Weapons & Equip - Weapon Enchantments, a sidegrade to Modifiers (2024)

Enchantment of Shock:


Tooltip

: Chance to shock nearby enemies on hit.

When triggered, a Lightning arc will shock all enemies in a 25x25 area with the hit enemy as its center. Deals 80% of the hit's damage but with 30% of the original knockback. The lightning arc hits the main target again, but it doesn't appear if there is nothing nearby to zap.

The classic "Chain Lightning" attack that I'm surprised doesn't exist in Terraria yet. This enchantment focuses entirely on crowd control, making it much more efficient on weapons that are very lacking in that area. The knockback of this will be so meaningless most of the time that you might as well think of it as a little stun effect.

Enchantment of Protection:


Tooltip:

Increases defense while in combat.

Every hit will increase your defense by [Weapon's Use time] / 60 * [Weapon's Base Rarity] / 2; decimal defense values have no effect. Extra defense is capped at [Weapon's Base Rarity] * 5 The Defense increase is shown via the buff "Enchanted Protection" it grants, which disappears alongside the extra defense after taking a hit.

  • Enchanted Protection Buff: Defense temporarily increased by [n]

Math is hard, but it's to ensure the defense gain is overall the same on most weapons, and to make sure it scales well into the late game. For example, a Megashark (Use time of 7, Rarity 5) will increase defense by 0,29 with every hit, capping at 25, while a Daybreak (Use time of 16, Rarity 10) increases it by 1,33 on every hit, capping at 50. Regardless of its stats and rarity, every weapon will reach its peak after 10 seconds if no attacks miss.

Enchantment of Force:

Ranged and Magic Exclusive

Tooltip:

Chance to release attacks with extreme force.

Projectiles "with extreme force" will get their ExtraUpdates increased by 1 (In short, double velocity) and release a little shockwave on hit, dealing [Rarity * 25] extra damage with 12 base Knockback. That's Golem Fist's base, for comparison.

I have no idea how big that shockwave could be. This indirectly improves a weapon's Accuracy, while also increasing its damage, disruption and crowd control a bit but not too much. Basically a Jack of all trades, master of none.


Enchantment of Combustion

Tooltip: Attacks have a chance to explode into flames on hit.

Similar to Inferno Fork's explosion, but deals 50% of the original hit's damage with 30% knockback, inflicting On Fire!. The small explosions are 3 times smaller than the Inferno Fork's, and last for 2 seconds only.

Inferno Fork is strong, but it's super weak to enemies that move really fast due to its awful velocity. Most weapons don't have that weakness, which is why the explosions are much weaker in comparison. The Knockback is pathetic but it's just enough to stunlock things. Using this with Inferno Fork can create two explosions at once.

Enchantment of Fortune

Rare enchantment

Tooltip:

Critical Strikes give small stat buffs for a very short time.

Every crit grants one of three stat increasing buffs for [Use Time] / 20 * [Base Rarity] seconds. Each buff has three tiers, which scales the stat buffs up to triple the original amount. Unlike other scaling buffs like Nebula Boosters, all tiers are lost at once. The character will also glow a yellow light when getting a buff and make the "Full Mana" sound, this is of course for flavor only.

The buffs are:

  • Enchanted Offense Buff: Offensive stats mildly (Tier 1)/slightly (Tier 2)/moderately (Tier 3) increased [+5% damage, +15% knockback, +5% melee speed and -2% mana cost at tier 1].
  • Enchanted Defense Buff: Defensive stats mildly/slightly/moderately increased [+4 defense, +2% damage reduction, and +0.5 HP/s at tier 1].
  • Enchanted Mobility Buff: Mobility mildly/slightly/moderately increased [+7% Movement Speed, Jump Height and Horizontal Wing Speed at Tier 1].

This enchantment is unique as it's the only one that works based on crits. This enchantment only gets better later on in the game, as not only will the buffs last much longer you will also gain access to many more ways to get more crit chance. This still has that inner cooldown, so you don't get all the buffs maxed out at once with the right stuff.


Enchantment of Conservation

Tooltip:

Stores excess damage on enemy kills.

A projectile that deals 100 damage, killing an enemy with 10 health left, will deal 90 more damage on its next attack. The extra damage is signified by the "Stored Damage" Buff. There is no cap to it, and it does count its own extra damage as "excess force" that it stores. Crits will "return" half of their damage.

  • Stored Damage Buff: Next hit will deal [n] more damage.

There is a cap of 1000 thousand damage to this buff, just in case some combo appears that lets you get to deal up to millions of damage in one hit.

You could go into some mad killing sprees with this. Note that since it's a buff, it affects other, non enchanted weapons, as situational as that is. (not minions tho) This was absolutely not meant for the Sniper Rifle and Nebula Blaze.


Enchantment of Necromancy

Rare enchantment
Tooltip: Summon a temporary Undead army powered by enemy souls.

Grants the "Undead Army" buff for 10 seconds after killing an enemy. Undead Army has up to 3 levels, and summons 3 Skeleton Soldier minions per tier. Every 5 kills resets the timer and increases the Buff's tier up to 3. Skeleton Soldiers are cute, small Armored Skeletons using small versions of the Beam Sword (no beam tho) and Marrow, attacking like Pirates at close range and shooting those insanely quick Bone Arrows like Pygmies when their target is out of range. They have 7 * Base Rarity damage.

  • Undead Army Buff: [Tier * 3] Revived Skeletons fight with you.

Gives you up to 9 different minions on enemy kills. 9 is a very large number in this context, but keep in mind that you'd have to be in combat for a while to get to that point and you have to stay fighting to maintain it.


Enchantment of Detonation

Tooltip: Attacks have a chance to explode multiple times.

