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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Showing 16-30 of 48 comments
†††††† Oct 17, 2020 @ 11:35am 
Originally posted by go out:
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

Yep pretty much.

The poison is going to be strong against bosses or any enemy that has a truckload of HP. I think it is especially good with Bows if you have unlocked Multi-Arrow and the standing heavy attack (Chaos Shot). Daggers can stack it fast too but whether or not you can actually stick to your enemy well enough to keep the stacks up is questionable - a lot of bosses have attack windows or abilities that cause them to run away from you.

I think using either the Lightning (Paralysis) or Bleed (Bloodthirsty) effect on 2-handers is a good choice. For swords, if all you want is raw damage, Scorching is good.

I'm still not sure what exactly I will be encountering in endgame areas. If the enemies there are particularly susceptible to certain effects, I would attribute more value to those.

I still have a few more to look into - might get around to testing those later.

The Curse and Slow enchantments may also have potential for their utility. I think Curse reduces damage dealt by anything affected by it, but I'm not completely sure about that.

There are a couple of damaging enchantments I haven't tested yet but they didn't seem particularly inspiring. I recall one of them increased damage based on missing health and reduced the amount that potions heal you for by something like 75%, meaning you're supposed to use a high risk-reward playstyle that involves you deliberately keeping yourself at low health. It might have potential if your defense and/or resistances are really high to compensate for having to play with low health. The other one increased damage based on missing stamina but also reduced damage by 20%. It might be good depending on how it interacts with the game's exhaustion mechanic. <-- this one actually gets applied to armor, not weapons.

Oh there is also the 25% more backstab damage enchantment, which sounds really strong.
Last edited by ††††††; Oct 17, 2020 @ 11:46am
†††††† Oct 17, 2020 @ 12:22pm 
Cursed Stone (Unfortunate):

"Applies curse effect to your target."

This applies a debuff that lasts for 5 seconds and reduces physical damage enemies deal to you by 50%.

If you have encountered the flying insects that spread a purple cloud (there is one to the left of Miner's Path) then you may have already encountered this effect. It does the same thing to you that it does to your enemies when you have it on your weapon.

As far as I can tell this does not affect non-physical attacks, like the poison breath of the toads at Bufonitte Lake.

Sword of Percival does not seem to enhance this effect in any way.

Taking 50% reduced damage seems massively overpowered to me, but at the same time, playing on Normal difficulty, I have not yet encountered a situation where I feel like this is really necessary.

And of course remember that you have to actually hit your enemy before the effect is applied, meaning that ranged enemies will still be doing full damage to you if they land their hits.

It is entirely possible that some enemies have Curse Resistance (this exists on some items that the player can acquire, so we know that it is a stat in the game) which I would assume reduces the effectiveness of Curse, not its duration. It wouldn't surprise me of this stat has been dumped heavily onto bosses in order to keep boss fights at a reasonable level of challenge. With that said I have tested this on the Dephil boss fight and I am definitely getting the full 50% reduction, at least on this particular boss. I tested it by allowing her to start the 2-hit heavy charge attack and deliberately getting hit by the second attack. A normal hit did 267 damage, but when she was cursed it only did 133.

This one is going to shine in any situation where you're taking raw, overwhelming amounts of damage. I could picture it being very strong on Hard difficulty, endgame areas (albeit I have not reached these places yet so I'm not sure what to expect), or NG+.

It should work well on any type of weapon but I think having it on a melee weapon rather than a bow is generally going to be a smart choice. If you're using a bow chances are you're already doing a good job of not getting hit.

As a side note I gotta say the visual effect on this one is pretty nice - your weapon is covered in a blue cloud and ghosts swirl randomly around your character.
Last edited by ††††††; Oct 18, 2020 @ 12:12pm
†††††† Oct 17, 2020 @ 12:46pm 
Frost Stone (Frost):

"Applies slowing effect to your target."

Not much to say about this one. You hit enemies with your weapon and their movement speed is slowed for ~5 seconds.

It doesn't seem like it has any impact on enemy attack speed except perhaps in situations where enemy attacks involve lunging at you - not fully sure about that though.

