Acquirement Edit

A glyph can be added to an armor by use of an Arcane Stylus, given that it is identified and not cursed. Stones of Enchantment and Scolls of Enchantment can all add enchantments to weapons as well as add glyphs to armors.

Enchanting a weapon or armor cursed with a Curse Infusion will remove the free upgrade.

Rarity Probabilities
Rarity Probability
Common 12 50%
Uncommon 25 40%
Rare 110 10%
Enchantment Loss Chance When Upgrading with a Scroll of Upgrade
≤ +3 +4 +5 +6 ≥ +7
0% 20% 40% 80% 100%

Glyphs Edit

Common Glyphs Edit

Obfuscation Edit

This glyph obscures the wearer, making them more difficult to detect.
Chance for Adjacent Enemies to Notice the Hero
+0 +3 +6 +9 +12 +15 +18
12 13 14 15 16 17 18

Swiftness Edit

This glyph enhances the speed of the wearer whenever they aren't next to an enemy.
When the wearer is not adjacent to any enemies, their movement speed is multiplied by 1.2+0.04×level. This makes it an effective tool for keeping enemies at range, but its limitation prevents it from allowing a player to kite by itself. Because of this, a way to break away from adjacent enemies is desirable, and this can be done in many different ways. Due to its nature, this glyph pairs particularly well with the Ring of Sharpshooting, Crossbow, Bow, Whip, and most offensive wands.

Viscosity Edit

Glyph viscosity mail This glyph is able to store damage dealt to the wearer, dealing it to them slowly rather than all at once.
When taking physical damage, a fraction of it is instead stored as Deferred Damage.
Fraction of Damage to Defer
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19
16 27 38 49 12 611 712 813 914 23 1116 1217 1318 1419 34 1621 1722 1823 1924 45
Deferred Damage Edit
Deferred Damage(Shattered)
Deferred Damage
While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.

Damage is being dealt to you over time instead of immediately.

This damage is not applied with the rest of the damage, and instead is applied over time. Every turn, the user takes 10% of the "stored" damage, rounded down, but never less than 1 damage. Because of this, amounts less than 20 will always cause 1 damage to be applied, creating the illusion that it always does 1 damage per turn. Additional hits (and thus Viscosity procs) will add their respective amounts of deferred damage to the existing amount.

Viscosity Effective Use Edit

This glyph cannot reduce damage taken by itself, so without outside tools the best it can do is stall death (instead of preventing it). However, it can become an adept survival tool when paired with specific items. Healing items such as Potions of Healing and the Dew Vial can be used to bring the Hero's health to a place where the deferred damage won't eventually kill them. This, in fact, is the one of the most effective and applicable usage of the glyph: giving the Hero opportunities to heal when they otherwise wouldn't have them (in combat).

Something to note is that this pairs very well with the Timekeeper's Hourglass. Via Stasis, it is possible to directly reduce the overall amount of deferred damage taken by the Hero. Each full use of Stasis (2 charges) cuts the current amount of deferred damage at least 10 damage, allowing the user to completely avoid taking deferred damage when the deferred total is 10 or less. With larger amounts of deferred damage, Stasis will always reduce the total by at least 50%, becoming more efficient the higher the initial total is. At very high deferred damage totals, it will approach 65% reductions. Because of these traits, Stasis is the most effective method to survive through very high amounts of deferred damage.

The Chalice of Blood, especially when highly leveled, can help alleviate the risk of death from deferred damage, most particularly when the total amount deferred is less than 20. At +10, the health regeneration completely cancels out the DOT effect when the total deferred is less than 20; however, it can struggle to keep up with higher amounts.

Potential Edit

Glyph potential mail This glyph builds energy when struck, giving a small amount of charge to the wearer's wands.
When hit by a physical attack, wand charges are restored by the amounts shown below for each wand possessed by the Hero.
Hits Required for the Glyph to Add a Charge Completely by Itself
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19
813 559 416 313 279 2821 2112 12327 123 11733 1718 11139 1421 119 1124 5051 2527 5057 56 5063

Uncommon Glyphs Edit

Brimstone Edit

This glyph protects the wearer and their belongings from fire, with upgrades it even converts the heat into temporary shielding.
The wearer will not take damage from the Burning debuff and will instead gain shielding each turn. The maximum amount of shielding the wearer can have is equal to its current upgrade level. This glyph is very powerful when combined with the Wand of Fireblast, as it removes the wand's tendancy to be a danger to the Hero as well as its targets.

