tModLoader An in-depth tier list of all of the enchantments in Fargo's Soul mod

CursedSliver

Eater of Worlds
In this tier list, I'll look through all of the enchantments in Fargo's Soul Mod.

Eternity Mode is a modded diffculty added by using both the Fargo's Mutant Mod and the Fargo's Soul Mod. It drastically changes the bosses and enemie's AI and it's projectiles which in turn, makes it more challenging and fun. Wiki here.
@Fargowilta and it's development team , Re-Logic team, and all of the wiki-editors out there!

Now, here's my tier explantion:

I will rate them from:
Assessability (When you can get it and how much you need to spend in order to get it)
Effectiveness (where the cases it would be useful, how common are those cases, and how well it preforms in these cases)
Damage (Damage-based enchantments)
Backfire (How would it backfire and how often, the smaller it was the less likely, N/A states it won't backfire at all)

S tier: extremely powerful in all cases, basically equipped everywhere you go, a must-have when it is unlocked and can be used for a very long time.
A tier: Useful in the majority of situations, but while not considered overpowered.
B tier: Good if you know where to use them. While being rather helpless in some situations, it performs well when played to it's strengths.
C tier: It's not usually really bad to be unusable, but usually there'll be much better options for you to choose.
D tier: The option when you have nothing on your accessories slots. It's inefficency is obvious to anyone who tried it.
F tier: Absolutely garbage and can even hurt the player.

They will also be rated and compared to other enchants you get at similar progression, and these are often considered on my own experiences. If you feel like some of those are unfair, let me know.

Note: I will rate them from their performance in Eternity Mode, excluding the DLC enchantments
Note2: For all enchantments which requires a reaver shark and you can get it early, I will not count such enchant as pre-boss. However, because you can bomb on meteorite, any enchantments requiring meteorite is fine.

Note3: All enchantments marked with "(***)" states that the enchantment haven't been tested yet in the latest beta.

Pre-Boss

Wood_Enchantment_%28Fargo%27s_Mod%29.png
Wood enchantment: F (***)

Critters will explode shortly after being released. It also grants immunity to the Guilty debuff.
Accessability: 4/5
Effectiveness: 0.5/5
Damage: 2/5
Backfire: N/A
The fact that it requires critter to work is just ridiculous. There's better accessory out here that grants immunity to guilty, namely the Squeaky Toy.

Boreal_Wood_Enchantment_%28Fargo%27s_Mod%29.png
Boreal Wood enchantment: B-

Causes weapons to additionally fire a spread of 3 snowballs every second.
Accessability: 4/5
Effectiveness: 3/5
Damage: 2/5
Backfire: N/A
While the snowball's performance in bosses is kind of dull, it can be a nice source of knockback and damage. And it has great assessability makes up for it's lack damage.

Cactus_Enchantment_%28Fargo%27s_Mod%29.png
Cactus enchantment: B

25% of contact damage is reflected and Enemies will explode into needles on death
Accessability: 3/5
Effectiveness: 3/5
Damage: 3/5

Backfire: N/A
It can easily shred crowds and bosses with multiple segments (aka BoC and EoW), but it's practically useless underground. It's contact damage reflection is not really a big deal as enemies usually uses debuffs to majorly harm the player and most of the bosses uses projectiles.

Rich_Mahogany_Enchantment_%28Fargo%27s_Mod%29.png
Rich Mahogany enchantment: B+
multiplies the speed at which Hooks extend and retract by x1.5.
Accessability: 2/5
Effectiveness: 4/5
Damage: N/A
Backfire: 1/5
Fun fact, this enchantment is surprising very good on bosses like king slime and eye of cthulhu where changing directions and boosting your speed in essential to your survival. However, I placed it in B instead of A is because it requires a Ivy whip, and the buffed jungle in early game are very, very dangerous, that makes it hard to get and most likely not worth the effort.

Shadewood_Enchantment_%28Fargo%27s_Mod%29.png
Shadewood enchantment: B+

Creates an aura of Bleeding around the player. Enemy NPCs that walk into the aura will receive the Bleeding debuff. Additionally, if affected enemies are struck, they will release a spurt of damaging blood.
Accessability: 2/5
Effectiveness: 3/5
Damage: 4/5
Backfire: N/A
If that effect was universal, it would be even better than cactus enchant on said bosses. Unfortunately for it to work, it must be very close to you which will likely make you get hit. Can still decimate crowds in events like the goblin army and blood moons, and sometimes even better.

Ebonwood_Enchantment_%28Fargo%27s_Mod%29.png
Ebonwood enchantment: S

Provides the player with a Shadowflame aura.
Accessability: 2/5
Effectiveness: 4/5
Damage: 5/5
Backfire: N/A

The Arua deals a shocking 15 extra dps to anything touching them. Insanely useful and also makes great wall-immune cave lights. the only problem is that some bosses are immune to shadowflame, and it requires fishing in the corruption which means gaining enough gear to fight off the eater of souls.

Palm_Wood_Enchantment_%28Fargo%27s_Mod%29.png
Palm Wood enchantment: A

Grants the ability to spawn a palm tree sentry by double tapping ▼ Down. The sentry will fire nuts at enemies which explode into multiple fragments. The palm tree deals 15 damage.
Accessability: 2/5
Effectiveness: 4/5
Damage: 4/5

Backfire: 3/5
The Tree it summons throws nuts explode into a similar fashion to The Seedler! Which means if you spawn it in a big boss like the king slime, all of the fragments should hit and deal massive damage. You can also spawn it behind walls to git rid of any enemies here. However, if you try to spawn it on platforms, you will fall off the platforms.

