Bow Enchants
Bow Enchantments
Bow enchantments are special upgrades applied to bows via Enchant Crystals.
Each bow can hold multiple enchants, though a couple conflict with each other.
The bow's enchants lean into draw mechanics, arrow behavior, and marksmanship rather than sustained combat.
Enchant lines appear on the bow's lore between the separator lines, above the VortexArtifacts footer.
Rarity Tiers
Rarity controls how often an enchant shows up when rolling a crystal - weights are per-enchant, and higher rolls more often.
| Rarity | Roll Weight | Count |
| Common | 80 | 7 |
| Uncommon | 40 | 8 |
| Rare | 15 | 8 |
| Epic | 5 | 5 |
| Legendary | 2 | 4 |
Enchant Slots
Like the crossbow, the bow has two variants - a base bow and the Archangel Bow - so slots scale with that split rather than a full material ladder.
| Bow | Enchant Slots |
| Bow | 4 |
| Archangel Bow | 6 |
Rolling a crystal past the cap doesn't block it, but cuts the base success rate by 10% (only exactly at cap) - Crystal Dust can offset this, but never above the crystal's original base.
Common
The bread and butter. These show up constantly - expect to see all seven before long.
Phantom Draw I
Every 4th arrow fired is invisible in flight - no trail, no sound.
Eagle Eye I
Subtle FOV zoom while fully drawn.
Moon Draw I
At night, draw speed is significantly increased.
Iron Sights I
Standing still while drawing removes arrow drop entirely - perfectly flat trajectory.
Ethereal Quiver I - II
Chance to not consume an arrow on firing - 10% at I, 20% at II.
Soul Arrow I
The arrow phases through 1-block-thick terrain.
Last Shot I
When down to 1 arrow remaining, it automatically fires as if enchanted with Splitshot.
Uncommon
Solid tools with a bit more character. You'll roll these regularly once you're past the commons.
Barbed I - II
Arrows apply a bleed - 3 damage pulses over 2 seconds at I, stronger pulses at II.
Concussive I
Hits apply Slowness I, interrupting sprint for 1.5 seconds.
Hunter's Instinct I - II
Bonus damage to mobs you've kept in line of sight for 3 or more seconds before firing.
Snapback I - II
Reduced draw time at the cost of slightly reduced range.
Leeching Arrow I - II
Each arrow hit steals a small amount of HP back to you.
Anchor Shot I
A hit removes the target's ability to sprint for 3 seconds.
Cold Snap I
The arrow roots the target in place for 1 second on hit.
Hex Arrow I
Each arrow applies a random negative potion effect to its target.
Rare
Specialist enchants. These define a build. You know when you roll one.
Marksman I - II
Damage scales with distance to the target - up to +60% beyond 30 blocks at II, +40% at I.
Tracking I
Arrows curve slightly toward the last entity you hit.
Void Tip I - II
Arrows ignore 30% of the target's armor at I, 45% at II.
Ricochet I - II
Arrows bounce off solid walls, up to twice at II or once at I.
Volt I
Arrows strike with lightning, briefly stunning the target for 0.5 seconds on hit.
Piercer I
The arrow passes through 1 entity before stopping.
Crimson Shot I - II
Hitting a target already bleeding from Barbed doubles the bleed damage.
Windwalk I - II
Sprinting charges your next arrow for bonus damage.
Epic
High-impact enchants that change how the bow plays. Rolling one is notable.
Splitshot I
The arrow splits into 3 after traveling 10 blocks. The spread widens the farther it travels.
Volley Fire I | Conflicts: Gale Shot
Fires 3 weak arrows rapidly instead of one fully charged shot.
Scatter I
On a complete miss, the arrow explodes into 4 small bolts.
Gale Shot I | Conflicts: Volley Fire
Fires 2 arrows simultaneously on diverging trajectories.
Shrapnel Tip I
Impact spawns a shrapnel cloud that damages adjacent entities.
Legendary
The rarest enchants on any bow. Most players never roll one.
Overcharge I
Hold past a full draw for an extra power tier, with a sound cue when it's ready.
Rain of Arrows I
Fires 5 arrows in a lobbed arc that land across a wide radius.
Huntsman I
Arrows hitting the upper hitbox deal significantly more damage.
Death Mark I
Marks a target on hit - the next arrow to strike them from any angle deals triple damage.
Conflict Reference
| Enchant | Conflicts With |
| Volley Fire | Gale Shot |
| Gale Shot | Volley Fire |
Volley Fire and Gale Shot both change how many arrows a single shot releases through overlapping mechanisms. Conflicts are filtered out before the crystal rolls, so you'll never waste one on an incompatible outcome.