Minecraft Dungeons is a game that requires players to grind out dungeons in order to obtain better or higher levels of gear.
Gear pieces have the chance to drop from Chests, mobs or can be obtained by trading Emeralds with the Gear Villager in your main base where you rest between campaign missions.
HOW DO I GET ENCHANTMENT POINTS?
Each time players level up they will have access to one enchantment point which can be used to upgrade the player’s melee weapon, ranged weapon or armour.
HOW DO I SPEND ENCHANTMENT POINTS?
Players will be able to spend their enchantment points by going into their inventory, selecting the piece of gear they would like to upgrade and select one of the 2 or 3 small images on the enchantment diamond.
Upon clicking one of the images, players will be given access to all of the information they need to know about the enchantments.
HOW MUCH DO ENCHANTMENTS COST?
Enchantment costs are tiered based on how many points players would like to put into a specific enchantment. Costs go as follows:
Tier I – One Enchantment Point Required
Tier II – Two Enchantment Points Required
Tier III – Three Enchantment Points Required
If players want to enchant a piece of gear to its complete maximum, players will have to spend a total of 6 enchantment points. Meaning that players will need a total of 18 enchantment points if they wish to fully upgrade one set of gear (melee, armour and ranged).
Now, players may end up finding rarer enchantments labelled as “powerful.” These enchantments will cost the following:
Tier I – Two Enchantment Point Required
Tier II – Three Enchantment Points Required
Tier III – Four Enchantment Points Required
While powerful enchantments cost more, they commonly have much higher stats or provide players with enough of a game change to make it worth forking over more enchantment points.
HOW MANY ENCHANTMENTS CAN YOU GET ON ONE ITEM?
There are a maximum of 3 enchantments players can get on a single item in Minecraft Dungeons.
When starting off the game, players will most commonly be paired up with items that only provide them with one enchantment at a time, however, if players collect rarer pieces of gear the chance to obtain a piece with multiple enchantments will be higher.
DO ALL WEAPONS HAVE THE SAME ENHANCEMENTS?
No, not all weapons have the same enchantments in Minecraft Dungeons.
Players will have to rely on the RNG gods from time to time as all forms of gear, even the seemingly better pieces of gear which have better damage outputs or reduction may actually be worse than a lower-tier piece of gear that has multiple enchantments.
Much like games like Torchlight and Path of Exile, Minecraft Dungeons stays true to the: you never truly have the best piece of gear and all pieces of gear can potentially be useful based on your playstyle.
Circling back, players may see enchantments come and go and while each type of gear has its own set of enchantments that can be applied, there is enough variety in enchantments that players may not end up with the enchantments they actually want.
I would strongly recommend taking a look at all of your gear before throwing it out, even if it is a lower level than your current gear.
Think about it like the base game Minecraft. An Iron Sword with Sharpness III is going to be stronger than a regular Diamond Sword.
IS IT BETTER TO ENCHANT MULTIPLE PIECES OF GEAR OR ENCHANT ONE PIECE OF GEAR TO TIER III?
Making the decision to enchant one piece of gear to Tier III or enchant multiple pieces of gear can be a difficult decision to make but should be a decision made to help support whatever the player needs in that circumstance.
If players are noticing that they are dealing low levels of damage, but are able to absorb the amount of damage dealt to them, they should think about enchanting their weapon(s) further.
In many cases, players will have one piece of gear that can be considered the most useful which they should focus on enchanting. Unfortunately, the decision on which piece of gear to enchant first isn’t going to always be clear cut, however, when I discuss the various types of enchantments I’ll also cover which are my favourite and which I think are the most useful in certain situations.
HOW DO YOU CHANGE AN ENCHANTMENT OR GET RID OF AN ENCHANTMENT?
Sadly, the only way to change an enchantment is to salvage a piece of gear.
Upon salvaging a piece of gear, players will receive the enchantment points they invested in that gear as well as some emeralds based on the rarity of the item.
Depending on how many enchantment points players have, players may want to upgrade multiple pieces of the same type of gear (ie. two swords, one sword and a pickaxe, two different types of armour, etc.) Having different forms of gear that have enchantments can come in extremely helpful, especially if players are preparing for a particular boss battle or a hoard of Mobs.
Salvaging a piece of gear will immediately destroy that piece of gear, so if you’re not completely sure you’re ready to say goodbye to a piece of gear, don’t do it! There’s really no rush to salvaging a piece of gear immediately unless the piece of gear is quite a bit better. Though, if that was the case, there wouldn’t be too much thought behind it.
There is currently no way, nor does it seem like there will be a way for players to keep their gear if they wish to gain access to the enchantment points they previously used.
HOW DO I GET THE BEST GEAR?
As mentioned briefly, while there isn’t technically a “best piece of gear” players will gain access to higher-tiered or more powerful pieces of gear when they complete or play through more difficult settings in Minecraft Dungeons.
Players should be able to tell what items or gear is readily available in a dungeon when selecting what level they want to play on the map.
WHAT ARE ALL OF THE ENCHANTMENTS FOR MELEE WEAPONS?
As mentioned, enchantments will depend on the type of weapon or gear you have. Some of the following enhancements will only be useable on melee weapons.
CHAINS
Has a 30% chance to chain a cluster of mobs together and keep them bound for a short time.
Tier I – 1 second duration
Tier II – 2 seconds duration
Tier III – 3 seconds duration
Chains, in my opinion, is a fairly useless Enchantment as it is not a requirement or a necessity to clearing mobs.
