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How to change enchantments in Tiny Tina’s Wonderlands

Tiny Tina’s Wonderlands Guides

Tiny Tina’s Wonderlands is a wonderful game that blends Borderlands humor with the massively popular amazing nonsense that is tabletop RPGs. The game has some pretty obvious influences throughout. Players will notice all manner of nods to TTRPGs and more throughout the game. And being an RPG inspired by the likes of D&D, of course there are enchantments in Tiny Tina’s Wonderlands.

Enchanted loot is extra powerful and can roll with all sorts of magical effects. They all fall into different classes, usually possessing some kind of trigger effect. When you see an enchant on your gear, it will be preceded by a marker of some kind. For example, “After Getting a Melee Kill” will trigger the listed effect after you kill an enemy with a melee weapon or strike. But sometimes, you don’t like the enchant you have on a piece of gear, luckily, you can change it.

How to re-roll enchantments in Tiny Tina’s Wonderlands

Once you have completed the main story in Tiny Tina’s Wonderlands, you unlock the enchantment station back at Brighthoof. Re-rolling the Enchantment on an item will cost you Moon Orbs. The price for each roll scales upward with the number of times you have rolled on that item. You must visit the armorer back in settlements to re-roll. Look for the big wooden table with all the fancy metal fillagree on it. Head over and interact to choose the option to re-roll. The new enchantment is random, so be prepared to not get what you want.

All Enchantments

Below you will find all the different categories of enchantments in Tiny Tina’s Wonderlands.

After Action Skill Ends

  • After Action Skill Ends, Gain +14% Area Damage and +14% Spell Radius for 5 seconds.
  • After Action Skill Ends, Increase damage of your next Critical Hit by 50%.
  • After Action Skill Ends, Gain Spell Cooldown Rate +50% and +1 additional Spell Projectiles for 5 seconds.

After Casting a Spell

  • After Casting A Spell, Your Gun and Melee Attacks have +30% Critical Hit Chance for a short duration.
  • After Casting A Spell, Your next Melee Attack deals +40% Damage with increased knockback for a moderate duration.

After Getting a Gun Kill

  • After Getting a Gun Kill, Gain +20% Area Damage and +20% Spell Radius for 5 seconds.
  • After Getting a Gun Kill, Gain +20% Melee Damage and +30% Movement Speed for 5 seconds.

After Getting a Melee Kill

  • After getting a Melee Kill, Refresh 1 Spell Charge.
  • After getting a Melee Kill, Gain +25% Fire Rate for a short duration.

After Getting a Spell Kill

  • After getting a Spell Kill, Increase damage of your next Critical Hit by 50%.
  • After getting a Spell Kill, Gain a 50% chance to shoot an additional projectile for a moderate duration.

After Reloading

  • After reloading, Gain +50% Companion Critical Hit Chance and Companions regenerate 8% of their Maximum Health per second for 5 seconds.
  • After reloading, The next melee hit causes a Singularity that deals 879 damage.

Always Active

  • Always Active, Gain +25% Loot Luck
  • Always Active, Gain +30% Melee Damage against Bosses and Badasses.
  • Always Active, Gain +30% Melee Damage against enemies above 70.0% Total HP.

On Action Skill Start

  • On Action Skill Start, increased Gun Damage Dealt by 40% for 10 seconds.
  • On Action Skill Start, increased Melee Damage Dealt by 40% for 10 seconds.
  • On Action Skill Start, increased Damage Dealt by 20% for 20 seconds.
  • On Action Skill Start, increased Spell Damage Dealt by 40% for 10 seconds.
  • On Action Skill Start, increased Status Effect Chance and Damage by 20% for 10 seconds.
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On Spell Cast

  • On Spell Cast, increase Melee Damage by 30% for 10 seconds.
  • On Spell Cast, increase Ability Damage by 30% for 10 seconds.
  • On Spell Cast, increase Gun Damage by 30% for 10 seconds.
  • On Spell Cast, increase Damage Dealt by 15% for 10 seconds.
  • On Spell Cast, increase Elemental Damage by 20% for 5 seconds.
  • On Spell Cast, increase <element> Damage by 30% for 5 seconds.

On Ward Break

  • Gain +50.0% Elemental Resistance for 10 seconds.
  • Gain +40% Gun Critical Damage for 10 seconds.
  • Gain +200% Spell Critical Chance for 5 seconds.

While Action Skill Active

  • While Action Skill is Active, increase <element> Damage by 35%
  • While Action skill is active, increase Elemantal Damage by 7%
  • While Action skill is active, increase Companion Damage by 50%
  • Increase Elemental Damage by 35%.

Non-Classified Enchants

  • On Action Skill End, Increase Status Effect Damage and Status Effect Duration by 20% for 10 seconds.
  • On Melee Kills, Refill 50% of your currently equipped Gun’s loaded ammunition.
  • When Health is below 50%, Regenerate 4% Maximum Health per second and gain +21% Damage Dealt.
  • While Health is Full, Gain +25% Gun Damage & +25% Critical Hit Damage.

Brr-Zerker Enchants

  • After Feral Surge ends, Increase Melee Damage by 30% and Fire Rate by 20% for a moderate duration.
  • After Feral Surge ends, Increase Melee Damage by 21% and Fire Rate by 14% for a moderate duration.
  • Always Active, Gain +50% Damage when using Feral Surge or Dreadwind against Bosses and Badasses.
  • While Dreadwind is active, Gain +8% Damage Dealt and Movement Speed per second. Movement Speed lasts for 10 seconds after Dreadwind ends.

Clawbringer Enchants

  • Always Active, Gain +21% Melee Damage for a short duration after Storm Dragon’s Judgement ends.
  • When activating Cleansing Flames, Revive downed allies and Heal allies for 40% of their Maximum Health.

Spellshot Enchants

  • After casting a Spell, Increase Gun Damage by 14% and Fire Rate by 21% for a short duration.
  • Always Active, Polymorphed targets take +21% Damage from all sources.
  • On Melee Kills, Refill 50% of your currently equipped Gun’s loaded ammunition.

Spore Warden Enchants

  • Activating Barrage, Grants +18% Fire Rate and +41% Gun Handling for 5 seconds.
  • For 10 seconds after activating Barrage, Gun and Ability Damage have a 25% chance to cause an explosion, dealing 30% of the Damage Dealt as Poison Damage to nearby enemies.
  • Whenever you reload, Gain a charge of Barrage.

Stabbomancer Enchants

  • Reloading during From the Shadows, Extends From the Shadows duration 2.0 seconds (This effect has diminishing returns.)
  • When From the Shadows ends, create a Poison Nova dealing Poison Status Effect damage equal to 200% of your equipped Melee Weapons Status Effect Damage once per second for 10 seconds.
  • While Ghost Blade is active, Increase Melee Critical Hit Damage by 25% and Melee Critical Hit Chance by 50% for a short duration.

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