Weapon Enchantments
Weapon enchantments modify how a weapon deals damage — flat multipliers, conditional bonuses, splash, lifesteal, range, or on-hit effects. Each is a package deal: the upside comes with a cost.
| Enchantment | Effect |
|---|---|
| Backstab | +10% rear/-10% front (stacks with weapon bonuses) |
| Berserker | +20% at ≤50% HP / -10% at >50% HP |
| Cursed | +30% damage, +15% damage taken |
| Explosive | 30% AOE to 6 adjacent hexes + 30% self-damage |
| Extension | +1 range, -15% damage |
| Frozen | Halve attacker/defender MP for 1-2 turns |
| Growth | -20% initial, +10% per kill (battle duration) |
| Holy | +20% healing, -15% damage output |
| Illuminating | Mark enemy visible through fog, -10% damage |
| Occult | +20% fight skill damage, costs 7% max HP per cast |
| Quickdraw | Skip exhaust on first attack, 50% damage |
| Silenced | Hide position, halve rear bonuses |
| Swift | Post-attack movement (free), -15% damage |
| Vampiric | 25% lifesteal, -15% max HP |
| Vengeful | +25% vs enemies who damaged you this round |