I will say, Chains is interesting if you want to be able to escape mobs or want to kite enemies, but, still I would prefer to save my enchantments for higher damage yields or faster attack speed to burst through Mobs instead of leave them on the field.
That being said, having 3-seconds of silence can come in especially helpful when players need a little break, or if players want a second to slice through enemies, but it’s your call.
Chains, in my opinion, is most helpful for players who are trying to build tanky or have a lot of health sustain on their kit to ensure that they are not burst down themselves.
COMMITTED
Deal increased damage against already damaged/wounded enemies.
Tier I – 0-50% bonus damage
Tier II – 0-75% bonus damage
Tier III – 0-100% bonus damage
Committed is a fairly useful enchantment to have on your weapon, but due to the range in damage it can potentially cause to enemies, players may initially want to focus on another enchantment.
I view Committed as a great add on, however, on its own you may not see those sexy, high-damage numbers. I can’t deny, at Tier III dealing double the damage is phenomenal against bosses.
CRITICAL HIT
Gives you a chance to inflict critical hits dealing triple damage.
Tier I – 10% chance to trigger
Tier II – 15% chance to trigger
Tier III – 20% chance to trigger
Honestly, I don’t think I need to go far into why Critical Hit is such an epic enchantment to put on your weapon, especially if you’ve got a piece of gear that has very high attack speed.
I truthfully would take Critical Hit as my main enchantment on all of my weapons, triple the damage? Triple the fun.
ECHO
Some of your attacks can be followed up by another attack in rapid succession.
Tier I – 5 seconds cooldown
Tier II – 4 seconds cooldown
Tier III – 3 seconds cooldown
Echo is extremely effective, especially if players want a reliable and regular way of dealing double the damage without having to deal with the RNG of percentages.
While Echo has a comparably long cooldown than other enchantments, the fact that Echo guarantees a second attack between 3-5 seconds makes it extremely irresistible.
EXPLODING
Mobs explode after they are defeated.
Tier I – Deals 20% of enemy health as damage
Tier II – Deals 40% of enemy health as damage
Tier III – Deals 60% of enemy health as damage
Honestly, I haven’t had much time to play with Exploding yet, but depending on what enemy you’re up against, Exploding can do some truly massive damage.
Paired up with some AoE damage from your Melee Weapon? Say hello to something almost as powerful as Chain Reaction.
FIRE ASPECT
Upon attacking an enemy they will be set on fire receiving fire damage for three seconds. Enemies will take the following damage:
Tier I – 7 fire damage per second
Tier II – 9 fire damage per second
Tier III – 11 fire damage per second
Fire Aspect is truly a powerful enchantment to use, especially early on in the game.
I think of Fire Aspect as a bleed or a burn as you would see in League of Legends on champions like Teemo, Malzahar, and Brand.
Fire Aspect kind of falls off in the late game, though choosing to use Fire Aspect if you are playing as a tank or if you already have a few other good enchantments can be helpful.
Don’t let me yuck your yum, Fire Aspect ain’t bad.
FINAL SHOUT (POWERFUL)
When your health drops below 25% all your artifacts are used (ignoring cool-down periods)
Tier I – Up to every 12th second
Tier II – Up to every 10th second
Tier III – Up to every 8th second
As much as Final Shout looks like a great enchantment, I haven’t had a good use for it.
Final Shout does look like it would be good with Artifacts that blow enemies back, damage enemies or stun them, however, at the moment I don’t have many of those artifacts.
I’d honestly think twice about using this “powerful” enchantment and maybe focus on a different one until you are set up with some awesome artifacts.
I’ll get back to you what those artifacts may be, especially for late-game as I get access to more powerful ones.
FREEZING
Slows mobs after hit for three seconds.
Tier I – 20% reduced speed
Tier II – 30% reduced speed
Tier III – 40% reduced speed
Freezing is a great enchantment to have on your melee weapon, especially if it has splash or AoE damage.
Freezing is not essential on a melee weapon and quite frankly it will be quickly outranked by other forms of movement speed reduction enchantments that can be provided by armour.
I would avoid using Freezing on your melee weapon unless it is the only “useful” enchantment available to you.
LEECHING
Defeating a mob heals you a small portion of the mob’s max health:
Tier I – 4% of a mob’s max health
Tier II – 6% of a mob’s max health
Tier III – 8% of a mob’s max health
Leeching is one of my favourite enchantments to use, especially if you’re trying to build a more tanky character.
I would recommend using Leeching when playing on maps that have waves, hoards of mobs or spawners, but if you’re against a boss, well Leeching isn’t going to do much for you.
Leeching isn’t essential, however, paired up with a heavy damage weapon or a rapid damage-dealing weapon will ensure that players can cut down enemies quickly and still receive a good amount of health.
Leeching scales fairly will with late-game content, especially as waves get harder.
Get your sustain on girl!
LOOTING
Increases the chance for mobs to drop consumables, such as Apples, Pork, Potions of Strength, Health Potions, etc.
Tier I – 100% increased chance
Tier II – 200% increased chance
Tier III – 300% increased chance
I originally used Looting on all of my gear, until I realized that I didn’t actually need it given the gear that I had.
Looting, at the moment, seems like it is best for players who are struggling to stay alive or slay enemies.
Looting is a very, very support based enchantment and while it can be helpful in dire situations, it’s really not my favourite enchantment and now I’m treating it more as a sub-stat or sub enchantment.
I will say when Looting reaches Tier III it can be very helpful, especially if you already have a few other enchantments on your gear.