Snow_Enchantment_%28Fargo%27s_Mod%29.png
Snow enchantment: F (***)
Creates a small aura around the player that will slow any incoming projectiles by 33%.
Accessability: 2/5
Effectiveness: 3/5
Damage: N/A
Backfire: 4/5
This should be good in theory, but it really messes with bullet patterns and can screw you up easily. Not recommended for neither King Slime and Eye of Cthulhu.

Ancient_Cobalt_Enchantment_%28Fargo%27s_Mod%29.png
Ancient Cobalt enchantment: A-

Causes any projectile to have a 1/5 chance to explode into a cluster of damaging stingers. The stinger effect can only occur once every second.
Accessability: 1/5
Effectiveness: 4/5
Damage: 3/5
Backfire: N/A
Basically turns one of your projectiles into crystal bullets every 1 second whose crystals can fly forever in one direction. Would've been good if it doesn't require grinding in the jungle for hours.

Jungle_Enchantment_%28Fargo%27s_Mod%29.png
Jungle enchantment: D-

Releases a lingering spore when jumping and inflicts Poisoned. Herb collection is doubled and destroying vines gives you Vine Rope.
Accessability: 1/5
Effectiveness: 2/5
Damage: 1/5
Backfire: 1/5
First of all, the damage of the spore isn't great. Secondly, why not you just use the staff of regrowth? and lastly, it is also fairly difficult to acquire.

Angler_Enchantment_%28Fargo%27s_Mod%29.png
Angler enchantment: A+

increases bait power by 10 and lets the player catch fish almost instantly.
Accessability: 2/5
Effectiveness: 5/5
Damage: N/A
Backfire: 1/5
The ultimate fishing accessory for decades till post-ml where you have the fishing soul. However is not usable for anything else other than fishing (obviously)

Tin_Enchantment_%28Fargo%27s_Mod%29.png
Tin enchantment: S (***)

Sets the crit chance of all weapons to 4%. For every second, when one crit happens it increases crit chance by 4%, up to 100%, however it cannot increase your crit chance for more than 4% every second, and taking damage will reset the crit chance back down to 4%.
Accessability: 4/5
Effectiveness: 4/5

Damage: 5/5
Backfire: N/A

If you have good skill, this is the way to go. In the early games, you can practically double you dps with it. Can be used all of the way up to Moon Lord.

Lead_Enchantment_%28Fargo%27s_Mod%29.png
Lead enchantment: A

Gives the player's attacks a chance to inflict the Lead Poison debuff. Lead Poison deals low damage of around 5dps over time and spreads to nearby enemies.
Accessability: 2/5
Effectiveness: 4/5
Damage: 3/5
Backfire: N/A
Is good with crowds and can do just as good as cactus enchantment. A good replacement and unlike cactus enchantment, it still works well with a bunch of high-health enemies.

Tungsten_Enchantment_%28Fargo%27s_Mod%29.png
Tungsten Enchantment: A-
Increases sword size by 150% and doubles the size of projectiles with a 0.5 second cooldown. These enlarged items will do 15% more damage on critical hits.
Accessability: 3/5
Effectiveness: 4/5
Damage: 2/5
Backfire: 2/5
While being useless on some weapons, it can certainly, buff the performance of swords and yoyos against everything. those extra hits can be very helpful for bosses like the eye of cthulhu, or just common enemies. However, it might also delete some projectile's ability to travel between one block spaces, so when you want to wall camp you might need to take it off.

Silver_Enchantment_%28Fargo%27s_Mod%29.png
Silver enchantment: D

Summons a silver sword familiar that scales with minion damage to protect you.
Accessability: 0.5/5
Effectiveness: 3/5
Damage: 2/5
Backfire: N/A
It looks like it's viable for summoner, but the butterfly (tree nymph) that it requires is too rare to appear on regular playthroughs. It also cannot deal damage on a large distance.

Pre-hardmode

Ninja_Enchantment_%28Fargo%27s_Mod%29.png
Ninja enchantment: B
Grants the ability to throw a smoke bomb by pressing the "Throw Smoke Bomb" key. When the smoke bomb lands, the player will teleport to it and gain the First Strike buff.
Using the Rod of Discord will also grant this buff
First Strike enhances the next attack:
Melee weapons - The next hit will be a guaranteed crit which deals 3x damage
Projectile weapons - 3 projectiles will be fired instead of 1
Accessability: 2/5 (post-King Slime)
Effectiveness: 4/5
Damage: 2/5
Backfire: 2/5
I have no idea why would you use this. the first strike buff only buffs one attack. You may also accidentally pressed the throw smoke bomb button and screw up.

