The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/assets/config/items/ItemEnchants.txt

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Item Enchants
{
General Enchants
{
# Chance to roll
Percent Chance = 50%
Enchant Display Color = 253, 255, 206, 255
Health Boost
{
Description = "Increases Maximum Health %."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Health %, 3, 5
# Stat Modifier[1] = ...
}
Attack Boost
{
Description = "Increases Attack %."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Attack %, 3, 5
# Stat Modifier[1] = ...
}
Movement Boost
{
Description = "Increases Move Spd %."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Move Spd %, 3, 5
# Stat Modifier[1] = ...
}
Ability Haste
{
Description = "Decreases cooldown time of abilities."
# Stat, Lowest, Highest Value
Stat Modifier[0] = CDR, 3, 5
# Stat Modifier[1] = ...
}
Crit Rate
{
Description = "Increases critical hit rate."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Crit Rate, 3, 5
# Stat Modifier[1] = ...
}
Crit Damage
{
Description = "Increases damage from critical hits."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Crit Dmg, 7, 10
# Stat Modifier[1] = ...
}
Stoneskin
{
Description = "Reduces damage taken."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Damage Reduction, 3, 5
# Stat Modifier[1] = ...
}
Mana Pool
{
Description = "Increases maximum mana."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Mana, 7, 12
# Stat Modifier[1] = ...
}
}
Class Enchants
{
# Chance to roll
Percent Chance = 40%
Enchant Display Color = 83, 250, 255, 255
Ranger
{
Quickdraw
{
Description = "Basic Attack cooldown has a {RESET CHANCE}% chance of instantly resetting when a target is hit."
Affects = Auto Attack
RESET CHANCE = 20%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Stealthy Retreat
{
Description = "Invulnerability time increased by {INVULNERABILITY INCREASE} seconds when using Retreat."
Affects = Right Click Ability
INVULNERABILITY INCREASE = 2.0s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Poisonous Arrow
{
Description = "Every {POISON ARROW RESET FREQUENCY} seconds, the next arrow fired becomes a poisonous arrow causing {POISON TICK DAMAGE}% damage every second for {POISON DURATION} seconds."
Affects = Auto Attack
POISON ARROW RESET FREQUENCY = 10s
POISON TICK DAMAGE = 20%
POISON DURATION = 7s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Extreme Rapid Fire
{
Description = "Fire an additional {ARROW COUNT INCREASE} arrows when using Rapid Fire"
Affects = Ability 1
ARROW COUNT INCREASE = 5
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Charge Beam
{
Description = "Charged Shot's attack radius becomes immensely large."
Affects = Ability 2
ATTACK RADIUS INCREASE MULT = 15x
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Mega Charged Shot
{
Description = "Charged Shot's cast time increases by {CAST TIME INCREASE} seconds. Now deals two times more damage."
Affects = Ability 2
CAST TIME INCREASE = 1.5s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Multi-Multishot
{
Description = "Multishot can now hold up to {EXTRA CHARGE COUNT} charges and has a {COOLDOWN REDUCTION PCT}% reduced Cooldown."
Affects = Ability 3
EXTRA CHARGE COUNT = 3
COOLDOWN REDUCTION PCT = 10%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
}
Thief
{
Backstabber
{
Description = "Attacking a target from behind deals an additional {BACKSTAB BONUS DMG}% damage."
Affects = Auto Attack
BACKSTAB BONUS DMG = 40%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Tumble
{
Description = "Roll range, invulnerability time, and Movespeed boost are all increased by {BOOST PERCENTAGE}%."
Affects = Right Click Ability
BOOST PERCENTAGE = 30%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Triple Toss
{
Description = "Hidden Dagger now throws {NEW DAGGER COUNT} daggers instead of 1."
Affects = Ability 1
NEW DAGGER COUNT = 3
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Deadly Mirage
{
Description = "After dashing once with Deadly Dash, gives a {REACTIVATE TIMING WINDOW} second window to reuse the skill without spending mana."
Affects = Ability 2
REACTIVATE TIMING WINDOW = 2s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Adrenaline Stim
{
Description = "Sacrifice {HEALTH PCT COST}% of your health to gain {ATTACK RANGE INCREASE PCT}% increased attack range. Adrenaline Rush also lasts {NEW ADRENALINE RUSH DURATION} seconds instead of 8."
