Mechanics

Enchantments

Location

You can use the Ominous Shrine within the Veiled Cathedral to enchant your weapon, granting it unique effects and additional power.

Please note that all the enchantments listed here are tier 1, higher tiers apply a flat multiplier to the effect for example if the enchant gives +1% boost at tier 1 then it will give +2% on tier 2 and so fourth

Short guide

Enchantment can only be applied onto Grade 20 Equipment. Each equipment cant have multiple of the same enchantment no matter the rank. Each piece of equipment (Main weapon, offhand, armor) can have 3 Enchant at the same time with only the Main weapon being capable of having one major enchantment while the other can only get minor ones. To enchant, go to the ominous altar and use to start enchanting. The enchanting system is a gacha, that means everything depends on luck, but it can be influenced by your enchanting level and the amount of enchants done prior. When rolling, you reroll all 3 enchantments at the same time and when you get an enchantment you want to keep, you can lock it to stop it from getting re-rolled, making all your next rolls only rolling for 2/1 enchantments. With each locked enchantment, the cost of soul sigil and crowns keeps on rising from 1 soul sigil to 2/4

You can apply all Enchantments to all Equipment types, though Rapier Enchantments remain exclusive to Rapiers. If an Enchantment grants effects for a specific Equipment type that is not currently equipped, its effects will remain inactive.

Major enchantments[1]

Enchantment Effect Applicable to
Obsession Dealing direct damage applies a stack of Obsession. At 3 stacks, consume all stacks to deal 2% Power + 2% Arcane True damage. Obsession can only be on one target at a time. Main hand weapons
Worship [2] Healing allies or yourself grant 1 Worship stacks per 10 Health healed, up to 50 stacks. Dealing direct damage consumes all stacks, dealing 1% Arcane damage per stack. Main hand weapons
Blast Shield Dealing damage stores 2% of the amount as stacks, up to 200, for 20s. When blocking damage, stacks are consumed to form a Shield of equal amount to absorb incoming damage for 5s. Furthermore, all Shields on you now explode at the end of their duration, dealing 300% of the remaining Shield amount as Power damage. Main hand weapons
Lifeline When taking damage that would drop you below 40%, gain a Shield equal to 60% of your Max Health for 6s. While the Shield is active, gain 2% and deal 10% more damage. [Cooldown: 50s] Main hand weapons
Kinetic Force After casting an Ability, your next Basic Attack within 10s deals an extra 24% Power and 30% Arcane more damage. This effect does not stack. Main hand weapons
Speed Demon Dealing direct damage grants 1 Agility, up to 10 for 8s. Additionally, gain 10% of Agility as Attack Speed. Main hand weapons
Mystic Aftershock Upon dealing Arcane damage with an Ability, release an explosion at the enemy's location after 1.4s, dealing 24% Arcane damage in an area. [Cooldown per target: 3s] Main hand weapons
Echoed Strikes Landing Basic Attacks trigger a second hit as direct damage. This hit deals 1% of the original damage, and every 5th hit applies all hit effects[3] (Lifesteal, Status Application, Enchant effects, and so on) again. Main hand weapons
Strategist Basic Attacks apply a stack on the enemy for 6s, up to 5 stacks. For each stack, the enemy receives 1.2% more Stance damage. Main hand weapons
Colossus Taking direct damage increases your Armor and Resistance by 10% for 12s, up to 100%. At max stacks, Basic Attacks deal additional damage equal to 2% of both your Armor and Resistance. Main hand weapons
Vitality Surge Healing other allies grants them 4% Attack Speed and 10% Arcane for 6s. Additionally, heal for 3% more. This effect does not stack. Main hand weapons
Resonance Landing Basic Attacks grant a stack of Resonance for 20s. At 4 stacks, your next Charged Attack consumes all stacks, and has its charge time reduced by 12% and deals 60% more damage. Main hand weapons
Maggotkin Damaging an enemy afflicted with 3 or more Status Effects (like Bleed, Combustion, Frostbite) applies Ravaged. Ravaged targets receive 6% more direct damage for 8s. Ravaged does not stack, and does not count as a Status Effect. Main hand weapons

