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About This File

Items sometimes have magical effects on them.

Mod also available via Steam workshop!

All items listed below have a 20% chance to gain a magical effect when they spawn (crafted, found or dropped). Weapons and armorpieces get different effects. The effects on weapons are heavily influenced by the attack power of the weapon, while the armor effects have no particular scaling.

An item that gains a special effect will display a (?) next to its name. This indicates the item is unidentified. Use a Magnifying Glass (available in the Tools crafting tab) on the item to identify what effect is present on the item. Examine the item after it has been identified to get a more detailed explanation. Note that the effect is active whether you identify it or not.

If this mod is activated in mid-game then all existing items in the game will have a 20% chance of recieving an effect. Once an item has an effect it cannot be removed.

* indicates a visual effect will play when the effect triggers

Possible weapon effects:

Flaming - Sometimes ignites flammable targets *

Leeching - Steals health from targets on each hit

Freezing - Sometimes freezes freezable targets *

Minimizing - Sometimes shrinks and slows targets *

Vorpal - Very rarely instantly kills targets *

Blessed - Deals additional damage (20 percent)

Well-crafted - Deals additional damage (10 percent)

Telelocating - Sometimes teleports targets away *

Sturdy - Takes longer to break down

Terrifying - Sometimes causes target to panic *

Poisoning - Sometimes deals double damage over time *

Self-repairing - Slowly repairs itself over time (always active)

Curses:

Slippery - Can slip out of your hand when used *

Disappearing - Sometimes vanishes when used *

Thorny - Deals 1 damage to user when used

What weapons can gain special effects:

Axe

Golden Axe

Ham Bat

Spear

Tentacle Spike

Dark Sword

Thulecite Club

Pickaxe

Golden Pickaxe

Hammer

Shovel

Golden Shovel

Pitchfork

Cane

Bat Bat

Pick/Axe

Fishing Rod

Bug net

Possible armor effects:

Sturdy - Takes longer to break down

Fireproof - Reduces fire-damage by a third

Cozy - Small protection against freezing

Dapper - Small bonus to sanity

Self-repairing - Slowly repairs itself over time (always active)

Healing - Slowly heals wearer over time

Faster's - Reduces hunger drain

Quick - Increases speed

Sentient - Helps wearer understand Science

Entombing - Sometimes freezes attacker if struck *

Wish-away - Sometimes teleports attackers away *

Curses:

Hungry - Increases hunger drain

Heavy - Decreases speed

Tickling - Prevents sleeping

Entombing

What items can gain special armor effects:

Grass Suit

Log Suit

Night Armour

Marble Suit

Snurtle Shell Armor

Thulecite Suit

Football Helmet

Beekeeper Hat

Shelmet

Thulecite Crown

Miner Hat

Beefalo Hat

Feather Hat

Top Hat

Winter Hat

Spiderhat

Rabbit Earmuffs

Tam o' Shanter

Dapper Vest

Breezy Vest

Puffy Vest

Torch

Umbrella

Lantern


What's New in Version v6   See changelog

Released

  • v6 (Where there's a Wilson...)
  • Updated for patch



User Feedback



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Awesome!

 

//Edit: It would be cool if you could add an enchantment table so ppl can enchant items. And give it like a percentage success rate with a small chance to curse it. Like 60% success, 30% fail, 10% curse or something. And when it fails, the item is lost.

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Woot I got a entombing beefalo hat, and entombing puffy vest :p I got the whole set now I shall name it.... Frozen set (going to get ice amulet as soon as winter hounds attack, then the circle will be complete >=P)

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Woot I got a entombing beefalo hat, and entombing puffy vest :razz: I got the whole set now I shall name it.... Frozen set (going to get ice amulet as soon as winter hounds attack, then the circle will be complete >=P)

And Again!!!! I got a vorpal nightmare sword lol. Its like its trying really hard to be super rp.

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I have to say, besides the dawn mod, this is my favorite mod in dont starve. Its so nice to be excited at every craft to see if i got an enchantment, and if so what enchantment i got.

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Thank you @Snackyou that was exactly the kind of feeling I was going for. Why should every new axe not feel a little bit special (even if it ends up normal)?

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As the Firestarter I wore a log suit that I later indentified as having fireproof properties and I think I kept my immunity but it was definitely gone when the suit wore out. (The fire damage immunity)

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My first comment on this page just to say thank you very much for this great Mod!

The game becomes much more interesting. Theres no problem with old savegames and ~20 other installed mod.

After ~50 days playtime, balancing feels great (!) and it fits perfect the way it is.

 

Loving this mod ! (Diablo feeling:)

 

Vielen Dank!

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