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Automated data is up to date! Hover for more details.Enchantment Data last updated on: Patch:6.7#Hotfix 80-2.
Dark and Darker is currently on update: Patch:6.7#Hotfix 80-2.

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Movement Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells

Formally called Random Attributes, enchantments are random stat modifiers which appear on gear of Uncommon (green) rarity or higher in addition to the primary stats which always appear on the Poor (grey) and Common (white) versions.

Note that most enchants also exist as stats which are listed below and can be found directly in the Stats page.

General

Upon the item being generated, an enchantment as well as an enchantment value will be randomly selected for each enchantment slot available for that item. Which enchantments can be rolled as well as what range of values can be rolled depend on the item type as well as the enchantment itself. See #Table of Enchantment Values for all possible enchantments and enchantment values.

There are additional restrictions to which enchantments may be rolled:

  • Primary stats can't be rolled as enchantments e.g. a Padded Tunic (which always has Strength on it) cannot roll a Strength enchantment even though chests in general may do so.
  • Enchantments can't be rolled twice on the same item e.g. no item will have two Will enchantments on it.

Note that attribute names are quite specific e.g. "Move Speed" being a primary stat on boots does not prevent "Additional Move Speed" from being rolled on them as they are considered different attributes.

Generally, Uncommon items will have 1 enchantment, and the number of enchantments will increase by 1 per rarity level. Craftable gear breaks this rule, instead starting at 2 enchantments for Uncommon items and then also increasing by 1 per rarity.

Note that "nothing" is not a possible enchantment; items will always have the maximum number of enchantments possible.

Only positive values can be rolled - no zero or negative values will appear.

Each enchantment modifies just 1 stat - no hybrid enchantments or +Stat A/-Stat B enchantments exist.

Socketing

Users may choose to replace an existing enchantment with a new one using a particular gem, such as an Emerald for Physical Damage Reduction.

Socketing Costs

When socketing a gem into an item to receive another enchantment, the following gold costs are required as payment.

RarityCost
Poor10
Common20
Uncommon30
Rare50
Epic100
Legend150
Unique200

Table of Enchantment Values

Note that regular (Base) enchantments may have different minimum and maximum roll ranges than if the same enchantment is socketed.

Enchantments1H1H Shield2H Shield2H Physical2H Hybrid2H MagicalChestLegsFootHeadHandsCloakNecklaceRingMax Total Possible
MinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMaxMinMax
Attributes
All Attributes113
Strength121212121210
Vigor121212121210
Agility121212121210
Dexterity121212121210
Will121212121210
Knowledge121212121210
Resourcefulness121212121210
Physical Damage
Physical Power Bonus12122323232312121216
Physical Power121313131312121212131225
Physical Gear Weapon Damage1112122
Physical Damage Add11115
True Physical Damage11115
Armor Penetration2.53.5474723232.53.52.53.51224
Magical Damage
Magical Power Bonus122323232312121216
Magical Power121313131312121212131225
Magical Damage Add11115
True Magical Damage11115
Magical Penetration2.53.5474723232.53.52.53.51224
Reductions
Armor Rating Add10152030510510353535355103590
Physical Damage Reduction23451.521.5211.511.511.511.51.5211.520
Projectile Damage Reduction23451.521.5211.511.511.511.51.5211.520
Magical Damage Reduction23451.521.5211.511.511.511.51.5211.520
Magical Resistance10152030510510353535355103590
Actions
Action Speed11.511.51.521.521.521.521.5211.511.51.521.5211.517
Spell Casting Speed1.521.5211.511.51.521.5211.514
Move Speed Add355
Move Speed Bonus11.51.5
Health
Max Health Add232335353535353523232323352339
Max Health Bonus11.511.51.531.531.531.531.521.5211.511.511.511.51.5211.518
Healing
Outgoing Physical Healing Add13131210
Outgoing Magical Healing Add1212131313131214
Statuses
Buff Duration Bonus3535510510510510510510353535355103570
Debuff Duration Bonus131325252525252513131313251339
Memory
Memory Capacity Add122232312121212231223
Memory Capacity Bonus25510510510510252525255102570
Misc
Luck2550255015251525152525501525275

Max Total Possible = MAX(1H Shield + 1H Weapon, 2 * 1H Weapon, 2H Physical, 2H Magical, 2H Hybrid) + Head + Chest + Legs + Hands + Foot + Cloak + Necklace) + 2*Ring


Data is automatically updated and can be found in a JSON format at Data:Enchantments.json

Enchantment Stats

Enchantments for stats that are displayed in the in-game details page.

