Enchants
Ancients runs on its own custom enchant system — dozens of enchants across pickaxes, swords, axes and armour, each with its own rarity and max level. Browse the full collection in-game any time with /enchants.
How enchanting works — the Wormhole
Most enchants are rolled at the Wormhole, the swirling portal next to spawn:
- Mine until your pickaxe (or a piece of gear) has stored enough Ancient Energy to level up.
- Throw the item into the Wormhole. The energy is consumed and the item gains a level.
- A ring of enchant options appears — each shows an enchant, its level, and its own success chance. Pick one.
- The roll either lands the enchant or fails. Either way the level-up itself is kept.
Higher-rarity enchants appear less often as options and roll with lower success chances. Rarities also unlock as the item levels up: Common and Uncommon are available from the start, Elite options appear from item level 6, Ultimate from level 11, and Legendary from level 20. Godly and Calcite enchants never appear at the Wormhole — they come from orbs only (see the Orbs page).
A few things can tilt the odds:
- Enchant Dust — throw it in during a roll to boost that roll's success chance by the amount printed on the dust.
- Enchant Reroll — throw it in to reroll the offered options.
- Enchant Catalyst — sits in your hotbar and is automatically consumed to rescue a failed roll, guaranteeing the enchant (doesn't work on Calcite enchants).
- Gang upgrades — one of the gang upgrade lines permanently raises your Wormhole success chance.
Your very first Wormhole enchant is always a guaranteed success.
Gear (weapons and armour) levels up at the Wormhole the same way, and each piece has limited enchant space — once it's full you'll need to clear something off before adding more. Throwing damaged gear into the Wormhole without enough energy repairs it instead.
Toggle enchant proc messages in chat with /showenchants.
Enchant rarities
| Rarity | How it's obtained |
|---|---|
| Common, Uncommon, Elite, Ultimate, Legendary | Wormhole rolls and orbs |
| Godly | Orbs only |
| Calcite | Calcite Caverns orbs only — each one upgrades a maxed base enchant |
Pickaxe enchants
| Enchant | Rarity | Max level | What it does |
|---|---|---|---|
| Efficiency | Common | 5 (VI via Exceptional Orb) | More mining speed per level |
| Ore Magnet | Common | 5 | More ore drops per level |
| Feed | Common | 1 | Chance per ore mined to fully restore hunger and saturation |
| Energy Collector | Uncommon | 5 | More Ancient Energy per ore, per level |
| Transfuse | Uncommon | 3 | Chance per ore to upgrade it one tier (top-tier ores drop double instead) |
| Super Breaker | Elite | 5 | Chance to make your next few blocks break instantly — blocks you could already insta-mine count double for XP, energy, ores and proc rolls |
| Shard Discovery | Elite | 5 | More chance to find shards while mining |
| Fracture | Ultimate | 5 | While you mine an ore, adjacent same-layer ores gain bonus mining progress |
| Shatter | Legendary | 6 | Chance to harvest a whole cube of nearby ores — 3×3×3 at low levels, 5×5×5 mid, 7×7×7 at level 6. Full ore drops, reduced energy and XP |
| Powerball | Legendary | 3 (IV via Exceptional Orb) | Chance to launch bouncing fire charges that break the ores they hit — one ball per level |
| Momentum | Legendary | 5 (VI via Exceptional Orb) | Mining builds a momentum timer that ramps your mining speed up the longer you keep swinging |
| Treasure Hunter | Legendary | 5 | Shards you find have a chance to convert into a contraband of the same tier |
| Energy Battery | Godly | 5 | Mine past 100% of the pickaxe's displayed capacity — up to 200% at level 1, doubling each level to 3200% at level 5 |
| Meteorite Hunter | Godly | 5 | Twice the energy from meteorites while under a daily block cap; levels raise the cap |
| Warp Miner | Godly | 5 | More mining XP per level; at the level cap the bonus becomes extra energy instead |
Sword enchants
