NFT Enchanting

NFT Enchanting in Crusaders of Crypto

Enchanting is a way to get rid of unused gear in attempts to alter existing NFT with new effects!

Enchanting Mechanics

  1. Equipment and Monster NFT are the only NFT that can be enchanted.

  2. NFT can be enchanted twice. One Prefix and one Suffix.

  3. Players will be able to select 2 owned NFT and "enchant" them together onto another NFT.

  4. The enchant will result in two outcomes:

    1. Enchant Failed, and chance of subsequent Enchants to succeed for that specific NFT is increased (Similar to NFT Pity).

    2. Base NFT will "dock" a random prefix or suffix, which can be applied or reenchanted (starting the process over). Players can choose to not apply an enchant they have rolled, or leave it and come back to apply the enchant at a later time (provided they don't roll another enchant on the same piece of gear)

  5. Enchantments of the same bonus attribute stack unless otherwise noted, regardless of what gear they lie on.

  6. Base Chance to Succeed: 10%

  7. 2% additive increase per 1,000,000,000,000 (1T) Tokens Held

    • E.g. If a player holds 5T tokens, their base chance to succeed an enchant is 20%

  8. A Failed Enchant raises the base chance to succeed by 10% (Enchanting Pity).

    • E.g. If a player enchants and fails with a 20% chance to succeed, their next attempt will have a 30% chance to succeed, etc.

  9. Upon accepting a successful enchant, Enchanting Pity is reset.

  10. When a successful enchant is rolled, it can randomly be any affix, except for that which is already on the NFT being enchanted. For example, if the NFT already has a +1 Def prefix, +1 Cold Damage suffix, and a +1 fire pending enchant (yet to be accepted), those 3 enchantments are excluded from the possible success enchantment list

  11. Similar to distinct NFT, Players earn 0.5 additional NFT Points toward the expedition pass for each distinct NFT enchantment they've applied to their NFT.

Example fully enchanted item examples are:

  • Cruel Siphon Blade of Enfeeblement (increased ATK, lowers even more ATK on hit)

  • Robust Guard Armor of Frostbite (Increase HP by a flat amount, and adds a cold damage on hit effect to the player)

  • Nimble Shinobi Ring of Brimstone (Even further increases dodge, and adds a fire damage on hit effect to the player)

Enchanting Prefixes

The following is a table of possible prefixes that can be added to the NFT when enchanting (some are more common to appear then others)

Name

Details

Cruel

Increases ATK by 1

Vicious

Increases ATK by 2

Sturdy

Increases DEF By 1

Resilient

Increases DEF By 2

Hearty

Increases HP by 5

Robust

Increases HP by 10

Lively

Increases HP by 10%

Vigorous

Increases HP by 20%

Agile

Increases Dodge chance by 2%

Nimble

Increases Dodge chance by 4%

Sharp

Increases Pierce by 2

Penetrating

Increases Pierce by 4

Friendly

Equipment: 50% chance for pets to take an additional turn on the following turn. Monsters: Heal 5 HP on Attack in an area (5).

Taming

Equipment: 50% chance for pets to take an additional turn on the following two turns. Monsters: Heal 10 HP on Attack in an area (5).

Haunted

50% chance to deal 2 True damage. 50% chance to take 1 True damage.

Possessed

50% chance to deal 5 True damage. 50% chance to take 1 True damage.

Enchanting Suffixes

The following is a table of possible suffixes that can be added to the NFT when enchanting (some are more common to appear then others)

Name

Details

of Ice

Deal 1 cold damage on hit. 5% chance to stun for 1 turn

of Frostbite

Deal 2 cold damage on hit. 10% chance to stun for 1 turn

of Warming

Deal 1 fire damage on hit. 50% chance to deal 1 fire damage in an area (5).

of Brimstone

Deal 2 fire damage on hit. 50% chance to deal 2 fire damage in an area (5).

of Toxicity

Deal 1 poison damage for 2 turns. Stacks

of the Plague

Deal 2 poison damage for 2 turns. Stacks

of Sapping

Lowers ATK by 1 for 2 turns. Does not stack.

of Enfeeblement

Lowers ATK by 2 for 2 turns. Does not stack.

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