Enchant Orbs
Not every enchant comes out of the Wormhole. Enchant orbs are single-use items that carry one specific enchant at one specific level — charge them with Ancient Energy, click them onto your pickaxe or gear, and pray the roll lands. Orbs are the only way to get Godly enchants and Exceptional levels, and they're how enchants move between items.
How orbs work
Every orb shows the same things on its tooltip: the enchant and level it carries, its success rate, what it can be applied to, any requirement, and a charge bar.
- Charge it. Hold the orb in one hand and Ancient Energy in the other, then right-click to pour energy in until the bar is full. Stacked orbs can't be charged — split them first. Changed your mind? Sneak + right-click an orb to extract its stored energy back out, free of charge.
- Apply it. Drag the charged orb onto the target item in your inventory (or right-click while holding the orb with the item in your other hand).
- The roll. On a success the enchant is applied at the orb's level. On a failure the orb is destroyed — unless an Enchant Catalyst is in your inventory to save it.
A few rules apply to every orb:
- Orbs only fit their listed item type (pickaxes, swords, helmets, and so on).
- An orb of level II or higher requires the item to already have the previous level of that enchant — except orbs created by a Black Scroll, which skip that requirement.
- An item that already has the enchant at the same or a higher level won't accept the orb.
- Weapons and armour have limited enchant space; if a piece is full, the orb is refused before anything is consumed. Pickaxes have no such cap.
- Items corrupted by an Orb of Moros can no longer be modified by any orb (see Special Items).
- If an item carries the Calcite upgrade of an enchant, the base enchant's orb can't be applied on top.
Godly enchant orbs
Four enchants exist only as orbs: Energy Battery, Meteorite Hunter and Warp Miner for pickaxes, and Silence for swords. They never appear at the Wormhole.
They arrive as a Mystery Godly Enchant — right-click it to reveal a random godly enchant orb. The revealed orb rolls a random level (low levels are common, high levels rare) and a random success rate, anywhere from 1% to 99%. Mystery orbs drop from boss kills, clue caskets, contraband and other high-end loot.
Charging a godly orb takes serious energy, scaling with the orb's level:
| Orb level | Ancient Energy to charge |
|---|---|
| I | 3,000,000 |
| II | 6,000,000 |
| III | 9,000,000 |
| IV | 12,000,000 |
| V | 15,000,000 |
Exceptional orbs
Four enchants can be pushed one level past their Wormhole maximum — but only with an Exceptional orb, and only after the enchant is already maxed on the item:
| Orb | Requires on the item | Success rate | Ancient Energy to charge |
|---|---|---|---|
| Momentum VI | Momentum V | 50% | 5,000,000 |
| Efficiency VI | Efficiency V | 50% | 600,000 |
| Powerball IV | Powerball III | 50% | 100,000,000 |
| Lucky IV | Lucky III | 75% | 15,000,000 |
Exceptional orbs are rare boss drops — each boss guards one: Echidna drops Momentum VI, Lamia drops Efficiency VI, Thanatos drops Lucky IV, and Hephaestus drops Powerball IV.
Orbs from Black Scrolls
A Black Scroll pulls one chosen enchant off an item — the rest of the item's enchants stay where they are. Only enchants at an Exceptional level survive the extraction as an orb (the Abyssal variant also returns Godly and Calcite enchants as orbs); pull anything else and it's simply destroyed. Read the Removing Enchants section on the Enchants page before you commit. Scroll-made orbs behave like any other orb with two twists:
- They bypass the previous-level requirement, so a Frenzy IV orb can go straight onto a fresh axe.
- Their charge cost scales with the enchant's rarity and level (an extracted Godly enchant still charges from the godly table above).
This is the main way valuable enchants change hands between players.
Helpers worth carrying
- Enchant Catalyst — guarantees your next enchant upgrade succeeds. It must be in your hotbar, it's consumed when it triggers, and it does not work on Calcite enchants.
- Enchant Eraser — drag onto a pickaxe or gear to remove a failed enchant attempt. Each use removes one fail and spends one charge, lowering the item's level and therefore its future enchanting costs (and freeing enchant space on gear).
/eraserextract <amount>splits charges off into a new eraser, and/combinemerges your erasers and energy stacks.
Calcite Orbs
Calcite enchants have their own ritual: a Calcite Orb is charged with Ancient Energy the same way, then clicked onto an item that carries the required maxed base enchant — on a success the base enchant is consumed and reforged into its Calcite version. A fully charged Calcite Orb can instead be thrown into the Calcite Wormhole in the Calcite Caverns to try to upgrade the orb itself one level — but a failed upgrade shatters the orb. Enchant Catalysts can't save Calcite rolls. See the Calcite enchants section on the Enchants page for what each upgrade needs.