Item Enchants { General Enchants { # Chance to roll Percent Chance = 50% Enchant Display Color = 253, 255, 206, 255 Health Boost { Description = "Increases Maximum Health by {Health %}%" # Stat, Lowest, Highest Value Stat Modifier[0] = Health %, 3, 5 # Stat Modifier[1] = ... } Attack Boost { Description = "Increases Attack {Attack %}%" # Stat, Lowest, Highest Value Stat Modifier[0] = Attack %, 3, 5 # Stat Modifier[1] = ... } Movement Boost { Description = "Increases Move Spd by {Move Spd %}%" # Stat, Lowest, Highest Value Stat Modifier[0] = Move Spd %, 3, 5 # Stat Modifier[1] = ... } Ability Haste { Description = "Decreases cooldown time of abilities by {CDR}%" # Stat, Lowest, Highest Value Stat Modifier[0] = CDR, 3, 5 # Stat Modifier[1] = ... } Crit Rate { Description = "Increases critical hit rate by {Crit Rate}%" # Stat, Lowest, Highest Value Stat Modifier[0] = Crit Rate, 3, 5 # Stat Modifier[1] = ... } Crit Damage { Description = "Increases damage from critical hits by {Crit Dmg}%" # Stat, Lowest, Highest Value Stat Modifier[0] = Crit Dmg, 7, 10 # Stat Modifier[1] = ... } Stoneskin { Description = "Reduces damage taken by {Damage Reduction}%" # Stat, Lowest, Highest Value Stat Modifier[0] = Damage Reduction, 3, 5 # Stat Modifier[1] = ... } Mana Pool { Description = "Increases maximum mana by {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 VIGNETTE COLOR = 0r, 0g, 64b, 255a # 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 {DAMAGE INCREASE MULT}x more damage." Affects = Ability 2 CAST TIME INCREASE = 1.5s DAMAGE INCREASE MULT = 2x # 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 SPREAD ANGLE = 35deg # 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 SLOW 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.\n\nHealth +{Health %}%\nDamage Reduction +{Damage Reduction}%\nMove Spd: +{Move Spd %}%\nRestores {HP6 Recovery %}% HP every 6 seconds." # 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.\n\nAttack: +{Attack %}%\nCrit Rate: +{Crit Rate}%\nCDR: +{CDR}%\nCrit Damage: +{Crit Dmg}%" # 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}% HP, 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% # If the player took lethal damage, they are given iframes to survive longer. LETHAL DAMAGE SURVIVE IFRAME TIME = 2.0s # 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 } } }