Enchants
Ancients runs on its own custom enchant system: well over a hundred enchants spread across pickaxes, swords, axes, armour, wands and bows. Browse the full collection in-game at any time with /enchants, and toggle proc messages in chat with /showenchants.
This section covers what enchants are, how rare each one is, the tags that tell you what an enchant is for, and where to go for the detailed lists.
The rarity ladder
Every enchant sits on a rarity tier. Higher tiers are stronger, harder to roll, and gated behind specific sources.
| Rarity | How it's obtained |
|---|---|
| Simple, Uncommon, Elite, Ultimate, Legendary | Wormhole rolls and Enchant Orbs |
| Godly | Enchant Orbs only: there are 19 of them |
| Calcite | The Calcite Wormhole in the Calcite Caverns, each upgrades a maxed base enchant |
| Special | Found, never rolled. Chronostone comes from mining the Calcite Caverns, and a few rare enchants are hidden in uber and Avatar loot |
| Ancient | The rarest tier of all, home to a single, fabled enchant |
The lowest tier was called Common until Map 4. It is now Simple, the same name booster boxes and pets use.
Ancient sits at the very top of the ladder, and only one enchant has ever been found there: Heart of Gaia, among the rarest finds in all of Tartarus. Special and Ancient enchants cost no Ancient Energy to apply and can never be removed.
Exceptional levels sit outside the ladder. Eight enchants can be pushed one level past their normal cap: Efficiency VI, Momentum VI, Fracture VI, Warp Miner VI, Powerball IV, Lucky IV, Overload IV and Enlighten IV. Only an Exceptional Enchant Orb can do it.
Tags: PvP, PvE, Mining, Utility, Proc
Every enchant carries one or more tags telling you at a glance what it's good for:
- PvP: duels, raids, and outpost fights
- PvE: bosses, shades and wraiths, and other mobs
- Mining: speed, ore yield, and Ancient Energy gains
- Utility: everything else (movement, repair, survival)
- Proc: the enchant rolls a chance each time it can trigger (per block, hit, hit taken or kill). Lucky and Cavern Luck raise the chance of every Proc enchant on the same item, except Fault Line.
Some enchants wear several tags. The tag is shown right on the enchant, and each category page in the /enchants menu has a click-through filter so you can narrow a long list down to just one tag.
The /enchants menu
/enchants is a drawn window. A summary panel shows the total enchant count and a per-rarity breakdown, and every category shows its own count. There are tabs for pickaxe, sword, axe, armour, Wand and Bow.
Where to enchant
Enchanting happens in two places:
- The Wormhole at spawn. Your item stays in until its Ancient Energy runs out, and each click on the ring rolls an option on the spot. Sneak-click spends dust to take a roll to 100%, and every 10 to 12 rolls a Surge gives double levels or a free 100% roll.
- Enchant Orbs apply one specific enchant at one specific level, the only way to get Godly enchants and Exceptional levels.
A failed attempt costs you nothing but the attempt. A roll that misses leaves your pickaxe, gear or weapon exactly as it was, at the same level, with no enchant slot burnt. You lose the Ancient Energy you charged and any Enchant Dust you sank into it, and nothing else. Because fails are gone, Enchant Erasers have been removed from the game entirely.
To pull an enchant back off an item, see Removing & Moving Enchants.
Every enchant has its own page
Every enchant has a dedicated page with its exact numbers: rarity, max level, which slots it fits, whether it stacks across pieces, its level-by-level values, the live settings the server runs it on, and the interactions worth knowing. Open any enchant from the tables on the pages below, or jump straight to a well-trodden one: Efficiency, Shatter, Frenzy, Perfect Strike, Maneuver, Lucky, Predator, Sunder. New in Map 4: Rupture, Earthsplitter, Vitality and Chronostone.
Browse by item
Each item type has its own focused page:
- Pickaxe Enchants
- Sword & Axe Enchants
- Armour Combat Enchants
- Mining Enchants on Armour
- Wand Enchants
- Bow Enchants
- Calcite Enchants
- Debuffs & Ailments
- Heart of Gaia
Enchants are one of several ways to augment your kit. Pair them with the trims and upgrades covered under Gear & Armour.
Version history
v4.0.0 (Map 4)
- New axe enchants Rupture and Earthsplitter, and the new Legendary armour enchant Vitality I to IV.
- Haggler, Axeman and Swordsman have been removed.
- The lowest enchant rarity is now called Simple, renamed from Common.
- Chronostone is now a Special pickaxe enchant instead of a pickaxe trim. It costs no Ancient Energy to apply and can never be removed.
- New Proc tag. Lucky and Cavern Luck now raise the chance of every Proc enchant on the same item, except Fault Line.
- The Wormhole was rebuilt for speed: the item stays in until its energy runs out, each click rolls, sneak-click dusts to 100%, and Surges give double levels or a free 100% roll. See The Wormhole.
- Mystery Godly Enchant Orbs now reveal low levels more often and high levels less often.
- Many combat enchants were rebalanced: Lifesteal, Resilience, Silence, Aegis, Deflect, Riposte, Enlighten, Eternal Enlightenment, Spell Echo, Detonate and Monster Hunter. Mining: Efficiency, Momentum VI, Hermes' Pace and Shatter. See each enchant's page.
v3.0.0
- A failed enchant attempt now returns the item unchanged — no level gained, no fail recorded, no enchant slot lost. Only the energy and dust you spent are gone.
- Enchant Erasers have been removed from the game, along with
/eraserextract./combineno longer combines them. - The Dungeon rarity tier is gone with dungeons themselves. Its enchants either moved up to Godly or were removed.
- The Godly pool grew to 19 enchants: Soul Eater, Detonate, Earthquake, Judgment, Melee Splash, Spell Echo, Chain and Phantom Beam joined it.
- Removed Shadow Mend, Runic Overload, Guardian Angel and Devour.
- The rune system is gone: runes, sockets, socket expanders, sealed runes and the Runesmith have been removed, and no gear gains rune bonuses any more.
- Exceptional levels doubled from four to eight, adding Fracture VI, Warp Miner VI, Overload IV and Enlighten IV.
- Calcite enchants no longer come from Calcite Orbs. The Calcite Wormhole now enchants an item directly. See Calcite Enchants.
- Critical strike damage is now worded +X% to Critical Strike Multiplier everywhere. The number is added to your multiplier rather than scaling it.
- Area of Effect increases the area of an effect, so its radius grows by the square root of the increase. It does not affect mining radius.
v2.0.0
- Added PvP / PvE / Mining / Utility tags to every enchant, with a click-through filter on each
/enchantscategory page. - Added a new Ancient rarity tier for the single rarest enchant, Heart of Gaia.
- Redesigned the
/enchantsmenu (framed layout, total and per-rarity summary, per-category counts), and added Wand and Bow tabs. - Fixed enchant level and item lore lagging one step behind after an enchant was applied; items now update to the correct level immediately.