Difference between revisions of "Enchantments"

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== Cursed Items ==
== Cursed Items ==
'''{{c|Cursed}}''' Items are a special version of Enchanted Items. Bonuses on {{c|Cursed}} items are stronger than on standard Enchanted Items, and they always have an extra bonus based on the curse type, but also come with a negative effect. All equipped '''{{c|Cursed}}''' Items have a chance to produce their negative effect on each turn.
'''{{c|Cursed}}''' Items are a special version of Enchanted Items. Bonuses on {{c|Cursed}} items are stronger than on standard Enchanted Items, and they always have an extra bonus based on the curse type, but also come with a negative effect. All equipped '''{{c|Cursed}}''' Items have a chance to produce their negative effect on each turn. The chance that an item will spawn as a {{c|Cursed}} item is between 10-15%.


The effect from '''{{c|Cursed}}''' properties can become weaker or stronger depending on certain conditions. See the list of curses below.
The effect from '''{{c|Cursed}}''' properties can become weaker or stronger depending on certain conditions. See the list of curses below.

Revision as of 21:23, 26 May 2021

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 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:


List of Enchantments

Below is a list of available 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

+(2-XX)
Fortifying Health Armor, Jewelry +(3-XX)
Vigorous Energy Armor, Jewelry +(6-XX)
Acidic Caustic Damage Weapons +(3-10) +(4-13)
Flaming Fire Damage Weapons +(3-10) +(4-13)
Chilling Frost Damage Weapons +(3-10) +(4-13)
Venomous Poison Damage Weapons +(3-10) +(4-13)
Electrified Shock Damage Weapons +(3-10) +(4-13)


Fixed Enchantments on Weapons
Affix Enchantment Bonus Bonus on Cursed items
Balanced Accuracy +5% +7%
Crushing Armor Damage +33% +?%
Armor-Piercing Armor Penetration +10% +13%
Barbed Bleed Chance +8% +?%
Steady Block Chance +5% +7%
Steady Block Power +7 +?
Crippling Bodypart Damage +25% +33%
Nimble Cooldowns Duration -7% -13%
Dueling Counter Chance +5% +7%
Merciless Crit Chance +5% +7%
Slaying Crit Efficiency +25% +26?%
Dazing Daze Chance +5% +7%
Leeching Energy Drain +8% +9%
Handy Fumble Chance -5% -7%
Forceful Knockback Chance +5% +7%
Vampiric Life Drain +8% +9%
Charged Magic Power +10% +13%
Effective Skills Energy Cost -7% -13%
Stabilized Spells Energy Cost -7% -13%
Stunning Stun Chance +3% +4%
Deadly Weapon Damage +5% +7%
Fixed Enchantments on Armor and Jewelry
Affix Enchantment Bonus Bonus on Cursed items
Antimagic Arcane Resistance +10% +7?%
Thick Bleed Resistance +10% +?%
Acidproof Caustic Resistance +10% +?%
Steady Control Resistance +10% +?%
Impact-Resistant Crushing Resistance +5% +7%
Vigilant Damage Reflection +8% +?%
Elusive Dodge Chance +3% +4%
Restorative Energy Restoration +4% +6%
Fireproof Fire Resistance +10% +13%
Fearless Fortitude +10% +13%
Insulated Frost Resistance +10% +?%
Metabolic Healing Efficiency +10% +13%
Healing Health Restoration +2% +3%
Satiating Hunger Resistance +15% +?%
Purifying Intoxication Resistance +15% +?%
Steady Move Resistance +10% +?%
Antimagic Magic Resistance +5% +7%
Reliable Nature Resistance +5% +7%
Noiseless Noise Produced -10% -13%
Enchanted Pain Resistance +15% +?%
Impenetrable Physical Resistance +3% +4%
Impenetrable Piercing Resistance +5% +7%
Antivenom Poison Resistance +10% +?%
Antipsionic Psionic Resistance +10% +?%
Hunting Rending Resistance +5% +7%
Grounded Shock Resistance +5% +7%
Impenetrable Slashing Resistance +5% +7%
Blessed Unholy Resistance +10% +?%

Cursed Items

Cursed Items are a special version of Enchanted Items. Bonuses on Cursed items are stronger than on standard Enchanted Items, and they always have an extra bonus based on the curse type, but also come with a negative effect. All equipped Cursed Items have a chance to produce their negative effect on each turn. The chance that an item will spawn as a Cursed item is between 10-15%.

The effect from Cursed properties can become weaker or stronger depending on certain conditions. See the list of curses below.


List of Curses

Curse Item types Extra bonus Negative effect
Curse of Everfear ??? -5% Damage Taken. Low Morale improves the bonus. 5% chance to lose Morale each turn.
Curse of Gnawmaw Weapons,
Armor, Jewelry
+13% Life Drain. Hunger and Thirst improve the bonus. 5% chance to increase Hunger or Thirst by 25% each turn.
Curse of Goldhoarder Jewelry +13% Experience Gain. High amounts of gold in the inventory improve the bonus. ? 5% chance to lose gold ?
Curse of Gorelust Weapons, Jewelry +13% Crit Chance. Low Health improves the bonus. 2.5% chance to lose 7.5% Max Health each turn.
Curse of Soulstealer Weapons +13% Energy Drain. Low Energy improves the bonus. 5% chance to lose 4% max energy each turn.
Curse of Sufferjoy Weapons +13% Weapon Damage. High Pain improves the bonus. 2.5% chance to increase pain each turn.
Curse of Loudmouth Weapons, Jewelry +10% Control Resistance. 5% chance to make noise each turn.
Curse of Mindwrecker Weapons,
Armor, Jewelry
+13% Magic Resistance. Low Sanity improves the bonus. 5% chance each turn to reduce Sanity.


Page last edited during patch: 0.6.1.10