Iron_Enchantment_%28Fargo%27s_Mod%29.png
Iron enchantment:
B+ S+
Grants the ability to dash and attract items from a larger range. In addition it provides the ability to parry by right-clicking. Successfully parrying an attack will allow the player to completely dodge it; this parry has a small cooldown. Holding right-click will keep the guard up, giving the player 20 defense and slowing down their ground movement.
Accessability: 4/5 (post-Eye of Cthulhu)
Effectiveness: 4/5 5.5/5
Damage: 1/5
Backfire: 1/5
I mean, the magnet is nice, and the parry is ok, but without the dash, it just feels... bad Extremely useful and basically a straight upgrade from shield of cthulhu, easy to get as well and the other abilities (namely the magnet) can help a ton in various situations, and can be used till post plantera. No idea why wouldn't you want to use this.
(The dash is removed in the latest beta)(that beta hasn't been released yet)

Pumpkin_Enchantment_%28Fargo%27s_Mod%29.png
Pumpkin enchantment: B-

Cause a trail of pumpkins to be left behind the player when they move horizontally. These pumpkins heal 15 life if they become fully grown. If an enemies steps on a pumpkin, it will be destroyed and the enemy will take damage. It also summons a Squashling pet.
Accessability: 2/5 (post-Eye of Cthulhu)
Effectiveness: 3/5
Damage: 4/5
Backfire: N/A
Good for bosses where you need to move left and right to dodge attacks, such as queen bee. The heal is kinda garbage, but the main attraction is still the embers.

Shadow_Enchantment_%28Fargo%27s_Mod%29.png
Shadow enchantment: A

Causes the player's attacks to have a chance to inflict Darkness. Debuffed enemies fire shadowflame tentacles at other nearby enemies, dealing damage and inflicting Shadowflame.
Accessability: 4/5 (post-Eater of World)
Effectiveness: 3/5
Damage: 3/5

Backfire: 1/5
Insanely good at wall of flesh as it spreads and killing the hungeries within seconds.
also good for a crowd of enemies, especially at the Old One's Army.


Crimson_Enchantment_%28Fargo%27s_Mod%29.png
Crimson enchantment: A-

Greatly increases the player's life regeneration after being hit until the full damage done is completely healed. If the player gets hit again while this regeneration effect is happening, it will lose all health healed as well as the damage from the second attack. It also summons a Face Monster and Crimson Heart pet.
Accessability: 4/5 (post-Brain of Cthulhu)
Effectiveness: 4/5
Damage: N/A
Backfire: N/A
It is a godsend before the nerf in 1.3.9. However, now it only regenerates around 3health/second. But it was still quite viable for all of the pre-hm bosses as a great boost of survivability.
Also fun fact: it bypasses the bleeding debuff.

Miner_Enchantment_%28Fargo%27s_Mod%29.png
Miner enchantment: S-

50% increased mining speed, Shows the location of enemies, traps, and treasures. Light is emitted from the player.
Accessability: 3/5 (post-Any Evil Boss)
Effectiveness: 5/5
Damage: N/A
Backfire: N/A
Basically a infinite splunker, hunter, and dangersense effect with a mining speed bonus. A great enchantment for when mining for both hardmode ores and chlo, or just mining underground in general.

Fossil_Enchantment_%28Fargo%27s_Mod%29.png
Fossil enchantment: B
Revives the player after taking fatal damage, healing them to 1 HP. After reviving, the player is invulnerable for a few seconds and moving bones erupt from them. Once they stop moving, they can be collected by the player for 15 HP each.
Accessability: 2/5 (post-Any Evil Boss)
Effectiveness: 3/5
Damage: N/A
Backfire: N/A
Unless you are gonna take very large hits, and by that I mean hits OVER 100, it's probably not worth it. Eternity mode mostly uses debuffs and stats savaging to harm the player, rarely just pure damage. The only case where I think it would be kind of useful, is when WoF below 10% and starts spamming deathrays, but in my opinion it's best just to stick a couple offensive accessories, or crimson enchantment instead.

Gladiator_Enchantment_%28Fargo%27s_Mod%29.png
Gladiator Enchantment: C-
Causes spears to rain down on enemies when they take damage (including external damage sources)
Accessability: 2/5 (post-Any Evil Boss)
Effectiveness: 2/5
Damage: 2/5

Backfire: 1/5
I mean, it sounds really good, but there's a lot of bosses that likes to move around horizontally, and that nullifies the effect. Plus, it's not like it is usable underground, and deals good damage anyways (at least in the tier it is supposed to be obtained on).

Bee_Enchantment_%28Fargo%27s_Mod%29.png
Bee enchantment: A+
Allows any piercing attacks to spawn bees on hit. This effect doesn't work on segemented enemies such as Worms. In addition, it has the effects of the Hive Pack
Accessability: 4/5 (post-Queen Bee)
Effectiveness: 3/5
Damage: 4/5
Backfire: N/A
Is basically a hive pack upgrade, massive boosts the durations and damage of bee attacks (bee gun, beenade, bee's knees). I can promise that it at least doubles the duration of bees, and basically speaking, bee weapons deals double damage and because they are considered piercing hits, for every hit, it has a chance to generate a non-piercing bee, dealing another 50% more damage stacked on top of each other. Before I thought it's not really good, but now when I look at it, aw man, I hope I knew how powerful is this enchantment earlier.

Obsidian_Enchantment_%28Fargo%27s_Mod%29.png
Obsidian enchantment: C+

Grants immunity to the On Fire! debuff and lava itself. It allows for normal range of motion and explosive attacks while in lava.
Accessability: 2/5
Effectiveness: 3/5
Damage: 2/5
Backfire: N/A
because the existence of obsidian skin potion and tim's concotion, it has no practical purpose unless you fill up your entire Wall of Flesh arena with lava which is probably not worth the effort.

