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On top of an item's raw stats, items may also possess secondary effects called enchantments. These enchantments can already be on a weapon or can be added to a weapon through the certain items.

Many different enchantments exist and the strength of the enchantment comes in two values. The first enchantment that an item has is considered its primary enchantment and boasts its full value. Enchantments added after that are secondary enchantments and are half as powerful as primary enchantments. You can have up to 9 secondary enchantments.

Adding an enchantment once an item is fully upgraded will result in an enchantment being replaced. The trait that will be replaced will always be the bottom trait. However, the enchantment added will take on a random slot in the item's enchantment pool. It's even possible to change your item's primary enchantment this way. However, the added enchantment will never spawn at the bottom of your enchantment pool to prevent it from being overwritten immediately.

One Way Heroics EnchantmentsEdit

Weapon Enchantments
Name Primary Trait Minor Trait Source
Sharp 1.3 x Attack 1.15x Attack Scroll of Swordplay
Slayer 1.4 x Attack 1.2x Attack Scroll of Swordplay
Angry 1.3 x Attack, Accuracy -10% 1.15x Attack, Accuracy -5% Scroll of Swordplay
Seeking +30% Accuracy +15% Accuracy Scroll of Swordplay
Sturdy Durability Attrition -40% Durability Attrition -20% Scroll of Swordplay
Confusing Enemy Confusion Rate +15% Enemy Confusion Rate +7% Scroll of Swordplay
Dirty 50% Value 75% Value Scroll of Swordplay
Expensive Value x5

Value x3

Scroll of Swordplay
Destructive Item Destruction +50% Item Destruction +25% Scroll of Swordplay
Flameburst Enemy Thermogenesis +15% Enemy Thermogenesis +7% Scroll of Swordplay, Scroll of Flame
Rooting Enemy Paralysis +15% Enemy Paralysis +7%

Scroll of Swordplay, Scroll of Binding

Quality 1.1x Attack, Durability Attrition -20% 1.05x Attack, Durability Attrition -10% Scroll of Swordplay, Quality Whetstone
Jerryrigged Durability 100% Restored Durability Attrition x 1.6 Scroll of Jerryrigging
Critical Critical Hit Rate +30% Critical Hit Rate +15% Scroll of Sword Saint
Godslaying Critical Hit Rate +70% Critical Hit Rate +35% Scroll of Sword Saint
Mythical 1.3x Attack, +30% Critical Hit Rate, +30% Accuracy 1.15x Attack, +15% Critical Hit Rate, +15% Accuracy Scroll of Sword Saint


Armor Enchantments
Name

Primary Trait

Minor Trait Source
Flameproof +30% Flame Resistance +15% Flame Resistance Scroll of Armoring
Heavy +5 Armor, -2 Agility +2 Armor, -1 Agility Scroll of Armoring
Quality +3 Armor, Damage reduced to 90% +1 Armor, Damage reduced to 95% Scroll of Armoring
Flexible Damage reduced to 85% Damage reduced to 92% Scroll of Armoring
Tough Damage reduced to 92%, Durability Attrition -20% Damage reduced to 96%, Durability Attrition -10% Scroll of Armoring
Adamantine Durability Attrition -50% Durability Attrition -25% Scroll of Armoring
Evasive Evasion rate +10% Evasion rate +5% Scroll of Armoring
Dirty 50% Value 75% Value Scroll of Armoring
Extravagant Value x5 Value x3 Scroll of Armoring
Jerryrigged Durability 100% Restored Durability Attrition x 1.3 Scroll of Jerryrigging
Hasty +2 Agility +1 Agility Scroll of Phalanx
Legendary Armor +10, Evasion +20% Armor +5, Evasion +10% Scroll of Phalanx
Absorbing Damaged reduced to 50% Damage reduced to 75% Scroll of Phalanx

One Way Heroics Plus EnchantmentsEdit

Compared to the base game enchantments stats versus the Plus version, there have been some changes to the stats. Also note that in the Plus version the first enchantment will be displayed as {Enchantment}{object}+1 so the max enchantments is +10, while in the base game the max enchantment was displayed as +9.

