Enchantments are magical properties that can boost the powers of Weapons, tools, and Armor. There are a variety of enchantments, each with a different effect. Some simply boost damage or increase mining speed, while others are more complex and only trigger when certain conditions are met. Others give buffs to the user or inflict debuffs on an opponent.
The Max Level of an enchantment is the highest power level it can have from a certain enchanting method. Enchanting refers to the traditional method of enchanting on an Enchantment Table. Combining refers to combining weapons or Enchantment Books on an Anvil to increase the power level of the enchantments. Loot/Drops/Crystals refers to when enchanted items (or books) are dropped as loot from killing a Monsters or completing a dungeon. It also refers to items such as enchantment crystals, which are extremely rare and can be added to a weapon to add an enchantment to the weapon.
Contents
- 1 Melee Weapon Enchantments (Sword, Axe, etc.)
- 2 Ranged Weapon Enchantments (Bow, Crossbow, Etc.)
- 3 Projectile Enchantments (Arrow, Bolt, etc.)
- 4 Tool Enchantments (Pickaxe, Hammer, etc.)
- 5 Armor Enchantments
- 6 Shield Enchantments
- 7 Cloak Enchantments
- 8 Accessory Enchantments
- 9 Magical Device Enchantments (Staff, Wand, etc.)
- 10 Musical Device Enchantments(Flute, Lyre)
- 11 Flask/Chalice Enchantments
- 12 Fishing Rod Enchantments
- 13 Augments
- 14 Traps
- 15 Blessings
- 16 Curses
- 17 Noob Enchantments
- 18 Block Enchantments
Melee Weapon Enchantments (Sword, Axe, etc.)
Enchantment | Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Sharpness | Common | IV (4)
V (5) VII (7) |
Increases damage by 1.5. |
Smite | Common | IV (4)
V (5) VII (7) |
Increases damage by 2.5 against undead monsters. |
Bane of Arthropods | Common | IV (4)
V (5) VII (7) |
Increases damage by 2.5 against insect monsters. |
Plantslaying | Common | IV (4)
V (5) VII (7) |
Increases damage by 2.5 against creepers and slimes. |
Nightrend | Common | IV (4)
V (5) V (5) |
Increases damage by 20% at night. |
Fire Aspect | Common | II (2)
II (2) III (3) |
Sets the target on fire for 2.5 seconds on-hit. |
Ice Aspect | Common | II (2)
II (2) III (3) |
Inflicts the Chill debuff for 2.5 seconds on-hit. |
Knockback | Common | II (2)
II (2) III (3) |
Increases knockback when hitting a target. Higher levels increase the knockback further. |
Looting | Common | II (2)
III (3) V (5) |
Increases the number of items a monster drops. Higher levels further increase the number of drops. This enchantment does not affect loot from completing a dungeon. |
Unbreaking | Common | III (3)
III (3) IV (4) |
Adds a 20% chance for durability not to decrease when using the item. |
Wounding | Common | V (5)
X (10) XV (15) |
Increases the damage dealt with a critical hit by 10%. |
Reflection | Common | III (3)
III (3) III (3) |
Reflection will return one point of damage to the enemy while blocking. |
Blocking | Common | V (5)
V (5) V (5) |
Increases the effectiveness of blocking by 20% per level. |
Rending | Common | V (5)
V (5) X (10) |
Rending temporarily reduces the target's armor by 1% with each strike. This stacks with itself a total of five times. Further, this will stack with similar debuffs inflicted from the Rend and Rending Shot abilities. |
Stun | Common | III (3)
III (3) III (3) |
Has a small chance of paralyzing the target for a short duration. Both the chance and duration increase with power level. |
Sleep | Common | III (3)
III (3) III (3) |
Like Stun, except the target falls asleep. They will be woken upon taking further damage. |
Poison | Common | V (5)
V (5) X (10) |
An on-hit enchantment that has a 5% chance of inflicting the Poison debuff. This enchantment may be applied through an ability, in which case it is only temporary. |
Nausea | Common | V (5)
V (5) X (10) |
An on-hit enchantment that has a 5% chance of inflicting the Nausea debuff. |
No Honor | Common | V (5)
V (5) VII (7) |
Increases weapon damage by 5% (per power level) when attacking an opponent from behind. |
Lightweight | Common | I (1)
I (1) I (1) |
Increases attack speed by 25%. |
Mending | Rare | I (1)
I (1) I (1) |
Uses half of gained XP to repair gear with this enchantment. 1 XP -> 1 durability point regained. |
Defender | Rare | V (5)
VI (6) X (10) |
Increases armor by 1 while wielding this weapon. |
Iceblast | Rare | I (1)
I (1) I (1) |
