The Lifesteal core enchants are six Legendary enchants that stand outside the category sets: five for swords and axes and one for chestplates. They poison and slow other players, heal you, strip absorption hearts and change the clan points of player kills. Each one comes from a Legendary rune bought in the enchant shop.
How core enchants work#
- Breaking, Heart Cracker, Point Boost, Poison and Vampire work from the sword or axe in your main hand. Cold Steel works from the chestplate you are wearing.
- They only work against other players. Hitting or killing a mob never triggers them.
- Breaking, Heart Cracker, Poison and Vampire trigger on melee hits only; arrows and other projectiles do not count. Cold Steel triggers on any hit from a player, arrows included. Point Boost triggers on player kills and deaths.
- Every effect is a chance roll, made on each qualifying hit, kill or death. None of them has a cooldown.
- They are not part of the combat balance limits. Vampire's heal does not count toward the lifesteal heal limit and is not paused by the combat tag.
- A Legendary rune costs 50,000 XP and gives one of the eight Legendary enchants of Lifesteal at random: the six on this page, Banker and Pathfinder. See Runes.
- Lifesteal also has an Extraction Scroll, which can pull an enchant off an item into a book. See Extraction Scroll.
All core enchants#
| Enchant | Rarity | Max level | Applies to | Effect |
|---|---|---|---|---|
| Breaking | Legendary | I | Swords and axes | Described as doubling the durability loss of your opponent's armor; currently does not affect armor. |
| Cold Steel | Legendary | VI | Chestplates | 1% + 0.25% per level chance, when a player hits you, to give them Mining Fatigue II for 1 second per level. |
| Heart Cracker | Legendary | IV | Swords and axes | 25% chance per level on a melee hit to remove 1 HP of absorption from the player you hit. |
| Point Boost | Legendary | V | Swords and axes | 10% + 10% per level chance to multiply the clan points of a player kill or death by 0.5 per level. |
| Poison | Legendary | III | Swords and axes | 2% + 2% per level chance on a melee hit to give the player Poison II for 2 seconds per level. |
| Vampire | Legendary | V | Swords and axes | 1% + 2.5% per level chance on a melee hit against a player to heal you 2 HP (1 heart). |
Lifesteal has two enchants named Vampire. This page lists the Legendary one; the Rare one is Vampire (Combat).
Numbers by level#
| Enchant | I | II | III | IV | V | VI |
|---|---|---|---|---|---|---|
| Breaking: chance | 1% | - | - | - | - | - |
| Cold Steel: chance | 1.25% | 1.5% | 1.75% | 2% | 2.25% | 2.5% |
| Cold Steel: Mining Fatigue II | 1 s | 2 s | 3 s | 4 s | 5 s | 6 s |
| Heart Cracker: chance | 25% | 50% | 75% | 100% | - | - |
| Point Boost: chance | 20% | 30% | 40% | 50% | 60% | - |
| Point Boost: points multiplied by | 0.5 | 1 | 1.5 | 2 | 2.5 | - |
| Poison: chance | 4% | 6% | 8% | - | - | - |
| Poison: Poison II | 2 s | 4 s | 6 s | - | - | - |
| Vampire: chance | 3.5% | 6% | 8.5% | 11% | 13.5% | - |
| Vampire: heal | 2 HP | 2 HP | 2 HP | 2 HP | 2 HP | - |
Enchant details#
Breaking#
Breaking is a Legendary enchant for swords and axes with a single level. Its in-game description gives it a 1% chance to deal double durability damage to your opponent's armor.
Breaking does not currently make armor wear out faster. When you hit a player in melee, it has a 1% chance to mark that player for 1 second. During that second, if one of their items that carries Breaking loses durability, a second 1% roll doubles that loss. Breaking can only be put on swords and axes, so the only item it can affect is a Breaking sword or axe held by the player you hit.
Cold Steel#
Cold Steel is a Legendary enchant for chestplates. When another player damages you, in melee or with an arrow or other projectile, it has a chance of 1% plus 0.25% per level to give that player Mining Fatigue II for 1 second per level. That is 1.25% for 1 second at level I and 2.5% for 6 seconds at level VI.
- It works from the chestplate you wear. A chestplate in your inventory does nothing.
- Damage from mobs never triggers it.
Heart Cracker#
Heart Cracker is a Legendary enchant for swords and axes. When you hit a player in melee, it has a 25% chance per level to remove 1 HP of absorption from them, which is half of one yellow heart. At level IV it triggers on every hit.
- It works on absorption only: the yellow hearts from effects such as a golden apple. It never takes a player's Lifesteal hearts; see Hearts.
- A player with no absorption loses nothing extra.
- The in-game description says it breaks "an absorption heart". Each trigger removes 1 HP, which is half a yellow heart, so a full yellow heart takes two triggers.
- Hits on mobs never trigger it.
Point Boost#
Point Boost is a Legendary enchant for swords and axes that changes the clan points from player kills. It works with the clan point system of clans: when a player kill counts for clan points, the killer's clan gains 4 points and the victim's clan loses 20 points.
Each time your clan gains or loses points from a kill, Point Boost checks the sword or axe in your main hand at that moment. With a chance of 10% plus 10% per level, it multiplies those points by 0.5 per level.
| Level | Chance | Multiplier | Points for your kill (base 4) | Points lost on your death (base 20) |
|---|---|---|---|---|
| I | 20% | 0.5 | 2 | 10 |
| II | 30% | 1 | 4 | 20 |
| III | 40% | 1.5 | 6 | 30 |
| IV | 50% | 2 | 8 | 40 |
| V | 60% | 2.5 | 10 | 50 |
The numbers apply only when the roll succeeds; otherwise the points stay at 4 and 20.
- At level I a successful roll halves the points of your kill, and at level II it changes nothing. Only levels III to V add points.
- It also works when you die. If a player kills you while you hold a Point Boost weapon and the roll succeeds, the points your clan loses are multiplied the same way: halved at level I, but 30 to 50 instead of 20 at levels III to V.
- The multiplier applies after any clan point booster has been added.
- Points from winning a KOTH are not affected.
- Kills only give and take clan points under the rules on Clans. When a kill gives no points, Point Boost has nothing to change.
Poison#
Poison is a Legendary enchant for swords and axes in Lifesteal. When you hit a player in melee, it has a chance of 2% plus 2% per level to give them Poison II for 2 seconds per level: 4% for 2 seconds at level I, up to 8% for 6 seconds at level III.
- Hits on mobs never trigger it.
- It is a different enchant from Poison Tip, the bow enchant on Lifesteal Ranged Enchants.
Vampire#
Vampire is the Legendary Vampire, an enchant for swords and axes. When you hit a player in melee, it has a chance of 1% plus 2.5% per level to heal you 2 HP (1 heart), never above your maximum health. That is 3.5% at level I and 13.5% at level V.
- The heal is 2 HP at every level. Only the chance rises with the level.
- The heal is not limited by the lifesteal heal limit and is not paused by the combat tag.
- Hits on mobs never trigger it.
- This is not the Rare Vampire from the Combat group, which heals a share of each hit's damage. That one is Vampire (Combat).