Amberwood Enchants are the 26 custom enchants of the Amberwood set, a limited-time crate set. They are not sold as runes or enchanted books: each one comes on a gear skin or a squirrel pet that has been offered through limited-time crates.
How to get it#
Amberwood enchants come attached to cosmetic rewards of limited-time crates. Every enchant reward is a skin voucher or a pet voucher that carries the enchant at a level rolled when the reward is created. The set is not necessarily available right now, and which crates carry it can change. How crates and keys work in general is on Crates; the full drop tables are on Skyblock Crates, Prison Crates, Crates and Crates.
Skins and pets#
| Reward type | Skins and the enchant they carry |
|---|---|
| Armor skins | Amberwood Crown (Amberwatch), Heartwood Coat (Growth Rings), Forager's Leggings (Shedding Season), Russet Boots (Canopy Cushion) |
| Tool skins | Harvest Hoe (Crop Rotation), Amberwood Shovel (Loamstride), Amberwood Fishing Rod (Reedline), Amberwood Axe (Resin Rush), Amberwood Pickaxe (Amber Resonance, not in Prison) |
| Weapon and shield skins | Amberwood Shield (Leafcatch), Amberwood Bow (Briarline), Amberwood Crossbow (Thornmark), Amberwood Staff (Sapguard), Amberwood Spear (Heartseeker), Amberwood Trident (Sap Tether), Amberwood Mace (Canopy Crash), Amberwood Sword (Falling Edge) |
| Elytra skin | Amberwood Elytra (Canopy Glide) |
| Additional skins | Amberwood Scythe, Dagger, Battleaxe, Warhammer and Crown Alternate skins carry Reapstep, Briar Nick, Splinterguard, Rootfall and Leafward in that order |
| Pets | Amberwood Red Squirrel (Woodland Reflex), Brown Squirrel (Barkguard) and Gray Squirrel (Canopy Grace) |
| Cosmetics without an enchant | Particle trail, arrow trail, wings, squirrel hat, chat color, tag, join message and kill tag |
Some crates of the set also add bonus rewards after a number of openings, such as an Enchant Upgrade Token. Milestone counts are shared by all four modes, and the preview of the crate shows your progress, see Opening Crates.
Levels#
The level is rolled when the reward is created, and every level in the range is equally likely. Amberwood enchants roll level I to III, except Amber Resonance (I to X) and Canopy Glide (always I). That range is also each enchant's maximum level, so III is the highest level an Amberwood enchant can have (X for Amber Resonance, I for Canopy Glide), including after upgrade tokens.
Each skin also carries a fixed set of vanilla enchants that is not rolled, for example Sharpness VI, Looting IV, Sweeping Edge III, Unbreaking IV and Mending on the sword-type skins, and Efficiency VI, Fortune IV, Unbreaking IV and Mending on the Amberwood Pickaxe and Harvest Hoe.
Differences between modes#
Apart from the points below, the reward lists, chances, rolled levels and maximum levels are the same in all four modes.
| Mode | Differences |
|---|---|
| Skyblock, Lifesteal, Survival | Full set of 26 enchants. |
| Prison | 25 enchants: the Amberwood Pickaxe skin does not carry Amber Resonance. Crate milestone bonuses can differ. Cosmetic pets are switched off, so the squirrel pets cannot be summoned. Loamstride, Resin Rush and Crop Rotation do not react to blocks broken inside the mines. |
In Prison the Amberwood Pickaxe skin still drops. Prison's pickaxe skin menu applies it as a look only, without its enchants. On a Prison pickaxe it gives the Skin Mastery enchant a Rootbreak proc and a passive +5% drops boost; see Pickaxe Skins.
Using Amberwood enchants#
Skins#
Right-click a skin voucher to add the skin to your skin collection, then open the collection with /skins. Opening an owned skin offers an apply button, Remove skin and Extract the skin, which turns it back into a voucher.
- Applying a skin puts it on an item that matches the skin's base item (Netherite sword for the sword-type skins, Netherite pickaxe, axe, shovel, hoe, spear, helmet, chestplate, leggings or boots, or a bow, crossbow, trident, shield, mace, fishing rod or elytra). You do not have to hold it: armor is checked in its worn slot, then your offhand, then hotbar slots 1 to 9, and the first match takes the skin.
