Labyrinth enchantment

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Revision as of 07:13, 2 August 2017 by >OmegaK2 (→‎Version history)
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The divine font as it is found in the labyrinth.

Each time players complete the Labyrinth, they may imbue one piece of equipment with a random enchantment, a special type of implicit modifier. Completing later Labyrinths allow the player to enchant a wider range of item types. In the first Labyrinth, only gloves can be enchanted. In the second Labyrinth, both gloves and boots can be enchanted and in the third and fourth, helmets, gloves and boots can be enchanted. In each successive Labyrinth, higher-tier versions of the enchantments from the previous Labyrinth become available.

Enchantments replace other implicit modifiers, including previous enchantments. Any level of rarity, even unique items, can be enchanted. Mirrored or corrupted items cannot receive an enchantment.[1] They are always fixed values, so Blessed OrbsBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it. have no effect on them.[2]

Enchants are added by using the Module Error: No results found for item using search term "item_name = Enchant" currency item found in the divine font at the end of the Labyrinth and applying it to an item.

Glove enchantments

Gloves can be enchanted with effects that trigger a Word skill during combat. Word skills cannot be modified by support gems, and have a short cooldown between activation. Glove enchantments come in four tiers, based on difficulty: Words for normal, Edicts for cruel, Decrees for merciless, and Commandment for endgame labyrinth. Higher difficulties result in stronger Word skills.

Boot enchantments

Boots can have enchantments with effects that conditionally benefit the player in combat, such as triggering when hit or not having taken damage recently.

Helmet enchantments

Helmets can be enchanted to have effects that benefit a specific skill. There are two or three of these skill-specific stats for every player skill, amounting to over 300 in total. The Vaal version of a specific skill is also affected.[3]

Gallery

Version history

Version Changes
3.0.0
  • Added a warning message when attempting to put a Labyrinth Enchantment on an item that already has an implicit mod (as it will overwrite that mod).
2.4.0
  • Labyrinth Item Enchantments for Module Error: Too many skills found with q_where = skill.active_skill_name="Storm Call". Please choose only one of the following ids:
    BeyondDemonFlameCallOnHit - Base duration is (2.00-1.50) seconds, Deals (7-1259) to (11-1889) Fire Damage (page)
    StrMissionStormCall1 - Base duration is (2.50-1.75) seconds, Deals (9-1183) to (13-1775) Fire Damage, (75-50)% reduced Cast Speed, 75% chance to Ignite enemies (page)
    Duration have been weakened. In Merciless, the duration is 20% lower (rather than 30%). In the Endgame Labyrinth, the duration is 30% lower (rather than 45%). Nearly-instant Storm Calls were a problem. It has its delay for a reason. There are still legacy versions of this Enchantment.
2.2.0
  • Introduced to the game.

References

  1. Bex_GGG (February 24, 2016). "Ascendancy Enchantments". Path of Exile subreddit. Retrieved February 24, 2016.
  2. Bex_GGG (February 23, 2016). "Ascendancy Enchantments". Path of Exile Forums. Retrieved February 24, 2016.
  3. Mark_GGG (March 16, 2016). "Is GGG ever planning to add vaal skill bonus on enchantment?". Path of Exile Forums. Retrieved May 17, 2016..