Difference between revisions of "Enchantments"

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{| class="wikitable"
Enchantments are a form of magic that can appear on items, modifying the item's base name and providing extra properties.
|+
 
!Enchantement
 
!Range
__TOC__
!Items
 
 
== 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 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.
 
These item types can have Enchanted versions:
* [[Weapons]] (except [[Ammo]] and [[Quivers]])
* [[Armor]] (except Backpack)
* [[Jewelry]]
 
 
=== List of Enchantments ===
 
{| class="stoneshard" style="margin: auto; text-align: center;"
! colspan="5" | Enchantments based on Item Level (better item = higher bonus)
|-
|-
|Accuracy
! Affix
| +2 to +5%
! Enchantment
|Weapon
! Item Type
! Bonus
! Bonus on {{c|Cursed}} item
|-
|-
|Armor Penetration
! Steady
| +4 to +10%
! {{cl|Uncommon|Block Power}}
|Weapon
| Weapons, Shields,
Armor, Jewelry
| +(4-6)
| +(5-8)
|}
 
 
{| class="stoneshard" style="margin: auto; text-align: center;float:center;"
! colspan="4" |Fixed Enchantments on [[Weapons]]
|-
|-
|Weapon Damage
!Affix
| +3 to +9%
!Enchantment
|Weapon
!Bonus
!Bonus on {{c|cursed|Cursed}} items
|-
|-
|Bodypart Damge
! Acidic
| +? to +22%
! {{cl|Uncommon|Damage#Damage Types|Caustic Damage}}
|Weapon
| {{c|Caustic|+2}}
| {{c|Caustic|+3}}
|-
|-
|Energy Drain
! Flaming
| +5 to +9%
! {{cl|Uncommon|Damage#Damage Types|Fire Damage}}
|Weapon
| {{c|Fire|+2}}
| {{c|Fire|+3}}
|-
|-
|Life Drain
! Chilling
| +5 to +10%
! {{cl|Uncommon|Damage#Damage Types|Frost Damage}}
|Weapon
| {{c|Frost|+2}}
| {{c|Frost|+3}}
|-
|-
|Magic Power
! Venomous
| +7 to +10%
! {{cl|Uncommon|Damage#Damage Types|Poison Damage}}
|Weapon
| {{c|Poison|+2}}
| {{c|Poison|+3}}
|-
|-
|XXX Damage  
! Electrified
| +1 to +2
! {{cl|Uncommon|Damage#Damage Types|Shock Damage}}
|Weapon
| {{c|Shock|+2}}
| {{c|Shock|+3}}
|-
|-
|Bleed Chance
!Balanced
| +2 to +3%
!{{cl|Uncommon|Accuracy}}
|Weapon
| +3%
| +7%
|-
|-
|Crit Chance
!Crushing
| +2 to +3%
!{{cl|Uncommon|Armor Damage}}
|Weapon
| +15%
| +20%
|-
|-
|Crit Efficiency
!Armor-Piercing
| +10 to +25%
!{{cl|Uncommon|Armor Penetration}}
|Weapon
| +5%
| +7%
|-
|-
|Daze Chance
!Barbed
| +5 to +?%
!{{cl|Uncommon|Bleed Chance}}
|Weapom
| +10%
| +13%
|-
|-
|Skill Energy Cost
!Steady
| -4 to -10%
!{{cl|Uncommon|Block Chance}}
|Weapon
| +5%
| +7%
|-
|-
|Spell Energy Cost
!Crippling
| -4 to -10%
!{{cl|Uncommon|Bodypart Damage}}
|Weapon
| +15%
| +20
|-
|-
|Fumble
!Nimble
| -1 to -4%
!{{cl|Uncommon|Cooldowns Duration}}
|Weapon
| -5%
| -7%
|-
|-
|Dodge Chance
!Dueling
| +2 to +3%
!{{cl|Uncommon|Counter Chance}}
|Armors and Accessories
| +5%
| +7%
|-
|-
|Health
!Merciless
| +3 to +10
!{{cl|Uncommon|Crit Chance}}
|Armors and Accessories
| +5%
| +7%
|-
|-
|Energy
!Slaying
| +3 to +16
!{{cl|Uncommon|Crit Efficiency}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|XXX Resistance
!Dazing
| +2 to +5%
!{{cl|Uncommon|Daze Chance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Health restoration
!Leeching
| +1 to +5%
!{{cl|Uncommon|Energy Drain}}
|Armors and Accessories
| +5%
| +7%
|-
|-
|Energy restoration
!Handy
| +1 to +5%
!{{cl|Uncommon|Fumble Chance}}
|Armors and Accessories
| -3%
| -4%
|-
|-
|Healing Efficientcy
!Forceful
| +4 to +6%
!{{cl|Uncommon|Knockback Chance}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Damage Reflection
!Vampiric
| +2 to +5%
!{{cl|Uncommon|Life Drain}}
|Armors and Accessories
| +5%
| +7%
|-
|-
|Fortitude
!Charged
| +6 to +10%
!{{cl|Uncommon|Magic Power}}
|Armors and Accessories
| +10%
| +13%
|-
|-
|Noise Produced
!Effective
| -5 to -9%
!{{cl|Uncommon|Skills Energy Cost}}
|Armors and Accessories
| -5%
| -7%
|-
|-
|Vision
!Stabilized
| +2
!{{cl|Uncommon|Spells Energy Cost}}
|Armors and Accessories
|<nowiki>-5%</nowiki>
| -7%
|-
|-
|Block Chance  
!Stunning
| +2 to +4%
!{{cl|Uncommon|Stun Chance}}
|Any
| +5%
| +7%
|-
|-
|Block power
!Deadly
| +2 to +11
!{{cl|Uncommon|Weapon Damage}}
|Any
| 5%
|-
| +7%
|Counter Chance
| +1 to +4%
|Any
|}
|}