Minor enchantments[1]

Enchantment Effect Applicable to
First blood +2.4% damage on first instance of damage to an enemy

-0.6% damage after 5s of hitting that enemy

Any piece of equipment
Heavy draw +1.8% ability dmg

-1.2 Ability haste

Any piece of equipment
Aerial Striker +3.6% Aerial Attack damage

-1.8% Stamina Regen

Any piece of equipment
Rending Alloy +3% Defense Ignore on Charged Attack

-1.8% damage Reduction

Any piece of equipment
Thrusting Barb +3.6% Thrust Attack Damage

-1.8% Charged Attack Damage

Any piece of equipment
Frenzied Edge +1.2% Attack Speed

-0.9% Armor and Resistance

Any piece of equipment
Ironblood Might +3.6% Armor and Resistance

-1.2% Attack Speed

Any piece of equipment
Steady Guard +4.8% Armor and Resistance provided by Blocking

-1.2% Agility

Any piece of equipment
Warding shell +7.2% Resistance

-1.2% Cast Speed

Any piece of equipment
Reservoir Rune +3% Max Soul

-3 Ability haste [4]

Any piece of equipment
Surgical Focus +3% Weakspot damage on Rapiers

-3% MaxHealth

Rapiers only
Marrow Sap +0.6% Lifesteal on Charged Attacks

-1.2% Cast Speed

Any piece of equipment
Battle Trance +1.8% Stamina Regen

-1.2% damage Reduction

Any piece of equipment
Grave Leech [5] +0.6% Lifesteal

-9% Healing from non-lifesteal sources

Any piece of equipment
Soul Burst [6] +2.4% Soul-based damage

-1.8% Healing Received

Any piece of equipment
Counter Edge +6% Power for 6s after successful Block

-3% Basic Attack damage

Shield only
Venombound +3% Poison damage dealt by Poison

-1.2% Direct damage

Any piece of equipment
Executioner's Mark +3.6% damage to Enemies Below 30% HP

-1.8% damage Above 70% HP

Any piece of equipment
Enduring Frame +3.6% Max Health

-1.2% Agility

Any piece of equipment
Swiftfoot Sigil +1.8% Agility

-0.6% Max Stamina

Any piece of equipment
Harrowing Gaze +3% damage to Staggered Enemies

-1.8% Agility

Any piece of equipment
Quickchant Thread +1.8% Cast Speed [7]

-1.2% Armor and Resistance

Any piece of equipment
Frost Forged +3% Frostbite damage

-1.8% Armor and Resistance

Any piece of equipment
Brutal Weight +2.4% Stance damage

-1.2% Stamina Regen

Any piece of equipment
Ember Fed +3% damage dealt by Combustion

-1.2% Soul Restored

Any piece of equipment
Blood Thorn +3.6% Bleed Stacking

-1.8% Direct damage

Any piece of equipment
Plague Seeker +2.4% damage to Poisoned Enemies

-1.2% Direct damage

Any piece of equipment
Cinderborne +3.6% Combustion Stacking

-1.8% Max Health

Any piece of equipment
Fortified Might +6% damage Reduction while below 30% HP

-1.2% Attack Speed

Any piece of equipment

Trivia

  1. 1.0 1.1 All the underlined numbers are the stats that scale with tiers
  2. Worship: Counts overhealing too, that means even if you heal only 10 health, if your total healing was 100 you will gain 10 stacks instead of 1.
  3. Echoed Strikes: This only applies status effects that the weapon was already applying
  4. Ability haste: Refers to the cooldown of skills. the lower it is, the higher the cd is till you can use the same skill again.
  5. Grave Leech: Enchant only affects the m1, nothing more.
  6. Soul Burst: An enchantment that affects all attack with an base attribute of soul. This includes staff m1 and m2, apprentice armor passive and the two weapon art skill soul vortex and soul artillery.
  7. Cast speed: Refers to the time it takes to cast a skill.