Exclusive enchants are custom enchants that come on cosmetic skins and pets instead of runes or enchanted books. Each one belongs to a themed set of skins, and the set name is shown below only so you can recognise an enchant. Exclusive enchants have been offered through limited-time lootboxes; this page describes how they work on gear you already own, not what can be obtained right now.
This guide lists all 179 exclusive enchants by the gear they go on. Damage and healing are in health points, where 2 points are 1 heart. Cooldowns are per player.
Almost every exclusive enchant sits on one skin. A skin arrives as a voucher:
Redeem it. Right-click the voucher to add the skin to your collection.
Apply it. Open /skins, pick the skin and press its apply button. The skin goes onto the first matching item you carry: worn armor, then your off hand, then hotbar slots 1 to 9.
Use it. The item takes the skin's look, a fixed set of vanilla enchants (for example Sharpness VI, Unbreaking IV and Mending on swords) and the exclusive enchant at its level. An enchant the item already has at the same or a higher level keeps its level.
Remove it. Removing the skin takes those enchants off again and restores the levels the item had before. Extracting a skin turns it back into a voucher.
A skin fits only the item it is modelled on. Armor, sword, axe, pickaxe, shovel, hoe and spear skins need the Netherite item; bow, crossbow, trident, mace, shield, fishing rod and elytra skins fit the plain item. Several sword-shaped skins (staffs, daggers, scythes, hammers and similar) all go on a Netherite sword, and an item wears one skin at a time. See Cosmetics for skins in general.
Some exclusive enchants sit on cosmetic pets instead. Right-click the pet voucher, open /pets, click My pets, pick the pet and click Apply the pet. The enchant works only while that pet is summoned.
The level of an exclusive enchant is fixed when the reward is created; every level in its range is equally likely. The Levels column in the tables below is the range that can appear on gear. For the Knight set and several Quantum enchants this goes higher than the maximum the in-game description lists, and the enchant works at the level it has.
Black Scrolls and Extraction Scrolls never offer exclusive enchants, so they leave an item only when the skin is removed. Harvest Reaper is the one exception: it has no exclusive rarity, so a Black Scroll can remove it.
The enchant shop's Salvage Books button never takes exclusive books.
An Enchant Upgrade Token is a nether star whose lore names one set. It works only on the Amberwood and Space sets. One token raises that set's exclusive enchant on one skin or pet by exactly one level and is used up; it never goes past the top of the enchant's range, so Canopy Glide (level I only) cannot be upgraded, and a token of one set does not fit another set.
To use one, hold the skin or pet voucher in your other hand and right-click the token, or click the token onto the voucher in your inventory. It also works on an item that currently wears the skin. For a summoned pet, right-click the pet with the token, or right-click the token with an empty other hand. A skin that is only in your collection must be applied or extracted first.
The enchant shop has an Exclusive Enchants button that opens a menu of the sets. Opening a set lists its enchants with their descriptions. This is a preview only; nothing can be bought there.
Each enchant's Modes column lists the modes where it exists. "All" means Skyblock, Prison, Lifesteal and Survival. Values are the same in every listed mode unless a row says otherwise.
Prison mines. Mines break blocks through their own system, so enchants that react to breaking a block (ore, logs, soil, crops) do not trigger on blocks inside the mines.
Prison pickaxe. The Prison pickaxe's skin menu applies a pickaxe skin as a look only, without its exclusive enchant. There the skin works with the pickaxe's Skin Mastery enchant instead; see Pickaxe Skins.
Prison pets. Cosmetic pets are switched off in Prison, so no pet enchant works there.
Lifesteal pets. Pets can be summoned, but Aura, Treasure Sense and the five Cyber pet enchants do nothing there. The three squirrel pet enchants do work.
Hands. Most weapon and tool enchants trigger only with the item in your main hand. Shields work in either hand, and a few "while held" effects (Cropsguard, Charred Growth, Ashplow's Haste) also count the off hand.
Safe zones. Many combat enchants do nothing while you or the target stand in a safe zone, and never affect allied players.
