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Wiki› VortexEnchants› Chestplate Enchants

Chestplate Enchants

Chestplate Enchantments

Chestplate enchantments are special upgrades applied to chestplates via Enchant Crystals.

Each chestplate can hold multiple enchants, and one pair conflicts with each other.

One enchant from the original design was dropped from this pool - Ember Core (full fire immunity, plus a speed boost while burning) was cut because both the Satanic Chestplate and the Hazmat Chestplate already grant genuine fire immunity as an exclusive perk of owning that specific item. Letting any chestplate roll the same effect from a crystal would cheapen that.

Enchant lines appear on the chestplate'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.

RarityRoll WeightCount
Common806
Uncommon408
Rare158
Epic56
Legendary23

Enchant Slots

The chestplate follows the standard material progression.

ChestplateEnchant Slots
Leather Chestplate1
Chainmail Chestplate2
Copper Chestplate3
Golden Chestplate3
Iron Chestplate4
Diamond Chestplate5
Archangel Chestplate6
Netherite Chestplate7
Satanic Chestplate8

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 six before long.

Iron Fortress I - II

Flat bonus armor value, stacked on top of the piece's base defense.

Heartstone I - II

Increases your max HP while worn. The bonus HP is lost if you take it off.

Magnet Core I

Item drops are pulled toward you from an extended range.

Titan's Heart I - II

Bonus HP regeneration once you've been out of combat for 10+ seconds.

Conduit Heart I

Infinite water breathing - you never start drowning.

Unshakeable I

Immune to Weakness, Slowness, and Mining Fatigue.


Uncommon

Solid tools with a bit more character. You'll roll these regularly once you're past the commons.

Battle Aura I

Nearby allies gain a slight defense bonus while you're alive.

Soul Anchor I

No knockback while standing still.

War Drum I

Nearby allies deal slightly more damage while you're around.

Storm Plate I

Lightning striking nearby grants you a temporary Strength buff.

Phalanx I - II

While not sprinting, gain bonus armor against hits from the front.

Dragonscale I - II

Greatly reduces dragon breath and ender-attack damage.

Molten Core I

After 2 seconds standing in fire, gain a brief window of damage immunity and speed.

Sentinel's Mark I

Mobs are drawn to target you more often, but you take slightly less damage.


Rare

Specialist enchants. These define a build. You know when you roll one.

Thorns Pulse I - II

Reflect a percentage of melee damage back at your attacker.

Bulwark I - II

Flat percentage reduction on all incoming damage, regardless of type.

Bastion I - II

Greatly reduces explosion damage specifically.

Vanguard I - II

Taking a hit charges your next strike with bonus damage.

Fractured Plate I - II

The lower your armor's durability, the more damage you deal - desperation rage.

Overcharge Guard I

While all your armor is at full durability, gain extra flat damage reduction.

Ironclad I - II

Incoming critical hits deal reduced damage.

Resonant I - II

Nearby mob deaths charge a buff that reduces the next hit you take.


Epic

High-impact enchants that change how the chestplate plays. Rolling one is notable.

Warrior's Mantle I - II | Conflicts: Savage

Bonus damage while above 80% HP - rewards staying healthy.

Savage I - II | Conflicts: Warrior's Mantle

Bonus melee damage while at exactly full HP.

Reactive Plate I - II

Damage taken charges a counter that releases as a damage-negating burst.

Bloodsteel I - II

Lifesteal returns more HP per hit you land.

Juggernaut I

Reduced movement speed in exchange for greatly increased damage resistance.

Iron Oath I

When a nearby ally drops below 30% HP, you both gain bonus defense.


Legendary

The rarest enchants on any chestplate. Most players never roll one.

Second Wind I

Below 15% HP, automatically triggers Regeneration II for 5 seconds. Once per life.

Void Guard I

Reduces void damage, and grants immunity to one otherwise-fatal void fall per life.

Last Rites I

On what would be a killing blow, trigger a brief invincibility window to fight back instead. Once per life.


Conflict Reference

EnchantConflicts With
Warrior's MantleSavage
SavageWarrior's Mantle

Warrior's Mantle and Savage both grant bonus damage for staying at high HP - one above 80%, the other only at exactly full - close enough that running both would be redundant, so only one can be active at a time. Conflicts are filtered out before the crystal rolls, so you'll never waste one on an incompatible outcome.