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Weapon Enchantments
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Update: 25 May, 2024 @ 1:26pm

Weapon Enchantments 1.1.0.0 (25MAY24)
-Curses Update

Cursed Enchantments are a new tier of Enchantments above Legendary.
Cursed Enchantments are only a little bit more powerful than the Legendary tier, and have a large drawback (curse) that gives a negative stat for players who are interested in making more unique builds like hyper glass cannon.

Witch chat changes:
The Witch now has 3 chat options (Shop, Curses, Re-Roll) a Next button to cycle between them.
Shop - Unchanged
Curses - Create cursed enchantments from Legendary ones.
Reroll - ReRoll Cursed Enchantments (or time enchantment of any tier)

Creating a Cursed Enchantment:
1000 Cursed Essence is traded to the Witch to create a cursed enchantment. Not all enchantments can be cursed. Enchantments that can be cursed are highlighted Olive Green in the Enchantment Storage when the Witch's Curses UI is open. (Only Legendary enchantments can be cursed) To create a cursed enchantment:
Talk to the Witch, press the Next button.
Place the legendary enchantment in the Witch's item slot.
Press the Apply Curse button. (1000 Cursed Essence will be consumed from your inventory/banks/Enchantment Storage)

Cursed Essence:
Dropped by Cursed Enemies and bosses.
Also sold by the Witch.
Having Cursed Essence in your inventory or enchantment storage gives you the Cursed debuff. (Can be stored in banks/chests to "hide" the effect)
Increases spawn rate, max spawns and cursed enemy chance. The increase is based on the total amount of Cursed Essence you have (Goes up logarithmically) (See buff tooltip or Cursed Essence Tooltip to see the exact values)

Cursed Enemies:
Primary source of cursed essence
Most enemies can be cursed. I've manually excluded boss enemies and enemies from Vanilla, Calamity, Thorium and Stars above that I consider to be bosses/mini-bosses or part of a boss.
Cursed Enemies have 5x hp and deal 0 damage, however, they shoot small debuff projectiles at nearby players.
Cursed Enemies are colored based on the type of debuff they give to help distinguish them a bit. They also shake and small particles are spawned from them. (Both can be reduced/disabled in the Client config.)

Re-Rolling Cursed Effects:
The cursed effects are randomly selected when a cursed enchantment is created and can be re-rolled by the Witch.
The Re-Roll UI is her 3rd chat option, so you'll have to press Next twice. UI works almost identical to reforging. Only Cursed enchantments and the Time Enchantment can be rerolled.

Remove Curse from enchantment (Convert back to Legendary):
Crafting recipe with 5 purification powder near water.

Negative Defense:
One option for a curse is reduced defense. If the player's defense is less than zero, they will take significantly more damage. For every 1 defense below zero, the player will take 1 more damage and have the total damage increased by 1%.
Example: -20 defense and player takes 200 damage:
finalDamage = (200 -(-20)) * (1 + (-(-20) / 100))
finalDamage = (200 + 20) * (1 + 0.2) => 220 * 1.2 => 264

Negative Damage Reduction:
This one is more simple. Negative damage reduction acts as increased damage taken.
-15% DR same as 1.15x damage taken. (Stacks multiplicatively: 3 instances of -15% damage reduction = 1.15^3 => 1.52x instead of 1.45x)

Added a 1 second hard crowd control immunity to getting any of these: Webbed, Frozen and Petrification (stoned). This immunity only affects debuffs applied by cursed enemies on players, but is triggered regardless of how the player got the debuff. This is because cursed enemies constantly shoot you with debuffs, so it was possible to never move if there were a lot of cursed enemies nearby.

-Movement Speed Enchantment:
-Added Flight speed as an extra effect

-Movement Control Enchantment:
-Added Flight acceleration as an extra effect

-Changed how negative effect tooltips numbers are calculated. (Only the tooltip numbers changed, not the actual values)
-How real value is calculated: If an effect gives -50% damage and the total bonus is negative, the final multiplier would be 1/(1.5) => 2/3x instead of 0.5x like you might expect. This is because it doesn't make sense for +90% damage to be a 1.9x multiplier while -90% damage is a 0.1x => 1/10x multiplier (~5 times stronger), and -100% or more is 0. So, instead I have it be 1/value instead to act the same as when the multiplier is positive.
-Before: If a bonus gave -50% damage, the tooltip would say -33.3% because that most people would probably expect that -33.3% means a (1 - 0.33)x => 2/3x multiplier which it is (1/1.5 => 2/3x). The old way is fine until you try to put on more enchantments to try to counteract the negative bonus. If you put on a +40% damage boost to try counteracting it, you would expect it to be -33.3% + 40% => 6.7%, but the way it would be calculated is: 1/(1.5 - 0.4) => 1/1.1 => -9.09% instead of +6.7% which wouldn't make sense.
-Now: The tooltip will show the actual additive value of 50%. This has the potential to be misleading and confusing if only that effect is taken into account, but I feel that a player knowing how much they would need to counteract it accurately is worth the tradeoff.

