A glyph can be added to an armor by use of an Arcane Stylus, given that it is identified and not cursed. Stones of enchantment and scrolls of enchantment can all add enchantments to weapons as well as add glyphs to armors.
Enchanting a weapon or armor cursed with a Curse Infusion spell will remove the free upgrade.
|≤ +3||+4||+5||+6||≥ +7|
Common Glyphs Edit
This glyph obscures the wearer, making them more difficult to detect.
When the wearer is not within
This glyph enhances the speed of the wearer whenever they aren't next to an enemy.
1.2+0.04×level. This makes it an effective tool for keeping enemies at range, but its limitation prevents it from allowing a player to kite by itself. Because of this, a way to break away from adjacent enemies is desirable, and this can be done in many different ways. Due to its nature, this glyph pairs particularly well with the ring of sharpshooting, crossbow, Spirit Bow, whip, and most offensive wands.
When taking physical damage, a fraction of it is instead stored as deferred damage.
This glyph is able to store damage dealt to the wearer, dealing it to them slowly rather than all at once.
Deferred Damage Edit
| While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.
Damage is being dealt to you over time instead of immediately.
This damage is not applied with the rest of the damage, and instead is applied over time. Every turn, the user takes 10% of the "stored" damage, rounded down, but never less than 1 damage. Because of this, amounts less than 20 will always cause 1 damage to be applied, creating the illusion that it always does 1 damage per turn. Additional hits (and thus Viscosity procs) will add their respective amounts of deferred damage to the existing amount.
Viscosity Effective Use Edit
This glyph cannot reduce damage taken by itself, so without outside tools the best it can do is stall death (instead of preventing it). However, it can become an adept survival tool when paired with specific items. Healing items such as Potions of Healing and the Dew Vial can be used to bring the Hero's health to a place where the deferred damage won't eventually kill them. This, in fact, is the one of the most effective and applicable usage of the glyph: giving the Hero opportunities to heal when they otherwise wouldn't have them (in combat).
Something to note is that this pairs very well with the Timekeeper's Hourglass. Via Stasis, it is possible to directly reduce the overall amount of deferred damage taken by the Hero. Each full use of Stasis (2 charges) cuts the current amount of deferred damage by at least 10 damage, allowing the user to completely avoid taking deferred damage when the deferred total is 10 or less. With larger amounts of deferred damage, Stasis will always reduce the total by at least 50%, becoming more efficient the higher the initial total is. At very high deferred damage totals, it will approach 65% reductions. Because of these traits, Stasis is the most effective method to survive through very high amounts of deferred damage.
The Chalice of Blood, especially when highly leveled, can help alleviate the risk of death from deferred damage, most particularly when the total amount deferred is less than 20. At +10, the health regeneration completely cancels out the DOT effect when the total deferred is less than 20; however, it can struggle to keep up with higher amounts.
Uncommon Glyphs Edit
The wearer and their belongings will be completely immune to the effects of the burning debuff. This glyph can be powerful when combined with the wand of fireblast, as it removes the wand's tendency to be a danger to the Hero as well as its targets.
This glyph shields the wearer and their belongings from fire, completely nullifying its damage and negative effects.
Hero evasion is set to 0 (making dodging impossible), but blocks up to 75% of damage that would be dealt by a melee attack before armor damage reduction is applied. More damage is blocked the less likely the enemy would have successfully landed an attack had the hero not had 0 evasion.
This glyph surrounds the armor with heavy magical stone that makes dodging impossible, but blocks damage in proportion with evasion.
Stone and Armor Augmentation Edit
- Evasion augment yields the most consistency overall on armor of stone. In most cases, evasion augment yields the best worst case damage reduction (DR) with the tradeoff of having the worst best case DR.
- Defense augment generally has the best average performance, albeit with the catch that it is the least consistent; it generally has the best best-case damage reduction but the worst worse-case DR. In some cases involving high level armor, the worst case can mean taking more damage than usual when compared to not having the glyph at all.
- Having no augment generally yields a performance between the two augments in all aspects on average, though there are cases where it is ideal.
When procced, bestows
This glyph grows earthen armor around the wearer to absorb damage, but this armor will break if the wearer moves.
5+2×levelof Herbal Armor upon the wearer, absorbing a set amount of physical damage based on depth until it uses up all of its armor or the hero moves. The proc rate is a static 25%; it does not scale with upgrades.
Attackers have a level+1∕level+5 chance to be thrown 2 spaces backwards away from the wearer using the same mechanics as a wand of blast wave.
This is an effective glyph for ranged-based builds due to its ability to consistently provide the wearer with breathing room from the many melee-centric mobs of the dungeon, and it can also pick up many chasm kills along the way. However, it can be a hindrance against enemies with ranged attacks, for these tend to be much more dangerous than their melee attacks.
When trampling tall grass, the hero gains
This glyph allows the wearer to blend into tall grass, granting them temporary invisibility.
3+levelturns of invisibility
The wearer's movement speed is increased by
This glyph manipulates the flow of water around the wearer, making them much faster when moving through it.
2+0.25×levelwhen standing on a water tile.
This, in contrast to swiftness, can be used to put enemies at range as long as there is water around; this makes it much more powerful, yet more situational, than swiftness.
This glyph pairs with everything Swiftness works with well, and it is particularly helpful when the Hero is using a wand of lightning due to both needing water to work at their maximum potential.
Potion of Storm Cloud (Exotic variant of Potion of Levitation) can also be used to maximize the speed increase.
Rare Glyphs EditGlyphs in this category are very powerful and don't require any additional synergies to be highly beneficial. All of them scale with upgrades and become much more effective with them. They will almost always be able to put in work either way.
