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Melee weapons Edit

One-handed light weapons Edit

Dagger
Dagger
A simple iron dagger with a well worn wooden handle. It is ideal for backstabbing, dealing doubled damage to unsuspecting or ambushed targets.

It is the starting weapon of the Brigand.

Knuckleduster
Knuckleduster
A piece of iron shaped to fit around the knuckles. This simple design allows attacking with this weapon as fast as with fists, while being almost impossible to knock it out of them.
Shortsword YAPD
Shortsword
It is indeed quite short, just a few inches longer, than a dagger.

It is the starting weapon of the Warrior.

These weapons are very special because they are the only melee weapons which you can equip as off-hand weapons - at the cost of increased strength requirement for this weapon.

While dual-wielding weapons, one of your equipped weapons is selected at random for every attack. Most importantly, such attacks are 50% faster than usual.

Weapon Str Req Base Damage Damage Scaling Weight penalty Chapter Special
Knuckleduster 8 2-7 +1/+1 0% Sewers +33% attack speed, cannot be disarmed from hero, increased durability
Dagger 9 3-9 +1/+2 0% Sewers Surprise attacks do 2x damage.
Shortsword 11 4-12 +1/+3 10% Prison

One-handed heavy weapons Edit

Broadsword YAPD
Broadsword
The razor-sharp length of steel blade shines reassuringly.
Mace
Mace
The iron head of this weapon inflicts substantial damage.
Quarterstaff
Quarterstaff
A staff of hardwood, its ends are shod with iron. Favourite weapon of spellcasters, as it allows greater control over magic wands, significantly decreasing probability of miscasts and improving your ability of squeezing additional charges.

It is the starting weapon of the Scholar.

This category of weapons does not have any notable features, except they can be used both with shields and off-hand weapons without any strength requirement penalties.

Note that quarterstaves increase your magic power while equipped. Base bonus is 10% and is increased by 5% per every upgrade level.

These weapons are usually fast.

Weapon Str Req Base damage Damage Scaling Weight penalty Chapter Special
Quarterstaff 10 3-11 1-2 0% Sewers less wand miscasts, higher chance to squeeze additional charge
Mace 12 4-16 1-3 10% Prison -
Broadsword 14 5-21 1-4 20% Caves -

Two-handed light weapons Edit

Glaive
Glaive
A polearm consisting of a sword blade on the end of a pole. Deadly and graceful.
Halberd YAPD
Halberd
Some day, someone had a brilliant idea about combining reach of the spear with brutality of an axe.
Spear
Spear
A slender wooden rod tipped with sharpened iron.

In other words, polearms. Their main feature is that they are not suited to be dual wielded, and therefore will receive strength requirement penalties if used with another melee weapon.

However, they are probably your best option if you want to use shields. Their damage is higher than damage of any other weapon category except heavy two-handed weapons, which cannot be easily wielded with shields.

Weapon Strength Requirement Base damage Damage Scaling Weight penalty Chapter
Spear 13 4-18 +1/+3 10% Prison
Glaive 15 5-23 +1/+4 20% Caves
Halberd 17 6-28 +1/+5 30% Metropolis

Two-handed heavy weapons Edit

Battle axe
Battle axe
The enormous steel head of this battle axe puts considerable heft behind each stroke.
Greatsword YAPD
Greatsword
This towering blade inflicts heavy damage by investing its heft into every cut.
Spear
Spear
A slender wooden rod tipped with sharpened iron.

Here we have some real heavy weapons. These instruments of death require highest amounts of strength and have the highest accuracy and stealth penalties compared with any other weapon category, but their damage is nothing to sneeze at.

Heavy two-handed weapons receive strength requirement penalties if used with shields or while dual-wielded, so you better limit yourself to throwing weapons or wands if you want to use these.