I tried to gauge how much enemies are slowed by via luring multiple skeletons in the Cemetery, then hitting one and waiting to see how long it took before the skeleton behind it was able to catch up as they both moved in my direction. Anecdotally, it seems like the slow is somewhere between 1/4th to 1/3rd their default movement speed, or 25% to 33%.

I'm not impressed at all with this. The only viable use I could possible see there being for it is having it on a bow to make kiting enemies easier as you shoot them from a distance. It seems pointless to put this on a melee weapon.
Last edited by ††††††; Oct 17, 2020 @ 12:51pm
Cursed Stone (Disaster):

"Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72%"

Does exactly what it says. Lose health, gain damage, and heal for less with potions. The amount of damage you gain can be very impactful - for example, if you are at 50% health, you gain 25% damage. At 25% health, you gain 37.5% damage.

The reduced healing from potions is both a blessing and a curse. Healing less means you have more control over deliberately keeping your health low. The drawback, of course, is that you are healing for less. The healing potion reduction however only applies while you have a weapon out with this enchantment on it. So you can swap weapons and get the full effect of your healing potions.

This opens all sorts of possibilities that revolve around high risk/reward playstyles. I think the lowest I could comfortably keep my health at without worrying too much about getting 1-shotted is around 40%. Missing 60% health means I'd be doing 30% more damage. With a heavy hitting weapon such as Giant Hammer, this means all but the toughest non-boss enemies could be killed in 1-2 hits.

For this enchantment a melee build with heavy emphasis on use of the Starburst Compass arcane item seems like a good choice. Starburst Compass puts a damage shield on you that completely nullifies physical hits taken up to some amount (I'm not sure what that value is, or if it scales with anything ie arcane). The cooldown of Starburst Compass can be reduced with items that have +Cooldown Reduction, such as Sauna's armor set (this set can be upgraded for even more cooldown reduction). There is also Rabbit Ring which as 25% Cooldown Reduction - it is located in the Cemetery but you cannot get it until you have Air Dash which is late-game.

Another option with this enchantment is to put it on a bow. Get your health low and then play defensively. Being able to stand at a distance reduces the possibility of death while at the same time providing you with a substantial damage buff.

Personally I can't see myself using Disaster on my weapons but with that said it has the potential to be overall the highest dps enchantment in the game if you use it well.
Last edited by ††††††; Oct 18, 2020 @ 9:42am
There is the interesting question of whether the sacrifice axe that heals on hit would also have it's healing nerfed or not. Since- It'd make having your health knocked low, and then spinning back to full heal through a boss or row of enemies pretty viable. (Especially with boosted damage).

(Also, I highly appreciate your contributions to this thread, Asofar. They've provided a lot of order out of my disordered thoughts.)
Last edited by Arlyeon [Crit Hit]; Oct 17, 2020 @ 6:45pm
he_kod Oct 17, 2020 @ 7:21pm 
Originally posted by Beast Mode:
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".


Normally my bow deals 64-65 dmg a hit

NG+ hard difficulty

against the fat dude from salt sanctuary it deals 78 damage a hit

against the bone boss in the tomb it deals 100 damage a hit.

so yea it's a boss killer enchantment especially on hard difficulty.
Ohd Oct 17, 2020 @ 8:15pm 
poison falls off extremely quickly to the point it's almost useless even on chaos shot spamming bows

fire definitely seems like the go to, on my golden sword or amaterasu it was ticking 16-18, which is almost as much as max poison but it does that much right off the bat

lightning is pretty inconsistent yeah, and the interval between ticks is so long that it's also pretty bad

the ice enchant on an upgraded gold armor set is hilarious, my kicks were doing like 360 damage

the backstab enchant doesn't seem to work, neither does the health buff enchant

finally does anyone know what curse actually does? i haven't run into an enemy that applies it to me and i can't tell what it's doing on enemies when i apply it, looks cool though
라젠간 Oct 17, 2020 @ 9:45pm 
Originally posted by Beast Mode:
Cursed Stone (Disaster):

"Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72%"

Does exactly what it says. Lose health, gain damage, and heal for less with potions. The amount of damage you gain can be very impactful - for example, if you are at 50% health, you gain 25% damage. At 25% health, you gain 37.5% damage.