Update: 18 May, 2024 @ 11:01am

Weapon Enchantments 1.0.9.5(18MAY24)
-Added a patch for Comet Kunai from Hunt of the Old God to fix infinite stealth bar issue (@Yureii)
-Fixed Multishot applying to all projectiles created by the player instead of only ones on the enchanted item. (@Elias)

Update: 9 May, 2024 @ 3:13pm

Weapon Enchantments 1.0.9.4 (09MAY24)
-Fixed and simplified item homing with the Magnetic Enchantment (@Echo)

Update: 8 May, 2024 @ 11:26am

Weapon Enchantments 1.0.9.3 (08MAY24)
-Changed Magnetic Enchantment to increase item pickup range by a flat amount to prevent extreme item attraction ranges when stacked with other attraction bonuses.(@Amorbus)

Update: 15 Apr, 2024 @ 3:45pm

Weapon Enchantments 1.0.9.2 (15APR24)
-Added missing infusion powers for a few Fargo's souls and Fargo's DLC addon weapons. (@Jan)
-Removed a bunch of annoying client logs.

Update: 2 Apr, 2024 @ 4:53pm

Weapon Enchantments 1.0.9.1 (02APR24)
-Enchantment slot tooltips will now be displayed when hovering a slot that can't be used (is red) instead of only if the mouse is empty to help prevent confusion of new players trying to put more enchantments onto an item than allowed. (@RageNinpo)

Update: 2 Apr, 2024 @ 2:53pm

Weapon Enchantments 1.0.9.0 (02APR24)
-Gathering tools Infusion:
Pickaxes/Axes/Hammers now transfer their pick power/axe power/hammer power and use time to the infused item. Feel like making a pickaxe-axe or an axe-hammer? Knock yourselves out. You can also infuse these tools into weapons with a normal swinging animation like swords, but will not affect the use speed/attack speed (The highest value is used in each case) (Adamiya - Steam)

Update: 27 Mar, 2024 @ 11:31am

Weapon Enchantments 1.0.8.8 (27MAR24)
-Changed Witch's biome preferences: (Because the Dungeon doesn't work well if at all) @Human @SnewTheBirb @Mageblood @Korespond @airroar404 @Elysia @Glue Gunner @Jevaderp @PrincessOfEvil(Princess of Evil) @WagonBallZ
Love: Jungle
Like: Forest
Dislike: Ocean
Hate: Desert

Update: 1 Mar, 2024 @ 12:13pm

Weapon Enchantments 1.0.8.7 (01MAR24)
-Fixed stacking 2 "OUT OF AMMO" items together deleting both items (@Kittenz)
-Temporarily removing lava fishing enchantment to fix crash from new tMod update.
-Fixed Magic storage incompatibility with their new testing version.(@Pixus)

Update: 3 Jan, 2024 @ 7:16am

Weapon Enchantments 1.0.8.6 (03JAN24)
-Fixed experience, power boosters and infused item not being removed from enchanted items when selling/shimmering/offering/researching them. (only really matters for selling/shimmering) This was an experience/essence duplication exploit because you would get the essence while not reducing the experience on the item. (@𝕣𝕒𝕟𝕕𝕠𝕞𝕟𝕖𝕤𝕤𝕤𝕀𝕟𝕔𝕒𝕣𝕟𝕒𝕥𝕖)
-Config option that reduces xp returned from offering high infusion power weapons now only applies to the essence received from experience instead of both that and the essence received from the value of the weapon which would happen even if at 0 xp. Was not intended to do that.
-Updated Syphon based on feedback and Vote. (Updated the wiki) (@𝕣𝕒𝕟𝕕𝕠𝕞𝕟𝕖𝕤𝕤𝕤𝕀𝕟𝕔𝕒𝕣𝕟𝕒𝕥𝕖)
-Siphon can now be used on items regardless of their level instead of only on Max level items, however, there is a cost of 20% of the current experience of the item (or 4x the value of the item as essence value whichever is lower. 4 * item value / value per essence of Legendary Essence if curious) to prevent spending like 20 platinum worth of experience to save a max level wood sword or similar situations. Cost percentage is configurable. 0% will be no cost. 100% will use the old system of only syphoning max level items. (The new tooltip will still be displayed when using the 100% setting for the old system).
-Siphon now removes all enchantments, power boosters, and the infused item from the Siphoned item now in addition to the experience.
-Selling enchanted items will now Siphon them instead of returning everything at 100%. (Researching and Shimmering are intentionally staying at 100% return)
-Updated Wiki description of Infusion. It described the old system that used item rarity and value to determine infusion power.
-Added hover tooltips to all buttons in the Enchanting Table.
-Reduced the tooltip hover timer from 1 second to 1/4 seconds for the Enchanting table tooltips.
-Fixed issue caused by the Warframe Mod causing all items to be treated as weapons by Weapon Enchantments, so they all had an infusion power.(@Darkmega)
-Fixed breakage from tMod 2023.11.3.2