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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 five 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.
  4. Defeating Challengers as their weapon are already enchanted.
  5. Obtaining an event item, as they always come with an enchantment.

Enchantments may randomly activate during fights, similar to perks however, the probability of an enchantment activating is dictated by its power which is indicated by a numerical value which is displayed in the forge interface. Certain enemies possess resistance to enchantments (such as May) which drastically lowers the chance of the player's enchantments activating during a fight against them. As such, players must have their equipment's enchantments to have its power to be as high as possible in order to increase the chances of their enchantments activating, and consequently perform better. Mythical enchantments however, are not controlled by power, since their activation depends on set rules which guarantees their activation once those rules are fulfilled.

The Forge

The Forge is a section in the shop that allows players to enchant their owned equipment using three types of Shadow Orbs: Green, Red, and Purple. Green orbs are the most common, obtained in almost every fight. Red orbs are the second most common, acquired only in fights with Eclipse mode enabled. Purple orbs are the rarest, obtained in fights against the demons. All Shadow Orb types may also be obtained from the Mystery Box. 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. The power of an enchantment is also set randomly, where the value of which follows a specific range of numbers which increases with the player's level. The lowest possible power is 5 (at Lvl. 1 , and only in certain event items), while the highest is 1942 (at Lvl. 52).

There are a total of 30 enchantments in the game, of which 8 are simple, 9 are medium, 10 are mythical, 1 is unobtainable through The Forge but available on some special items (Critical Protection), 1 is completely unavailable to players but are used by certain enemies (Shocking Strike), and 1 appears only during certain challenges and stages (Burning). There are also 5 unused enchantments found in the game files, some of which were temporarily visible in the game but were never fully implemented.

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 item receives its enchantment. The waiting time varies depending on the degree of the recipe, and it can be skipped using 5 gems for Simple and Medium Recipes, and 10 gems for Mythical Recipes. Only one item can be forged at a time, therefore the player cannot enchant another item until the previous item finishes its enchanting.

Whenever an item is enchanted with a new recipe, any previous enchantments on that item along with its power disappear and are replaced with the new enchantment and power value. Simple and Medium Recipes can only overwrite each other, leaving any existing Mythical enchantment intact which incidentally, can only be overwritten by another Mythical Recipe.

Simple Recipes

Simple recipes are the first kind of recipe available to the player for forging enchantments. They require only Green Shadow Orbs Forge green to forge and take 20 minutes to finish, the shortest wait duration among all recipes. Enchantments under this recipe can have a power of 1,897 maximally, at level 52.

Name Image Description
Precision EnchantmentCriticalChance A chance to make a Critical Hit with 100% more 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% from 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 which are usually (but not always) more powerful than the simple recipes. They require Red Orbs Forge red in addition to Green Orbs in order to forge and takes 1 hour and 20 minutes to finish. Enchantments under this recipe can have a power of 1,942 maximally, at level 52.

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 3 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 time bomb 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 on each hit 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 the third and last type of recipes, which have effects that are significantly more powerful than Simple or Medium recipes. They require the rare Purple Orbs Forge purple in addition to Green and Red Orbs in order to forge, which takes 2 hours to finish. Unlike Simple or Medium recipes, the player must complete mythical equipment sets in order to unlock the recipe for its corresponding mythical enchantment before they can begin enchanting other items with that mythical enchantment. The aforementioned equipment sets can be obtained through the Underworld and limited-time events (formerly, through Ascension as well).

Mythical enchantments do not replace existing Simple or Medium recipes, and can only be replaced by another mythical enchantments. 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 will still work after the player is disarmed, but challenge rules that disable or modify the player's worn equipment will disable Mythical enchantments for the affected rounds.

Mythical enchantments are not controlled by power, unlike Simple and Medium enchantments. Instead, its user must fulfill certain requirement/s, mostly by landing multiple successful strikes on their opponent in order to charge up the enchantment, which will guarantee its activation upon being fully charged.