Copper_Enchantment_%28Fargo%27s_Mod%29.png
Copper enchantment: C
Grants attacks the chance to spawn lightning which chains to nearby enemies, dealing damage and inflicting a damage over time debuff. This lightning scales with magic damage.
Accessability: 5/5 (post-skeletron)
Effectiveness: 3/5
Damage: 2/5
Backfire: N/A
I mean, it sounds like a good enchantment, but the problem is it is wayyyyyy to slow, only striking a lightning like, every 15 sec? Trash if you ask me.

Molten_Enchantment_%28Fargo%27s_Mod%29.png
Molten enchantment: B+

Creates a ring of fire around the player, dealing damage based on enemy proximity and inflicting On Fire!. It also makes the player explode upon taking damage, dealing damage to any enemy caught in the blast.
Accessability: 3/5 (post-skeletron)
Effectiveness: 2/5
Damage: 4/5
Backfire: N/A
Really, only good when things are close to the player, which isn't really a "bad" thing, but considering how much contact damage and their AI, it's the best not to stay close. Have an devastating effect when playing melee though.

Hardmode

Ancient_Shadow_Enchantment_%28Fargo%27s_Mod%29.png
Ancient Shadow enchantment: A
It summons two shadow orbs that will surround the player. If one of them are shot, a spurt of homing shadow energy is released which will attack nearby enemies. Attacks have the chance to inflict the Darkness debuff and create shadowflame tentacles, capable of spreading around enemies.
Accessability: 2/5
Effectiveness: 4/5
Damage: 3/5
Backfire: 1/5
You see, the problem is that the situation of many enemies around, or in this case, bosses with multiple entities, in hardmode is now much rarer, and for it to really work, there need to be many enemies around. Nope. It still dominates the Old One's Army tier 2/3, and there are multiple situations such as exploring underground that it can work excellently. But, the shadow orb function isn't really great; it's just kind of sluggish. Very forgotton enchantment, but if used right can be quite useful.

Cobalt_Enchantment_%28Fargo%27s_Mod%29.png
Cobalt enchantment: C-

Grants a 25% chance for the player's projectiles to explode into shards. This effect has a brief cooldown of 1 second.
Accessability: 1/5
Effectiveness: 3/5
Damage: 2/5
Backfire: N/A
Makes one of your projectile into crystal bullets, but it actually sucks. It's like shooting two crystal bullet every second, and unlike ancient cobalt's situation, crystal bullet now exists, instead of having no hit-spitting weapons in pre-hardmode.

Gold_Enchantment_%28Fargo%27s_Mod%29.png
Gold enchantment: A

grants the player the ability to encase themselves in a golden shell by pressing the Turn Gold hotkey. This shell grants invulnerability, but at the cost of being unable to move or attack. This effect lasts 10 seconds and has a 50 second cooldown, starting when the effect ends. In addition, the player's attacks inflict the Midas debuff. It also provides the effects of Greedy Ring.
Accessability: 2/5
Effectiveness: 4/5
Damage: N/A
Backfire: 2/5
A fairly popular use of this enchantment is to squeak past the skeletron prime's dungeon guardian form, using minions. Outside of that though, it still have useful uses such as a free pass on mutant's two of the final stand attacks. It also have a greedy ring and is a money making buffler. Overall, it does it's job well, and it's a great enchantment to use in boss fights. However if you accidently pressed the button while in a bad place, you'll probably take some hits.

Spider_Enchantment_%28Fargo%27s_Mod%29.png
Spider enchantment: S-
Gives All summoning weapons the ability to crit with a 15% chance.
Accessability: 4/5
Effectiveness: 4.5/5
Damage: 4/5
Backfire: N/A
In general, crit chance are always better than damage boosts. And by how much minion sucks, it should be used as your second summoner dps boost as the essence bypasses the dps. But because of the special property of weapons like destroyer gun, use this enchantment with non-minion summoning weapons would be much better.

Pearlwood_Enchantment_%28Fargo%27s_Mod%29.png
Pearlwood enchantment: F (***)

Causes the player's projectiles to spawn a star on impact.
Accessability: 2/5
Effectiveness: 1/5
Damage: 1/5

Backfire: N/A
It's usefulness is just like it's tooltip ("Too little, too late..."), it used to be good for the destroyer in the hallow, but after the unintentional nerf, it is now considered garbage, just better than nothing. There's just way too many other better enchantments for you to choose than this one, at this stage of the game.

Meteor_Enchantment_%28Fargo%27s_Mod%29.png
Meteor enchantment: B+

Causes a meteor shower to rain down every few seconds while attacking with any weapon, scales with melee damage.
Accessability: 3/5
Effectiveness: 3/5
Damage: 3/5

Backfire: N/A
While being kinda dull for a lot of bosses, the destroyer is not one of them. Even without a melee build, it can easily deal up to 1500 damage per shower, effectively destroying that worm. As of right now,one of the problem with this enchantment is that it's timing, which sometimes initiates while it is coiling, or just off screen, making it a wasted damage. Can be very beneficial from Wizard enchant, though.

Mythril_Enchantment_%28Fargo%27s_Mod%29.png
Mythril enchantment: B

Increases weapon attack speed by 15%, and getting hit removes this bonus for a few seconds.
Accessability: 3/5
Effectiveness: 4/5
Damage: 3/5
Backfire: 1/5
Even though it looks like it's good, but after countless nerfs it's now rather dull. The way you can look at it is a slighter better averger emblem pre-mechs which doesn't benefit summoner. And the existence of essences just made it even more obsolete (now essences have been moved to post one mech so it's a decent upgrade, but not as good as emblems). Unless you are doing an all-class playthrough.

