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Enchantments are magical improvements that can be found on melee weapons and the Boomerang only. It is the melee weapon’s equivalent to glyphs.

An enchantment can be added on a melee weapon (and the Boomerang) with a Scroll of Enchantment. Found melee weapons have a 1/(level+10) probability to already have an enchantment.

Table of Enchantments[]

Image Enchantment Effect Chance of Activation Effect formula
Enchantment blazing sword

Blazing

On a successful hit, it can apply the burning debuff to the target and immediate fire damage and deals a small amount of extra damage.

Higher levels increases probability of the enchantment activating upon successful hit.

For inflaming:level+12(level+3)

For damage:level+1level+3

Immediate damage: 1 to Level+2

Enchantment venomous sword

Venomous

On a successful hit, it can apply the Poisoned debuff to the target.

Higher levels increases the probability of the enchantment activating upon a successful hit and duration of poisoning.

level+1level+3 Duration of Poisoning: level+1
Enchantment grim sword

Grim

On a successful hit, it can instantly slay the target (or deal up to 2x damage to a boss).

Higher levels increases the probability of the enchantment activating upon a successful hit.

level+8level+100
Enchantment stunning sword

Stunning

On a successful hit, it can apply the Paralyzed debuff to the target.

Higher levels increases the probability of the enchantment activating upon a successful hit and duration of paralysis.

level+1level+8 Duration of Paralysis: 1 to level+1.5
Enchantment vampiric sword

Vampiric

On a successful hit, it can heal the Hero for part of the damage dealt to the enemy.

Higher levels increases how much of the damage dealt to the enemy heals the Hero.

Always Max HP leeched:

damage × level+2level+6

Enchantment Chilling sword

Chilling

On a successful hit, it can apply the Slowed debuff to the target and will prevent the Burning debuff.

Higher levels increases the probability of the enchantment activating upon a successful hit and duration of enemy slowing.

level+1level+4 Duration of Slowing: 1 to level+1.5
Enchantment unstable sword

Unstable

On a successful hit, it can apply the effect of any random enchantment.

For the random enchantment applied, see that random enchantment.

Always
Enchantment eldritch sword

Eldritch

On a successful hit, it can apply the Terror debuff to the target.

Higher levels increases the probability of the enchantment activating upon a successful hit.

In the event that an Animated Statue strikes the Hero with an Eldritch weapon and the enchantment procs, the Hero receives the Vertigo debuff, rather than Terror.

level+1level+5
Enchantment lucky sword

Lucky

This enchantment occasionally bypasses part of the enemy’s armor.

When it procs, your weapon performs several additional damage rolls (ignoring target's armor) and selects the highest one.
If it is greater than the basic damage rolled on hit (after it is reduced by target's armor), the difference is applied as a secondary hit.

level+1level+3 Additional damage rolls performed:

level+1

(potential damage on each subsequent roll is decreased by 1)

Enchantment shocking sword

Shocking

When this enchantment procs, a lightning is generated, dealing extra lightning damage to the enemy. The lightning can chain to multiple enemies but not the Hero.

The damage is about 1/4 of the original attack damage for the first target. Each bounce reduces damage by about 25%. If the bounce target is non-flying and in water, the bounce damage is doubled for the target and the future bounces.

The choice of the next lightning bounce target is a non-Hero random enemy that has not been hit by the lightning.

level+1level+4 First lightning hit:
  • 1 to attack damage/2

Subsequent bounce hit:

  • previous bounce/2 to previous bounce
  • If it's non-flying and in water, the damage is doubled.
Enchantment tempered sword

Tempered

This enchantment negates the degradation rate of the weapon. Always

Former Enchantments

REMOVED

Enchantment Wild sword

Wild

On a successful hit, it can damage all the enemies adjacent to the target. Always ?
REMOVED

Enchantment piercing sword

Piercing

On a successful hit, it can damage all the enemies in a straight line behind the target. Always ?

Enchantment Loss[]

See:

Main article: Enchantment Loss Probability

When using a standard Scroll of Upgrade on an enchanted weapon, there is a risk to lose that enchantment.

Enchantment Probabilities[]

See:

Main article: Enchantment Probabilities

Appearance of enchantments[]

Blazing[]

Venomous[]

Grim[]

Stunning[]

Vampiric[]

Chilling[]

Unstable[]

Eldritch[]

Lucky[]

Shocking[]

Tempered[]

History[]

Update Change
0.3.3 ADDED to the game
0.3.5 Added: New enchantment - Wild weapon

Changed: All bosses are now resistant to Grim enchantment

0.4.1 Changed:
  • Decelerating weapon is renamed to Chilling weapon
  • Enchanted weapons are less common now
0.4.3 Changed: Reforging preserves enchantment of an upgraded weapon
0.5 Added: New enchantment - Piercing weapon
0.5.2 Added: New weapon enchantments
1.6.0 Added: New enchantment - Lucky weapon

Changed:

  • Wild & Piercing weapons always proc
  • Enchantments on degraded weapons work like on +0 weapons
1.6.2a Fixed: Degraded Vampiric weapons have been corrected
1.6.4 Changed: The Boomerang can be enchanted.
1.6.4a Changed: The Boomerang can no longer receive the Wild & Piercing enchantments.
1.7.1 Changed: An Unstable Boomerang can no longer proc the Wild & Piercing enchantments
1.7.4 Added:
  • New enchantment - Shocking weapon (replaces Wild & Piercing enchantments)
  • New enchantment - Tempered weapon


Tips[]

  • The Stunning enchantment allows the Hero to deal high amounts of damage to bosses, as they will be paralyzed most of the time, even with a low damage weapon.
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