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
19 enchants exist only as orbs. None of them ever appears at the Wormhole — a Mystery Godly Enchant Orb is how they enter the economy, and an Abyssal Black Scroll is the only way back out:
| Item | Godly enchants |
|---|---|
| Pickaxe | Earthquake, Energy Battery, Meteorite Hunter, Warp Miner |
| Sword | Judgment, Silence |
| Axe | Sunder |
| Sword & Axe | Melee Splash |
| Wand | Boomerang, Chain, Contagion, Petrify, Phantom Beam, Spell Echo |
| Wand & Bow | Prism, Soul Eater |
| Wand, Bow, Sword & Axe | Detonate |
| Armour | Resilience, Touch of Plutus |
The pool grew a lot this map: Soul Eater, Detonate, Earthquake, Judgment, Melee Splash, Spell Echo, Chain and Phantom Beam were dungeon enchants and are now Godly, while Shadow Mend, Runic Overload, Guardian Angel and Devour were removed outright.
3 godly orbs fuse into 1 Mystery Godly Enchant Orb at the /salvage bench — any enchant, any level, any success rate, so godly orbs you'll never use are a reroll rather than clutter. Fewer than three does nothing, and an orb with energy charged into it has to be drained (sneak + right-click) before it can be staged.
They arrive as a Mystery Godly Enchant Orb — right-click it to reveal a random godly enchant orb. Every (enchant, level) combination is one equally-weighted outcome, so an enchant with five levels is five times as likely to show up as a single-level one, but any specific level is exactly as rare as any other. The revealed orb also rolls a random success rate, anywhere from 1% to 99%. Mystery orbs are a high-end reward — they turn up from boss kills, clue caskets, contraband and other top-tier 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 |
Season 2 drop rates. Godly Enchant Orbs now drop on a per-boss difficulty curve rather than a flat chance — the harder the boss, the better your odds, so the toughest fights in the bosses are the place to farm them.
Exceptional orbs
Eight 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. Every one of them applies at a flat 50%:
| Orb | Requires on the item | Ancient Energy to charge |
|---|---|---|
| Efficiency VI | Efficiency V | 600,000 |
| Momentum VI | Momentum V | 5,000,000 |
| Lucky IV | Lucky III | 15,000,000 |
| Overload IV | Overload III | 20,000,000 |
| Enlighten IV | Enlighten III | 20,000,000 |
| Fracture VI | Fracture V | 22,650,000 |
| Warp Miner VI | Warp Miner V | 30,000,000 |
| Powerball IV | Powerball III | 100,000,000 |
Each of the four world bosses guards one: Echidna drops Momentum VI, Lamia drops Efficiency VI, Thanatos drops Lucky IV, and Hephaestus drops Powerball IV. The four newest — Fracture VI, Warp Miner VI, Overload IV and Enlighten IV — drop from the Uber bosses, one Exceptional orb per Uber kill.
Six of the eight are also the gate on a Calcite enchant — see Exceptional Enchant Orb for the full mapping.
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 Removing & Moving Enchants 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).
Bound to their source (Season 2). A black-scrolled orb is now locked to the item type it came off. A dual-class enchant — one valid on both a pickaxe and gear, like Cavern Luck or Lucky — extracted off a pickaxe can only go back onto a pickaxe, and one extracted off gear can only go back onto gear. You can no longer black-scroll Cavern Luck off a pickaxe and move it to your armour.
This is the main way valuable enchants change hands between players.
Helpers worth carrying
- Enchant Catalyst — guarantees your next enchant upgrade succeeds, orbs included. It must be in your hotbar, it's consumed when it triggers, and it does not work on Calcite enchants.
Enchant Erasers are gone. A failed roll now returns the item exactly as it went in — same level, no fail recorded, no enchant slot lost — so there is nothing left for an eraser to remove. /eraserextract is gone and /combine no longer combines them.
Calcite Orbs are retired
Calcite Orbs no longer drop. The Calcite Wormhole in the Calcite Caverns now enchants an item directly: drop any Ancient pickaxe, gear piece or weapon in for free and pick a Calcite enchant to attempt, paying Ancient Energy per attempt out of the item's stored energy first and then your inventory.
Orbs you already hold still work — click one onto an item to apply it, or sneak right-click to reclaim its stored energy. Enchant Catalysts still can't save a Calcite roll. See Calcite Enchants for what each upgrade needs.
Version history
v3.0.0
- The Godly pool is now 19 enchants. Soul Eater, Detonate, Earthquake, Judgment, Melee Splash, Spell Echo, Chain and Phantom Beam joined it; Shadow Mend, Runic Overload, Guardian Angel and Devour were removed.
- Exceptional orbs doubled from four to eight, adding Fracture VI, Warp Miner VI, Overload IV and Enlighten IV, all from Uber bosses.
- Every Exceptional orb now applies at a flat 50% and must be charged with Ancient Energy before use.
- Every Calcite enchant whose base has an Exceptional level now sits behind that orb.
- Enchant Erasers have been removed, along with
/eraserextract. - Calcite Orbs are retired — the Calcite Wormhole enchants items directly now.
v2.0.0
- Boss exceptional orbs (Efficiency VI, Momentum VI, Lucky IV, Powerball IV) now succeed 75% of the time (was 50%).
- Exceptional orb charge costs re-priced — Momentum VI 5,000,000, Lucky IV 15,000,000, Powerball IV 100,000,000.
- Black-scrolled enchant orbs are now bound to their source item type (pickaxe vs gear).
- Godly Enchant Orbs now drop on a per-boss difficulty curve — the harder the boss, the better the odds.
- Fixed an Echo Sigil on a pickaxe blocking the next enchant orb tier (e.g. Prison Break III + Echo Sigil now accepts a Prison Break IV orb).