Difference between revisions of "Enchantments"

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== 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]].


== 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 {{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]]: '''{{Uncommon|Uncommon}}''' has one, '''{{Rare|Rare}}''' has two and '''<span style="color:#824858;">Cursed</span>''' can have up to three.
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.
 
Enchanted Items can be found randomly as drop from [[NPCs#Enemies|Enemies]] or [[Containers]].


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]]
=== Cursed Items ===
'''<span style="color:#824858;">Cursed</span>''' Items are a special version of Enchanted Items. They provide a stronger bonus on extra properties that a standard Enchanted Item would normally have (see table below) and come with an additional extra property, however all equipped '''<span style="color:#824858;">Cursed</span>''' Items have a chance to produce a negative effect on each turn.
The effect from '''<span style="color:#824858;">Cursed</span>''' properties can become weaker or stronger depending on how many turns have passed and how many enemies you have killed while having the '''<span style="color:#824858;">Cursed</span>''' item equipped. The exact mechanics behind '''<span style="color:#824858;">Cursed</span>''' properties are yet to be determined.
== Enchanting ==
All '''{{W|Common}}''' can be enchanted using an [[Enchantment Scroll]]. You can enchant both items in your inventory and equipped items. Enchanting always produces a '''{{Rare|Rare}}''' item with two bonus properties selected randomly from a list of possible bonuses. The values are also randomly selected from a certain range. Using Enchantment Scroll on an '''{{Uncommon|Uncommon}}''' or '''{{Rare|Rare}}''' item will "reroll" the item, removing any previous enchantments and applying new ones.<br>'''{{Unique|Unique}}''' items cannot be enchanted.<br>'''<span style="color:#824858;">Cursed</span>''' items cannot be obtained from using the Enchantment Scroll.




