Difference between revisions of "Enchant"
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==History== | ==History== | ||
+ | *Prior to [[0.27]]'s removal of [[curse]]s, negative enchantments used to be a lot more common (on cursed items). | ||
*Prior to [[0.25]], stat boosting rings could naturally spawn with an enchantment from 2 to 6, positive or negative. An [[amulet of reflection]] varied in the same way, though was always positive. | *Prior to [[0.25]], stat boosting rings could naturally spawn with an enchantment from 2 to 6, positive or negative. An [[amulet of reflection]] varied in the same way, though was always positive. | ||
*Prior to [[0.15]], weapons had a seperate to-hit enchant and damage enchant (e.g. +8,+6 broad axe). A scroll of enchant weapon I increased the former, a scroll of enchant wepaon II for the latter, and a scroll of enchant weapon III increased both twice. | *Prior to [[0.15]], weapons had a seperate to-hit enchant and damage enchant (e.g. +8,+6 broad axe). A scroll of enchant weapon I increased the former, a scroll of enchant wepaon II for the latter, and a scroll of enchant weapon III increased both twice. |
Revision as of 23:27, 19 August 2022
For the class of effect described as "hostile enchantments", see Willpower#Resistible enchantments. For the defunct spell school with these effects, see Enchantments.
Armour, weapons and shields may have enchantments. For example, a +7 broad axe has an enchantment of +7. Each enchant, or "plus", adds +1 to a specific stat:
- Armour gain 1 AC per enchantment, increasing the maximum AC roll by 1. They are enchanted via a scroll of enchant armour.
- Shields gain 1 SH per enchantment, increasing the chance to block. They are enchanted via a scroll of enchant armour.
- Weapons gain 1 point of to-hit and an effective +1 slaying per enchantment, increasing its maximum damage by 1. They are enchanted via a scroll of enchant weapon.
Rings may also display an enchant value, though except for a unique shop vault, they will always be either +6 or +4 (depending on the stat of the ring). They can not be enchanted further. Artefacts come with a random enchantment value and can not be enchanted further.
This is not to be confused with brands or egos (e.g. broad axe of flaming).
Enchantment Limit
All enchantable items have a maximum that they can be naturally enchanted:
Maximum Enchantment Levels | |
---|---|
Weapon | +9 |
Body armour | +(Armour's base AC) |
Barding | +4 |
Shields | +3 for Bucklers, +5 for Kite shields, +8 for Tower shields |
All other armour | +2 |
Artefacts are not bound to these limits and may be "overenchanted". Enchantment level can be negative, though items do not normally generate with a negative enchantment, being usually exclusive to artefacts and other very specific sources (such as the Cinder Acolyte background).
History
- Prior to 0.27's removal of curses, negative enchantments used to be a lot more common (on cursed items).
- Prior to 0.25, stat boosting rings could naturally spawn with an enchantment from 2 to 6, positive or negative. An amulet of reflection varied in the same way, though was always positive.
- Prior to 0.15, weapons had a seperate to-hit enchant and damage enchant (e.g. +8,+6 broad axe). A scroll of enchant weapon I increased the former, a scroll of enchant wepaon II for the latter, and a scroll of enchant weapon III increased both twice.