Enchantments have a set chance to be applied to a weapon during the following scenarios.
Chiefly, any gear you find in chests or dropped by enemies have a small chance to be enchanted. (Except rings, neck and face slot gear, which cannot be enchanted).
Talking to Laplace and trading three enchanted items for a new random enchant on your equipped weapon. Note that all Enchants added within the Layer 2 update and forwards are not rollable, such as Stormbreaker.
You cannot 'stack' enchantments. If you obtain a helmet with Multiplicity while having boots with Multiplicity equipped, you can't equip the Multiplicity helmet.
Mechanics[]
Enchanted weapons/equipment have special mechanics compared to their regular counterparts.
Enchanted items cannot be dropped on death.
Equipping an enchanted item for the first time will Soulbound it to you. Soulbounded items cannot be dropped. However, they can still be unequipped, stored in your bank or sold to an antiquarian.
Enchanted items can be passed down at the Hippocampal Pool at a cost of 40 Echoes per item.
Items cannot be "un-enchanted", however, another Enchant Stone or Grease can be used on it to replace the enchantment.
Variants[]
There are two variants that enchantments come in:
Blessing - They have an effect with little to no downsides.
Curse - They have an effect along with a downside with the severity depending on the upside.
For a showcase of all enchants in action, view this video.
Gain a +20% damage buff to your M1s in PvE. This bypasses both the soft and hard damage modifier caps.
Upon landing your critical attack or parrying 3 times in a row, a star will rain down and explode, dealing 4% health damage in PvP or 100 PvE damage in a small AoE.
Astral is exclusively obtained from its Enchant Stone.
After landing a few stacks of Bluster, start a countdown to an explosion that scales off your m1 damage. Land attacks during this countdown to make it explode faster. This explosion scales with your weapon investment.
After landing (LHT: 5, MED: 4, HVY: 3) hits, a 10 second countdown will start, ticking down to an explosion. Land additional weapon attacks during the countdown to lower the delay.
This explosion is parriable and blockable, dealing 10 posture damage on block.
This explosion has a base damage of 27.5, dealt as typeless damage. This scales on your weapon attribute investment.
Bluster is exclusively obtained from its Enchant Stone.
M1s apply a second instance of Frostdraw damage that deals 4% of the scaled damage of attack that procced it. Alternatively, apply Crystals on M1 if you have the Crystallization path.
After hitting a target (LHT: 5, MED: 4, HVY: 3) times, apply Bottom Freeze and Chill for 2 seconds. This also increases Chilling's secondary Frostdraw damage instance to 10% of your scaled damage, on that hit. 5 second cooldown.
Chilling's damage does not benefit from damage modifiers. Chilling stacks can also be gained from critical attacks if they have the M1 tag.
Chilling can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Chilling enchanted weapon in a chest.
Removes the raw impact damage of your weapon by applying a 0x damage modifier; instead, your weapon inflicts Deferred on hit, dealing damage over time.
Deferred deals 1.07x of your weapon's damage, over 2.5 seconds in 10% increments. Deferred's damage can be increased through damage modifiers.
The Deferred status effect, and its damage over time, cannot be avoided once applied. Similarly to Viscostiy, Deferred's damage over time snapshots all of the relevant resistances and damage modifiers when the attack lands, meaning newly applied resistances/damage modifiers will not be considered and effects that run out will still have their bonuses applied.
Deferred can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Deferred enchanted weapon from a chest.
After hitting a target (LHT: 5, MED: 4, HVY: 3) times they explode, dealing an additional 10 typeless damage in an AoE. You cannot increase the damage of the explosions through damage modifiers.
Does not deal knockback. Regardless of the hit count, all critical attacks only apply 1 stack of detonation total. You cannot gain stacks from hitting knocked players.
Explosions can execute.
Detonation can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Detonation enchanted weapon in a chest.
After hitting the target up to (LHT: 5, MED: 5, HVY: 4) times, Grim will be applied for 6 seconds. This status effect applies a +25% damage and +50% posture damage modifier to all incoming attacks.
Grim is affected by the damage modifier cap.
Grim stacks can also be gained from critical attacks that have the M1 tag.
Grim can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Grim enchanted weapon from a chest.
