FAMILIARITY
Quick Overview
Familiarity is a mechanic which is applied to all weapons automatically, it can be disabled in the Decadent Skills config.
Familiarity is a weapon progression system that gains EXP as you deal damage with weapons. All weapons have their own levels and EXP.
As Familiarity on the weapon levels up (Unskilled to Limitless Supreme), the weapon gains Enchantment Tokens. These tokens can be exchanged to apply a random Enchantment onto the weapon. The player will be presented with an option of 3 random Enchantments, only one of which can be chosen by the player to apply to the weapon.Â
There are 25 Enchantments in total, but a weapon can only have up to 12 Enchantments applied to it.
At Unskilled level, your weapon deals -10% base damage and each level up passively increases its base damage by 5%, up to +40% base damage. Leveling up a weapon's Familiarity also increases the critical hit chance by 1%, up to +10% critical hit chance.
weapon familiarity
All of the information about Familiarity is written in the tooltip of the weapon.Â
[Familiarity Level:] showcases the level of the weapon. The highest level of Familiarity achievable is 12 (Limitless Supreme). Each level of Familiarity progressively changes the color of the weapon and some of the tooltips into a rainbow color.Â
[Familiarity EXP:] showcases the EXP of the weapon. EXP is gained my dealing damage with the weapon, killing enemies does not grant additional EXP.
[Enchantment Tokens:] showcases how many Tokens the weapon has to exchange for Enchantments.Â
[Enchantments:] showcases the currently applied Enchantments on the weapon.
enchantment selector
By pressing the [Enchantment Selector] keybind while holding a weapon with an available Enchantment Token, the players will be given a choice between 3 different Enchantments.Â
The player can select one of these Enchantments to apply to that weapon permanently in exchange for an Enchantment Token.Â
LIST OF ALL ENCHANTMENTS AND THEIR EFFECTS
Adrenaline Rush [Common] - Killing an enemy with a weapon that has this Enchantment increases your movement speed by 75% for 5 seconds.
Enriched Harvest [Common] - Killing enemies with a weapon that has this Enchantment grants you an additional amount of coins. The amount of additional coins ranges from 10 Copper Coins to 10 Silver Coins.
The High of Victory [Common] - Killing an enemy with a weapon that has this Enchantment grants you 10 defense and 10% damage reduction for 8 seconds.
Damage Up I [Common] - The weapon that has this Enchantment gains 10% increased base damage.
Attack Speed Up I [Common] - The weapon that has this Enchantment gains 10% increased attack speed and fire rate.
Critical Strike Up I [Common] - The weapon that has this Enchantment gains 5% increased critical hit chance.
Critical Flurry I [Common] - Dealing critical damage with a weapon that has this Enchantment grants a 50% chance to gain 15% increased attack speed and fire rate for 5 seconds.
Damage Up II [Uncommon] - The weapon that has this Enchantment gains 25% increased base damage.
Attack Speed Up II [Uncommon] - The weapon that has this Enchantment gains 20% increased attack speed and fire rate.
Critical Strike Up II [Uncommon] - The weapon that has this Enchantment gains 10% increased critical hit chance.
Critical Flurry II [Uncommon] - Dealing critical damage with a weapon that has this Enchantment grants a 75% chance to gain 30% increased attack speed and fire rate for 10 seconds. This stacks with Critical Flurry I.
Helix Rain I [Uncommon] - When dealing critical damage with a weapon that has this Enchantment, you have a guaranteed chance to cause a Helix to fall from the sky which deals 20% of your current weapon's damage. However, there is a limit of 5 active Helix Rain I projectiles at once.
Radiant Beacon [Uncommon] - Killing an enemy with a weapon with this Enchantment grants +10 life regeneration, Night Vision, Hunter, Dangersense and Spelunker effects for 30 seconds.
