Difference between revisions of "Scroll of enchant weapon"

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{{flavour|A scroll that places an enchantment on a weapon chosen by the reader, increasing both accuracy and damage. Weapons can be enchanted up to +9. Magical artefacts cannot be enchanted at all.}}
 
{{flavour|A scroll that places an enchantment on a weapon chosen by the reader, increasing both accuracy and damage. Weapons can be enchanted up to +9. Magical artefacts cannot be enchanted at all.}}
Reading a '''scroll of enchant weapon''' will allow you to permanently improve the enchantment value of a single non-[[artefact]] weapon by +1, up to the maximum of +9. This improves the damage and accuracy of the affected weapon.
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Reading a '''scroll of enchant weapon''' will allow you to permanently improve the enchantment value of a single weapon by +1, up to the maximum of +9. This improves the damage and [[to-hit]] of the affected weapon by 1.
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[[Randart]]s cannot be enchanted with this scroll, except by [[Mountain Dwarf|Mountain Dwarves]], but even the dwarves can't enchant [[unrand]]s. [[Magical staves]] also cannot be enchanted at all.
  
 
==Strategy==
 
==Strategy==
*Although it's tempting to save these scrolls up until you find the perfect weapon, you shouldn't be too stingy with them. Giving a weapon even a middling enchantment bonus greatly improves your ability to survive. It's not a bad idea to enchant whatever weapon you're currently using up to +5 or so, only going past that when you find an end-game quality weapon.
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Don't be too stingy with these scrolls. Although it's tempting to save these scrolls up until you find the perfect weapon, even a middling enchant can help win fights. If you feel like you are currently struggling with killing enemies reliably, or anticipate that you'll struggle soon, then it's wise to use these scrolls immediately. For example: if you're about to head into the rune branches - which is often a difficulty spike - and you are undergeared, that could be a good time to enchant up. It may also be good to use all scrolls immediately in the early Dungeon.
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Otherwise, it's ok to keep these scrolls until you find a top-tier weapon for type and hand. A +9 weapon with a decent [[brand]] is typically enough to win.
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===Tips & Tricks===
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*Enchantment is a flat addition to damage per hit, so faster weapons get a relatively bigger boost.
 
*Some [[treasure trove]]s require you give them a weapon with a certain enchantment level to gain access. While these weapons may occur naturally, it's often easier to find an appropriate weapon and enchant it yourself. Usually, if you save the majority of your scrolls for an endgame-quality weapon, you'll know whether or not you're dealing with a weapon-demanding trove by the time you want to use your scrolls. The contents of a trove are usually worth the investment, though this is by no means guaranteed.
 
*Some [[treasure trove]]s require you give them a weapon with a certain enchantment level to gain access. While these weapons may occur naturally, it's often easier to find an appropriate weapon and enchant it yourself. Usually, if you save the majority of your scrolls for an endgame-quality weapon, you'll know whether or not you're dealing with a weapon-demanding trove by the time you want to use your scrolls. The contents of a trove are usually worth the investment, though this is by no means guaranteed.
  

Latest revision as of 06:32, 31 October 2025

Version 0.32: This article may not be up to date for the latest stable release of Crawl.
Type Scroll
Name Scroll of enchant weapon
Icon Scroll of enchant weapon.png
A scroll that places an enchantment on a weapon chosen by the reader, increasing both accuracy and damage. Weapons can be enchanted up to +9. Magical artefacts cannot be enchanted at all.

Reading a scroll of enchant weapon will allow you to permanently improve the enchantment value of a single weapon by +1, up to the maximum of +9. This improves the damage and to-hit of the affected weapon by 1.

Randarts cannot be enchanted with this scroll, except by Mountain Dwarves, but even the dwarves can't enchant unrands. Magical staves also cannot be enchanted at all.

Strategy

Don't be too stingy with these scrolls. Although it's tempting to save these scrolls up until you find the perfect weapon, even a middling enchant can help win fights. If you feel like you are currently struggling with killing enemies reliably, or anticipate that you'll struggle soon, then it's wise to use these scrolls immediately. For example: if you're about to head into the rune branches - which is often a difficulty spike - and you are undergeared, that could be a good time to enchant up. It may also be good to use all scrolls immediately in the early Dungeon.

Otherwise, it's ok to keep these scrolls until you find a top-tier weapon for type and hand. A +9 weapon with a decent brand is typically enough to win.

Tips & Tricks

  • Enchantment is a flat addition to damage per hit, so faster weapons get a relatively bigger boost.
  • Some treasure troves require you give them a weapon with a certain enchantment level to gain access. While these weapons may occur naturally, it's often easier to find an appropriate weapon and enchant it yourself. Usually, if you save the majority of your scrolls for an endgame-quality weapon, you'll know whether or not you're dealing with a weapon-demanding trove by the time you want to use your scrolls. The contents of a trove are usually worth the investment, though this is by no means guaranteed.

History

  • Prior to 0.18, scrolls of enchant weapon could remove curses on weapons.
  • Prior to 0.15, weapons had separate enchantment values for both accuracy and damage. As such, there were three different scrolls of enchant weapon (named I, II, and III). I improved accuracy, II improved damage, and III improved both twice. As a weapon's enchantment value improved beyond +3, however, the chance of the scroll succeeding would drop dramatically. Getting a weapon all the way up to +9, +9 would often require dozens of scrolls, most of which were wasted in the process.
Scrolls
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