Weapon Strength Requirement Base Damage Damage Scaling Weight penalty Chapter
Battleaxe 16 5-27 +1/+4 20% Caves
Greatsword 18 6-30 +1/+5 30% Metropolis
Warhammer 20 7-32 +1/+6 40% Metropolis

Tiers - Upgrading Edit

Weapons' assignment to tiers in YetAnotherPD seems random at first, as the same tier includes weapons of very different qualities (for example knuckleduster and battle axe are both tier 1 weapons, while shortsword and warhammer are both tier 3 weapons) but actually it is not. Tier shows the quality of each weapon in comparison to the other two weapons that combine the same number of hands and weight. So the knuckleduster and battle axe are both tier 1 weapons because they are both the worst in damage output among the light one-handed and the heavy two-handed weapons and in contrast the short sword and warhammer are both tier 3 weapons because they are both the best in damage output among the light one-handed and the heavy two-handed weapons.

Tier 1 Tier 2 Tier 3
Light One-handed Knuckleduster Dagger Shortsword
Heavy One-handed Quarterstaff Mace Broadsword
Light Two-handed Spear Glaive Halberd
Heavy Two-handed Battle Axe Greatsword Warhammer

Keep in mind that "worst" and "best" are relative, as for example a +3 Battle Axe has almost the same damage output with a +2 Greatsword (8-39 vs. 8-40) but only a 7.5% stealth and accuracy penalty (with the strength requirement just fullfilled) instead of the 25% penalty of the Greatsword (requirement also just fullfilled), and as the hero will continue to raise his/her strength, the battle axe will most probably end up with no stealth and accuracy penalties at all by end-game. There is also the option of dual wielding, which makes the Tier 1 Knuckleduster and the the Tier 2 Dagger completely suitable for end-game, along with the Tier 3 Short Sword, which can also be wielded dually. Perhaps only the broadsword, mace, quarterstaff and spear are unsuitable for end-game in any case scenario.

Rarity - Transmuting Edit

Melee weapons are primarily separated in YetAnotherPD's code into: a) "Crushing / Blunt" (knuckleduster, mace, battle axe, warhammer), b) "Slashing / Sword" (dagger, shortsword, broadsword, greatsword), and c) "Thrusting / Polearm" (quarterstaff, spear, glaive and halberd). Using a scroll of Transmutation on a weapon will change it to any other weapon of the same aforementioned category that the original weapon belongs to (for example it will change a thrusting glaive to a thrusting halberd, quarterstaff or spear) and not to a weapon of the same hand, rarity, tier or weight. So using a scroll of Transmutation on a warhammer to get an equally good but lighter greatsword sounds reasonable, it would work in other mods, but it is just a bad idea in YetAnotherPD. A related category, which doesn't affect transmutations but helps understand them better, is that of Rarity. Each type of weapon (crushing, slashing, thrusting), has weapons of all four different rarities. So practically, when you use a scroll of Transmutation on a weapon, you do it on a more often occurring weapon in the hope of getting a more rare weapon of the same category, but wiith only a 33% chance if you want specifically an exceptional weapon.

Crushing - Blunt Slashing - Sword Thrusting - Polearm
Common Knuckleduster Dagger Quarterstaff
Regular Mace Shortsword Spear
Infrequent Battle Axe Broadsword Glaive
Exceptional Warhammer Greatsword Halberd

All melee weapons (but not other weapon types) are repaired by using a whetstone.

Ranged weapons Edit

Missile Edit

Sling
Sling
A simple sling, made out of a several leather straps. With it, simple lead bullets can be turned into much deadlier projectiles.
Bullets YAPD
Bullets
These small bullets are made of lead and are perfect ammunition for slings.

It is the starting weapon of the Acolyte. She also starts with 30 bullets, which is the sling's ammunition.

Bow YAPD
Bow
In the hands of a skilled archer, this weapon can be extremely effective.
Arrows YAPD
Arrows
A wooden shaft with metal tip and basic fletching. Flies fast, strikes true.

Its ammunition are arrows.

Arbalest YAPD
Arbalest
This devious mechanism allows shooting quarrels with ridiculous force.
Quarrels YAPD
Quarrels
This kind of ammunition is designed to be used with arbalests.

Its ammunition are quarrels.

[Note that all types of ammunition for missile weapons can be used also as throwing weapons by themselves, without a missile weapon equipped. They just deal considerably less damage in comparison to getting thrown by a missile weapon.]