| Enchant | Rarity | Max level | What it does |
|---|---|---|---|
| Poison | Uncommon | 3 | Chance to poison on hit — true damage over time that ignores armour |
| Fling | Elite | 3 | Chance to launch the target into the air |
| Electrocution | Elite | 3 | Chance to call lightning that chains to extra nearby enemies at higher levels |
| Swordsman | Elite | 5 | Always active — bonus damage against enemies holding an axe |
| Molecular Harvester | Elite | 3 | Chance on hit to repair all your worn armour |
| Scorch | Elite | 4 | Chance for a fire burst plus a short burn |
| Frostblade | Ultimate | 3 | Chance to slow the enemy (stronger slow at level 2+) |
| Dominate | Ultimate | 3 | Chance to weaken the enemy so they deal less damage for a few seconds |
| Lightning | Legendary | 4 | Chance for a lightning strike dealing a chunk of weapon damage |
| Lifesteal | Legendary | 5 | Always active — heals you for a portion of every hit (reduced against NPCs and bosses) |
| Solitude | Legendary | 3 | Boosts Silence's proc chance — only works with Silence on the same sword |
| Silence | Godly | 5 | Chance to block the target's defensive enchants for a few seconds |
Axe enchants
| Enchant | Rarity | Max level | What it does |
|---|---|---|---|
| Deep Wounds | Elite | 3 | Extends your Bleed duration — no effect without Bleed on the axe |
| Axeman | Elite | 5 | Always active — bonus damage against enemies holding a sword |
| Bleed | Ultimate | 3 | Chance to make the target bleed, ticking a portion of weapon damage every second |
| Rejuvenate | Ultimate | 3 | Chance on hit to repair all your worn armour |
| Berserk | Legendary | 5 | Chance to enter a short damage frenzy (you also get Confusion) |
| Bloodlust | Legendary | 6 | Always active — bonus damage against bleeding targets, pairs with Bleed |
| Weakness | Legendary | 6 | Chance to make the victim take extra damage for a few seconds |
Sword & axe enchants
| Enchant | Rarity | Max level | What it does |
|---|---|---|---|
| Daze | Common | 3 | Chance to jerk the target's view with confusion |
| Cannibalism | Uncommon | 4 | Chance to restore your hunger and saturation on hit |
| Famine | Elite | 3 | Chance to drain the target's hunger |
| Monster Hunter | Elite | 5 | Bonus damage to shades, wraiths, caravan crews, Erebus Guards and LMS guards (not bosses or prison guards) |
| Enrage | Ultimate | 3 | Deal more damage the closer you are to death |
| Execute | Ultimate | 4 | Always active below half target health — bonus damage to low-HP enemies |
| Fearless | Ultimate | 3 | Damage scales with range — bonus up close, penalty at a distance |
| Pummel | Ultimate | 3 | Chance to hurl nearby blocks at the enemy |
| Frenzy | Legendary | 4 | Consecutive hits build a stacking damage combo; taking damage resets it |
| Trap | Legendary | 4 | Chance to freeze the enemy in place for a few seconds |
| Perfect Strike | Legendary | 5 | Chance for a hit that ignores the target's defensive enchants |
| Devour | Legendary | 5 | Heals you on kill, on a short cooldown |
Armour enchants
| Enchant | Rarity | Max level | Slot | What it does |
|---|---|---|---|---|
| Maneuver | Common | 3 | Any armour | Chance to fully dodge a hit — sums across all four pieces |
| Unknown | Common | 3 | Helmet | When hit, chance to scramble your name into a rainbow string for everyone |
| Crouch | Uncommon | 3 | Any armour | Take less damage while sneaking — sums across pieces |
| Acid Blood | Elite | 3 | Any armour | When hit at low health, poisons your attacker |
| Adrenaline | Elite | 3 | Boots | At low health, chance for a burst of move speed when hit |
| Cactus | Elite | 2 | Leggings | Chance to reflect damage back at your attacker |
| Depth Strider | Elite | 3 | Boots | Dolphin's Grace underwater — one tier per level |
| Extinguish | Elite | 3 | Helmet | Reduces fire damage |
| Shockwave | Elite | 3 | Any armour | Chance to knock your attacker back |
| Springs | Elite | 3 | Boots | Jump Boost — one tier per level |
