Difference between revisions of "Enchantments"
(→Curses) |
(→Curses) |
||
Line 150: | Line 150: | ||
|39% Life Drain (on stats sheet 26%) | |39% Life Drain (on stats sheet 26%) | ||
|5% chance to increase Hunger and Thirst each turn. | |5% chance to increase Hunger and Thirst each turn. | ||
|ring, dagger, staff | |ring, dagger, staff, bow | ||
|- | |- | ||
|Curse of Soulstealer | |Curse of Soulstealer |
Revision as of 22:02, 24 April 2020
Enchantement | Range | Items |
---|---|---|
Accuracy | +1 to +5% | Weapon |
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 | +1 to +3% | Weapon |
Crit Efficiency | +10 to +25% | Weapon |
Daze Chance | +1 to +5% | Weapon |
Stun Chance | +1 to +3% | Weapon |
Knockback Chance | +2 to +5% | Weapon |
Skill Energy Cost | -4 to -10% | Weapon |
Spell Energy Cost | -3 to -10% | Weapon |
Fumble Chance | -1 to -4% | Weapon |
Cooldown Reduction | +1 to +5% | Weapon |
Dodge Chance | +1 to +3% | Armors and Accessories |
Health | +2 to +10 | Armors and Accessories |
Energy | +2 to +10 | Armors and Accessories |
XXX Resistance | +2 to +5% | Armors and Accessories |
Health restoration | +1 to +5% | Armors and Accessories |
Energy restoration | +1 to +5% | Armors and Accessories |
Healing Efficiency | +4 to +8% | Armors and Accessories |
Damage Reflection | +2 to +5% | Armors and Accessories |
Fortitude | +6 to +10% | Armors and Accessories |
Noise Produced | -5 to -13% | Armors and Accessories |
Vision | +1 to +2 | Armors and Accessories |
Block Chance | +2 to +4% | Any |
Block power | +1 to +15 | Any |
Counter Chance | +1 to +4% | Any |
Curses
Curse | Bonus | Malus | Known items |
---|---|---|---|
Curse of Gnawmaw | 39% Life Drain (on stats sheet 26%) | 5% chance to increase Hunger and Thirst each turn. | ring, dagger, staff, bow |
Curse of Soulstealer | 11-12% Energy Drain (on stats sheet 12-14%) | 5% chance to lose 4% max energy each turn. | ring, dagger |
Curse of Everfear | 6-7 Unholy Damage | 5% chance to lose Morale each turn. | ring, axe |
Curse of Loudmouth | 4-8 Psionic Damage | 5% chance to make noise each turn. | ring, greatsword, dagger, helmet |
Curse of Sufferjoy | 14% Crit Chance | 5% chance to increase pain each turn. | ring, amulet, greatsword, dagger |
Curse of Gorelust | 15% Weapon Damage | 5% chance to lose 3% Max Health each turn.
Kill enemies to reduce the chance. |
amulet, ring, greatsword |
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, feindyslappy 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.
6) icyterror7777, who didn't do much but supported me along the way
7) Sogreth (Steam), Added more correct values and added more effects (Cooldown, Armor Damage, Stun, Knockback). And spelling errors.
|
|