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Enchantments in Dungeonmans are little things that help or hinder your character - the latter being referred to as curses and often accompanied by a negative bonus value on the item.

Please note that these lists are entirely incomplete.



Enchantment list - Armor[]

  • Abyssal: Deal +30% Dread Purple damage, take 30% more Starlight damage, ignore 60% of incoming Dread Purple damage
  • Antiseptic: Ignore 20% of incoming Poison damage
  • Burnt: +20 Fire resist
  • Charred: +60 Fire resist
  • Cool: +20 Cold resist
  • Cooler: +60 Cold resist
  • Deft: +5% Total Parry
  • Dueling: +20% Total Parry
  • Fluid: +5% Total Dodge
  • Ice Cold: +150 Cold resist
  • Immunized: Ignore 75% of incoming Poison damage, -20 Poison resist.
  • Indigo: Deal +20% more Dread purple damage, take +20% more Starlight damage, ignore 40% of incoming Dread Purple damage.
  • Inexhaustible: ??? (Bugged?)
  • Manablazed: Recover 2 Mana per turn
  • Manacharged: Recover 1 Mana per turn
  • Moonlit: Deal +10% Starlight damage, ignore 20% of incoming Starlight damage
  • Radiant: Deal +30% Starlight damage, ignore 60% of incoming Starlight damage
  • Royal: Deal +10% Dread Purple damage, take 10% more Starlight damage, ignore 20% of incoming Dread Purple damage
  • Seared: +150 Fire resist
  • Staminizing: Recover 1 stamina per turn
  • Starlit: Deal +20% Starlight damage, ignore 40% of incoming Starlight damage
  • Sterilized: Ignore 50% of incoming Poison damage
  • Sturdy: +5% Total Block

Curse list - Armor[]

  • Clunky: -20% Total Dodge
  • Sensitive: Take 20% more Starlight, Dread Purple, Fire, Cold and Poison damage

Enchantment list - Weapons[]

  • Bitey: Sometimes causes Bleeding
  • Blazing: +2d4 Fire damage
  • Burninating: Sometimes sets enemies alight
  • Chill: +1d3 Cold damage
  • Conquering: Heal +10% of max health on killing an enemy
  • Dessicating: Convert 3% of damage dealt to Stamina
  • Flaming: +1d3 Dire Damage
  • Foom-Touched: +10 Spellpower
  • Freezinating: Sometimes freezes enemies in place
  • Frosty: +2d4 Cold damage
  • Hyperborean: +2d8 Cold damage
  • Immolationg: +2d8 Fire damage
  • Incandescent: +3d6 Starlight damage
  • Mana-Scarred: Heal +10% of max MP on killing an enemy
  • Salty: Your next attack deals more damage if your last attack missed.
  • Soul Plundering: Convert 3% of damage dealt to mana
  • Toxic: +2d4 Poison damage, Sometimes fills the enemy with strong poison.
  • Venomous: +1d4 Poison damage. Sometimes fills the enemy with poison
  • Virulent: +2d8 Poison damage. Often fills the enemy with strong poison
  • Warmage's: +40 Spellpower
  • Withering: Convert 1% of damage dealt to Stamina

Curse list - Weapons[]

  • Clumsy: A large penalty to the weapon's bonus value.
  • Guilty: Take +20% Melee damage, Take damage equal to 10% of max health on killing an enemy.
  • Wimpy: Deal -20% Melee damage, -2 Stremf.

Enchantment list - Trinkets (Rings)[]

  • Cool: 120 fire Resist
  • Defiant: 15 Bonus Block
  • Deft: 50 Bonus Dodge
  • Electrolyzed: Nothing
  • Fencer's: 9 Bonus Parry
  • Immunized: 120 Poison Resist
  • Indigo: 150 Dread Purple Resist
  • Luminous: 150 Starlight Resist
  • Steadfast: 80% Knockback Resistance, 80% Stun Resistance
  • Warm: 120 Cold Resist
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