Necro_Enchantment_%28Fargo%27s_Mod%29.png
Necro enchantment: D+

Causes a pile of bones to drop from enemies the player kills. Bones will drop from bosses every time it loses 10% of its total HP. If the player touches the pile, a friendly Dungeon Guardian will spawn. The damage it does scales with the HP of the enemy it's attacking.
Accessability: 0.5/5
Effectiveness: 2/5
Damage: 2/5

Backfire: N/A
The fact that it needs a bone key, by how much eternity had buffed dungeon guardian, is just ridiculous. It is "technically" pre-mechs, but it's more like pre-lunatic cultist. And plus, it's damage is not really good either. You need a touch bones which does not move by itself, and a lot of times it's not worth the hit to touch that bone. Lastly, the guardian doesn't pierce either, and enemies cannot activate the bones, making it dull on events as well.

Orichalcum_Enchantment_%28Fargo%27s_Mod%29.png
Orichalcum enchantment: A+

Causes all player damage to spawn flower petals outside the screen which fly rapidly towards the enemy and inflicting a randomized fire-related debuff. These debuffs will deal 3 times the amount of damage they normally would.
Accessability: 3/5
Effectiveness: 4/5
Damage: 4/5

Backfire: N/A
This thing is actually, surprisingly good! When fully stacked, it deals an additional 117 dps plus the pedals itself dealing 207 extra dps! Good for high defense bosses like skeletron prime, and the twins.

Platinum_Enchantment_%28Fargo%27s_Mod%29.png
Platinum enchantment: B-

Causes all enemies have a 10% chance to drop 4x loot. If the enemy is inflicted with Midas, the chance and bonus is doubled.
Accessability: 2/5
Effectiveness: 3/5
Damage: N/A
Backfire: N/A
I mean, it can help you with grinding and stuff, but the chance without midas is just too rare to be very good. plus, it also requires quite a bit of grinding. Best for mega grinds where you need a bunch of the same item, though very rarely there's mega grinds in this mod. You can look at it as the pre-golem miniature sinister icon, though it is technically obtainable at any time.

Titanium_Enchantment_%28Fargo%27s_Mod%29.png
Titanium enchantment: S-

Grants the Shadow Dodge buff after the player damages an enemy. Shadow Dodge lasts 30 seconds and will cause the next enemy attack to do no damage and will extend the length of invincibility after the attack.
Accessability: 4/5
Effectiveness: 5/5
Damage: N/A
Backfire: 3/5
It sounds like a must-get enchantment, but on one hand, since titanium armor is so mandatory in hardmode, why not just use the armor? Secondly, in eternity mode, shadow dodging grants you "holy price" debuff which heavily nerfs your damage by a whopping 33% and for 15 seconds! It can backfire and result in a longer fight. A tradeoff of offence to survivability.

Rain_Enchantment_%28Fargo%27s_Mod%29.png
Rain enchantment: B+
Causes storm clouds to appear after hitting enemies to rain down damaging rain, shooting the cloud will make it bigger and eventually shoots lightning bolts. Only one can exist at a time. Additionally grants immunity to Wet.
Accessability: 2/5
Effectiveness: 4/5
Damage: 3/5
Backfire: N/A
Though meteor enchant is technically better, but this enchantment didn't go too far behind on the dps of meteor enchant, and is infinitely more fun to use. Also note that the raindrops doesn't do immunity frames, and you can feed the cloud using your own projectiles.
Note: because the fact that each raindrop deals 100% of the damage that spawned the cloud, it can be utilized to deal tens thousands of dps pre-golem when paired with the right setup such as sniper rifle or striking moment, completely rekting all post-golem bosses except Mutant.

Wizard_Enchantment_%28Fargo%27s_Mod%29.png
Wizard enchantment: A+

Enhances the effects of any other Enchantment accessory equipped along with it to their Force equivalent.
Accessability: 3/5
Effectiveness: 5/5
Damage: N/A (Special case)
Backfire: N/A
A both unique and useful enchantment. However, it's a tricky one too. In order to use this enchantment properly, you need to know about the enchantment and the forces and what they do. Can have a massive impact if used at the right time, and at the right enchantment, though.

Palladium_Enchantment_%28Fargo%27s_Mod%29.png
Palladium enchantment: S

Briefly increases health regeneration after striking an enemy, and unleashes a damaging energy orb for ever 80 health healed.
Accessability: 3/5
Effectiveness: 5/5
Damage: 1/5
Backfire: N/A
I have no idea why it is rated so high on the poll. Before the massive nerf of this enchant, it used to be an absolute godsend, practically giving off a constant 3 hp/s healing during boss fights. Now, each hit generates about 1 second of palladium healing, which is still, quite good. For it to work, you must be constantly hitting something, which now the duration is buffed again, it is not that difficult to keep up with the healing anymore. I agree with the fact that it's force version is insane, because the force version gives off 3 seconds of palladium healing, as usual. Even then without the force it pretty much does constant palladium healing 75% of the times, and that's really good.

