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List of Enchants alpha-v.1.0

Heydin

New member
Aug 22, 2021
6
0
1
Markdown (GitHub flavored):
# Armor

---

## All Armor Pieces

### Reinforced I/II/III/IV - Uncommon
Armor has a 20/40/60/80% chance to restore 1 durability on melee hits from players.

### Resilient I/II/III/IV - Uncommon
Armor has a 20/40/60/80% chance to restore 1 durability on melee hits from mobs.

### Guardian I/II/III - Superior
*Stacks*

A 5/8/12% chance to negate player melee player damage.

10s cooldown.

### Reflect I/II/III/IV/V - Superior
2/4/6/8/10% chance to negate damage and reflect it back to attacked.

6/6/7/7/8s cooldown.

### Fiery I/II/III/IV - Superior
Taking damage has a 30/40/50/60% chance to ignite and deal 2/3/4/5 damage over 2 seconds to attacker.

6/7/8/9s cooldown

### Blazing I/II/III - Superior
Fire damage is nullified and gives strength I/II/III is applied for 5/6/7s.

20s cooldown.

### Heatshield I/II - Ultimate
Taking fire damage grants Fire Resistance I for 20/30s.

90s cooldown.

### Immortal I/II/III - Legendary
*Immortal II has a 40% chance to restore an extra 2-5 durability*

Armor has a 7/9/11% chance to restore 3 durability on melee and projectile attacks.

### Reduce Damage I - Special
*Unavailable*

12% reduced damage from all sources.

## Helmets

### Owleyes I - Fabled

Grants permanent night vision.

## Chestplates

### Acclimated I/II/III - Uncommon
**NETHER** mobs dead 15/25/35% reduced damage in the nether.

### Divine Intervention I - Fabled

Revives player on death and deals 40 damage to attacker.

## Boots

### Graceful Landing I/II/III/IV - Superior
40/60/80/100% chance to negate fall damage.

35/30/25/20s cooldown.

### Lava Walker I - Unique
*NETHER only*

Temporarily converts nearby lava into obsidian.

### Anti-Gravity I - Fabled

Grants ability to fly.

### HSL I - Mystic

Taking damage has a 0.001% chance to restore player to full health.

## Elytra

### Void Infusion I/II/III - Legendary
*Void Infusion III has a 20% chance to push everyone away*

Reduces melee and projectile damage by 10/15/20%
---

# Tools
---

## All tools

### Hurry I/II/III - Common
1% chance to gain Haste for 2/4/6s after breaking blocks.

## Hoe

### Planter I/II - Common
Plant Wheat seeds in a 2/3 block radius around.

1s cooldown.

### Potato Planter I/II - Common
Plant Potatoes in a 2/3 block radius around.

1s cooldown.

### Carrot Planter I/II - Common
Plant Carrots in a 2/3 block radius around.

1s cooldown.

### Beat Root Planter I/II - Common
Plant Beet Roots in a 2/3 block radius around.

1s cooldown.

### Honed I/II/III/IV - Uncommon
Melee tools and weapons have a 20/40/60/80% chance to restore 1 durability

### Miners Blessing I - Fabled

Grants permanent Haste II.

## Pickaxes

### Transmutation I/II/III - Uncommon

Pickaxes have a 50/75/100% chance to smelt Iron and Gold ores on harvest.

### Experience I/II/III - Ultimate
*Requires: Transmutation III*

*Incompatible with Silk Touch*

Ores drop bonus 1-3/1-4/2-5 exp.

### Momentum I - Unique
Breaking blocks have a 1% chance of granting Haste II for 6s.

### Veinminer I - Unique
Mines entire vein of ores.

### Drill I - Unique
Mines a 3x3 area centered around the target block.

### Keeneye I - Unique
*Stacks with other exp enchants*
Rare ores (Diamond, and Emerald) yield 15-40 bonus exp.

## Shovels

### Glasswork I/II/III - Uncommon
Shovels have a 50/75/100% chance to smelt sand into glass.

### Excavate I - Unique
Digs a 3x3 area centered around target block.

## Fishing Rods

### Lasting I/II/III - Uncommon

Fishing rods have a 65/70/75% chance to restore 1 durability.

---

# Weapons

Note: tridents are Unique in the sense that they have both melee and ranged properties. As such, they fall under both categories and exceptions will be stated.

---
## All weapons
### Solar I/II/III - Uncommon
*Except Tridents*

Weapons have a 40/45/50% chance to deal 2/4/6 bonus damage to **NETHER** mobs

### Chilled I/II/III/IV - Superior
*Except Tridents*

Weapons deal 1/2/3/4 bonus damage and have a 40% chance to apply slowness II for 2/2.5/3/3.5s on **NETHER** mobs.

##  All Melee Weapons

### Honed I/II/III/IV - Uncommon
Melee tools and weapons have a 20/40/60/80% chance to restore 1 durability

### Holy I/II/III/IV/V/VI - Uncommon
melee weapons have a 25/30/35/40/45/50% chance to deal 1/2-3/3-4/4-5/5-6/6-9
bonus damage to **UNDEAD** mobs in the **Overworld**.

### Scavenger I/II - Superior
2/4% chance for hostile mobs to drop 1-6/2-8 more items.

30s cooldown.

### Seasoned I/II/III/IV - Superior
Hostile mobs have a 50/55/60/65% chance to give 2-4/2-5/2-6/3-9 more exp.

### Plagued I/II/III - Ultimate
Strikes apply poison I/II/II for 4/4/6s.

25/20/15s cooldown.