The Enchantments for the Mythical Recipes are:

Name Image Description Note Preview
Tempest Rage EnchantmentTornado desatuEnchantmentTornado Deliver hits, and your power will increase. It will descend if you get hit. Accumulate enough power to land a deadly blow. 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.
Hero's-will-shadow
Typhoon of Spirits EnchantmentSuperReturn desatuEnchantmentSuperReturn Attack your foe, don`t miss a hit, and your shield power will grow. Accumulate it enough and avenge when enemy hits you. The mythical enchantment of Sentinel's Set.
Every successful hit gives a chance to grow a yellow shield-like aura around its user that can stack up to three times. Once fully charged, any unblocked hit taken by its user will reflect the inflicted damage back to the enemy by 300%. However, taking hits when the enchantment is still not fully charged has a high chance to reduce aura stacks. An opponent's throw is guaranteed to reduce one stack.
Sentinel mythic
Crimson Corruption Enchantments.EnchantmentBloodCurse Successfully attacking your foe with a weapon will curse him. He will receive periodic damage.
The mythical enchantment of Warlock Set.

It functions as what follows:
  • For every 25 damage received by the opponent with melee attacks, they will be inflicted with a stack of "curse", indicated by a red sparkling aura around the opponent. The enchantment can be stacked up to 3 times.
  • The curse inflicts a bleeding effect on the opponent that reduces their health every second depending on the number of the stacks. Health depletion rates of each stack amount are what follows:
    • 1 stack: -3% health per second
    • 2 stacks: -4.5% health per second
    • 3 stacks: -6% health per second
  • A stack of curse lasts for 5 seconds. However, its duration is refreshed with every successful melee strikes. If no hits has landed on the opponent in 5 seconds, the stack amount will be reduced by 1, with the enchantment disappearing altogether after the last stack expires.
  • This enchantment does not work against Titan.
Crimson Corruption mythic
Icy Resistance Enchantments.EnchantmentsBlizzard As long as the blizzard is wrapped around you, damage is no threat. If anyone dares touch you, the blizzard will imbue you with strength and increase your damage for the next 3 hits.
The mythical enchantment of the Forest Guardian Set.

It functions as what follows:
  • At the start of every round, the user is given 3 stacks of the enchantment. The enchantment remains perpetually active as long as the user has remaining stacks, which is indicated by a cylindrical shield-like aura that resembles a blizzard swirling around its user.
  • Whenever the user receives any hit, regardless if it was blocked or not, all damage from the gets nullified and the opponent will get knocked down. This reduces the available stacks by 1.
  • After a stack is used up, the user will receive a strength buff that will increase their melee damage by 100% of their next 3 hits. Whether the attack is successful or not, the strength buff will still take into effect and thus also reducing the remaining amount of uses by 1.
  • If the user receives another hit and uses up a stack while still having remaining strength buff uses, the strength buff uses will be reset back to 3; not combined with the remaining unused buffs.
Shurale mythic
Karma Enchantments.EnchantmentKarma Make a strike combo and get a buff. The bigger the combo, the stronger the effect. If your health is on the low side then the effect will heal you, and if you're full of strength then it will increase damage in exchange for health.
The mythical enchantment of the Skanda Set.

It functions as what follows:
  • After performing a combo of at least 3 hits, the enchantment will activate and grant a strength or health buff to the user based on their remaining health, indicated by a looping Yin-Yang effect behind its user.
  • The number of hits made in a combo affects the power of the granted buff. A 3 to 5 hit combo will grant a level 1 buff, a 6 to 8 hit combo grants a level 2 buff and lastly, a 9 hit combo grants a level 3 buff.
  • If the user has more than 50% health, any melee hit delivered to the opponent, even if blocked, will have its damage increased and knock the opponent to the ground, while also making the user lose 10% - 20% of their health. It is indicated by the red Yin effect appearing on its user. Damage increase percentage for each level are as what follows:
    • Level 1: +150% damage
    • Level 2: +200% damage
    • Level 3: +300% damage
  • If the user has less than 50% health, any melee hit delivered to the opponent, even if blocked, will heal a portion of the user's health. It is indicated by the green Yang effect on its user. Restored health percentage for each level are as what follows:
    • Level 1: +10% HP
    • Level 2: +15% HP
    • Level 3: +25% HP
Skanda mythic
Squall Enchantments.WindMaker Kick your enemy in the legs and a gust of wind will knock them down. Strike them as they fall and deal them a crushing blow.
The mythical enchantment of the Creator of the Winds Set.

