|[[Piercing Resistance]]
| +4%
| +5%
|-
|[[Poison Resistance]]
| +4%
| +5%
|-
|[[Psionic Resistance]]
| +4%
| +5%
|-
|[[Rending Resistance]]
| +4%
| +5%
|-
|[[Shock Resistance]]
| +4%
| +5%
|-
|-
|[[Slashing Resistance]]
!Acidproof
| +4%
!{{cl|Uncommon|Caustic Resistance}}
| +5%
| -
| -
|-
|-
|[[Control Resistance]]
!Antivenom
| +4%
!{{cl|Uncommon|Poison Resistance}}
| +5%
| -
| -
|-
|-
|[[Unholy Resistance]]
!Antipsionic
| +4%
!{{cl|Uncommon|Psionic Resistance}}
| +5%
| -
|}
| -
{{Clear}}
 
 
== Cursed Items ==
'''{{c|Cursed}}''' Items are a special version of Enchanted Items. Bonuses on {{c|Cursed}} items are stronger than on standard Enchanted Items, and they always have an extra bonus based on the curse type, but also come with a negative effect. All equipped '''{{c|Cursed}}''' Items have a chance to produce their negative effect on each turn.
 
The effect from '''{{c|Cursed}}''' properties can become weaker or stronger depending on certain conditions. See the list of curses below.
 
 
=== List of Curses ===
{| border="1px solid" style="width:75%;margin: auto;text-align:center;"
! Curse type
! Extra bonus
! Negative effect
! Item types
|-
|-
| Curse of Everfear
!Antimagic
| -5% Damage Taken. Low Morale improves the bonus.
!{{cl|Uncommon|Arcane Resistance}}
| 5% chance to lose Morale each turn.
| -
| ???
| -
|-
|-
| Curse of Gnawmaw
!Fireproof
| +13% Life Drain. Hunger and Thirst improve the bonus.
!{{cl|Uncommon|Fire Resistance}}
| 5% chance to increase Hunger and Thirst each turn.
| -
| Weapons
| -
|-
|-
| Curse of Goldhoarder
!Grounded
| +13% Experience Gain. High amounts of gold in the inventory improve the bonus.
!{{cl|Uncommon|Shock Resistance}}
| ? 5% chance to lose gold ?
| -
| Jewelry
| -
|-
|-
| Curse of Gorelust
!Insulated
| +13% Weapon Damage. Low Health improves the bonus.
!{{cl|Uncommon|Frost Resistance}}
| 5% chance to lose 3% Max Health each turn.
| -
| Weapons
| -
|-
|-
| Curse of Soulstealer
!Satiating
| +13% Energy Drain. Low Energy improves the bonus.
!{{cl|Uncommon|Hunger Resistance}}
| 5% chance to lose 4% max energy each turn.
| -
| Weapons
| -
|-
|-
| Curse of Sufferjoy
!Purifying
| +10% Crit Chance. High Pain improves the bonus.
!{{cl|Uncommon|Intoxication Resistance}}
| 5% chance to increase pain each turn.
| -
| Weapons
| -
|-
|-
| Curse of Loudmouth
!Noiseless
| +10% Control Resistance.
!{{cl|Uncommon|Noise Produced}}
| 5% chance to make noise each turn.
| -
| Jewelry
| -
|-
|-
| Curse of Mindwrecker
| +13% Magic Resistance. Low Sanity improves the bonus.
| 5% chance each turn to reduce Sanity.
| Armor
|}
|}


 
{{Template:Navigation||plain}}
{{Clear}}
{{Template:Main navbox}}
[[Category:Items]]
[[Category:Items]]

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