While I’m still of the stance that Minecraft Dungeons is a bit “too easy” the more extreme levels and the highest tier of difficulty does include spikes of damage from enemy mobs. So, to battle these spikes of damage, players will either want to rely on their Artifacts, Health Potions or the consumable loot dropped by enemy mobs.
Basically Looting will fall in and out of usefulness. It’s still on my top list, but it’s not something you need in the early-game
PROSPECTOR
Upon killing enemies, players will have a higher chance to yield emeralds
Tier I – 100% increased chance
Tier II – 200% increased chance
Tier III – 300% increased chance
Prospector is an enchantment I recommend focussing on, especially when you’re first starting out with Minecraft Dungeons. Prospector will help make it easier for players to collect enough emeralds to purchase extra pieces of loot.
As players level up, the cost to purchase weapons and artifacts will increase, so make sure that you’re saving that sweet green stuff whenever you can.
If players choose not to use Prospector on their main weapon, especially if they have access to better enchantments, having a side weapon with Prospector can come in extra useful, especially if you are against Mobs that you find easy or simple to grind out.
Prospector can be extremely useful when grinding out spawners.
RADIANCE (POWERFUL)
Has 20% chance to spawn a circular area that heals all allies within it
Tier I – 19 health healed
Tier II – 29 health healed
Tier III – 38 health healed
Radiance is by far one of my favourite Melee Weapon enchantments players can use, especially when they have a Melee Weapon that has fast attack speed.
While Radiance has a 20% chance to proc, I can say that it actually triggers often enough to keep you alive even when you have a weapon with slow attack speed, as slower weapons tend to have pushback or stuns.
Radiance is an enchantment you’re not going to want to ignore, especially if you’re trying to progress through the storyline and are struggling to keep your health up.
The only time I do not choose to power up Radiance is if I have armour with a large pool of health and I have another enchantment, especially focussed on dealing more damage.
RAMPAGING
After a mob is defeated, there is a 10% chance to increase your attack speed by +50% for a short time.
Tier I – 5 seconds duration
Tier II – 10 seconds duration
Tier III – 15 seconds duration
Rampaging works especially well on weapons that already have high attack speed.
While a 10% chance doesn’t feel like much, due to the speed players will be dealing damage to enemy champions, players should be able to keep Rampaging up during a battle between a hoard of mobs.
Realistically, hoards are the only time you’re going to need Rampaging anyways since Rampaging is meant to be an enchantment that helps assist you to quickly grind, versus deal high amounts of damage.
Rampaging works especially helpful with Lifesteal or Soul Collecting as it can ensure that players stay alive when being berated by enemy mobs.
SHARPNESS
Makes your weapon sharper causing it to deal more damage
Tier I – 10% increased damage
Tier II – 21% increased damage
Tier III – 33% increased damage
Sharpness is one of my favourite enchantments as it provides players with a static increase in damage that does not require any other stats or factors to become active (ie. below half health, full health, a 30% chance to proc, etc.)
Sharpness is truly a powerful enchantment to put on your melee weapon and god damn should you max it out first if you have the chance!
SHOCKWAVE
The last attack in a combo launches a shockwave, damaging enemies.
Tier I – Deals 24 damage
Tier II – Deals 36 damage
Tier III – Deals 48 damage
If players have a weapon that has a nice combo attacked to it, they can add a shockwave to help deal more damage.
Depending on what weapon players have and the attack speed attached to it players may deal a great deal of damage to enemy mobs.
SMITING
Increases damage against the Undead.
Tier I – 20% increased damage
Tier II – 30% increased damage
Tier III – 40% increased damage
Similar to Bane of Arthropods, as soon as I saw Smiting I thought it was completely useless, though unlike Bane of Arthropods, Smiting covers many more mobs than Bane.
According to the Fandom, Undead Mobs include:
…Skeletons, zombies, their variants (zombie villager, drowned, etc.), zombie pigmen, zombie/skeleton horses, and the Wither. Perhaps perplexity, phantoms are also undead. Despite common belief, Endermen and spiders are not undead…
Meaning that almost every mob in the game is affected by this enchantment, though as soon as I thought about it further I realized, the majority of bosses are not undead.
I’m still unsure how I feel about Smiting because I can see its use for hoards of Zombies or Skeletons, but there’s a part of me that feels like this is going to fall off in the very late game, especially about bosses.
This might be a case where players will want multiple pieces of gear with different enchantments to rotate through.
STUNNING
Chance to temporarily stun enemies.
Tier I – 5% chance to trigger
Tier II – 10% chance to trigger
Tier III – 15% chance to trigger
Stunning is a fairly useless enchantment that just has too low of a chance rate to trigger.
While I have to admit that Stunning is useful when playing with tank builds, when playing solo, it’s not the most useful enchantment and should be avoided at all costs.
Your call! Prove me wrong 😉
SWIRLING
The last attack in a combo performs a swirling attack, damaging nearby enemies.
Tier I – Deals 49 damage
Tier II – Deals 73 damage
Tier III – Deal 97 damage
If you’ve got a very strong weapon with a nice combo attacked to it, Swirling will help provide you with an extra area of effect damage, potentially allow you to possibly wipe out hoards of mobs.
Honestly, Swirling is an enchantment I didn’t think I would love, but damn is it fun watching enemy mobs explode!
WHAT ARE ALL OF THE ENCHANTMENTS FOR RANGED WEAPONS?
As mentioned, enchantments will depend on the type of weapon or gear you have. Some of the following enhancements will only be useable on ranged weapons.
ACCELERATE
Increases attack speed for each consecutive shot. Resets one second after the attack.
