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Enchantments
Enchantments are bonuses found on melee weapons, armor, helms, ranged weapons and magic in Shadow Fight 2. Each enchantment has its own unique effect on the item, which gives the player a certain advantage in fights. There are three ways of obtaining enchantments:
- Purchasing items that can only be bought with gems; these items are already enchanted (most of the time).
- Manually enchanting items through the Forge.
- Winning fights against particular enemies or participating in certain game modes may reward the player with special items that come with enchantments.
Contents
The Forge
The Forge is a section in the shop that allows the players to enchant any equipment pieces using Shadow Orbs. This section becomes available in Act II, after the player beats one Tournament stage and makes an upgrade to any armor. However, there is no certainty as to which enchantment they might receive. There are a total of 25 enchantments in the game, of which 8 are simple, 9 are medium, 2 are mythical, 2 are mythical but unimplemented (Searing Luminary and Stone Fetters), one is unobtainable through The Forge but available on some special items (Critical Protection), 2 are completely unavailable to the player (Shocking Strike and Static Charge), and one appears only during certain challenges and stages (Burning).
The available enchantments can be forged from three recipes: Simple, Medium, and Mythical Recipes. After an enchantment forging is started, the player must wait a certain amount of time before the enchantment is ready. The waiting time varies depending on the complexity of the recipe, and it can be skipped using 5 gems. Only one item can be forged at a time, so the player cannot begin enchanting any items before the current forging process is completed, if any.
Whenever an item is enchanted with a Simple or Medium recipe, any previous Simple or Medium enchantments on that item irreversibly disappear and are replaced with the new enchantment.
Simple Recipes
Simple recipes are the first kind of recipe available to the player for forging enchantments. They require only Green Shadow Orbs to forge and take 20 minutes to complete, the shortest wait duration among all recipes.
Name | Image | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Precision | A chance to make a Critical Hit with increased damage. This chance depends on the power of the enchantment. Available on Melee Weapons and Ranged Weapons. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Overheat | Each strike dealt or each hit taken has a chance to put a buff on you that makes your next strike inflict 200% more damage. This chance depends on the power of the enchantment. Available on all types of equipment. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Poisoning | A chance that your enemy will start to lose 3% health (10.2% for magic) per second over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment. Available on Melee Weapons, Ranged Weapons and Magic. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Weakness | A chance to weaken your enemy’s attacks by 75% for 5 seconds after a successful hit. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons and Magic. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Magic Recharge | A chance to increase your magic recharge from a successful hit by 300% and from taking a hit by 700%. This chance depends on the power of this enchantment. Available on Melee Weapons, Armor and Helms. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Bloodrage | A chance that you will deal 200% more damage on your hit, but would also lose 30% of damage dealt in own health (10% for Naginata and Ronin’s Dadao). This enchantment won’t work if it would cause you to lose. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons and Magic. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Rejuvenation | A chance to regenerate 3% of your health for 5 seconds after being hit. This chance is proportional to the damage received and the power of the enchantment. Available on Armor and Helms. | |||||||||||||||||||||||||||||||||||||||||||||||||||
Damage Absorption | A chance to absorb all damage dealt to your body or head by a single strike. This chance depends on the power of the enchantment. Available on Armor and Helms. Medium RecipesMedium recipes, the second type of recipes, utilize Red Orbs as well as Green Orbs to forge enchantments. These enchantments are more powerful than the simple recipes. They require 1 hour and 20 minutes to be forged.
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