Vigil: The Longest Night

Vigil: The Longest Night

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Enchanting Help? [Has anyone worked any of this out}
So, has anyone catalogued what all the enchants do, and how they stack- Asofar, I've found the elemental buffs fairly underwhelming- and all of them seem specifically geared towards rapid multi hitting.

That said, I'm unsure of how stacking multiples of the same enchant would work- or whether or not the .1 % from max health loss from blood would or wouldn't factor into elemental procs.

If someone has done any indepth research into this, to figure out the nuances of these- to see if they're influenced by being in a weapon when it's upgraded, or being added to an upgraded weapon- as well as where to find them, I'd highly appreciate it.

Currently, my end game goal is -likely- to stack the blood items, since that on either the axe spin should do solid damage.

I'd considered the curse one- but frankly, Since the last I checked, the pole arms bonus damage didn't work- it didn't seem as worthwhile to risk the reduced healing for bonus damage.
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Okay- Update. SO. The base attack of the weapon -does- seem to effect the strength of enchantments and their effects for a weapon. This means that while Daggers can get solid procs- Once Halberds are fixed, and get their damage bonus passive- they should do sizable damage.

Given armor procs are seperate from weapon procs, you can't stack tons of the max health loss boost, which makes it incredibly iffy, unless there's anything else that can multiply it.

Upgrading a weapon -does- increase the damage of the enchantment, since it's based off weapon value.
By. Uh, By the way. Just having one frozen boost on a non chest piece of armor can actually -lower- your unarmed damage. Which uh, Seems a little bit crappy (It doesn't factor in base damage, but instead replaces it).

Also, on a pure damage sense, bleeding seems to beat out Burn. Will see how it compares to the others- since we don't have much in the way of what other effects the status abilities have.
Last edited by Arlyeon [Crit Hit]; Oct 16, 2020 @ 11:11pm
Lightning seems to do a small burst of damage equal to a portion of the damage you dish out. The highest I've seen it drop is 129 damage, but I've also seen it proc as low as 8 damage from a spin with a +6 giant hammer. So it's incredinly inconsistent.
Poison procs irrelevant of damage, and seems purely based on hits- which would make pairing it with daggers likely ideal. Their damage doesn't seem to scale with damage or enchant level either- so they highly benefit from large targets that can't be missed and you can apply pressure to- since their damage is cumulative. It's not -great- but it's functional. I'd pass over it in favor of blood, however- which is likely the most efficient, minus Perhaps lightning in select situations.
Last edited by Arlyeon [Crit Hit]; Oct 16, 2020 @ 8:24pm
I have yet to see what Slow does in a functional environment against an enemy, so I don't know how long it lasts, nor how efficient the speed drop is.

If anyone has anything to add to this, lemme know.

Asofar, the possibility of getting the full gold set, and applying the bonus damage to unarmed from defense seems like an entirely viable route.
Arlyeon [Crit Hit] Oct 16, 2020 @ 11:10pm 
Okay, Having started to test out Frost Piercing Enchantments on Armour- You can do a considerable amount of damage unarmed with the golden armor. Around ...77 or so wiith punches and 120~ ish with the kicks, and that's only with 2.

Whilst I imagine it still is lacking the base 10- that's still solid. I only wish there was a gloves weapon, so I could either have a special move, or at least sneak a good enchantment on the fists, Like a slow :P.
Thanks, I've been looking all over the internet for details on precisely what some of these do.

I have decided to test these myself and add my notes to this thread.

Amber Spark (Paralysis):

"Applies a Lightning effect to the target."

It seems to apply a debuff to the enemy which persists for about 5 seconds before a bolt of lightning is called down on them. The damage dealt is mediocre (on enemies I can hit with a regular sword attack for 91-113 damage, it deals 18-22 damage). The main benefit of this effect is not the damage itself but the fact that it staggers the enemy when they are hit by the lightning bolt.

After the lightning bolt hits the debuff persists for about 4 more second and does nothing during this time. Reapplying the debuff is inconsistent - it seems it cannot be reapplied until it fully falls off.

