Enchantments



Enchanting is a vanilla mechanic that is expanded upon in SkyBlock.

Enchanting improves gear (armor, pickaxes, hoes, shears, swords, axes, fishing rods, shovels, and bows) to make them stronger than they already are and augment them with buffs and stat boosts.

Enchanting items also levels up the Skill, and certain enchantments cannot be used by the player if they are not at a certain enchanting skill level. Enchanting differs from vanilla Minecraft, where if an item is already enchanted, it can no longer be used in the enchantment table. The SkyBlock Enchantment Table lets the user choose the Enchantments to add to or remove from the item in the slot on the left. All the valid enchantments will be listed on the side, and enchanting each enchantment (and every tier of it) will cost various amounts of Experience Levels, and require different Bookshelf Power, which is increased by placing surrounding bookshelves.

If there are already enchantments on the item in the slot, you can remove it by selecting the respective enchantment you want to remove, also costing various amounts of Experience Levels.

Books cannot be used in an enchantment table, but can be made from various collections' recipes. The crafted enchantment books are one level lower than the highest level unless the max level is I, with the exception of the Harvesting enchantment that gets crafted to level V. Enchanted books are free to combine and do not add anvil uses. Additionally, some enchantments with max level V or III have a level VI or IV book respectively unobtainable via the enchantment table.

Telekinesis
Telekinesis is a mostly universal enchant, available for any valid weapon or tool, that causes blocks, mob drops, and experience orbs (only for swords) to go directly into your inventory. Unlike most basic enchantments, it is uncraftable; there is no way to craft a Telekinesis Enchanted Book. However, it can still be enchanted through:


 * Rusty: He can apply the enchantment to any valid item for.
 * Enchanting Table: Requires 5 Experience Levels to add.
 * Glowing Block: Has a chance to drop a Telekinesis book.

Sword
Show/Hide Sword Enchantments

Bow
Show/Hide Bow Enchantments

Armor
Show/Hide Armor Enchantments

Tools
Show/Hide Tool Enchantments

Fishing Rod
Show/Hide Fishing Rod Enchantments

Enchantment Table Levels

 * Main Article: Enchantment Table levels

The cheapest way to get most enchantments to level V (or their highest outside of special books) is to use an Enchantment Table. However, the key when doing so is to not waste XP by using an enchantment table that takes 60 levels when one could get it with a table at level 24. This is done by adding/removing bookshelves (use an item with silk touch to avoid destroying them).

This is a condensed table of the enchantment tables that shows enchantments by type, sorted by minimum level. The enchantments show only the max level to facilitate adding enchantments at an Enchantment Table.

If a high level book exists, it's possible to get a higher level, but not inside the Enchantment table (see Special Enchanted Books section).

As of the 0.10 Enchanting Overhaul update, this table is no longer applicable, as specific enchantments can be added.

High-Level Enchanted Books

 * Main Article: High level Enchantments

Unlike normal enchantments, the top level of many enchants - often Level VI - cannot be found on the Enchantment Table, and cannot be made by combining two level V books. They are instead obtained by special means, such as the Dark Auction, or Tomioka. In cases where enchantments don't normally go to level V, the top-level enchant maybe be smaller than VI (ex: Life Steal IV, which normally goes only up to III).

While listed in enchantment tables, this table shows how to get these books by category. Please note it is possible to get efficiency VI by buying the Stonk.

Ultimate Enchantments

 * Main article: Ultimate Enchantments

Ultimate Enchantments add unique effects to Weapons and Armor by combining them in an anvil. Ultimate Enchantments cost more levels to combine then normal enchantment books. Only one ultimate enchantment can be added to an item. If attempting to apply another Ultimate Enchantment to an item already with an Ultimate Enchantment, the previous Ultimate Enchantment will be overwritten.

Trivia

 * The enchantment system has been built to allow incredibly high levels of enchantments on items. This has led to some Admins wearing gear with high levels of enchantments, currently unobtainable by players. The following are known cases of admins wearing unobtainable enchants:
 * Protection L - Grants +150 ❈ Defense - Worn by Plancke in an Anubis
 * Protection X - Grants +30 ❈ Defense - Worn by Plancke in Titan's Armor
 * True Protection X - Grants +50❂ True Defense - Worn by Plancke in Titan's Chestplate
 * Sugar Rush X - Grants +20 ✦ Speed - Worn by Plancke in Titan's Boots
 * Growth L - Grants +750 ❤ Health - Worn by AgentKid in a Boss
 * Growth M - Grants +15000 ❤ Health - Worn by Plancke in an Anubis


 * The following enchantments are known cases of admins using unobtainable enchantments on weapons.
 * Sharpness XX - Increases melee damage by 200% - Used by Plancke on a Pigman Sword
 * Various Enchants L - Used by Minikloon on an Aspect of the Dragons