It functions as what follows:
  • At the start of every round, the player is given 3 stacks of the enchantment.
  • Any successful weapon or unarmed attack to the opponent's legs will blow them upwards, above the ground by a gust of wind. This will reduce the total amount of stacks by 1.
  • While the opponent is still mid-air from the initial effect, hitting them again with any melee attack will deal 250% more damage and knock them away a great distance.
  • The enchantment has a cooldown of 3 seconds between each use.
Wolf Wind mythic
Plot Twist Enchantments.PlotTwist Hit the enemy with magic. You'll see what happens.
The mythical enchantment of the Director Set.

It functions as what follows:
  • Hitting the opponent with magic will "steal" their magic, indicated by a bright flash and a camera shutter sound. Any magic is copied, even those which are normally unobtainable to players.
  • The user's magic will be charged fully once the opponent's magic is successful copied, allowing the immediate usage of the copied magic. The copied magic deals significantly increased damage to the opponent.
  • The enchantment will not work if the user keeps their fully-charged magic from the previous round. Only by re-charging the user's own magic in that round will make the enchantment work again.
  • If the enemy doesn't wield any magic, the enchantment will still operate normally but the supposed copied magic will be substituted by the user's own magic instead.
  • This enchantment does not work against Titan.
Director mythic
Time Shift Enchantments.TimeShift Hit the enemy with magic to slow him down. In this state, the enemy is more vulnerable to attack.
The mythical enchantment of the Chronos Set.

It functions as what follows:
  • Hitting the opponent with magic will greatly slow them down for 5 seconds, indicated by the opponent changing their color to blue.
  • While the enemy is slowed down, all of the user's attacks will be a guaranteed Critical Hit with 10% additional pure damage of the opponent's maximum health. The enemy cannot be knocked down during this period.
  • The enchantment will cool down for 6 seconds after its expiration before it can be activated again.
  • The enemy may still attack the user while slowed down, though they can be easily dodged.
  • This enchantment does not work against Titan.
Chronos mythic
Arcane Martial Art EnchantmentArcane A successful attack gives a chance for your power to increase. The higher your combination, the higher the chance. After accumulating power, you can use special attack by pressing ➡ + Icon punch.
The mythical enchantment of the Neo-Wanderer Set.

It functions as what follows:
  • For every combo of at least 3 hits that the user does, they have 30% chance to charge this enchantment by up to 4 stacks. The greater the combo is, the higher the chance the stack would increase. It is indicated by floating cubes above the player, with their number corresponding to the amount of their stacks.
  • Each stack below 4 has a duration of 5 seconds. The user must increase the stack of the enchantment before the duration expires. Otherwise, it will disappear and must be charged again from the beginning.
  • Once fully charged, the user is granted a special attack which they can use by pressing ➡ + Icon punch. This will make the user perform a heavy punch (the punch itself has no hitboxes), and shoot out a blue jet of flame similar to Quantum Leap from their fist towards their opponent which returns again from behind as a blue fireball, inflicting damage for a second time. The special attacks cannot be blocked.
  • The initial attack (flame jet) deals 50 unarmed damage while the second attack (fireball) deals 45 magic damage, dealing a total of 95 damage.
  • After the ability is used, there will be a cooldown of 5 seconds before it can be charged up again, regardless of the outcome.
Neo Wanderer mythic
Cordyceps EnchantmentCordyceps This enchantment feeds on the enemy's pain. Just keep dealing damage until it's saturated. Once it's done absorbing enough pain, it'll spawn a spore in your enemy, which will infuse you with his life force.
The mythical enchantment of the Cordyceps Set.