Affects = Ability 3
HEALTH PCT COST = 20%
ATTACK RANGE INCREASE PCT = 50%
NEW ADRENALINE RUSH DURATION = 30s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Bloodlust
{
Description = "Every Enemy killed during Adrenaline Rush increases the duration of the buff by {BUFF TIMER INCREASE} seconds. Every Kill grants a {ATTACK BUFF PCT INCREASE}% Attack buff stacking up to {MAX ATTACK BUFF STACKS} times."
Affects = Ability 3
BUFF TIMER INCREASE = 2s
ATTACK BUFF PCT INCREASE = 1%
MAX ATTACK BUFF STACKS = 10
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Evasive Movement
{
Description = "Roll also grants {DAMAGE REDUCTION PCT}% Damage Reduction for {DAMAGE REDUCTION DURATION} seconds."
Affects = Right Click Ability
DAMAGE REDUCTION PCT = 50%
DAMAGE REDUCTION DURATION = 3.0s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
}
Trapper
{
Burning Arrow
{
Description = "Auto attacks on a marked Target now apply a {BURN DURATION}-second burn to targets dealing {BURN DAMAGE}% attack every {BURN TICK FREQUENCY} seconds. Burn can be stacked up to {MAX BURN STACK} times"
Affects = Auto Attack
BURN DURATION = 6s
BURN DAMAGE = 20%
BURN TICK FREQUENCY = 2s
MAX BURN STACK = 3
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Enfeebled Target
{
Description = "Marked targets are slowed by {SLOW PCT}% and deal {DAMAGE REDUCTION PCT}% less damage."
Affects = Ability 1
SLOT PCT = 30%
DAMAGE REDUCTION PCT = 20%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Long-Lasting Mark
{
Description = "Marks now last for {DURATION} seconds."
Affects = Ability 1
DURATION = 20s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Trap Collector
{
Description = "You can now hold {CHARGE COUNT} charges of each trap."
Affects = Ability 2, Ability 3
CHARGE COUNT = 2
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Lingering Scent
{
Description = "Bleed lasts for {BLEED EXTRA DURATION} seconds longer."
Affects = Ability 2
BLEED EXTRA DURATION = 10s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Opportunity Shot
{
Description = "Every {MARK TIME} seconds a random enemy on screen gets {MARK AMOUNT} Mark. If a mark on that Target is triggered within {MARK TRIGGER TIME} seconds, your Mark Target's cooldown is reduced by {MARK COOLDOWN REDUCE} seconds."
Affects = Auto Attack
MARK TIME = 8s
MARK AMOUNT = 1
MARK TRIGGER TIME = 3s
MARK COOLDOWN REDUCE = 2s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Concussive Trap
{
Description = "Explosive traps now explode {TRAP EXPLODE COUNT} times when triggered. Additional explosions deal {ADDITIONAL EXPLOSION DAMAGE}% attack."
Affects = Ability 3
TRAP EXPLODE COUNT = 3
ADDITIONAL EXPLOSION DAMAGE = 250%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
}
Warrior
{
Sword Enchantment
{
Description = "After Sonic Slash your Autohit range gets increased by {AUTO RANGE INCREASE}% for {INCREASE DURATION} seconds"
Affects = Auto Attack
AUTO RANGE INCREASE = 100%
INCREASE DURATION = 8s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Improved Ground Slam
{
Description = "Ground Slam is {GROUND SLAM RADIUS INCREASE}% larger range and deals additional Damage equal to {DEFENSE DAMAGE}% of your defense."
Affects = Ability 2
GROUND SLAM RADIUS INCREASE = 20%
DEFENSE DAMAGE = 50%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Heavy Guard
{
Description = "Block's duration is doubled."
Affects = Right Click Ability
BLOCK DURATION MULT = 2x
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Advance Shield
{
Description = "Block no longer grants invulnerability or knockback reduction. Block now grants a shield equal to {SHIELD AMOUNT}% of your maximum health for {SHIELD DURATION} seconds."
Affects = Right Click Ability
SHIELD AMOUNT = 20%
SHIELD DURATION = 9s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Battle Shout
{
Description = "Battlecry deals damage equal to {DEFENSE DAMAGE}% of your defense."
