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NEWS Custom Enchantment List!

Discussion in 'Map News & Information' started by piedude768, Jun 13, 2020.

  1. Enchantments:
    Aegis [1]: Reduces incoming damage.
    Aerial [1-5]: Does more damage while the player is in the air.
    Antigravity [1-3]: Permanent (high-level) jump boost.
    Artisan [1-5]: Pickaxes mine in veins, axes fell entire trees, etc
    Beheading [1-3]: Gives a chance to drop the player's/mob's head if the enchanted item strikes the killing blow.
    Bleeding [1-5]: Continuously damages the target for a short time. Damage depends on level and base weapon damage.
    Blinding [1-5]: Has a chance to blind the target for a short period of time.
    Burst [1-3]: When firing an arrow, will also fire extra arrows in a line behind it.
    Charging [1-5]: Does more damage while the player is sprinting.
    Disarming [1-5]: Has a chance to make the target drop their currently-held items.
    Ensnaring [1-3]: Prevents the target from using ender pearls or teleporting for a certain amount of time.
    Ethereal [1]: Consumes a soul to mitigate any damage by other players, pets, and arrows.
    Explosive [1-3]: When a block is broken, all the blocks around that block are also broken.
    Fiery [1]: Arrows that hit a mob or land on a block will set their surroundings on fire.
    Freezing [1-5]: Has a chance to slow and possibly completely freeze the target for a short period of time.
    Magnetic [1-3]: Slowly draws any ground items around the player towards them.
    Marking [1-5]: All damage to the target is increased per enchant level for five seconds.
    Mirage [1-5]: Moves the ground around the player slightly when swinging a weapon. Also sends nearby entities in the air.
    Multishot [1-3]: When firing an arrow, will also fire a few extra arrows that spread out a bit.
    Poisonous [1-5]: Has a chance to poison the target for a short period of time.
    Proficiency [1-5]: Drops more experience per action (mining, fishing, kills, etc)
    Rampage [1-3]: The more you kill, the stronger you get. Cools off after a while.
    Reaping [1]: Killing another living thing steals its soul and attempts to store it.
    Repairing [1-5]: Slowly repairs the item over time if the player is holding it.
    Smelting [1]: The enchanted item acts like a furnace for anything it breaks.
    Soulbound [1]: Consumes a soul to return to your inventory upon death.
    Stillness [1]: Prevents block updates when breaking a block.
    Thunderous [1-3]: Gives a chance to strike the target with lightning when the enchanted item hits it.
    Tornado [1-3]: Sends the target up into the air when hit.
    Trailblazer [1]: Creates fire wherever the player moves. Also sets the player on fire if they sprint.
    Vampiric [1-5]: Gives the player a small amount of health back depending on the damage dealt with the enchanted item.
    Vorpal [1-10]: Stores souls in the item. Level affects the maximum souls allowed.

    Curses:
    Adherence [1]: The cursed item cannot be moved from one inventory to another.
    Calling [1-5]: Draws nearby mobs toward the holder/wearer and makes them hostile
    Darkness [1]: The wearer sees only in permanent darkness.
    Decay [1-5]: Breakable items break far more quickly.
    Empathy [1-5]: The player takes partial damage whenever a nearby entity is attacked.
    Ender [1-3]: If the player wearing the cursed item is hit, they have a chance to be randomly teleported a fair distance away.
    Fragility [1-5]: Increases damage taken.
    Grogginess [1-5]: Gives slowness + mining fatigue to the wearer.
    Leeching [1-5]: The cursed item takes health from the player and gives it to the target.
    Misfortune [1-5]: The cursed item has a chance to not drop items when breaking blocks with it in hand.
    Pacifism [1]: The cursed item can do no damage to any mob or player.
    Silence [1]: Prevents the player from speaking or using commands.
    Stickiness [1-3]: The cursed item, once held, must be held for a certain amount of time. You just can't let go!
    Treason [1-3]: Has a chance to transfer to your attacker's inventory (or drop on the ground) when you have been hit.
    Void [1-3]: The cursed item continually and randomly consumes souls.
    Wither [1-5]: Slowly kills the wearer/holder
     

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