Enchantments

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Enchantments are qualities given to some items. An enchantment can grant an effects, change any one of many game mechanics, or be of no use what-so-ever.

The characters not in blue are used to denote various derivations or options in a particular enchantment. +X(%) means that an a value could be a static value of +X or a percent value like +X%. (X|Y) Z means (X or Y) Z, which can be read as being XZ or YZ. Brackets enclose a large list of similar choices.

There are many possible enchantments:

Intrinsic Effects

  • Intrinsic Effect: [Effect Name]
Items with enchantments in this form are enchanted with intrinsic effects. An Intrinsic Effect is an effect that is persistent as long as the enchanted item is equipped. The intrinsic effect may be any one or combination of effects. Only a handful of items in the kingdom are intrinsically enchanted.

Stat Boosting

  • (All Attributes|Muscle|Mysticality|Moxie) (+|-)X(%)
Items with enchantments of this form are usually classified as Muscle Modifiers, Mysticality Modifiers, and/or Moxie Modifiers. This enchantment can either increase or decrease a stat by a fixed amount, such as +5, or a percent, such as 10%.
  • All Attributes Increase with Moonlight
This enchantment acts similar to the previous listed enchantments, except that its potency is Moon dependant. The Talisman of Baio is the only current item with this enchantment.

HP/MP Boosters

  • Maximum (HP|MP) +X(%)
  • Maximum HP/MP +X
Items with enchantments of the above forms are usually classified as HP Increasers and/or MP Increasers. A character's mamimum possible HP, MP, or both, may be be increased be either a fixed amount, such as +5, or a percent, such as 10%.

Restorers

  • Regenerate X-X HP per adventure
  • Regenerate X-X HP and X-X MP per adventure
  • Sporadic HP Regeneration
Items with enchantments in the above forms are classified as HP Restorers and/or MP Restorers. These items replenish HP, MP, or sometimes both. This enchantment may act after every battle, or randomly every few fights.

Drop Modifiers

  • +X% Item Drops from Monsters
Items with an enchantment like the above will give a percent increase in the drop rate of Items from Monsters.
  • +X% Food Drops from Monsters
Items with an enchantment like the above act just like those which increase the drop rate of Items from Monsters, but for only food items.
  • +X% Meat from Monsters
Items with an enchantment like the above will give a percent increase in the quantity of Meat received from Monsters.

Increasing Stat Gain

  • +X Stat(s) Per Fight
Items with an enchantment like the above will give an increase of Stat Gains from Fights, effectively increasing your rate of advancement.

Increasing Combat Damage

Increasing Melee Damage

  • Melee Damage +X
Items with an enchantment like the one above will dish out an amount of Bonus Melee Damage in combat.

Elemental Damage

  • +X (Cold|Hot|Sleaze|Spooky|Stench) Damage
Items with enchantments in the above form will dish out an amount of Elemental Damage.

Increasing Spell Damage

  • Spell Damage +X
Items with an enchantment like the one above will increase the amount of Spell Damage that a Pastamancer or Sauceror spell will inflict.

Elemental Spell Damage

  • All Spells Cast Are (Hot|Cold)
Items with an enchantment like the one above will cause spells to always inflict a specific type of elemental damage, such as hot or cold.

Hit Chance

Critical Hits

  • Xx Chance of Critical Hit
Items with an enchantment like the one above will increase Critical Hit Chance. Attacks which critically hit do more damage than usual.

Fumbling

  • Never Fumble
Items enchanted like the above will eliminate the Chance of Fumbling your weapon. There are a handful of items with this enchantment in the game.
  • Xx chance of Fumble
This enchantment will actually increase your Chance of Fumbling your weapon when attacking. There is currently only one item that increases fumbling, the ridiculously overelaborate ninja weapon.

Elemental Resistance

  • (Slight|So-So|Serious) (Resistance to All Elements|Cold Resistance|Hot Resistance|Sleaze Resistance|Spooky Resistance|Stench Resistance)
Items with an enchantment in the form of the one above, will bestow the equiper a quantity of Elemental Resistance. The amount of resistance will stack with other items, skills, and effects. The amount of elemental resistance can be slight (the weakest), so-so, or serious (the strongest).

Class Dependency

  • (Bonus for (Seal Clubbers|Turtle Tamers|Pastamancers|Saucerors|Disco Bandits|Accordion Thieves) only)
Items with an enchantment like the one above will only affect a specific Class. Examples of items with enchantments like this are the Epic Hats and Epic Weapons.

Familiar Modifiers

Weight

  • (+|-)X to Familiar Weight
Items enchanted similarly to the above are usually familiar equipment, but can be other types of items. These items will either increase or decrease the effective weight of your familiar. The quanity of this enchantment is usually +5, but can be other values such as -5, -3, +1, +3, or +10.
  • +X lbs. of [Familiar Type]
Items with an enchantment like the one above do not increase the weight of your familiar, but simulate equipping a given poundage of one. For example, a pair of wax lips simulates having 10 lbs. of Volleyball on top of whatever the current familiar is, effectively increaing stat drops.

Damage

  • (+|-)X to Familiar Damage
Items enchanted like the above will increase the amount of damage a familiar does by a given amount, but does not increase its weight.
  • More likely to use more powerful attacks
This enchantment is unique to the targeting chip, and makes a MagiMechTech MicroMechaMech more likely to use its more powerful attacks.