Tier I – 8% increase per shot
Tier II – 10% increase per shot
Tier III – 12% increase per shot
Accelerate is a fairly powerful enchantment to place on your bow and while it may look like it doesn’t provide players with too much attack speed, nothing could be further from the truth, especially if players already have a weapon with fairly fast attack speed.
Accelerate may take longer to charge up than other attack speed enchantments, but due to the fact that there is no real cap on the increase in attack speed, it may be your best option.
ANIMA CONDUIT
Grants a small amount of health for each soul you absorb
Tier I – 1% of max health per soul
Tier II – 2% of max health per soul
Tier III – 3% of max health per soul
Although I wouldn’t normally recommend putting a sustain enchantment on your ranged weapon, Anima Conduit actually comes in very helpful when it comes to getting enough health, especially due to the fact that souls are ridiculously easy to collect, especially if you have a few soul related pieces of gear.
BONUS SHOT
Firing a shot also fires a second shot at a nearby enemy. The second shot has reduced damage.
Tier I – 10% damage per shot
Tier II – 17% damage per shot
Tier III – 24% damage per shot
I enjoy using Bonus Shot, but I will say that it isn’t my favourite enchantment when it comes to bows and other ranged weapons.
Bonus Shot is most powerful on ranged weapons that fire multiple projectiles, but otherwise, players should probably focus on enchantments that provide them with more area of effect damage or better perks.
Truthfully, 10-24% damage on a second arrow isn’t much unless, again, there are multiple projectiles at a time. Single target ranged weapons = no Bueno amigo! At least for this enchantment.
CHAIN REACTION (POWERFUL)
Has a chance to fire five arrows in all directions on impact
Tier I – 10% chance to trigger
Tier II – 20% chance to trigger
Tier III – 30% chance to trigger
Chain Reaction may look like a worse version of Multishot, but the reality is that Chain reaction can spread further and deal more damage than Multishot.
Chain Reaction can technically cause unlimited arrows to bounce between enemy mobs and is a complete game-changer when against massive hoards of mobs.
At this point, Chain Reaction is my absolute favourite Powerful Range Weapon enchantment as it provides players with an extreme amount of versatility and support.
Pair Chain Reaction up with Power, Growing, or even Multishot itself
ENIGMA RESONATOR
Gives a chance to deal triple damage based on the number of souls you have.
Tier I – 0-15% chance to trigger
Tier II – 0-20% chance to trigger
Tier III – 0-25% chance to trigger
Weapons and enchantments that help promote the grind for souls tend to stack well, together, especially if players are lucky enough to have a weapon that passively collects souls.
Enigma Resonator isn’t necessarily my favourite enchantment, but if you are able to get triple the damage from your projectiles, why wouldn’t you put it on your weapon?
Enigma Resonator isn’t my first priority when it comes to enchantments, however, as mentioned if I’m already building other weapons or have other weapons with soul enchantments or grinding abilities, I will definitely use it.
Even though the chances are fairly low to proc Enigma Resonator, if players have a fast enough attack speed, they will activate Enigma Resonator reasonably often.
FUSE SHOT
Every few shots has a timed charge that explodes one second after impact, dealing 100% damage to nearby mobs.
Tier I – Every 5th shot
Tier II – Every 4th shot
Tier III – Every 3rd shot
Fuse Shot is an extremely powerful area of effect players can place on their bow.
Fuse Shot is especially effective when players are fighting enemy bosses and hoards of mobs.
Since Fuse Shot requires players to at least shoot 3 arrows, players will see much more damage from rapid firing bows or bows that don’t take time charge.
GRAVITY (POWERFUL)
The effect pulls mobs in range towards the weapon’s impact point.
Tier I – 1-second duration
Tier II – 1.5-seconds duration
Tier III – 2 seconds duration
Gravity is an amazing enchantment to have on your ranged weapon, especially if you have other enchantments on your ranged weapon that either shoot multiple projectiles or bounce projectiles off of enemies.
Although it’s going to be expensive, Gravity pairs up extremely well with Chain Reaction or even Multishot as it will allow players to do extreme damage or quick AoE damage to enemy mobs.
Players can also pair Gravity up with Fuse Shot or Wild Rage, though Gravity can also be used as a very support-like enchantment for teammates who are playing as “melee-mains” or tanks.
Group those mobs up and smack ’em around!
GROWING
The fired shot grows int he air, dealing extra damage to distant targets
Tier I – 25% max damage
Tier II – 50% max damage
Tier III – 75% max damage
Growing is a shockingly useful enchantment to use on your bow, especially when you are up against hard-hitting hoards of mobs.
Paired up with multishot or simply a bow that shoots out multiple projectiles, Growing will deal very high bouts of damage and can even be paired up with Punch to help keep enemies away from you.
Growing is one of my favourite enchantments to watch take place as it causes projectiles to become comically large, which is hilarious especially when they end up staying inside of enemy mobs.
I would highly recommend using Growing at least once, you may not want to be without it again!
INFINITY
Chance to immediately replenish an arrow after shooting
Tier I – 16% chance to trigger
Tier II – 32% chance to trigger
Tier III – 48% chance to trigger
Infinity is an interesting enchantment players can choose to use on their ranged weapons as it will provide players with the chance to replenish arrows as shooting.
Infinity is a powerful way to keep your quiver filled and quite frankly if players have Infinity on their bow they can avoid using any other enchantments that provide them with arrows or other projectiles.
I just got my first bow with Infinity today and I can’t express how much I enjoyed shooting blanks and still ended up running out of arrows. Infinity is the true overpowered enchantment.