Missile weapons are unwieldy, requiring both of your hands to use - one to hold the weapon, and other to hold ammunition for it. However, they offer both the reach of throwing weapons and the ability to be upgraded of melee weapons.

Weapon Strength Requirement Base damage Damage Scaling Weight penalty Chapter Ammunition
Sling 8 3-8 +1/+1 0% Sewers Bullets
Bow 12 4-16 +1/+2 10% Prison Arrows
Arbalest 16 5-24 +1/+3 20% Caves Quarrels

Flintlock Edit

Pistole YAPD
Pistole
A lighter variety of flintlock weapons, this simple firearm is still capable of tearing through target's armor with ease.
Arquebuse YAPD
Arquebuse
Once standard-issue weapon in some armies, these firearms are quite rare now. They were feared for their ability to pierce through any armor with their shots.
Handcannon YAPD
Handcannon
While initially flintlock weapons were a human invention, dwarves quickly adapted and improved the concept. Handcannons are heavy and require lots of gunpowder to use, but they are far more deadly than any other firearm.

All types of flintlock weapons need both gunpowder and bullets in order to be able to shoot.

Gunpowder YAPD
Gunpowder
This is a container of black powder. Gunpowder can be used to reload flintlock weapons or to make some makeshift explosives.
Bullets YAPD
Bullets
These small bullets are made of lead and are perfect ammunition for slings.

Flintlock weapons are stronger than missile weapons, but are even more problematic to use. They alert other enemies on use, require bullets to shoot and gunpowder to reload, and every reload will spend half of a turn. However, they deal damage comparable with those of melee weapons, ignore distance penalties and armor class, and it is possible to reload them in advance.

Weapon Strength Requirement Base Damage Damage Scaling Weight penalty Chapter Gunpowder Requirement
Pistole 10 5-14 +1/+2 20% Prison 1
Arquebuse 14 6-21 +1/+3 30% Caves 2
Handcannon 18 7-28 +1/+4 40% Metropolis 3

Missile and flintlock weapons are repaired by using a crafting kit.

Throwing Weapons Edit

Heavy throwing weapons Edit

Javelin NNYPD
Javelin
This length of metal is weighted to keep the spear at its tip foremost as it sails through the air.
Tomahawk
Tomahawk
This throwing axe is not that heavy, but it still requires significant strength to be used effectively.
Harpoon YAPD
Harpoon
Harpoons can be used to pull your targets towards you - or to pull you towards your doom, depending on your target.

Not only the strongest throwing weapons available, but they are also a decent positioning tools. Javelins and tomahawks have a chance to knock their target back on a successful hit, while harpoons can pull enemies to you instead.

Weapon Str Damage Base Quantity Weight penalty Chapter
Javelins 12 4-11 4 20% Prison
Tomahawks 14 5-14 3 30% Caves
Harpoons* 16 6-17 2 40% Metropolis

* Harpoons pull your target toward you or you toward your target, depending on your strength value and the target's maximum health, and always return to your hands after being thrown.

Light throwing weapons Edit

Throwing knife YAPD
Throwing knife
These simple metal blades are weighted to fly true and sting their prey with a flick of the wrist.

The Brigand starts with 10 of them.

Shuriken
Shuriken
Star-shaped pieces of metal with razor-sharp blades do significant damage when they hit a target.
Chakram YAPD
Chakram
This razor-edged missile is made in such curious way that skilled user returns to the hands of the thrower on successful hit.

Light throwing weapons have a bonus perk of dealing increased damage on sneak attacks, similar to daggers. Chakrams also can hit several enemies at once before returning back to your hand.

Weapon Str Base damage Base Quantity Weight penalty Chapter
Throwing knives 9 2-6 5 0% Sewers
Shurikens 11 3-9 4 20% Prison
Chakrams* 15 4-14 3 30% Metropolis

Special throwing weapons Edit

Poison dart YAPD
Poison dart
Stings of these vicious little darts are covered in some kind of toxin, poisoning their targets with some kind of deadly venom.
Bolas YAPD New
Bolas
Bolas are mostly used for hunting and they usually don't do much damage but they can ensnare the target leaving it helpless and motionless for some time.
Boomerang
Boomerang
Thrown to the enemy these flat curved wooden missiles will return to the hands of its thrower when missed. Their blunt edges do not deal significant damage, but precise throw of a boomerang can stun the target.