Delivers 2 ice damage in addition to normal damage with each successful strike. This has a 100% chance of occurring unless the target is resistant to cold or water. Max Level: I (1) |
Lifesteal | Rare | IV (5)
V (5) VII (7) |
With each strike, 1 damage is transferred to the wielder in the form of health. |
Shred | Rare | I (1)
I (1) II (2) |
Each strike will reduce the durability of the target's armor by 100% normal. |
Astral Fire | Rare | V (5)
V (5) X (10) |
This enchantment turns 10% of the weapon's damage into magical damage of elemental fire, which bypasses armor. (In addition to doubling against anything with a Cold affinity) At power level ten, 100% of the weapon's damage is transferred. |
Astral Ice | Rare | V (5)
V (5) X (10) |
The same as Astral Fire, but with the water element. |
Doublestrike | Rare | IX (9)
X (10) XX (20) |
The weapon has a 1% chance of instantly swinging again. |
Silence | Rare | V (5)
X (10) XX (20) |
A 1% chance of inflicting the Silence debuff, preventing the use of all spells for 2 seconds. |
Negate | Rare | II (2)
III (3) V (5) |
When parrying, there is a 10% chance the opposing weapon's enchantments will cease to function for 10 seconds. |
Wind's Grace | Rare | I (1)
I (1) I (1) |
Whenever you use the dash ability, you get a 25% attack speed bonus for 5 seconds. |
Whisper | Rare | I (1)
I (1) I (1) |
If a monster is killed, no sound is made, as to not alert other monsters. |
Soulreap | Rare | IV (4)
V (5) VIII (8) |
Upon killing an enemy, Soulreap will restore one point of energy to the wielder. |
Soul Harvest | Rare | V (5)
VI (6) X (10) |
Increases XP gain from slain monsters by 1%. |
Piercing | Rare | V (5)
V (5) X (10) |
5% chance to make the opponent bleed for 3 seconds. Chance increases with higher power levels. |
Empower | Rare | IV (4)
V (5) X (10) |
Increases damage from physical abilities by 10%. |
Ethereal Conduit | Rare | V (5)
V (5) X (10) |
Increases the damage dealt by your ultimates that use this weapon by 1. This enchantment can only be applied to a Greatsword. |
Boomerang | Rare | I (1)
I (1) I (1) |
The weapon will act like a boomerang when thrown, flying back to your hand after hitting something. Dagger, Spear, Shuriken, and Trident only. |
Brilliance | Epic | I (1)
I (1) II (2) |
Has a 25% chance of blinding the enemy for 1 second (50% if the target was a weakness to light) |
Flameburst | Epic | I (1)
I (1) I (1) |
Deals Elemental Fire damage with each strike. Not to be confused with Fire Aspect, which sets the target on fire, or Astral Fire, which changes damage to Fire damage. |
Blight | Epic | I (1)
II (2) IV (4) |
Reduces the target's healing by 25% for 5 seconds. |
Shock | Epic | V (5)
V (5) VIII (8) |
Adds a 3% chance of delivering extra lightning damage in the form of elemental fire. At higher power levels -- IV and higher -- it may additionally melt small metallic items the target happens to be wearing like rings and bracelets. |
Wind of Ioae | Epic | XI (9)
X (10) XX (20) |
Any ability that uses this item will consume 1% less energy. |
Offensive Charge | Epic | IV (4)
V (5) X (10) |
Every second after attacking your opponent gives +1% chance to deal a critical strike. Charging progress turns to 0% after attacking your opponent. +2% chance per second at the second level, +3% chance per second on the third level and so on. |
Sunder | Epic | IV (4)
V (5) X (10) |
Damage from this weapon ignores 10% of the target's armor per power level. It is worth noting that while Sunder IX and X are obtainable through loot/crystals, it is extremely rare to find an item or enchantment crystal with Sunder IX or X. |
Icerend | Epic | I (1)
I (1) II (2) |
Your weapon deals 1-10 extra Ice damage on top of its normal damage. |
Stone | Legendary | V (5)
VII (7) X (10) |
Has a 1% chance of turning a monster into stone. This chance is modified by the monster's current health. The chance is much smaller if the monster is at full health, and much higher if the monster is near death. Further, the chance is reduced significantly against boss monsters and dungeon guardians, and has no chance of affecting a final dungeon guardian regardless of how wounded it is. The chance is boosted at higher power levels. Max Level: X (10) |
Executioner/Vorpal | Legendary | V (5)
VII (7) X (10) |
Similar to Stone, but except the target is instantly killed. Creatures that are normally immune to critical hits, such as most undead, are immune to this enchantment.
