Difference between revisions of "Enchantments"
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Revision as of 09:58, 13 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 |
+(4-6) | +(5-8) |
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 |
Elusive | Dodge Chance | +3% | +4% |
Restorative | Energy Restoration | +2% | +3% |
Fearless | Fortitude | +10% | +13% |
Metabolic | Healing Efficiency | +15% | +20% |
Healing | Health Restoration | +4% | +6% |
Satiating | Hunger Resistance | - | - |
Purifying | Intoxication Resistance | - | - |
Noiseless | Noise Produced | - | - |
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% |
Acidproof | Caustic Resistance | - | - |
Antivenom | Poison Resistance | - | - |
Antipsionic | Psionic Resistance | - | - |
Antimagic | Arcane Resistance | - | - |
Fireproof | Fire Resistance | - | - |
Grounded | Shock Resistance | - | - |
Insulated | Frost Resistance | - | - |
Page last edited during patch: 0.8.1.8
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