MULTISHOT
Grants the chance to fire five arrows at once.
Tier I – 20% chance to trigger
Tier II – 30% chance to trigger
Tier III – 40% chance to trigger
Multishot is by far one of the most powerful enchantments players can find themselves using, especially if they have a rapid firing bow on your kit.
Multishot is when players are against hoards of Zombies, Illagers, or Skeletons and can essentially shred through them before they even get to you. Multishot is my primary focus when it comes to enchanting my bow.
POISON CLOUD
Has a 30% chance to summon a poison cloud that deals damage to enemies in an area for three seconds
Tier I – 8 damage per second
Tier II – 15 damage per second
Tier III – 23 damage per second
Poison Cloud has a fantastic area of effect damage and can be extremely useful against hoards of enemies.
Poison Cloud does not deal the highest damage, however, I find it especially useful when firing an arrow into a distant hoard so by the time they get to you they are already at half health or less.
Although the 30% chance seems fairly low in comparison to other enchantments, I truthfully see Poison Cloud much more than I thought I would and have found it much more useful than initially assumed.
I also assumed that Poison Cloud wouldn’t scale for late game, but that’s also not true. Poison Cloud is just as effective in the late-game as players will see more congested hoards of mobs.
Poison Cloud is most effective because of the number of mobs it can affect at a single time. Unlike some other enchantments that will only affect one or two mobs, Poison Cloud can affect an infinite amount of mobs… technically.
PIERCING
Fired arrows sometimes gain the piercing effect, which allows them to fly through multiple mobs.
Tier I – Every 3rd arrow
Tier II – Every 2nd arrow
Tier III – Every arrow
For players who have bows that shoot out multiple projectiles, I don’t have to explain to you how overpowered piercing becomes.
Piercing is an extremely optimal enchantment to put on your bow and I wouldn’t hesitate to take the opportunity unless a better enchantment is available to you.
Piercing isn’t my favourite when it comes to single-target bows, especially since I tend to use single-target bows only for boss battles. If a bow’s speed is fast enough and is single-target, Piercing may still be as effective, however, it will come at a high cost of arrows, which may not be so wise when against hoards.
POWER
Power boosts arrow damage
Tier I – 10% increased damage
Tier II – 21% increased damage
Tier III – 33% increased damage
Power is the Sharpness for bows, providing players with a static boost in damage, which is actually shockingly reasonable.
Out of the dozens of ranged weapons, I have only seen power about twice, so make sure if you have the option to use a power enhanced bow, you take it, because you won’t regret it.
Power pairs up extremely well with enchantments that provide players with extra projectiles, though Power on it’s own is a fantastic enchantment.
Unless for some reason there is a better enchantment you have at your disposal, I would immediately power up Power instead of questioning.
RADIANCE SHOT
Has a 20% chance to spawn a circular area that heals all allies within it.
Tier I – 19 health healed
Tier II – 29 health healed
Tier III – 39 health healed
Radiance Shot is an amazing enchantment to take if you’re playing with a group of friends as you will be able to heal everyone in one go.
Sadly, I don’t think Radiance Shot sees much use or deserves much use if players are playing single-player as bursting down enemies with high-damage tends to be more effective than focussing on healing, though at the end of the day almost 40 health from a single arrow is fairly overpowered.
Unfortunately, the fact that players only have a 20% chance to proc Radiance Shot is fairly unappealing, though paired up with a quick bow with high attack speed Radiance Shot tends to be very, very effective.
Radiance Shot is definitely a second thought when it comes to enchantments.
RAPID FIRE
Increases your attack speed.
Tier I – 10% increased attack speed
Tier II – 15% increased attack speed
Tier III – 20% increased attack speed
Rapid Fire is an enchantment I would wait for a rapid-firing ranged weapon before using as applying Rapid Fire to a slow weapon will not be as impactful.
Although 20% may not seem like it does much if the ranged weapon already has a high amount of attack speed, you’d be surprised how fast you’re going to be shooting.
I know a few weeks ago I called Varus the sexiest marksman I’ve seen, I may be wrong… I didn’t see how quickly you could shoot in Minecraft Dungeons.
RICOCHET
Small chance for arrows to ricochet off mobs.
Tier I – 20% chance to trigger
Tier II – 40% chance to trigger
Tier III – 60% chance to trigger
While Ricochet has a high chance to trigger, the reality is that Ricochet doesn’t provide players with as many projectiles as other enchantments can provide.
Truthfully, Ricochet is an enchantment I never use… but prove me wrong!
SUPERCHARGE
Charged shots deal more damage and have more pushback
Tier I – 20% increased damage
Tier II – 30% increased damage
Tier III – 40% increased damage
Supercharge is a great enchantment to have on a ranged weapon as it provides players with a flat amount of damage from the said ranged weapon without the worry of chance or RNG.
The only issue is the fact that Supercharge is easily out beaten by enchantments like Power as the reality is that players will make a number of uncharged shots against enemy mobs, so if this is the case, maybe wait until you get a Power Bow or use Supercharge if you’re expecting to be up against a boss or other high health single-target mobs.
TEMPO THEFT (POWERFUL)
Steals a small amount of a mob’s movement speed and gives it to you for four seconds.
Tier I – 17% stolen speed
Tier II – 33% stolen speed
Tier III – 50% stolen speed
Honestly, while I’m not the biggest fan of movement speed enchantments, I cannot deny how useful stealing movement speed can be, especially when you have a bow that is able to attack multiple enemies at a time.
Tempo Theft can help make it so players never have to worry about escaping hoards of mobs.