- The item takes the skin's look and gets the skin's enchants at their rolled levels, including the Amberwood enchant. A skin cannot be applied to another skin, and only one item can wear a given skin at a time.
- Removing the skin removes those enchants again and restores the levels the item had before.
- Black Scrolls and Extraction Scrolls never list exclusive enchants, so Amberwood enchants cannot be stripped from an item that way; they leave it only when the skin is removed.
The enchant shop shows the set in its Exclusive Enchants browser for preview. Nothing in it is for sale. See Cosmetics for skins in general.
Pets#
Three Amberwood enchants live on squirrel pets: Woodland Reflex (red squirrel), Barkguard (brown squirrel) and Canopy Grace (gray squirrel).
- Right-click the pet voucher to add the pet to your pets.
- Open
/pets, click My pets, click the squirrel and click Apply the pet to summon it. Remove pet puts it away again. - The pet's enchant is active while that pet is out. Pets cannot be summoned in Prison.
Amberwood Enchant Upgrade Token#
The Amberwood Enchant Upgrade Token is a milestone reward in Skyblock, Lifesteal and Survival. In your inventory it is a nether star named Enchant Upgrade Token, and its lore names the set it belongs to (shown as autumn2026 for Amberwood).
- Effect. One token raises the Amberwood enchant of one Amberwood skin or pet by exactly one level and is used up. It stops at the enchant's maximum level: III for most Amberwood enchants and X for Amber Resonance. Canopy Glide only exists at level I, so it cannot be upgraded; the game answers that the exclusive is already at max level.
- Limit. Crates already roll up to the maximum, so tokens turn a low roll into a higher one and never go past the roll range.
- Which cosmetics. Only skins and pets from the Amberwood set. Tokens of other sets do not fit.
- How to use. Hold the skin voucher in your other hand and right-click the token, or pick the token up in your inventory and click it onto the voucher. It also works on an item that currently wears the skin, and on your summoned squirrel: right-click the pet with the token in hand, or right-click the token with an empty other hand to upgrade the squirrel you have equipped. A skin that is only in your collection has to be applied to an item or extracted into a voucher first.
Enchants#
Every Amberwood enchant rolls level I to III, except Amber Resonance (I to X) and Canopy Glide (always I). Damage and reduction values are in health points, where 2 points are 1 heart. Cooldowns are per player. Unless a section says otherwise, all values are the same in Skyblock, Prison, Lifesteal and Survival.
| Enchant | Applies to | Max level | Trigger | Effect |
|---|---|---|---|---|
| Falling Edge | Swords | III | Fully charged hit | Leaf sigil bursts after 0.8 s in 1.25 blocks for 15/20/25% of the hit (capped); 12 s cooldown |
| Sapguard | Swords (Staff skin) | III | Fully charged hit | Grants you Resistance I for 0.75/1/1.25 s; 18 s cooldown |
| Canopy Crash | Maces | III | Fully charged mace smash | Slowness I on the target for 2.5/3/3.5 s; 18 s cooldown |
| Heartseeker | Spears | III | Fully charged spear jab | +0.5/0.75/1 bonus damage on targets at 80%+ health; 16 s cooldown |
| Sap Tether | Tridents | III | Thrown trident hit | Grants you Speed I for 1/1.5/2 s; 16 s cooldown |
| Briarline | Bows | III | Fully drawn arrow hits a block | Lays a 1/2/3-block bramble line; the first creature crossing it gets Slowness I for 1 s; 16 s cooldown |
| Thornmark | Crossbows | III | Crossbow bolt hit | Weakness I on the target for 1/1.5/2 s; 16 s cooldown |
| Reapstep | Swords (Scythe skin) | III | Fully charged hit that kills a hostile mob | Grants you Speed I for 1/1.5/2 s; 20 s cooldown |
| Briar Nick | Swords (Dagger skin) | III | Fully charged hit | Weakness I on the target for 0.5/0.75/1 s; 20 s cooldown |
| Splinterguard | Swords (Battleaxe skin) | III | Fully charged hit | Grants you Resistance I for 0.5/0.75/1 s; 20 s cooldown |
