Enchantments are powerful upgrades for your Weapons & Equipment.
Acquirement Methods[]
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.
- Laplace lets you turn in 5 Knowledge for a random Enchant Grease.
- Talking to Klaris Llfiend, Mother of Lights allows you to turn in 5 Kyrsan Medallions for a random Enchant Grease or Enchant Stone.
- Using an Enchant Stone or Enchant Grease to apply an enchantment to a weapon or piece of equipment respectively.
- The Deepshore Fossil is a good way to get a desired Enchantment Stone.
- Certain activities can provide heaps of enchant stones and more rarely greases, these include but not limited to:
- Certain bosses
- The Diluvian Mechanism
- Saramaed Hollow
- War Mode
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.
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.
List of Enchantments[]
Astral |
Deal 20% more weapon damage in PvE. |
Weapon is covered with glowing blue galaxy with stars around.
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Blazing |
After landing 2/3/4 hits, every hit for 5 seconds including the final hit will apply burning (8 damage normally, 9 damage with Azure Flames). This can be used to trigger Flamecharm Talents.
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Weapon is charred brown and covered in orange flames. The enchantment and resulting flames will be blue if you have Azure Flames. It will also turn the flames into black with Twisted Puppets.
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Chilling |
Weapon deals 4% more dmg on each hit. After hitting a target (Guns: 5, LHT: 7, MED: 4, HVY: 3) times, apply Bottom Freeze (Putting the Talent on cd too), negating all movement (7 second cooldown).
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Weapon turns completely light blue and is covered in a light blue mist, If you have Glass Path: Crystallization, the enchant will turn red.
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Deferred |
Weapon deals 1.07x damage and deal damage overtime.
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Weapon turns completely black and is covered in a red and yellow haze.
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Detonation |
After hitting a target
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Weapon turns orange, depending on material. Metal and Blade parts become a glowing orange that gives off particles.
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Elastic |
On hit, a pink string connecting the weapon and your target will appear, pulling the target towards you (doesn't work with bullets). |
Weapon is covered in a pink haze.
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Gluttony |
On hit, steal hunger and thirst from the target based on damage dealt. |
Weapon covered in an orange/brown mist, like Stench.
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Grim |
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Weapon turns completely black and is covered in a black and light red aura.
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Harrowing |
Coats the enemy's posture, health, and armor bar in a purple and orange pattern, which hides how full or empty each bar is. |
Weapon turns translucent and emits purple smoke with orange-ish particles.
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Heroism |
When above 75% HP: gain 4% damage for every 5% HP above 75% HP. (20% more damage at 100% HP) |
Weapon turns completely yellow and is covered in a yellow glow.
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Metal |
On hit, steal some of the target's equipment durability and add it to your own.
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Weapon takes on a metallic texture.
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Nemesis |
The weapon's critical becomes a katana's but deals no damage. The critical can still trigger critical Talents like Bear Trap but not Manipulator. |
The weapon's metallic parts take on a rose color and emit rose-colored eye particles.
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Obfuscation |
Weapon gain 50%/35%/25% chip damage (HVY/MED/LHT). CHIP DAMAGE IS NOT AFFECTED BY PEN OR DMG MODIFICATOR
(Formula to calculate chip damage: 80% inniate chip and 50% chip from Obfuscation would amount to 1 - (1 - 0.8) * (1 - 0.5) = 0.9, aka 90% chip damage). |
The weapon turns translucent and is enveloped in a white mist.
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Providence's Thorns |
PVE: parrying an attack deals damage to the attacker. |
Metal parts glow in a bright white and give off a slight particle effect of the same color.
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Sear |
Weapon gain +5% PEN and apply Cauterize on hit. Cauterized targets: |
Weapon glows yellow and gives off yellow particles.
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Solar |
Applies a Solar Mark on Crit or Flourish.
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Weapon turns orange with bright orange particles orbiting it.
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Stone |
Posture damage is increased, between 0.5 and 5.5. Scales off weapon damage.[2]
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Weapon turns brown and gains a stone texture.
