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Wiki› VortexEnchants› Leggings Enchants

Leggings Enchants

Leggings Enchantments

Leggings enchantments are special upgrades applied to leggings via Enchant Crystals.

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

Enchant lines appear on the leggings' 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
Epic57
Legendary23

Enchant Slots

The leggings follow the standard material progression.

LeggingsEnchant Slots
Leather Leggings1
Chainmail Leggings2
Copper Leggings3
Golden Leggings3
Iron Leggings4
Diamond Leggings5
Archangel Leggings6
Netherite Leggings7
Satanic Leggings8

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.

Sprint Reserve I - II

Sprinting consumes less hunger per tick.

Swimmer's Cut I - II

No movement penalty underwater, plus bonus swim speed.

Stalker's Weave I

Completely silent while crouching.

Marathon I - II

The longer you sprint continuously, the cheaper it gets on hunger.

Drift I

Movement momentum carries slightly after you stop moving.

Ironclad Legs I - II | Conflicts: Heavy Plate

Projectiles hitting you deal reduced damage specifically.


Uncommon

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

Climber's Weave I

Reduced slowdown on ladders and vines.

Endurance I - II

Landing a combat hit briefly reduces further hunger loss from sprinting.

Chain Legs I

Nearby mob kills briefly boost your movement speed.

Low Profile I - II

Crouch speed increased significantly.

Warding Steps I

Moving through fire deals no damage and clears burning.

Fluid Motion I

No slowdown transitioning between swimming and walking.

Leg Up I

Climb ladders twice as fast.

Iron Legs I - II

Slowness effects applied to you expire faster.


Rare

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

Reactive Coil I - II

Taking damage launches you back slightly - a positioning escape.

Battle Ready I

Entering combat from a sprint deals bonus damage on the first hit.

Heavy Plate I - II | Conflicts: Ironclad Legs

Absorb bonus damage from arrows and other projectiles.

Power Stride I - II

Melee attacks deal more damage while sprinting.

Coil Release I

A quick crouch-then-stand grants a brief Speed burst.

Swift Pivot I

Changing sprint direction costs no speed.

Pack Runner I - II

Speed bonus while other players are within 8 blocks.

Iron Gate I - II

Greatly reduces damage from low-profile mobs like silverfish and spiders.


Epic

High-impact enchants that change how the leggings play. Rolling one is notable.

Evasive Roll I

Sprinting and crouching together triggers a dodge in your direction of movement.

Kinetic Store I - II

Sprinting charges energy that releases as bonus damage on your next hit.

Predator I - II

Speed increases while chasing a target you've hit in the last 5 seconds.

Nimble I - II

Reduced slowdown from status effects applied to you.

Tectonic Stance I

Landing while crouched creates a shockwave that slows nearby mobs.

War Pace I

Each kill grants a stacking speed bonus, up to 3 stacks.

Grounded Stance I - II

Standing still grants bonus armor. Moving returns you to normal.


Legendary

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

Depth Strider Plus I - II

An enhanced Depth Strider that stacks freely with other speed sources.

Anchor I

Resist being forcibly pulled or teleported by outside effects.

Phantom Legs I

Every 10 seconds, gain a brief half-second window immune to slowing effects.


Conflict Reference

EnchantConflicts With
Heavy PlateIronclad Legs
Ironclad LegsHeavy Plate

Heavy Plate and Ironclad Legs both reduce incoming projectile damage - one as a flat absorption, the other as reduced damage specifically from projectiles hitting you - close enough in effect that running both would be a wasted slot, 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.