Inflicts Harrowing on M1, which coats the enemy's posture, health, and armor bar in a nearly opaque purple and orange pattern, hiding how full or empty each bar is. While Harrowing is in effect, hovering over your bars will not display their percentages.
This effect lasts for 12 seconds and is refreshed upon landing another hit.
Harrowing also procs on criticals with the M1 tag.
Harrowing is exclusively obtained from its Enchant Stone
Harrowing Enchant Stone can be purchased from two different vendors:
When above 75% HP, gain 4% damage for every 5% HP above 75%. When below 25% HP, gain 4% damage for every 5% HP below 25% HP. You can reflect negative status effects with light attacks or criticals to your opponent.
When above 75% HP: gain +4% damage for every 5% HP above 75% HP. (20% more damage at 100% HP)
When below 25% HP: gain +4% damage for every 5% HP below 25% HP. (20% more damage at 0% HP)
In PVE the damage buff is 0.25x the damage buff in PVP (4% - > 1%, 20% - > 5%)
Landing weapon attacks will reflect certain status effects that are affecting you back onto your attacker. These status effects include: elemental Status Effects (Burn, Chill, Suffocation, Winded, Shock, and Fear), Antiheal, and Taunt.
Note: This does not clear the status effect from yourself. Additionally, the reflected status effects are applied as if they were your own (e.g. Burn scales on your Flamecharm investment, not your opponents).
Heroism can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Heroism enchanted weapon from a chest.
On hit, drain the target's armor durability to restore your own. Metal can still restore your armor even if the target has no armor durability left.
The armor drain and armor restoration effects are calculated separately. Metal's effects are calculated based on your weapon's scaled damage, and the maximum armor durability of the relevant party; your armor durability for the restoration, and your opponent's armor durability for the drain.
Metal cannot drain more than 200 armor durability in one hit. Similarly, Metal cannot restore more than 150 armor in one hit.
Metal can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Metal enchanted weapon from a chest.
Your weapon critical changes to play the animation of the Katana critical. This does not have hitregistry unless a Nemesis Mark has been applied.
On M1, a Nemesis Mark is placed on the enemy for 15 seconds. Using your critical while the marker is present teleports you to the enemy, dealing 25 flat damage, or 18 posture damage if blocked. Nemesis' critical does not benefit from damage modifiers.
If multiple enemies have the red eye marker, using your critical will teleport you to each sequentially, rapidly using the critical on each.
The critical can still trigger critical Talents like Bear Trap and Manipulator, but it will not benefit from any damage modifiers these Talents may grant.
The teleportation has a range cap of 65-70 studs.
Nemesis is exclusively obtained from its Enchant Stone.
On weapon attack, steal Ether based on damage dealt. The damage dealt to Ether stolen conversion is affected by the opponent's resistances, but is not affected by damage modifiers.
Additionally, your weapon attacks can proc certain Shadowcast Talents, such as Twisted Puppets' shadow burn or Sightless Still.
This enchantment will do nothing if you have not completed The Gaunt Man's trial on your character.
Nightbringer is exclusively obtained from its Enchant Stone.
Nightbringer Enchant Stone is a direct drop from Parliament and Prime Megalodaunt (estimated 5% drop chance for each).
Hitting a player infects their body with Parasol's Blight. If a player who is infected is killed, their corpse is turned into one of the Parasol's Minions.
On weapon attack, apply the Parasol Blight status effect. This effect has no visual indicator and lasts for 60 seconds. This status effect will have its duration refreshed when landing subsequent hits. If a player who is affected by Parasol's Blight dies, their corpse will explode and an allied monster will spawn.
This enchantment will do nothing if you have not completed The Gaunt Man's trial on your character.
Parasol's Blight is exclusively obtained from its Enchant Stone.
Parasol's Blight Enchant Stone can be obtained by exchanging 1 Parasol Part with The Gaunt Man. This can only be done after you've completed the Gaunt Man's experiments.
PVE: Parrying an attack deals damage to the attacker after a delay. This deals 35% of the attack's damage you parried * your Power level, capping at 500 damage per proc.
PVP: Parrying 3 attacks within 7 seconds deals damage to the attacker after a delay. This deals 4% of their maximum hp as damage.
Providence's Thorns is parryable, but it does not grant autoparry frames.
Your weapon gains 5% PEN.
