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Endowment prefixes

Divine Artifice tab

Reforging at the Goblin Tinkerer while Divine Artifice is on wipes the old endowment, then rolls one from the new prefix’s pool and writes it on the item. Set-bonus endowments sit on Armor endowments. This page is only the prefix roll.

A prefix that arrived on drop or craft does not write an endowment by itself. The item has to be reforged while the flag is on.

Only unstackable weapons and accessories can hold an endowment. An item holds one at a time.

Turn the flag off and the endowment stays on the item. The gold Endowment: line hides, and the bonus no longer applies. Turn the flag on again and the same endowment returns. You do not need to reforge.

Reforging while the flag is off does not roll a new endowment and clears the old one.

Slashes, bolts, and stars created by an endowment do not retrigger that same weapon endowment. Training dummies do not trigger on-hit or on-kill endowments. Use-count endowments still count in front of a dummy.

Percents, stacks, and use counts on the tooltip follow the current prefix. Numbers below are the top tier for each endowment. Lower prefixes shrink them.

Each prefix has its own pool. A pool can hold two or three endowments. One is rolled by weight.

Most endowments share the same weight. Overkill Cascade, Afterimage Strike, and Wild Ricochet are a little less common. Phantom Volley and Mythic Starcall are rarer. Desperate Burst and Hidden Edge are the rarest in their pools.

These prefixes sit in more than one endowment’s pool:

  • Murderous: Executioner’s Line, Overkill Cascade, Critical Sigil
  • Agile: Critical Sigil, Combo Surge, Afterimage Strike
  • Sighted: Critical Sigil, Piercing Tracer, Wild Ricochet
  • Rapid and the ranged Hasty: Combo Surge, Afterimage Strike, Piercing Tracer, Wild Ricochet
  • Staunch and Intimidating: Concussive Wave, Piercing Tracer, Wild Ricochet
  • Unreal: Piercing Tracer, Wild Ricochet, Phantom Volley
  • Mythical: Mana Reflux, Mythic Starcall

Two prefixes display as Deadly. The common Deadly feeds Executioner’s Line and Overkill Cascade. The ranged Deadly feeds Piercing Tracer and Wild Ricochet. Weapon Quick feeds Combo Surge and Afterimage Strike. Accessory Quick feeds Gale Stride. Ranged Hasty feeds Combo Surge, Afterimage Strike, Piercing Tracer, and Wild Ricochet. Accessory Hasty feeds Gale Stride. Legendary on broadswords, shortswords, and whips, and the Terrarian’s Legendary, both feed only Sword Saint’s Echo.

Summon-only prefixes such as Fabled, Loyal, Worthy, Focused, and Eager have no endowment pool. A summon weapon reforged to a universal prefix such as Godly, Demonic, or Ruthless still rolls from that prefix’s pool. Whips can roll Legendary and only receive Sword Saint’s Echo. An item with no prefix writes nothing.

Effects are written as if the top prefix in that endowment’s list is full strength. A lower prefix in the same family shrinks the tooltip numbers. Bulwark Oath is the standard example: Warding reduces damage taken by 2%, Armored by 1.6%, Guarding by 1.2%, and Hard by 0.8%.

Desperate Burst and Hidden Edge run the other way. Worse prefixes raise the burst or the hidden slash. Broken and Sluggish are the full-strength prefixes for those two.

Sword Saint’s Echo, Phantom Volley, Mythic Starcall, and Arcane Aegis cover only one top prefix (or two prefixes that share a display name). They do not shrink further.

Covers Godly, Demonic, Ruthless, Superior, Sharp, the common Deadly, Murderous, Pointy, Hurtful, and Nasty. Godly is full strength.

After a hit on a hostile target, if that foe is still alive and its life is already below 20% of its maximum, an execution slash appears on it dealing 45% of that hit. Training dummies, friendly units, and creatures with a very low life cap (critters, for example) do not trigger it.

Shares Executioner’s Line’s pool and is a little less common. Same prefixes. Godly is full strength.

The bolt only jumps when that hit actually kills the target. A crimson bolt leaps to the nearest other foe within about 31 tiles, carrying 60% of the overflow damage plus 20% of the hit. If no other chaseable foe is nearby, the bolt does not appear. Training dummies do not trigger it.

Covers Zealous, Keen, Sighted, Agile, and Murderous. Zealous is full strength.

Hits engrave a sigil on that foe. About 4 seconds without another stack resets the count. At 3 stacks it detonates as a guaranteed critical dealing 20% of that hit. The count starts over after the burst. Training dummies do not trigger it.

Covers Savage, Massive, Bulky, Dangerous, and Large. Savage is full strength.

A hit rings a blade-wind about 9 tiles outward, dealing 45% of that hit to other nearby foes. It does not hit the target of the triggering blow. Another ring will not form for about one third of a second. Training dummies do not trigger it.

Covers Forceful, Strong, Unpleasant, Staunch, Intimidating, and Heavy. Forceful and Strong are both full strength.

A hit slams a shockwave that knocks foes away within about 8 tiles and deals 30% of that hit. It can fire only once about every 1.5 seconds. Training dummies do not trigger it.

