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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, Nemesis, and the Godly Silence and Judgment.

Axe-only enchants

Axes are the heavier, attrition-focused line:

Deep Wounds, Axeman, Bleed, Rejuvenate, Berserk, Bloodlust, Weakness, Injury, and the Godly Sunder.

Shared sword & axe enchants

These roll on either weapon:

Daze, Cannibalism, Famine, Monster Hunter, Enrage, Execute, Fearless, Pummel, Frenzy, Trap, Perfect Strike, Hardened, Lucky, plus the Godly Detonate and Melee Splash.

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. Each stack is 2% + 0.5% per level more damage taken, up to 5 stacks, for 22.5% more at L5. Every hit refreshes the shred, and it falls off after 5 seconds without one. A strong opener to set up focus-fire in PvP and gang fights.

Injury (Axe — Elite)

Hits on a player stack a movement slow0.6% per stack per level, up to 5 stacks, so up to 9% slower at L3. Each hit refreshes the stacks; they fade after 4 seconds without a re-hit, or instantly if the target hits you back.

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.

Monster Hunter

Monster Hunter now works on every enemy that is not a player — bosses, cell guards and stationary guards included, not just shades, wraiths and Erebus Guards. It is also increased damage rather than more damage on every weapon, so it sums into your increased-damage pool instead of multiplying on top of it. Melee gains it as a pool source; wands and bows lose it as a separate multiplier.

Damage-over-time stacking

Ailments no longer pile up without limit:

  • Ignite and Bleed do not stack. A new proc replaces the live one only if it is stronger, refreshing its timer; a weaker re-proc is ignored.
  • Venom stacks up to 3 times on a target. At the cap, a new proc replaces the shortest-remaining stack.

Detonate (Godly)

Detonate works on swords, axes, wands and bows. On a kill it has a 10% + 5% per level chance (35% at L5) to explode the corpse for 25% of its maximum health to everything within 3.5 blocks, and mobs killed by the blast can chain-explode up to 3 deep. The blast is base damage, so it scales with your damage bonuses and can crit.

The Godly melee enchants

Five Godly enchants land on swords and axes, all of them from Mystery Godly Enchant Orbs. Judgment, Melee Splash and Detonate are new to the pool this map — they used to be dungeon drops.

Enchant Weapon What it does
Judgment Sword On a critical strike, call down a bolt of judgment: AoE lightning for +50% of the hit per level (up to 250% at L5) to the target and every enemy within 4 blocks.
Melee Splash Sword & Axe Melee hits splash 10% + 4% per level of their damage (30% at L5) to enemies within 2.5 blocks. Splash hits can't crit and can't re-splash.
Detonate Sword, Axe, Wand & Bow See above.
Silence Sword Chance on hit to cut the target off from their enchants for 2s + 0.4s per level.
Sunder Axe Stacking defence shred — see above.

Judgment, Melee Splash and Detonate all widen with Area of Effect from jewels. Area of Effect increases the area, so the radius grows by the square root of the increase — 20% more area is roughly 9.5% more radius.

Leech — healing from the damage you deal

Every "heal from damage dealt" effect in the game is now Leech, and they all share one budget.

  • Lifesteal (Sword, Legendary) Leeches 1.5% of damage dealt per level7.5% at L5. Its old flat heal components are gone.
  • Leech does not heal you instantly. It banks into a pool that drains into you at up to 1 HP per second, across all your Leech sources combined.
  • Leeching faster than the cap can drain banks up to 6 HP, which keeps trickling in at the capped rate.
  • The bank empties the moment you reach full health, and clears on death.
  • Leech is not reduced against NPCs or bosses any more. The per-second cap replaced every old PvE and boss healing penalty.
  • Enchant procs and damage over time Leech too — Lightning, Scorch, Electrocution, Pummel, Bleed, Poison, Soul Rot, Forge Heat and Thanatos' Decay all count.

Other Leech sources you may already carry: the Orb of Moros implicit, the Olympian weapon trim, the Skipstone wand trim, of Vampirism and of the Bloodletter jewels, and the Wraithheart's Soul Siphon.

Devour has been removed from the game.

Going deeper

Weapon enchants are only half of your combat kit — pair them with Armour Combat Enchants. To pull an enchant back off a weapon, see Removing & Moving Enchants.

Version history

v3.0.0

  • Soul Eater, Detonate, Judgment, Melee Splash, Spell Echo, Chain, Earthquake and Phantom Beam are now Godly enchants and roll from Mystery Godly Enchant Orbs.
  • Detonate blasts now deal their own damage on a sword or axe, as a share of the dead enemy's maximum health.
  • Melee Splash now splashes the intended share of your hit.
  • Monster Hunter now works on every enemy that is not a player, and grants increased damage instead of more damage on every weapon.
  • Healing from dealing damage is now Leech: Lifesteal Leeches 1.5% of damage dealt per level (7.5% at L5), banked and drained at up to 1 HP per second across all your Leech sources, with a 6 HP bank.
  • Leech is no longer reduced against NPCs and bosses — the per-second cap replaced every PvE and boss healing penalty.
  • Devour has been removed from the game.
  • Ignite and Bleed no longer stack; a stronger proc replaces the live one. Venom stacks up to 3 times.
  • Injury's slow is now 0.6% per stack per level, up to 9% at L3.
  • Sunder now shreds 2% + 0.5% per level per stack, for 22.5% more damage taken at L5.
  • Critical strike damage is now worded +X% to Critical Strike Multiplier everywhere.

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).