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
Every armour combat enchant, with the exact numbers the server runs. Where a row says Any armour the enchant fits all four pieces; whether those copies stack or only the highest counts is called out in the description.
| Enchant | Rarity | Max | Slot | Exactly what it does |
|---|---|---|---|---|
| Gears | Legendary | 3 | Boots | Passive movement speed. +0.0151 walk-speed attribute per level (+0.0453 at L3 ≈ 8.3 m/s). |
| Overload | Legendary | 3 | Chestplate | Passive max-health boost. +2 hearts (4 HP) per level (+6 hearts at L3). |
| Tank | Ultimate | 3 | Any armour | Take 2.5% reduced axe damage per level. Sums across all armour pieces (capped 100%). Additive with itself, multiplicative vs other reducers. |
| Armoured | Ultimate | 3 | Any armour | Take 2.5% reduced sword damage per level. Sums across all armour pieces (capped 100%). Additive with itself, multiplicative vs other reducers. |
| Titan Blood | Legendary | 4 | Any armour | Take 4% less damage per level from ALL sources, incl. DoT ticks (16% at L4). Multiplicative. Does not stack across pieces — only the highest level counts. |
| Enlighten | Legendary | 3 | Any armour | 2% at L1, +1.3%/level (4.6% at L3) to heal back 200% of the damage taken from a hit. Superseded by Eternal Enlightenment. Does not stack across pieces. |
| Maneuver | Common | 3 | Any armour | 1% per level to fully dodge a hit (take no damage). Sums across all 4 pieces, up to 12% with a full L3 set (capped 100%). |
| Last Stand | Legendary | 3 | Any armour | When taking a hit at or below 11% HP per level (33% at L3), 10% to heal 5-7 hearts. 120s cooldown. Does not stack across pieces. |
| Deathbringer | Legendary | 3 | Leggings | 1% per level when hit (3% at L3) to charge your next hit: it deals 3x damage. One proc at a time. |
| Deflect | Ultimate | 3 | Any armour | 3.75% per level to negate an enemy's offensive enchant proc (its damage/effect on that hit). Sums across all 4 pieces, up to 45% at full L3. |
| Aegis | Legendary | 5 | Any armour | Attackers' offensive enchants have 4% reduced proc chance against you per level (20% at L5, capped 100%). Does not stack across pieces. |
| Crouch | Uncommon | 3 | Any armour | While sneaking, take 2% reduced damage per level (up to 6% at L3). Sums across all 4 pieces; multiplicative with other reducers. |
| Damage Limiter | Ultimate | 6 | Any armour | 7.5% + 1.88%/level chance to proc when hit (up to 18.75% at L6). On proc: the next hit you take is cut to half damage. Does not stack across pieces. |
| Escapist | Ultimate | 5 | Any armour | Shortens Trap freezes on you by 10% per level (up to 50% at L5). After the freeze ends: Trap immunity for 0.5s/level (2.5s at L5). Does not stack. |
| Extinguish | Elite | 3 | Helmet | Reduces fire and fire-tick damage by 20% per level (up to 60% at L3). Does not stack. |
| Tough Skin | Ultimate | 3 | Any armour | Shortens Bleed ticking on you by 10% per level (up to 30% at L3). Capped at 99% shorter. Does not stack. |
| Elemental Mastery | Ultimate | 3 | Any armour | Reduces Fire, Lightning and Freeze damage (and elemental procs: Lightning, Scorch, Poison, Pummel) by 13% per level (up to 39% at L3). Does not stack across pieces. |
| Adrenaline | Elite | 3 | Boots | On low life (below 50% HP): 10%/level chance when hit (up to 30% at L3). On proc: 100% increased move speed at L3 for 1s (scales by level). 45s cooldown between procs. |
| Lucky | Legendary | 3 | Any armour + Pickaxe, Sword, Axe, Wand, Bow | 10% increased proc rate per level for enchants on THIS item (Feed, Shatter, Super Breaker, Shard Discovery, Transfuse, weapon procs, etc.). Caps at level 4 (up to 40% increased). Each piece's Lucky boosts only its own procs. Pickaxes, gear, weapons and bows; Lvl 4 via orb only. |
| Hardened | Ultimate | 3 | Any armour + Sword, Axe | The item lasts longer: 125% more effective durability per level (up to 375% more at L3). Applies per piece. |
| Blood Magic | Ultimate | 5 | Any armour | Each piece has a 50% chance on hit to take 2.3% reduced damage per level (up to 11.5% at L5), but that piece takes 4x durability damage from players (1.15x from everything else). Stacks across pieces; total reduction caps at 95%. |
| Anti Gank | Ultimate | 2 | Any armour | Does not stack. Take 10% reduced damage per level for each enemy you are outnumbered by, and 10% increased per level for each foe you outnumber. Capped at 30% per level (up to 60% at level 2). Counts the largest single enemy gang within 48 blocks, minus your nearby gang. Mirrors the Nemesis weapon enchant. |
| Acid Blood | Elite | 3 | Any armour | When hit while on low life (below 50% HP), poisons your attacker for 0.5 true dmg/level each second (1.5/s at L3), lasting 2s/level. (6s at L3). Does not stack. |
