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BatchEnchantments

Enchantments are bonuses found on melee weapons, armor, helms, ranged weapons and magic in Shadow Fight 2. Each enchantment has its own unique effect on the item, which gives the player a certain advantage in fights. There are three ways of obtaining enchantments:

  1. Purchasing items that can only be bought with gems; these items are already enchanted (most of the time).
  2. Manually enchanting items through the Forge.
  3. Winning fights against particular enemies or participating in certain game modes may reward the player with special items that come with enchantments.

The Forge

The Forge is a section in the shop that allows the players to enchant any equipment pieces using Shadow Orbs. This section becomes available in Act II, after the player beats one Tournament stage and makes an upgrade to any armor. However, there is no certainty as to which enchantment they might receive. There are a total of 25 enchantments in the game, of which 8 are simple, 9 are medium, 2 are mythical, 2 are mythical but unimplemented (Searing Luminary and Stone Fetters), one is unobtainable through The Forge but available on some special items (Critical Protection), 2 are completely unavailable to the player (Shocking Strike and Static Charge), and one appears only during certain challenges and stages (Burning).

The available enchantments can be forged from three recipes: Simple, Medium, and Mythical Recipes. After an enchantment forging is started, the player must wait a certain amount of time before the enchantment is ready. The waiting time varies depending on the complexity of the recipe, and it can be skipped using 5 gems. Only one item can be forged at a time, so the player cannot begin enchanting any items before the current forging process is completed, if any.

Whenever an item is enchanted with a Simple or Medium recipe, any previous Simple or Medium enchantments on that item irreversibly disappear and are replaced with the new enchantment.

Simple Recipes

Simple recipes are the first kind of recipe available to the player for forging enchantments. They require only Green Shadow Orbs to forge and take 20 minutes to complete, the shortest wait duration among all recipes.

Name Image Description
Precision EnchantmentCriticalChance A chance to make a Critical Hit with increased damage. This chance depends on the power of the enchantment.

Available on Melee Weapons and Ranged Weapons. 

Overheat EnchantmentOverheat Each strike dealt or each hit taken has a chance to put a buff on you that makes your next strike inflict 200% more damage. This chance depends on the power of the enchantment.

Available on all types of equipment.

Poisoning EnchantmentIntoxication A chance that your enemy will start to lose 3% health (10.2% for magic) per second over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Weakness EnchantmentWeakness A chance to weaken your enemy's attacks by 75% for 5 seconds after a successful hit. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Magic Recharge EnchantmentMagicRecharge A chance to increase your magic recharge from a successful hit by 300% and from taking a hit by 700%. This chance depends on the power of this enchantment.

Available on Melee Weapons, Armor and Helms.

Bloodrage EnchantmentBloodrage A chance that you will deal 200% more damage on your hit, but would also lose 30% of damage dealt in own health (10% for Naginata and Ronin's Dadao). This enchantment won't work if it would cause you to lose. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Rejuvenation EnchantmentRejuvenation A chance to regenerate 3% of your health for 5 seconds after being hit. This chance is proportional to the damage received and the power of the enchantment.

Available on Armor and Helms.

Damage Absorption EnchantmentHeadProtectionEnchantmentBodyProtection A chance to absorb all damage dealt to your body or head by a single strike. This chance depends on the power of the enchantment.

Available on Armor and Helms.

Medium Recipes

Medium recipes, the second type of recipes, utilize Red Orbs as well as Green Orbs to forge enchantments. These enchantments are more powerful than the simple recipes. They require 1 hour and 20 minutes to be forged.

Name Image Description
Lifesteal EnchantmentLifeDrain A chance on every successful hit to replenish your health by 250% (100% for magic) of the damage dealt to the enemy. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Bleeding EnchantmentBleeding A chance that the enemy will start to lose 6% health (3.4% for magic) per second over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Enfeeble EnchantmentEnfeeble A chance to weaken your enemy's attacks by 75% for 10 seconds after a successful hit. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Frenzy EnchantmentFrenzy A chance to increase your melee damage by 150% for 5 seconds after dealing or receiving a hit. This chance depends on the power of the enchantment.

Available on all types of equipment.

Stun EnchantmentStun A chance to stun your enemy for 5 seconds after a successful hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Time Bomb EnchantmentTimeBomb A chance to set a delayed explosive on your enemy, which will detonate after 2 seconds. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Regeneration EnchantmentRegeneration A chance to regenerate 4.5% of your health for 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Armor and Helms.

Shielding EnchantmentShielding A chance to reduce incoming damage by 75% for 7 seconds after being hit. This chance depends on the power of this enchantment.

Available on Armor and Helms.

Damage Return EnchantmentDamageReturn A chance that the enemy will take 85% of damage received. This chance depends on the power of the enchantment.

Available on Armor and Helms.

