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Enchantments are powerful upgrades for your Weapons & Equipment.

Enchanticon

Acquirement Methods[]

Enchantments have a set chances to be applied to a weapon during the following scenarios. Note that some methods of obtainment are more effective/have higher probability for obtaining them.

  • 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 3 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.
  • Talking to Klaris allows you to turn 5 Kyrsan Medallions into either a random equipment enchant (you can roll the same enchant twice in a row) or a random enchant stone.
  • Using an Enchant Stone. (Found in L2, Galeswax and from Maestro's Lootpool.)
  • Using the Deepshore Fossil to get a desired Enchantment Stone.
  • Defeating a Star knight that only spawns during the Resonant Dawn event. (Only drops the Astral enchant stone)
  • The Weird Trader has a chance to give you the Astral enchant stone.

Mechanics[]

Enchanted weapons/equipment have special mechanics compared to their regular counterparts.

Enchanted items cannot be dropped on death.

  • You cannot 'stack' enchantments. I.E. if you obtain a helmet with Multiplicity while having boots with Multiplicity equipped, you can't equip the Multiplicity helmet.
  • 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 60 Echoes per item.
  • Enchanted items appear as light purple in your inventory.
  • Legendary weapons cannot be enchanted. As a failsafe, any enchanted legendary weapons that exist will have their enchant removed upon loading.


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[]

Name Description Visual Effect
Astral

Astral

Deal 20% more weapon damage in PvE.
This damage bonus bypasses the damage multiplier cap.
Can be obtained via an enchant stone dropped by an Astral Knight or by making a wish with a developer. Can also be obtained through the Weird Trader.

Weapon is covered with glowing blue galaxy with stars around.
Enchant Blazing

Blazing

After landing 3 hits, every hit for 5 seconds including the final hit will apply burning (5 damage normally, 8 damage with Azure Flames). This can be used to trigger Flamecharm talents.
Lava Serpent will create an explosion instead of creating a fire.
Twisted Puppets will summon a puppet instead of creating a fire.

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.
Enchant Chilling

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).
If the user has Crystallization, apply an ice crystal. (no limits, up to the amount of crystal to detonate) This applies a 0.4 second chill effect (only without crystal).

Weapon turns completely light blue and is covered in a light blue mist, If you have Glass Path: Crystallization, the enchant will turn red.
Enchant Deferred

Deferred

Weapon deals 1.07x damage over time.
The victim takes 10.7% of the initial damage every 0.25s, 10 times. Every hit after the initial hit bypasses iframes.

Weapon turns completely black and is covered in a red and yellow haze.
Detonationgif

Detonation

After hitting a target
(Rapier/Guns: 5, LHT: 7, MED: 4, HVY: 3)
times they explode, dealing an additional 16-20 damage to them and others around beside the user. The damage from explosions is not affected by damage modifiers and bypasses armor. The explosion doesn't knock them back. All critical attacks only apply 1 stack of detonation and you cannot gain stacks from hitting knocked players.
Explosions can execute.

Weapon turns orange, depending on material. Metal and Blade parts become a glowing orange that gives off particles.
Enchant Elastic

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.
Enchant Gluttony

Gluttony

On hit, steal hunger and thirst from the target based on damage dealt.

Weapon covered in an orange/brown mist, just like Stench.
Enchant Grim

Grim


After hitting the target up to (Rapier/Guns: 5, LHT: 7, MED: 5, HVY: 4) times, Grim will proc, which is signalled by red bubbles.
the target is afflicted with Grim for 6 seconds, which increases all damage taken by 1.2x, and all posture damage by 1.5x.

Weapon turns completely black and is covered in a black and light red mist.
Enchant Harrowing

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.
This effect lasts for 4 seconds.
Can only be obtained from the Hallowtide event.

Weapon turns translucent and emits purple smoke with orange-ish particles.
Enchant Heroism

Heroism

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 (8% - > 2%, 20% - > 5%).

Weapon turns completely yellow and is covered in a yellow glow.
Enchant Metal

Metal

On hit, steal some of the target's equipment durability and add it to your own.
Works on any enemies/monsters with armor.