Weapon Enchantments
Name Primary Trait Minor Trait Source ID
Angry Attacks are fueled by anger. Attack Power x 1.5, Accuracy -10% Attacks are fueled by anger. Attack Power x 1.25, Accuracy -5% Scroll of Swordplay 2
Anti-Magic Cancel Meditation Rate +40% Cancel Meditation Rate +20% Random spawn on item. 18
Combo Combo Hit Rate +50% Combo Hit Rate +25% Scroll of the Sword Saint 16
Confusing Enemy confusion rate + 15% Enemy confusion rate + 7% Scroll of Swordplay 11
Critical Critical Hit Rate +16% Critical Hit Rate +8% Scroll of the Sword Saint 13
Dark Night Hypnosis Rate +25% Hypnosis Rate +12% Scroll of Swordplay 20
Destructive Item Destruction +50% Item Destruction +25% Scroll of Swordplay 7
Dirty Looks old and worn. 50% value. Looks slightly worn. 75% value. Random spawn on item. 1
Dissolve Dissolution Rate +15% (Damage x1.1, Armor -10) Dissolution Rate +7% (Damage x1.1, Armor -10) Scroll of the Sword Saint 21
Expensive Needlessly extravagant. Value x5 Needlessly extravagant. Value x3 Scroll of Swordplay 5
Flameburst Enemy Thermogenesis +15% (15 damage every turn) Enemy Thermogenesis +7% (15 damage every turn) Scroll of Swordplay 10
Godslaying Critical Hit Rate + 50%, Combo Hit Rate + 50% Critical Hit Rate +25%, Combo Hit Rate + 25% Scroll of the Sword Saint 15
Jerryrigged More brittle than before. Durability attrition x 1.6 More brittle than before. Durability attrition x 1.3 Scroll of Jerryrigging 30
Miss Cannot hit. Accuracy -30% Cannot hit. Accuracy -15% Random spawn on item. 35
Mythical Attack Power x 1.5, Accuracy and Critical Hit + 20%, Durability attrition x 0.6 Attack Power x 1.25, Accuracy and Critical Hit + 10%, Durability attrition x 0.8 Scroll of the Sword Saint 14
Quality Attack Power x 1.1, Durability attrition x 0.9 Attack Power x 1.05, Durability attrition x 0.95 Quality Whetstone 4
Rooting Enemy Paralysis +15% Enemy Paralysis +7% Scroll of the Sword Saint 12
Seeking Accuracy + 10% and Combo Hit + 20% Accuracy + 5% and Combo Hit + 10% Scroll of the Sword Saint 9
Sharp Attack Power x 1.3 Attack Power x 1.15 Scroll of Swordplay 6
Slayer Attack Power x 1.5, Durability attrition x 1.1 Attack Power x 1.25, Durability attrition x 1.05 Scroll of the Sword Saint 8
Stagnation Difficulty growing. EXP reduced to 20%. Difficulty growing. EXP reduced to 60%. Random spawn on item. 37
Sturdy Durable. Durability attrition x 0.6 Durable. Durability attrition x 0.8 Scroll of Swordplay 3
Training EXP x 1.4/Attack Power reduced to 40% Attack Power x 1.2/Attack Power reduced to 20% Scroll of the Sword Saint 19
Weakness Weak. Attack -40% Weak. Attack -20% Random spawn on item. 36
Wind Rate of Blowing Away +20% Rate of Blowing Away +10% Scroll of Swordplay 17


