Minecraft Dungeons:Enchantment

"ENCHANTMENTS – Even the most powerful armor and weapons will benefit from the addition of well-chosen enchantments. Here are just a few of the effects you can add to your items – many of these will mean the difference between life and death."

- Guide to Minecraft Dungeons: A Handbook for Heroes

An enchantment is an ability that augments and  by applying enchantment points.



Enchantment slots
s and each have up to three enchantment slots, with up to three random choices per slot. One enchantment can be selected from the available choices to apply onto the equipment.

The number of available enchantment slots on collected equipment depends on the and the hero’s threat level. Unavailable enchantment slots or enchantment choices cannot be unlocked.

Enchantments behave independently when stacked. A weapon with two III, each having a 30% chance to occur, does not give a 60% chance to occur, but instead a combined 51% chance, including a 9% chance that the effect occurs twice.

Built-in enchantments
When dealing with equipment possessing a built-in enchantment, that enchantment is unavailable as a choice to apply onto that particular piece of equipment, even if the built-in enchantment is normally stackable. (However, it will still start with that enchantment) For example, a diamond pickaxe never has as an option, a firebolt thrower never has  as an option, nimble turtle armor never has  as an option, and so on.

Built-in enchantments are shown as the enchantment icon with an orange border on the equipment's properties list and are visible in-game through the enchantment notification icon and enchantment effects. Also, the Status Effect icon relating to the enchantment appears on the Heads-Up Display upon the use of non-enchanted equipment. Enchantments that are built-in cannot be upgraded, altered, or removed.

Soul enchantments
Enchantments that involve souls occur only on and  that provide soul gathering naturally, such as the soul knife, soul bow, or soul robe and their respective unique variants, but not on equipment that has a built-in enchantment that provides soul gathering ― soul fists, soul hunter crossbow, and verdant robe being notable examples.

Soul gathering equipment can possess non-soul enchantments the same as regular equipment.

,, and are soul enchantments that occur on both melee and ranged weapons. occurs on armor.

Gilded gear


Obtainable, to a maximum power of 251, from defeating ancient mobs during or though bartering with the piglin merchant using gold, gilded gear are s and s that possess an extra built-in enchantment at tier I, II, or III and costs more enchantment points to activate and upgrade the enchantments within the slots. These appear in the inventory with a gilded gold background and a golden tag adjacent to the.

Gilded gear can be salvaged for gold rather than the usual with regular gear. do not allow gilded gear to be used as an offering.

Special event items equipment cannot be obtained gilded.

Enchanted mobs
Enchanted mobs are glowing, slightly larger mobs with 1 or more additional properties that make them more of a threat to heroes compared to standard mobs. Enchantments can be applied onto s from an enchanter, the or spawn with enchantments. Passive mobs such as sheep, and neutral mobs can also appear with enchantments. Some of these enchantments, such as and  are exclusive to mobs and not available to heroes.

Enchantment list
Hero-accessible enchantments that can occur in the enchantment slots as enchantments choices. These can be upgraded and can occur as gilded built-ins.

The MCD:enchanter's tome artifact can apply, , or onto nearby summoned mobs and other heroes.

Built-in
Enchantments that are accessible to the hero only by being built-into equipment. These cannot appear as enchantments choices and cannot be upgraded but may possess tier and cost information.

Mob-exclusive
Enchantments unobtainable by heroes but accessible by mobs. Some were planned to be usable by heroes, but ended up only being used by mobs.


 * (on stone sword and red snake wielded by [[MCD:Wither Skeleton|wither skeletons}} and [[MCD:Wither Skeleton Archer|wither skeleton archers, respectively)
 * (on stone sword and red snake wielded by [[MCD:Wither Skeleton|wither skeletons}} and [[MCD:Wither Skeleton Archer|wither skeleton archers, respectively)
 * (on stone sword and red snake wielded by [[MCD:Wither Skeleton|wither skeletons}} and [[MCD:Wither Skeleton Archer|wither skeleton archers, respectively)
 * (on stone sword and red snake wielded by [[MCD:Wither Skeleton|wither skeletons}} and [[MCD:Wither Skeleton Archer|wither skeleton archers, respectively)
 * (on stone sword and red snake wielded by [[MCD:Wither Skeleton|wither skeletons}} and [[MCD:Wither Skeleton Archer|wither skeleton archers, respectively)
 * (on stone sword and red snake wielded by [[MCD:Wither Skeleton|wither skeletons}} and [[MCD:Wither Skeleton Archer|wither skeleton archers, respectively)

Unused
Functioning enchantments that were developed for hero usage in some form but went unused, scrapped, or not implemented. These may function upon forcefully applying onto equipment using external tools.

Trivia

 * Despite and  involving souls, it is not exclusive to soul gathering.
 * It is possible to apply up to three of the same enchantment to an item if that enchantment appears multiple times on the same equipment.
 * Unset is a fail-safe enchantment with no functionality. It uses the icon for.
 * All artifact-related enchantments aren't built into any equipment.
 * Melee enchantments when forcefully applied onto armor continue to function as if they were applied onto melee weapons.