(Note: For some reason, CK made two enchantments, Executioner and Vorpal, both of which do the same thing, so I put both names under the title.) |
Energy Drain | Legendary | II (2)
III (3) V (5) |
So rare, it is considered by many to not actually exist. According to legend, it drains one point of energy from the target with each strike. At high levels, this enchantment is incredibly strong against any type of opponent. |
XP Drain | Legendary | V (5)
VII (7) X (10) |
Steals 10 XP from the target on each successful hit. At high levels, hitting another player drains a large amount of XP. |
Catscratch | Legendary | V (5)
V (5) VIII (8) |
An extremely rare and powerful enchantment that increases the power level of debuffs on the target upon critical hits. This enchantment is ALWAYS applied last. Therefore, if a weapon has both Wither II and Catscratch V, the Wither will be applied first, resulting in Wither VII. On weapons besides arrows, this enchantment will remove all other enchantments that provide debuffs of any kind. |
Storm | Legendary | IV (4)
V (5) VII (7) |
3% chance of extra lightning damage. Max Level: VII (7) |
Ranged Weapon Enchantments (Bow, Crossbow, Etc.)
Enchantment | Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Power | Common | Damage is increased | |
Punch | Common | Knockback is increased | |
Flame | Common | The target gets set on fire. The duration depends on the level. | |
Infinity | Common | I (1)
I (1) I (1) |
Shots fired from this item do not consume ammunition. One piece of ammunition is still required to fire. |
Unbreaking | Common | III (3)
III (3) IV (4) |
Adds a 20% chance for durability not to decrease when using the item. |
Farsight | Common | IV (4)
V (5) X (10) |
Increases sight range by 10% when holding this item. |
Range | Common | V (5)
V (5) VII (7) |
Improves shooting distance by 10%. |
Mending | Uncommon | I (1)
I (1) I (1) |
Uses half of gained XP to repair gear with this enchantment. 1 XP -> 1 durability point regained. |
Rapid Fire | Uncommon | I (1)
I (1) I (1) |
Upon firing, automatically reloads with a spare bolt from any available inventory space. Crossbow only. |
Marksman | Rare | V (5)
V (5) VII (7) |
Increases the effectiveness of bow-based ultimate abilities by 10%. Bow, Longbow, and Shortbow only. |
Frostbolt | Epic | V (5)
VI (6) X (10) |
A cold-based, on-hit effect that grants a 5% chance of immobilizing the target for 2 seconds. |
Projectile Enchantments (Arrow, Bolt, etc.)
Enchantment | Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Catscratch | Legendary | V (5)
V (5) VIII (8) |
An extremely rare and powerful enchantment that increases the power level of debuffs on the target upon critical hits. This enchantment is ALWAYS applied last. Therefore, if a weapon has both Wither II and Catscratch V, the Wither will be applied first, resulting in Wither VII. On weapons besides arrows, this enchantment will remove all other enchantments that provide debuffs of any kind. |
Tool Enchantments (Pickaxe, Hammer, etc.)