Bustling Regeneration [Rare] - Killing an enemy with a weapon that has this Enchantment will summon a healing aura on the location of the killed enemy. The healing amount depends on the strength of the enemy [ ((MaxHealth / 25) + Damage) / ((Defense + 1) * 2) ] and lasts for 5 second. There is a limit of 3 healing auras active at the same time.
Explosive Finale [Rare] - Dealing damage with a weapon with this Enchantment will create explosive cinders which deal 25% of the weapon's damage on the enemies whenever the enemies are at 25% health or lower.
Helix Rain II [Rare] - When killing an enemy with a weapon that has this Enchantment, a cascade of Helix rails that attack nearby enemies fall from the sky, they deal 25% of the weapon's damage. There is a limit of 10 active Helix Rain II projectiles at once.
Last Stand [Rare] - Whenever you are at 25% health or lower, the weapon which has the Enchantment gains 25% base damage, attack speed and fire rate until you are killed or healed above 25% health.
Swift Shadowstep [Epic] - Critical damage with a weapon with this Enchantment grants a 10% chance to gain Shadow Dodge and 10% critical hit chance and 20% movement speed for 3 seconds.
Helix Rain III [Epic] - Critical damage with a weapon with this Enchantment grants a 20% chance for a superior Helix to fall from the sky which deals 50% of the weapon's damage. There is a limit of 3 active Helix Rain III projectiles at once.
Kinetic Energy [Epic] - Damage with a weapon that has this Enchantment is increased based on how fast you are moving while attacking. The damage increase varies from -25% damage while standing still to +200% damage while moving at 65mph or faster.
Rebirth of an Angel [Legendary] - Killing an enemy with a weapon that has this Enchantment while at 25% health or lower will fully heal you instantly, and grant you 25% base damage, attack speed and fire rate for 10 seconds. This enchantment has a 90 second cooldown.
Dobby's Precious [Legendary] - Critical damage with a weapon that has this Enchantment has a 25% chance to summon a superheated sphere which explodes shortly after, dealing 25% of the weapon's damage to all nearby enemies. Only 3 superheated spheres can be active at once.
Torento's Dominance [Exceptional] - Killing an enemy with a weapon that has this Enchantment will summon a dominance zone on the location of the enemy for 10 seconds. The dominance zone constantly drains health and slows down enemies within it. there is a limit of 2 dominance zones at once and it cannot kill enemies on its own.
Tyhond's Benevolence [Exceptional] - Killing an enemy with a weapon that has this Enchantment will summon a benevolent spirit which will heal you. The healing depends on the strength of the enemy [ ((MaxHealth / 25) + Damage) / ((Defense + 1) * 2) ]. Each spirit summoned grants you 3% damage reduction, but the spirits dissipate after 10 seconds and only 4 benevolent spirits can be active at once.
Summoner Exclusive Enchantments
Summoners have slightly different Enchantments. Enchantments which increase Crit Chance are changed or reworked for Summon Weapons and Enchantments that activate from Critical attacks instead have a low chance of activating on hit. Here is a list of all Enchantments modified or reworked for Summoner.
Adrenaline Rush [Common] - Killing an enemy with a weapon or minion that has this Enchantment increases your movement speed by 75% for 5 seconds.
Enriched Harvest [Common] - Killing enemies with a weapon or minion that has this Enchantment grants you an additional amount of coins. The amount of additional coins ranges from 10 Copper Coins to 10 Silver Coins.
The High of Victory [Common] - Killing an enemy with a weapon or minion that has this Enchantment grants you 10 defense and 10% damage reduction for 8 seconds.
Damage Up I [Common] - The weapon or minion that has this Enchantment gains 10% increased base damage.
Attack Speed Up I [Common] - The weapon that has this Enchantment gains 10% increased attack speed and fire rate.
Physical Affection I [Common] - Touching one of your summoned minions when using a weapon with this Enchantment will grant all your summoned minions 10% increased summon damage for 5 seconds.
Critical Flurry I [Common] - Dealing damage with a weapon that has this Enchantment grants a 10% chance to gain 15% increased attack speed and fire rate for 5 seconds.