Other

  • Familiar Will Attack You Less Often
This enchantment is unique to the shock collar, which makes a Stab Bat a little more submissive.
  • Hobo's Booze Is More Effective
This enchantment of unique to the weegee sqouija which will make the booze given to a Spirit Hobo more effective. How much more effective? No one knows for sure.
  • Increases Astral Mushroom Drop Rate
This enchantment of unique to the Astral Badger's badger badge. This enchantment was originaly "+5% To Astral Mushroom Drops".
  • Makes Familiar Less Sensitive to Light
This enchantment of unique to the moonglasses which will make a Grue always attack enemies, regardless of the moons, deal approximately 3-5 more damage than a grue with nothing equipped.
  • Makes March Hare More Better
This enchantment of unique to the miniature dormouse which will make the Wild Hare rewind its watch (for bonus adventures after rollover) every 12 combat adventures instead of every 15.
  • Reduces familiar's MP expenditure by 2-4.
This enchantment is unique to the tiny nose-bone fetish, which reduces the amount of MP the Pygmy Bugbear Shaman when it acts as both a Volleyball and a Fairy.
  • Teddy Bear loses less stuffing when hit.
This enchantment is unique to the Teddy Bear's sewing kit, and helps a Teddy Bear repair itself, so it loses less stuffing (weight) as it absorbs damage for you.

Apparent Sexiness

  • Monsters will be (more|less) attracted to you.
Items with enchantments like the above modify Combat Frequency. When this is increased, a combat adventure is more likely to occur. When this is decreased, a non-combat adventure is more likely to occur. This can be used to increase the chance of encountering a desired non-combat quest adventure. Adventures are, of course, location dependent.

Damage Absorbing

  • Damage Absorption +X
Items enchanted like the above will increase Damage Absorption. The amount of damage taken in combat will be reduced.

Gumption

  • Combat Initiative (+|-)X%
Items with an enchantment like the one above affect will affect yout Combat Initiative. Increasing your combat initiative will increase the chance that you will strike a monster first when a fights begin.

Monster Aggravating

  • (+|-)X to Monster Level
Items with an enchantment like the one above affect Monster Level. Increasing the level of a monster not only makes it tougher, but increases the stats gained from defeating it.
  • Successful hit weakens opponent.
Items with the above enchantment, such as the 7-Foot Dwarven mattock, the Unionize The Elves sign, and the yak whip, weaken an opponent when they successfully hit. Each hit effectively decreases the opponent's level for the current combat, but do not reduce the stats gained from defeating it.

MP Use

  • -X MP to use Skills
Items with an enchantment like the one above reduce the MP Cost of skills. Items that reduce the MP cost of skills will not do so by more than 3 points, in total.

Extra Adventures

  • +X Adventure(s) per day when equipped.
Items with enchantments like the one above will grant a player Extra Adventures on rollover, if they are equipped for rollover.

Extra Pvp Fights

  • +X PvP fight(s) per day when equipped.
Items with enchantments like the one above will grant a player Extra PvP Fights that day, if they are equipped at rollover.

Miscellaneous/Unique

  • Allows casting of Magic Missile
The above enchantment is unique to the jewel-eyed wizard hat, permitting the use of the Magic Missile combat skill.
  • Allows you to keep 4 songs in your head instead of 3.
The above enchantment is found on two custom items, the Scandalously Skimpy Bikini and the Sombrero De Vida, as well as the Hardcore Oxygenarian Ascension reward plexiglass pendant. Players with items enchanted as such can have 4 simultaneous Accordion Thief buffs, rather than the usual maximum of 3.
  • +10 Damage vs. Lions
This enchantment is unique to the safarrri hat and the Cat-Herding Prod custom item. This novelty enchantment enables a player to dish out 10 extra damage to the white lions in Whitey's Grove.
  • Damages Attacking Opponent
This enchantment may only be found on an acid-squirting flower, which will do 3-5 damage in combat if your opponent successfully attacks you.
  • +5 Duration to Buffs You Cast
The above enchantment is also unique to the jewel-eyed wizard hat. It extends the length of each buff cast by 5 turns, but this does not apply to noncombat skills.
  • Gives Extra Offhand Equipment Slot
This enchantment is only found on another novelty item, the fake hand, and gives one an extra off-hand equipment slot, while taking up an off-hand equipment slot, effectively giving no advantage.
  • Grants "Shake Hands" Combat Skill
This novelty enchantment is only found on a joybuzzer. Shake Hands is advertised to do 31-50 damage per successful handshake, but oddly enough, is never successful.
  • Hemophilia
The above enchantment is unique to the Talisman of Bakula. Hemophilia permits you to use the Give In To Your Vampiric Urges combat skill, which besides dealing damage, will restore both some HP and some MP.
  • Jellyfish Vision
This novelty enchantment is only found on a Cerebral Cloche, and causes all enemies to appear as jellyfish.
  • Regenerate MP Based on Level
The above enchantment is unique to the jewel-eyed wizard hat, which will regenerate some MP after each turn used, no matter how that turn is used.
  • Squeaky!
The above enchantment is only found on a clown hammer, and as a novelty, replaces hit messages such as WHACK! BAM! ZOT! with SQUEAK! SQUEAK! SQUEAK!.
  • They Do Nothing!
The above novelty enchantment is unique to beer goggles, and has no actual effect in-game.

Enchantment Notes

  • Items that reduce the MP cost of skills will not do so by more than 3 points, in total.
Items which affect Skill Cost are designated with this note. The total cost of a skill will never be reduced by more than 3 points.
  • This item only works for Pastamancer and Sauceror Spells.
Items which are designated with this note will not work for all skills, buffs, or attacks, but will only work for those skill that are specifically Pastamancer or Sauceror spells.
  • If you wear multiple items that increase Critical Hit chances, only the highest multiplier applies.
Items which are designated with this note affect Critical Hit Chance. Because only the one with the highest multiplier applies, equipping more than one of these types of items is not recommended.

See Also