| Rootfall | Swords (Warhammer skin) | III | Fully charged hit | Slowness I on the target for 0.5/0.75/1 s; 20 s cooldown |
| Amber Resonance | Pickaxes | X | On breaking ore | 10 to 3 natural ore breaks (by level) within 30 s give +1 of the ore's normal drop; 10 s cooldown, 6 per minute |
| Crop Rotation | Hoes | III | On harvesting crops | 3 different ripe crops within 45 s give 1 to 2 bone meal; 1 to 3 rewards per minute |
| Loamstride | Shovels | III | On breaking soil | 4 natural soil breaks within 30 s give Speed I for 2/3/4 s; 15 s cooldown |
| Resin Rush | Axes | III | On chopping logs | 4 natural log breaks within 30 s give Haste I for 4/6/8 s; 15 s cooldown |
| Reedline | Fishing rods | III | On catching fish | 3 raw fish within 120 s give 1 extra fish of the same type; cooldown 45/35/25 s |
| Amberwatch | Helmets | III | When hit | Shows the attacker's direction for 1/2/3 s; 12 s cooldown |
| Growth Rings | Chestplates | III | When hit in melee | After 3 melee hits, the next one is reduced by 4/8/12% (max 2 damage); 20 s cooldown |
| Leafward | Helmets | III | When hit by a projectile | Hostile projectile damage reduced by 0.5/0.75/1; 20 s cooldown |
| Shedding Season | Leggings | III | When Slowness is applied | Slowness ends 25% early, by up to 0.5/0.75/1 s; 20 s cooldown |
| Canopy Cushion | Boots | III | On fall damage | Fall damage reduced by 8/12/16% (max 2 health); 15 s cooldown |
| Leafcatch | Shields | III | On blocking a projectile | Catches a leaf for 6 s; next melee hit taken is reduced by 0.5/0.75/1; 18 s cooldown |
| Canopy Glide | Elytra | I | On rocket boost | 25% chance a firework rocket is not used up; leaf trail while gliding |
| Woodland Reflex | Pets (red squirrel) | III | When hit in melee | Speed I for 1/1.5/2 s after a hostile melee hit; 30 s cooldown |
| Barkguard | Pets (brown squirrel) | III | When hit in melee | Hostile melee hit reduced by 0.5/0.75/1 damage; 30 s cooldown |
| Canopy Grace | Pets (gray squirrel) | III | On fall damage | Fall damage reduced by 20/30/40%; 30 s cooldown |
Enchant details#
Falling Edge#
Applies to: Swords. Max level: III (crate rolls I-III). Comes on: Amberwood Sword skin. Trigger: Fully charged hit.
A fully charged sword hit (at least 90% attack charge) that deals damage marks the ground under the target with a leaf sigil. After 0.8 seconds the sigil bursts and damages every living creature within 1.25 blocks of it except the wielder, so anything that moves out of the circle in time takes nothing. The burst deals a share of the damage the triggering hit dealt, up to a cap that is lower against players than against mobs. It is real damage dealt by the wielder, so a kill counts as theirs, and it cannot set off other enchants.
The hit must be a direct melee hit; sweeping hits and extra damage from other enchants do not place a sigil. The wielder and a player target must both be outside safe zones, and a player target must not be an ally; allied players and players standing in a safe zone are skipped by the burst too. The burst is cancelled if the wielder dies, logs out, changes world, enters a safe zone or no longer holds a Falling Edge sword at the same or a higher level. Only one sigil exists per wielder at a time. The 12 second cooldown starts when the sigil is placed, whether or not anything is standing in it. Damage is in health points (2 points = 1 heart).
| Level | Burst damage (share of the hit) | Cap vs players | Cap vs mobs |
|---|---|---|---|
| I | 15% | 1 (half a heart) | 2 (1 heart) |
| II | 20% | 1 (half a heart) | 3 (1.5 hearts) |
| III | 25% | 1 (half a heart) | 4 (2 hearts) |
Sapguard#
Applies to: Swords. Max level: III (crate rolls I-III). Comes on: Amberwood Staff skin. Trigger: Fully charged hit.
A fully charged hit (at least 90% attack charge) with the staff gives the wielder Resistance I for a short time. The target can be any mob or a player who is not an ally and not in a safe zone, and the hit must deal damage; the wielder must also be outside safe zones. Only a direct melee hit counts: sweeping hits and extra damage from other enchants do not.
