Navigate Home Updates Wiki Forums Suggestions Support Players
More Donate Vote Discord Players Discord Shop Ban Appeals Status
Log In Register
Wiki› VortexEnchants› Trident Enchants

Trident Enchants

Trident Enchantments

Trident enchantments are special upgrades applied to tridents via Enchant Crystals.

Each trident can hold multiple enchants, and none of them conflict with each other.

Like the vanilla trident itself, the enchant pool leans hard into water, storms, and Riptide - both melee and thrown play are supported.

Enchant lines appear on the trident'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
Common807
Uncommon408
Rare158
Epic56
Legendary23

Enchant Slots

There's only one trident - no material tiers - so every trident holds a flat maximum of 5 enchants. 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.

Aquatic Mastery I - II

Bonus damage and swim speed while in water.

Seafarer I

Enhanced water breathing and swim speed while the trident is equipped.

Sea Warden I - II

Nearby water reduces incoming damage.

Tidal Surge I

Melee hits while in water push enemies back with a wave.

Coral Guard I - II

Bonus defense while near or in water bodies.

Neptune's Wrath I

Every 3rd throw deals double damage.

Ghost Tide I

Riptide launches are invisible in rain - no trail, no particles.


Uncommon

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

Storm Caller I

In rain, all trident throws call down lightning at their impact point.

Current Rider I - II

Riptide-ing through water leaves a speed current behind for allies to ride.

Tidal Force I - II

Nearby water buffs throw speed and range.

Brine I - II

Hits reduce the target's healing effectiveness for a few seconds.

Aqua Surge I

A brief speed burst follows every Riptide launch.

Eel's Strike I - II

Chance on hit to apply Slowness from an electric paralysis.

Wave Rider I

Landing a Riptide in a new body of water resets its cooldown.

Siren's Call I

A thrown trident emits a sound that draws nearby mobs toward its impact point.


Rare

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

Riptide Plus I - II

Enhances Riptide with longer range and a higher launch speed.

Sea Serpent's Fang I - II

Greatly increased damage against aquatic mobs specifically.

Deep Sea I - II

Damage scales with how deep underwater you currently are.

Poseidon's Grip I

Enhances Channeling - lightning can be called from much further away.

Salt Sting I - II

Hits apply a stacking salt debuff that increases damage the target takes.

Tidal Lock I

A direct hit can briefly pin large mobs in place.

Abyssal Pull I

A thrown trident pulls its target 3 blocks toward you on impact.

Ocean's Edge I - II

Melee attacks while in water hit in a wide AOE cone.


Epic

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

Depth Charge I

Throwing into water creates an underwater explosion wave.

Electrify I

Throwing in rain electrifies the entire body of water, damaging every mob in it.

Tempest I

A thrown trident creates a wind vortex on impact, pulling nearby mobs in.

Leviathan I - II

Damage scales with your cumulative time spent underwater this session.

Void Current I

A thrown trident leaves a lingering damage zone where it lands.

Stormwall I

Throwing during a storm creates a brief lightning barrier around you.


Legendary

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

Maelstrom I

After a Riptide landing, spin and hit every nearby mob at once.

Return Storm I

A Loyalty trident returns with enhanced speed and bonus damage on catch.

Deep Pressure I

Damage to mobs increases the deeper underwater they are at the moment of the hit.