Spear Enchants
Spear Enchantments
Spear enchantments are special upgrades applied to spears via Enchant Crystals.
Each spear can hold multiple enchants, and none of them conflict with each other.
The spear is a melee polearm, not a throwable weapon - it has a 4.5 block max range, a 2 block minimum range dead zone, and alternates between jab attacks and charged lunge attacks. It has no crits and no sprint-knockback; charge damage instead scales with velocity.
Enchant lines appear on the spear'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 | 6 |
| Legendary | 2 | 3 |
Enchant Slots
The spear has the standard wood-through-netherite progression, with no Archangel or Satanic variant yet.
| Spear | Enchant Slots |
| Wood Spear | 1 |
| Stone Spear | 2 |
| Copper Spear | 3 |
| Gold Spear | 3 |
| Iron Spear | 4 |
| Diamond Spear | 5 |
| Netherite Spear | 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.
A note on the engaged / tired / disengaged phases
Several enchants below reference the spear's combat phase - engaged (actively fighting), tired (post-exertion, briefly weaker), and disengaged (fully reset). These phases aren't something the game exposes directly to plugins, so Flash tracks its own simplified version based on hit timing: landing a hit keeps you engaged, going too long without one drops you to tired, and longer still resets you to disengaged. It's a close approximation of the real mechanic, not a perfect mirror of it.
Common
The bread and butter. These show up constantly - expect to see all seven before long.
Second Wind I
Killing a mob while tired immediately snaps you back into the engaged phase.
Sweet Spot I - II
Hits landing at 3.5-4.5 blocks - right at the edge of your range - deal bonus damage.
Polearm Mastery I - II
Jab attack cooldown is reduced after every successful hit.
War Cry I
Killing a mob while charged grants 5 seconds of bonus attack speed.
Iron Discipline I - III
Consecutive hits without missing stack +5% damage per hit, up to 5 stacks.
Impale I - II
Bonus damage against targets already bleeding or under any other damage-over-time effect.
Iron Resolve I
Taking damage at close range grants brief invincibility frames.
Uncommon
Solid tools with a bit more character. You'll roll these regularly once you're past the commons.
Charge Mastery I - II
The engaged phase lasts longer before dropping to tired.
Engage Rush I
Entering the engaged phase grants a brief Speed II burst.
Iron Point I - II
Flat armor penetration on all charge hits.
Tired Recovery I
Jab attacks landed during the tired phase reset you back to engaged.
Wounding Jab I - II
Jab attacks apply a light stacking bleed - a setup for your next charge.
Lance Guard I - II
While in the engaged phase, incoming damage is reduced by 20% at I, 30% at II.
Exhausting Drive I
Charge attacks landed during the tired phase apply Hunger to the target.
Open Field I
In open areas with no blocks within 3 blocks of you, gain +0.5 additional range.
Rare
Specialist enchants. These define a build. You know when you roll one.
Overreach I - II
Extends max range to 5.5 blocks at II, 5.0 at I - outranges almost everything.
Dead Zone I - II
Mobs caught inside your 2-block minimum range take damage per second from the tip.
Skewer I
Charge hits briefly root the target for 0.5 seconds.
Predator I - II
Damage multiplier scales with how long the target has been fleeing from you.
Blood Point I - II
Charge hits inflict a stacking bleed - up to 3 stacks, 0.5 HP per second each.
Deep Wound I - II
Charge hits reduce the target's healing effectiveness by 30% for 5 seconds.
Pressure Point I - II
Multiple hits on the same target reduce their attack speed.
Stalker I
Each second a mob remains your active target passively stacks +2% damage against it.
Epic
High-impact enchants that change how the spear plays. Rolling one is notable.
Velocity Surge I - II
Charge damage bonus is amplified - both your speed and the target's speed contribute more.
Repulsion Point I
When a mob closes inside your minimum range, it's automatically pushed back out to 2.5 blocks.
Destabilize I - II
Charge hits reduce the target's armor by 15% for 3 seconds.
Zone Control I
Mobs approaching from the 3-5 block ring are passively slowed.
Sweep the Leg I
Charge hits apply Slowness II for 3 seconds.
Terrain Piercer I
Jab attacks pass through 1 layer of solid blocks.
Legendary
The rarest enchants on any spear. Most players never roll one.
Executioner I
Charge attacks against mobs below 25% HP deal massive bonus damage.
Apex Predator I
Sprinting 3 or more blocks into a charge multiplies its velocity scaling by 3x for that hit.
Void Lance I
A full 2-second charge releases a 15-block linear shockwave through all blocks and entities in its path.