Enchantments

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Enchantments are a form of magic that can appear on items, modifying the item's base name and providing extra properties.



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 Template:Rare 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, Template:Rare has two and Cursed can have up to three.

Enchanted Items can be found randomly as drop from Enemies or Containers.

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.


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 Template: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 or Template:Rare item will "reroll" the item, removing any previous enchantments and applying new ones.
Template:Unique items cannot be enchanted.
Cursed items cannot be obtained from using the Enchantment Scroll.


List of Enchantments

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)%


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

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
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
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

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.


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