The reduced healing from potions is both a blessing and a curse. Healing less means you have more control over deliberately keeping your health low. The drawback, of course, is that you are healing for less. The healing potion reduction however only applies while you have a weapon out with this enchantment on it. So you can swap weapons and get the full effect of your healing potions.

This opens all sorts of possibilities that revolve around high risk/reward playstyles. I think the lowest I could comfortably keep my health at without worrying too much about getting 1-shotted is around 40%. Missing 60% health means I'd be doing 30% more damage. With a heavy hitting weapon such as Giant Hammer, this means all but the toughest non-boss enemies could be killed in 1-2 hits.

For this enchantment a melee build with heavy emphasis on use of the Starburst Compass arcane item seems like a good choice. Starburst Compass puts a damage shield on you that completely nullifies physical hits taken up to some amount (I'm not sure what that value is, or if it scales with anything ie arcane). The cooldown of Starburst Compass can be reduced with items that have +Cooldown Reduction, such as Sauna's armor set (this set can be upgraded for even more cooldown reduction).

Another option with this enchantment is to put it on a bow. Get your health low and then play defensively. Being able to stand at a distance reduces the possibility of death while at the same time providing you with a substantial damage buff.

Personally I can't see myself using Disaster on my weapons but with that said it has the potential to be overall the highest dps enchantment in the game if you use it well.
It's incredibly helpful information. Thank you. one question sir , how can you get star Starburst Compass arcane ? I've been around most of the area. but Starburst compass arcane NPC wasn't anywhere. Is it related to appearance of red moon ?? All quests have been completed.
†††††† Oct 18, 2020 @ 12:35am 
Originally posted by go out:
Originally posted by Beast Mode:
Cursed Stone (Disaster):

"Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72%"

Does exactly what it says. Lose health, gain damage, and heal for less with potions. The amount of damage you gain can be very impactful - for example, if you are at 50% health, you gain 25% damage. At 25% health, you gain 37.5% damage.

The reduced healing from potions is both a blessing and a curse. Healing less means you have more control over deliberately keeping your health low. The drawback, of course, is that you are healing for less. The healing potion reduction however only applies while you have a weapon out with this enchantment on it. So you can swap weapons and get the full effect of your healing potions.

This opens all sorts of possibilities that revolve around high risk/reward playstyles. I think the lowest I could comfortably keep my health at without worrying too much about getting 1-shotted is around 40%. Missing 60% health means I'd be doing 30% more damage. With a heavy hitting weapon such as Giant Hammer, this means all but the toughest non-boss enemies could be killed in 1-2 hits.

For this enchantment a melee build with heavy emphasis on use of the Starburst Compass arcane item seems like a good choice. Starburst Compass puts a damage shield on you that completely nullifies physical hits taken up to some amount (I'm not sure what that value is, or if it scales with anything ie arcane). The cooldown of Starburst Compass can be reduced with items that have +Cooldown Reduction, such as Sauna's armor set (this set can be upgraded for even more cooldown reduction).

Another option with this enchantment is to put it on a bow. Get your health low and then play defensively. Being able to stand at a distance reduces the possibility of death while at the same time providing you with a substantial damage buff.

Personally I can't see myself using Disaster on my weapons but with that said it has the potential to be overall the highest dps enchantment in the game if you use it well.
It's incredibly helpful information. Thank you. one question sir , how can you get star Starburst Compass arcane ? I've been around most of the area. but Starburst compass arcane NPC wasn't anywhere. Is it related to appearance of red moon ?? All quests have been completed.

I'm honestly not sure where I got Starburst Compass. Maybe someone else knows where to find it.
I have edited my post on Thorite Crystal's Rotten enchantment (poison) with information about how it interacts with the Mechanical Bow.

This Mechanical Bow is by far the best for building stacks. I still think there are other enchantments that would be better to use in its place, such as Bloodstone's Giant enchantment, but if you are dead set on using Rotten I would suggest getting this weapon.