This powerful glyph allows armor to defend its wearer against magical attacks as well as physical ones. This magical defence is not affected by the armor's tier.
Even number upgrade levels give an additional 1 max damage.
This powerful glyph harms attackers, causing them to slowly bleed based on the damage they deal.
Successful procs will inflict Bleeding upon the attacker. Something important to note is that the damage calculation for the initial Bleeding damage does not consider anything but armor level, so a hit that does 0 damage to you can still deal damage to the attacker in Bleeding, making it one of the best glyphs (if not the best one) to have on a heavily upgraded armor.
Common Enchantments Edit
As of v0.7.2 enchantments have been adjusted to deal less direct damage and more utility or situational power. They are very effective on fast weapons due to their high proc rates, but the same trait makes them an asset to almost any weapon.
This enchantment is very useful in general due to its ability to effectively make the user faster, and fast weapons can often manage to stack Chill repeatedly to make the target constantly slower.
Procs from this enchantment deal increased damage to Fire Elementals thanks to applying chill.
A successful proc will inflict 1/3 of the damage dealt by the weapon as bonus damage to all enemies (excluding the Hero/ine and their allies, thankfully) within a 5x5 radius of it. It can spread from mob to mob as long as they are adjacent to each other.
Electricity arcs from a shocking weapon, dealing extra damage to all nearby enemies.
This enchantment has a white color.
Procs will inflict burning upon the target. If the target is already burning, then they will also take up to
This enchantment causes flames to spit forth from a weapon, burning enemies and terrain alike.
2+depth∕6damage in addition to having their burning duration reset to 8 turns.
This enchantment has an orange color.
Blazing has a boosted proc rate compared to other common enchants:
When an enemy is killed with a kinetic weapon, any excess force is stored in the weapon and will be applied to the next successful attack.
When killing an enemy, any "overkill" damage is stored and applied on the next hit. For example, if you kill a rat that has 8 HP with an attack that deals 30 damage, 22 of the damage is stored. If the hit with the stored damage kills another enemy, only damage that would have been stored had there not been prior stored damage is stored. Stored damage is lost over time.
| Your weapon has stored the excess force from a previous killing blow, and will apply it as bonus damage to your next attack. The energy will slowly fade over time, however.
This enchantment has a yellow color.Kinetic always procs.
Uncommon Enchantments Edit
Successful procs will send the target flying back two spaces with standard Wand of Blast Wave logic.
Elastic weapons have a chance to send enemies flying back short distances.
Unstable EditShocking as it would Grim. Whether or not it actually procs said enchantment depends on that enchantment's individual proc chance (which can be found in their respective sections).
Unstable always applies conserved damage if applicable much like a kinetic weapon, but only conserves damage itself if it rolls Kinetic on the killing blow.
This enchantment will always proc on hit, giving the user
This enchantment will enhance your ability to defend yourself after attacking with this weapon.
level+1armor (which means that an additional 0-armor amount of damage will be blocked, distributed normally) for
1∕2(4+level)turns. Additional procs will reset the duration to the max amount.
| Your weapon's blocking enchantment has given you a short boost of defensive power!
Blocking boost: 0-X
Turns remaining: Y
With this enchantment melee weapons will gain extra reach. Ranged weapons will be able to penetrate nearby walls.
The weapon gains +1 range if it is a melee weapon, and it can be thrown through walls within 4 tiles if it is a missile weapon.
This enchantment has a light purple color.
Blooming weapons contain magic which will cause vegetation to sprout on or around those struck by them.
On proc, attempts to spawn tall grass at the enemy's position. If unable to do so, will then attempt to spawn the tall grass on a valid tile in a 3x3 area around the enemy.
This enchantment has a green color.
- See also: Ring of Wealth
|This powerful enchantment increases the fortune of whoever wields it. Enemies which are killed with a lucky weapon have a chance to drop extra loot.|
When an enemy is killed with a lucky weapon, lucky will attempt to proc.
Drops have an 80% chance to drop from Ring of Wealth's low value consumable drop pool and a 20% chance to pull from Ring of Wealth's medium value drop pool.
Rare Enchantments Edit
Every hit has a
This powerful enchantment possesses the power to instantly execute an enemy. The effect is more likely to occur the weaker the enemy is.
0.05(10+level)(enemyHP−attackDamage∕enemyHT)2chance to deal damage equal to the enemy's current HP, instantly slaying them unless they resist the enchant.
Essentially, the proc chance for the enchant takes into account the enemy's HP after the weapon would have done its normal damage; if the enemy has 40/40 HP and the weapon would have dealt 38 HP, the enchant will consider the enemy to be at 2/40 HP instead of 40/40 HP for the purposes of proc rate.
Because of this, high damage weapons are very effective at proccing Grim.
The following enemies resist this enchantment, and will instead lose half of their current HP:
- Animated Statues
- Armored Statues
- Dwarf King
- Evil Eye
- Burning Fist
- Rotting Fist
- Bright Fist
- Soiled Fist
- Rusted Fist
- Dark Fist
- Yog-Dzewa (The Eye)*
Procs will restore 50% of the damage inflicted by the weapon back to the wielder. The proc chance does not scale by level, instead scaling by current HP (5% proc at 100% HP and 30% proc at 0% HP). In other words, the enchantment is more likely to heal a Hero at low HP.
This powerful enchantment leeches life force from enemies with each blow, funneling it back into the wearer.
This powerful enchantment possesses the ability to turn enemies to your will. When an enemy is killed with this weapon, there is a chance they will become corrupted instead of dying.
Enemies killed by a corrupting weapon have a chance to be resurrected with the corrupted debuff, causing them to act as allies.