Enchantment Description
All Attributes Increases All Attributes (Strength, Vigor, Agility, Dexterity, Will, Knowledge, Resourcefulness).
Strength Increases Strength attribute
Vigor Increases Vigor attribute
Agility Increases Agility attribute
Dexterity Increases Dexterity attribute
Will Increases Will attribute
Knowledge Increases Knowledge stat
Resourcefulness Increases Resourcefulness attribute
Action Speed Increases Action Speed attribute
Spell Casting Speed Increases Spell Casting Speed stat
Buff Duration Bonus Increases Buff Duration Bonus stat
Debuff Duration Bonus Increases Debuff Duration Bonus stat
Regular Interaction Speed Increases Regular Interaction Speed stat
Magical Interaction Speed Increases Magical Interaction Speed stat.
Memory Capacity Bonus Increases Memory Capacity stat by a %
Memory Capacity Add Increases Memory Capacity stat by a flat amount
Max Health Bonus Increases your character's Maximum Health by a %
Max Health Add Increases your character's Maximum Health by a flat amount
Movement Speed Bonus Increases Movement speed
Movement Speed Add Increases Movement speed
Physical Power Increases Physical Power stat and in turn your Physical Power Bonus stat.
Physical Power Bonus Increases Physical Power Bonus stat
Magical Power Increases Magical Power stat, which in turn increases Magic Power Bonus stat.
Magic Power Bonus Increases Physical Power Bonus stat
Armor Rating Increases your Armor Rating stat and in turn your Physical Damage Reduction. See Damage Calculation.
Physical Damage Reduction Increases Physical Damage Reduction stat which reduces damage taken. See Damage Calculation
Magic Resistance Increases your Magic Resistance stat and in turn your Magical Damage Reduction. See Damage Calculation.
Magical Damage Reduction Increases Magical Damage Reduction stat which reduces damage taken. See Damage Calculation

Enchantment Exclusive Stats

Enchantments that aren't traditional Stats and only exist in a Damage/Healing formula are listed below and can also be found in Damage_Calculation and Healing.

Enchantment Description
Physical Base Healing Increases Physical Base Healing performed
Magical Base Healing Increases Magical Base Healing performed
Armor Penetration Increases the amount of Physical Damage that bypasses enemy's Physical Damage Reduction
Magic Penetration Increases the amount of Magical Damage that bypasses enemy's Magical Damage Reduction
Projectile Reduction Decreases damage taken from projectiles (Arrows, Throwing Knives, etc.)
Headshot Damage Reduction Decreases Hit Location Bonus additively if targeting the head
True Physical Damage Increases Physical Damage dealt that is not influenced by enemy defences
True Magical Damage Increases Magical Damage dealt that is not influenced by enemy defences
Weapon Damage Increases Gear Weapon Damage
Additional Physical Damage Increases Physical Damage dealt (not affected by Physical Power Bonus)
Additional Magical Damage Increases Magical Damage dealt (not affected by Magical Power Bonus)
Luck Increases Luck for obtaining items)

Mutually exclusive Enchantments

Some enchantments cannot be rolled on the same item with other Enchantments.

Currently known combinations include:

  • Physical and Magical True
  • Additional Physical and True Physical
  • Max Health and Max Health Bonus
  • Additional Movespeed and Movespeed Bonus

Ironmace has recently referred to this as "modifier families" in Patch:6.6#Hotfix_69

Unknown/Unimplemented Enchantments

Additional Utility Effectiveness

Bonus Utility Effectiveness

Additional Weight Limit

Bonus Weight Limit

Computing enchantments probability

Fangs of Death Necklace have 26 enchantments,but it have luck and magic resistance So it's 24 roll 4

1-23/24*22/23*21/22*20/21

16.67%

So overall the Fangs of Death Necklace has a 16.67% chance have Any one of enchantment(like true magic damage) per create


Math for "At Least One in N trials"

For the chance at an enchantments appearing after multiple trials is (1 - ((V)^N)) x 100 = C

V is chance of failure, N is number of trials - aka, how many times you "hit" or roll the event, and C is your answer in percentage format of getting 1 or more enchantments

You can also write V as (1 - P), P being the probability of the event happening (1 - ((1-P)^N)) x 100 = C

What the formula is doing is taking your chance of not getting an enchantments x times in a row and subtracting it from 100%, this formula does NOT calculate your chance of getting 1 enchantments, it calculates your chance of getting 1 OR MORE enchantments