UNCHANTING
Projectiles deal more damage to enchanted enemies
Tier I – 50% bonus damage
Tier II – 75% bonus damage
Tier III – 100% bonus damage
As players go through dungeons they will be approached by a few enchanted enemies.
Enchanted Enemies tend to deal more damage and will take longer to kill, but if players choose to use the Unchanting enchantment they can deal quite a bit more damage to said enchanted enemies.
I’m not a fan of the Unchanting enchantment, simply due to the fact that I don’t see many enchanted enemies, however, in saying that I am also aware that there is going to be newer content released that may include more enchanted enemies.
In general, I’m not the biggest fan of enchantments that are focussed on one mob instead of focussing on flat damage, but I can’t deny how useful 100% bonus damage against enchanted mobs with Protection or other health-related/protection enchantments on them.
Unchanting is going to feel extremely useless against enchanted enemies with low health or that don’t have protection based or health-based enchantments as chances are you’re going to end up one-shotting them anyways.
WEAKENING
Your attacks decrease the attack damage of all nearby enemies for five seconds.
Tier I – 20% reduced damage taken
Tier II – 30% reduced damage taken
Tier III – 40% reduced damage taken
Weakening comes in handy if you have a piece of equipment that has high attack speed or an area of effect. Weakening can either pair well with armour that has health regen or soul collecting, though on its own Weakening isn’t the most powerful stat and quite frankly, it’s a stat I rarely choose to use.
Although Weakening will make sure that you are more protected, Weaking will not deal with or help you kill enemies faster, thus, in my opinion, is more of a hindrance if anything. Though, if your playstyle is “tank everything” this is the enchantment for you.
WILD RAGE
Hitting an enemy has a chance to send it into a rage. Enraged enemies have the chance to attack other enemies or if close enough to the player, will continue attacking the player.
Tier I – 20% chance to trigger
Tier II – 30% chance to trigger
Tier III – 40% chance to trigger
I truly cannot tell you whether or not Wild Rage is effective or is the best enchantment to put on your weapon simply due to the fact that when it has triggered all hell was already breaking loose.
Wild Rage is a very fun enchantment to have on your bow, especially if you’re a player who loves to watch enemies fight each other.
Getting Wild Rage to proc on enemies like Witches can be especially helpful as Witches can deal splash damage and continuously heal themselves while still attacking other enemies.
It’s important to remember that enemies affected by Wild Rage will already have damage dealt to them, from you, and thus have the chance to immediately die once they are attacked again, which is where my hesitation of the usefulness comes to play.
I still recommend Wild Rage, because it has helped me in a number of sticky situations, but if you’re more of the aggressive type, this may not be the bad boy for you.
WHAT ARE ALL OF THE ENCHANTMENTS FOR ARMOUR?
I have to start this section off by saying, for some reason, I think I prefer armour enchantments to weapon enchantments.
Though there are a few enchantments for armour that will help boost your damage output, the majority of armour enchantments are protective and will help ensure that players are not burst down in times of trouble or when faced by too many mobs.
BURNING
Every 0.5 seconds damages all enemies in melee range.
Tier I – 3 damage
Tier II – 5 damage
Tier III – 8 damage
Although it may not look like Burning does much, Burning is an enchantment that players can use in tandem with Thorns or other damage-dealing enchantments that require players to be in close range or take damage.
Burning is, unfortunately, an enchantment that falls off in the late game and doesn’t see much use when against bosses or single-target enemies.
Again, Burning is a fairly tank specific enchantment.
COWARDICE
While at full HP, players will deal increased ranged and melee damage.
Tier I – 20% increased ranged and melee damage
Tier II – 30% increased ranged and melee damage
Tier III – 40% increased ranged and melee damage
Cowardice is exactly as it sounds and is perfect for players who like to spend time-fighting far away from the battle.
Cowardice is one of the most powerful damage yielding armour enchantments and if players have enchantments on their gear that helps boost healing, chances are players will be able to use Cowardice while getting up close and personal with enemies.
CHILLING (POWERFUL)
Emits a blast every 2 seconds that reduces the movement and attack speed of nearby enemies for one second.
Tier I – 20% reduced speed
Tier II – 40% reduced speed
Tier III – 60% reduced speed
Chilling is a very powerful enchantment to have on your armour as it will greatly reduce the amount of damage you receive from enemy mobs.
Chilling should provide players with extra time to slash their enemies in the throat and is extra effective on players who choose to play focussing on melee attacks.
Basically, Chilling is a god-tier tank enchantment that both raises your survivability as well as gives you a little bit of extra time to give those big baddies a wacking.
COOL DOWN
Reduces the cooldown time between uses of your artifacts
Tier 1 – 10% reduced cooldown
Tier 2 – 19% reduced cooldown
Tier 3 –27% reduced cooldown
I’m sure that Cool Down is going to have some use, especially when teaming up with friends and completing dungeons, but at this point, cooldown seems to be my least favourite enchantment.
As someone who uses his artifacts regularly, I don’t really mind the majority of the unaltered cooldowns, but in saying that I am also aware that Minecraft Dungeons has only been out for a short period of time.
It’s simple if you think you need cooldowns on your artifacts, use Cool Down, if not… pass it aside!
DEFLECT
Grants a small chance to deflect incoming projectiles.
Tier I – 20% chance to trigger
Tier II – 40% chance to trigger
Tier III – 60% chance to trigger
Shockingly, I think that Deflect is a fairly powerful enchantment to use on your armour, though I will say that Deflect will be a lesser priority as there are still some better armour enchantments to cover.