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Storm |
On proc, deal 17.5% extra damage and stun with a 5 second cooldown, visualized by a purple lightning after-shock.
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Weapon takes on a purple hue, with the blade being more noticeable. Covered in swirly purple and thunder effects .
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Stormbreaker |
Effects of the storm enchant with constant rain. Unique critical that throws your weapon towards your cursor, ragdolling and striking targets with thunder. You are unable to attack until your weapon returns (You can still parry). Greatly slows the user down while the weapon is on its way back. Hit damage from crit is the same as that of the M1. Does not proc "on critical" talents. |
Weapon glows a vibrant blue and is covered with the storm enchant effects with umbral blue bolts come off of the weapon. |
Tears of the Edenkite |
On Flourish or Critical, create bubbles around you that home onto an enemy, dealing damage and stunning. These bubbles are parryable. (20 seconds cooldown) |
Weapon is covered in a sky blue and black aura as well as the player emits bubbles. |
Umbral Knight |
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Weapon is covered in a black & light red aura, just like Grim. Weapon's metal parts glow arctic blue. When sheathed, the particles are completely invisible. |
Vampirism |
Heal for 20% of damage dealt, and also heals blood bar. Less effective against Chaser and Primadon, almost nullified against Scion of Ethiron.
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Weapon glows pink and gives off a slight blood splatter particle effect.
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Wild |
On proc, deal 85% of the weapon damage in an AoE. Does not hit the victim or allies.
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Weapon is covered in a white mist.
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Curse of the Bloodthirsty |
Weapon gains 1.1x damage. |
Weapon is completely red, surrounded by a red aura. When sheathed, the weapon keeps their base color. |
Curse of the No Life King |
While held, gain passive health regen. Every M1 adds 2% insanity to the opponent. |
Weapon is completely black. 2-4 black & red flame spikes surround the weapon. When sheathed, the flame spikes are invisible. |
Curse of the Unbidden |
Drains the target's ether on hit. This scales with your base damage. |
Weapon is covered in a purple aura and looks like as if it is sprouted from the user itself. When sheathed, the weapon model is completely invisible. |
Curse of Yun'Shul |
On proc, add (LHT: 3%, MED: 4.5%, HVY:6%) of your max health to your damage. 12 second CD per victim. |
Weapon is completely black and slightly transparent. When sheathed, the weapon is completely invisible. |
Life Weave |
A super charged attack on proc (Punch) but also replenishes the opponent's Hunger by a small amount. Supposedly allows for life debuff/defense/swipe (steal/rob) abilities. Also has a move similar to the Hive Mech's Lifeweave Flourish that sprouts trees in the area around user at high rate, which either acts as attack or teleport in this case. Exclusive power belonging to the Hive Leader. More info - Developer Specs
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Weapon is blown out with shooting out exhausts most of the colors of the rainbow.
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Tainted Sorrow |
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.
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Weapon has the effects of the Displacement and Wild enchants, combined with a purple-blue haze.
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Unstable |
Every hit has a 10% chance to proc an enchant, allowing for multiple enchants to proc at once.
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Weapon is covered with combination of Multiplicity and Wild Enchant VFX.
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Adhesive |
On proc, pull the attacker toward you. 33% chance to proc |
Equipment is covered in a purple haze.
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Allure |
On proc, apply Charm on the enemy for 10s (5s against the Talent "Disbelief"). All charm related Talent that the user have are applied except for Lasting Charisma. Nearly guaranteed chance to proc (90%) DOESNT WORK ON MOBS, ONLY HUMANOIDS NPCS |
Equipment releases some hearts, similar to the Charm effect.
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Bounce |
Chance of 20% to push the attacker away, making it harder to chain attacks. |
Equipment is covered in black particle effects.
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Displacement |
On proc, grant a speed boost and hyperarmor. 30% chance to proc. IN PVE DISPLACEMENT PROCS BUT GRANTS NO HYPER OR SPEED BOOST |
Equipment is covered in a white, horizontally-stretched particle effect.
