Helmet Enchants
Helm Enchantments
Helm enchantments are special upgrades applied to helmets via Enchant Crystals.
Each helmet can hold multiple enchants, and one pair conflicts with each other.
Four enchants were dropped from the original design: Night Owl (permanent Night Vision) was cut because the Night Vision Goggles already grant that exact effect as their exclusive perk - letting any helmet roll it would cheapen that item. Helm of Recall and Wanderer's Eye (both compass/waypoint HUD gimmicks) and Soul Sight (a mob HP bar display) were cut by request.
Enchant lines appear on the helmet's lore between the separator lines, above the VortexArtifacts footer.
Rarity Tiers
Rarity controls how often an enchant shows up when rolling a crystal - weights are per-enchant, and higher rolls more often.
| Rarity | Roll Weight | Count |
| Common | 80 | 6 |
| Uncommon | 40 | 7 |
| Rare | 15 | 7 |
| Epic | 5 | 6 |
| Legendary | 2 | 2 |
Enchant Slots
The helm follows the standard material progression.
| Helm | Enchant Slots |
| Leather Cap | 1 |
| Chainmail Helmet | 2 |
| Copper Helmet | 3 |
| Golden Helmet | 3 |
| Iron Helmet | 4 |
| Diamond Helmet | 5 |
| Archangel Helmet | 6 |
| Netherite Helmet | 7 |
| Satanic Helmet | 8 |
Rolling a crystal past the cap doesn't block it, but cuts the base success rate by 10% (only exactly at cap) - Crystal Dust can offset this, but never above the crystal's original base.
Common
The bread and butter. These show up constantly - expect to see all six before long.
Eagle Sight I
A subtle zoom while standing still - a precision aiming assist.
Deep Lungs I - II
Extended underwater breath.
Aqua Vision I
Clear sight underwater without needing potions.
Miner's Light I
Emits a soft light around your head while worn.
Resonant Mind I - II
Bonus XP from all sources while worn.
Insomniac I
At night, gain +1 Luck on all loot rolls.
Uncommon
Solid tools with a bit more character. You'll roll these regularly once you're past the commons.
Alertness I | Conflicts: Omen
A particle warning appears when a mob targets you from outside your view.
Read Intent I
A brief particle indicator appears before a nearby mob's next swing.
Omen I | Conflicts: Alertness
A sound cue plays when a mob outside your view targets you.
Sixth Sense I
A brief warning particle appears before an incoming projectile hits you.
Iron Resolve I - II
Stun and Nausea durations are halved.
Veil of Shadow I
At night, you have a chance to avoid being newly targeted by mobs.
Beast Tongue I
Passive animals won't flee as you approach.
Rare
Specialist enchants. These define a build. You know when you roll one.
Arcane Sight I
Nearby enchanted items glow faintly, visible through walls.
Tracker I
After hitting a mob, sense its rough direction through walls for 8 seconds.
Battle Focus I
Entering combat grants a brief attack speed bonus.
Adrenaline I - II
Taking damage briefly grants an attack speed burst.
Stone Skull I - II
Reduces incoming damage from arrows and other projectiles.
Farseer I
Nametags on players and mobs are visible from double the normal range.
Tunnel Vision I - II
Underground: bonus melee damage, at the cost of slightly less accurate shots.
Epic
High-impact enchants that change how the helm plays. Rolling one is notable.
Predator's Gaze I
Mobs below 20% HP are highlighted, visible through terrain.
War Face I
Nearby mobs briefly hesitate before attacking you.
Enderman's Gaze I
Endermen won't attack you unless you strike first.
Crown of Thorns I - II
Projectile hits against you reflect a portion of their damage back at the shooter.
Void Sight I
See faint outlines of nearby mobs through thin walls in dim light.
War Mask I
Your first hit of any engagement always ignores the target's armor.
Legendary
The rarest enchants on any helm. Most players never roll one.
Death Stare I
Mobs that look directly at you briefly suffer Wither I.
Clairvoyance I
Once per minute, briefly reveals every mob's position within 20 blocks.
Conflict Reference
| Enchant | Conflicts With |
| Alertness | Omen |
| Omen | Alertness |
Alertness and Omen both warn you the instant a mob targets you from outside your field of view - one as a particle, the other as a sound cue - functionally the same warning through a different sense, so only one can be active at a time. Conflicts are filtered out before the crystal rolls, so you'll never waste one on an incompatible outcome.