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.

EnchantmentEffect
Backstab+10% rear/-10% front (stacks with weapon bonuses)
Berserker+20% at ≤50% HP / -10% at >50% HP
Cursed+30% damage, +15% damage taken
Explosive30% AOE to 6 adjacent hexes + 30% self-damage
Extension+1 range, -15% damage
FrozenHalve attacker/defender MP for 1-2 turns
Growth-20% initial, +10% per kill (battle duration)
Holy+20% healing, -15% damage output
IlluminatingMark enemy visible through fog, -10% damage
Occult+20% fight skill damage, costs 7% max HP per cast
QuickdrawSkip exhaust on first attack, 50% damage
SilencedHide position, halve rear bonuses
SwiftPost-attack movement (free), -15% damage
Vampiric25% lifesteal, -15% max HP
Vengeful+25% vs enemies who damaged you this round