Stone Edit

This glyph surrounds the armor with heavy magical stone that makes dodging impossible, but blocks damage in proportion with evasion.
If the enemy would have had a 75% chance to hit you, damage will be reduced by 11.25%

Entanglement Edit

Glyph entanglement scale This glyph grows earthen armor around the wearer to absorb damage, but this armor will break if the wearer moves.
When procced, bestows 5+2×level of Herbal Armor upon the wearer, absorbing a set amount of physical damage based on depth until it uses up all of its armor or the hero moves. The proc rate is a static 25%; it does not scale with upgrades.

Repulsion Edit

Glyph bounce scale This glyph rebounds force against attackers, sending them flying back.

Attackers have a level+1level+5 chance to be thrown 2 spaces backwards away from the wearer using the same mechanics as a Wand of Blast Wave.

This is an effective glyph for ranged-based builds due to its ability to consistently provide the wearer with breathing room from the many melee-centric mobs of the dungeon, and it can also pick up many chasm kills along the way. However, it can be a hindrance against enemies with ranged attacks, for their ranged attacks tend to be much more dangerous than their melee attacks.

Camouflage Edit

This glyph allows the wearer to blend into tall grass, granting them temporary invisibility.
When trampling tall grass, the wearer gains three turns of invisibility. This is broken by moving.

Flow Edit

This glyph manipulates the flow of water around the wearer, making them much faster when moving through it.
The wearer's movement speed is significantly boosted when standing on a water tile.
Speed Multiplier When Standing on a Water Tile
Upgrade Level +0 +1 +2 +3 +4 +5 +N
Speed Multiplier 1.5 1.6 1.7 1.8 1.9 2.0 0.1(15+N)

This, in contrast to Swiftness, can be used to put enemies at range as long as there is water around; this makes it much more powerful, yet much more situational, than Swiftness.

This glyph pairs with everything Swiftness works with well, and it is particularly helpful when the Hero is using a Wand of Lightning due to both needing water to work at their maximum potential.

Rare Glyphs Edit

These glyphs directly enhance the armor's ability to reduce damage, making them indeed very powerful. All of these scale with upgrades and become much more effective with them. They will almost always be able to put in work either way.

Affection Edit

Glyph affection plate This powerful glyph manipulates the mind of attackers, charming them temporarily.
A successful proc will cause the attacker to be Charmed for 8-12 turns (as of 0.7.3), preventing them from attacking the wearer by any means. The one exception to this, however, is that an Evil Eye can still use its Deathgaze if it is already charging up for it, though it will act as if it is blinded (moving a tile over will cause it to miss).
Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19
110 17 211 523 14 725 413 13 514 1129 25 1331 716 817 12 1019 1120 47 1322 1423
This glyph is amazing for classes that would rather not take damage (which is most of them), but it can be a hinderance for Berserkers, who need to be hit in order to build Rage.

Anti-Magic Edit

Magic Damage Reduction
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
2-4 3-6 4-8 5-10 6-12 7-14 8-16 9-18 10-20 11-22 12-24 13-26 14-28 15-30

Thorns Edit

This powerful glyph harms attackers, causing them to slowly bleed based on the damage they deal.
Successful procs will impose 2(2+level) of Bleeding upon the attacker.
Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19
15 311 13 513 37 715 12 917 59 1119 35 1321 711 1523 23 1725 913 1927 57 2129

Something important to note is that the damage calculation for the initial Bleeding damage does not care about anything but armor level, so a hit that does 0 damage to you can still do 20 damage to the attacker in Bleeding (assuming the armor is +8). As such, this is an amazing glyph, and it can make using a weapon somewhat pointless when all the enemies are dying to the glyph rather than the weapon, especially at high levels.

Enchantments Edit

Common Enchantments Edit

As of v0.7.2 enchantments have been adjusted to deal less direct damage and more utility or situational power. They are very effective on fast weapons due to their high proc rates, but the same trait makes them an asset to almost any weapon.

Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +N
13 12 35 23 57 34 79 45 911 56 1113 67 1315 78 1+N3+N

Blazing Edit

This enchantment causes flames to spit forth from a weapon, burning enemies and terrain alike.
On proc, sets the target on fire for 4 turns. If the target is standing on a flammable tile or is already on fire, the fire duration will instead be reset to 8 turns. Procs against an enemy that is already on fire will also deal 1-3 damage to them.