When you are hit, shows the attacker's direction for 1/2/3 seconds. 12 second cooldown
Leafward
Amberwood
I–III
All
Projectile damage from hostile mobs and non-allied players reduced by 0.5/0.75/1. 20 second cooldown. Only on the Crown Alternate skin
Leafveil
Autumn
I–III
Survival
Invisibility for 5 seconds per level each time a hit takes you below 25% health
Sunglasses
Beach
I
All
Permanent Night Vision; removes Blindness, Darkness and Nausea every 2 seconds
Battle Focus
Knight
I–V
Survival
When you take a critical hit, 6% to 10% chance for Night Vision and Resistance I for 5 seconds
Glowbrand Visor
Magma
I–V
Prison, Survival
Your hits can make the target glow for 3 seconds; your hits on any glowing target deal 15% more damage
Abyssal Vision
Nautilus
I–VII
Prison, Survival
Every 10 seconds, a chance to make mobs within 10 blocks glow for 5 seconds. Never players
Zen Focus
Panda
I–III
All
5/4/3 critical hits charge it; your next non-critical hit has a 60/70/80% chance to deal 4/5/6 extra damage and stun the target for 2/2.5/3 seconds. In Lifesteal 10/15/20% and 0.5/0.75/1 second
Spyglass
Pirate
I–III
All
Night Vision and Water Breathing; mobs within 16/20/24 blocks glow. Players are never outlined
Mindveil
Quantum
I–V
Prison, Survival
Chance to block a harmful effect as it is applied; Night Vision at level V
Star Visor
Space
I–III
All
Night Vision; mobs within 16/20/24 blocks glow. Players are never outlined
After 3 melee hits taken, the next one is reduced by 4/8/12% (at most 2 damage). 20 second cooldown
Barkskin
Autumn
I–V
Survival
15% less damage for 1 second after a hit. Currently it only reacts while you hold the chestplate in your main hand, not while worn
Sand Burrow
Beach
I–III
All
Start sneaking to wall yourself in temporary sand with Resistance V and Invisibility, then launch out. Up to 8 seconds (6 in Lifesteal); 20/18/16 second cooldown (25/22.5/20 in Lifesteal)
Unbreakable Will
Knight
I–V
Survival
When a hit lands while you are below 25% health and have no Absorption, 6% to 10% chance for Absorption II for 5 seconds
Ash Mantle
Magma
I
Prison, Survival
8% chance for Resistance I for 10 seconds when a hit leaves you at half health or less. Only counts the chestplate held in a hand, not worn
Mariners Shielding
Nautilus
I–VII
Prison, Survival
Chance to block a projectile hit; no drowning damage
Petal Ward
Panda
I–III
All
Moving stores charges (up to 10/12/14); sneak while blocking with a shield to heal 1 health per charge
Davy Jones' Locker
Pirate
I–III
All
When a direct hit leaves you at 30% health or less, you gain Absorption II and Resistance II and the attacker is blinded and slowed. 45 second cooldown; a killing hit does not trigger it
Entropy Ward
Quantum
I–VIII
Prison, Survival
Chance to give a melee attacker Wither II for 2 seconds
Vac Suit
Space
I–III
All
All damage reduced by 4/6/8%; the first fire, burning, lava or drowning hit starts a 1.5/2.5/3.5 second seal that cancels those damage types. 40/32/24 second seal cooldown
Skins shaped as staffs, daggers, scythes, spears, hammers and similar weapons all go on a Netherite sword; the shape is noted where it matters.
Enchant
Set
Levels
Modes
Effect
Falling Edge
Amberwood
I–III
All
A fully charged hit marks the ground; after 0.8 seconds it bursts within 1.25 blocks for 15/20/25% of the hit, capped at 1 vs players and 2/3/4 vs mobs. 12 second cooldown
Sapguard
Amberwood (staff)
I–III
All
A fully charged hit gives you Resistance I for 0.75/1/1.25 seconds. 18 second cooldown
Reapstep
Amberwood (scythe)
I–III
All
A fully charged hit that kills a hostile mob gives you Speed I for 1/1.5/2 seconds. 20 second cooldown
Briar Nick
Amberwood (dagger)
I–III
All
A fully charged hit gives the target Weakness I for 0.5/0.75/1 second. 20 second cooldown
Splinterguard
Amberwood (battleaxe)
I–III
All
A fully charged hit gives you Resistance I for 0.5/0.75/1 second. 20 second cooldown
Rootfall
Amberwood (warhammer)
I–III
All
