Sword Enchants
Sword Enchantments
Sword enchantments are special upgrades applied to swords via Enchant Crystals.
Each sword can hold multiple enchants, and two pairs conflict with each other.
The full 32-enchant list is kept intact - nothing overlaps with the existing Sword of Beheading mechanic, which only triggers off its own dedicated custom iron sword rather than anything on the crystal table.
Enchant lines appear on the sword'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 | 8 |
| Rare | 15 | 8 |
| Epic | 5 | 7 |
| Legendary | 2 | 3 |
Enchant Slots
The sword follows the standard material progression.
| Sword | Enchant Slots |
| Wood Sword | 1 |
| Stone Sword | 2 |
| Copper Sword | 3 |
| Gold Sword | 3 |
| Iron Sword | 4 |
| Diamond Sword | 5 |
| Archangel Sword | 6 |
| Netherite Sword | 7 |
| Satanic Sword | 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.
Fencer I - II
Attack speed is increased while you are not sprinting.
Iron Wall I - II
While idle - not attacking - gain bonus armor.
Lifetap I - II
Each hit heals you for a small amount proportional to damage dealt.
Disarm I - II
Chance on hit to knock the target's held item out of their hand.
Phantom Slash I
Every 5th swing sends out a small spectral slash, free of cost.
Haste Strike I - II
Brief increased attack speed after each kill.
Uncommon
Solid tools with a bit more character. You'll roll these regularly once you're past the commons.
Lacerate I - II
Hits apply a stacking bleed. Reapplied and refreshed on every hit.
Assassin I - II
Bonus damage on the first hit against a target still at full health.
Bleed Out I - II
Your bleed effects deal more damage the lower the target's HP drops.
Swift Vengeance I - II
After taking a hit, your next swing deals increased damage.
Sever I - II
Hits temporarily reduce the target's max HP.
Flame Tongue I
Hits always ignite the target.
Terror Strike I
Killing a mob briefly slows and weakens nearby mobs.
Predator's Fang I - II
Bonus damage when attacking from behind or the side.
Rare
Specialist enchants. These define a build. You know when you roll one.
Cleave I - II
Attacks hit every enemy in a frontal arc, not just the primary target.
Riposte I
Briefly after blocking a hit with a shield, your next strike deals triple damage.
Parry I - II
Chance to fully nullify incoming melee damage and stagger the attacker.
Counter Strike I - II | Conflicts: Swift Vengeance
After a whiffed swing, your next hit deals bonus damage.
Momentum Rush I
Killing with a sprint attack grants a chained speed boost.
Shadowstep I
Killing a target instantly dashes you 3 blocks forward.
Bladestorm I - II
Consecutive hits on the same target stack bonus damage.
Duellist I - II
Bonus damage and damage reduction against the last entity to hit you.
Epic
High-impact enchants that change how the sword plays. Rolling one is notable.
Soul Cutter I - II
Bonus damage that bypasses armor entirely.
Executioner I - II
Bonus damage that scales continuously the lower the target's HP is.
Iron Oath I - II
At low HP, your sword damage dramatically increases.
Precision Cut I
Critical hits ignore all of the target's armor.
Blood for Blood I
On a lethal hit, restore HP equal to the overkill damage.
Reckless I - II | Conflicts: Glass Cannon
Greatly increased damage, but each swing briefly drops your own armor.
Battle Cry I
Three kills in quick succession grants Strength I to you and nearby players.
Legendary
The rarest enchants on any sword. Most players never roll one.
Vorpal I
Small chance to instantly kill mobs below 10% HP.
Glass Cannon I | Conflicts: Reckless
Permanently reduces your max HP in exchange for significantly higher damage.
Bone Splitter I
Bonus damage against skeleton-type mobs, and their bones explode outward on a killing blow.
Conflict Reference
| Enchant | Conflicts With |
| Counter Strike | Swift Vengeance |
| Swift Vengeance | Counter Strike |
| Reckless | Glass Cannon |
| Glass Cannon | Reckless |
Counter Strike and Swift Vengeance both grant a bonus-damage window on your next swing after you were hit or whiffed - running both would just be two copies of the same reactive window, so only one can be active at a time. Reckless and Glass Cannon are both "sacrifice survivability for damage" builds - one temporary per swing, one permanent while equipped - and stacking them is redundant by design, so they're filtered against each other too. Conflicts are filtered out before the crystal rolls, so you'll never waste one on an incompatible outcome.