Landing hits with your weapon applies stacks of Cauterize, increasing the incoming PEN your opponent takes by (LHT: 5.45%, MED: 8%, HVY: 10%) per stack. Cauterized caps at +40% incoming PEN.
Cauterize's PEN bonus is applied to all damage sources like Mantras. Additionally, Sear bypasses the 50% PEN cap.
Additionally, drain your opponent's thirst equal to 20% of your weapon's scaled damage.
Sear stacks lasts 15 seconds each. Applying a new stack does not refresh this timer.
Sear can be obtained from its Enchant Stone, trading with Laplace, or obtaining a Sear enchanted weapon from a chest.
Applies a Solar Mark on critical attack or flourish. Solar Marks last 8s and reduce Tempo gain and Ether regeneration. Your Vent drains the Tempo of those you've marked.
Applies a Solar Mark on Critical, Uppercut, or Flourish.
Solar Marks last 8 seconds and reduces the affected target's Tempo gain and Ether regeneration.
If you hit a marked enemy with a Vent, steal their Tempo to refund your Vent's Tempo cost, removing the Solar Mark. If your opponent does not have enough Tempo to afford your Vent cost, you will pay the difference with your own Tempo.
Solar is exclusively obtained from its Enchant Stone.
On weapon hit, Storm deals 16.5% of your weapon damage as a separate instance of Thundercall damage. This is doubled to 33% in an AoE if it is raining. On proc, this also applies Shock or 1 Surge Rod. This effect has a 5 second cooldown.
The damage this deals is based off your weapon's damage after resistances, and it cannot be enhanced with damage modifiers. Because Storm deals a percentage of your attack's damage after resistances, it can be double resisted.
Storm can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Storm enchanted weapon from a chest.
Your critical attack is replaced with Stormbreaker Hurl, allowing you to launch your weapon. Shock your foes on hit every 5s. Occasionally, a lightning bolt may be called down from above.
On M1, Stormbreaker deals 16.5% of your weapon damage as a separate instance of Thundercall damage. This is doubled to 33% in an AoE if it is raining. On proc, this also applies Shock or 1 Surge Rod. This effect has a 5 second cooldown.
The damage this deals is based off your weapon's scaled damage, and it cannot be enhanced with damage modifiers.
Stormbreaker replaces your weapon critical with a new one that throws your weapon towards your cursor, ragdolling and striking targets with thunder. Stormbreaker's critical damage is 40 flat typeless damage on throw and then 30 flat typeless damage on return. Stormbreaker can hit the same target twice on throw or recall and it deals less than 1 posture damage per hit. You are unable to attack until your weapon returns. Completely halts the user's movement while the weapon is being recalled.
Stormbreaker is exclusively obtained from its Enchant Stone.
On Flourish or Critical, create 5 bubbles around you that home onto an enemy, dealing damage and applying hitstun. This effect has a 20 second cooldown.
The bubbles' damage scales with your weapon investment, dealing 11 damage at 100 weapon. Additionally they have 7.55x PvE scaling. The bubbles deal typeless damage, bypassing armor resistances.
The bubbles are parryable, blockable, and dodgeable.
Tears of the Edenkite is exclusively obtained from its Enchant Stone.
Gain 20% of your weapon's scaled damage as Temporary Health on hit. Additionally restore blood when landing weapon attacks. Vampirism caps at 100 Temporary Health and cannot grant Temp HP past this threshold.
This Enchantment is less effective against Chaser and Primadon, and almost entirely nullified against the Scion of Ethiron.
Vampirism can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Vampirism enchanted weapon from a chest.
After landing (LHT: 3, MED: 2, HVY: 1) M1s, apply Winded to your opponent, lowering their swingspeed. The duration of this Winded effect scales on your weapon stat investment.
This Enchant has a 5 second cooldown regardless of weapon investment, making it very weak on low invest.
Windswept has a minimum of 0.5s duration and a maximum of 8 seconds, gaining 0.08s duration per weapon stat investment.
When between 0 and 6 weapon investment, the duration will always be 0.5s, as the Enchant has a starting value of 0s, but the minimum duration this Enchant actually can be active is always 0.5s.
In the case of Wyrmtooth, your Medium investment will take priority over your Heavy investment.