Weapon takes on a metallic texture.
Enchant Nemesis

Nemesis

The weapon's critical becomes a katana's.
On hit, a red eye marker is placed on the enemy for 15 seconds. Using your critical while the marker is present teleports you to the enemy, but using the critical without a marker will remove its hitbox.
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.
The range cap of the teleportation is 65-70 studs.

The weapon's metallic parts take on a rose color and emit rose-colored eye particles.
Enchant Obfuscation

Obfuscation

Weapon gain 50%/35%/25% chip damage (HVY/MED/LHT).
Weapon deals less posture damage.
Landing close range hits give a speed boost.

Note that if you have obfuscation, your chip damage is capped at 50%. It is not capped at 50% for non-obfuscation weapons. Confirmed by tester.

The weapon turns translucent and is enveloped in a white mist.
Enchant Providence Thorns

Providence's Thorns

PVE: parrying an attack deals damage to the attacker.
PVP: parrying 3 attacks within 3 seconds deals damage to the attacker after a delay.
Deal 4% HP damage, ignores all resistances.
Scaling 30% from PVE scaled damage x ()userpower in PVE.
Damage capped at 500
Effect is parriable.

Metal parts glow in a bright white and give off a slight particle effect of the same color.
Enchant Sear

Sear

Weapon gain +5% PEN and apply Cauterize on hit. Cauterized targets:
have increased incoming PEN, with each hit increasing the PEN bonus, up to +40% (LHT: 4%, MED: 6.66%, HVY: 10% per hit).
The PEN it gives also counts for mantra damage and it does not bypass the 50% PEN cap.[1]
Lose thirst equal to 20% of damage taken.

Weapon glows yellow and gives off yellow particles.
Enchant Solar

Solar

Applies a Solar Mark on Crit or Flourish.
Solar Mark last 8s, and reduces tempo gain/ether regeneration.
Venting steals a portion of marked enemies tempo.

Weapon turns orange with bright orange particles orbiting it.
Enchant Stone

Stone

Posture damage is increased. Scales off weapon damage.
Deal bonus damage on a posture break.
Scales linearly with weapon damage.[2]

Metal parts are covered in a stone texture.
NewStormEnchant

Storm

On proc, deal 17.5% extra damage and stun with a short cooldown, visualized by a purple lightning after-shock.
By having the Surge Path: Unstable Capacitor talent, on proc the stun is replaced with a surge stack.
In the rain, M1 connections will also summon a bolt of lightning on the opponent, increasing damage by an additional 17.5%. Has a 5 second cooldown.

Weapon takes on a purple hue, with the blade being more noticeable. Covered in swirly purple and thunder effects .
Stormbreakergif

Stormbreaker

Effects of the storm enchant with a 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

Weapon glows a vibrant blue and is covered with the storm enchant effects with umbral blue bolts come off of the weapon.

Tears of edenkite

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.

Umbralknightgif2

Umbral Knight


On hit, a red slash will follow up after a successful m1 on the target, before it goes on a short cooldown of 5 seconds.
The slash of Umbral Knight deals 20% damage of the weapon and is parryable.

Weapon is covered in a black & light red mist, just like Grim. Weapon's metal parts glow arctic blue.
When sheathed, the particles are completely invisible.
Enchant Vampirism

Vampirism

Heal for 15% of damage dealt, and also heals blood bar. Less effective against Chaser and Primadon, almost nullified against Scion of Ethiron.

Weapon glows pink and gives off a slight blood splatter particle effect.
Enchant Wild

Wild

On proc, deal 75% of the weapon damage in an AoE. Does not hit the victim or allies.
M1s to allies deals 50% damage.
Note: This only means the damage is distributed in an area. Does not cause the weapon to deal more damage than usual.

Weapon is covered in a white mist.

Name Description Visual Effect
Enchant Curse of the Bloodthirsty

Curse of the Bloodthirsty

Weapon gains 1.1x damage.
Weapon deal additional blood bar damage, scales with weapon damage.
When missing an attack (dodge, parry and block are not a miss), lose some blood.

