Dragon's Dogma Wiki

Bonus Enhancements are additional effects given by armor or weapons) - in Dragon's Dogma these commonly include strength and magick boosts, or some extra debilitation resistance; Dark Arisen added an additional set of enhancements obtained only by purifying the strongest armors and weapons.

Dragon's Dogma[]

In Dragon's Dogma bonuses are predominately limited to Strength and Magick boosts from Armor.

The highest Strength boost is from the Golden Belt (+20), the highest Magick boost is from Diadem (+10), the highest combined boost is from Dragonroar (+8/+8). There are also two items that boost Stamina and Health (Shoulder Cape and Scholar's Cape respectively).

There are a few other bonuses :

Additionally some equipment has resistance to Drenched and or Tarred which is unstated in stats (see also Hidden stats), for example the Shed Cape.

Dark Arisen[]

Bonus Enhancements

In Dark Arisen Bonus Enhancements are given by certain armor obtained from Purification of Bitterblack Armor Lv.3/ They generally are similar to the boosts and beneficial effects obtained by Augments, such as attack power boosts, or additional resistances, or health regeneration.

Additionally some rare weapons only found from purification Bitterblack Weapon Lv.3 have special (and undisclosed) unique properties.

Head Armor[]

Possible bonus enhancement for : Grave Veil, Carrion Veil, Hood of Shadow, Hood of Oblivion, Nether Helm or Hellfire Helm.

Enhancement Notes
"Extends duration of equipped skills."

The obscure in-game description actually means "extends the duration of spells and spell sigils"

Class Skill Effect
Mage Anodyne, High Anodyne and Grand Anodyne +5s
Halidom and High Halidom
Sorcerer Miasma and High Miasma +10s
Lassitude and High Lassitude
Petrifaction and High Petrifaction
Mystic Knight Great Cannon +5s
Vortex Sigil
Magick Archer Perdition and High Perdition +10s
Shadowshackle +5s
Vortex Trail
Magickal Gleam +20s
Magick Rebalancer +5s (sigil)
+15s (invigoration)
"Boosts Strength when you've been noticed by a large group of enemies." Increases Strength and Magick if spotted by a certain number of enemies.
  • +5% for 1 or 2 foes
  • +10% for 3 or 4 foes
  • +15% for 5 or 6 foes
  • +20% for 7 or 8 foes
  • +25% for 9 or 10 foes

Doesn't activate when the three enemy Pawns in Chamber of Lament are encountered.

"Slightly reduces damage from bow attacks." Reduces damage received from Bows, Magick Bows, and Ballistae by 25%.
"Reduces damage from bow attacks." Reduces damage received from Bows, Magick Bows, and Ballistae by 50%.

Torso Armor[]

Enhancement Notes
"Gradually restores small amounts of Health." Regenerates 0.9 HP per second. also found on every of the Immortal's Armor Set. (Stacks with "Restorative Effect" enhancements)
"Gradually restores Health." Regenerates 4.5 HP per second. (Stacks with "Restorative Effect" enhancements)
"Your debilitations naturally heal themselves more quickly than normal". Halves the duration of debilitations. Also found on the Trophy Jacket.
"Has a slight restorative effect on pawns near you." Regenerates 3 HP per second. A similar effect is found on the Adept's Robe (~3.5 HP/s.
  • Affects Arisen if equipped by Pawns.
  • Stacks with "Restores Health" and other "Restorative Effect" enhancements.

Arm Armor[]

Enhancement Notes
"Extends duration of attribute boosts applied to you." Increases the durations of Invigorations (including Weapon Enchantment) applied by spells and skills by 50%.

Only benefits buffs applied to the armor wearer by an ally, and not self-applied effects (such as Steel Will).

"Slightly restores Stamina when you deliver the killing blow to the enemy." Restores 5% of the character's total Stamina upon landing a killing blow. (Also found on the Trophy Bracers)
"Restores Stamina when you deliver the killing blow to the enemy." Restores 9% of the character's total Stamina upon landing a killing blow.
"Boosts the power of normal and magick shields." Doubles damage from all shield and magick shield skills, as well as increasing damage reflected on Perfect Blocks.

The damage has to be delivered with the shield to receive the bonus. As such skills like Sheltered Assault do not gain the benefit; however Abyssal Anguish and Holy Glare do since they get their power from the magick shield

Critical Hits from such spells, shield attacks, and blocks also get the power boost.