A fully charged hit gives the target Slowness I for 0.5/0.75/1 second. 20 second cooldown
Harvest Cleave
Autumn
I–X
Survival
A sweep attack gives +10% damage per level for 3 seconds
Sandbagged
Beach
I–III
All
50% chance to bury the target in temporary sand, blinding and rooting it for 2.5/2.8/3.1 seconds. 30 second cooldown
Crusader's Wrath
Knight
I–V
Survival
6% to 10% chance per hit to gain a stack of +6.25% damage, up to 3 stacks; stacks end after 2 seconds without a hit
Warquake
Knight (hammer)
I–V
Survival
6% to 10% chance to knock back everything within 5 blocks, allies included
Infernal Wound
Magma
I–IV
Prison, Survival
Chance to add a 2 second wound stack (up to 3) that deals 2 damage per second per stack
Pyre Conduit
Magma (staff)
I–IV
Prison, Survival
Chance to deal 2 damage and Weakness I for 3 seconds to everything within 3 blocks of the target
Riptide Thrust
Nautilus (spear)
I–VI
Prison, Survival
Chance to dash forward, freezing creatures within 2 blocks of you for 1 second
Oceans Edge
Nautilus
I–VI
Prison, Survival
Chance to add a 5 second stack (up to 3) that gives Weakness and Slowness at the stack level
Coral Sting
Nautilus (dagger)
I–VII
Prison, Survival
Chance to poison the target
Deep Cleave
Nautilus (greatsword)
I–VI
Prison, Survival
Chance to push away and damage everything around you
Tridents Blessing
Nautilus (staff)
I–X
Prison, Survival
Chance to strike the target with lightning for 3 damage; it never hurts you
Bamboo Trap
Panda
I–III
All
The 4th hit on the same creature (hits no more than 4 seconds apart) gives Slowness III and roots it for 1/1.25/1.5 seconds. 4 second cooldown (1 minute in Lifesteal)
Plunder
Pirate
I–III
All
Kills have a 25/30/35% chance for 1/2/3 extra loot items. Not the same as the Skyblock rune enchant of the same name
Riposte
Pirate (cutlass)
I–III
All
When hit in melee, a chance to return 30/40/50% of the damage and gain Speed II for 4 seconds. 5 second cooldown
Backstab
Pirate (dagger)
I–III
All
25/40/55% more damage when hitting from behind
Reaper's Harvest
Pirate (scythe)
I–III
All
Chance for nearby creatures to take 40/50/60% of your hit
Siren's Call
Pirate (staff)
I–III
All
Chance to pull the target to you and give it Nausea for 3 seconds. 6 second cooldown
Soulbrand
Quantum
I–X
Prison, Survival
Chance to add a 5 second burn stack (up to 3 from all attackers) that deals 2 damage per second per stack
Singularity
Space
I–III
All
15/18/21% chance to pull nearby creatures to the target and blast them for 3/4/5 damage. 10 second cooldown
Gravity Well
Space (staff)
I–III
All
Right-click pulls creatures in a 5/6/7 block cone toward you, or pushes them away while sneaking. 8 second cooldown
A thrown trident hit gives you Speed I for 1/1.5/2 seconds. 16 second cooldown
Sapcaller
Autumn
I–V
Survival
Melee hits (not thrown) have a 6% to 10% chance for Regeneration II for 2.25 seconds
Sandcastle
Beach
I–III
All
Where a thrown trident lands, builds a temporary 5x5 sand fort for 6/8/10 seconds. 30/25/20 second cooldown, during which you cannot throw the trident
Inferno Javelin
Magma
I–V
Prison, Survival
A landing trident has a chance to explode (no block damage) and set creatures on fire for 5 seconds
Tideanchor
Panda
I–III
All
Right-click to teleport back to where your thrown trident landed (within 64 blocks); the marker lasts 15/20/25 seconds. Cooldown 5/4/3 seconds (about 1 minute in Lifesteal)
Kraken's Grasp
Pirate
I–III
All
Chance to root the target and give it Mining Fatigue III. 20 second cooldown
Gravity Fork
Space
I–III
All
25/30/35% chance to pull the target in and dash you toward it. A thrown trident counts only while you hold another Gravity Fork. 8 second cooldown
Singularity, Gravity Well, Meteor Slam, Harpoon Lance, Gravity Fork and Railshot all move or freeze creatures. A player moved or frozen by any of them cannot be moved or frozen by them again for 6 seconds (mobs have no such protection), and they do nothing while you or the target stand in a safe zone.