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


{| border="1px solid" style="text-align:center;float:left;margin-left:15%;"
{| class="stoneshard" style="margin: auto; text-align: center;"
!colspan="3"|[[Weapons]]
! colspan="5" | Enchantments based on Item Level (better item = higher bonus)
|-
!Enchantment
!Bonus
!Bonus on {{c|cursed|Cursed}} items
|-
|[[Accuracy]]
| +(1-5)%
| +(2-7)%
|-
|[[Armor Damage]]
| +(10-25)%
| +(13-33)%
|-
|[[Armor Penetration]]
| +(5-10)%
| +(7-13)%
|-
|[[Bleed Chance]]
| +(1-5)%
| +(2-7)%
|-
|[[Block Chance]]
| +(1-3)%
| +(2-4)%
|-
|[[Block Power]]
| +(1-[ITEMLVL])
| +(2-[ITEMLVL*1.3])<br>rounded up
|-
|[[Bodypart Damage]]
| +(10-25)%
| +(13-33)%
|-
|[[Damage#Damage Types|Caustic Damage]]
| {{c|caustic|+(1-2)}}
| {{c|caustic|+(2-3)}}
|-
|[[Cooldowns Duration]]
| -(1-5)%
| -(2-7)%
|-
|[[Counter Chance]]
| +(1-3)%
| +(2-4)%
|-
|[[Crit Chance]]
| +(1-3)%
| +(2-4)%
|-
|[[Crit Efficiency]]
| +(10-25)%
| +(13-33)%
|-
|[[Daze Chance]]
| +(1-5)%
| +(2-7)%
|-
|[[Energy Drain]]
| +(3-10)%
| +(4-13)%
|-
|[[Damage#Damage Types|Fire Damage]]
| {{c|fire|+(1-2)}}
| {{c|fire|+(2-3)}}
|-
|[[Damage#Damage Types|Frost Damage]]
| {{c|frost|+(1-2)}}
| {{c|frost|+(2-3)}}
|-
|[[Fumble Chance]]
| -(2-5)%
| -(3-7)%
|-
|[[Knockback Chance]]
| +(1-5)%
| +(2-7)%
|-
|[[Life Drain]]
| +(3-10)%
| +(4-13)%
|-
|[[Magic Power]]
| +(3-10)%
| +(4-13)%
|-
|[[Damage#Damage Types|Poison Damage]]
| {{c|poison|+(1-2)}}
| {{c|poison|+(2-3)}}
|-
|[[Damage#Damage Types|Shock Damage]]
| {{c|shock|+(1-2)}}
| {{c|shock|+(2-3)}}
|-
|[[Skills Energy Cost]]
| -(3-10)%
| -(4-13)%
|-
|[[Spells Energy Cost]]
| -(3-10)%
| -(4-13)%
|-
|-
|[[Stun Chance]]
! Affix
| +(1-3)%
! Enchantment
| +(2-4)%
! Item Type
! Bonus
! Bonus on {{c|Cursed}} item
|-
|-
|[[Weapon Damage]]
! Steady
| +(5-10)%
! {{cl|Uncommon|Block Power}}
| +(7-13)%
| Weapons, Shields,
Armor, Jewelry
| +(3-6)
| +(4-8)
|}
|}
{| 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 [[Weapons]]
|-
|-
!Affix
!Enchantment
!Enchantment
!Bonus
!Bonus
!Bonus on {{c|cursed|Cursed}} items
!Bonus on {{c|cursed|Cursed}} items
|-
|-
|[[Arcane Resistance]]
! Acidic
| +(1-5)%
! {{cl|Uncommon|Damage#Damage Types|Caustic Damage}}
| +(2-7)%
| {{c|Caustic|+2}}
|-
| {{c|Caustic|+3}}
|[[Bleed Resistance]]
| +(1-5)%
| +(2-7)%
|-
|[[Block Power]]
| +(1-[ITEMLVL])
| +(2-[ITEMLVL*1.3])<br>rounded up
|-
|[[Caustic Resistance]]
| +(1-5)%
| +(2-7)%
|-
|[[Crushing Resistance]]
| +(1-5)%
| +(2-7)%
|-
|[[Damage Reflection]]
| +(3-5)%
| +(4-7)%
|-
|[[Dodge Chance]]
| +(1-3)%
| +(2-4)%
|-
|-
|[[Energy]]
! Flaming
| +(2-10)