Enchantment | Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Efficiency | Common | IV (4)
V (5) VIII (8) |
Increases mining/digging speed by 20%. |
Pounding | Common | I (1)
I (1) I (1) |
Increases mining speed by 100%. Hammer only. |
Fortune | Common | III (3)
III (3) V (5) |
Increases dropped loot from monsters by 20%. Does not affect dropped emeralds from dungeon monsters or loot from a boss. |
Silk Touch | Common | I (1)
I (1) I (1) |
All blocks mined will drop themselves instead of their normal drops. (For example, mining Diamond Ore will give a block of Diamond Ore, as opposed to a Diamond.) Pickaxe only. |
Unbreaking | Common | III (3)
III (3) IV (4) |
Adds a 20% chance for durability not to decrease when using the item. |
Mending | Rare | I (1)
I (1) I (1) |
Uses half of gained XP to repair gear with this enchantment. 1 XP -> 1 durability point regained. |
Haste | Epic | I (1)
I (1) I (1) |
While holding this item, you are given the Haste status effect. |
Armor Enchantments
Enchantment | Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Protection | Common | IV (4)
IV (4) V (5) |
Reduces all damage by 5%. |
Fire Protection | Common | IV (4)
IV (4) V (5) |
Reduces damage taken from Fire and Fire-based attacks by 10%. |
Cold Protection | Common | IV (4)
IV (4) V (5) |
Reduces damage taken from cold and Water/Ice-based attacks by 10%. |
Blast Protection | Common | IV (4)
IV (4) V (5) |
Reduces damage taken from explosions by 10%. |
Projectile Protection | Common | IV (4)
IV (4) V (5) |
Reduces damage taken from projectiles by 10%. |
Poison Protection | Common | IV (4)
IV (4) V (5) |
Reduces damage taken from poison by 10%. |
Magic Protection | Common | IV (4)
IV (4) V (5) |
Reduces damage taken from spells by 10%. |
Feather Falling | Common | IV (4)
IV (4) V (5) |
Reduces falling damage by 10%. |
Aqua Affinity | Common | I (1)
I (1) I (1) |
Being underwater does not affect mining speed. |
Respiration | Common | III (3)
III (3) III (3) |
Increases the amount of time you can breathe underwater by 15 seconds. Helmet only. |
Depth Strider | Common | III (3)
III (3) III (3) |
Reduces water's slowing effect by 1/3. Boots only. |
Frost Walker | Common | II (2)
II (2) II (2) |
Turns water underneath your feet in a 2 block radius to ice, allowing you to walk on water. At level 2, the radius is increased to 3 blocks and the ice lasts longer. |
Resilience | Common | IV (4)
V (5) VI (6) |
Reduces damage from critical hits by 10%. |
Nurture | Rare | X (10)
XX (20) XXX (30) |
Increases the effectiveness of healing spells by 1. Stacks with percentage modifiers from Spellforce and Lifeweave. |
Evoking | Rare | IV (4)
IV (4) V (5) |
Increases the bonuses given from the Evoker class by 20%. |
Goblin Slayer | Rare | I (1)
I (1) I (1) |
Increases STR by 15 when attacking a goblin, kobold, or other goblinoids. |
Stealth | Rare | I (1)
I (1) I (1) |
Reduces the amount of noise you make. Also reduces the range at which mobs can detect you. |
Thaw | Rare | III (3)
III (3) III (3) |
Cold-based effects go away 30% faster. Not to be confused with Cold Protection, which reduces damage from cold and Ice Element. |
Night Eyes | Rare | XX (20)
XX (20) XX (20) |
Increases visibility (perceived light level) at night by 5%. |
Nightshift | Rare | I (1)
I (1) I (1) |
When in an area with a light level of 2 or less, you become nearly invisible. |
Tenacity | Rare | I (1)
I (1) II (2) |
Reduces the duration of incoming status effects by 10%. |
Flameweaver | Rare | V (5)
V (5) VI (6) |
Increases the power of Fire spells by 1. |
Tideweaver | Rare | V (5)
V (5) VI (6) |
Increases the power of Water/Ice spells by 1. |
Galeweaver | Rare | V (5)
V (5) VI (6) |
Increases the power of Air spells by 1. |
Stoneweaver | Rare | V (5)
V (5) VI (6) |
Increases the power of Earth spells by 1. |
Controller | Rare | V (5)
V (5) VI (6) |
Increases the number/strength of creatures you can summon with summoning spells. Higher levels increase this effect more. |
Dominate | Epic | IV (4)
V (5) X (10) |
Increases the duration of debuffs inflicted by your abilities (like Sleep and Fear) by 2%. |
Starbound | Epic | IV (4)
V (5) VI (6) |
Increases energy regeneration by 5%. |
Spellpower | Epic | IV (4)
V (5) VIII (8) |
Increases the power of all spells by 1%. |
Defensive Charge | Epic | IV (4)
V (5) X (10) |
Every second after being hit gives a +1% chance not to take damage. Charging progress turns to 0% after being hit. +2% chance at the second level, +3% chance on the third level and so on. |
Strength | Epic | IV (4)
