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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 monster 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.

Melee Weapon Enchantments (Sword, Axe, etc.) Edit

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, slimes, and poo screamers.
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 III (3)

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.
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 XI (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. 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 (5)

V (5)

VII (7)

3% chance of extra lightning damage. Max Level: V (5)

Ranged Weapon Enchantments (Bow, Crossbow, Etc.) Edit

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.

Tool Enchantments (Pickaxe, Hammer, etc.) Edit

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 Edit

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.
Agility Epic IV (4)

V (5)

X (10)

Increases your Agility by 1.
Vitality Epic IV (4)

V (5)

X (10)

Increases your Vitality by 1.
Intelligence Epic IV (4)

V (5)

X (10)

Increases your Intelligence by 1.
Devotion Epic IV (4)

V (5)

X (10)

Increases your Devotion by 1.
Karma Epic IV (4)

V (5)

X (10)

Increases your Karma by 1.
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 Edit

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 Edit

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 I (1)

I (1)

I (1)

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)

V (5)

You are given a permanent Swiftness I buff as long as you are wearing this item.
Pocket Epic III (3)

V (5)

V (5)

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 Edit

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)

V (5)

You are given a permanent Swiftness I buff as long as you are wearing this item.
Haste Common IV (4)

V (5)

V (5)

You are given a permanent Haste I buff as long as you are wearing this item.
Spellforce Common IV (4)

V (5)

V (5)

Your spell power is increased by 10%.
Strength Common IV (4)

V (5)

V (5)

You are given a permanent Strength I buff as long as you are wearing this item.
Jump Boost Common IV (4)

V (5)

V (5)

You are given a permanent Jump Boost I buff as long as you are wearing this item.
Regeneration Common IV (4)

V (5)

V (5)

You are given a permanent Regeneration I buff as long as you are wearing this item.
Resistance Common IV (4)

V (5)

V (5)

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%.
Pocket 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.) Edit

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)

Reduces the energy cost of spells by 10%. Max Level: V (5)

Flask/Chalice Enchantments Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

This segment is under construction
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