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 = 5x

				# 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 = "Bear Trap's bleed effect 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 an enemy gets marked. If triggered within {MARK TRIGGER TIME} seconds, 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 a target with Curse of Pain dies, 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 PCT}% attack every {POISON POOL DAMAGE FREQUENCY} seconds."
				Affects = Ability 2

				SPLASH LINGER TIME = 10s
				POISON POOL DAMAGE PCT = 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%
				BOUNCE EXPLODE RADIUS = 175

				# 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
				EXPLODE KNOCKBACK AMOUNT = 400
				EXPLODE KNOCKUP AMOUNT = 0.6s

				# 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
				PULL IN FORCE MIN = 1
				PULL IN FORCE MAX = 6
				PULL IN RADIUS = 350

				# Stat, Lowest, Highest Value
				# Stat Modifier[0] = ..., 0, 0
			}
			Trail of Fire
			{
				Description = "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 = 30%
				TRAIL DURATION = 10s
				TRAIL TICK FREQUENCY = 1s

				# 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 twice as quick. Damage is reduced by {DAMAGE REDUCTION PCT}% and {COOLDOWN REDUCTION}s cooldown time."
				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 double size and deals {METEOR ATTACK}% attack. Fire rings last twice as long. +{COOLDOWN INCREASE}s cooldown time."
				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
		}
		
	}
}