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 scrolls 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 spell will remove the free upgrade.
Enchantment loss chance when using a scroll of upgrade
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, Spirit Bow, whip, and most offensive wands.
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.
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 by 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.
This glyph protects the wearer and their belongings from fire, with upgrades it even converts the heat into temporary shielding.
The wearer and their belongings will be completely immune to the effects of the burning debuff.
This glyph can be powerful when combined with the wand of fireblast, as it removes the wand's tendency to be a danger to the Hero as well as its targets.
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.
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 these tend to be much more dangerous than their melee attacks.
Glyphs in this category are very powerful and don't require any additional synergies to be highly beneficial. All of them scale with upgrades and become much more effective with them. They will almost always be able to put in work either way.
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, 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).
This glyph is a solid choice 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 their rage.
This powerful glyph harms attackers, causing them to slowly bleed based on the damage they deal.
Successful procs will impose 4 + level of Bleeding upon the attacker.
Something important to note is that the damage calculation for the initial Bleeding damage does not consider anything but armor level, so a hit that does 0 damage to you can still deal damage to the attacker in Bleeding. As such, the offensive power of this glyph can even be reliable as the main way of dealing damage, on par with a standard weapon.
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.
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 and the Burning Fist.
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 repeatedly to make the target constantly slower.
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.
When an enemy is killed with a kinetic weapon, any excess force is stored in the weapon and will be applied to the next successful attack.
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.
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).
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 1∕2(4+level) turns. Additional procs will reset the duration to the max amount.
Your weapon's blocking enchantment has given you a short boost of defensive power!
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.
Many enchantments were reworked or rebalanced 0.7.2, where the enchantments as a whole became "less about direct damage, and more about utility and situational power". This section lists the enchantments that were removed from the game.
Upon a successful proc, allowed to follow-up the attack by using any thrown weapon instantly, and vice versa if the weapon with the enchantment was the Huntress' Spirit Bow. In other words, allowed to sometimes deal extra damage if the Hero had both of the tools required. Only existed briefly between 0.7.2 and 0.7.3