Enchantments



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

Enchanting improves upon 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 skill level. Enchanting differs from vanilla Minecraft, where you can choose select the Enchantments to place or remove on 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 is already enchantments on the gear in the slot, you can remove it by selecting the respective enchantment you want to remove, also costing various amounts of Experience Levels.

Books can be enchanted at an enchanting table the same way equipment can.

Enchanted books are either made from various collections' recipes or enchanted at an enchantment table using a book. 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. Additionally, some enchantments with max level V or III have a level VI or IV book respectively unobtainable via the Enchanting 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: Note: It is recommended to apply Telekinesis enchantment via Rusty when all other enchantments are already added, so it wouldn't be affected by Anvil uses.
 * Rusty: He can apply the enchantment to any valid item for only . This is the recommended method to get it as it does not require Experience Points or anvil uses.
 * Enchanting Table: It requires only a minimum level of 1. This still increases its anvil uses when applied to an item.
 * A Glowing Block can drop an Enchanted Book for Telekinesis. Applying this will still increase its anvil uses.

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).

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.

System Notes
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

Trivia

 * 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.

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