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Wiki› VortexEnchants› Mace Enchants

Mace Enchants

Mace Enchantments

Mace enchantments are special upgrades applied to maces via Enchant Crystals.

Each mace can hold multiple enchants, and two pairs conflict with each other.

One enchant from the original design was dropped from this pool - Soul Shatter (bonus soul fragment drops on a killing blow) was cut, leaving 31 in the crystal table.

Several enchants (Tectonic, Titan's Grip, Gravity Well) key off a genuine smash attack - the mace's vanilla falling heavy-hit mechanic - rather than every regular swing.

Enchant lines appear on the mace'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.

RarityRoll WeightCount
Common806
Uncommon408
Rare158
Epic56
Legendary23

Enchant Slots

Like the crossbow and bow, the mace has two variants - a base mace and the Archangel Mace - so slots scale with that split rather than a full material ladder.

MaceEnchant Slots
Mace4
Archangel Mace6

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.

Titan's Grip I - II

Smash attacks apply Slowness III for 1.5 seconds at I, 2.5 seconds at II.

Soul Drain I - II

Mace kills restore hunger proportional to the target's max health.

Cripple I - II

Hits reduce the target's attack speed for 3 seconds.

Concussive Blow I

Hits against players briefly wobble their screen with Nausea.

Pulverize I - II

Chance on hit to instantly damage a piece of the target's worn armor.

Stagger I - II

Every 3rd hit applies a brief 0.5 second stun.


Uncommon

Solid tools with a bit more character. You'll roll these regularly once you're past the commons.

Bloodlust I - II

Each kill grants a stacking damage bonus. Any miss resets the stack.

Gravity Well I - II

Smash attacks pull nearby entities 5 blocks toward the impact point.

Shatter I - II

Critical hits reduce the target's armor by a percentage for 3 seconds.

Frenzy I - II

Attack speed stacks per consecutive hit. Any miss resets it all.

Earthquake I

Every 5th hit sends out a knockback pulse, pushing nearby mobs away.

Infernal Strike I - II

Ignites the target on hit. Fire tick damage is boosted during the burn.

Iron Will I

Below 40% HP, you take no knockback while actively attacking.

Bruiser I - II

Actively attacking reduces incoming damage by a percentage.


Rare

Specialist enchants. These define a build. You know when you roll one.

Ravager's Mark I - II | Conflicts: Rend

Debuffs the target so all damage they take is increased for 6 seconds.

Whirlwind I

Swinging hits every entity in a 360 degree arc around you, not just the one in front.

War Cry I

Three kills in quick succession triggers Strength I for you and nearby players.

Rend I - II | Conflicts: Ravager's Mark

Each hit stacks a bonus-damage debuff on the same target. Switching targets resets it.

Defiant I - II

While any crowd control effect is active on you, your attacks deal bonus damage.

Combat Rush I

The first hit of any new engagement deals triple damage.

Decimator I - II

Bonus damage while 3 or more mobs are within 5 blocks of you.

Hammer Time I - II

Attack speed is reduced, but each hit deals significantly higher base damage.


Epic

High-impact enchants that change how the mace plays. Rolling one is notable.

Tectonic I

Smash attacks create a shockwave, hitting every enemy within a 3-block radius.

Reaper's Toll I | Conflicts: Execution

Against targets below 20% HP, attacks drain a portion of their health straight to you.

Execution I - II | Conflicts: Reaper's Toll

Bonus damage that scales the further a target drops below 25% HP.

Void Cleave I - II

Passively ignores a flat percentage of the target's armor on every hit.

Titan Fall I - II

Bonus damage equal to your fall height before the hit. Pairs well with Gravity Well.

Momentum Slam I - II

Damage scales with your sprint speed at the moment of impact.


Legendary

The rarest enchants on any mace. Most players never roll one.

Aftershock I

A second, invisible hit lands one second after every swing, dealing 40% damage.

Last Breath I

Below 15% HP, your next swing deals a massive burst hit. Long cooldown.

Blood Tithe I

Damage you deal stores a charge. Right-click to release it as an AOE burst.


Conflict Reference

EnchantConflicts With
Ravager's MarkRend
RendRavager's Mark
Reaper's TollExecution
ExecutionReaper's Toll

Ravager's Mark and Rend both work by stacking a "takes more damage" debuff onto the same target over the course of an engagement - running both would just be two copies of the same idea, so only one can be active at a time. Reaper's Toll and Execution both key off the exact same low-HP execute window, one draining health and the other scaling raw damage - filtered against each other for the same reason. Conflicts are filtered out before the crystal rolls, so you'll never waste one on an incompatible outcome.