! {{cl|Uncommon|Damage#Damage Types|Fire Damage}}
| +(3-13)
| {{c|Fire|+2}}
| {{c|Fire|+3}}
|-
|-
|[[Energy Restoration]]
! Chilling
| +(2-5)%
! {{cl|Uncommon|Damage#Damage Types|Frost Damage}}
| +(3-7)%
| {{c|Frost|+2}}
| {{c|Frost|+3}}
|-
|-
|[[Fire Resistance]]
! Venomous
| +(1-5)%
! {{cl|Uncommon|Damage#Damage Types|Poison Damage}}
| +(2-7)%
| {{c|Poison|+2}}
| {{c|Poison|+3}}
|-
|-
|[[Fortitude]]
! Electrified
| +(5-10)%
! {{cl|Uncommon|Damage#Damage Types|Shock Damage}}
| +(7-13)%
| {{c|Shock|+2}}
| {{c|Shock|+3}}
|-
|-
|[[Frost Resistance]]
!Balanced
| +(1-5)%
!{{cl|Uncommon|Accuracy}}
| +(2-7)%
| +3%
| +4%
|-
|-
|[[Healing Efficiency]]
!Crushing
| +(5-10)%
!{{cl|Uncommon|Armor Damage}}
| +(7-13)%
| +15%
| +20%
|-
|-
|[[Health]]
!Armor-Piercing
| +(1-5)
!{{cl|Uncommon|Armor Penetration}}
| +(2-7)
| +5%
| +7%
|-
|-
|[[Health Restoration]]
!Barbed
| +(1-3)%
!{{cl|Uncommon|Bleed Chance}}
| +(2-4)%
| +10%
| +13%
|-
|-
|[[Hunger Resistance]]
!Steady
| +(1-5)%
!{{cl|Uncommon|Block Chance}}
| +(2-7)%
| +5%
| +7%
|-
|-
|[[Intoxication Resistance]]
!Crippling
| +(1-5)%
!{{cl|Uncommon|Bodypart Damage}}
| +(2-7)%
| +15%
| +20
|-
|-
|[[Knockback Resistance]]
!Nimble
| +(1-5)%
!{{cl|Uncommon|Cooldowns Duration}}
| +(2-7)%
| -5%
| -7%
|-
|-
|[[Magic Resistance]]
!Dueling
| +(1-5)%
!{{cl|Uncommon|Counter Chance}}
| +(2-7)%
| +5%
| +7%
|-
|-
|[[Nature Resistance]]
!Merciless
| +(1-5)%
!{{cl|Uncommon|Crit Chance}}
| +(2-7)%
| +5%
| +7%
|-
|-
|[[Noise Produced]]
!Slaying
| -(5-15)%
!{{cl|Uncommon|Crit Efficiency}}
| -(7-20)%
| +10%
| +13%
|-
|-
|[[Pain Resistance]]
!Dazing
| +(1-5)%
!{{cl|Uncommon|Daze Chance}}
| +(2-7)%
| +10%
| +13%
|-
|-
|[[Physical Resistance]]
!Leeching
| +(1-3)%
!{{cl|Uncommon|Energy Drain}}
| +(2-4)%
| +5%
| +7%
|-
|-
|[[Piercing Resistance]]
!Handy
| +(1-5)%
!{{cl|Uncommon|Fumble Chance}}
| +(2-7)%
| -3%
| -4%
|-
|-
|[[Poison Resistance]]
!Forceful
| +(1-5)%
!{{cl|Uncommon|Knockback Chance}}
| +(2-7)%
| +10%
| +13%
|-
|-
|[[Psionic Resistance]]
!Vampiric
| +(1-5)%
!{{cl|Uncommon|Life Drain}}
| +(2-7)%
| +5%
| +7%
|-
|-
|[[Rending Resistance]]
!Charged
| +(1-5)%
!{{cl|Uncommon|Magic Power}}
| +(2-7)%
| +10%
| +13%
|-
|-
|[[Shock Resistance]]
!Effective
| +(1-5)%
!{{cl|Uncommon|Skills Energy Cost}}
| +(2-7)%
| -5%
| -7%
|-
|-
|[[Slashing Resistance]]
!Stabilized
| +(1-5)%
!{{cl|Uncommon|Spells Energy Cost}}
| +(2-7)%
|<nowiki>-5%</nowiki>
| -7%
|-
|-
|[[Stun Resistance]]
!Stunning
| +(1-5)%
!{{cl|Uncommon|Stun Chance}}
| +(2-7)%
| +5%
| +7%
|-
|-
|[[Unholy Resistance]]
!Deadly
| +(1-5)%
!{{cl|Uncommon|Weapon Damage}}
| +(2-7)%
| 5%
| +7%
|}
|}
{{Clear}}