== Curses ==


{| class="wikitable"
{| class="stoneshard" style="margin: auto; text-align: center;float:center;"
|+
! colspan="4" |Fixed Enchantments on [[Armor]] and [[Jewelry]]
!Curse
|-
!Affix
!Enchantment
!Bonus
!Bonus
!Malus
!Bonus on {{c|Cursed}} items
!Known items
|-
!Fortifying
!{{cl|Uncommon|Health}}
| +4
| +6
|-
!Vigorous
!{{cl|Uncommon|Energy}}
| +4
| +6
|-
!Elusive
!{{cl|Uncommon|Dodge Chance}}
|  +3%
|  +4%
|-
!Restorative
!{{cl|Uncommon|Energy Restoration}}
| +2%
| +3%
|-
!Fearless
!{{cl|Uncommon|Fortitude}}
| +10%
|  +13%
|-
!Metabolic
!{{cl|Uncommon|Healing Efficiency}}
| +15%
| +20%
|-
!Healing
!{{cl|Uncommon|Health Restoration}}
| +4%
| +6%
|-
!Satiating
!{{cl|Uncommon|Hunger Resistance}}
| -
| -
|-
|-
|Curse of Gnawmaw
!Purifying
|39% Life Drain (on stats sheet 26%)
!{{cl|Uncommon|Intoxication Resistance}}
|5% chance to increase Hunger and Thirst each turn.
| -
|ring, dagger
| -
|-
|-
|Curse of Soulstealer
!Noiseless
|11-12% Energy Drain (on stats sheet 12-14%)
!{{cl|Uncommon|Noise Produced}}
|5% chance to lose 4% max energy each turn.
| -
|ring, dagger
| -
|-
|-
|Curse of Everfear
!Steady
|6-7 Unholy Damage
!{{cl|Uncommon|Move Resistance}}
|5% chance to lose Morale each turn.
| +10%
|ring, axe
| +13%
|-
|-
|Curse of Loudmouth
!Steady
|4-8 Psionic Damage
!{{cl|Uncommon|Control Resistance}}
|5% chance to make noise each turn.
| +10%
|ring, greatsword, dagger
| +13%
|-
|-
|Curse of Sufferjoy
!Antimagic
|14% Crit Chance
!{{cl|Uncommon|Magic Resistance}}
|5% chance to increase pain each turn.
| +10%
|ring, amulet, greatsword,dagger
| +13%
|-
|-
|Curse of Gorelust
!Reliable
|15% Weapon Damage
!{{cl|Uncommon|Nature Resistance}}
|5% chance to lose 3% Max Health each turn.
| +10%
Kill enemies to reduce the chance.
| +13%
|ring
|-
!Painkilling
!{{cl|Uncommon|Pain Resistance}}
| +10%
| +13%
|-
!Impenetrable
!{{cl|Uncommon|Physical Resistance}}
| +5%
| +7%
|-
!Impenetrable
!{{cl|Uncommon|Piercing Resistance}}
| +10%
| +13%
|-
!Impenetrable
!{{cl|Uncommon|Slashing Resistance}}
| +10%
| +13%
|-
!Hunting
!{{cl|Uncommon|Rending Resistance}}
| +10%
| +13%
|-
!Impact-Resistant
!{{cl|Uncommon|Crushing Resistance}}
| +10%
| +13%
|-
!Blessed
!{{cl|Uncommon|Unholy Resistance}}
| +10%
| +13%
|-
!Acidproof
!{{cl|Uncommon|Caustic Resistance}}
| -
| -
|-
!Antivenom
!{{cl|Uncommon|Poison Resistance}}
| -
| -
|-
!Antipsionic
!{{cl|Uncommon|Psionic Resistance}}
| -
| -
|-
!Antimagic
!{{cl|Uncommon|Arcane Resistance}}
| -
| -
|-
!Fireproof
!{{cl|Uncommon|Fire Resistance}}
| -
| -
|-
!Grounded
!{{cl|Uncommon|Shock Resistance}}
| -
| -
|-
!Insulated
!{{cl|Uncommon|Frost Resistance}}
| -
| -
|}
|}


=== Notes ===
{{Template:Navigation||plain}}
 
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
 
 
 
{{Template:Item navbox}}
[[Category:Items]]
[[Category:Items]]

Latest revision as of 12:54, 4 January 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% +7%
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