V (5) X (10) |
Increases your Strength by 1 per level. |
Agility | Epic | IV (4)
V (5) X (10) |
Increases your Agility by 1 per level. |
Vitality | Epic | IV (4)
V (5) X (10) |
Increases your Vitality by 1 per level. |
Intelligence | Epic | IV (4)
V (5) X (10) |
Increases your Intelligence by 1 per level. |
Devotion | Epic | IV (4)
V (5) X (10) |
Increases your Devotion by 1 per level. |
Karma | Epic | IV (4)
V (5) X (10) |
Increases your Karma by 1 per level. |
Float | Legendary | I (1)
I (1) I (1) |
The user will hover off the ground slightly. This does not prevent any falling damage nor does it allow the user to fly, although it makes one immune to the slowing effect of blocks such as soul sand, as well as any ground-based area of effect spells. Boots only. |
Shield Enchantments
Enchantment | Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Reflection | Common | III (3)
III (3) III (3) |
Reflection will return one point of damage to the enemy while blocking. |
Surefooted | Common | V (5)
V (5) V (5) |
Reduces knockback by 20%. |
Aegis of the Protector | Rare | IV (4)
V (5) VII (7) |
Provides a Protection I buff to all allies within three blocks. |
Aegis of Divinity | Legendary | IV (4)
V (5) VII (7) |
After successfully blocking, the shield's owner is healed for 2 health per power level. |
Cloak Enchantments
Note: All "Protection" enchantments (see Armor section) can be applied to cloaks.
Enchantment | Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Adrenaline | Common | I (1)
I (1) I (1) |
When under 25% health you gain Strength II and Swiftness I until you heal back 50% of your health. 3-day cooldown. |
Surefooted | Common | V (5)
V (5) V (5) |
Resists knockback by 20% per power level |
Safeguard | Rare | I (1)
I (1) I (1) |
Whenever the item's owner is reduced to 25% maximum health or less, the enchantment will trigger, providing Regeneration V. It only works once before having to recharge from a full moon. Cooldown of one month (recharges with each full moon). |
Stealth | Rare | III (3)
III (3) III (3) |
Reduces the amount of noise you make. Also reduces the range at which mobs can detect you. |
Regeneration | Rare | IV (4)
V (5) V (5) |
You are given a permanent Regeneration I buff as long as you are wearing this item. |
Swiftness | Rare | IV (4)
V (5) X (10) |
You are given a permanent Swiftness I buff as long as you are wearing this item. |
Epic | III (3)
V (5) X (10) |
Increases inventory size by 1. | |
Flame Wreath | Legendary | I (1)
I (1) II (2) |
Deals 5 fire damage to all monsters in a 5-block radius every second. |
Accessory Enchantments
Note: All "Protection" enchantments that relate to elemental/magic damage (see Armor section) can be applied to Accessories.
Enchantment |
Rarity |
Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Swiftness | Common | IV (4)
V (5) X (10) |
You are given a permanent Swiftness I buff as long as you are wearing this item. |
Haste | Common | IV (4)
V (5) X (10) |
You are given a permanent Haste I buff as long as you are wearing this item. |
Spellforce | Common | IV (4)
V (5) X (10) |
Your spell power is increased by 10%. |
Strength | Common | IV (4)
V (5) X (10) |
You are given a permanent Strength I (0.5 Hearts) buff as long as you are wearing this item. |
Jump Boost | Common | IV (4)
V (5) X (10) |
You are given a permanent Jump Boost I buff as long as you are wearing this item. |
Regeneration | Common | IV (4)
V (5) X (10) |
You are given a permanent Regeneration I buff as long as you are wearing this item. |
Resistance | Common | IV (4)
V (5) X (10) |
You are given a permanent Resistance I buff as long as you are wearing this item. |
Water Breathing | Common | IV (4)
V (5) V (5) |
You are given a permanent Water Breathing I buff as long as you are wearing this item. |
Crafting | Rare | II (2)
II (2) III (3) |
Reduces the odds that a crafting attempt will fail. Higher levels further reduce these odds. |
Brewing | Rare | II (2)
II (2) III (3) |
Reduces the odds that a brewing attempt will fail. Higher levels further reduce these odds. |
Spell Leech | Rare | IV (4)
V (5) VII (7) |
Whenever a spell is cast within fifteen blocks, Spell Leech will heal the wielder one point(s). |
Spell Resistance | Epic | V (5)
V (5) VII (7) |
Reduces the duration of the additional effects of spells that hit you by 10%. |
Epic | III (3)
V (5) V (5) |
Increases inventory size by 1. Pouch only. | |
Spell Assist | Legendary | IV (4)
V (5) VIII (8) |
Reduces the energy cost of spells by 10%. |
Magical Device Enchantments (Staff, Wand, etc.)