Since Deflect will only work on projectiles, players may want to stick to Thorns if they are a Tank and Deflect if they are playing as a Ranger.
ELECTRIFIED
Rolling zaps three nearby enemies with lightning bolts dealing damage.
Tier I – 28 damage
Tier II – 56 damage
Tier III – 84 damage
Electrified is one of my favourite rolling enchantments as Electrified guarantees that nearby enemies are damaged by the enchantment.
Unfortunately, some other rolling enchantments, such as Fire Trail are more difficult to land on enemies unless the enemies are following the players directly behind.
Electrified deals more damage than the average enchantment, but unfortunately Electrified will not be able to fully carry or help up players in really sticky situations.
Still, players can look to this bad boy if they are feeling extra electric.
EXPLORER
For every one hundred blocks explored on the map, you regain a small amount of health.
Tier I – 0.3% health regained
Tier II – 0.7% health regained
Tier II – 1.0% health regained
Although Explorer doesn’t look like it actually provides players with that much utility, Explorer is actually an enchantment that can be used abusively, especially if a player’s healing artifact or potion is on cooldown.
I wouldn’t go out of my way to enchant my armour with Explorer, but I would use it if there are no better enchantments available or if I just want an extra enchantment to help out with my health.
I will say, Explorer has kept me alive after being attacked by big waves off enemies. I tend to go for a quick walk to heal up a bit or sometimes Explorer will heal me up passively as I walk to the next part of the dungeon.
Explorer is probably best on players who are not looking to tank enemies and are mostly using their bows to attack enemies.
FIRE TRAIL
Rolling creates a trail of fire behind you, which deals damage to mobs for four seconds
Tier 1 – 9 fire damage
Tier 2 – 17 fire damage
Tier 3 – 26 fire damage
I have to admit that I’m not the biggest fan of enchantments that require you to roll to initiate.
While rolling can definitely be useful when trying to escape being attacked by hoards of enemies, having abilities you have to use a roll for… well isn’t the most useful.
I won’t deny that Fire Trail deals a lot of damage, especially against boss enemies, but similar to Health Synergy, if players don’t use rolls regularly, avoid this enchantment.
Fire Trails work really well when hoards of mobs are chasing a player, so if you want to deal high amounts of damage while remaining safe, this might be the tactic you want to take.
FOOD RESERVES
Whenever you use a healing potion, you also create random food items.
Tier I – 1 item crafted
Tier II – 2 items crafted
Tier II – 3 items crafted
Food Reserves can help sustain payers, especially if they are in a boss battle or against a hoard of enemies, however, Food Reserves does not provide as much assistance as I would wish for an enchantment.
I’m going to do some extra testing with this one and see if it’s any use in late-game, but right now… I’m not impressed.
FRENZIED
While you are at less than half health, your attack speed is increased.
Tier I – 10% melee and ranged attack speed
Tier II – 20% melee and ranged attack speed
Tier III – 30% melee and ranged attack speed
Frenzied is an amazing enchantment for players to pair up with other attack-speed related enchantments.
What I like most about Frenzied is the fact that it immediately starts when players are below half health, which isn’t actually a scary place to battle from when you have the right artifacts on your kit.
Players should be able to quickly pop a health potion or should have a potion readily available just in case there are any complications or hurdles along the way.
Half Health is honestly so much easier to manage than full-health though.
GRAVITY PULSE (POWERFUL)
A blast occurs every 5 seconds that pulls nearby enemies towards you.
Tier I – 100% range
Tier II – 150% range
Tier III – 200% range
If I can be honest, Gravity Pulse is not one of my favourite enchantments to use currently, but that’s just because I’m not tanky enough for it.
For players to choose Gravity Pulse, they will want to ensure that they have enough other enchantments to help support them with healing or defence as closer enemies mean higher chances of you getting hurt.
Gravity Pulse makes attacking enemies in melee range much easier and can actually be tied in really well with rolling enchantments like Fire Trail, though again, not my playstyle.
HEALTH SYNERGY
When activating any artifact, you regain a small amount of health.
Tier I – 3% health regained
Tier II – 4% health regained
Tier III – 5% health regained
Health Synergy is an interesting enhancement to put on your armour, especially if you’re someone who uses artifacts regularly.
I’m surprisingly a huge fan of Health Synergy and use it on a good amount of my armour.
I would recommend using Health Synergy if you are an aggressive player who still struggles with keeping their health up or doesn/t want to waste enchantments points on enchantments that require more effort to proc or trigger.
The most important thing when it comes to choosing whether you’re going to enchant your armour with Health Synergy is if you use your artifacts at all. If you’re someone who forgets that your artifacts are there, or currently don’t have access to any artifacts that seem worth it to you, maybe forget about Health Synergy.
SOUL SPEED
When you gather a soul you gain a 1% stacking movement speed boost for a short time
Tier I – 2 seconds durations
Tier II – 3 seconds durations
Tier III – 4 seconds durations
Soul Speed is another one of those “oh, you pique my interest, but when am I ever going to need you” kind of enchantments.
While I usually am a huge fan of enchantments that are based on soul gathering, Soul Speed is one of those enchantments I would rather put on the shelf for a very, very rainy day where the world is being destroyed.
Do you get my gist?
POTION BARRIER
Whenever you use a healing potion, you take -90% damage for a short duration.
Tier I – 5 seconds duration
Tier II – 7 seconds duration
Tier III – 9 seconds duration
Potion Barrier is literally my favourite enchantment in the whole game.