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Drowned |
Drowned equipment grant, on top of their innate stats and Talents: These stats do not consume stat rolls for equipment. |
Equipment is covered in a faint particle effect that appears to be dark and ashy.
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Entanglement |
On proc, greatly slows the user and reduce damage taken by the attack and the next 5 attacks by 10%. DOESNT WORK ON MOBS, ONLY HUMANOIDS |
Equipment is covered in small particles that cycle between green, cyan and yellow.
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Ferocity |
On proc, gain the following depending on your tempo (from 0% to 100% tempo):
DOESNT WORK ON MOBS, ONLY HUMANOIDS |
Red blood droplets surrounding the equipment.
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Multiplicity |
On proc, recover hunger, thirst, heal, gain damage reduction, or blood. Has a cooldown of 5 seconds. (proof https://www.youtube.com/watch?v=tjP4vsDejH0&ab_channel=Nogo) DOESNT WORK ON MOBS, ONLY HUMANOIDS |
Equipment is covered in white electricity.
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Stench |
On proc, release a cloud of blockable gas that deals damage to nearby enemies who stand in it. Gradually drains 3% of the total HP of all enemies who stand in the cloud.
20% Chance to proc |
Equipment is covered in a green mist.
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Viscosity |
Incoming damage is instead applied over 2.5 seconds. User takes 1/10 of the initial incoming damage every 0.25s 10 times.<be>
No longer apply any protection from getting knocked below 10% (needs more testing) as of at least Nov 18th 24.
(Used to make it the user couldn't be knocked or executed unless they were hit while at 1% HP.) |
Equipment is covered in red-pink mist. (No demo yet)
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Auto-Repair |
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.
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Equipment is covered in a white, vertically-stretched particle effect.
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Enchanted Legendary Weapons |
January 2, 2022
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N/A
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Light's Final Toll Enchants |
February 13, 2023
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N/A
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Face, Ears, Back accessories Enchants |
February 18, 2022
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N/A
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Curse of the Umbral Knight |
January 4, 2022
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Dark clone with red fog surrounding it spawned in a barely visible red circle.
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(OLD) Sear |
August 2, 2022
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Yellow fog.
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Curse of Zariffs Absorption |
Confirmed to temporarily steal the enchant of the enemy on hit, allowing the user to use the enchant of their enemy. Unknown curse effect.
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Static flaming purple.
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(OLD) Blazing |
March 29, 2024 |
Weapon is charred brown and covered in orange flames. The enchantment and resulting flames will be blue if you have Azure Flames. It will also turn the flames into black with Twisted Puppets.
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Changelogs[]
- January 2, 2022 - Hero Blade of Flame, Frost, Lightning, Shadow & Wind can no longer be enchanted.
- 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.
- January 16, 2023 - These enemies and humanoid monsters had a chance to spawn wielding enchanted weaponry.
- February 13, 2023 - Light's Final Toll can no longer be enchanted.
- August 25, 2023 - These enemies and humanoid monsters can now spawn with enchants again.
- September 29, 2023 - Astral is made publicly available.
- November 3, 2023 - Hallowtide Enchant: Harrowing is made publicly available.
- November 10, 2023 - Harrowing is made available from the Hallowtide '23 Medal for 10 Knowledge.
- April 5, 2024 - Railblades are no longer considered Legendary Weapons, thus they can be enchanted.
- August 23, 2024 - Equipment enchantment can now be obtained via Enchant Grease Relic through Laplace or Klaris.
Gallery[]
Tips/Trivia[]
- 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".
- 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."
- Umbral Knight lost its curse in a shadow update on 26-27 December 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.
- When asked if he would consider adding it back, developer Arch_Mage dismissed the idea as it would cause too much lag,[3] 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.
- Nemesis causes enemies to react to its critical even without a hitbox.
- Obfuscation is incredibly useful when fighting block-heavy mobs like Immortal Guardians or Enforcers.
- 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.
- Most, if not all curses emit sound when equipped, with some being louder than others
- 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.
- Despite being a medium weapon with fist m1's Purple Cloud counts as a gun for procing enchants (chilling is tested others not)
- 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.