Enchantment |
Rarity |
Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Stun | Common | III (3)
III (3) III (3) |
Has a small chance of paralyzing the target for a short duration. Both the chance and duration increase with the power level. Stick/Rod only. |
Sleep | Common | III (3)
III (3) III (3) |
Like Stun, except the target falls asleep. They will be woken upon taking further damage. Stick/Rod only. |
Galeweave | Rare | V (5)
VI (6) X (10) |
Increases the power of air and wind-related spells by 2%. |
Stoneweave | Rare | V (5)
VI (6) X (10) |
Increases the power of earth and ground-related spells by 2%. |
Hopeweave | Rare | V (5)
VI (6) X (10) |
Increases the power of blessings by 2%. |
Lifeweave | Rare | V (5)
VI (6) X (10) |
Increases the power of healing spells by 2%. |
Nurture | Rare | X (10)
XX (20) XXX (30) |
Increases the effectiveness of healing spells by 1. Stacks with percentage modifiers from Spellforce and Lifeweave. |
Spell Leech | Rare | IV (4)
V (5) VII (7) |
Whenever a spell is cast within fifteen blocks, Spell Leech will heal the wielder one point. |
Fire Attunement | Epic | V (5)
X (10) XX (20) |
Increases the effectiveness of elemental Fire spells by 2%. |
Water Attunement | Epic | V (5)
X (10) XX (20) |
Increases the effectiveness of elemental Water spells by 2%. |
Air Attunement | Epic | V (5)
X (10) XX (20) |
Increases the effectiveness of elemental Air spells by 2%. |
Earth Attunement | Epic | V (5)
X (10) XX (20) |
Increases the effectiveness of elemental Earth spells by 2%. |
Light Attunement | Epic | V (5)
X (10) XX (20) |
Increases the effectiveness of elemental Light spells by 2%. |
Shadow Attunement | Epic | V (5)
X (10) XX (20) |
Increases the effectiveness of elemental Shadow spells by 2%. |
Replenish | Epic | IV (4)
V (5) VII (7) |
Increases energy regeneration by 5%. |
Spell Assist | Legendary | IV (4)
V (5) VIII (8) |
Decreases spell power usage by 10%. |
Musical Device Enchantments(Flute, Lyre)
Echo | Common | II (2)
V (5) V (5) |
Presumably increases the effects of magical songs. |
+1 Music skill | Rare | Encreases Music skill by 1 |
Flask/Chalice Enchantments
Enchantment |
Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Refill | Rare | I (1)
I (1) II (2) |
Once per day at sunrise, ordinary spring water in this flask will turn into Healing Water, which restores 3 health per second for 5 seconds when consumed. |
Volume | Rare | II (2)
II (2) IV (4) |
Functions as a normal flask, but can hold 1 extra dose of any potion. |
Distill | Rare | V (5)
V (5) VIII (8) |
Functions as a normal flask, but enhances the potion's strength by 5%. |
Fishing Rod Enchantments
Enchantment |
Rarity | Max Level from...
Enchanting Combining Loot/Drops |
Description (numbers in bold are multiplied by power level) |
---|---|---|---|
Lure | Common | III (3)
III (3) III (3) |
Decreases the amount of time it takes to catch a fish by 25%. |
Luck of the Sea | Common | III (3)
III (3) III (3) |
Increases the odds of catching treasure by 25%. |
Unbreaking | Common | III (3)
III (3) IV (4) |
Adds a 20% chance for durability not to decrease when using the item. |
Mending | Rare | I (1)
I (1) I (1) |
Uses half of gained XP to repair gear with this enchantment. 1 XP -> 1 durability point regained. |
Dredge | Rare | II (2)
II (2) III (3) |
Catching junk increases the odds that you will catch treasure by 50%. |
Pulling | Rare | III (3)
IV (4) IV (4) |
Increases the distance this item can pull hooked players by 25%. |
Sharpness | ??? | l(1)
Vll (7) |
Increases damage dealt. Only found on Urk's hook. |
Augments
Augments are similar to enchantments, except more powerful, and cannot be removed or altered in any way. They are typically found on existing items. The knowledge of creating them was lost long ago, although it was once common knowledge.