Special throwing weapons deal the least amount of damage, but they also semireliably inflict debuffs on their targets. Also, boomerangs will return to your hands when thrown.

Weapon Strength Requirement Damage Base Quantity Weight penalty Chapter Special
Poison darts 8 1-5 6 0% Sewers applies poison to their target
Bolas 10 2-8 4 10% Sewers can ensnare their target
Boomerangs 13 3-12 3 20% Caves can stun their target

Throwing weapons and also ammunition can get lost (destroyed) after getting shot/thrown. They have no durability bar and can't get repaired.

Comprehensive weapons' damage chart Edit

This chart has been devised by reddit user TopNotchIndeed and displays in a single, comprehensive presentation the damage of all YetAnotherPD's weapons, based on the game's published code.

TopNotchIndeed - Weapon's damage YAPD

TopNotchIndeed did not account for Tempered weapons, as their stats are calculated a little differently, and also excluded wands because not all of them deal direct damage, and their damage is almost fully dependent on the hero's magic power/attunement. He also notes that a horrible, -3 Pistole actually has a range of -1-12, but on attack this will never occur.

Bombs Edit

They are almost a type of throwing weapon, as unlike other mods they instantly explode on their target tile after they get thrown, but in addition they deal damage in a radius around their tile (3X3 the bomb stick and 5X5 the bomb bundle), and the bomb bundle deals much heavier damage than any other throwing weapon. Apart from getting found in the dungeon as loot and getting sold randomly in its shops, they are also craftable: 75 items of gunpowder are combined to create 1 bomb stick, and 3 bomb sticks are combined to create 1 bomb bundle. This can work also to the opposite direction: a bomb bundle can be salvaged to create from 2 to 3 bomb sticks and a bomb stick to create from 50 to 75 gunpowder items (due to this probable loss of material, it is not reasonable to combine and salvage them repeatedly, in order to create extra space in the inventory).

Gunpowder YAPD
Gunpowder
This is a container of black powder. Gunpowder can be used to reload flintlock weapons or to make some makeshift explosives.

Note that although gunpowder can be combined for the crafting of bomb sticks, it can't be used by itself as a thrown explosive.

Bomb SPSPD
Bomb stick
This is a makeshift pipe bomb, filled with black powder. Conveniently, its fuse is lit automatically when the bomb is thrown.
Two bombs SPS-PD
Bomb bundle
This is a huge bomb made of several other bombs. It is a very powerful explosive.

Bomb Bundles are extremely effective against all bosses and 4 of them can even take down a Yog's Fist (5 in Impossible difficulty). Against early chapter bosses like the Goo and Tengu even bomb sticks can deal considerable damage.

Armors & Shields Edit

Cloth armor Edit

Huntress armor
Elven cloak
Elven cloaks are usually valued because elven fabric reacts negatively at everything touched by dark magicks or evil intentions. This effect is hardly noticeable for anyone except the wearer of the cloak, but in a dungeon like this it certainly comes in handy.

It is the starting armor of the Acolyte.

Mage armor
Mystic robe
Combination of intricate magicks and rare materials sewn into fabric of this robe allow it to ease your ability to concentrate, basically increasing your willpower.

It is the starting armor of the Scholar.

Rogue armor
Rogue garb
This lightweight armor offers more protection from cold than from enemy blows. However, its dark coloration makes it much more difficult to notice its wearer in the darkness of the dungeon.

It is the starting armor of the Brigand.

These armors are available from the start for most of the classes, and you can easily find them in the sewers. They do not protect as much as any actual armor, but they increase your stats while worn. Base bonus value is 10% and increased by 5% for every upgrade level.

They are repaired by using the crafting kit.