AoE effects with your weapon such as Nameless Blade's special skill (shoots a bolt of energy at all enemies in a line) apply the debuff to all enemies hit. Charged bow attacks will also put it on all enemies hit.

Water themed enemies (such as those found in Bufonitte Lake, Stranded Ship, or Slimes) are weak to the effect. It is doing 25-37 damage to them instead of the usual 18-22.

There are some enemies that cannot be staggered by the effect like the flying creatures in Maye Sewer.

Damage scales with each individual hit. It is possible to get a weaker hit, apply the debuff, then get a heavier hit while the enemy has the debuff. The first hit is always used for determining damage, until the debuff falls off and it can be re-applied with a new hit.

Damage formula seems to be as follows:

On regular enemies, 20% of weapon damage rounded to the nearest whole number.
On enemies weak to lightning, 27% weapon damage rounded to the nearest whole number.

So in any situation where you can maintain 100% uptime on the debuff, the extra DPS you will get out of this looks something like this (not factoring in stamina consumption):

On regular enemies: 2% to 2.2%
On enemies weak to lightning: 2.7% to 3%

...depending on how quickly the debuff is reapplied after it falls off (there can be a delay of about a second depending on how your melee swings line up, for a total of 10 seconds before the debuff is reapplied).

Overall I'd say the effect is very underwhelming. Weaker enemies will often die to your attacks before the 5 second window is up so you get nothing out of it. This effect should be strongest against bosses, but they're generally going to be immune to the stagger effect.

If you want to use it, put it on a slow, heavy hitting weapon, like the Giant Hammer. Putting it on fast hitting, weak damage per hit weapons, is extremely inefficient use of this enchantment.

So for most efficient use of this effect: put it on a heavy weapon and use a playstyle that involves swapping weapons. Swap to heavy, hit enemies once to apply the debuff, swap to a different weapon afterward.

Another effective tactic with this enchantment is to load it onto a bow and use charged attacks to spread the debuff to all enemies in a line in front of you, then swap back to your standard melee weapon.

Something I'm not sure of is whether the lightning bolt is doing massive damage to the enemy's poise in order to produce the stagger, but I think I'm done testing this one. I also have not tested numbers on Sword of Percival, which gains more from enchantments, but I would expect it to do 25% additional damage.
Last edited by ††††††; Oct 19, 2020 @ 3:48am
Quickdraw Oct 17, 2020 @ 7:07am 
Weapon enchanted with fire gem suppose set enemies on fire etc ? Beacuse i dont see it. How does it work ?
†††††† Oct 17, 2020 @ 7:22am 
Blood Shard (Giant):

"Adds the enemy 0.1% of Max HP as additional damage."

This one is pretty straightforward. It does exactly what it says (enemies take 0.1% more of their Max HP with each hit) but there are some things to take note of.

The effect simply enhances your weapon hits - there are no new numbers popping up on your screen when you use this.

Damage added will always be at least +1 per hit even to enemies with low Max HP.

The bonus damage applies to both hits from daggers.

The effect is raised to 0.125% of the enemy's Max HP with Sword of Percival.

Using this on the target dummy at the Smithy adds +10 damage per hit (+12 with Sword of Percival), which makes for some interesting "either-or" possibilities:
A: The target dummy's Max HP is virtually capped at 10,000 despite it being invincible OR...
B: The maximum damage you can get out of this enchantment is capped at 10 per hit (or 12 with SoP) for balancing reasons.

I think B is likely incorrect but it is worth considering.

I have not tested this on a boss yet as I do not have a save currently near one, but that is hypothetically where this enchantment would really shine. Most enemies you encounter will have low enough HP values that you will only be getting +1 damage per hit meaning that it is (at least where I am currently in the game on Normal difficulty) pretty weak. If enemies later on gain significantly more health, or if this becomes the situation in NG+, then I could see it being worthwhile.