It functions as what follows:
  • Every attack will charge an amount of points to the enchantment corresponding to that attack's base damage. Blocked hits will only add up 10% of that number of points. Any damage bonuses (head hit, critical hit, enchantments, perks, etc.) do not give additional points corresponding to how much they multiply your damage.
    • However, after a critical hit, the next attack will charge an additional 50% of the attack's original base damage, stacking a total of [base damage] x 1.5 points. This still applies to blocked attacks along with that effect's multiplier, but it does not apply to ranged weapons and magics.
  • The points are reduced by 1 for every second passed, regardless of whether the enemy is being hit or not.
  • Once the points reach 100, a spore is attached on the enemy. The spores will deal a total of ~30% of the enemy's health while healing the same amount to the user in the span of 5 seconds.
  • This effect is greatly amplified in raids, where the spores will deal 90 damage to the boss while fully healing the player's health.
  • After the ability is used, there will be a cooldown of 5 seconds before it can start charging again.
Cordyceps mythic
Roaring Luminary Enchantments.Magma Deal successful hits in a row (opponent blocks do not count) to an opponent to summon a lava puddle underneath them. While standing in it, your opponent cannot block your attacks, which deal increased damage. Your chance of inflicting a critical attack on the opponent is increased, and the damage you receive is reduced.
The mythical enchantment of the Abyss Mark Set.

It functions as what follows:
  • Every time the player lands a successful hit, the enchantment gains one charge. The number of charges instantly reset if the player's attack misses or gets blocked.
    • Despite visibly having a timer on the enchantment icon, there is no time limit to accumulate 4 charges. The game simply continues the progress of your charges at where you left it when the timer ends.
    • The hit must truly be successful. How it works is that the game will only increase the number of charges if you landed a hit while the enemy is vulnerable (doing an attack, rolling, ducking, jumping, etc.).
      • This means that unblockable attacks like ranged weapons and magics (and by extension, charges of darkness) does not increase the enchantment's charge unless they hit the enemy while they're doing a vulnerable action. If you land them while the enemy were invincible (i.e doing a back handspring, bouncing on the corner's walls, getting up from a knockdown, etc.) or while they were able to block normal hits, it won't reset nor add to the number of charges.
      • That also means the Block Breaker perk does not validate your hit, therefore resetting the number of charges just like it would if it was blocked.
  • After you've accumulated 4 charges, a puddle of lava spawns right under the enemy at the moment you've completed the charging process.
  • While you are within the area, you gain 3 buffs:
    • 10%DmgIncrease Your attacks deal 10 additional damage base damage.
    • CritIncrease Your critical hit chance is set to 40%, significantly higher than your normal critical hit chance.
    • 50%DmgReduction You take 50% less damage from the enemy's attacks.
  • While the enemy is within the area, they are inflicted with one debuff: IconBlockBreaker Disable the ability to block.
  • Notes:
    • Despite visibly being a buff gained from staying in the zone, 10%DmgIncrease is actually functionally useless. The enemy only needs to be within the lava puddle to suffer increased damage. This means that you will still deal +10 extra base damage even if you're outside of the zone but you will also not deal extra damage if the enemy is outside of it too.
    • The extra damage buff will increase all types of damages, including ranged weapon and magic attacks.
  • After 8 seconds, the zone disappears and you'll instantly begin the charging process again.
Roaring Luminary (2)
Predator's Fury Enchantments.KarcerHunger Successfully hit the enemy with a series of blows to knock out some of their power. Picking it up will restore your health and your next attack will have increased damage and break through the enemy's block.

The mythical enchantment of the Karcer set.


