Sword & Axe Enchants
Melee weapons carry their own enchant lists — some that only work on a sword, some that only work on an axe, and a big shared pool that fits either. They roll from the Wormhole and apply from Enchant Orbs like every other enchant; this page covers what each weapon line does and what's new in Season 2.
Sword-only enchants
Swords lean into status effects, burst, and on-hit procs:
Poison, Fling, Electrocution, Swordsman, Molecular Harvester, Scorch, Frostblade, Dominate, Lightning, Lifesteal, Solitude, and the Godly Silence.
Axe-only enchants
Axes are the heavier, attrition-focused line:
Deep Wounds, Axeman, Bleed, Rejuvenate, Berserk, Bloodlust, Weakness, plus the new Injury.
Shared sword & axe enchants
These roll on either weapon:
Daze, Cannibalism, Famine, Monster Hunter, Enrage, Execute, Fearless, Pummel, Frenzy, Trap, Perfect Strike, Devour, plus the new Nemesis and the Godly Sunder.
New in Season 2
Nemesis (Sword / Axe — Elite, Wormhole)
An underdog enchant. You deal more damage the more you're outnumbered, and less when you outnumber your foes — built to reward fighting up against a stacked side rather than ganking. Rolls from the Wormhole at Elite rarity.
Sunder (Axe — Godly)
Your hits shred the target's defence, so they take more damage from everyone — not just you. The shred stacks, building up to 20% more damage taken at L5. A strong opener to set up focus-fire in PvP and gang fights.
Injury (Axe — Elite)
Hits stack a movement slow — 2% per stack per level, up to 5 stacks (so up to 30% slower at L3). Each hit refreshes the stacks, and they fall off once you stop landing hits. Good for sticking to a fleeing target.
Rebalances & changes
Berserk
Rebalanced toward bigger, rarer spikes. The proc chance was halved (now ~11% at L5, down from ~22.5%), and the on-proc buff was bumped to 6.5% increased damage per level — up to 32.5% increased damage at L5 when it fires.
Poison
The tooltip now reads "reduced by armour." This is a wording fix only — Poison always was reduced by armour, and its damage is unchanged.
Detonate
Detonate now works on swords and axes too, not just wands. On a kill, there's a chance to explode the corpse for a slice of its max HP, and exploded mobs can chain-explode up to 3 deep. The corpse-explosion damage is now treated as base damage — so it scales with your damage bonuses and can crit — and lands with a cleaner arcane-burst look.
Going deeper
Weapon enchants are only half of your combat kit — pair them with Armour Combat Enchants and slot Runes for more. To pull an enchant back off a weapon, see Removing & Moving Enchants.
Version history
v2.0.0
- New enchant Nemesis (Sword / Axe, Elite) — deal more damage the more you're outnumbered.
- New Godly enchant Sunder (Axe) — stacking defence shred, up to 20% more damage taken at L5.
- New enchant Injury (Axe, Elite) — stacking movement slow, up to 30% at L3.
- Berserk rebalanced — proc chance halved (~11% at L5) with a stronger 6.5%-per-level buff (up to 32.5% increased damage at L5).
- Detonate extended to swords and axes with chain-explosions; corpse-explosion damage now scales with your bonuses, can crit, and has a new arcane-burst visual.
- Poison tooltip corrected to "reduced by armour" (no damage change).