Covers Agile, weapon Quick, ranged Hasty, Rapid, Light, Frenzying, and Nimble. Agile is full strength.

Consecutive hits build momentum. The 5th strike erupts at the target, dealing 75% of that hit in about 7.5 tiles. About 3 seconds without another hit, or a weapon swap, clears the count. Training dummies do not count.

Shares Combo Surge’s pool and is a little less common. Same prefixes. Agile is full strength.

Every 5th use, a pale afterimage lashes toward the cursor dealing 55% of weapon damage. Switching weapons resets the count. The counter is per use, so swings at a dummy still count.

Covers Unreal, the ranged Deadly, Sighted, Powerful, Staunch, Rapid, ranged Hasty, and Intimidating. Unreal is full strength.

Every 4th shot adds a piercing tracer dealing 50% of weapon damage. Switching weapons resets the count.

Shares Piercing Tracer’s pool and is a little less common. Same prefixes. Unreal is full strength.

A projectile hit sparks a ricochet toward another foe within about 25 tiles, dealing 40% of that hit. Another spark will not form for about 0.8 seconds. A direct melee-style hit with no projectile does not trigger it. If no second foe is nearby, the spark does not appear. Training dummies do not trigger it.

Covers only Unreal, and is rarer in that pool.

Every 5th shot conjures 2 phantom bolts, each dealing 35% of weapon damage. Switching weapons resets the count.

Covers Mythical, Masterful, Mystic, Celestial, Adept, and Manic. Mythical is full strength.

Hits have a 25% chance to pull a wisp of mana back to you. Catching it restores 12 mana at Mythical. Another wisp will not peel for about 0.5 seconds. The chance does not change with tier. The mana restored does. Training dummies do not trigger it.

Covers Furious, Intense, Taboo, Ignorant, and Inept. Furious is full strength.

While current mana is above 70% of the cap, a hit bursts with violet arcs dealing 30% of that hit. Below that line, nothing fires. Another burst will not form for about 0.75 seconds. The mana gate does not change with tier. Training dummies do not trigger it.

Covers only Mythical, and is rarer in that pool.

Casting calls one star spirit to your side. Only one can exist at a time. About every 2.5 seconds it hurls a starbolt at the nearest foe within about 37 tiles, dealing 65% of the damage of the Mythical weapon you are holding. Put that Starcall weapon away, or turn Divine Artifice off, and the spirit fades.

Covers Broken, Terrible, Awful, Annoying, Dull, Damaged, Shoddy, Shameful, Deranged, and Weak. Broken is full strength and the worst prefix in that list. Rarest in its pool.

Hits have an 18% chance to erupt for 110% of that hit in about 7 tiles at Broken. The chance does not change with tier. Less damaged prefixes deal a smaller burst. Training dummies do not trigger it.

Covers Sluggish, Slow, Lethargic, Awkward, Unhappy, Lazy, Tiny, and Small. Sluggish is full strength and the slowest prefix in that list. Rarest in its pool.

Every 5th use flashes a white slash dealing 130% of weapon damage at Sluggish. Faster or larger prefixes deal a smaller slash. Switching weapons resets the count. The counter is per use, so swings at a dummy still count.

Covers Legendary: the broadsword, shortsword, and whip roll, and the Terrarian’s Legendary. It does not shrink further.

Swings have a 30% chance to loose a golden sword wave dealing 60% of weapon damage. The roll is per swing, so a dummy can still see a wave.

Accessory endowments apply while the item is worn. Unequipping it stops the bonus at once.

Covers Lucky and Precise. Lucky is full strength.

A critical hit from the wearer calls down a lucky star dealing 35% of that hit. Another star will not fall for about 2 seconds. Training dummies do not trigger it.

Covers Menacing, Angry, Spiked, and Jagged. Menacing is full strength.

Hits from the wearer build intent. The 6th strike rends the foe for 40% of that hit. Stopping does not clear the count. The claw appears only after six hits. Training dummies do not count.

Covers accessory Quick, accessory Hasty, Fleeting, and Brisk. Accessory Quick is full strength.

While worn, moving about 35 tiles charges a gale. The next hit looses a piercing wind blade dealing 40% of that hit. After it fires you have to move that distance again. The distance does not change with tier. Training dummies do not trigger it.

Covers Violent, Intrepid, Rash, and Wild. Violent is full strength.

Melee hits build fury. At 8 stacks it erupts as a crimson blade ring dealing 55% of that hit. Ranged, magic, and summon hits do not count. About 4 seconds without a melee hit clears the stacks. Training dummies do not count.

Covers only Arcane. It does not shrink further.

When you are struck, mana blocks part of the blow. Each point of mana blocks 2 damage, up to 15% of the hit. Below 10 mana the ward does not start. At least 1 damage remains. The hit is never fully blocked.

Covers Warding, Armored, Guarding, and Hard. Warding is full strength.

While worn, damage taken is reduced by 2% (Warding), 1.6% (Armored), 1.2% (Guarding), or 0.8% (Hard).

Endowments are not registered as their own items. Summon-only prefixes have no endowment pool. Reforging while the flag is off clears an existing endowment.