Weapon is completely red, surrounded by a red mist.
When sheathed, the weapon keeps their base color.
Curse of the no life king

Curse of the No Life King

While held, gain passive health regen. Every M1 adds 2% insanity to the opponent.

Permanently stained health bar while the weapon is equipped. (Having this weapon currently equipped will render you at 1 life in PVE combat, this doesn't change anything in PvP. Unequipping it from your character will restore that life, (assuming NLK actually took one away in the first place.)
Take 2x blood damage from all sources when in the overworld.
When unsheathed in The Depths, you will instantly lose 100 sanity (each time you equip it). Unless you have a huge amount of willpower, this will kill you no matter what. The same will also happen if you try to equip it in the Illusory Realm.
While equipped, if you reach Tier 3 Insanity and continue to lose sanity you will immediately die. This includes being in the overworld.
Disabled in Arena.
Viscosity is disabled with this enchant.
Conditioned Runner is disabled.
Cauterized Wounds and Alloyblood talents will have their effects significantly reduced.

Weapon is completely black. 2-4 black & red flame spikes surround the weapon.
When sheathed, the flame spikes are invisible.
Curse of the unbidden

Curse of the Unbidden

Drains the target's ether on hit. This scales with your base damage.
Critical attack is replaced with a counter. Successful counters grants you i-frames and hyperarmor and briefly stuns your opponent.
The counter has a cooldown of 6 seconds, however, failing to counter something raises the cooldown to 8 seconds.
Check Trivia for an explanation of its bugginess in PvE.

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.
Enchant Curse of Yun'Shul

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.
Rarely, you lose 7% of your max health and have 7/10% of your max health added to your damage instead.
(likely ~15% and ~5% chance respectively)
Can autogrip if it procs self damage at low enough health. These effects are mutually exclusive and share a cooldown.

Weapon is completely black and slightly transparent.
When sheathed, the weapon is completely invisible.

Name Description Visual Effect
Enchant Life Weave

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
yayafino Developer Spec
Unobtainable

Weapon is blown out with shooting out exhausts of all the colors of the rainbow.
Enchant Tainted Sorrow

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.
Unobtainable (mods do not have access to this enchant)
Obtainable via dev interaction

Weapon has the effects of the Displacement and Wild enchants, combined with a purple-blue haze.
Enchant Unstable

Unstable

Every hit has a 10% chance to proc an enchant, allowing for multiple enchants to proc at once.
Previously obtainable via Developer by reporting serious bugs/exploits, but no longer given out

Weapon is covered with combination of Multiplicity and Wild Enchant VFX.

Name Description Visual Effect
thumb

Adhesive

On proc, pull the attacker toward you.

Equipment is covered in a purple haze.
Enchant Allure

Allure

On proc, apply Charm on the enemy. All charm related talent that the user have are applied.

Equipment releases some hearts, similar to the Charm effect.
Enchant Bounce

Bounce

Chance of 20% to push the attacker away, making it harder to chain attacks.

Equipment is covered in black particle effects.
Enchant Displacement

Displacement

On proc, grant a speed boost and hyperarmor.

Equipment is covered in a white, horizontally-stretched particle effect.
Enchant Drowned

Drowned

Drowned equipment grant, on top of their innate stats and talents:

10 Health
10 Ether
5% Monster Damage
5% Monster Armor

These stats do not consume stat rolls for equipment.

Equipment is covered in a faint particle effect that appears to be dark and ashy.
Enchant Entanglement

Entanglement

On proc, greatly slows the user and reduce damage taken by the attack and the next 5 attacks by 10%.

Equipment is covered in small particles that cycle between green, cyan and yellow.
Enchant Ferocity

Ferocity
On proc, gain a speed boost and damage reduction based on how much tempo you have.
Red blood droplets surrounding the equipment.
Enchant Multiplicity

Multiplicity

On proc, recover hunger, thirst or blood. Also can negate and heal damage or give damage reduction on proc. (proof https://www.youtube.com/watch?v=tjP4vsDejH0&ab_channel=Nogo)

Does not proc against NPCs.

