Difference between revisions of "Enchant"

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[[Ring]]s 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. [[Artefact]]s come with a random enchantment value and can not be enchanted further.
 
[[Ring]]s 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. [[Artefact]]s come with a random enchantment value and can not be enchanted further.
  
Enchantments may be negative, subtracting points of of its respective stat, though this is usually exclusive to artefacts and other very specific sources.
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This is not to be confused with [[brand]]s or [[ego]]s (e.g. broad axe of [[flaming]]).
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===Enchantment Limit===
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All enchantable items have a maximum that they can be naturally enchanted:
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{| class="prettytable" style="text-align: center;"
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! colspan=2 | Maximum Enchantment Levels
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|-
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| [[Weapon]] || +9
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|-
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| [[Body armour]] || +([[Body armour|Armour's base AC]])
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|-
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| [[Barding]] || +4
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|-
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| [[Shields]] || +3 for [[Buckler]]s, +5 for [[Kite shield]]s, +8 for [[Tower shield]]s
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|-
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| All other armour || +2
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|}
  
This is not to be confused with [[brand]]s or [[ego]]s (e.g. broad axe of [[flaming]]).
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[[Artefact]]s 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. It is usually exclusive to artefacts and other very specific sources.  
  
 
==History==
 
==History==
 
*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 00:03, 20 August 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

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:

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. It is usually exclusive to artefacts and other very specific sources.

History

  • 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.