You can find the bow in Death's Destination. This is a late game area - to get there you need to get back into the Catacombs and use Cerulean Ocarina at the altar.

Acquiring the Cerulean Ocarina requires finding all 7 paintings for Hugh.

You will also need the Hand of Flames arcane item to get past the fire barrier blocking entry to the Catacombs.

I seem to recall that the chest containing Mechanical Bow is located on a platform with four gears traveling near it in an X-shape. The path you naturally follow in Death's Destination will take you directly there unless you accidentally take some weird route to get to the boss. You need to travel to the right of where you start and you'll get there after doing some jumping puzzles and dodging some moving gears.

https://vigilthelongestnight.wiki.fextralife.com/Mechanical+Bow
Last edited by ††††††; Oct 18, 2020 @ 12:14pm
Quickdraw Oct 18, 2020 @ 9:53am 
Originally posted by Beast Mode:
I have edited my post on Thorite Crystal's Rotten enchantment (poison) with information about how it interacts with the Mechanical Bow.

This Mechanical Bow is by far the best for building stacks. I still think there are other enchantments that would be better to use in its place, such as Bloodstone's Giant enchantment, but if you are dead set on using Rotten I would suggest getting this weapon.

You can find the bow in Death's Destination. This is a late game area - to get there you need to get back into the Catacombs and use Cerulean Ocarina at the altar.

Acquiring the Cerulean Ocarina requires finding all 7 paintings for Hugh.

You will also need the Hand of Flames arcane item to get past the fire barrier blocking entry to the Catacombs.

I seem to recall that the chest containing Mechanical Bow is located on a platform with four gears traveling near it in an X-shape. The path you follow in Death's Destination will likely take you directly there unless you take some weird route to get to the boss. You need to travel to the right of where you start and you'll get there after doing some jumping puzzles and dodging some moving gears.

https://vigilthelongestnight.wiki.fextralife.com/Mechanical+Bow
I just tried to get this bow but this f♥♥♥♥♥♥ platforming c♥♥♥ is not for me, at least today. This is the hardest platforming element ive seen in Vigil. Rage quit.
Last edited by Quickdraw; Oct 18, 2020 @ 9:54am
raz Oct 18, 2020 @ 9:53am 
Originally posted by go out:
Originally posted by Beast Mode:
Cursed Stone (Disaster):

"Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72%"

Does exactly what it says. Lose health, gain damage, and heal for less with potions. The amount of damage you gain can be very impactful - for example, if you are at 50% health, you gain 25% damage. At 25% health, you gain 37.5% damage.

The reduced healing from potions is both a blessing and a curse. Healing less means you have more control over deliberately keeping your health low. The drawback, of course, is that you are healing for less. The healing potion reduction however only applies while you have a weapon out with this enchantment on it. So you can swap weapons and get the full effect of your healing potions.

This opens all sorts of possibilities that revolve around high risk/reward playstyles. I think the lowest I could comfortably keep my health at without worrying too much about getting 1-shotted is around 40%. Missing 60% health means I'd be doing 30% more damage. With a heavy hitting weapon such as Giant Hammer, this means all but the toughest non-boss enemies could be killed in 1-2 hits.

For this enchantment a melee build with heavy emphasis on use of the Starburst Compass arcane item seems like a good choice. Starburst Compass puts a damage shield on you that completely nullifies physical hits taken up to some amount (I'm not sure what that value is, or if it scales with anything ie arcane). The cooldown of Starburst Compass can be reduced with items that have +Cooldown Reduction, such as Sauna's armor set (this set can be upgraded for even more cooldown reduction).

Another option with this enchantment is to put it on a bow. Get your health low and then play defensively. Being able to stand at a distance reduces the possibility of death while at the same time providing you with a substantial damage buff.

Personally I can't see myself using Disaster on my weapons but with that said it has the potential to be overall the highest dps enchantment in the game if you use it well.
It's incredibly helpful information. Thank you. one question sir , how can you get star Starburst Compass arcane ? I've been around most of the area. but Starburst compass arcane NPC wasn't anywhere. Is it related to appearance of red moon ?? All quests have been completed.