Mythical Recipes

Mythical Recipes are crafted using Purple, Red, and Green Orbs, and take 2 hours to be forged. Different from the other recipes, they cannot be forged until the player obtains all pieces of equipment from a Mythical Equipment Set, which can be done from either Ascension or raids. Mythical enchantments do not replace existing Simple or Medium recipes. In order to use a Mythical enchantment in battle, the player must enter a battle wearing a weapon, armor, helm, ranged weapon, and magic all enchanted with the same Mythical enchantment. The enchantment works after the player is disarmed, but challenge rules that disable or modify the player's weapon also disable Mythical enchantments for the affected rounds. Unlike the Simple and Medium enchantments, Mythical enchantments require the player to deliver multiple strikes in order to trigger the effect, and are guaranteed to trigger when fully charged. Player hits that bypass enemy blocks through the Block Breaker perk do not count toward charging the effect or activating it. The Enchantments for the Mythical Recipes are:

Name Image Description
Tempest Rage EnchantmentTornado desatuEnchantmentTornado The mythical enchantment of Monk's Set. Every successful hit gives a chance to grow a blue swirling aura around Shadow that can stack up to four times. When in full glow, the next unblocked hit will deal 350% more damage and knock the foe a great distance. However, taking hits has a high chance to reduce aura stacks. A throw is guaranteed to reduce one stack.
Typhoon of Spirits EnchantmentSuperReturn desatuEnchantmentSuperReturn The mythical enchantment of Sentinel's Set. Every successful hit gives a chance to grow a yellow shield-like aura around Shadow that can stack up to three times. When in full glow, any unblocked hit taken by Shadow will cause the enemy to take damage equivalent to 300% of the damage received. However, taking hits when not in full stack has a high chance to reduce aura stacks. An opponent's throw is guaranteed to reduce one stack.
Stone Fetters EnchantmentStone desatuEnchantmentStone N/A
Searing Luminary EnchantmentBurn desatuEnchantmentBurn N/A

Unavailable or Unimplemented Enchantments

Name Image Description
Critical Protection EnchantmentCriticalProtection

A 20% chance to reduce damage from an incoming critical hit. Extent of this reduction depends on the power of this enchantment. This enchantment was only available on two helms: the Iron Mask, which can only be bought from the 1.6.1 Starter Pack, and Fur Ear-Flap, the New Year 2018 special helm which can be obtained from Gingerbread Chest.

Static Charge EnchantmentStaticCharge A chance to trigger a short lightning storm targeting your enemy after being hit. This chance depends on the power of the enchantment.
Shocking Strike EnchantmentShock Chance to cause a Shock with a Head Hit is increased. This chance depends on the power of the enchantment.

Special Challenge Enchantments

Name Image Description
Burning EnchantmentFire This enchantment is seen in action on some challenges, and in Gates of Shadows. Whenever the player or the enemy receive a hit (blocked or not), they would be passed on the burning effect which causes them to start to lose health slowly over time; if the dealer of the hit had this effect, it would deactivate for them. This effect does not wear off; it can only be passed on back and forth until the round is over.

Trivia

  • Daisho is the only weapon in the game that has two non-Mythical enchantments (Precision and Poisoning). It can thus, if enchanted with a Mythical recipe, hold a maximum of 3 enchantments. Re-enchanting it with a Simple or Medium recipe causes it to permanently lose this property, and the two enchantments are replaced with the one newly forged.
  • Overheat is the only Simple recipe which is available on every piece of equipment.
  • Frenzy is the only Medium recipe which is available on every piece of equipment.
  • The Stun enchantment does not work on Titan or during the Underworld.
  • The Monk's Set items obtained from Ascension are all enchanted with simple enchantments in addition to Tempest Rage.
  • Lynx and May are the only enemies who have 2 enchantments on one gear type; Time Bomb and Poisoning on Lynx’s Claws and Throwing Daggers, Damage Absorption and Regeneration on May‘s helm and armor.
  • Even though the in-game descriptions of Weakness and Enfeeble imply that the enchantments only affect enemy's melee attacks, they also affect their ranged attacks and magic.
  • The players can increase their Time Bomb damage by equipping a stronger weapon. Additionally, they can reduce the damage from enemies' Time Bomb by equipping stronger armor.
    • Time Bomb's damage can be reduced with enchantments that lower the opponent's attack power or increase the victim's defense, such as Weakness, Enfeeble, and Shielding. Furthermore, Damage Absorption is capable of nullifying Time Bomb's damage completely.
  • Upon delicate investigation, medium enchantments' icons appear to have a "glow" aura to them when viewed in the shop. Simple and Mythical enchantments do not have this glow.

See Also


More in Sf2 mainpagelogo dark
Story
Characters    Bodyguards    Challengers    Bosses

Act I   Act II   Act III   Act IV   Act V   Act VI   Interlude   Act VII

Equipment
Armors    Weapons    Helm    Ranged Weapons    Magic

Enchantments    Shadow Orbs    Equipment Sets

Modes of Play
Tournament    Challenges    Survival    Duels    Gates of Shadows

Ascension    Old Wounds    Underworld    Eclipse

Gameplay
Combos    Fight Terms    Difficulties    Perks    Experience

Currencies   Shop   Energy   Achievements    Soundtrack

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