Equipment is covered in white electricity.
Enchant Stench

Stench
On proc, release a cloud of gas that deals damage to nearby enemies who stand in it.
Equipment is covered in a green mist.
Enchant Viscocity

Viscosity

Incoming damage is instead applied over 2.5 seconds. User takes 1/10 of the initial incoming damage every 0.25s 10 times.
The user cannot be knocked or executed unless they are hit while at 1% HP.
Pairs well with run it back as it nullifies all currently incoming damage.
Disabled if using Curse of the No Life King and/or Immortal Helm.

None

Name Description Visual Effect
Enchant Auto-Repair

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.

  • It is speculated that it passively repaired your equipment's durability over time, though.
Equipment is covered in a white, vertically-stretched particle effect.
Heroprov

Enchanted Legendary Weapons

January 2nd, 2022
All enchanted legendary weapons (e.g Crypt, HB) were removed from lootpools, any equipped lost their enchants and any left un-equipped were voided.

N/A
RIPEnchantedLft

Light's Final Toll Enchants

February 13th, 2023
Enchanted Light's Final Tolls were removed.

N/A
Entalear

Face, Ears, Back accessories Enchants

February 18th, 2022
Enchanted face, ears, back accessories were removed from the loot pool.

N/A
Old Umbral Knight

Curse of the Umbral Knight

January 4th, 2022
On proc: Summon the Umbral Knight to slash your enemy from behind, dealing additional damage. Supposedly, the curse would make the weapon absorb you if you didn't grip someone once every real life day (Either making you lose a life, go straight to the Depths, or taking you to the Fragments of Self).

Dark clone with red fog surrounding it spawned in a barely visible red circle.
Old ahh sear

(OLD) Sear

August 2nd, 2022
On hit: Would steal thirst, essentially a worse version of Gluttony

Yellow fog.
Enchant Curse of Zariffs Absorption

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.


Unobtainable
Confirmed by Yayafino
Not a Dev Spec.....

Static flaming purple.

Changelogs[]

  • January 2nd, 2022 - Hero Blade of Flame, Frost, Lightning, Shadow & Wind can no longer be enchanted.
  • February 18th, 2022 - You can't have more than one of a specific enchant equipped at a time. - Limited to have 3 enchanted equipment.
  • March 27th, 2022 - Enchant rates have been buffed by 3x. - Enchanted equipment is soulbound when you equip it. - Enchants could no longer drop on death.
  • April 11th, 2022 - Enchant rates have been buffed by an unknown amount.
  • June 27th, 2022 - Enchanted equipment could be now smelted at Jarvis.
  • September 12th, 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 3rd, 2022)
  • September 13th, 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 19th, 2022 - Weapons can be enchanted with a random enchant by giving 3 equipment enchants to Laplace.
  • December 23rd, 2022 - Weapons can be enchanted with an enchant stone from Layer 2.
  • December 24th, 2022 - Armor pieces can now be given a random Enchant from Klaris, by trading in 5 Medallions from layer 2.
  • January 16th, 2023 - These enemies and humanoid monsters had a chance to spawn wielding enchanted weaponry.
  • February 13th, 2023 - Light's Final Toll can no longer be enchanted.
  • August 25th, 2023 - These enemies and humanoid monsters can now spawn with enchants again.
  • September 29th, 2023 - Astral is made publicly available.
  • November 3rd, 2023 - Hallowtide Enchant: Harrowing is made publicly available.
  • November 10th, 2023 - Harrowing is made available from the Hallowtide '23 Medal for 10 Knowledge.
  • April 5th, 2024 - Railblades are no longer considered Legendary Weapons, thus they can be enchanted.

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.
      Yayafino confirming the curse of the no life king is a reference from grimgar

      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."
  • 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.
    • 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 overriden 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 1st, 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 it.
  • 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)

References[]

  1. Arch sear pen
  2. The equation for posture damage is posture += (0.5 + clamp(damage/9.5,0,5))
  3. LaggyUKnight
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