Enchantments & affinities
Enchantments
An enchantment is an extra line on an item, like "Attack +5%". Every piece of gear has two enchantment slots.
- Drops of item level 40 and up can arrive with enchantments already on them.
- Lucia the Augur rolls new ones: pick one slot or both, pay once, and the new lines replace the old at once. A slot you do not pick is kept.
- An enchantment has its own rarity, separate from the item's. An Elite item can roll a Common line and a Common item an Elite one. Rarer lines are rarer to roll.
- Each enchantment can only land on certain slots, and the strongest effects have limits on how far they stack.
- An enchantment belongs to its item; it never moves to another one.
All enchantments
The game shows each one by its effect; "x" is the number rolled.
Common
- Attack +x%
- Defense +x%
- Max HP +x%
- Attack Speed +x%
- Stun Resistance +x%
- Accuracy +x%
Rare
- Stun Chance +x%
- Crit Resistance +x%
- Block Chance +x%
- Dodge Chance +x%
- Damage vs [affinity] +x%
- Resistance vs [affinity] +x%
Epic
- Crit Chance +x%
- Crit Damage +x%
- Crit Damage Taken -x%
- First Turn: Attack Speed +x%
- Below 30% HP: Defense +x%
Legendary
- Below 20% HP: Attack +x%
- First Turn: Attack +x%
- After Dodge: Attack +x% next turn
- Below 30% HP: Damage Taken -x%
Elite
- On Crit: Heal x% of damage dealt
- First Turn: Crit Chance +x%
- First Turn: Dodge Chance +x%
- Below 20% HP: Damage Taken -x%
- Crit Damage Taken -x%
- Below 20% HP: Defense +x%
Affinities
There are four affinities:
Fire,
Ice,
Shadow and
Sun. They are a way to specialise, not a rock-paper-scissors wheel.
- On gear: a Weapon or Gloves with an affinity deal more damage to foes of that affinity ("Dmg vs Ice"). A Helmet, Armor or Shield with one takes less damage from it ("Ice Resist").
- Your own affinity is your Armor's (the Chest). The Sanctum bosses carry their Sanctum's affinity, and so do other players by what they wear.
- Combat skills have Fire, Ice, Shadow and Sun branches. Attack skills grow stronger with a matching Weapon, defense skills with a matching Armor. Fire and Ice oppose each other, as do Shadow and Sun, so an opposed piece weakens them. Steel skills work the same in any gear.
- Doctrines are passive webs per affinity that only act when you wear that affinity.
Where affinity comes from: drops from item level 30 (most are neutral), Sanctum drops (already attuned), and Morta the Soulbinder, who infuses, deepens and changes it with Essence from the Sanctums.