Pre-Plantera

Apprentice_Enchantment_%28Fargo%27s_Mod%29.png
Apprentice enchantment: D

While attacking, Flameburst shots manifest themselves from your shadows. Flameburst field of view and range are dramatically increased.
Accessability: 3/5 (post-Any Mechanical Boss)
Effectiveness: 2/5
Damage: 2/5

Backfire: 1/5
It's a not very good source of damage... anyhow, and unlike tier 3 OOA event, it's not that hard to requiring a sentry upgrade. Also the noise it provides is annoying.

Huntress_Enchantment_%28Fargo%27s_Mod%29.png
Huntress enchantment: D-

Double tap down to create a localized rain of arrows at the cursor's position for a few seconds. The arrow type is based on the first arrow in your inventory and this has a cooldown of 30 seconds. Explosive Traps recharge faster and oil enemies and ignites oiled enemies on fire for extra damage.
Accessability: 3/5 (post-Any Mechanical Boss)
Effectiveness: 3/5
Damage: 2/5
Backfire: 3/5

Once again, slightly better than nothing. You can also slip off and fall off the platform you're standing on trying to use it's arrow rain effect.

Monk_Enchantment_%28Fargo%27s_Mod%29.png
Monk enchantment: C (***)

Not attacking for 2 seconds grant you a long invincable monk's dash that works in any cardinal direction. Lightning Arua can now crit and strikes faster.
Accessability: 2/5 (post-Any Mechanical Boss)
Effectiveness: 2/5
Damage: 1/5
Backfire: 1/5
The "not attacking" trick is just too tedious to do; it's usually too late to wait for 2 seconds when you realized you are trapped. Plus sometimes the longer dash might lure you into a dangerous location without you realizing.

Squire_Enchantment_%28Fargo%27s_Mod%29.png
Squire enchantment: B-

Continuing attacking an enemy will grant you the power of the Squire, reducing enemy immunity frames during that time. Ballistas pierces more targets and panics when you take damage.
Accessability: 3/5 (post-Any Mechanical Boss)
Effectiveness: 3/5
Damage: 3/5

Backfire: N/A
It's arguably one of the better enchantment of the four OOC tier 2 enchantments. However, that doesn't solve the problem of being underpowered. There's not much piercing weapons needed for the rest of the mechs, or if they do, they only tend to hit once. Though plantera needed some piercing weapons, it is really only usable for summoner and mages.

Hallowed_Enchantment_%28Fargo%27s_Mod%29.png
Hallowed enchantment: A+

Grants a shield that can reflect projectiles and an Enchanted Sword familiar which attacks enemies. This familiar scales with summon damage.
Accessability: 0.5/5 (post-The Twins)
Effectiveness: 5/5
Damage: 4/5
Backfire: N/A
Though sharing the same horrible accessability by it's downgrade, it is probably one of the better enchantments out here. The Enchanted Sword familiar can deal a fair bit of damage of around 800 dps, and it's shield is basically a better titanium enchant for single projectile. Though falls short on a swarm of projectile.

Forbidden_Enchantment_%28Fargo%27s_Mod%29.png
Forbidden enchantment: C

Grants the ability to summon an ancient storm to the cursor by double tapping S. Any projectiles shot through the storm will gain 30% damage.
Accessability: 1/5 (post-The Twins)
Effectiveness: 2/5
Damage: 2/5

Backfire: N/A
It's ability are cool and all, but the problem is that, in order for it to work you must be standing on the ground. The only useful scenario is for the Destroyer, but by how much it takes to get this thing, it's probably not really worth it.

Adamantite_Enchantment_%28Fargo%27s_Mod%29.png
Adamantite enchantment: A-

Causes projectiles to split into 3 smaller ones every second.
Accessability: 3/5 (post-All mechanical bosses)
Effectiveness: 4/5
Damage: 3/5
Backfire: N/A
Very useful if used right, however... kind of garbage when used with a multi-projectile weapon. Best used with weapons like flails and sniper rifle.

Turtle_Enchantment_%28Fargo%27s_Mod%29.png
Turtle enchantment: D+

Grants the player the ability to hide in a shell when stationary and not attacking. This ability gives the player 90% damage resistance. In addition, 100% of contact damage is reflected. The enchantment also provides the effects of Cactus Enchantment.
Accessability: 2/5 (post-All mechanical bosses)
Effectiveness: 2/5
Damage: 2/5

Backfire: N/A
The shell thing is basically useless in boss fights, and it can't prevent debuffs either. The only way I can think of it's usefulness is when farming and you can just stand still, but you still need to attack which disables the shield and it's useless again. At least cactus enchant still works, I guess.

Pre-Golem

Chlorophyte_Enchantment_%28Fargo%27s_Mod%29.png
Chlorophyte enchantment: C+

Summons a rotating ring of five leaf crystals around the player that fire crystal leaves at enemies. It also doubles the collection of herbs and provides the effects of Flower Boots and Jungle Enchantment.
Accessability: 3/5
Effectiveness: 2/5
Damage: 2/5

Backfire: N/A
You see, it is an ok enchantment, but there's just too much better enchantments out here to replace this enchantment.

Frost_Enchantment_%28Fargo%27s_Mod%29.png
Frost enchantment: D- (***)

Causes icicles to periodically spawn around the player. Attacking will fire all icicles towards the cursor, damaging enemies within the path. If 10 or more hit, the enemy will be frozen and receive 20% extra damage. In addition, it creates an aura around the player that will slow incoming projectiles.
Accessability: 2/5
Effectiveness: 1/5
Damage: 2/5
Backfire: 4/5
For one, in order to charge up to 10 icicles, you need at least appro. 10 sec. And that's NOT worth it at all. plus, it can only freeze [bold]One[/bold], and bosses are unaffected. For damage, even chlorophyte is better than this. And let's not talk about the uselessness of it's downgrade, snow enchant.