Resistance is not granted if the wielder already has a stronger Resistance, or Resistance I with at least as much time left. The 18 second cooldown starts only when Resistance is actually granted.
| Level | Resistance I duration |
|---|---|
| I | 0.75 seconds |
| II | 1 second |
| III | 1.25 seconds |
Canopy Crash#
Applies to: Maces. Max level: III (crate rolls I-III). Comes on: Amberwood Mace skin. Trigger: Fully charged mace smash.
A fully charged (at least 90% attack charge) mace smash, meaning a hit made after falling more than 1.5 blocks, applies Slowness I to the target. Ordinary mace hits do nothing. The target can be any mob or a player who is not an ally and not in a safe zone, the hit must deal damage, and the wielder must be outside safe zones.
Slowness is not applied if the target already has a stronger Slowness, or Slowness I with at least as much time left, and the 18 second cooldown starts only when the slowness lands. On success the wielder sees "Canopy Crash slowed your target!" on the action bar, a player target sees "You were slowed by Canopy Crash!", and a burst of leaf particles appears.
| Level | Slowness I duration |
|---|---|
| I | 2.5 seconds |
| II | 3 seconds |
| III | 3.5 seconds |
Heartseeker#
Applies to: Spears. Max level: III (crate rolls I-III). Comes on: Amberwood Spear skin. Trigger: Fully charged spear jab.
A fully charged (at least 90% attack charge) left-click jab with the spear adds bonus damage to that same hit when the target is at or above 80% of its maximum health. Charging the spear for a lance attack by holding the use button does not count. The target can be any mob or a player who is not an ally and not in a safe zone, and the wielder must be outside safe zones. The bonus is extra damage on the original hit, not a second hit, and it is added only if the hit is not cancelled.
The wielder sees "Heartseeker pierced for +X damage" on the action bar. The 16 second cooldown starts as soon as the bonus is added. Bonus is in health points (2 points = 1 heart).
| Level | Bonus damage |
|---|---|
| I | +0.5 (a quarter heart) |
| II | +0.75 |
| III | +1 (half a heart) |
Sap Tether#
Applies to: Tridents. Max level: III (crate rolls I-III). Comes on: Amberwood Trident skin. Trigger: Thrown trident hit.
When a thrown trident damages a target, the thrower gets Speed I for a short time. The enchant level is read from the trident at the moment it is thrown, so swapping items afterwards changes nothing. Hitting with the trident in melee does not count. The target can be any mob or a player who is not the thrower, not an ally and not in a safe zone; the thrower must also be outside safe zones, and the hit must deal damage. The target is never pulled, frozen or moved.
Speed is not granted if the thrower already has a stronger Speed, or Speed I with at least as much time left. The 16 second cooldown starts only when Speed is actually granted.
| Level | Speed I duration |
|---|---|
| I | 1 second |
| II | 1.5 seconds |
| III | 2 seconds |
Briarline#
Applies to: Bows. Max level: III (crate rolls I-III). Comes on: Amberwood Bow skin. Trigger: Fully drawn arrow hits a block.
An arrow from a fully drawn bow (full draw, not a partial pull) that lands in a block lays a line of brambles at the impact point: along the arrow's horizontal direction when it hits the ground or a ceiling, and along the face of the block when it hits a wall. The line needs open space, so nothing is laid, and no cooldown is spent, if the line would pass through solid blocks. It lasts 4 seconds. The first creature to cross it gets Slowness I for 1 second and the line disappears; the line ignores the shooter, allied players and players in safe zones, and affects mobs as well as players. Only arrows from a bow count (crossbow shots never lay a line), and arrows that hit a creature do nothing.
The shooter must still be holding the Briarline bow, at the same or a higher level, when the arrow lands, and must be outside safe zones. Targets that normal damage protection shields from the shooter are not affected. Switching items, dying, logging out or changing world removes an active line. Only one line can exist per player at a time. The 16 second cooldown starts when the line is laid, whether or not anyone crosses it. Only the line length depends on level; the slowness is 1 second at every level.
| Level | Line length | Slowness I duration |
|---|---|---|
| I | 1 block | 1 second |
| II | 2 blocks | 1 second |
| III | 3 blocks | 1 second |
Thornmark#
Applies to: Crossbows. Max level: III (crate rolls I-III). Comes on: Amberwood Crossbow skin. Trigger: Crossbow bolt hit.
