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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.

Enchantments have various proc rates (probability of the enchantment activating upon a successful hit) for their effects. This chance is increased with upgrades


Image Enchantment Effect Chance of activation (proc rate) Effect formula
Enchantment blazing sword.gif


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 proc chance.

For igniting:level+12(level+3)

For damage:level+1level+3

Immediate damage: 1 to Level+2

Enchantment venomous sword.gif


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

Higher levels increase proc chance and duration of poisoning.

level+1level+3 Duration of poisoning: level+1
Enchantment grim sword.gif


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

Higher levels increase proc chance.

Enchantment stunning sword.gif


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

Higher levels increase the proc chance and duration of paralysis.

level+1level+8 Duration of paralysis: 1 to level+1.5
Enchantment vampiric sword.gif


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.gif


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

Higher levels increases the proc chance and duration of enemy debuff.

level+1level+4 Duration of slowing: 1 to level+1.5
Enchantment unstable sword.gif


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

For the random enchantment applied, see that random enchantment.

Enchantment eldritch sword.gif


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

Higher levels increase proc chance.

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

Enchantment lucky sword.gif


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:


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

Enchantment shocking sword.gif


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


This enchantment negates the degradation rate of the weapon. Always

Removed enchantments[]

REMOVEDEnchantment Wild sword.gif


On a successful hit, it can damage all the enemies adjacent to the target. Always ?
REMOVEDEnchantment piercing sword.gif


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

Enchantment loss[]


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[]


Main article: Enchantment Probabilities

Appearance of enchantments[]













  • 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.


Glyphs are magical improvements that can only be found on armor. It is the armor’s equivalent to enchantments.
The equations given in this article are only true if the armor level is ≥0. Any armor under level 0 has formulae the same as level 0.


Every time the Hero is hit, there is a chance for the armor to apply an effect. For some armor, only melee (enemy and Hero in contact) have any chance of effect.

Glyphs/Inscriptions increase armor damage reduction.


A randomly spawned armor has a 1/10 probability to already have a glyph.
A scroll of enchantment can add a random glyph to a non-inscribed armor, or it can randomly change an already existing glyph to another glyph.

Table of glyphs[]

Image Glyph Effect Chance of Activation
Glyph bounce mail.gif Bounce Causes enemies to be pushed back after hitting the Hero. Level+1Level+5
Glyph affection mail.gif Affection The enemy will receive the charmed debuff for 3 to 8 turns while the Hero will be charmed for 1 to 6 turns but never more than the enemy. Level2+5
Glyph anti-entropy mail.gif Anti-entropy The Hero will be illuminated and catch fire for 8 turns, and the enemy will be frozen for 1 to 1.5 turns. Level+1Level+6
Glyph multiplicity mail.gif Multiplicity This glyph causes the Hero to spawn a Mirror Image but be damaged by 1 to maxHealth/6. This can kill the Hero, resulting in the endorsement of the badge - Death from a glyph. Level2+6
Glyph potential mail.gif Potential This unleashes a lightning-style blast, which will damage the enemy that attacked the Hero and will damage the Hero by 1 to damageDone (on average half the damage done to the enemy).

This glyph can be used to obtain the Death from a glyph badge.

Glyph metabolism mail.gif Metabolism The Hero will be partially healed from 1 HP up to 1/5 of their total health, before the enemy damage is applied. Only applies if the Hero is not starving.

The Hero’s hunger will also worsen by 36 points.

Glyph stench mail.gif Stench The Hero will release a cloud of toxic gas that damages both the Hero and the enemies in proximity.

This glyph can be used to obtain the Death from toxic gas badge.

Glyph viscosity mail.gif Viscosity The Hero will obtain the damage deferred debuff, which will cause the Hero to receive 1 damage per turn, instead of receiving the whole amount in one shot (e.g. 5 dmg received = 1 dmg for next 5 turns).

This glyph can be used to obtain the Death from a glyph badge.

Glyph displacement mail.gif Displacement Whenever the Hero is hit, there is a chance that the Hero will be teleported to a random visible tile.

Higher armor levels increase the chance of teleportation. This glyph does not work at boss depths.

Every hit picks Level+1×5 random tiles in the level. If any of the selected points are visible, the Hero will be moved there.
Glyph entanglement mail.gif Entanglement The Hero may receive herbal armor with strength 5×level+1 but will also be rooted for 5-⌊level/5⌋ turns at the same time. 14
Auto-Repair This glyph suppresses the degradation rate of the armor. Upon being hit, it will cost you Gold equal to the tier of the armor with the glyph in order to repair the armor. T.B.A.

Glyph probabilities[]


Main article: Glyph Probabilities

Glyph loss[]

When using a standard scroll of upgrade on an inscribed armor, there is a risk to lose that glyph.

Reforging armor via Troll Blacksmith also has the same risk as with using a scroll of upgrade.

Appearance of glyphs[]












  • Some glyphs can be countered, or its effect(s) can be reduced.
    • Entanglement's Rooted debuff can be dispelled by the Levitating buff from a Potion of Levitation.
    • The effect of Anti-entropy can be reduced with a Ring of Elements.
    • Stench can be countered with a Potion of Purification.


Update Change
0.3.3 ADDED weapon enchantments 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


  • Wild & Piercing weapons always proc
  • Enchantments on degraded weapons work like on +0 weapons
1.6.1 ADDED glyphs to the game
1.6.2a Added:
  • New glyph - Armor of Stench
  • New glyph - Armor of Viscosity

Changed: Some glyphs tweaked Fixed: Degraded Vampiric weapons have been corrected

1.6.3 Added:
  • New glyph - Armor of Displacement
  • New glyph - Armor of Entanglement


  • Inscribed armors are more common now
  • Viscosity glyph's damage deferred debuff now equals the absorbed damage (rather than 1.2 times the absorbed damage)

Fixed: Armor kit retains existing glyph

1.6.3a Fixed: Entanglement glyph now available
1.6.4 Changed:
  • The Boomerang can be enchanted.
  • The damage received from Copy creation is slightly reduced when Multiplicity is activated. (approx. -17%)
  • The "Death from a glyph" badge can now be obtained by dying from the Viscosity glyph/Damage Deferred debuff.
1.6.4a Changed: The Boomerang can no longer receive the Wild & Piercing enchantments.
1.6.4b Fixed: A potential bug with the pushing effect (i.e. Bounce glyph) is corrected.
1.7.1 Changed: An Unstable Boomerang can no longer proc the Wild & Piercing enchantments
1.7.2 Changed: Glyphs/Inscriptions increase armor DR (Damage Reduction)
1.7.4 Added:
  • New enchantment - Shocking weapon (replaces Wild & Piercing enchantments)
  • New enchantment - Tempered weapon
1.9.1 Added: New armor enchantment - Auto-Repair