For efficient use put it on a set of daggers or perhaps a bow and set them aside as "boss killers".
Last edited by ††††††; Oct 17, 2020 @ 11:39am
Originally posted by Quickdraw:
Weapon enchanted with fire gem suppose set enemies on fire etc ? Beacuse i dont see it. How does it work ?

You may be looking at the "Arsonous" enchantment (+20 Throwing) instead of "Scorching" enchentment. Both can be gained from putting a Glowing Ember gem on a weapon but Arsonous is selected by default. To get Scorching, you need to hit up or down on the Enchant screen at the Smithy.
Last edited by ††††††; Oct 17, 2020 @ 8:14am
Quickdraw Oct 17, 2020 @ 8:08am 
Originally posted by Beast Mode:
Originally posted by Quickdraw:
Weapon enchanted with fire gem suppose set enemies on fire etc ? Beacuse i dont see it. How does it work ?

You may be looking at the "Arsonous" enchantment (+20 THrowing) instead of "Scorching" enchentment. Both can be gained from putting a Glowing Ember gem on a weapon but Arsonous is selected by default. To get Scorching, you need to hit up or down on the Enchant screen at the Smithy.
That's new i need to try it, thank you.
Thorite Crystal (Rotten):

"Applies poison effect to the target."

I have re-tested and confirmed that the information already posted in this thread is valid.

This effect stacks a poison damage over time effect on enemies hit with your weapon. Each time your hit with your melee weapon, +1 point of damage is added to the stack. The effect then ticks down for -1 point of damage with each consecutive tick. The effect ticks roughly every half-second.

The goal is to stack the effect as high as you can.

There appears to be a cap of 22 on the number of stacks you can climb to. There is a cap to how high you can stack the effect and it seems to be determined by the specific weapon you put it on. The cap does not scale with Forge level. The highest I have been able to stack it is 22 with the Recurve Bow. Mechanical Bow is better for building stacks but only seems to build it to a maximum of 20.

Applying this enchantment to a bow and using Poison Arrows still only builds 1 stack. As far as I an tell, with this setup the Poison Arrows are doing nothing.

To get the most out of this enchantment you need to be constantly hitting your enemy with quick attacks. Regular attacks with daggers are a good way to accomplish this, as each attack hits with both weapons. The dagger skill Meteor Shower (rapidly pressing the attack button) is another good way to stack the effect albeit more stamina intensive than simply spamming regular attacks.

This enchantment has a huge drawback in the sense that it requires near 100% uptime in order to be effective. By uptime I mean having to stand near enemies spamming attacks rather than being able to move around and wait for windows of opportunity to attack. In this sense it is the polar opposite of Amber Spark's Paralysis effect, which scales well with low uptime.

I could picture Rotten being good against bosses or any enemy with tons of health, but not so much versus regular enemies as they will die before you can really stack the effect all that high. Also Blood Shard's Giant effect is likely going to be a much more efficient boss killer enchantment as it does not require near 100% uptime to get good damage out of it.

Daggers are the ONLY type of melee weapon that can effectively build stacks with this enchantment. With regular attacks, swords and 2-handers do not attack quickly enough to stack this higher than 1. The Whirlwind skill with 2-handers can be an effective way to build stacks but you will run out of stamina quickly. Sword of Percival (25% innate bonus to enchantments) does not seem make a difference on Rotten's damage or stack accumulation rate.

Bows are actually an excellent way to build stacks with the caveat that you must have the proper bow skills unlocked. Having Multi-Arrow maxed out helps but the most effective way to build stacks with a bow is to spam Chaos Shot (heavy attack while on the ground). Chaos Shot will rapidly spam shots of 4 arrows at your enemy and each individual shot builds a stack. Use this with a bow that reduces stamina cost, such as the Recurve Bow, and you should be able to hit 22 (max) stacks in about 10-12 seconds.

Edit: I got the Mehanical Bow recently which has a special skill that launches three arrows if you spam the attack button. This bow is by far the best for building stacks. You can reach the maximum stack count (20 for this weapon) in about 5 attacks, which takes about 5 seconds. Fully upgraded Multi-Arrow is not necessary, as the Mechanical Bow's weapon skill effectively replaces it. This also eats through your entire stamina bar though.