Armor Str Req Base AC AC Scaling Weight penalty Chapter Stat Boosted
Elven cloak 9 3 1 0% Sewers Detection
Mystic robe 9 3 1 0% Willpower
Rogue garb 9 3 1 0% Sewers Stealth

Light armor Edit

Studded armor NNYPD
Studded armor
Armor made from tanned monster hide, reinforced with metal rivets. Not as light as cloth armor but provides better protection.

It is the starting armor of the Warrior.

Mail armor NNYPD
Mail armor
Interlocking metal links make for a tough but flexible suit of armor.
Scale armor NNYPD
Rogue garb
This armor miraculously combines protection of heavy armors and mobility of light armors. Truly a work of a master.

Light armor is considered a go-to armor for those who value stealthier approach, allowing you to stay protected without hindering your dexterity and stealth much... Well, at least too much.

Armor Str Req Base AC AC Scaling Weight penalty Chapter Special
Studded armor 11 7 1 10% Prison -
Mail armor 15 14 2 20% Caves -
Scale armor 19 21 3 30% Metropolis -

Heavy armor Edit

Disc armor NNYPD
Disc armor
This armor is made of a metal disc sewn on top of a cloth (hence the name). It's pretty durable, but bulky.
Scale armor
Splint armor
The metal stripes sewn together to create a flexible, yet effective armor.
Warrior armor
Plate armor
Enormous plates of metal are joined together into a suit that provides unmatched protection to any adventurer strong enough to bear its staggering weight.

Heavy armor is more powerful, but it has greater strength requirements and inflicts heavier penalties to your dexterity and stealth.

Armor Str Req Base AC AC Scaling Weight penalty Chapter Special
Disc armor 13 9 2 20% Prison -
Splint armor 17 16 3 30% Caves -
Plate armor 21 23 4 40% Metropolis -

Shields Edit

Round shield NNYPD
Round shield
Simple yet very sturdily made shield.

It is the starting shield of the Warrior.

Kite shield NNYPD
Kite shield
This shield gives you a moderate amount of protection in exchange for occupied hand.
Tower shield NNYPD
Tower shield
Size of this shield allows to cover your whole body behind it.

Shields allow you to increase your armor class even further but you have to equip them in your off-hand to benefit from them. They also allow you to block and are generally better than melee weapons at that.

When using both armor and shield, one of them is selected on every hit to determine which one will have its durability decreased and which one will have its enchantment proc.

Armor Str Requirement Base AC AC Scaling Weight penalty Chapter
Round Shield 10 7 1 0% Prison
Kite Shield 14 9 2 20% Caves
Tower Shield 18 11 3 40% Metropolis

Light armors, heavy armors, and all shields are repaired by using an armorer's kit.

Enchantments and Curses Edit

Unlike Original PD and most other mods, most of YAPD's armor/shield and weapon curses are its enchantments reversed: for example the armor enchantment of acid ward, which covers enemies in caustic ooze on hit and decreases damage from acids, is reversed to the curse of corrosion, which covers the hero in caustic ooze on hit. This difference creates one extra difference, that when a weapon or armor/shield gets uncursed specifically by a scroll of Upgrade, its curse is reversed to to the relevant enchantment (so the armor of corrosion of the example will become an armor of acid ward). Shields can get the same enchantments as armors, and ranged missile/flintlock weapons the same enchantments as melee weapons. Most weapon enchantments have also a direct armor equivalent (for example Blazing - Flame Ward). Lastly, like in Original PD all cursed items can have negative levels, down to -3, and also an item might have a "plain" curse, meaning that it will only have 0 to negative levels and be non-unequippable, will not cause any special effect and its curse won't be turned to an enchantment, if it gets uncursed with a scroll of Upgrade. All items identified as cursed are displayed with a red background in the hero's inventory and all identified as non-cursed with a blue background. The arcane stylus item is removed from YetAnotherPD and its sprite is used for the arcane battery item, so glyphs are just as accessible as weapon enchants.

Players are reminded that enchantments don't always proc, even when the item is highly upgraded, in the same way it happens in Original PD and most mods, so for example falling into a chasm with an armor of Featherfall equipped or stepping into a fire trap with an armor of Flame Ward equipped is never guaranteed to be safe.

