Enchantments
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Enchantments are qualities given to some items. An enchantment can grant an effect, 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% Meat from Monsters
- Items with an enchantment like the above will give a percent increase in the quantity of Meat received from Monsters.
- +X% Food Drops from Monsters
- The above enchantment is unique to the rice bowl which will act just like those which increase the drop rate of Items from Monsters, but for only food items.
- +X% Weapon Drops from Monsters
- The above enchantment is unique to the pilgrim shield which will act just like those which increase the drop rate of Items from Monsters, but for only weapons.
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.
Modifying Damage Dealt
Melee Damage
- Melee Damage (+|-)X
- Items with an enchantment like the one above will dish out an amount of Bonus Melee Damage in combat, no matter what weapon you wield.
Ranged Damage
- Ranged Damage +X
- Items with an enchantment like the one above will dish out an amount of Bonus Ranged Damage in combat, if wielding a ranged weapon.
Elemental Damage
- +X (Cold|Hot|Sleaze|Spooky|Stench) Damage
- Items with enchantments in the above form will dish out an amount of Elemental Damage.
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.
+5 Damage to Cold Spells
- +X Damage to (Cold|Hot|Sleaze|Spooky|Stench) Spells
- Items with an enchantment like the one above will increase the amount of Spell Damage that an elemental 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.
Modifying Combat Damage Taken
Damage Reducing
- Damage Reduction: X
- Items enchanted like the above will increase Damage Reduction. The amount of damage taken in combat will be reduced by X.
Damage Absorbing
- Damage Absorption +X
- Items enchanted like the above will increase Damage Absorption. The amount of damage taken in combat will be reduced.
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).
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.
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 gains 1-2 extra experience per Adventure
- This enchantment is unique to the flaming familiar doppelgänger, which makes the familiar it's equipped on receive bonus experience.
- Familiar Will Attack You Less Often
- This enchantment is unique to the shock collar and tuning fork, which makes a Stab Bat or Scary Death Orb a little more submissive.
- Familiar Will Occasionally Play Tricks on Enemies
- This enchantment is unique to the plastic pumpkin bucket, which gives your familiar the ability to deal various melee and elemental attacks.
- 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 originally "+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.
- Makes Origami Towel Crane More Resistant to Wear and Tear
- This enchantment is unique to the can of starch which will make a Origami Towel Crane lose less weight as it absorbs damage for you.
- 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 the Evil Teddy Bear's sewing kit. It 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.
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 modify 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
- 5-Finger Discount
- The above enchantment is unique to the Travoltan trousers, granting a 5% discount at various NPC stores when worn.
- 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.
- Attacks Monsters During Combat
- This enchantment may only be found on a MagiMechTech NanoMechaMech, which will occasionally do 1-10 damage during a round in combat.
- +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.
- Moxie used to determine Maximum MP
(unless Mysticality is higher)
- The above enchantment is unique to the Travoltan trousers, using the highest of either Mysticality or Moxie to determine the character's MP.
- Prevents Level Teleporting
- The above novelty enchantment is unique to the Amulet of Yendor, and has no actual effect in-game.
- Provides Mostly Accurate Battle Statistics During Fights
- This enchantment may only be found on a toy space helmet, which will display the status of your opponent every round of combat.
- 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.
- +30 to All Attributes. Yeah, +30. That's the ticket.
- The above enchantment is unique to liar's pants, which are actually lying and only gives +5 to all attributes.
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 cannot be equipped while in Hardcore.
- Items which are designated with this note, namely Mr. Store items, cannot be equipped while in Hardcore.
- 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.