| Cactus | Elite | 2 | Leggings | Flat 6% chance when hit, at any level, to reflect 0.35 dmg/level back at the attacker (0.7 at L2). |
| Shockwave | Elite | 3 | Any armour | 0.52%/level chance when hit (1.56% at L3) to knock the attacker back. Push strength +0.25/level (up to 0.75 at L3). Does not stack across pieces. |
| Springs | Elite | 3 | Boots | Grants 1 level of Jump Boost per enchant level. L1: Jump I, L2: Jump II, L3: Jump III. |
| Depth Strider | Elite | 3 | Boots | Increases underwater movement speed. L1: Dolphin's Grace I, L2: Dolphin's Grace II, L3: Dolphin's Grace III. |
| Painkiller | Ultimate | 4 | Any armour | When a hit drops you to low life (below 50% HP), 7%/level chance (28% at L4) to take 48% less damage (up to 60% at L4) for 5s (6.5s at L4). No piece stacking. |
| Consecration | Legendary | 5 | Any armour | Flat 0.78% chance when hit, at any level, to make a holy zone (4.5-block radius, 15s). Attacking inside it deals up to 15% increased dmg/level (75% at L5) at the center, fading to 0 at the edge. No piece stacking. |
| Voodoo | Legendary | 4 | Chestplate | 0.2%/level chance when hit (up to 0.8% at L4). Curses attacker: 13.2% more damage taken/level (up to 52.8% more at L4) for 4s after they hit you. |
| Unknown | Common | 3 | Helmet | 2%/level when hit (6% at L3). On proc: your name + tab name turn into a scrambled rainbow string to everyone for 1.5s per level (4.5s at L3). |
| Determination | Ultimate | 3 | Any armour | The longer you stay in combat, the harder you hit — ramps up to 20% increased damage over 120s (scales with level; 20% at L3). Adds to your increased-damage pool. Resets after you leave combat. Does not stack. |
| Composure | Uncommon | 3 | Any armour | When you are hit, 12% per level (36% at L3) to shake off 1 Injury stack per level. Does not stack. |
| Riposte | Elite | 3 | Any armour | After a Maneuver dodge, 25% per level (75% at L3) to load a counter: your next hit within 3s deals 12% increased per level (36% increased at L3). Does not stack. |
| Resurgence | Ultimate | 3 | Any armour | Kills refresh your enchant cooldowns: a player kill cuts 3s per level (9s at L3), a mob kill 1s per level off every cooldown. Does not affect Last Stand. Does not stack. |
| Resilience | Godly | 5 | Any armour | Harmful effects on you (slows, poison, Injury, Sunder, etc.) wear off 6% faster and hit 6% weaker per level (30% faster, 30% weaker at L5). Does not stack. |
| Adaptive Plating | Ultimate | 5 | Any armour | Each repeated hit from the SAME attacker makes their hits deal 3% reduced damage, ramping up to 3% per level (15% reduced cap at L5). Resets if they switch targets. Does not stack. |
| Bulwark | Elite | 3 | Any armour | 3% per level per piece to brace a hit and take 50% less from it. Sums across all 4 pieces — up to 36% with a full L3 set (capped 100%). |
| Featherfall | Uncommon | 4 | Boots | Take 20% less fall damage per level (80% less at L4). |
| Honed | Uncommon | 3 | Any armour | 1% increased melee damage per level per piece. Sums across all 4 — 12% increased with a full L3 set. |
| Precision | Elite | 4 | Any armour | 10% increased critical strike chance per level. Sums across all 4 pieces — 160% increased with a full L4 set (multiplies your base crit chance). |
| Brutality | Elite | 4 | Any armour | +2.5% to Critical Strike Multiplier per level. Sums across all 4 pieces — +40% with a full L4 set (on top of the base +50%). |
| Predator | Elite | 3 | Any armour | 8% increased damage per level to slowed or debuffed targets (24% increased at L3). Does not stack. See Debuffs & Ailments for the exact list of what counts. |
| Spellblade | Elite | 3 | Any armour | Your enchant procs on any weapon (Lightning, Pummel, Ignite, Venom, Bleed, ...) deal 8% increased damage per level (24% increased at L3). Does not stack. |
| Giant Slayer | Elite | 3 | Any armour | 0.5% increased damage per level for each 1 max-HP the target has over you, capped at 5% per level (15% increased cap at L3). Does not stack. |
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.
What counts as a debuff
Predator only fires against a target carrying one of nine specific statuses — Slowness, Poison, Weakness, Wither, Mining Fatigue, Nausea, Blindness, Hunger, or Injury stacks. Several enchants that sound like debuffs (the Poison and Weakness enchants, Bleed, Sunder, Dominate, Trap) do not apply any of them and do not switch Predator on. The full list, including which enchants do apply a real debuff, is on Debuffs & Ailments.
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: Determination, Composure, Riposte, Resurgence, Resilience, Adaptive Plating, Bulwark, Featherfall, Honed, Precision, Brutality, Predator, Spellblade and Giant Slayer. All of them are in the table above with their exact numbers.
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.