Affects = Ability 1
DEFENSE DAMAGE = 100%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Slam Shock
{
Description = "Monsters hit by Ground Slam become stunned for {STUN DURATION} seconds."
Affects = Ability 2
STUN DURATION = 5s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Sonic Upgrade
{
Description = "Sonic Slash's Cooldown and Mana costs reduced by {REDUCTION PCT}% and Deals Additional Damage Equal to {ADDITIONAL DMG PCT}% of you max Health."
Affects = Ability 3
REDUCTION PCT = 15%
ADDITIONAL DMG PCT = 10%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
}
Witch
{
Bouncing Orb
{
Description = "Homing orb now bounces off of targets up to {BOUNCE COUNT} bounces. Damage reduced to {ORB DAMAGE}% attack. Cannot hit the same target twice in a row."
Affects = Auto Attack
BOUNCE COUNT = 4
ORB DAMAGE = 50%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Nine Lives
{
Description = "Transform's cooldown becomes {TRANSFORM COOLDOWN} seconds. Upon using Transform remain in cat form. Instead of taking damage, getting hit will revert your form."
Affects = Right Click Ability
TRANSFORM COOLDOWN = 20s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Spreading Pain
{
Description = "If Curse of Pain kills a target, it can spread to nearby targets."
Affects = Ability 1
SPREAD RANGE = 250
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Pooling Poison
{
Description = "Throw Poison causes the splash effect to linger for {SPLASH LINGER TIME} seconds, dealing {POISON POOL DAMAGE}% attack every {POISON POOL DAMAGE FREQUENCY} seconds."
Affects = Ability 2
SPLASH LINGER TIME = 10s
POISON POOL DAMAGE = 100%
POISON POOL DAMAGE FREQUENCY = 2s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Poison Bounce
{
Description = "Throw Poison bounces along the ground {BOUNCE COUNT} additional times dealing small splashes of poison for {BOUNCE DAMAGE}% attack damage before the final explosion."
Affects = Ability 2
BOUNCE COUNT = 2
BOUNCE DAMAGE = 100%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Expunge
{
Description = "Target takes {BONUS DAMAGE}% additional damage during Curse of Death."
Affects = Ability 3
BONUS DAMAGE = 50%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Curse of Doom
{
Description = "If a target dies while Curse of Death is active, the target causes a large explosion, dealing all the damage accumulated during Curse of Death onto nearby targets.
Affects = Ability 3
EXPLODE RANGE = 500
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
}
Wizard
{
Piercing Bolt
{
Description = "Regular attacks now go through targets. Damage dealt to additional targets is {MULTI TARGET DAMAGE}% of attack."
Affects = Auto Attack
MULTI TARGET DAMAGE = 50%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Blink Portal
{
Description = "For {REACTIVATION TIME} seconds after using Teleport, the Wizard can activate Teleport again to teleport back to the original location. Cooldown increased to {COOLDOWN} seconds."
Affects = Right Click Ability
REACTIVATION TIME = 5s
COOLDOWN = 13s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Black Hole
{
Description = "After teleporting, creates a small black hole pulling in nearby targets for {BLACK HOLE DURATION} seconds."
Affects = Right Click Ability
BLACK HOLE DURATION = 4s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Trail of Fire
{
Description = "The Firebolt leaves behind a trail of fire, burning targets standing in it for {TRAIL DAMAGE}% attack every second for {TRAIL DURATION} seconds."
Affects = Ability 1
TRAIL DAMAGE = 10%
TRAIL DURATION = 10s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Chain Lightning
{
Description = "Targets affected by Lightning Bolt will send out {ADDITIONAL SHOCK COUNT} additional shocks {ADDITIONAL SHOCK DELAY} seconds later to other nearby targets for {SHOCK DAMAGE}% attack. This can continue up to {REPEAT COUNT} times."
Affects = Ability 2
ADDITIONAL SHOCK COUNT = 2
ADDITIONAL SHOCK DELAY = 0.5s
SHOCK DAMAGE = 100%
REPEAT COUNT = 3
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Summon Comet
{
Description = "Meteor cast time reduced to {METEOR CAST TIME} seconds. Meteor attack falls {FALL SPEED MULT}x as quickly. Damage is reduced by {DAMAGE REDUCTION PCT}% and Cooldown reduced by {COOLDOWN REDUCTION} seconds."