Further research into enchantments is required to confirm:
* if and which enchantments cannot appear together with other enchantments
* if and which enchantments are linked to certain enchantment names (like Steady, Merciless, etc.)
* more information about Curses


==Old data gathered by players, may be inaccurate==
{| class="stoneshard" style="margin: auto; text-align: center;float:center;"
<span id="Curses"></span>
! colspan="4" |Fixed Enchantments on [[Armor]] and [[Jewelry]]
{| class="wikitable" style="margin:10px;display:inline-block;float:left;"
|+
!Enchantement
!Range
!Items
|-
|-
|Accuracy
!Affix
|  +1 to +5%
!Enchantment
|Weapon
!Bonus
|-
!Bonus on {{c|Cursed}} items
|Armor Penetration
| +4 to +10%
|Weapon
|-
|Armor Damage
|  +10 to 23%
|Weapon
|-
|Weapon Damage
|  +3 to +10%
|Weapon
|-
|Bodypart Damge
|  +22 to +23%
|Weapon
|-
|Energy Drain
| +5 to +9%
|Weapon
|-
|Life Drain
| +5 to +10%
|Weapon
|-
|Magic Power
|  +4 to +10%
|Weapon
|-
|XXX Damage
|  +1 to +2
|Weapon
|-
|Bleed Chance
|  +2 to +5%
|Weapon
|-
|-
|Crit Chance
!Fortifying
| +1 to +3%
!{{cl|Uncommon|Health}}
|Weapon
| +4
| +6
|-
|-
|Crit Efficiency
!Vigorous
| +10 to +25%
!{{cl|Uncommon|Energy}}
|Weapon
| +4
| +6
|-
|-
|Daze Chance
!Healing
| +1 to +5%
!{{cl|Uncommon|Health Restoration}}
|Weapon
| +4%
| +6%
|-
|-
|Stun Chance
!Restorative
| +1 to +3%
!{{cl|Uncommon|Energy Restoration}}
|Weapon
| +2%
| +3%
|-
|-
|Knockback Chance
!Elusive
|  +2 to +5%
!{{cl|Uncommon|Dodge Chance}}
|Weapon
|  +3%
| +4%
|-
|-
|Skill Energy Cost
!Steady
| -4 to -10%
!{{cl|Uncommon|Move Resistance}}
|Weapon
| +10%
| +13%
|-
|-
|Spell Energy Cost
!Steady
-3 to -10%
!{{cl|Uncommon|Control Resistance}}
|Weapon
+10%
| +13%
|-
|-
|Fumble Chance
!Antimagic
| -1 to -4%
!{{cl|Uncommon|Magic Resistance}}
|Weapon
| +10%
| +13%
|-
|-
|Cooldown Reduction
!Reliable
| +1 to +5%
!{{cl|Uncommon|Nature Resistance}}
|Weapon
| +10%
| +13%
|-
|-
|Dodge Chance
!Painkilling
| +1 to +3%
!{{cl|Uncommon|Pain Resistance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Health
!Impenetrable
| +2 to +10
!{{cl|Uncommon|Physical Resistance}}
|Armors and Accessories
| +5%
| +7%
|-
|-
|Energy
!Impenetrable
| +2 to +10
!{{cl|Uncommon|Piercing Resistance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|XXX Resistance
!Impenetrable
| +2 to +5%
!{{cl|Uncommon|Slashing Resistance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Health restoration
!Hunting
| +1 to +5%
!{{cl|Uncommon|Rending Resistance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Energy restoration
!Impact-Resistant
| +1 to +5%
!{{cl|Uncommon|Crushing Resistance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Healing Efficiency
!Blessed
| +4 to +10%
!{{cl|Uncommon|Unholy Resistance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Damage Reflection
!Fearless
| +2 to +5%
!{{cl|Uncommon|Fortitude}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Fortitude
!Metabolic
| +6 to +10%
!{{cl|Uncommon|Healing Efficiency}}
|Armors and Accessories
| +15%
| +20%
|-
|-
|Noise Produced
!Acidproof
| -5 to -14%
!{{cl|Uncommon|Caustic Resistance}}
|Armors and Accessories
| -
| -
|-
|-
|Vision
!Antivenom
| +1 to +2
!{{cl|Uncommon|Poison Resistance}}
|Armors and Accessories
| -
| -
|-
|-
|Block Chance
!Antipsionic
| +2 to +4%
!{{cl|Uncommon|Psionic Resistance}}
|Weapon
| -
| -
|-
|-
|Block power
!Antimagic
| +1 to +20
!{{cl|Uncommon|Arcane Resistance}}
|Any
| -
| -
|-
|-
|Counter Chance
!Fireproof
| +1 to +4%
!{{cl|Uncommon|Fire Resistance}}
|Any
| -
|}
| -
 
{| class="wikitable" style="margin:10px;display:inline-block;"
|+
!Curse
!Bonus
!Malus
!Known items
|-
|-
|Curse of Gnawmaw
!Grounded
|20-40% Life Drain
!{{cl|Uncommon|Shock Resistance}}
|5% chance to increase Hunger and Thirst each turn.
| -
|ring, dagger, staff, bow, warhammer
| -
|-
|-
|Curse of Soulstealer
!Insulated
|11-15% Energy Drain
!{{cl|Uncommon|Frost Resistance}}
|5% chance to lose 4% max energy each turn.
| -
|ring, dagger
| -
|-
|-
|Curse of Everfear
!Satiating
|6-7 Unholy Damage
!{{cl|Uncommon|Hunger Resistance}}
|5% chance to lose Morale each turn.
| -
|ring, axe
| -
|-
|-
|Curse of Loudmouth
!Purifying
|4-8 Psionic Damage
!{{cl|Uncommon|Intoxication Resistance}}
|5% chance to make noise each turn.
| -
|ring, greatsword, dagger, helmet
| -
|-
|-
|Curse of Sufferjoy
!Noiseless
|14% Crit Chance
!{{cl|Uncommon|Noise Produced}}
|5% chance to increase pain each turn.
| -
|ring, amulet, greatsword, dagger
| -
|-
|-
|Curse of Gorelust
|10-15% Weapon Damage
|5% chance to lose 3% Max Health each turn.
Kill enemies to reduce the chance.
|amulet, ring, greatsword
|Curse of Goldhoarder
|25%-?% Lock-picking and Disarming
|5% chance to lose gold each turn.
Kill enemies to reduce the chance.
|armor, ???, ???, ???
|}
|}


=== Notes ===
{{Template:Navigation||plain}}
 
1) Different item tier may affect the chance to roll higher max value. Especially on HP and EN.
 
2) The formula for items like rings always has to add up to 16. You cannot get max hp and max energy. Its a combination of both that always adds up to the same number.
 
<br />{{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