Potion Barrier makes tanking and using life steal so much more fun and aggressive, and quite frankly, it should be able to give you 9 seconds of free damage against bosses or other high-damage mobs.
Potion Barrier should be paired up with an artifact that helps you with healing as a safety. After the 5-9 seconds is completed, players will want to ensure that they are not burst down to smithereens, making the enchantment ultimately useless.
Potion Barrier, in my opinion, is the only defensive enchantment required, though again it will all have to do with your personal play style.
PROTECTION (POWERFUL)
Reduces damage taken.
Tier I – 6% less damage taken
Tier II – 11% less damage taken
Tier III – 15% less damage taken
While it might not seem like Protection does a great deal for you, taking even 15% less damage is a huge deal, especially if players are receiving damage from all sides.
15% less damage from 10 mobs is essentially like taking 150% less damage in total and if we know anything about Minecraft Dungeons it’s the fact that players can be attacked from left, right and center and will need all of the assistance they can get, especially if they are having difficulty bursting down tough enchanted mobs.
RECYCLER
Being hit by damage-inflicting projectiles will occasionally craft a small quiver of arrows.
Tier I – Every 30th projectile
Tier II – Every 20th projectile
Tier III – Every 10th projectile
For players who have a bit of a sticky hand on their ranged-weapon, you may want to start looking into enchanting your weapon with Recycler.
At first, I thought Recycler was going to be stupid and a wast of enchantment points, but I could not be more wrong.
What Recycler did, when I enchanted my bow with it, was fill up my inventory with over 200 arrows so I could easily spam enemies with arrows ultimately causing them to die before I even got close to them.
Over-powered? Probably not, but it’s still nice to dream.
SWIFTFOOTED
Rolling makes you move faster for three seconds.
Tier 1 – 30% movement speed
Tier 2 – 40% movement speed
Tier 3 – 50% movement speed
Swiftfooted is one of those enchantments that can be paired up with other rolling enchantments, though Swiftfooted is honestly my least favourite out of all of them.
Now, that’s a personal bias, because I truly think Swiftfooted is powerful, especially for players who need to escape quickly or need to kite enemies, especially bosses, however, that’s not my playstyle.
SNOWBALL
Fires a snowball at a nearby enemy every few seconds, briefly stunning it.
Tier I – Triggers every 5 seconds
Tier II – Triggers every 3 seconds
Tier III – Triggers every second
Having access to stuns is extremely helpful, especially if players are able to get the stuns off regularly.
It’s no surprise that Snowball is one of the more aggressive enchantments, especially when players are against solo targets, however, Snowball does tend to fall off in hoards as players will not have enough time to allow Snowball to target hoards of mobs.
I would definitely take Snowball as a second or third enchantment instead of your first as you will want to make sure you cover more defensive bases before you take on this bad boy.
SPEED SYNERGY
When activating any artifact, you gain 20% movement speed for a short time.
Tier I – 1 second duration
Tier II – 2 seconds duration
Tier III – 3 seconds duration
If players are having issues escaping enemy Mobs or already have an enchantment that requires players to roll to initiate, Speed Synergy is definitely the enchantment for you.
Speed Synergy pairs up extremely well with artifacts that push away enemies and if players pair up the artifact with a roll that leaves fire or other forms of damage, enemies will not have a way to escape.
Speed Synergy is primarily a defensive enchantment, but I’m sure that with some practice players can find tactics or techniques to use it to increase damage output, especially when it comes to leaving trails behind.
SURPRISE GIFT
Whenever you use a healing potion, you sometimes create random consumables.
Tier I – 50% chance to trigger
Tier II – 100% chance to trigger
Tier III – 150% chance to trigger
Surprise Gift is a tank’s dream, especially because the chance to trigger is 100% right from Tier 2.
Surprise Gift will make it so players can avoid using extra healing enchantments as the sustain players will receive from the random consumables should be good enough for players to wait for their next healing potion.
Surprise Gift may not be my absolute favourite enchantment to use, but I cannot deny how powerful it is for players, especially if they don’t need to rely on it too often.
Surprise Gift is most effective when players are against enemy bosses.
If players are able to sustain themselves immediately after healing, they can take some extra time to burst down the enemy boss in hopes of securing a takedown, though if they do not have enough protection and healing over time, players may go through their extra lives fairly quickly.
THORNS
Whenever you take damage, you deal damage back to the attacker.
Tier I – 100% damage returned
Tier II – 150% damage returned
Tier III – 200% damage returned
Again, relating Minecraft Dungeons to League of Legends, Deflect acts very similarly to Thornmail which you would use on tanks like Singed and Dr. Mundo.
Thorns is another Tank’s wet dream as it will deal all of the damage dealt from the attacker back to them if not double the damage.
In lower-tier content, players may not see the use of Thorns as it does not do very much damage to enemies, however, when players are completing more complicated or tough content, they will see those numbers jump as more difficult mobs deal higher amounts of damage.
Honestly, nothing is better than watching enemies die because they are trying to deal damage to me.
If you do choose to take Thorns, I definitely recommend taking other enchantments that help support healing as Thorns can quickly lead a player to kill themselves by mistake.
Thorns works particularly well with Burning.
CONCLUSION
So while your playstyle will directly and heavily impact your selection of enchantments, it is fairly clear that players will want to stick with some enchantments over others.
Truthfully, I find myself alternating a lot currently as I continue to progress through the Dungeons, but my favourite stats are usually direct damage increases or life steal.
How about you? What are your favourite enchantments? Did you get an enchantment I haven’t seen yet? Let me know in the comments below!
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