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Information is up to date! Hover for more details.Enchantment Data last updated on: Patch:6.6#Hotfix 69-2.

Dark and Darker is currently on update: Patch:6.6#Hotfix 69-2.

Stats | Damage | Spell Restoration | Luck |

Enchantments | Health | Impact Power | Footstep Sound |

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.

## Table of Enchantment Values

Google Spread Sheet with Enchantment History

Public html (Recommended).

Invite to make a google sheets copy (allows frozen rows while scrolling)

Patch 6 Same information can be found at Wiki page | Enchantments / Modifiers | 1 Hand Shield | 2 Hand Shield | 1 Hand Weapon | 2 Hand Physical Weapon | 2 Hand Hybrid Weapon | 2 Hand Magic Weapon | Head | Chest | Legs | Hands | Foot | Cloak | Necklace | Ring | Max Total Possible | ||||||||||||||||

Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | Min | Max | (Last update P6 HF69) | (Current update P6 HF69-2) | (% Increase from last) | ||

Attributes | All Attributes/Primitive | 0 | 0 | NA | ||||||||||||||||||||||||||||

Strength | 10 | 10 | 0% | |||||||||||||||||||||||||||||

Agility | 10 | 10 | 0% | |||||||||||||||||||||||||||||

Dexterity | 10 | 10 | 0% | |||||||||||||||||||||||||||||

Will | 10 | 10 | 0% | |||||||||||||||||||||||||||||

Knowledge | 10 | 10 | 0% | |||||||||||||||||||||||||||||

Vigor | 10 | 10 | 0% | |||||||||||||||||||||||||||||

Resourcefulness | 10 | 10 | 0% | |||||||||||||||||||||||||||||

Physical Damage | Armor Penetration | 24 | 24 | 0% | ||||||||||||||||||||||||||||

Additional Physical Damage | 5 | 5 | 0% | |||||||||||||||||||||||||||||

True Physical Damage | 5 | 5 | 0% | |||||||||||||||||||||||||||||

Physical Damage Bonus | 14.5 | 14.5 | 0% | |||||||||||||||||||||||||||||

Physical Weapon Damage Add | 2 | 2 | 0% | |||||||||||||||||||||||||||||

Physical Power | 25 | 25 | 0% | |||||||||||||||||||||||||||||

Magical Damage | Magic Penetration | 24 | 24 | 0% | ||||||||||||||||||||||||||||

Additional Magical Damage | 5 | 5 | 0% | |||||||||||||||||||||||||||||

True Magical Damage | 5 | 5 | 0% | |||||||||||||||||||||||||||||

Magical Damage Bonus | 22 | 22 | 0% | |||||||||||||||||||||||||||||

Magical Power | 25 | 25 | 0% | |||||||||||||||||||||||||||||

Reductions | Armor Rating Add | 51 | 90 | 77% | ||||||||||||||||||||||||||||

Magic Resistance Add | 51 | 90 | 77% | |||||||||||||||||||||||||||||

Physical Damage Reduction | 8.5 | 15.5 | 82% | |||||||||||||||||||||||||||||

Magical Damage Reduction | 8.5 | 15.5 | 82% | |||||||||||||||||||||||||||||

Projectile Reduction Mod | 15.5 | 15.5 | 0% | |||||||||||||||||||||||||||||

Actions and Interactions | Action Speed | 12 | 14 | 17% | ||||||||||||||||||||||||||||

Move Speed Add | 5 | 5 | 0% | |||||||||||||||||||||||||||||

Move Speed Bonus | 1.5 | 1.5 | 0% | |||||||||||||||||||||||||||||

Regular Interaction Speed | 97.5 | 0 | -100% | |||||||||||||||||||||||||||||

Magical Interaction Speed | 97.5 | 0 | -100% | |||||||||||||||||||||||||||||

Spell Casting Speed | 12 | 12 | 0% | |||||||||||||||||||||||||||||

Health | Max Health Add | 22 | 39 | 77% | ||||||||||||||||||||||||||||

Max Health Bonus | 11 | 14 | 27% | |||||||||||||||||||||||||||||

Healing | Physical Healing | 10 | 10 | 0% | ||||||||||||||||||||||||||||

Magical Healing | 14 | 14 | 0% | |||||||||||||||||||||||||||||

Statuses | Buff Duration Bonus | 70 | 70 | 0% | ||||||||||||||||||||||||||||

Debuff Duration Bonus | 39 | 39 | 0% | |||||||||||||||||||||||||||||

Memory | Memory Capacity Add | 23 | 23 | 0% | ||||||||||||||||||||||||||||

Memory Capacity Bonus | 70 | 70 | 0% | |||||||||||||||||||||||||||||

Misc | Luck | 275 | 275 | 0% |

`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`

## Enchantment Stats

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

## 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