Armour Combat Enchants
Armour carries the defensive and survival side of the enchant system — damage reduction, dodges, heals, and the combat buffs that keep you standing in a fight. These are the counterweight to your sword and axe enchants, and Season 2 brings a big wave of new ones alongside reworks to old favourites. Some slots are shared with mining enchants on armour, so plan your sets accordingly.
The enchant table
Your defensive kit spans dodge, mitigation, sustain, and offence-from-armour effects:
| Enchant | What it does |
|---|---|
| Maneuver | Chance to dodge an incoming hit. |
| Crouch | Reduces damage while sneaking. |
| Acid Blood | Poisons attackers while you're Low Life. |
| Shockwave | Knocks back nearby enemies when struck. |
| Anti Gank | The defensive mirror of Nemesis — see below. |
| Armoured | Flat damage reduction. |
| Blood Magic | Trades health for an effect. |
| Damage Limiter | Caps the size of a single hit. |
| Deflect | Returns part of incoming damage. |
| Elemental Mastery | Resistance to elemental damage. |
| Escapist | Helps you break away from a fight. |
| Painkiller | Reduces damage while you're Low Life — see below. |
| Tank | Raw bulk. |
| Tough Skin | Reduces melee damage. |
| Aegis | A protective ward. |
| Consecration | Sustain effect on holy ground. |
| Deathbringer | Charges from hits taken. |
| Enlighten | Heals a share of the damage you take — see below. |
| Gears | Movement/utility effect. |
| Last Stand | Survival trigger on a cooldown — see below. |
| Overload | Burst defensive effect. |
| Titan Blood | Bonus survivability. |
| Voodoo | Reflects misfortune onto attackers. |
| Unknown | A hidden effect. |
| Adrenaline | Bursts while you're Low Life. |
| Cactus | Damages attackers on contact. |
| Depth Strider | Faster movement in water. |
| Extinguish | Removes fire from you. |
| Springs | Reduces fall damage. |
Cross-slot enchants (Lucky and Hardened) can sit on armour or other gear and aren't tied to a single piece.
The Low Life keyword
Every health-threshold enchant now reads from one shared keyword: Low Life means below 50% HP. This unifies a set of effects that used to fire at scattered thresholds.
- Executioner and Acid Blood moved from 30% HP up to 50% HP, and had their per-hit strength trimmed — Acid Blood's poison drops from
0.6to0.5per level. - Painkiller now applies a flat reduction below 50% (proc chance trimmed from
10%to7%per level). - Execute and Adrenaline already fired below 50% — they simply read "Low Life" now.
Anti Gank rework
Anti Gank is now the defensive mirror of Nemesis: you take less damage when you're outnumbered, and more when you're the one outnumbering. Its max level dropped from 4 to 2. Pair it with offensive scaling on your weapon and it rewards fighting fair (or punishes ganking). See PvP Basics for how outnumbering is measured.
Sustain and survival changes
- Enlighten's heal was toned down from
2.5xto2.0xthe damage taken — still strong sustain, just less of a brick wall. - Last Stand was fixed so it procs again once its cooldown expires (previously it could fail to re-arm).
New Season 2 armour enchants
A large batch of new defensive and combat enchants landed for the rebuild:
| Enchant | Rarity | Effect |
|---|---|---|
| Determination | Ultimate | Ramps up to 20% increased damage over sustained combat (at L3). Adds to your increased-damage pool. |
| Composure | Uncommon | Shake off your own Injury stacks. |
| Riposte | Elite | After a Maneuver dodge, 25% chance per level to load a counter worth 12% increased damage per level (36% at L3), within a 3s window. |
| Resurgence | Ultimate | Kills shave time off your enchant cooldowns. |
| Resilience | Godly | Harmful effects on you wear off 6% faster and hit 6% weaker per level — 30% faster and 30% weaker at L5. |
| Adaptive Plating | Ultimate | A repeat attacker's hits ramp down to 15% less (at L5). Resets if they switch targets. |
| Bulwark | Elite | 3% chance per piece per level to brace a hit and take 50% less from it — up to 36% with a full L3 set. |
| Featherfall | Boots | Up to 80% less fall damage (at L4). |
| Honed | Uncommon | 1% increased melee damage per level per piece, up to 12% increased at full L3. |
| Precision | Elite | 10% increased critical strike chance per level, up to 160% increased at a full L4 set (on a 5% base). |
| Brutality | Elite | +2.5% to Critical Strike Multiplier per level, up to +40% at full L4 (on top of the base +50%). |
| Predator | Elite | 8% increased damage per level to slowed or debuffed targets. |
| Spellblade | Elite | Your enchant procs deal up to 24% more (at L3). |
| Giant Slayer | Elite | More damage per point of max HP the target has over you. |
Critical strike wording
Crit damage is written +X% to Critical Strike Multiplier everywhere now. The number is added to your multiplier, not used to scale it: a full L4 Brutality set takes the base +50% to +90%, it does not multiply it. Precision works the other way — its increased crit chance multiplies the 5% base. Jewel crit chance pools with Precision, and jewel Critical Strike Multiplier pools with Brutality.
Lucky and Exceptional levels on armour
Lucky can now be socketed on armour. On a piece of armour it boosts the proc rate of that piece's mining enchants — see Mining Enchants on Armour — and, as always, only the piece it sits in.
Two armour enchants now have an Exceptional level a step past their cap: Overload IV and Enlighten IV. Both come from an Exceptional Enchant Orb only, apply at a flat 50%, and are the gate on their Calcite upgrades — Prismatic Overload and Eternal Enlightenment.
DoTs no longer feed on-hit buffs
Damage-over-time ticks — Bleed, Poison, Soul Rot — no longer trigger "on-hit-taken" armour effects: they won't fire Enlighten's heal, Adrenaline's burst, Deathbringer's charge, or a Frenzy reset. Plain damage reduction, Weakness, and Last Stand still apply to DoT damage as normal.
For how enchants slot into your kit, see Enchants, and Gear & Armour.
Version history
v3.0.0
- Removed the Guardian Angel, Shadow Mend and Runic Overload enchants.
- Lucky now works on armour, boosting the mining enchants on the piece it is socketed in.
- Overload IV and Enlighten IV are new Exceptional levels, and each is now the gate on its Calcite upgrade.
- Critical strike damage is now worded +X% to Critical Strike Multiplier. Brutality reads +2.5% to Critical Strike Multiplier per level; its effect is unchanged.
- Armour no longer gains rune bonuses — the rune system, sockets, socket expanders and the Runesmith have been removed.
v2.0.0
- All HP-threshold enchants now share the Low Life (below 50% HP) keyword; Executioner, Acid Blood and Painkiller had their windows widened and per-hit strength trimmed.
- Anti Gank reworked as the defensive mirror of Nemesis, with its max level dropped to 2.
- Enlighten's heal reduced to
2.0x; Last Stand's cooldown-expiry proc bug fixed. - Added new armour enchants: Determination, Composure, Riposte, Resurgence, Resilience, Adaptive Plating, Bulwark, Featherfall, Honed, Precision, Brutality, Predator, Spellblade and Giant Slayer.
- DoT ticks no longer feed or break on-hit-taken combat buffs.