(Doesn't improve Blocking ability or debilitating power of shields, nor does it improve the amount of health gained from Holy Aid.)

Will not appear on arm armor that cannot be equipped by a shield user. They will usually have the "Slightly restores Stamina..." enhancement instead.

Leg Armor[]

Enhancement Notes
"Slightly increases maximum item-carrying capacity." Increases weight limit by 10 kg. (Also found on Trophy Boots)
"Increases maximum item-carrying capacity." Increases weight limit by 20 kg.
  • Stacks with Sinew.
"Boosts movement speed while casting spells." Increases movement speed by 50% while intoning spells until release, like Gicel or Seism for example.
  • Does not work if spell is already released and active, like Fulmination.
  • Sometimes upon purification this affix will be replaced by "Prevents wind..." on Grave or Carrion Greaves, but both Red and Yellow Vocations will purify to this affix.
"Prevents wind from affecting mobility." Similar to the Stability augment.
"Extends duration of your enemy holds." Doubles the duration of grappling.
  • Grappling is also affected by Stamina and indirectly by encumbrance and also reduced by the augment Fitness.
  • Not available for Grave Greaves and Carrion Greaves. Purifying to either of these items will replace "Extends duration of your enemy holds." with another Leg Armor enhancement

Weapons[]

The effects of these weapons are not always noted in their stats, but are hinted at in their descriptions.

Weapon Vocations Enhancement Notes
Purged Buckler
FighterNStriderNMageN
AssassinNMagicarcherNDDicon magicknight
WarriorNRangerNSorcererN
Lures foes Similar effect to that from Stamina Hammer
Dread Aspis
DDicon fighterStriderNMageN
DDicon assassinMagicarcherNMagicknightN
WarriorNRangerNSorcererN
Attack power boost when at Critical Health Total attack power is boosted by +10%
Bitter End
FighterNStriderNMageN
AssassinNMagicarcherNMagicknightN
DDicon warriorRangerNSorcererN
Attack power boost at Critical Health Total attack power is boosted +20%. Applied in Hard Mode only.
Diabolic Shield
FighterNStriderNMageN
AssassinNMagicarcherNDDicon magicknight
WarriorNRangerNSorcererN
Provides physical damage reduction at Critical Health. 145 points of damage mitigation. Applied in Hard Mode only.

Notes[]

  • The Blasphemer's Cloak and Hellfire Cloak never have enhancements.
  • There is a chance that no enhancement will be added to a purified item for any of the three Vocation colors outcomes (see Purification). The absence, presence and type of enhancement may be dependent on the Vocation colors.
    • If a purified item has no enhancement, the only way to know if it could get an enhancement with another Vocation color is to load a prior save (or use Godsbane) and purify to both other colors.
  • Offline Hired Pawns wearing equipment with Dark Arisen Bonus Enhancements may not receive the benefit of the additional enhancement, even though it is still listed as the equipment's effect - e.g. Adept's Robe, and Immortal's Armor Set are so affected.
  • With the "Boosts the Power of Normal and Magick Shields" enhancement, Dark Critical Hits inflicted with any skill qualifying for the enhancement will also receive extra damage.
  • With "Extends Duration of Attribute Boosts Applied to You" arms armor in some cases the time boost is only applied to the first application of the Invigoration, such as when using Magick Rebalancer.
  • Bonus enhancements that augment strength such as "Boosts strength when you've been noticed noticed by a large group of enemies" provide bonuses that are not counted towards the 1.8x Augment cap or the 2.1x Invigoration cap.
  • All Bonus Enhancements that restore health have a curious property in which several pieces, when stacked, will result in a bonus to the amount of health regeneration the wearer receives.
    • Wearing one piece of The Immortal's Armor Set for example will restore 0.9 HP/s. Wearing two pieces however will bring this up to 2.1 hp/s, though one would expect 1.8 HP/s of regeneration. Wearing three will add 1.8 hp/s of regeneration to expected 2.7 HP/s. Wearing the full set grants 6.6 hp/s even though 3.6 hp/s is the expected amount.
  • The maximum possible health regeneration from Bonus Enhancements is 19.5 hp/s.
    • This can only be achieved with 3 pawns wearing equipment with the "Has a slight restorative effect on pawns near you." enhancement.

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