It functions as what follows:
  • The enchantment starts off with 4 stacks. Every time the user hits the enemy, the enchantment ticks down one stack.
    • Any attack will count, including weapon attacks, punches, kicks, ranged weapons, magics and even charges of darkness. Additionally, the enchantment ticks down one stack even if the attack was blocked.
  • After the enchantment ticks down to zero stacks, a red orb appears in the air. The user can then pick up this orb.
    • Only the lower parts of the user's body is able to make contact with the orb in order to pick it up. This means that very few actions in the game allow the user to pick up the orb. Example: forward/neutral/backward jump, Front Jump Kick, the set's magic: Mandibula, etc.
  • After picking up the orb: the charging process instantly begins again, the user heals ~25% of their health and their hands are given a faint red glow and spiky effects. The user's next attack ignores block and deals 15 extra base damage.
    • This effect can be used on any attack, similar to its charging process. This means that even magics and ranged weapons can benefit from the 15 base damage increase.
  • Uniquely, this enchantment is able to activate infinitely in raids, instead of only 2-3 times like most other enchantments.
PredatorFuryGIF

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 (even if blocked), 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 and Hero's Will are the only weapons in the game that hold two non-Mythical enchantments (Precision and Poisoning, and Lifesteal and Frenzy). It can thus, if enchanted with a Mythical recipe, hold a maximum of 3 enchantments.
    • Daisho is the only weapon in the game that is enchanted with 2 Simple enchantments, while Hero's Will is the only weapon enchanted 2 Medium enchantments.
  • Lynx and May are the only main story 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.
  • The Blackness currently holds the record of having the most enchantments on one type of equipment among all the enemies in the game. Her weapon is enchanted with Overheat, Magic Recharge, Bloodrage, Bleeding, and Frenzy; a total of 5 enchantments.
  • Nrityu, a playable character during the Destiny in Red 2024 event has multiple enchantments applied on some of her gear, along with the mythical enchantment Karma.
    • Her weapon has 3 enchantments: Lifesteal, Frenzy, and Bleeding.
    • Her armor and helm both have 2 enchantments: Rejuvenation and Shielding.
  • Overheat is the only Simple recipe enchantment which is available on every piece of equipment.
  • Frenzy is the only Medium recipe enchantment which is available on every piece of equipment.
  • Stun enchantment has 10x higher chance for activating if it was used on any magic.
  • 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.
  • 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.
  • Time Bomb's damage is affected by the weapon's damage, meaning that a stronger weapon makes it deal more damage, and stronger armor, buffs and debuffs can reduce damage received by it. Additionally, the Damage Absorption enchantment can also absorb the damage from Time Bomb.
  • Targets affected by Stun will receive a massive amount of damage on any next single attack (any type of attack will get buffed except throws to the ground).
  • Stun's damage boost gets bigger the more its effect wears off meaning that the most damage can be caused when stun is reaching the end of its duration.
  • Lifesteal can drain its user's health if their opponent activates their Enlightenment perk upon receiving a fatal blow. This is more noticeable on enemies like Titan, who can inevitably kill himself due to the power of the lifesteal effect from his high damaging attacks.
    • Damage Return and Typhoon of Spirits also has a similar issue. If its user receives a fatal blow and their Enlightenment perk activates, it would heal their opponent instead of dealing damage to them.
    • Bloodrage behaves similarly. Most common scenario is the 2nd phase of Eclipse May where she is able to one shot a player with her ranged weapon due to them having Bloodrage. But in the case where Player has less than 25% health and May's ranged weapon activates Player's Enlightenment perk while May activates Bloodrage, both player and May can get healed up to full health.
  • In the Nintendo Switch version of the game, the Forge is absent along with its associated elements, mainly the ability to enchant equipment. Its absence is compensated with the feature where virtually all equipment in the shop comes with enchantments, regardless of being a coin or paid item.
  • 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. Meanwhile, mythical enchantments' icons appear to have a golden rim around them, which is unique to their case.

See Also


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