Shroomite_Enchantment_%28Fargo%27s_Mod%29.png
Shroomite enchantment: B
Grants the ability to enter stealth mode whilst stationary. All attacks now leave a trail of mushrooms, and Stealth mode causes more to spawn.
Accessability: 3/5
Effectiveness: 3/5
Damage: 3/5

Backfire: N/A
Can be somewhat useful if used right, just like tungsten enchantment. It is best used for bosses that actively moves toward you, aka duke fishron, in this case its an enchantment quite good.

Spectre_Enchantment_%28Fargo%27s_Mod%29.png
Spectre enchantment: S-

Makes dealing damage have a chance to spawn damaging orbs and crits have a chance to spawn a healing orb.
Accessability: 3/5
Effectiveness: 4/5
Damage: 4/5

Backfire: N/A
This enchantment grants really good damage and lifesteal, yet it is still only considered semi-decent. But as a matter of fact, it is indeed, very good.

Tiki_Enchantment_%28Fargo%27s_Mod%29.png
Tiki enchantment: A

Grants the ability to summon temporary minions after maxing out minion slots.
Accessability: 4/5
Effectiveness: 5/5
Damage: 4/5
Backfire: 3/5
You see, this enchantment is great on everything except stardust dragon. However with stardust cell you can still deal good damage. On that sense, the more attack speed you have, the more extra minion you can have.

Spooky_Enchantment_%28Fargo%27s_Mod%29.png
Spooky enchantment: B

Causes minions to periodically perform a scythe attack.
Accessability: 2/5
Effectiveness: 3/5
Damage: 3/5

Backfire: N/A
Unlike Tiki, though, instead of expanding minion slots, it just makes them flashier. Well, I mean, it can be a nice source of help for stardust pillar, when you don't have a summoner loadout, I guess.

Pre-Moon Lord

Beetle_Enchantment_%28Fargo%27s_Mod%29.png
Beetle enchantment: A-

Grants the Beetle Endurance buff, which provides up to 15% of damage reduction. It also increases flight time by 50%.
Accessability: 2/5
Effectiveness: 5/5
Damage: N/A
Backfire: N/A
Pretty much a common enchantment for Lunatic cultist and Moon lord. Though might be a pain to collect the mothron wing and butterfly wing.

Shinobi_Infiltrator_Enchantment_%28Fargo%27s_Mod%29.png
Shinobi Infiltrator enchantment: S

Dash into any walls, to teleport through them to the next opening. Not attacking for 2 second grants you a single use monk dash. Throw a smoke bomb to teleport to it and gain the First Strike Buff, and using the Rod of Discord will also grant this buff. Greatly enhances Lightning Aura effectiveness and effects of Master Ninja Gear.
Accessability: 3/5
Effectiveness: 5/5
Damage: 2/5
Backfire: N/A
This just shows how powerful dash is in this game. Basically a direct upgrade to master ninja gear with a wall clip hack. Also useful for OOC tier 3. Would 100% recommend to get immediately after golem.

Red_Riding_Enchantment_%28Fargo%27s_Mod%29.png
Red Riding enchantment: C- (***)

Double tap down to create rain of arrows that follows the cursor's position for a few seconds, and the arrow type is based on the first arrow in your inventory. This has a cooldown of 15 seconds. Greatly enhances Explosive Traps effectiveness and effects of Celestial Shell
Accessability: 1/5 (Post-Betsy)
Effectiveness: 2/5
Damage: 3/5
Backfire: 2/5

Oh yeah! Strap a moon charm to Huntress enchantment will make it better!

Dark_Artist_Enchantment_%28Fargo%27s_Mod%29.png
Dark Artist enchantment: A-

Summons a Flameburst minion that will fire after charging up. It will then act as a sentry, up to 3 can exist at once. While attacking, Flameburst shots manifest themselves from your shadows. Greatly enhances Flameburst effectiveness.
Accessability: 3/5
Effectiveness: 3/5
Damage: 3/5

Backfire: 1/5
Just an extra source of damage, I daresay. It'll be useful for lunatic cultist, but spectre enchantment is better if you want damage. Plus it might accidently break the wrong cultist and you're dead.

Valhalla_Knight_Enchantment_%28Fargo%27s_Mod%29.png
Vanhalla Knight enchantment: B

Continue attacking an enemy will grant you the power of Vanhalla, drasticly reducing enemy immunity frames during this time.
Accessability: 2/5 (Post-Betsy)
Effectiveness: 4/5
Damage: 3/5
Backfire: N/A
It is really amazing when using piercing weapons like last prism or razorblade typhoon, tripling it's dps. However, the real problem is that is has a 20 seconds(!) cooldown, with only 5 seconds of reduced immunity frame! Not really recommended unless you use wizard with it (then it becomes insane!).

Post-Moon Lord

Solar_Enchantment_%28Fargo%27s_Mod%29.png
Solar enchantment: S

Summons the shield from the Solar Flare armor's set bonus, which increases damage reduction by 30% and grants the ability to dash and ram into enemies. It also causes the player's attacks to have a chance to inflict the Solar Flare debuff for 5 seconds, causing the enemy to explode upon the debuff's expiration.
Accessability: 3/5
Effectiveness: 5.5/5
Damage: 2/5
Backfire: 1/5
Again, a upgraded dash with an amazing 30% damage reduction. And a "plant bomb" ability. Dashes are overpowered, and if you don't have force of terra/force of cosmos already, get one for the champions.