Affects = Ability 3
METEOR CAST TIME = 0.5s
FALL SPEED MULT = 2.0x
DAMAGE REDUCTION PCT = 10%
COOLDOWN REDUCTION = 8s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Solar Flare
{
Description = "Meteor cast time increased to {METEOR CAST TIME} seconds. Meteor is {SIZE MULT}x as large and deals {METEOR ATTACK}% attack. Lingering fire rings last {FIRE RING DURATION MULT}x as long. Cooldown increased by {COOLDOWN INCREASE} seconds."
Affects = Ability 3
METEOR CAST TIME = 3.5s
SIZE MULT = 2x
METEOR ATTACK = 1600%
FIRE RING DURATION MULT = 2x
COOLDOWN INCREASE = 8s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
}
}
Unique Enchants
{
# Chance to roll
Percent Chance = 10%
Enchant Display Color = 255, 125, 51, 255
Magical Protection
{
Description = "Provides a defensive aura granting many boons."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Health %, 2, 3
Stat Modifier[1] = Damage Reduction, 2, 3
Stat Modifier[2] = Move Spd %, 2, 3
Stat Modifier[3] = HP6 Recovery %, 1, 1
}
Aura of the Beast
{
Description = "Provides an offensive aura granting many boons."
# Stat, Lowest, Highest Value
Stat Modifier[0] = Attack %, 2, 3
Stat Modifier[1] = Crit Rate, 2, 3
Stat Modifier[2] = CDR, 2, 3
Stat Modifier[3] = Crit Dmg, 3, 7
}
Lethal Tempo
{
Description = "Increases Attack Speed by {ATTACK SPEED INCREASE}% with each strike, up to {MAX ATTACK SPEED INCREASE}%. Stacks last for {STACK DURATION} seconds."
ATTACK SPEED INCREASE = 5%
MAX ATTACK SPEED INCREASE = 25%
STACK DURATION = 5s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Second Wind
{
Description = "Gain {HP RECOVERY PCT}% HP Recovery/sec when below {HP BELOW THRESHOLD}% health."
HP RECOVERY PCT = 1%
HP BELOW THRESHOLD = 20%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Emergency Recovery
{
Description = "Gain {HP RECOVERY PCT}% HP Recovery every 6 seconds. Effect increases by {GAIN AMOUNT PCT}% for every {MISSING HEALTH BONUS PCT}% health missing. Below {FOUR SECOND HP THRESHOLD}% Health Recovery happens every 4 seconds."
HP RECOVERY PCT = 1%
GAIN AMOUNT PCT = 0.5%
MISSING HEALTH BONUS PCT = 10%
FOUR SECOND HP THRESHOLD = 30%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Death Defiance
{
Description = "{LETHAL DAMAGE AVOID CHANCE}% chance to avoid taking lethal damage."
LETHAL DAMAGE AVOID CHANCE = 30%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Reaper of Souls
{
Description = "Recover {HEALTH GAIN} Health, {MANA GAIN} Mana and reduces ability cooldowns by {COOLDOWN REDUCTION} seconds for each monster kill."
HEALTH GAIN = 3
MANA GAIN = 2
COOLDOWN REDUCTION = 0.5s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Wizard's Soul
{
Description = "Using an ability reduces the cooldown of every other ability by {ABILITY COOLDOWN AMOUNT} seconds. Mana Recovery also increases by {MANA RECOVERY MULT}x for {MANA RECOVERY DURATION} seconds."
ABILITY COOLDOWN AMOUNT = 1.5s
MANA RECOVERY MULT = 2x
MANA RECOVERY DURATION = 2s
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
Last Reserve
{
Description = "Gain {DAMAGE REDUCTION PCT}% Damage Reduction, {ATTACK PCT}% Attack and {COOLDOWN REDUCTION PCT}% Cooldown Reduction when below {HP BELOW THRESHOLD}% Health".
DAMAGE REDUCTION PCT = 30%
ATTACK PCT = 10%
COOLDOWN REDUCTION PCT = 10%
HP BELOW THRESHOLD = 25%
# Stat, Lowest, Highest Value
# Stat Modifier[0] = ..., 0, 0
}
}
}