Windswept's stacks do not decay over time. Criticals with the M1 tag can build up stacks for Windswept.
Windswept is exclusively obtained from its Enchant Stone.
On critical, uppercut, or flourish, apply Authoritative on your opponent making them take 50% more posture damage. When you get guardbroken, take 50% more damage.
Your weapon gains a blood drain effect. This blood drain scales on your weapon's damage.
If you whiff an M1, lose 2% of your maximum blood.
Curse of the Bloodthirsty can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a/an Curse of the Bloodthirsty enchanted weapon from a chest.
Grants passive regen and damages the sanity of your foes, but succumb to the insanity much faster, lose twice as much blood, and never be more than a step away from death. The amount of healing scales with your weapon stat invested.
While held, gain increased passive health regen that scales on your weapon investment. This healing will lose effectiveness based on how much maximum health you have. Landing weapon attacks deals 2% of your opponent's maximum Sanity as Sanity damage.
Your healthbar is permanently stained while your weapon is equipped, making any death send you to the Depths. Getting hit will extend the duration of your stained health bar by 60 seconds, remaining stained for a duration even if you swap weapons.
While your weapon is unsheathed in the Depths, lose 2 Sanity per second. Additionally, reaching 0 Sanity while having a Curse of the No Life King weapon equipped will result in your head rupturing (instant death).
Viscosity and Conditioned Runner is disabled, the effectiveness of Cauterized Wounds, Alloyblood, and healing potions is reduced, and you take 2x blood damage from all sources while you have this enchantment equipped.
Curse of the No Life King can be obtained from its Enchant Stone, trading with Laplace, or by obtaining a Curse of the No Life King enchanted weapon from a chest.
Drains the target's Ether on hit, based on scaled damage dealt.
Your critical attack is replaced with a counter that drains 25% of your Ether on use. Successful counters grants you i-frames and hyperarmor and briefly stuns your opponent, as well as restoring 30% of your Posture and refunding 15% of your maximum Ether.
The counter has a cooldown of 6 seconds, however, failing to counter something raises the cooldown to 8 seconds.
Curse of the Unbidden is exclusively obtained from its Enchant Stone.
On weapon attack, apply the Void status effect. This effect has no visual indicator and lasts 30 seconds.
For the duration of the status effect, the target is under a 40% Anti-Heal effect. Additionally, if they die while affected by Void, they will drown and be sent to The Depths.
Your healthbar is permanently stained while the enchant is equipped, making all deaths send you to the Depths. Getting hit will extend the duration of your stained health bar by 60 seconds, remaining stained for a duration even if you swap weapons.
This enchantment will do nothing if you have not completed The Gaunt Man's trial on your character.
Curse of Void is exclusively obtained from its Enchant Stone.
Curse of Void Enchant Stone can be obtained by exchanging 25 Void Spires and 10 with The Gaunt Man. This can only be done after you've completed the Gaunt Man's experiments.
Once enough stacks have been applied, the Fire of Life geminates. The explosion deals a random amount of damage and grants temporary health to the affected targets.
After hitting a target (LHT: 5, MED: 4, HVY: 3) times they explode, applying Flames of Life and Temporary Health to them and other nearby targets.
The damage of explosion and amount of Temporary Health given are randomized.
Damage: 5.5-33 typeless damage. This cannot be buffed, and the explosions cannot execute.
Temporary Health: 0-50.
The explosion has 7.56x PvE scaling, the green fire has 6.66x PvE scaling; multiply PvP damage dealt by this amount to get PvE damage. Temporary Health given does not scale in PvE.
Curse of Ysley's Ember is exclusively obtained from its Enchant Stone.
Curse of Ysley's Ember Enchant Stone can be obtained from:
Upon taking damage from a humanoid opponent, this has a 30% chance to proc. On proc, gain a speed boost for 4 seconds and clear all stuns from your character.
Displacement can be obtained from its Enchant Grease or by obtaining a Displacement enchanted equipment from a chest.
Upon taking damage from weapon attacks from a humanoid opponent, this has a 20% chance to proc. On proc, the user will be slowed by 22.5% and will gain 10% damage reduction to all attacks for 5 seconds.
Entanglement has no cooldown and can be procced while its active, refreshing its damage reduction duration, but stacking the slow.
The damage reduction effect also applies to the attack that procced the Enchant.