Augment |
Description |
---|---|
Affinity | The object will be more receptive to enchantments of the specified affinity. |
Unhallowed | Prevents the item's enchantments and other stats from being read by anyone other than the crafter and their allies. Also turns the item's name into Standard Galactic Alphabet text. |
Arm Mount | The item must be mounted to a gauntlet to be used. It otherwise functions as normal, but it does not take up an item slot. |
Ability Boost: | Boosts the power/healing of a specific ability by 10%. Formatted like this: Ability Boost: AbilityName |
Traps
Traps are placed on item storage containers (usually locked ones) to prevent others from opening them. They are most often triggered when another person attempts to open said item and fails to pick the lock. When triggered, the trap comes into effect. Traps can be either physical (like a TNT trap) or magical (like the Vortex trap), and have a variety of different effects, none of which are good for the person who attempted to open the container.
Trap | Type | Description |
---|---|---|
Explosive Trap | Physical | Creates a large explosion, destroying the contents of the container and dealing high damage to anyone nearby. |
Teleporter | Magical | When triggered, the container teleports back to its owner. If the container's owner is dead, it teleports to their spawn point. Failing that, it will teleport to the owner's clan's base. If the owner is dead and had no clan, the container simply vanishes, along with its contents. |
Vortex | Magical | Teleports everyone within 15 blocks to a random dimension. |
Blessings
Blessings are temporary enchantments placed on items through abilities or items.
Blessing | Description |
---|---|
Purifying Light | Increases damage dealt to undead by one per power level. |
Shell | Object is immune to durability damage for as long as the blessing lasts. |
Roots of Ao | Boots only. The wearer is immune to knockback for as long as the blessing lasts. |
Deathgrip | Weapon only. Wielder cannot be disarmed for as long as the blessing lasts. |
Silver Flame | Light source only. Light provides 25% additional illumination for as long as the blessing lasts. All allies within the light regenerate 0.25 health per second. |
Wilting | Weapon only. Weapon inflicts one additional point of shadow elemental damage per power level for as long as the blessing lasts. |
Curses
A curse is created when an enchantment attempt fails. They can also be added on purpose for trolling purposes, but this is not common.
Name | Item | Max Level | Description |
---|---|---|---|
Burden | Armor | V (5) | Decreases Attack and Movement speed by 10%. |
Unblocking | Weapons | V (5) | Decreases the effectiveness of blocking by 20% per level. |
Dullness | Weapons | V (5) | Decreases the weapon's damage by 1.5 per level. Max Level: V (5) |
Breaking | Anything | X (10) | Increases Durability loss by 10% per level. Max Level: X (10) |
Vulnerability | Armor | X (10) | Decreases the armors protective value by 10%. |
Lifedrain | Anything | X (10) | Slowly drains 1 point(s) of HP every minute. Quite dangerous to the user at high levels. |
Binding | Anything | I (1) | Once an item with such enchantment is picked up, it cannot be
unequipped without the use of a specific potion. |
Vanishing | Anything | I (1) | If the user dies the item will disappear as if it never existed. This curse is almost always used for trolling. |
Mob Beacon | Anything | X (10) | Alerts mobs within 10 blocks to the user's presence. |
Tracking Gem | Anything | I (1) | Reveals the user's exact location to whoever enchanted it. This enchantment is usually used to turn an item into a tracking device, then the item is given to an unsuspecting player. |
Noob Enchantments
Noob enchants are powerful enchantments designed to help noobs, level 3 or below. They first appeared on Eeeb's first set of armor in Nether Kitten 6.
If an enchantment is a Noob enchant, it will be included in the description.
Name | Rarity | Max Level | Description |
---|---|---|---|
Protection of the Clueless | Common | 1 | Critical hits from any opponent at least five levels above you are reduced by 50%. |
Neophytian Rage | Common | 1 | While wearing this item, your STR is doubled, but your combat skill is reduced to 0. |
Noobic Fury | Common | 1 | Whenever you attack an opponent who is at least five levels above you, you have a 10% chance of attacking two additional times. |
Courageous Escape | Common | 1 | When critically hit, your movement speed is increased by 100% for ten seconds. |
Heroic Retreat | Common | 1 | Your movement speed is increased by 20% when moving away from an enemy that is targeting you. |
Block Enchantments
This segment is under construction