RPG Tomes & Enchantments
All 20 active RPG enchant families, effects, potency scaling and balance caps in RoosterMobs 4.4.
RPG Tomes & Enchantments
RoosterMobs Tomes are a separate RPG enhancement system for eligible Rooster gear. RoosterMobs 4.4 activates the full enchant framework so older socketed equipment automatically gains the new behavior.
Existing Gear Is Supported
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RoosterMobs reads the enchant metadata already stored on existing equipment. Previously socketed gear does not need to be regenerated or re-socketed after the 4.4 update.
Enchant Levels & Potency
RPG enchants support Levels 1–500, with generated potency reaching approximately 75% at Level 500. Each effect has its own balance rules and caps; 75% stored potency does not mean every enchant simply grants a 75% final bonus.
| Level | Approximate Stored Potency |
|---|---|
| 1 | 0.15% |
| 10 | 1.50% |
| 50 | 7.50% |
| 100 | 15.00% |
| 250 | 37.50% |
| 500 | 75.00% |
Offensive & Loot Enchants
| Enchant | Effect |
|---|---|
| SLAYER | Increases the RPG tier-damage portion of the weapon |
| EXECUTE | Deals increased damage to enemies below 25% health |
| LIFESTEAL | Provides a chance to recover health through successful attacks |
| BERSERK | Increases offensive power as the player's health falls |
| ECHO | Provides a chance for an attack to produce an additional strike |
| MIDAS | Improves the player's Elite Shard reward share |
| BOUNTY | Adds opportunities for additional gear or Tome reward rolls |
Elemental Infusions
| Enchant | Effect |
|---|---|
| VOID-TOUCH | Adds Void-style pulling/control behavior to attacks |
| IGNITE | Applies burning pressure |
| CHILL | Applies slowing pressure |
| SHOCK | Adds lightning-based offensive pressure |
| VENOM | Applies poison pressure |
| WITHER-EDGE | Applies Wither pressure |
| SOLAR-FLARE | Adds Solar-style control and disruption |
Defensive & Utility Enchants
| Enchant | Effect |
|---|---|
| VIGOR | Increases survivability through additional maximum health |
| GUARD | Reduces incoming Elite/RPG damage |
| REFLECT | Returns a portion of incoming damage to the attacker |
| SIPHON | Supports faster Wand/Spear ability cycling |
| WISDOM | Provides opportunities for additional Research progress |
| HASTE | Improves combat speed and can shorten Wand/Spear cooldowns |
Important Balance Caps
| Effect | Approximate Maximum Behavior |
|---|---|
| Execute | Up to +50% damage below 25% target HP |
| Berserk | Up to +50% damage at extreme missing HP |
| Vigor | Up to +5 hearts from equipped armor |
| Guard | Up to 35% Elite damage reduction |
| Reflect | Up to roughly 20% reflected damage, subject to hit limits |
| Haste | Up to +25% attack speed |
| Magic Haste | Up to 35% shorter Wand/Spear cooldowns |
| Midas | Up to +75% bonus Shards on the player's Elite reward share |
| Wisdom | Up to 75% chance for an extra Research credit |
These caps exist so high-level enchants remain powerful without allowing multiple pieces of equipment to create runaway scaling.
Tip: The strongest builds are increasingly about synergy between tier, rarity, element, enchants, Mastery and Research—not simply one enormous number.