When an arrow fired from the crossbow damages a target, the target is marked with Weakness I. The enchant level is read from the crossbow at the moment of the shot. The target can be any mob or a player who is not the shooter, not an ally and not in a safe zone; the shooter must also be outside safe zones, and the hit must deal damage. The mark follows the bolt's original hit only, and only one hit can be resolved at a time, so with Multishot just the first bolt to land can mark and the cooldown covers the rest.
The 16 second cooldown starts when the hit is confirmed, even if a stronger Weakness, or Weakness I with at least as much time left, stops the mark from being applied.
| Level | Weakness I duration |
|---|---|
| I | 1 second |
| II | 1.5 seconds |
| III | 2 seconds |
Reapstep#
Applies to: Swords. Max level: III (crate rolls I-III). Comes on: Amberwood Scythe skin. Trigger: Fully charged hit that kills a hostile mob.
When a fully charged (at least 90% attack charge) direct melee hit with the scythe kills a hostile mob, the wielder gets Speed I. The killing blow itself must be the charged hit; later deaths from other damage do not count, and neither do kills of players or of passive animals. The ability is tied to the Amberwood Scythe skin, so it only works while that skin is applied. The wielder must be outside safe zones and must still be holding the same scythe at the same level when the mob dies.
Speed is not granted if the wielder already has a stronger Speed, or Speed I with at least as much time left. The 20 second cooldown starts only when Speed is actually granted and belongs to the player, so changing skins does not reset it. The effect shows no particles or status icon.
| Level | Speed I duration |
|---|---|
| I | 1 second |
| II | 1.5 seconds |
| III | 2 seconds |
Briar Nick#
Applies to: Swords. Max level: III (crate rolls I-III). Comes on: Amberwood Dagger skin. Trigger: Fully charged hit.
A fully charged (at least 90% attack charge) direct melee hit with the dagger applies Weakness I to the target a moment after the hit. It only works on players and hostile mobs, not on passive animals; a player target must not be an ally or standing in a safe zone, the wielder must be outside safe zones, and the hit must deal damage. The ability is tied to the Amberwood Dagger skin, so it only works while that skin is applied.
Weakness is not applied if the target already has a stronger Weakness, or Weakness I with at least as much time left. The 20 second cooldown starts only when the effect lands and belongs to the player, so changing skins does not reset it. The effect shows no particles or status icon.
| Level | Weakness I duration |
|---|---|
| I | 0.5 seconds |
| II | 0.75 seconds |
| III | 1 second |
Splinterguard#
Applies to: Swords. Max level: III (crate rolls I-III). Comes on: Amberwood Battleaxe skin. Trigger: Fully charged hit.
A fully charged (at least 90% attack charge) direct melee hit with the battleaxe gives the wielder Resistance I a moment after the hit. The hit must land on a player or a hostile mob (not a passive animal) and deal damage; a player target must not be an ally or standing in a safe zone, and the wielder must be outside safe zones. The ability is tied to the Amberwood Battleaxe skin, so it only works while that skin is applied.
Resistance is not granted if the wielder already has a stronger Resistance, or Resistance I with at least as much time left. The 20 second cooldown starts only when the effect lands and belongs to the player, so changing skins does not reset it. The effect shows no particles or status icon.
| Level | Resistance I duration |
|---|---|
| I | 0.5 seconds |
| II | 0.75 seconds |
| III | 1 second |
Rootfall#
Applies to: Swords. Max level: III (crate rolls I-III). Comes on: Amberwood Warhammer skin. Trigger: Fully charged hit.
A fully charged (at least 90% attack charge) direct melee hit with the warhammer applies Slowness I to the target a moment after the hit. It only works on players and hostile mobs, not on passive animals; a player target must not be an ally or standing in a safe zone, the wielder must be outside safe zones, and the hit must deal damage. The ability is tied to the Amberwood Warhammer skin, so it only works while that skin is applied.
Slowness is not applied if the target already has a stronger Slowness, or Slowness I with at least as much time left. The 20 second cooldown starts only when the effect lands and belongs to the player, so changing skins does not reset it. The effect shows no particles or status icon.
| Level | Slowness I duration |
|---|---|
| I | 0.5 seconds |
| II | 0.75 seconds |
| III | 1 second |
Amber Resonance#
Applies to: Pickaxes. Max level: X (crate rolls I-X). Comes on: Amberwood Pickaxe skin. Trigger: On breaking ore.