| Anti Gank | Ultimate | 4 | Any armour | Take reduced damage for each nearby enemy when outnumbered |
| Armoured | Ultimate | 3 | Any armour | Take less sword damage — sums across pieces |
| Blood Magic | Ultimate | 5 | Any armour | Each piece can absorb part of a hit at the cost of extra durability damage |
| Damage Limiter | Ultimate | 6 | Any armour | Chance when hit to halve the next hit you take |
| Deflect | Ultimate | 3 | Any armour | Chance to negate an enemy's offensive enchant proc — sums across pieces |
| Elemental Mastery | Ultimate | 3 | Any armour | Reduces fire, lightning and freeze damage, including elemental enchant procs |
| Escapist | Ultimate | 5 | Any armour | Shortens Trap freezes and grants brief Trap immunity afterwards |
| Painkiller | Ultimate | 4 | Any armour | When dropped to low health, chance to take greatly reduced damage for a few seconds |
| Tank | Ultimate | 3 | Any armour | Take less axe damage — sums across pieces |
| Tough Skin | Ultimate | 3 | Any armour | Shortens Bleed ticking on you |
| Aegis | Legendary | 5 | Any armour | Lowers the proc chance of attackers' offensive enchants against you |
| Consecration | Legendary | 5 | Any armour | Chance when hit to create a holy zone — attacking from inside it deals bonus damage |
| Deathbringer | Legendary | 3 | Leggings | Chance when hit to charge your next attack with a heavy damage multiplier |
| Enlighten | Legendary | 3 | Any armour | Chance to heal back a multiple of the damage taken from a hit |
| Gears | Legendary | 3 | Boots | Passive walk-speed boost |
| Last Stand | Legendary | 3 | Any armour | When hit at low health, chance to heal a burst of hearts, on a cooldown |
| Overload | Legendary | 3 | Chestplate | Passive bonus max health — 2 hearts per level |
| Titan Blood | Legendary | 4 | Any armour | Take less damage from all sources, including damage-over-time |
| Voodoo | Legendary | 4 | Chestplate | Chance to curse your attacker so they take extra damage from all sources |
Cross-slot enchants
| Enchant | Rarity | Max level | Applies to | What it does |
|---|---|---|---|---|
| Lucky | Legendary | 3 (IV via Exceptional Orb) | Pickaxes, gear & weapons | Raises the proc rate of the other enchants on that same item |
| Hardened | Ultimate | 3 | Armour & weapons (not pickaxes) | The item lasts longer — bonus effective durability per piece |
Calcite enchants
Calcite enchants are white-tier upgrades earned in the Calcite Caverns. Each one consumes and supersedes a maxed base enchant — you must have the listed requirement on the item before the Calcite orb will apply.
| Enchant | Max level | Requires | What it adds |
|---|---|---|---|
| Prismatic Efficiency | 6 | Efficiency VI | Even more mining speed, plus Rainbow Echo: procs can re-fire your other mining procs at reduced strength |
| Cataclysmic Shatter | 5 | Shatter 6 | Higher Shatter proc chance and a chance for +1 break radius |
| Cavern Luck | 6 | Lucky 4 | Multiplies the proc rate of your other enchants beyond what Lucky alone reaches |
| Eternal Enlightenment | 4 | Enlighten 3 | Higher heal-on-hit proc chance than Enlighten |
| Unending Frenzy | 3 | Frenzy 4 | Combo builds faster, and being hit only drains part of your combo instead of all of it |
| Prismatic Overload | 3 | Overload 3 | Even more bonus max health |
Removing enchants
- Black Scroll — drag onto a pickaxe or gear, then pick one enchant to extract. Exceptional-level enchants come back as a chargeable orb (at the success rate printed on the scroll); everything else is simply destroyed. Cannot touch Godly or Calcite enchants.
- Abyssal Black Scroll — the premium variant. Godly, Calcite and Exceptional enchants all come back as orbs; other enchants are destroyed. This is the only way to take a Godly or Calcite enchant off an item.
Orbs created by a scroll skip the usual previous-level requirement when applied to a new item. Black Scrolls turn up in contraband; Abyssal Black Scrolls come from high-end lootboxes.