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:
- Purchasing items that can only be bought with gems; these items are already enchanted (most of the time).
- Manually enchanting items through the Forge.
- Winning fights against particular enemies or participating in certain game modes may reward the player with special items that come with enchantments.
- Defeating Challengers as their weapon are already enchanted.
- 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
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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 | ![]()
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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
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.
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
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 | ![]()
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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. |
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| Typhoon of Spirits | ![]()
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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. |
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| Crimson Corruption |
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Successfully attacking your foe with a weapon will curse him. He will receive periodic damage. |
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| Icy Resistance |
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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. |
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| Karma |
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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. |
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| Squall |
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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. |
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| Plot Twist |
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Hit the enemy with magic. You'll see what happens. |
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| Time Shift |
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Hit the enemy with magic to slow him down. In this state, the enemy is more vulnerable to attack. |
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| Arcane Martial Art |
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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 ➡ + |
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| Cordyceps |
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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. |
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| Roaring Luminary |
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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. |
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| Predator's Fury |
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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.
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Special Challenge Enchantments
| Name | Image | Description |
|---|---|---|
| Burning |
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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
More in
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|---|
| 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 Challenge Survival Duels Gates of Shadows |
| Old Wounds Underworld Eclipse Sparring (NS version-exclusive) |
| Gameplay |
| Moves Fight Terms Difficulties Perks Experience |
| Currencies Shop Energy Achievements Soundtrack Locations |
















































