Weapon Enchantment

Weapon Enchantentment is the process of giving weapons elemental Archmagick enchantments; enchantments can be either permanent, or temporary.

Overview

 * for lists see Category:Elemental Weapons

In Dragon's Dogma a standard weapon will do either physical (swords, maces etc), or magical damage (staffs, archistaffs etc). A weapon may be enchanted with one of the five Archmagicks giving it additional elemental magical damage.

An enchanted weapon will usually be able to inflict element specific damage or status effects. A fire enchanted sword or staff gains the ability to inflict the Burning debilitation.

In the case of physical weapons adding enchantment allows the weapon to do magical as well as physical damage, making the weapon a scale greater in power due to the additional factoring of the holders magic attack power.

For magic based weapons such as staffs the addition of an elemental component allows element debilitations, effects, and benfits, but does not give an increase in power, except where a specific spell increases magic power as part of the enchantment.

Enchantment spells

 * ''For lists see Category:Enchantment skills

In addition to permanently enchanted physical and magical weapons which may be found or bought, any weapon may be temporarily enchanted with an archmagick, giving the benefits of an enchanted weapon for a short period of time.

In general an elemental spell will overwrite any permananent or previous temporary elemental enchanment; the spells do not stock, and casting a weaker spell of the same element on an already temporarily enchanted weapon will undo the original enchantments effects.

Mage, Sorceror, and Mystic Knight all have enchantment spells or varying power and effect; most spells are available in variants matching all five archmagicks:


 * Mage and sorcerer boon and affinity spells enchant an individual target's primary weapon with an elemental Archmagick.
 * Elemental boon spells last 40 seconds, affinity spells 2 minutes.
 * In addition to giving an elemental boost both spells give a magic power boost to magick weapons - the effect varies but can give a typical 10-30% boost in magick damage against non-magick resistant enemies.
 * The difference in magic power between affinity and boon spells is very small, but affinity spells are the more powerful.
 * The casters weapon, it's enchanment and power, and the casters magic power do not affect the strength of the enchantment.


 * Magick Knight has enchanter and trance spells which have a similar effect to boon and affinity spells, except the effect is shorted, thought the spell will enchant an entire group's weapons.


 * The Magick Knight's Dark Anguish and Abyssal Anguish spells apply a dark magic enchantment to the Arisen's weapon only; the spells are unusual in that they do not undo the weapons permanent enchament.


 * The Magick Knight's counter and riposte spells enchant the knight's shield with one of the five elements, allowing magical damage to be summoned on Perfect Blocking and attack.


 * The Magick Knight skills Holy Wall and Holy Fortress enchants the Arisen's shield will holy magic, improving blocking, but does not add any other holy elemental effects. Holy Aid and Holy Grace also enchant the shield with holy archmagic, but allow health regeneration on blocking.