Edit2: I have found a sword that is viable to build stacks quickly: Sword of Wallace. This weapon has a weapon skill called Multi-Spur that lets you mash the attack button for rapid attacks. You can hit max stacks (22) in about 10 seconds of attacking. Note that while Golden Sword also has a weapon skill called "Multi Spur" this one is different - it requires directional input to use and cannot be spammed. Sword of Wallace also has stamina cost reduction which is a nice bonus. Unfortunately it can only be acquired late-game, after you open the door inside the Giantwood. With all that said, I still don't think spamming melee attacks for 10 seconds straight is a viable way to play the game in most situations.
Last edited by ††††††; Oct 18, 2020 @ 10:15am
†††††† Oct 17, 2020 @ 10:21am 
Glowing Ember (Scorching):

"Applies burning effect to the target."

This one is a pretty straightforward damage over time effect. It ticks a total of 10 times roughly every 0.5 seconds for a total duration of 5 seconds.

Damage is scaling with something but I am not 100% sure what. I think it is based largely on weapon type. At first I thought weapon damage was making a difference, but the values I was getting while testing swords did not add up. It may have something to do with the stamina cost, as weapons that cost more stamina per swing consistently do better Scorching tick damage, regardless of base weapon damage.

Here are some weapons I tested using the target dummy at the Smithy:

[Swords]
+7 Vigilant Sword - 50.8 damage, 10 damage per Scorching tick.
+7 Scorching Nameless Blade - 73.5 damage, 10 damage per Scorching tick.
+7 Scorching Excellent Saw Blade - 57.8 damage, 12 damage per Scorching tick.
+7 Scorching Sword of Percival (+25% enchantment effects) - 64.8 damage, 12 damage per Scorching tick.

[2-Handers]
+7 Scorching Giant Hammer - 122.5 damage, 8 damage per Scorching tick.
+7 Scorching Reaper Blade - 96.3 damage, 6 damage per scorching tick.

[Daggers]
+7 Scorching Prom Daggers- 42 damage, 2 damage per Scorching tick.
+7 Scorching Curved Daggers - 31.5 damage, 2 damage per Scorching tick.

[Bows]
+7 Scorching Fisherman Bow - 45.5 damage, 3 damage per Scorching tick.
+7 Scorching Recurve Bow - 38.5 damage, 2 damage per Scorching tick.

Swords scale the best by far with this effect. Two-hander scaling is second best. Daggers and bows do not scale well at all.

Undead, insect, and water themed enemies (such as those found at Bufonitte Lake) are weak to fire and take 30% more damage from Scorching. For example +7 Scorching Sword of Percival ticks for 16 damage instead of 12 on the Skeletons in the Cemetery. Furry creatures, such as bears, wolves, and the white fluff-ball enemies with teeth (one is found near Miner's Path) take a whopping 75% more damage from Scorching.

Fire themed enemies, such as those found at the Mine Site, take 60% reduced damage.

For efficient use of this enchantment put it on a sword and consider using a playstyle involving attacking enemies once to spread the dot (Sword heavy attack is good for spreading it to clusters of enemies), then switching to different weapon.
Last edited by ††††††; Oct 17, 2020 @ 1:47pm
†††††† Oct 17, 2020 @ 11:13am 
Blood Shard (Bloodthirsty):

"Applies bleeding effect to the target"

Another damage over time effect. This one ticks 5 times every 0.5 seconds for a total of 2.5 seconds.

Once again there are some damage scaling shenanigans going on. While Scorching seemed to favor Swords above all else, this one works much better with 2-handers.

Some quick testing I did with a few weapons:

[2-Handers]
+7 Bloodthirsty Giant Hammer ticks for 15 damage on the target dummy at the Smithy. This is the most damage I've been able to get out of this enchantment so far, not counting enemies that are susceptible to bleeding.
+7 Bloodthirsty Reaper Blade only ticks for 10.