Blocking a projectile stores a leaf for 6 seconds; your next melee hit taken is reduced by 0.5/0.75/1. 18 second cooldown
Thicket Guard
Autumn
I–V
Survival
4% to 8% chance to root the attacker for 2 seconds when you block
Boogie Board
Beach
I–III
All
After 2 seconds of blocking, the blocking slowdown is removed
Bulwark
Knight
I–V
Survival
When hit while blocking, 6% to 10% chance for Resistance I for 3 seconds and no knockback
Lava Ward
Magma
I–V
Prison, Survival
Chance to reflect 50% of a blocked hit to the attacker
Tidal Guard
Nautilus
I–VIII
Prison, Survival
Blocking has a chance to give the attacker Resistance I
Bamboo Spring
Panda
I–III
All except Prison
Blocked hits store charges; lowering the shield releases a knockback pulse. Only where you can be combat-tagged with another player: Lifesteal outside spawn and the PvP areas of Skyblock and Survival
Hull Plating
Pirate
I–III
All
15/22/29% less damage while blocking
Fracture Ward
Quantum
I–VI
Prison, Survival
Chance to reflect 0.1% of a blocked hit
Deflector
Space
I–III
All
While blocking, 15/20/25% chance to cancel a projectile; other damage reduced by 15/20/25%
10 to 3 natural ore breaks (by level) within 30 seconds give +1 of the ore's normal drop. Not with Silk Touch or on ore placed in the last 30 minutes. 10 second cooldown, at most 6 per minute. Not in Prison
Frostspike
Autumn
I–V
Survival
Plain Glass only: a 20% to 60% chance to break it instantly; when it breaks, the same chance plus a flat 10% roll breaks all Glass in a 3x3x3 area
Mirage
Beach
I–III
All
30/35/40% chance to turn up to 3/4/5 nearby stone blocks into ores for 6 seconds. 6 second cooldown
Ore Scent
Knight
I–V
Survival
While held, marks one nearby ore with a glowing outline once a minute. Level does not matter
Veinburn
Magma
I–VI
Prison, Survival
Chance to smelt raw iron, copper and gold drops into ingots, keeping Fortune
Coral Cleaver
Nautilus
I–VII
Prison, Survival
Chance for one extra ore item, or a bonus drop from coral
Bamboo Resonance
Panda
I–III
All
Mining ore charges it; right-click a block to show particle trails to the nearest 8/12/16 ores
Buried Gold
Pirate
I–III
All
Breaking stone-type blocks (not ores) has a 13/16/19% chance to drop a coin pouch item
Echo Vein
Quantum
I–X
Prison, Survival
One extra item on every coal, iron, gold, diamond or emerald ore drop. No chance roll despite the tooltip; not with Silk Touch
Event Horizon
Space
I–X
All
6% to 33% chance to collapse 3 to 14 connected ores of the same type with x1.51 to x2.5 drops, plus a chance for a bonus fragment. Natural ore only: not with Silk Touch or on ore placed in the last 30 minutes
Harvesting 3 different ripe crops within 45 seconds gives 1 to 2 bone meal, 1 to 3 times per minute. In Lifesteal always 1 bone meal, once per minute
Rootreach
Autumn
I–III
Survival
Tilling has a chance to till a 9x9 area
Greenhouse
Beach
I–III
All
Harvesting a ripe plant during the day with open sky above it has a 30/45/60% chance to grow nearby plants one stage (radius 6 in Skyblock, 4 elsewhere). 6/4.5/3 second cooldown
Cropsguard
Knight
I–V
Survival
While held, crops within 5 blocks grow 10% faster. Level does not matter
Charred Growth
Magma
I–VI
Prison, Survival
Every 45 seconds while held, a chance to fully grow crops within 4 blocks of you
Seeding Tide
Nautilus
I–VIII
Prison, Survival
Chance to double kelp and sea pickle drops; blocks placed in the last 5 minutes do not count
Compost Cycle
Panda
I–III
All
Harvesting stores compost; right-click soil to release it as a crop growth pulse
Rum Runner
Pirate
I–III
All
25/30/35% chance for double crop drops and Speed I for 5 seconds
Harvestcall
Quantum
I–VI
Prison, Survival
Wheat, carrots, potatoes, beetroots and nether wart: replants every fully grown one you break, and you cannot break unripe ones while holding the hoe. From level V it harvests a 7x7 area
Hydroponics
Space
I–III
All
28/36/44% chance to grow nearby crops by 1/2/3 stages. 6/5/4 second cooldown
Four sets give a bonus for wearing all four of their armor skins at once. The skins only need to be applied to the armor you wear; their exclusive enchants are not required. Beach, Pirate, Panda, Space, Amberwood and Knight armor has no set bonus.
Set
Modes
Bonus
Autumn
Survival
10% less fall damage and weaker Slowness; +5% speed on leaf blocks; a small heal at most once a minute
Magma
Prison, Survival
50% less damage from fire, burning, lava and magma blocks; 10% more damage to targets with Weakness, Slowness or Glowing
Nautilus
Prison, Survival
15% less projectile and magic damage; melee attackers have a 20% chance to get Slowness I for 3 seconds; Water Breathing, Resistance I and Haste I while in water
Quantum
Prison, Survival
10% more damage to creatures below half health; 50% chance to ignore each knockback; every 6 seconds, Wither I for 3 seconds to creatures within 5 blocks that were recently fighting, players included