Difference between revisions of "Enchantments"

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__TOC__
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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 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]].




== 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}}''' has 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:
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=== Cursed Items ===
== 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.
'''{{c|Cursed}}''' 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 '''{{c|Cursed}}''' Items have a chance to produce a negative effect on each turn.
 
The effect from '''{{c|Cursed}}''' properties can become weaker or stronger depending on how many turns have passed and how many enemies you have killed while having the '''{{c|Cursed}}''' item equipped. The exact mechanics behind '''{{c|Cursed}}''' properties are yet to be determined.


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.


== List of Curses ==
* Curse of Everfear: -5% Damage Taken. Low Morale improves the bonus.
* Curse of Gnawmaw: +13% Life Drain. Hunger and Thirst improve the bonus.
* Curse of Goldhoarder: +13% Experience Gain. High amounts of gold in the inventory improve the bonus.
* Curse of Gorelust: +13% Weapon Damage. Low Health improves the bonus.
* Curse of Soulstealer: +13% Energy Drain. Low Energy improves the bonus.
* Curse of Sufferjoy: +10% Crit Chance. High Pain improves the bonus.
* Curse of Loudmouth: +10% Control Resistance.


== 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 ==
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.


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


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| +(2-7)%
| +(2-7)%
|}
|}
{{Clear}}




Further research into enchantments is required to confirm:
{{Clear}}
* 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==
<span id="Curses"></span>
{| class="wikitable" style="margin:10px;display:inline-block;float:left;"
|+
!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 +10%
|Armors and Accessories
|-
|Damage Reflection
| +2 to +5%
|Armors and Accessories
|-
|Fortitude
| +6 to +10%
|Armors and Accessories
|-
|Noise Produced
|  -5 to -14%
|Armors and Accessories
|-
|Vision
|  +1 to +2
|Armors and Accessories
|-
|Block Chance
| +2 to +4%
|Weapon
|-
|Block power
|  +1 to +20
|Any
|-
|Counter Chance
|  +1 to +4%
|Any
|}
 
{| class="wikitable" style="margin:10px;display:inline-block;"
|+
!Curse
!Bonus
!Malus
!Known items
|-
|Curse of Gnawmaw
|20-40% Life Drain
|5% chance to increase Hunger and Thirst each turn.
|ring, dagger, staff, bow, warhammer
|-
|Curse of Soulstealer
|11-15% Energy Drain
|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
|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 ===
 
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}}
{{Template:Main navbox}}
[[Category:Items]]
[[Category:Items]]

Revision as of 19:31, 20 October 2020

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 a 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:


Cursed Items

Cursed 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 Cursed Items have a chance to produce a negative effect on each turn.

The effect from Cursed properties can become weaker or stronger depending on how many turns have passed and how many enemies you have killed while having the Cursed item equipped. The exact mechanics behind Cursed properties are yet to be determined.


List of Curses

  • Curse of Everfear: -5% Damage Taken. Low Morale improves the bonus.
  • Curse of Gnawmaw: +13% Life Drain. Hunger and Thirst improve the bonus.
  • Curse of Goldhoarder: +13% Experience Gain. High amounts of gold in the inventory improve the bonus.
  • Curse of Gorelust: +13% Weapon Damage. Low Health improves the bonus.
  • Curse of Soulstealer: +13% Energy Drain. Low Energy improves the bonus.
  • Curse of Sufferjoy: +10% Crit Chance. High Pain improves the bonus.
  • Curse of Loudmouth: +10% Control Resistance.


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.
Below is a list of Enchantments available for certain item types:


Weapons
Enchantment Bonus Bonus on 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])
rounded up
Bodypart Damage +(10-25)% +(13-33)%
Caustic Damage +(1-2) +(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)%
Fire Damage +(1-2) +(2-3)
Frost Damage +(1-2) +(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)%
Poison Damage +(1-2) +(2-3)
Shock Damage +(1-2) +(2-3)
Skills Energy Cost -(3-10)% -(4-13)%
Spells Energy Cost -(3-10)% -(4-13)%
Stun Chance +(1-3)% +(2-4)%
Weapon Damage +(5-10)% +(7-13)%
Armor and Jewelry
Enchantment Bonus Bonus on Cursed items
Arcane Resistance +(1-5)% +(2-7)%
Bleed Resistance +(1-5)% +(2-7)%
Block Power +(1-[ITEMLVL]) +(2-[ITEMLVL*1.3])
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 +(2-10) +(3-13)
Energy Restoration +(2-5)% +(3-7)%
Fire Resistance +(1-5)% +(2-7)%
Fortitude +(5-10)% +(7-13)%
Frost Resistance +(1-5)% +(2-7)%
Healing Efficiency +(5-10)% +(7-13)%
Health +(1-5) +(2-7)
Health Restoration +(1-3)% +(2-4)%
Hunger Resistance +(1-5)% +(2-7)%
Intoxication Resistance +(1-5)% +(2-7)%
Knockback Resistance +(1-5)% +(2-7)%
Magic Resistance +(1-5)% +(2-7)%
Nature Resistance +(1-5)% +(2-7)%
Noise Produced -(5-15)% -(7-20)%
Pain Resistance +(1-5)% +(2-7)%
Physical Resistance +(1-3)% +(2-4)%
Piercing Resistance +(1-5)% +(2-7)%
Poison Resistance +(1-5)% +(2-7)%
Psionic Resistance +(1-5)% +(2-7)%
Rending Resistance +(1-5)% +(2-7)%
Shock Resistance +(1-5)% +(2-7)%
Slashing Resistance +(1-5)% +(2-7)%
Stun Resistance +(1-5)% +(2-7)%
Unholy Resistance +(1-5)% +(2-7)%


Page last edited during patch: 0.6.0.12