Chilling Edit

Enchantment Chilling sword Enemies struck with this enchantment are chilled, slowing their movement and attacks.
Each proc will inflict 3 turns of Chilling, reducing the target's general speed by 10% for each turn remaining of Chill (maxing at 50%). It can stack with itself over multiple procs, but the enchantment can only stack up to 6 turns of chilling on a given target. This enchantment deals massive damage to Fire Elementals.

This enchantment is very useful in general due to its ability to effectively make the user faster, and fast weapons can often manage to stack Chill over and over and over again to make the target constantly slower.

Shocking Edit

Electricity arcs from a shocking weapon, dealing extra damage to all nearby enemies.
A successful proc will inflict 1/3 of the damage dealt by the weapon as bonus damage to all other mobs (excluding the Hero, thankfully) within a 5x5 radius of it. It can spread from mob to mob as long as they are adjacent to each other.

Kinetic Edit

When killing an enemy, any "overkill" damage is stored and applied on the next hit. For example, if you kill a rat that has 8 HP with an attack that deals 30 damage, 22 of the damage is stored. If the hit with the stored damage kills another enemy, only damage that would have been stored had there not been prior stored damage is stored. Stored damage is lost over time.

Uncommon Enchantments Edit

Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +N
15 13 37 12 59 35 711 23 913 57 1115 34 1317 79 1+N5+N

Elastic Edit

Elastic weapons have a chance to send enemies flying back short distances.
Successful procs will send the target flying back two spaces with standard Blast Wave logic.

Unstable Edit

Enchantment unstable sword This enchantment radiates chaotic energy, acting as a different enchantment with each hit.
Every hit attempts to proc a different enchantment, taken from a list that includes every single enchantment barring Projecting, with equal chances across the board. This means that it is just as likely to attempt to proc Shocking as it would Grim. Whether or not it actually procs said enchantment depends on that enchantment's individual proc chance (which can be found in their respective sections).

Blocking Edit

This enchantment will enhance your ability to defend yourself after attacking with this weapon.
This enchantment will always proc on hit, giving the user level+1 armor (which means that an additional 0-armor amount of damage will be blocked, distributed normally) for 12(4+level) turns. Additional procs will reset the duration to the max amount.

Projecting Edit

With this enchantment melee weapons will gain extra reach. Ranged weapons will be able to penetrate nearby walls.

The weapon gains +1 range if it is a melee weapon, and it can be thrown through walls within 4 tiles if it is a missile weapon.

Blooming Edit

On proc, attempts to spawn tall grass at the enemy's position. If unable to do so, will then attempt to spawn the tall grass on a valid tile within a 3x3 radius of the enemy.

Lucky Edit

This powerful enchantment increases the fortune of whoever wields it. Enemies which are killed with a lucky weapon have a chance to drop extra loot.
When an enemy is killed with a lucky weapon, a special prize will drop with a 10+level% chance.
Drop Table
Item Odds
Gold (50% standard) 60%
Random Seed 15%
Random Runestone 15%
Random Potion 5%
Random Scroll 5%

Rare Enchantments Edit

Grim Edit

Enchantment grim longsword This powerful enchantment possesses the power to instantly execute an enemy. The effect is more likely to occur the weaker the enemy is.
Every hit has a [30((EnemyHT − EnemyHP)EnemyHT)+level]% chance to ignore the weapon's actual damage roll and instead deal damage equal to the enemy's current HP, effectively killing them instantly.

As of v0.7.2, Grim is more likely to 'finish off' an enemy, but less likely to activate at higher enemy health.

The following enemies resist this enchantment, and will instead lose half of their current HP:

  • Animated Statues
  • Goo
  • Tengu
  • DM-300
  • Dwarf Warlock
  • Dwarf Skeleton
  • Dwarf King
  • Evil Eye
  • Burning Fist
  • Rotting Fist
  • Yog-Dzewa (Eyeball)*

Vampiric Edit

Enchantment vampiric longsword This powerful enchantment leeches life force from enemies with each blow, funneling it back into the wearer.
Procs will restore 50% of the damage inflicted by the weapon back to the wielder. The proc chance does not scale by level, instead scaling by current HP (5% proc at 100% HP and 30% proc at 0% HP). In other words, the enchantment is more likely to heal at low Hero's HP.

Corrupting Edit

Enemies killed by a corrupting weapon have a chance to be resurrected with the Corrupted debuff, causing them to act as allies.

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