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The degree of magical power with which some items can be imbued, most notably armour, rings, and weapons. Enchantment can be negative, null (+0), or positive, ranging from maximum -9 to +9 (luck depending) and accordingly bestow negative or positive effects upon the wearer, depending on the item category and any extra specific properties.

Items with -1, +0, and +1 are the most commonly found in the dungeon or from creature drops. The higher (+3 to +9) or lower the enchantment (-3 to -9), the rarer it usually is. Some creatures however, will always have a fixed enchantment on some of the items it's carrying, e.g. the shopkeeper will always wear a +2 ornate robe.

Enchantment Properties[]

  • Weapons (including arrows): Increases or decreases damage, also increases or decreases to hit ratio;
  • Armour: Increases or decreases armour class (AC) or base statistics (STR, DEX, CHA, INT, WIS) or other properties e.g. mana regeneration rate;
  • Rings: Increases or decreases health/mana regeneration or modify base stats.

Modifying Enchantment[]

It is generally beneficial to increase the enchantment of items, which can be achieved by a few means:

Enchantment can also be decreased, on purpose or by accident:

Enchantment Glow[]

When reading a scroll of enchant armour or a scroll of enchant weapon to increase the enchantment of armour or weapons, a glow will emerge as an after effect of the process:

  • Golden glow: The armour or weapon can be safely enchanted again;
  • Red glow: The armour or weapon will be destroyed if any further enchanting is attempted.

It should be noted that the glow only occurs when enchanting armour or weapons. Said glow does not occur when enchanting rings. Also, the red glow can be bypassed/ignored when crafting powerful armour or weapons at the blacksmith or robes at the clothier. If for example, enchanting a +6 armour results in a +7 armour with a red glow, said armour can be safely crafted into a +8 powerful armour by the blacksmith without fear of being destroyed.

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