Mining natural ore with this pickaxe builds a streak. When the streak reaches the number of breaks for the pickaxe's level, you receive 1 extra copy of that ore's normal drop, for example 1 Raw Iron, 1 Coal or 1 Diamond (Nether Gold Ore gives 1 Gold Nugget). The bonus is the plain item: it is never smelted and Fortune does not multiply it. The streak lasts 30 seconds from the first counted ore, any ore type counts toward it, and it starts over after a bonus. A bonus is paid at most once every 10 seconds and 6 times per minute; a streak completed while the bonus is limited is used up without a reward. The item goes straight to your inventory with an action bar message and a chime, and it still works when an auto-pickup effect collects the drop.
Only natural ore counts: Coal, Iron, Copper, Gold, Redstone, Lapis Lazuli, Diamond, Emerald, Nether Gold and Nether Quartz ore, in stone and deepslate versions (Ancient Debris does not count). A break is ignored if the ore was placed by a player in the last 30 minutes, came from a Skyblock island generator, was broken by automation instead of your own swing, or was mined with Silk Touch. Switching hotbar slot, swapping hands, dropping an item or moving items between inventories resets the streak; the cooldown and per-minute limit stay.
Available in Skyblock, Lifesteal and Survival, with the same values in each. It is switched off in Prison, and the Prison version of the Amberwood Pickaxe skin does not carry it.
| Level | Natural ore breaks needed |
|---|---|
| I | 10 |
| II | 9 |
| III | 8 |
| IV | 7 |
| V | 6 |
| VI | 5 |
| VII | 5 |
| VIII | 4 |
| IX | 4 |
| X | 3 |
Crop Rotation#
Applies to: Hoes. Max level: III (crate rolls I-III). Comes on: Harvest Hoe skin. Trigger: On harvesting crops.
Harvest three different fully grown crops by hand with the hoe within 45 seconds to receive ordinary bone meal. Crops that count: wheat, carrots, potatoes, beetroots, nether wart, cocoa, sweet berries, torchflower, pitcher plant, melons and pumpkins. Unripe crops do not count, and breaking a crop type you already harvested adds no progress. The 45 seconds start at the first crop of the set, and a finished set starts a new one. The enchant adds no extra crop drops and has no cooldown; instead each level allows a limited number of rewarded sets per minute, and a set finished above that limit gives nothing. Breaks caused by automation instead of your own swing do not count, and dying, logging out or changing world resets the set.
Values differ in Lifesteal, where every level gives 1 bone meal and 1 rewarded set per minute.
| Level | Skyblock, Prison, Survival | Lifesteal |
|---|---|---|
| I | 1 bone meal, 1 set per minute | 1 bone meal, 1 set per minute |
| II | 1 bone meal, 2 sets per minute | 1 bone meal, 1 set per minute |
| III | 2 bone meal, 3 sets per minute | 1 bone meal, 1 set per minute |
Loamstride#
Applies to: Shovels. Max level: III (crate rolls I-III). Comes on: Amberwood Shovel skin. Trigger: On breaking soil.
Breaking 4 natural soil blocks with the shovel within 30 seconds grants Speed I. Soil blocks are dirt, grass blocks, coarse dirt, podzol, rooted dirt, mycelium, mud, clay, soul sand and soul soil; blocks that a player placed do not count, and neither does a break that drops nothing. The 30 seconds start at the first counted break. Breaks made during the 15 second cooldown still count, so a single break triggers it again once the cooldown ends, as long as the streak is still inside its window. A Speed effect that is stronger or longer is never replaced; then nothing happens and the cooldown is not used. Switching hotbar slot, swapping hands or dropping an item resets the streak.
| Level | Speed I duration |
|---|---|
| I | 2 seconds |
| II | 3 seconds |
| III | 4 seconds |
Resin Rush#
Applies to: Axes. Max level: III (crate rolls I-III). Comes on: Amberwood Axe skin. Trigger: On chopping logs.