[Swords]
+7 Bloodthirsty Vigilant Sword - 6 damage per tick.
+7 Bloodthirsty Nameless Blade - 7 damage per tick.
+7 Bloodthirsty Excellent Saw Blade - 7 damage per tick.
+7 Bloodthirsty Sword of Percival (+25% enchantment effects) - 7 damage per tick.

[Daggers]
+7 Bloodthirsty Prom Daggers - 3 damage per tick.
+7 Bloodthirsty Curved Daggers - 2 damage per tick.

[Bows]
+7 Bloodthirsty Recurve Bow - 3 damage per tick.

Based on the above numbers it is pointless to put this on anything other than a 2-hander and even then you will need to be careful about which one you select as the amount of damage you get out of it can vary depending on the individual weapon.

Applying the effect and then weapon-swapping is less viable than it is with Scorching because effect lasts half as long.

Fleshy humanoid and animal type enemies are generally susceptible to the bleed effect and take around 30% more damage from it.

Enemies without blood, such as the Skeletons at the Cemetery, are resistant to it and take around 50% less.

If weapon swapping was a little more fluid I think using a Scorching sword and a Bloodthirsty 2-hander would be a powerful combination as you can get both effects ticking at the same time. As it stands, this interrupts the flow of combat too much for it to be worthwhile.
Last edited by ††††††; Oct 17, 2020 @ 11:17am
라젠간 Oct 17, 2020 @ 11:19am 
so .. the poison is op .. right ?

Originally posted by Beast Mode:
Glowing Ember (Scorching):

"Applies burning effect to the target."

This one is a pretty straightforward damage over time effect. It ticks a total of 10 times roughly every 0.5 seconds for a total duration of 5 seconds.

Damage is scaling with something but I am not 100% sure what. I think it is based largely on weapon type. At first I thought weapon damage was making a difference, but the values I was getting while testing swords did not add up. It may have something to do with the stamina cost, as weapons that cost more stamina per swing consistently do better Scorching tick damage, regardless of base weapon damage.

Here are some weapons I tested using the target dummy at the Smithy:

[Swords]
+7 Vigilant Sword - 50.8 damage, 10 damage per Scorching tick.
+7 Scorching Nameless Blade - 73.5 damage, 10 damage per Scorching tick.
+7 Scorching Excellent Saw Blade - 57.8 damage, 12 damage per Scorching tick.
+7 Sword of Percival (+25% enchantment effects) - 64.8 damage, 12 damage per Scorching tick.

[2-Handers]
+7 Scorching Giant Hammer - 122.5 damage, 8 damage per Scorching tick.
+7 Scorching Reaper Blade - 96.3 damage, 6 damage per scorching tick.

[Daggers]
+7 Scorching Prom Daggers- 42 damage, 2 damage per Scorching tick.
+7 Scorching Curved Daggers - 31.5 damage, 2 damage per Scorching tick.

[Bows]
+7 Scorching Fisherman Bow - 45.5 damage, 3 damage per Scorching tick.
+7 Scorching Recurve Bow - 38.5 damage, 2 damage per Scorching tick.

Swords scale the best by far with this effect. Two-hander scaling is second best. Daggers and bows do not scale well at all.

Undead, insect, and water themed enemies (such as those found at Bufonitte Lake) are weak to fire and take 30% more damage from Scorching. For example +7 Scorching Sword of Percival ticks for 16 damage instead of 12 on the Skeletons in the Cemetery. The white fluff-ball enemies with teeth (one is found near Miner's Path) take a whopping 75% more damage from Scorching.

Fire themed enemies, such as those found at the Mine Site, take 60% reduced damage.

For efficient use of this enchantment put it on a Sword and consider using a playstyle involving attacking enemies once to spread the dot (Sword heavy attack is good for spreading it to clusters of enemies), then switching to different weapon.
So .. bow dagger = posion / sword = burn or 25% / 2 hands = lighting or 25% / is OP ?
posion enchant so cool
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