Engravings are Tensura’s gear enchantments — the ones your weapons and armour gain
automatically as they accumulate EP. This addon adds 22 of its own to that system.
They show up as ordinary enchantment lines on the item and behave like any other engraving:
gold-coloured in the Researcher screen, and mutually exclusive with other engravings.
When a weapon or armour piece crosses an EP threshold, Tensura rolls it a random engraving.
This addon substitutes its own engraving into that roll some of the time — 25% by default.
Only 8 of the 22 can appear this way, split by what you are wearing or holding:
Repeat rolls that would level up an engraving you already have are left alone — substitution
only happens on a fresh roll.
The other 14 are forge-only. Crafting at a forge station rolls engravings
onto the result, and the forge can pick from all 22. This is deliberate: the best engravings
are a reward for crafting, not for grinding gear EP.
How many you get is your quality rank’s slot count — Superior 1, Masterwork 2, Legendary 3,
Mythical 4 — plus any extra slots from Creator, Runesmith’s Insight and crafting titles. The
level rolled is biased by your minigame score.
| Engraving | Max | Effect per level |
|---|---|---|
| Keen Edge | 5 | +0.75 attack damage |
| Featherweight | 3 | +0.15 attack speed |
| Frostbrand | 4 | Slowness on hit — duration and strength scale with level |
| Vampiric | 5 | Heal for 8% of damage dealt |
| Voidpiercer | 5 | +1.5 flat damage and +6% of the target’s armour as bonus damage |
| Critical Strike | 3 | 10% chance of a critical hit, scaling from ×1.5 upward |
| Executioner | 3 | +10% damage against targets below 30% health |
| Soul Render | 4 | +8% damage against spiritual entities |
| Stormbrand | 3 | 10% chance to arc lightning to a nearby enemy for 30% of the hit |
| Rending | 3 | Applies Rend for 3 seconds — −2 armour per level |
| Cleave | 2 | 25% splash damage to enemies within 2 blocks |
| Predator’s Mark | 3 | +5% kill EP |
| Prospector | 3 | 10% chance to duplicate non-equipment mob drops |
| Engraving | Max | Effect per level |
|---|---|---|
| Magicule Conduit | 4 | +0.25 magicule regeneration multiplier |
| Aura Conduit | 4 | +0.25 aura regeneration multiplier |
| Reinforced | 4 | +0.5 armour |
| Toughened | 3 | +0.5 armour toughness |
| Vitality | 4 | +2 max health |
| Swiftness | 3 | +0.01 movement speed |
| Featherfall | 2 | 25% fall damage protection (boots) |
| Engraving | Max | Effect |
|---|---|---|
| Regeneration | 2 | The item repairs itself while equipped |
| Soulbound | 1 | The item is kept through death |
Soulbound is capped at level 1 and is forge-only — it is the single most valuable thing the
forge can put on a piece of gear.
Rend is a real debuff. Rending applies a status effect that strips armour, so it stacks with
your own damage rather than being a flat bonus. Against heavily armoured targets it is often
worth more than Keen Edge.
Predator’s Mark affects progression, not combat. More kill EP means faster gear and
character growth — it is a long-game engraving.
Older forged items were converted. Items made before engravings replaced the old enhancement
system are upgraded automatically the first time you pick them up or log in with them. Their old
lore lines may remain alongside the new enchantment lines; that is cosmetic only.
The substitution chance and the whole feature can be configured. As an alternative to the
substitution hook, you can add these engraving ids directly to Tensura’s own engraving pool
lists for native roll weighting.