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Removing & Moving Enchants

Sometimes a roll goes wrong, or you want to pull a prized enchant off one item and onto another. These are the tools that let you extract, save, and clean up enchants instead of writing the item off.

Black Scroll

Drag a Black Scroll onto a pickaxe or piece of gear and pick one enchant to extract. The catch: only Exceptional-level enchants come back — they're returned as a chargeable enchant orb. Anything below Exceptional is simply destroyed, and a plain Black Scroll can't touch Godly or Calcite enchants at all.

The Abyssal Black Scroll is the premium variant. It returns Godly, Calcite and Exceptional enchants as orbs, and it's the only way to take a Godly or Calcite enchant off an item.

Scroll-made orbs bypass the previous-level requirement, so you can apply them straight back at the level you pulled. They are, however, bound to their source item type for dual-class enchants — an enchant extracted from a pickaxe stays a pickaxe orb and can't be slapped onto gear.

Enchant Catalyst

The Enchant Catalyst sits in your hotbar and is consumed to rescue a failed roll, guaranteeing the enchant lands instead of fizzling. It does not work on Calcite enchants.

Enchant Eraser

Drag an Enchant Eraser onto a pickaxe or gear to remove one failed enchant attempt per use (one charge). Erasing lowers the item's level, which reduces future enchanting costs and, on gear, frees up enchant space.

Two commands help you manage charges:

  • /eraserextract <amount> splits charges off into a new eraser.
  • /combine merges erasers together and stacks loose Ancient Energy and orbs.

Death Ward — one effect, many sources

Several items can save you from a killing blow, but they all grant the same effect: Death Ward. A lethal hit leaves you at 1 HP with a brief regen burst instead of killing you.

Death Ward is unified across every source — the Guardian Angel enchant, the Wayfarer trim's Final Mile, and the Last Rites rune all feed one shared cooldown. Stacking multiple sources gives you redundancy (if one is on cooldown, another covers), but it never grants extra saves — there's only ever one ward up at a time.

Guardian Angel changed the most this season. It used to be a chance-based, leveled save that left you at 15% HP. It's now a guaranteed on/off Death Ward. It's also become a Dungeon enchant, dropping only from Throne of Tartarus (T7) gold chests, and it no longer rolls from Mystery Godly Orbs — so don't go looking for it in lootboxes or contraband.

Version history

v2.0.0

  • Death Ward is now one unified effect across Guardian Angel, the Wayfarer trim and the Last Rites rune, sharing a single cooldown.
  • Guardian Angel reworked into a guaranteed on/off Death Ward and moved to a Dungeon enchant from Throne of Tartarus (T7) gold chests — off the Mystery Godly Orb pool.
  • Black-scrolled enchant orbs are now bound to their source item type for dual-class enchants.