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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 times).
  2. 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 19 enchantments in the game. They can be forged from three recipes: Simple, Medium, and Mythical Recipes. After an enchantment forging is started, the player must wait for a certain amount of time before the enchantment is ready. The waiting time varies depending on the complexity of the recipe, although this process can be skipped by using 5 gems. Only one item can be forged at a time, therefore the player cannot enchant any items before any forging in progress is completed.

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 require 20 minutes to be forged, the least amount of time for completion when compared to the other recipes.

Name Image Description
Precision EnchantmentCriticalChance A chance to make a Critical Hit with an increased damage. This chance depends on the power of the enchantment. Available on Melee Weapons & Ranged Weapons. 
Overheat EnchantmentOverheat Each strike 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 equipments.
Poisoning EnchantmentIntoxication A chance that your enemy will start to lose 3% health per second over 5 seconds after being hit by weapons and ranged weapons, and 10.2% health per second over 5 seconds after being hit by magic. This chance is proportional to the damage dealt and the power of the enchantment. Available on Melee Weapons, Ranged Weapons & 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 & 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, Armors & Helms.
Bloodrage EnchantmentBloodrage A chance that you will deal 200% more damage on your hit, but would also lose 30% of damage dealt in health (10% for Naginata and Ronin's Dadao). This enchantment won't work if it will cause you to lose. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.
Rejuvenation EnchantmentRejuvenation A chance to regenerate 3% 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 & 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 Helm.

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% of the damage dealt to the enemy by weapons and ranged weapons, and by 100% of damage dealt to the enemy by magic. This chance depends on the power of the enchantment. Available on Melee Weapons, Ranged Weapons & Magic.
Bleeding EnchantmentBleeding A chance that the enemy will start to lose 6% health per second over 5 seconds after being hit by weapons and ranged weapons, and 3.4% health per second over 5 seconds after being hit by magic. This chance is proportional to the damage dealt and the power of the enchantment. Available on Melee Weapons, Ranged Weapons & 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 & Magic.
Frenzy EnchantmentFrenzy A chance to increase your melee damage by 150% for 5 seconds after a successful hit or taking a hit. This chance depends on the power of this 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 & 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 & 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 & 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 & Helm.
Damage Return EnchantmentDamageReturn A chance that your enemy will take 85% of damage dealt on every hit. This chance depends on the power of this enchantment. Available on Armor & Helm.

Mythical Recipes

Mythical Recipes are crafted using Purple, Red, and Green Orbs. They require 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. Player hits that bypass enemy blocks through the Block Breaker perk do not count toward charging the effect. 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 will give a high chance to reduce aura stacks. An opponent's 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 by 300% of the damage dealt. However, taking hits when not in full stack will give 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 used on some challenges and Gates of Shadows. When the player hits an opponent, the health of the opponent will slowly decrease - just like Bleeding - and a symbol of flame is also seen under the health bar of the player's opponent indicating this status condition. The same also happens when an opponent hits the player in that battle.

Trivia

  • Enchanting an already enchanted item replaces the current enchantment with a new one.
  • Daisho is the only weapon in the game that has two enchantments (Precision and Poisoning).
  • 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 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 enemy's ranged attack and magic.
  • The players can increase their Time Bomb damage by equipping stronger weapon. Additionally, they can also reduce the damage from enemy's Time Bomb by equipping stronger armor.
    • Time Bomb's damage can be reduced with enchantments that lower the user'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.

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

Start a Discussion Discussions about Enchantments

  • Enchantments

    2 messages
    • I made used a mythic enchantment recipe on my magic, but nothing appeared when it was done. Why didn’t anything appear?
    • Have you unlocked all pieces of equipment from the Monk's Set?
  • Mythical enchantments

    2 messages
    • If I were to apply only one mythical enchantment to anyone of my weapon, armour etc. would the enchantment work on its own or would I have...
    • You need it on all 5 equipments.
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