Difference between revisions of "Enchantments"
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| +13% Magic Resistance. Low Sanity improves the bonus. | | +13% Magic Resistance. Low Sanity improves the bonus. | ||
| 5% chance each turn to reduce Sanity. | | 5% chance each turn to reduce Sanity. | ||
| Armor, Jewelry | | Weapons, | ||
Armor, | |||
Jewelry | |||
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Revision as of 19:23, 5 February 2021
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 as drop from Enemies or Containers.
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 has 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) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Enchantment | Item Type | Bonus | Bonus on Cursed item | ||||||||
Block Power | Weapons, Shields,
Armor, Jewelry |
+(3-XX) | |||||||||
Health | Armor, Jewelry | ||||||||||
Energy | Armor, Jewelry | ||||||||||
Caustic Damage | Weapons | +(3-10) | +(4-13) | ||||||||
Fire Damage | Weapons | +(3-10) | +(4-13) | ||||||||
Frost Damage | Weapons | +(3-10) | +(4-13) | ||||||||
Poison Damage | Weapons | +(3-10) | +(4-13) | ||||||||
Shock Damage | Weapons | +(3-10) | +(4-13) |
Fixed Enchantments on Weapons | ||
---|---|---|
Enchantment | Bonus | Bonus on Cursed items |
Accuracy | +5% | +7% |
Armor Damage | +25% | +33% |
Armor Penetration | +10% | +13% |
Bleed Chance | +5% | +7% |
Block Chance | +5% | +7% |
Bodypart Damage | +25% | +33% |
Cooldowns Duration | -10% | -13% |
Counter Chance | +5% | +7% |
Crit Chance | +5% | +7% |
Crit Efficiency | +20% | +26% |
Daze Chance | +5% | +7% |
Energy Drain | +8% | +9% |
Fumble Chance | -5% | -7% |
Knockback Chance | +5% | +7% |
Life Drain | +8% | +9% |
Magic Power | +10% | +13% |
Skills Energy Cost | -10% | -13% |
Spells Energy Cost | -10% | -13% |
Stun Chance | +3% | +4% |
Weapon Damage | +5% | +7% |
Fixed Enchantments on Armor and Jewelry | ||
---|---|---|
Enchantment | Bonus | Bonus on Cursed items |
Arcane Resistance | +5% | +7% |
Bleed Resistance | +5% | +7% |
Caustic Resistance | +5% | +7% |
Control Resistance | +5% | +7% |
Crushing Resistance | +5% | +7% |
Damage Reflection | +5% | +7% |
Dodge Chance | +3% | +4% |
Energy Restoration | +4% | +6% |
Fire Resistance | +5% | +7% |
Fortitude | +10% | +13% |
Frost Resistance | +5% | +7% |
Healing Efficiency | +10% | +13% |
Health Restoration | +2% | +3% |
Hunger Resistance | +5% | +7% |
Intoxication Resistance | +5% | +7% |
Move Resistance | +5% | +7% |
Magic Resistance | +5% | +7% |
Nature Resistance | +5% | +7% |
Noise Produced | -10% | -13% |
Pain Resistance | +5% | +7% |
Physical Resistance | +3% | +4% |
Piercing Resistance | +5% | +7% |
Poison Resistance | +5% | +7% |
Psionic Resistance | +5% | +7% |
Rending Resistance | +5% | +7% |
Shock Resistance | +5% | +7% |
Slashing Resistance | +5% | +7% |
Unholy Resistance | +5% | +7% |
Cursed Items
Cursed Items are a special version of Enchanted Items. Bonuses on 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 Cursed Items have a chance to produce their negative effect on each turn.
The effect from Cursed properties can become weaker or stronger depending on certain conditions. See the list of curses below.
List of Curses
Curse type | Extra bonus | Negative effect | Item types |
---|---|---|---|
Curse of Everfear | -5% Damage Taken. Low Morale improves the bonus. | 5% chance to lose Morale each turn. | ??? |
Curse of Gnawmaw | +13% Life Drain. Hunger and Thirst improve the bonus. | 5% chance to increase Hunger and Thirst each turn. | Weapons, Jewelry |
Curse of Goldhoarder | +13% Experience Gain. High amounts of gold in the inventory improve the bonus. | ? 5% chance to lose gold ? | Jewelry |
Curse of Gorelust | +13% Weapon Damage. Low Health improves the bonus. | 5% chance to lose 3% Max Health each turn. | Weapons |
Curse of Soulstealer | +13% Energy Drain. Low Energy improves the bonus. | 5% chance to lose 4% max energy each turn. | Weapons |
Curse of Sufferjoy | +10% Crit Chance. High Pain improves the bonus. | 5% chance to increase pain each turn. | Weapons |
Curse of Loudmouth | +10% Control Resistance. | 5% chance to make noise each turn. | Weapons,
Jewelry |
Curse of Mindwrecker | +13% Magic Resistance. Low Sanity improves the bonus. | 5% chance each turn to reduce Sanity. | Weapons,
Armor, Jewelry |
Page last edited during patch: 0.6.1.6
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