Breaking 4 natural logs with the axe within 30 seconds grants Haste I. Logs that a player placed do not count, and neither does a break that drops nothing. The 30 seconds start at the first counted break. Breaks made during the 15 second cooldown still count, so a single break triggers it again once the cooldown ends, as long as the streak is still inside its window. A Haste effect that is stronger or longer is never replaced; then nothing happens and the cooldown is not used. Switching hotbar slot, swapping hands or dropping an item resets the streak.
| Level | Haste I duration |
|---|---|
| I | 4 seconds |
| II | 6 seconds |
| III | 8 seconds |
Reedline#
Applies to: Fishing rods. Max level: III (crate rolls I-III). Comes on: Amberwood Fishing Rod skin. Trigger: On catching fish.
Catching 3 raw fish within 120 seconds gives 1 extra fish of the same type as the third catch, delivered to your inventory with a chat message. Only cod, salmon, pufferfish and tropical fish count; treasure and junk do not, and neither does a catch that another effect has already multiplied. Each catch needs its own cast, and the 120 seconds start at the first counted catch. Catches made during the cooldown still count toward the next bonus while the streak is inside its window. Switching hotbar slot, swapping hands or dropping an item resets the streak.
| Level | Cooldown |
|---|---|
| I | 45 seconds |
| II | 35 seconds |
| III | 25 seconds |
Amberwatch#
Applies to: Helmets. Max level: III (crate rolls I-III). Comes on: Amberwood Crown skin. Trigger: When hit.
When a mob, a player or a projectile damages the wearer, Amberwatch shows where the hit came from. An action bar message names the direction (the front, your right, your left or behind), a leaf and bell sound plays from the attacker's side, and an amber arc of particles appears around you pointing at the attacker. If the attacker is in line of sight, leaf particles also mark it. Only the wearer sees and hears the cue. It does not trigger for hits from allies or from players standing in a safe zone, or while you are in a safe zone. The 12 second cooldown starts with the hit that triggers it, and hits during the cooldown show nothing.
| Level | Cue duration |
|---|---|
| I | 1 second |
| II | 2 seconds |
| III | 3 seconds |
Growth Rings#
Applies to: Chestplates. Max level: III (crate rolls I-III). Comes on: Heartwood Coat skin. Trigger: When hit in melee.
Each melee hit you take from a mob or a player who is not your ally adds a ring, as long as it lands at least 1 second after the previous counted hit. With 3 rings the coat is charged, and the next melee hit you take has its damage reduced by a percentage, up to 2 damage (one heart). An action bar message shows the damage absorbed. Rings fade 8 seconds after the last counted hit, and a charged coat that is not used in that time resets. The 20 second cooldown starts when the charge is spent, and rings do not grow during it. Swapping the chestplate, dying, logging out or changing world clears the rings.
| Level | Reduction | On an 8-damage hit |
|---|---|---|
| I | 4% | 0.32 |
| II | 8% | 0.64 |
| III | 12% | 0.96 |
Leafward#
Applies to: Helmets. Max level: III (crate rolls I-III). Comes on: Amberwood Crown Alternate skin. Trigger: When hit by a projectile.
While the Amberwood Crown Alternate skin is on your helmet, a projectile fired by a hostile mob or by a player who is not your ally has its damage reduced before armor and Protection apply. The reduction never takes the hit below zero, and it does not apply to your own or an ally's projectiles, or while you are in a safe zone. The 20 second cooldown starts once the reduced hit goes through. Only one helmet is worn at a time, so Leafward on this helmet and Amberwatch on the Amberwood Crown are an either-or choice.
| Level | Damage reduction |
|---|---|
| I | 0.5 (a quarter heart) |
| II | 0.75 |
| III | 1 (half a heart) |
Shedding Season#
Applies to: Leggings. Max level: III (crate rolls I-III). Comes on: Forager's Leggings skin. Trigger: When Slowness is applied.
When Slowness is applied to the wearer, it ends 25% early, up to a maximum that depends on the level. For example a 4-second Slowness ends 0.5 / 0.75 / 1 second early at levels I / II / III. This works on Slowness from tipped arrows, potions, lingering clouds, wither roses and effect-on-hit attacks. The 20 second cooldown starts when the Slowness is actually shortened, and Slowness applied during the cooldown is left alone. Swapping the leggings, dying, logging out or changing world cancels a pending shortening.
| Level | Maximum time removed |
|---|---|
| I | 0.5 seconds |
| II | 0.75 seconds |
| III | 1 second |
Canopy Cushion#
Applies to: Boots. Max level: III (crate rolls I-III). Comes on: Russet Boots skin. Trigger: On fall damage.