Armor Enchantments
Name Primary Trait Minor Trait Source ID
Absorbing Physical damage x 0.5, Durability attrition x 1.2 Physical damage x 0.75, Durability attrition x 1.1 Scroll of the Phalanx 12
Adamantine Almost indestructible. Durability attrition x 0.6 Almost indestructible. Durability attrition x 0.8 Scroll of the Phalanx 7
Dirty Looks old and worn. 50% value. Looks slightly worn. 75% value. Scroll of Armoring 2
Energy 15% chance to Restore 5% of your Energy when damaged. 7% chance to Restore 5% of your Energy when damaged. Scroll of Armoring 18
Evasive Evasion + 10%, Durability attrition x 1.1% Evasion + 5%, Durability attrition x 1.05% Scroll of the Phalanx 8
Extravagant Needlessly extravagant. Value x5 Needlessly extravagant. Value x3 Scroll of Armoring 3
Flameproof Flame Resistance + 20% Flame Resistance + 10% Scroll of Armoring 9
Flexible Distributes damage evenly. Physical damage taken reduced to 80% Distributes damage evenly. Physical damage taken reduced to 90% Scroll of Armoring 5
Hasty Movement Speed + 2, Evasion + 6%, Durability Attrition x 1.2 Movement Speed + 1, Evasion + 3%, Durability Attrition x 1.1 Scroll of the Phalanx 11
Heavy It is heavy but powerful. Armor + 10, Movement Speed -2 It is heavy but powerful. Armor + 5, Movement Speed -1 Scroll of Armoring 4
Jerryrigged More brittle than before. Durability attrition x 1.6 More brittle than before. Durability attrition x 1.3 Scroll of Jerryrigging 30
Legendary Armor + 20, Physical damage x 0.8, Durability attrition x 0.7 Armor + 10, Physical damage x 0.9, Durability attrition x 0.85 Scroll of the Phalanx 10
Preservation Nullifies item rotting 30% of the time. Nullifies item rotting 15% of the time. Scroll of Armoring 17
Purification Nullifies Poison status 30% of the time. Nullifies Poison status 15% of the time. Scroll of Armoring 14
Quality Armor + 3, physical damage x 0.9, Durability attrition x 0.9 Armor + 1, physical damage x 0.95, Durability attrition x 0.95 Scroll of Armoring 1
Resistant Force Damage reduced to 70% Force Damage reduced to 85% Random spawn on item. 13
Stagnation Difficulty growing. EXP reduced to 20%. Difficulty growing. EXP reduced to 60%. Random spawn on item. 36
Tranquility Nullifies Mind Attack status 30% of the time. Nullifies Mind Attack status 15% of the time. Scroll of the Phalanx 16
Tough Physical damage x 0.90, Durability attrition x 0.8 Physical damage x 0.95, Durability attrition x 0.9 Scroll of Armoring 6
Veteran 15% chance to Restore 10% of your ST when damaged. 7% chance to Restore 10% of your ST when damaged. Scroll of Armoring 19
Vitality 15% chance to increase auto recovery rate by 100% when damaged. 7% chance to increase auto recovery rate by 100% when damaged. Scroll of the Phalanx 20
Weakness Weak. Damage received increased to x1.4 Weak. Damage received increased to x1.2 Random spawn on item. 35
Wind Spirit Ranged Evasion +20% Ranged Evasion +10% Scroll of the Phalanx 15

Note: You can keep your ugrade from the base game when converting to the Plus version, to do so, simply copy the file "System.dat" in the base game over to the Plus version. Note that this will reduce all items durabilities to ~10%, this way you will be able to keep all upgrades from the base game with stats adjusted to the Plus version, so be sure to have a lot of repair scrolls if you are to do so.

Enchantment StackingEdit

One Way Heroics Edit

When enchantments that alter the same stat are stacked or combined, most of time, they will combine additively. For example, a weapon with 2 minor Godslaying enchantments will end up with 70% critical because each Godslaying enchantment contributes 35% each. But for damage enchantments (such as Slayer) and damage reduction enchantments (such as Flexible), these bonuses stack up multiplicatively. 2 minor Slayer enchantments, instead of producing a 1.4x damage bonus, would produce a 1.44x damage bonus instead because of this property.

it seems that damage reduction % from Vitality is taken from 1 then the armours defence% is taken then the physical damage reduction bonuses are applied but running the numbers they come out just off with slightly more defence (2 vitality, Demon Lord's Coat 15%[Quality][Quality-][Quality-], 1*.98*.85*.9*.95*.95=67.66% which would be 32.34% defence but defence reads is 34%).

Durability Attrition in weapons and armour seems that the formula appears to be multiplicatively applied. (Weapon[Quality]+[Quality-]+[Sturdy-] 1*.9*.95*.8=.68) (Armour[Quality]+[Quality-]+[Quality-] 1*.9*.95*.95=.81%)



Enchantment Limit
Trait Limit Notes
Flame Resistance +90%
Durability Attrition -90%
Evasion +70% This is a maximum evasion character can have, including agility stat bonus.

20% Evasion from Gale Shield can exceed this limit, as can mountains 20% and forest 10% but the coding disallows values above 95%. Training Bracelet reduces evasion by 20%, if you have enchanted armour of 50% and 40 agility you will have 70% evasion.

Value x30
Preserving probably 90%

One Way Heroics Plus Edit

Enchantments that alter the same stat are combined and will combine multiplicatively all of the time. It is unknown at this time if there are still caps. It is known that the durability cap has changed and can go higher, but is much more difficult to get there as durability is no longer additive.

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