Vortex_Enchantment_%28Fargo%27s_Mod%29.png
Vortex enchantment: C

Grants the player the ability to enter stealth mode, akin to the stealth mode provided from the Vortex armor's set bonus, by double tapping S. In stealth mode, enemy detection is decreased and ranged damage stats are heavily increased at the cost of movement speed. Unlike the Vortex armor set bonus, entering stealth mode will create a vortex that draws in nearby enemies and inflicts large amounts of damage.
Accessability: 3/5
Effectiveness: 3/5
Damage: 3/5
Backfire: 2/5

Though the vortex was nice, it is practically useless in this stage of the game, and mini-bosses and bosses are immune to the vortex anyways. The ranged damage boost are very good, but unlike vortex armor itself, it also savages your movement speed in the air, making it a really costly tradeoff.

Nebula_Enchantment_%28Fargo%27s_Mod%29.png
Nebula enchantment: S+ (***)

Grants the chance to spawn boosters when attacking enemies with any weapon provided by the Nebula armor's set bonus. These boosters increase mana regen, damage, or life regen respectively. They cap at a maximum of 2.
Accessability: 4/5
Effectiveness: 5.5/5
Damage: 3/5
Backfire: N/A
10 hp/s, +30% damage. In force version where you can stack 3, not even abominationn's abominable fang debuff can touch you even the slightest with such beast.
"Disgustingly Beautiful."

Stardust_Enchantment_%28Fargo%27s_Mod%29.png
Stardust enchantment: B- (***)

Summons the Stardust Guardian from the Stardust armor's set bonus to protect the player. It also grants the player the ability to freeze time for 5 seconds with the Freeze Time key, halting all enemies and projectiles for the duration. The player may only freeze time every 60 seconds. The Stardust Guardian will still attack enemies during the freeze.
Accessability: 4/5
Effectiveness: 3/5
Damage: 2/5
Backfire: 1/5
While being no real good on it's own, can help with Abominationn's one attack in force of cosmos. Plus piercing weapons are no good for the time freeze, as they will all come at once and only hit once.


V1.0, 01/12/2021: Released all pre-hm enchantments; couple missing
V1.1, 01/13/2021: Added pictures of the enchantments, full coloring, and slight re-tiered couple enchantments including Pumpkin, Iron, and Jungle. Also added fossil, and gladiator enchantment. Pre-hardmode all enchantment officially complete.
V1.1.1, 01/14/2021: Re-tiered Ninja enchantment and Shadewood enchantment in prior to the recent update. Also added Tungsten enchantment cause I'm stupid.
V1.2, 01/14/2021 (lol): Added all pre-plantera enchantments.
V1.2.1, 01/15/2021: Re-tiered countless enchantments.
V1.3, 01/16/2021: Added ALL enchantments!
V1.3.1, 02/15/2021: Retiered couple enchantments.
V1.3.2, 05/30/2021: Fixed many typos, retiered couple enchantments.
 
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what about Forces like Force of Timber? also, Soul Of Terraria because it is the combination of all Enchantments?
 
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wow, wow wow and wow. this is actually one of the most in depth tier lists ive seen in my time, and ive seen many. and on the tier list itself, i totally agree with your opinion having studied on FSM for a while now. if i had a tier list of tier lists, this would go at the very top, S++. good job, man
 
Can anyone find any info about the mod's recent update? I was following Chippy's most recent playtrough but it has been only a couple of months and it's all so different.

Idk if anyone has played the latest version but I found some major glitches that really affect the mod.

First, the Turtle Enchant is sooooo OP now. I found out that if you have enough DMG resistence and defense the shell just never breaks.

Secondly, it was all fine and dandy untill Plantera. Chippy was using the twinrangs and worst reforges on all equipment and was dealing almost 1k per second. I had the same armor and most of the same enchants but my damage output was really off. The dps counter was at 1k+ but Plantera's health bar just wasnt reflecting that. I tried using all of the mech weapons and after 11 mins of constantly dodging and trying to survive with each weapon I just couldnt get her health bar down.

Eventually, after many changes in loadout I eventually just coppied Chippy's loadout and it worked. I did some investigating and apparently it was due to deathbringer fairy. No idea why tho.

Same thing happenned with golem. Now I had more options for equipment and eventually got up to the turtle enchant. WHAT A FIND! I just equipped it to test it out and was standing for 3 minutes under golem taking no dmg.

As I was could not stand being bullied by a massive rock with seemingly infinite health dealing 80 dmg per hit I just equipped a full summoner loadout and popped the turtle enchant and after A LOT of time it was over. After winning the first time I have been trying to figure out his problem and found out that if I took out one acessory and hovered it on the screen (instead of dropping it into my inventory or equipping it again) the ravens dmg went from 20 per hit to 70 and his health finally began to drop normally.

I cant seem to find any info om this recent changes on the mod, only the wiki with some info missing (i.e. This Golem is now actually Sans, not just white woth blue eyes)

Can anyone help or at least confirm that im not mad or anything
 
jest telling you pearlwood is decently bad, damages you for a chance for double crit, the dam is like 20% of ur hp
 

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