Damage Up II [Uncommon] - The weapon that has this Enchantment gains 25% increased base damage.
Attack Speed Up II [Uncommon] - The weapon that has this Enchantment gains 20% increased attack speed and fire rate.
Physical Affection II [Uncommon] - Touching one of your summoned minions when using a weapon with this Enchantment will grant all your summoned minions 25% increased summon damage for 10 seconds.
Critical Flurry II [Uncommon] - Dealing damage with a weapon or minion that has this Enchantment grants a 15% chance to gain 30% increased attack speed and fire rate for 10 seconds. This stacks with Critical Flurry I.
Helix Rain I [Uncommon] - When dealing damage with a weapon or minion that has this Enchantment, you have a 10% chance to cause a Helix to fall from the sky which deals 20% of your current weapon's damage. However, there is a limit of 5 active Helix Rain I projectiles at once.
Radiant Beacon [Uncommon] - Killing an enemy with a weapon or minion with this Enchantment grants +10 life regeneration, Night Vision, Hunter, Dangersense and Spelunker effects for 30 seconds.
Bustling Regeneration [Rare] - Killing an enemy with a weapon or minion that has this Enchantment will summon a healing aura on the location of the killed enemy. The healing amount depends on the strength of the enemy [ ((MaxHealth / 25) + Damage) / ((Defense + 1) * 2) ] and lasts for 5 second. There is a limit of 3 healing auras active at the same time.
Explosive Finale [Rare] - Dealing damage with a weapon or minion with this Enchantment will create explosive cinders which deal 25% of the weapon's damage on the enemies whenever the enemies are at 25% health or lower.
Helix Rain II [Rare] - When killing an enemy with a weapon or minion that has this Enchantment, a cascade of Helix rails that attack nearby enemies fall from the sky, they deal 25% of the weapon's damage. There is a limit of 10 active Helix Rain II projectiles at once.
Last Stand [Rare] - Whenever you are at 25% health or lower, the weapon or minion which has the Enchantment gains 25% base damage, attack speed and fire rate until you are killed or healed above 25% health.
Swift Shadowstep [Epic] - Damage with a weapon with this Enchantment grants a 2% chance to gain Shadow Dodge and 10% critical hit chance and 20% movement speed for 3 seconds.
Helix Rain III [Epic] - Damage with a weapon or minion with this Enchantment grants a 5% chance for a superior Helix to fall from the sky which deals 50% of the weapon's damage. There is a limit of 3 active Helix Rain III projectiles at once.
Kinetic Energy [Epic] - Damage with a weapon or minion that has this Enchantment is increased based on how fast you are moving while attacking. The damage increase varies from -25% damage while standing still to +200% damage while moving at 65mph or faster.
Rebirth of an Angel [Legendary] - Killing an enemy with a weapon or minion that has this Enchantment while at 25% health or lower will fully heal you instantly, and grant you 25% base damage, attack speed and fire rate for 10 seconds. This enchantment has a 90 second cooldown.
Dobby's Precious [Legendary] - Damage with a weapon or minion that has this Enchantment has a 5% chance to summon a superheated sphere which explodes shortly after, dealing 25% of the weapon's damage to all nearby enemies. Only 3 superheated spheres can be active at once.
Torento's Dominance [Exceptional] - Killing an enemy with a weapon or minion that has this Enchantment will summon a dominance zone on the location of the enemy for 10 seconds. The dominance zone constantly drains health and slows down enemies within it. there is a limit of 2 dominance zones at once and it cannot kill enemies on its own.
Tyhond's Benevolence [Exceptional] - Killing an enemy with a weapon or minion that has this Enchantment will summon a benevolent spirit which will heal you. The healing depends on the strength of the enemy [ ((MaxHealth / 25) + Damage) / ((Defense + 1) * 2) ]. Each spirit summoned grants you 3% damage reduction, but the spirits dissipate after 10 seconds and only 4 benevolent spirits can be active at once.