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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.

Failed attempts cost you nothing but the attempt

There are no fails on an item any more. A roll that misses hands your pickaxe, gear or weapon back exactly as it went in — same level, no fail counter, no enchant slot consumed. All you lose is the Ancient Energy you charged and any Enchant Dust you sank into that attempt.

That is why Enchant Erasers no longer exist: there is nothing left for them to erase. Any eraser still sitting in your inventory does nothing, /eraserextract is gone, and /combine no longer combines them.

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.

The percentage printed on the scroll is not an extraction gamble — the pull always works on an enchant the scroll can take. It becomes the success rate of the orb you get back, so a 100% scroll hands you an orb that is guaranteed to land when you re-apply it.

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.

Black Scrolls got a lot more useful this map: there are now eight Exceptional levels instead of four — Efficiency VI, Momentum VI, Fracture VI, Warp Miner VI, Powerball IV, Lucky IV, Overload IV and Enlighten IV.

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.

Version history

v3.0.0

  • A failed enchant no longer levels your item up or adds a fail. The item comes back exactly as it went in, and the attempt still spends the energy you charged.
  • Failing on gear no longer eats an enchant slot permanently, and fails are gone from pickaxe, gear and weapon lore.
  • Enchant Erasers have been fully removed. /eraserextract is gone and /combine no longer combines them. Erasers already in your inventory do nothing.
  • Removed the Guardian Angel enchant. No armour trim currently grants Death Ward.
  • Black Scrolls now have eight Exceptional levels to pull, up from four.

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.