The explosion would be created where the projectile landed, regardless of whether it hit something or not. On top of the chance for the projectile to explode, there is a 50% chance for it to explode once, 30% for twice and 20% for thrice. Multiple explosions would be spawned slightly off the tile where the Projectile landed. Explosions deal 60% of the original damage.

Rocket Launchers could look hilarious.

Enchantment of Magnetism

Tooltip

: Zap nearby enemies with slower velocity.

All attacks and projectiles zap like Magnet Sphere, but with 50% of the weapon's damage and knockback. Gives -20% velocity, and adds electric particles to all attacks.

Magnet Sphere Lite. This one is hard to balance but hopefully isn't too strong. Probably better suited for late game melee weapons like Flairon and North Pole.


Exclusive to Corruption Worlds

Tooltip:

Release Biters on enemy kills.

Biters are Scourge of the Corruptor's Second projectile. Each kills will have 4-8 of them come out in the same "burst" way the Scourge spawns its own. The little Biters deal 15 * [Weapon's Base Rarity] damage. Biters' kills can spawn more Biters.

World exclusive enchantments, wooo. Cultivate your own horde of devourers that only gets larger over time. This is what Scourge of the Corruptor should do, honestly.


Enchantment of Secretion


Exclusive to Crimson Worlds

Tooltip:

Enemies explode into Ichor streams when killed.

Enemies release 4 Ichor Splashes (Bladetongue's bouncy projectile) in an X spread when killed. This Ichor Splash deals 8 * [Weapon's Base Rarity] damage.

This would turn all fluids in the victim's body into Ichor... that then explode in every direction and... that's disgusting. The chain reactions this and the one above can make could be fun to watch.

Enchantment of Diversity

Ranged Exclusive

Tooltip:

Fires different types of ammo.

The Ammo type changes with every use; only chooses ammo for the same weapon type (Guns fire Bullets, Bows fire Arrows, Rockets Launchers fire Rockets). Damage changes depending on the Ammo fired. Doesn't include Luminite Bullets/Arrows and Rockets II and IV, but does include some weapon specifics such as Nails and Candy Corn.

The fact that this is close to being a negative effect speaks volumes of the current Ammo balance. I don't really mind the synergy this'd have with the Endless ammo stuff.


Enchantment of Frenzy

Sword exclusive

Tooltip:

Contact hits progressively increase Damage for a short time.

Every hit with a Sword (Not projectiles, only contact hits) will increase damage by its base Use Time, shown by a new buff it grants for 2 seconds on hit, "Enchanted Frenzy". Timer resets with every hit and has no cap, so you can go as high as you can.

Enchanted Frenzy buff: Melee Damage increased by [n].

Rewards you greatly for going in up close with your sword. Balanced out by the fact you have to go in up close with your sword. You can go into a pretty large killing spree if you do this right, and just getting a couple slashes for some extra juice with your projectile swords is not a bad idea.


Enchantment of Starpower:

Magic exclusive

Tooltip

: Summons falling stars on impact.

Like Holy Arrows, but for Magic weapons. Stars still deal 50% of the weapon's damage, but 3 spawn per hit.

Limited to Magic weapons for flavor and mostly balance reasons. The amount of stars is increased because remember, Enchantments have cooldowns and most magic weapons are multishot/multihit.

Enchantment of Halloween

Rare Enchantment, Melee Exclusive

Tooltip

: Chance to summon Pumpkin Heads. Higher chance on contact.

Summon a Flaming Jack (Horseman's Blade's Pumpkins) on hit, which spawn at the edges of the screen like The Horseman's Blade. Chance triples with hits of a Sword. Note how Flaming Jacks deal 1.5x the damage of The Horseman's Blade, this property is lost here. Weapon also gains the fire-ish particles the Flaming Jacks have, just for visuals.

The Horseman's Blade is one of the worst weapons in the game, but with one of the coolest effects as well, let's give that effect some more use. This of course gives Horseman's blade a chance to spawn two Pumpkins, and nothing stops its own Pumpkins from spawning more Enchantment-Pumpkins.


Enchantment of Blooming

Rare enchantment, Magic Exclusive

Tooltip

: Chance to bloom magic flowers which restore mana or health.

Magic flowers will grow on the nearest tile (including platforms) when proc'd. Chance to proc is twice as high as usual. Magic flowers are around the same size as a Strange Plant and will only last 10 seconds before disappearing. There are 3 different flowers, each with a different effect when touched:

  • Magic Roses, which restore [2 * Base Rarity] Health.
  • Magic Tulips, which restore [10 * Base Rarity] Mana.
  • Black Roses, which increase damage by 20% for 15 seconds*. Has a 20% chance to replace one of the above.

*represented by a new buff, "Black Rose", with that tooltip.

Grow your own, beautiful garden in the middle of a battle. And then step on your own flowers for massive benefits. You can make more any time you want anyways. Black Roses mostly ensure this isn't too passive.

Enchantment of Burst

Rare Enchantment, Ranged Exclusive

Tooltip:

Fires in bursts at a slower rate.

Fires 3-4 more projectiles in one use. These extra shots are fired with a 15° Spread. Increases Use Time by [Original amount of projectiles fired] / [Original Use Time] * 3.

Hey, it's the "Shotgun Megashark" I was talking about in the intro. Formula ensures Shotguns and other slow multishot weapons don't get too slow. This one can open up some pretty powerful combos, and probably some busted ones too.

Enchantment of Unstability

Tooltip:

Its magic is unstable and random.

Every time the weapon is used, it will be treated as having a random Enchantment it can get. Things like Shocking still have their individual chances to proc on top of the chance of being selected. Rare Enchantments are part of this pool.

You knew something like this was coming right?

Weapons & Equip - Weapon Enchantments, a sidegrade to Modifiers (2024)

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