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[ENCH] Paralyze [WEPN]
Paralyze is a Tier 2 enchantment. It has a maximum level of 5. When applied to a weapon, it has a chance to inflict Mining Fatigue 2 on a target for a short duration, dependent on the level as seen below. This enchantment may be added to all melee weapons.
- Level 1 - 4% chance to trigger, effect lasts for 2 second
- Level 2 - 8% chance to trigger, effect lasts for 4 seconds
- Level 3 - 12% chance to trigger, effect lasts for 6 seconds
- Level 4 - 16% chance to trigger, effect lasts for 8 seconds
- Level 5 - 20% chance to trigger, effect lasts for 10 seconds
This enchantment can be obtained in book form from the following sources with the corresponding drop rate;
- Ravager - (1/8) (12.5% / kill)
This enchantment can also be obtained from naturally generated structures and loot chests. The chance of rolling an item (book, armor, etc.) with a special enchantment is 75%. Upon successfully hitting the special table, a second set of 3 rolls uses the probabilities below to determine what tier enchantments are added. For each of the three rolls, the table rolls each tier and picks the highest one to choose an enchantment from. If a special enchantment roll does not successfully roll any of the 6 tiers, it receives no enchantment for that roll.
The probability of getting a specific tier enchantment is outlined below;
- Cursed (Tier 0) - 40%
- Green (Tier 1) - 40%
- Pink (Tier 2) - 30%
- Red (Tier 3) - 15%
- Yellow (Tier 4) - 10%
- Gold (Tier 5) - 5%
All enchantments of the same tier have the same chance of being rolled. Items will only roll enchantments that can fit on that item. The maximum number of total enchantments that can come on a loot-generated item is 5; The maximum number of special enchantments can is 3. The level of the enchantments are randomized, within the range of that enchantment.
This enchantment can also be obtained from fishing. The chance for an enchanted book or item to roll the special enchantment table is 10%. Once successfully rolled, a second roll uses the probabilities below to determine what tier enchantments get added to the book or item. The table rolls each tier and picks the highest one to choose an enchantment from. If it does not successfully roll any of the 6 tiers, the book receives no special enchantment.
The probability of getting a specific tier enchantment is outlined below;
- Cursed (Tier 0) - 10%
- Green (Tier 1) - 10%
- Pink (Tier 2) - 8%
- Red (Tier 3) - 5%
- Yellow (Tier 4) - 3%
- Gold (Tier 5) - 1%
All enchantments of the same tier have the same chance of being rolled. Items will only roll enchantments that can fit on that item. The maximum number of enchantments that can come on a fished book or item is 4; The maximum number of special enchantments is 1. The level of the enchantments are randomized, within the range of that enchantment.
This enchantment can also be obtained from mob-spawned gear. The chance for an piece of gear to roll the special enchantment table is 50%. Once successfully rolled, a second roll uses the probabilities below to determine what tier enchantments get added to the piece of gear. The table rolls each tier and picks the highest one to choose an enchantment from. If it does not successfully roll any of the 6 tiers, the book receives no special enchantment.
The probability of getting a specific tier enchantment is outlined below;
- Cursed (Tier 0) - 50%
- Green (Tier 1) - 50%
- Pink (Tier 2) - 40%
- Red (Tier 3) - 25%
- Yellow (Tier 4) - 10%
- Gold (Tier 5) - 2.5%
All enchantments of the same tier have the same chance of being rolled. Items will only roll enchantments that can fit on that item. The maximum number of enchantments that can come on a piece of mob-spawned gear is is 4; The maximum number of special enchantments is 1, per piece of gear. The level of the enchantments are randomized, within the range of that enchantment.
A maximum of 5 custom enchantments may be added to any piece of equipment. Further attempts to add custom enchantments will destroy additional enchantments.
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