Entanglement can be obtained from its Enchant Grease or by obtaining an Entanglement enchanted equipment from a chest.
Upon taking damage from weapon attacks from a humanoid opponent, this has a 20% chance to proc. On proc, recover health, restore your sustenance meters, or gain an agility bonus, each of these effects have an equal chance to proc, meaning each individual effect has a 6.6% chance to be procced when you get hit. Multiplicity has a 5 second cooldown.
On health recovery: Restore 1.5% of your maximum health. This is applied after Anti-Heal on the same attack (meaning it could be nullified entirely), but before damage is taken, possibly saving you from being knocked.
On sustenance restoration: Restore 20% of your maximum blood and 11% of your maximum hunger & thirst.
On agility bonus: Increase your climb height by 15% for 5 seconds.
Multiplicity can be obtained from its Enchant Grease or by obtaining a Multiplicity enchanted equipment from a chest.
Upon taking damage, this has a chance to proc. On proc, create a rain cloud above your head. 45 second cooldown.
This rain cloud functions as normal rain, debuffing Flamecharm abilities by 10%, increasing Thundercall (if you have the Stratoshock Talent) and Storm Enchantment's damage, and increasing the damage of your Frostdraw abilities if it's Winter.
If you have the Chilling Enchantment on your weapon, or if it's Winter, create snow instead.
If you have Stench on another equipment piece, or if you are in Upper Erisia, create an acid rain cloud instead. This will damage yourself and all players in its AoE, however you will become immune to the damage it deals if you have the Survivalist Boon.
This enchantment will do nothing if you have not completed The Gaunt Man's trial on your character.
Upon taking damage, this has a 20% chance to proc. On proc, release a cloud of blockable gas that deals damage to targets who stand in it.
This deals 1% of your opponent's maximum health per tick, ticking 3 times for 3% total damage. Stench cannot deal more than 10 damage in a singular tick.
Stench can be obtained from its Enchant Grease or by obtaining a Stench enchanted equipment from a chest.
Incoming damage is instead applied as a damage over time effect, over 2.5 seconds. User takes 10% of the initial incoming damage every 0.25s, 10 times.
Similarly to Deferred, the damage over time from this Endchantment snapshots all of the relevant resistances and damage modifiers when the attack landed, meaning newly applied resistances/damage modifiers will not be considered and effects that run out will still have their bonuses applied.
Known throughout the Summer Company, many heard of the famous treasurer Captain Greene. You inherit his strange ability to summon notes when hitting a player, with you gaining damage the more rich you are. However since you aren't Captain Greene himself, you lose notes whenever you get hit. A strange curse indeed...
Your weapon's base damage is tied to your current Notes.
While at 0 Notes, lose 15% of your weapon's base damage. If your Notes are above 0, increase your weapon's base damage instead, capping at +15% base damage with 15k Notes.
Upon taking damage from a player, lose 100 Notes. Upon dealing damage to a player, steal 50 of their Notes. Both of these effects are signified by a coin splash sound effect.
Curse of Captain Greene is obtained exclusively from its Enchant Stone.
Curse of Captain Greene Enchant Stone can be a potential reward from winning an event hosted by Agamatsu.
It stands for Judicator's Original Enchantment. An enchant that was supposed to be only for the strongest of monster slayers. No one knows what happened to the original Judicator who made this enchant.
On hit, the critical attack is replaced with the ability to pull/fling the victim towards the user with a corresponding small pillar effect. Flourishing makes all subsequent attacks fling the target upward.
An enchantment that Arch_Mage forgot to remove in the initial week of Deepwoken's release, and has since become unobtainable. Arch has confirmed there was no data associated with this. As such, we don't know the true function of this enchant.
February 18, 2022 - You can't have more than one of a specific enchant equipped at a time. - Limited to have 3 enchanted equipment.
March 27, 2022 - Enchant rates have been buffed by 3x. - Enchanted equipment is soulbound when you equip it. - Enchants could no longer drop on death.
April 11, 2022 - Enchant rates have been buffed by an unknown amount.
June 27, 2022 - Enchanted equipment could be now smelted at Jarvis.