Enchantment Proc* Chance as Determined By Item Level
± 0 ± 1 ± 2 ± 3
20% 30% 40% 50%

*Definition of proc: Whenever a random gaming item activates or a random gaming event occurs.

Proc chances are affected by the ring of mysticism if the enchanted item is not cursed.

Weapon Enchantments Edit

For both weapons and armors each curse equivalent shares the same color with its corresponding enchantment.

Arcane Edit

Arcane enchantment NNYPD
Arcane
It seems to be enchanted to recharge your wands when attacking

On proc, grants all utility wands +1 to their current charges. Combat wands have a 50% chance to gain +1 charges as well.

Curse equivalent: Negating (discharges wands while attacking): procs reduce current wand charge by 1 instead of increasing by 1.

Blazing Edit

Blazing enchantment NNYPD
Blazing
It seems to be enchanted to burn your enemies on hit.

Procs deal between 33% and 50% bonus fire damage to the enemy, with a 50% chance to ignite for turns equal to double the bonus damage dealt.

Curse equivalent: Burning (burns the hero on hit). Proc effect is instead applied to the hero.

Caustic Edit

Caustic enchantment NNYPD
Caustic
It seems to be enchanted to cover your enemies in caustic ooze on hit.

Procs deal between 33% and 50% bonus acid damage to the enemy, with a 75% chance to inflict corrosion for turns equal to double the bonus damage dealt.

Curse equivalent: Acidic (covers the hero in caustic ooze on hit): Proc effect is instead applied to the hero.

Ethereal Edit

Ethereal enchantment NNYPD
Ethereal
It seems to be enchanted to weight lesser and have reduced weight penalties.

Weight reduction via upgrades is doubled. Curse equivalent: Weighted - the weapon weighs even more than usual.

Freezing Edit

Freezing enchantment NNYPD
Freezing
It seems to be enchanted to freeze your enemies on hit.

Procs freeze the target for duration equal to the damage dealt.

Curse equivalent: Chilling (freezes the hero on hit): Proc effect is instead applied to the hero.

Heroic Edit

Heroic enchantment NNYPD
Heroic
It seems to be enchanted to increase your damage when on low health and make it impossible to knock it out of your hands.

Damage is multiplied by ( 1+level8 )( 1 − heroHPheroHT ). The weapon cannot be disarmed.

Curse equivalent: Cowardly (decreases the hero's damage when on low health): damage is instead multiplied by ( level6 )( 1 − heroHPheroHT ). Even though it is a curse, cowardly weapons cannot be disarmed.

Shocking Edit

Shocking enchantment NNYPD
Shocking
It seems to be enchanted to shock your enemies on hit.

Procs deal between 33% and 50% bonus lightning damage to the enemy. If the enemy is standing on water, bonus damage is boosted by 50%.

Curse equivalent: Sparking (shocks the hero on hit). Procs deal lightning damage to the hero equal to 100% of the damage dealt. If the hero is standing on water, bonus damage is boosted by 50%.

Tempered Edit

Tempered enchantment NNYPD
Tempered
It seems to be enchanted to last longer without breaking and deal a bit more damage.

Curse equivalent: Crude - the weapon breaks even faster than usual and deals a bit less damage.

Unholy Edit

Unholy enchantment NNYPD
Unholy
It seems to be enchanted to deal tremendous unholy damage to your enemy.

Curse equivalent: Damned - deal tremendous unholy damage to the hero.

Vampiric Edit

Vampiric enchantment NNYPD
Vampiric
It seems to be enchanted to drain health from non-magical enemies.

Procs heal the hero for 50% of the damage dealt, rounded down. The heal amount is affected by Body resistences; an enemy that resists Body will instead heal the hero for 25% of the damage dealt, while those immune will cause the hero to heal 0% of the damage dealt, effectively nullifying the enchant.

Curse equivalent: Malicious (damages the hero on hit): procs deal Body damage to the hero equal to between 33% and 50% of the damage dealt.

