Enchantments are a form of magic that can appear on items, modifying the item's base name and providing extra properties.
Curses[ | ]
Below is a list of possible curses that weapons and items (such as amulets and rings) can receive.
Stealing from the witch in the Witches' House will curse all of your equipped items and those in your inventory.
Unique items, such as those a character starts the game with, cannot be cursed.
- Curse of Gnawmaw
- Bonus: 15% Life Drain
- Negative: 1% chance each turn to increase hunger or thirst by 25%. Higher hunger and thirst improves the bonus.
- Curse of Sufferjoy
- Bonus: 13%+ Weapon Damage
- Negative: 1% chance each turn to increase pain. Higher pain improves the bonus.
- Curse of Everfear
- Bonus: -5% Damage Taken
- Negative: 1% chance each turn to reduce morale. Lower morale improves the bonus.
- Curse of Gorelust
- Bonus: 13%+ Critical Chance
- Negative: 1% chance per turn to lose 5% health. Low health improves the bonus.
- Curse of Terror
- Bonus: -5% Damage Taken
- Negative: -5% Accuracy
- Curse of Numbness
- Bonus: 25% Pain Resistance
- Negative: 10% Cooldown Duration
- Curse of Stagnation
- Bonus: 10% Bleed Resistance
- Negative: -30% Healing Efficiency
- Curse of Goldhoarder
- Bonus: 28%+ Experience gain (with 6000 coins in inventory)
- Negative: Chance per turn to lose a few coins (coins are DELETED). High amount of coins in inventory improves the bonus.
- Curse of Soulstealer
- Bonus: 13% Energy Drain
- Negative: 1% chance per turn to reduce energy by 10%. Low energy improves the bonus.
- Curse of Loudmouth
- Bonus: 13% Control resistance
- Negative: 2.5% chance per turn to let out a shriek which can alert enemies.
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[ | ]
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 | +(2-5) | +(3-7) |
Flaming | Fire Damage | Weapons | +(2-5) | +(3-7) |
Chilling | Frost Damage | Weapons | +(2-5) | +(3-7) |
Venomous | Poison Damage | Weapons | +(2-5) | +(3-7) |
Electrified | Shock Damage | Weapons | +(2-5) | +(2-7) |
Fixed Enchantments on Weapons | |||
---|---|---|---|
Affix | Enchantment | Bonus | Bonus on Cursed items |
Balanced | Accuracy | +3% | +7% |
Crushing | Armor Damage | +33% | +43% |
Armor-Piercing | Armor Penetration | +10% | +13% |
Barbed | Bleed Chance | +8% | +10% |
Steady | Block Chance | +5% | +7% |
Crippling | Bodypart Damage | +25% | +33% |
Nimble | Cooldowns Duration | -7% | -13% |
Dueling | Counter Chance | +5% | +7% |
Merciless | Crit Chance | +5% | +7% |
Slaying | Crit Efficiency | +10% | +33% |
Dazing | Daze Chance | +8% | +7% |
Leeching | Energy Drain | +8% | +10% |
Handy | Fumble Chance | -3% | -7% |
Forceful | Knockback Chance | +5% | +7% |
Vampiric | Life Drain | +8% | +10% |
Charged | Magic Power | +10% | +13% |
Effective | Skills Energy Cost | -5% | -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% |
Elusive | Dodge Chance | +3% | +4% |
Restorative | Energy Restoration | +3% | +6% |
Fireproof | Fire Resistance | +10% | +13% |
Fearless | Fortitude | +10% | +13% |
Insulated | Frost Resistance | +10% | +?% |
Metabolic | Healing Efficiency | +15% | +?% |
Healing | Health Restoration | +3% | +?% |
Satiating | Hunger Resistance | +15% | +20% |
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% | +20% |
Antipsionic | Psionic Resistance | +10% | +?% |
Hunting | Rending Resistance | +5% | +7% |
Grounded | Shock Resistance | +5% | +7% |
Impenetrable | Slashing Resistance | +5% | +7% |
Blessed | Unholy Resistance | +10% | +?% |
Vigorous | Energy | +4 | +?% |
Page last edited during patch: 0.6.1.10
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