Fall damage that would hurt you is reduced by a percentage, up to 2 health (one heart). The cushion never cancels a fall outright. The 15 second cooldown starts when the reduction is applied.
| Level | Reduction |
|---|---|
| I | 8% |
| II | 12% |
| III | 16% |
Leafcatch#
Applies to: Shields. Max level: III (crate rolls I-III). Comes on: Amberwood Shield skin. Trigger: On blocking a projectile.
Blocking a projectile with the shield catches a leaf, as long as the projectile came from a mob or from a player who is not you or your ally. The leaf lasts 6 seconds; the next melee hit you take from a mob or a non-allied player in that time has its damage reduced, and the leaf is used up. The shield must still be in your main hand or off hand, and swapping hands, changing hotbar slot or dropping an item loses the leaf. The 18 second cooldown starts when the leaf is caught, so one leaf is possible per cooldown.
| Level | Damage reduction |
|---|---|
| I | 0.5 (a quarter heart) |
| II | 0.75 |
| III | 1 (half a heart) |
Canopy Glide#
Applies to: Elytra. Max level: I (crate rolls I only). Comes on: Amberwood Elytra skin. Trigger: On rocket boost.
The Amberwood Elytra skin is redeemed from its voucher, then applied from the /skins menu to an Elytra in your armor slot, off hand or hotbar; it gives that Elytra Canopy Glide I along with Unbreaking III and Mending. While the Elytra is worn in the chestplate slot, each firework rocket you use to boost while gliding has a 25% chance of not being used up; the boost still happens. The Elytra also leaves a trail of amber-green leaf particles behind you while you glide, visible to other players. The chance is fixed, with no cooldown, and there is only one level.
Woodland Reflex#
Applies to: Pets (red squirrel). Max level: III (pet rolls I-III). Comes on: Amberwood Red Squirrel pet. Trigger: When hit in melee.
A pet is a companion that follows you. The squirrel comes as a voucher (right-click to redeem it); open /pets, pick the squirrel and click Apply the pet to summon it. While the red squirrel is out, a melee hit you take from a hostile mob or from a player who is not your ally grants you Speed I. The Speed effect has no icon or particles, and a stronger or longer Speed effect is never replaced. The 30 second cooldown starts when the Speed is granted. It does nothing in safe zones. Teleporting removes the pet until you move again, and the enchant waits for it. Cosmetic pets are switched off in Prison, so this squirrel cannot be summoned there.
| Level | Speed I duration |
|---|---|
| I | 1 second |
| II | 1.5 seconds |
| III | 2 seconds |
Barkguard#
Applies to: Pets (brown squirrel). Max level: III (pet rolls I-III). Comes on: Amberwood Brown Squirrel pet. Trigger: When hit in melee.
Redeem the pet voucher, open /pets, pick the squirrel and click Apply the pet to summon it. While the brown squirrel is out, a direct melee hit from a hostile mob or from a player who is not your ally has its damage reduced before armor applies. Arrows, other projectiles and sweeping attacks are not affected, and nothing happens in safe zones. The 30 second cooldown starts when the reduction is applied. Cosmetic pets are switched off in Prison, so this squirrel cannot be summoned there.
| Level | Damage reduction |
|---|---|
| I | 0.5 (a quarter heart) |
| II | 0.75 |
| III | 1 (half a heart) |
Canopy Grace#
Applies to: Pets (gray squirrel). Max level: III (pet rolls I-III). Comes on: Amberwood Gray Squirrel pet. Trigger: On fall damage.
Redeem the pet voucher, open /pets, pick the squirrel and click Apply the pet to summon it. While the gray squirrel is out, fall damage you take is reduced by a percentage. A fall that deals no damage does not use the cooldown, and the 30 second cooldown starts when the reduction is applied. Cosmetic pets are switched off in Prison, so this squirrel cannot be summoned there.
| Level | Fall damage reduction |
|---|---|
| I | 20% |
| II | 30% |
| III | 40% |