September 12, 2022 - In celebration of Deepwoken obtaining the Best New Game award in the Roblox Innovation Awards, enchant rate have been increased by 2x temporarily (made permanent on October 3, 2022)
September 13, 2022 - Enchanted weapons and equipment are now at least 1 star by default. Armors and weapons obtained before this date will remain starless if not equipped or re-equipped.
September 19, 2022 - Weapons can be enchanted with a random enchant by giving 3 equipment enchants to Laplace.
December 23, 2022 - Weapons can be enchanted with an enchant stone from Layer 2.
December 24, 2022 - Armor pieces can now be given a random Enchant from Klaris, by trading in 5 Medallions from layer 2.
A few enchants are based on other series and shows.
Elastic is a reference to Hisoka's Bungee Gum from Hunter x Hunter, hence why it was called Bungee Gum previously.
Nemesis' visuals and sound effects are based off the cursed status from Spiral Knights.
Bounce, Viscosity, Deferred and Stench are most likely a reference to glyphs and enchantments from Shattered Pixel Dungeon.
Stormbreaker is based mechanically on Thor from God of War and it's namesake is the mythical axe Stormbreaker wielded by Thor from Avengers: Infinity War.
The sound effect for the Displacement proc is taken from The Legend of Zelda: Breath of the Wild's Remote Bomb explosion.
Curse of The No Life King is a reference to the No Life King from Fantasy of Grimgar and Ash. It might also be a reference to Hellsing, where Alucard's alias is "No-Life King".
Yayafino confirming the "Curse of The No Life King" is a reference from grimgar
.
Curse of the No Life King has the most individual changes of any thing in Deepwoken, and is made fun of within the community as being the most nerfed thing in the game.
Enchanted equipment used to not be able to be smelted by Jarvis. When attempted, he would respond with: "Huh? What're you doing bringing something like that to me, go take that wicked thing somewhere else."
Stormbreaker used to be able to movestack mantras and parry during its critical.
Umbral Knight lost its curse in a shadow update on December 26/27, 2021.
Before that, it used to be: "On proc will summon the Umbral Knight behind your target and will copy your M1s." It was mostly untested, but common belief (said by Infernasu) is that if you didn't grip at least one person per day, you would be absorbed into the weapon, this was not true though and has been confirmed by Yayafino to be a big lie.
Yayafino confirming the old Umbral Knight curse was never real.
When asked if he would consider adding it back, developer Arch_Mage dismissed the idea as it would cause too much lag,[1] and still holds that sentiment to this day.
Having a shield or parrying dagger equipped along with an enchant will transfer the visual effect of said enchant to the shield/dagger. Do note that it is purely cosmetic and does not affect the side weapon's capabilities.
Equipping an enchanted item as a sidearm will have its enchantment be overridden by your main weapon, including the lack of an enchantment itself.
Providence of Storms, an enchant widely believed to be a removed enchant that combined Providence's Thorns and Obfuscation, was proven to be fake by Developer yayafino on January 1, 2023 on DaboSenpai's stream.
Ferocity has negative acceleration on its particles meaning they will follow your movement at 5x speed or higher.
Heroism (Formally known as "Blessing of the Hero") Enchant used to do 3x your scaled weapon damage as seen from infernasus video
Nemesis causes enemies to react to its critical even without a hitbox.
Umbral Knight used to hit yourself when procced on an enemy with hyperarmor, this no longer occurs.
It was initially believed to be an intentional feature, but not even Arch_Mage was aware it happened and eventually it was removed.
Astral previously required having met a Wishmaker to obtain the enchant.
If you plan to use Deferred for its damage increase, do note that unless your damage is above or equal to 83, 61, or 50 for heavy medium and light respectfully, it's better to use Detonation.
Most, if not all curses emit sound when equipped, with some being louder than others
Curse of the Unbidden has weird PvE interactions. Humanoid mob attacks can be countered, while non-humanoid ones can't be. More testing will be done (As of 12/2/24) - Proof : https://youtu.be/MTHxAKa5cD0
In Verse 1, it was possible to obtain a fourth enchant on the neck, face, or ring slot.
Blazing can NOT be used to ignite campfires that are unlit by m1's.
The thunder strike caused by using Storm during the rain trains your Thundercall by a seemingly noticeable portion.
If you are to somehow have more than three equipment enchants equipped via unobtainable items, one of those enchants will be automatically disabled.