### Wicked I/II/III/IV - Ultimate
Hits have a 20/30/40/50% chance to apply slowness and fatigue I/I/II/II for 4/6/4/6s.

10s cooldown.

### Decay I/II/III/IV - Ultimate
Hits have a 40/60/80% chance to apply Wither II/II/II/III for 3/4/5/6s.

30s cooldown.

### Freezing I/II/III - Ultimate
*Except Tridents*

Deal 5/6/7 bonus damage and have a 8/9/10% chance apply freeze for 2/2.5/3s to **NETHER** mobs

### Thunderlord I/II/III - Ultimate
*Thunderlord III has a 1% chance to instantly kill target*

*Except Axes*

Every 3rd consecutive hit summons lightning dealing 5/7/9 damage.

90s cooldown.

### Famine I - Unique
Hits apply Famine (120% chance to apply Hunter) for 6s.

10s cooldown.

### Frisk I - Unique
*Stacks with other EXP enchants*

Hostile mobs have a 17% chance to give 5-50 bonus exp.

### Extraction I - Unique
0.5% chance to give 1-3 key fragments on hostile mob kills.

60m cooldown.

### Lightning I/II/III - Legendary
*Except Axes*

*Lightning III grants Speed III for 6s*

Hits have a 5/7/9% chance to deal 6/8/10 damage to enemies.

60s cooldown.

### Precise I/II/III - Legendary
*Precise III may apply slowness, weakness, and/or fatigue III for 5 seconds.*

Critical Hits deal 20/30/40% more damage.

## Swords

### Forcefield I/II/III/IV/V - Common
25/25/35/35/45% chance to push enemies 1/1.5/2/2.5/3 blocks away on hit.

15s cooldown.

### Carver I/II/III - Common
Swords have a 60/80/100% chance to deal 50% bonus damage and a 50/55/60% chance to receive
1-3 extra drops when attacking an animal.

1s cooldown.

### Permafrost I/II/III/IV - Ultimate
6/9/12/15% chance to apply 1.5/2/2.5/3s of slowness I and 1 bleed damage for 2/3/3/4s.

### Vicious I - Unique
Hits have a 20% chance to grant Haste IV for 3s.

3s cooldown.

## Axes

### Butcher I/II/III - Common
Axes have 60/80/100% chance to deal 50/100/150% bonus damage, 50/55/60% chance to
receive 1-2/1-3/1-4 extra drops, and 40% chance to restore 1 durability when
attacking an animal.

### Beheading I - Unique
Killing an enemy has a 2% chance to drop a head.

### Lumberer I - Unique
Cuts down entire tree trunk.

5s cooldown.

## Tridents

### Impact I/II/III/IV - Uncommon
Thrown Tridents deal 2/3/4/5 bonus damage.

30/25/20/15s cooldown.

## All Ranged Weapons

### Hunter I/II/III/IV - Common
Projectiles deals 10/20/30/40% bonus damage on **PASSSIVE** mobs.

### Durable I/II/III/IV - Uncommon
*Except Tridents*

Ranged weapon have a 20/40/60/80% chance restore 1 durability.

### Blessed I/II/III/IV/V - Uncommon
*Except Tridents*

Ranged weapons receive 1/2/3/4/5 bonus damage and have a 25% chance to deal 50% bonus
damage to **UNDEAD** mobs in the **Overworld**.

### Virulent I/II/III - Ultimate
*Except Tridents*

Projectiles have a 20/30/40% chance to apply Poison I/II/II for 4/4/6s.

5/4/3s cooldown.

### Tainted I/II/III/IV - Ultimate
*Except Tridents*

Projectiles apply slowness & fatigue I/I/II/II for 4/6/4/6s.

15/13/11/9s cooldown.

### Cursed I/II/III/IV - Ultimate

Projectiles have a 40/60/80/100% chance to apply Wither II/II/II/III for 3/4/5/s.

20s cooldown.

### Marksman - Superior
*Except Tridents*

Hostile mobs killed by projectile have a 50/55/60% chance to give 1-2/1-3/1-4/2-4 bonus exp.


### Bowmaster I/II/III - Legendary
*Except Tridents*

*Bowmaster III has a 10% chance to deal an additional 100% bonus damage*

Projectiles deal 30/40/50% bonus damage.

## Crossbow

### Volatile I/II/III/IV/V - Superior
Crossbow projectiles have a 20/30/40/50/60% chance to explode doing 10 damage on hit.

10/9/8/7/6s cooldown.

## Bow

### Explosive I/II/III/IV/V - Superior
Bow projectiles have a 20/25/30/35/40% Chance to explode doing 10 damage on hit.

5s cooldown.

## Tridents - Legendary

### Deep Cut I/II/III
*Deep Cut III has a 25% chance to deal 50% bonus damage*

Melee attacks applies bleed for 3s doing 2/3/4 damage per second and slow for 1s.

---

# Netherite

---

## Netherite Armor

### Molten I/II/III/IV - Ultimate

Taking damage has a 50/60/70/80% chance to ignite an enemy and deal 1 damage per second for 4/5/6/8s.

12s cooldown.

## Netherite Weapons

### Infernal I/II/III/IV/V - Ultimate
6/6/8/8/10 bonus damage and 20/30/30/40/50% bonus damage is dealt to ignited enemies.

5s cooldown

---

# Uncategorized Enchants

---

### Splintered I - Unique
*Wooden Swords and Axes*

Hits have a 7% chance to deal 150% damage, apply blindness for 10s, and slowness III for 2.5s.
8s cooldown

### Ascended I - Fabled
*Tools and Weapons*

Item cannot break.

### Soulbound I - Fabled
*Weapons, tools, and Armor*

Items always kept on death.