Glyphs Edit

Glyphs are enchantments that can be applied to both shields and armor.

Acid ward Edit

Acid ward glyph NNYPD
Acid Ward
It seems to be enchanted to cover your enemies in caustic ooze on hit and decrease damage from acids.

Curse equivalent: Corrosion - covers the hero in caustic ooze on hit.

Deflection Edit

Deflection glyph NNYPD
Deflection
It seems to be enchanted to reflect non-physical damage back to it's source and make you more resistant to energy damage.

When procced upon receiving non-physical damage, the attacker will also take their attack. The reflected attack is up to 50% more powerful than the original. Also passively grants a resistance to energy-based effects and damage.

Curse equivalent: Discharge - Instead of reflecting the attack back to the attacker, applies it to the defender again, effectively causing the defender to receive up to 2.5 times damage from the attack.

Durability Edit

Durability glyph NNYPD
Durability
It seems to be enchanted to last longer without breaking and offer a bit more protection.

Curse equivalent: Fragility - the armor breaks even faster than usual and offer a bit less protection.

Featherfall Edit

Featherfall glyph NNYPD
Featherfall
It seems to be enchanted to weight lesser and decrease damage from falling.

Weight reduction via upgrades is doubled. The user gains a resistance to falling damage.

Curse equivalent: Burden (the armor weighs even more than usual). Weight increase via curse levels is doubled.

Flame Ward Edit

Flame ward glyph NNYPD
Flame Ward
It seems to be enchanted to burn your enemies on hit and decrease damage from fire.

On proc, reflects between 13 and 14 received damage back to the attacker as fire damage. The attacker has a 50% chance to be ignited for duration equal to double the damage reflected. Also grants a resistance to fire.

Curse equivalent: Combustion - instead of applying on-proc effect to the attacker, applies to the defender instead.

Frost Ward Edit

Frost ward glyph NNYPD
Frost Ward
It seems to be enchanted to freeze your enemies on hit and make you resistant to frost.

Curse equivalent: Glaciers - freezes the hero on hit.

Retribution Edit

Repulsion glyph NNYPD
Retribution
It seems to be enchanted to reflect melee damage back to attacker and increase your physical resilience.

Curse equivalent: Mercy - heals the attacker on hit.

Revival Edit

Holy light glyph NNYPD
Revival
It seems to be enchanted to save you from death with a certain chance and make you more resistant to unholy damage.

Curse equivalent: Martyrdom - prevents ankhs from working with a certain chance.

Storm Ward Edit

Storm ward glyph NNYPD
Storm Ward
It seems to be enchanted to shock your enemies on hit and give you lightning resistance.

On proc, reflects between 13 and 14 received damage back to the attacker as lightning damage. On water, reflected damage is boosted by 50%. Also gives a resistance to lightning-based damage.

Curse equivalent: Potential - Instead of applying on-proc effect to the attacker, applies to the defender instead.

Tenacity Edit

Holy light glyph NNYPD
Tenacity
It seems to be enchanted to increase your protection when on low health and give you greater mental resilience.

Curse equivalent: Vulnerability - decreases the hero's protection when on low health.

Enchantments and Curses table Edit

Element

Color Enchantment Glyph Weapon curse Armor curse
Acid Bright Green Caustic Acid Ward Acidic Corrosion
Durability Light Grey Tempered Durability Crude Fragility
Electricity Bright White Shocking Storm Ward Sparking Potential
Endurance Deep Yellow Heroic Revival

Tenacity

Cowardly Martyrdom

Vulnerability

Fire Orange Blazing Flame Ward Burning Combustion
Ice Deep Purple Freezing Frost Ward Chilling Glaciers
Transferral Deep Red Vampiric Retribution Malicious Mercy
Magical Bright Purple Arcane Deflection Negating Discharge
Unholy Dark Grey Unholy - Damned -
Weight Light Blue Ethereal Featherfall Weighted Burden

Note: All groups were put together because they were sharing the same color, even though that in the case of the Dark Grey color it only occurs in a weapon enchantment/curse, while the Deep Yellow color corresponds to two armor enchantmens/curses in contrast.

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