 * The regular vanilla enchantment, Infinity, is one of the few vanilla enchantments not in SkyBlock. It is presumably replaced as (Note: with the addition of The Catacombs to the game, it is possible to get  from dungeons, which effectively functions the same as Infinity would).
 * Although is an enchantment added in 1.9, it is merely simulated in the game code.
 * Other than Frost Walker, this is the same for vanilla enchantments added after 1.8.9 due to server compatibility issues.
 * The book is announced as "Giant Slayer VI" in the Dark Auction.
 * The and  Enchantment only cost 1 level to apply to their respective tools, and does not increase the Anvil Use count.
 * There is a very common misconception with that states that the maximum damage is 25% and that higher levels affect the rate at which giant killer increases damage. The misleading part is that 25%.
 * The 25% refers to the enemy's HP, not the damage multiplier cap. takes the enemy's HP and the player's HP. Then, if the enemy's HP is 25% or higher (1.25x the player's HP), it'll use 25% to calculate the damage increase, which is then calculated as follows:
 * Damage multiplier = 1 + 0.25 * level * 0.1, when enemy HP >= 1.25 * player HP and 0.25 is the HP cap. Thus, the maximum damage increase from  is 2.5%/5%/7.5%/10%/12.5%/15%/17.5% from  to  respectively.

History
{{History|0.10 {{Ench|Chance 1-5}}, {{Ench|Syphon 1-5}}, {{Ench|Triple Strike 1-5}}, {{Ench|Thunderbolt 1-6}}, {{Ench|Respite 1-5}}, {{Ench|Prosecute 1-6}}, {{Ench|Titan Killer 1-7}}. {{Ench|Blast Protection 6-7}}, {{Ench|Fire Protection 6-7}}, {{Ench|Looting 5}}, {{Ench|Luck 7}}, {{Ench|Cubism 6}}, {{Ench|Cleave 6}}, {{Ench|Life Steal 5}}, {{Ench|Snipe 4}}, {{Ench|Critical 7}}, {{Ench|First Strike 5}}, {{Ench|Ender Slayer 7}}, {{Ench|Execute 6}}, {{Ench|Venomous 6}}. {{History|2020/December 4
 * The enchantment table can now add and remove enchantments on any item, including enchanted ones, for XP cost.
 * Added an enchanting guide which shows details of all enchantments. It can be accessed in the enchanting table menu or with /eg.
 * Books can no longer be enchanted directly.
 * Enchanted Books no longer use anvil uses and are now completely free to combine. The cost of applying an enchanted book is the combined cost of the XP orbs of all of the enchantments on the book but with a discount of 25%. Each book also shows the number of levels required to apply it in its lore.
 * Levelling up the enchanting skill now gives access to specific enchantments and also provides bonus {{stat|ad}} for magic weapons, by {{Aqua|+0.5%}} per level.
 * Most enchantments now require a certain enchanting skill level to apply and use.
 * There is a 2 week grace period where players can use any enchantments regardless of their enchanting skill requirement in order to give players time to level up their enchanting skill. After the grace period, any enchantments on gear that a player does not have the required skill level for will be greyed out and will not work (the gear itself and all other enchantments will function normally).
 * Capped the enchanting XP one can gain from the enchantment table and anvil to XP per day.
 * Experiments can be conducted in the Experimentation Table which is unlocked at enchanting level 10 and can be placed on private islands. At this table, one can conduct daily experiments which are fun minigames and grant loads of enchanting skill XP ("like 1 million") and special rewards such as Experience Bottles and high-level enchantment books.
 * Added new enchantments:
 * Added new enchantment tiers:
 * Added new commands to the cookie buff: /et or /etable to access an enchanting table, and /av or /anvil to access an anvil.
 * Balanced XP level cost of all enchantments.
 * Buffed {{Ench|Fire Aspect}} so it now deals up to {{Red|100%}} of the weapon damage as fire damage per second.
 * Changed the visual effect of {{Ench|Fire Aspect}}, it no longer sets enemies on fire on hit, but displays flame particles and shows the damage in an orange damage tag.
 * Buffed Thunderlord from {{Blue|10%}} to {{Blue|25%}} per level.
 * Nerfed Rend to only work with {{Red|5}}} arrows at a time.
 * Buffed from  defence per level to  defence per level and  true defence against fire or lava. Now works with the Campfire Trial.
 * Buffed from  defence per level to  defence per level.
 * Buffed from  defence per level to  defence per level.
 * bonus damage cap now scales with its level by per level. Previously, all levels had a fixed damage bonus cap of .}}
 * Reduced required level for many powerful enchantments.
 * Daily Enchanting XP cap from non-experiment sources raised to (from {{DarkAqua|50k}}).
 * Experiments can now be replayed up to times per day, for a total of  per day, at the cost of XP and bits.}}

Encantamientos인챈트附魔