Twin sister quest. Go to Silvia instead of Janis and you'll get Starburst
Mois Oct 18, 2020 @ 10:22am 
Originally posted by Quickdraw:
I just tried to get this bow but this f♥♥♥♥♥♥ platforming c♥♥♥ is not for me, at least today. This is the hardest platforming element ive seen in Vigil. Rage quit.
You can buy this bow from the mystery merchant after giving him 5 monazite.
†††††† Oct 18, 2020 @ 11:58am 
Originally posted by LS95:
Originally posted by Beast Mode:
Cursed Stone (Disaster):

"Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72%"

Does exactly what it says. Lose health, gain damage, and heal for less with potions. The amount of damage you gain can be very impactful - for example, if you are at 50% health, you gain 25% damage. At 25% health, you gain 37.5% damage.

The reduced healing from potions is both a blessing and a curse. Healing less means you have more control over deliberately keeping your health low. The drawback, of course, is that you are healing for less. The healing potion reduction however only applies while you have a weapon out with this enchantment on it. So you can swap weapons and get the full effect of your healing potions.

This opens all sorts of possibilities that revolve around high risk/reward playstyles. I think the lowest I could comfortably keep my health at without worrying too much about getting 1-shotted is around 40%. Missing 60% health means I'd be doing 30% more damage. With a heavy hitting weapon such as Giant Hammer, this means all but the toughest non-boss enemies could be killed in 1-2 hits.

For this enchantment a melee build with heavy emphasis on use of the Starburst Compass arcane item seems like a good choice. Starburst Compass puts a damage shield on you that completely nullifies physical hits taken up to some amount (I'm not sure what that value is, or if it scales with anything ie arcane). The cooldown of Starburst Compass can be reduced with items that have +Cooldown Reduction, such as Sauna's armor set (this set can be upgraded for even more cooldown reduction). There is also Rabbit Ring which as 25% Cooldown Reduction - it is located in the Cemetery but you cannot get it until you have Air Dash which is late-game.

Another option with this enchantment is to put it on a bow. Get your health low and then play defensively. Being able to stand at a distance reduces the possibility of death while at the same time providing you with a substantial damage buff.

Personally I can't see myself using Disaster on my weapons but with that said it has the potential to be overall the highest dps enchantment in the game if you use it well.
Actually, after much frustration of "what the ♥♥♥♥, why did I just die?! I just healed!", i figured out that the -72% potion healing actually DAMAGES you instead of healing. Kind of sucks because I was just boss-rushing Dephil for her armor and almost had her down.

EDIT: So, after just reloading a quicksave, trying to heal at FULL HEALTH with Disaster enchant equipped does enough damage to kill me. That's, uh, definitely a disaster.

Strange, I just re-tested it and it healing with a Disaster weapon equipped is definitely not damaging me. I do have the Soul of Blood skill maxed out which increases healing by 15%. Maybe that skill is interacting with the Disaster enchantment in a counter-intuitive way?

You should also be able to swap weapons to get the full effect of your healing potions.
LS95 Oct 18, 2020 @ 12:01pm 
Originally posted by Beast Mode:
Originally posted by LS95:
Actually, after much frustration of "what the ♥♥♥♥, why did I just die?! I just healed!", i figured out that the -72% potion healing actually DAMAGES you instead of healing. Kind of sucks because I was just boss-rushing Dephil for her armor and almost had her down.

EDIT: So, after just reloading a quicksave, trying to heal at FULL HEALTH with Disaster enchant equipped does enough damage to kill me. That's, uh, definitely a disaster.

Strange, I just re-tested it and it healing with a Disaster weapon equipped is definitely not damaging me. I do have the Soul of Blood skill maxed out which increases healing by 15%. Maybe that skill is interacting with the Disaster enchantment in a counter-intuitive way?

You should also be able to swap weapons to get the full effect of your healing potions.
No, I'm just an idiot. I'm like 80% sure it was the Double-Headed Axe that was making healing damage me, not the Disaster enchant.
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