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Beach Enchants

Limited time

Seventeen limited-time summer enchants for armor, weapons, tools and the Capybara pet that come on seasonal skin and pet rewards in Skyblock, Prison, Lifesteal and Survival.

Available on Skyblock, Prison, Lifesteal and Survival.

Beach Enchants are seventeen custom summer enchants from the limited-time Beach crate set. Sixteen of them come on Beach skins for armor, weapons and tools, and one, Aura, comes on the Capybara pet. The set has been offered in Skyblock, Prison, Lifesteal and Survival, and is not necessarily available right now. The enchants are not sold in the enchant shop and do not come from runes or enchanted books.

How to get it#

Each Beach enchant sits on one skin or pet that has been offered through limited-time crates. The level is rolled when the reward is created, and every level in the listed range is equally likely. The reward list is the same in all four modes.

RewardFitsBeach enchantLevel rangeVanilla enchants on the skin
Beach HelmetNetherite HelmetSunglassesIProtection V, Respiration IV, Aqua Affinity, Unbreaking IV, Mending
Beach ChestplateNetherite ChestplateSand BurrowI to IIIProtection V, Unbreaking IV, Mending
Beach LeggingsNetherite LeggingsInner TubeI to IIIProtection V, Unbreaking IV, Mending
Beach BootsNetherite BootsPool FloatieI to IIIProtection V, Feather Falling V, Depth Strider IV, Unbreaking IV, Mending
Beach SwordNetherite SwordSandbaggedI to IIISharpness VI, Looting IV, Sweeping Edge III, Unbreaking IV, Mending
Beach MaceMaceBeach BallI to IIIDensity V, Wind Burst III, Unbreaking IV, Mending
Beach SpearNetherite SpearSunburnI to IIILunge IV, Sharpness VI, Looting IV, Unbreaking IV, Mending
Beach TridentTridentSandcastleI to IIILoyalty III, Impaling V, Unbreaking IV, Mending
Beach BowBowSaltwaterI to IIIPower VI, Infinity, Flame II, Unbreaking IV, Mending
Beach CrossbowCrossbowSuper SoakerI to IIIPiercing V, Quick Charge III, Multishot, Unbreaking IV, Mending
Beach ShieldShieldBoogie BoardI to IIIUnbreaking IV, Mending
Beach PickaxeNetherite PickaxeMirageI to IIIEfficiency VI, Fortune IV, Unbreaking IV, Mending
Beach AxeNetherite AxePinataI to IIIEfficiency VI, Sharpness V, Unbreaking IV, Mending
Beach ShovelNetherite ShovelMetal DetectorI to IIIEfficiency VI, Unbreaking IV, Mending
Beach HoeNetherite HoeGreenhouseI to IIIEfficiency VI, Fortune IV, Unbreaking IV, Mending
Beach Fishing RodFishing RodBeach CleanupI to IIILure IV, Luck of the Sea IV, Unbreaking IV, Mending
Capybara (pet)PetAuraI to IIINone
  1. Open a crate that carries the set. See Crates and Opening Crates for how opening works. Keys for limited-time crates come from the store while they are offered. Mode specifics are on Skyblock Crates, Prison Crates, Crates and Crates.
  2. Redeem the voucher. The skin or pet arrives as a voucher item. Right-click it to add it to your collection.
  3. Apply a skin. Open /skins, pick the skin and press its apply button. The skin goes onto the first matching item you carry: worn armor first, then your off hand, then hotbar slots 1 to 9. It must be the item type in the "Fits" column, so armor, swords, spears, pickaxes, axes, shovels and hoes must be Netherite. The item takes the skin's look, its vanilla enchants and the Beach enchant at the rolled level; an enchant the item already has at the same or a higher level is kept. Removing the skin takes its enchants off again and restores the levels the item had before. See Cosmetics for skins in general.
  4. Summon the Capybara. Open /pets, click the Capybara among your pets and press Apply the pet. Aura is active while the Capybara is out.

Besides enchanted skins and the Capybara, the set also has rewards without an enchant, such as a kill effect, a chat color, a tag, a kill tag and a join message. Some crates let you reroll a reward for gems, see Opening Crates.

The Beach set has no set bonus for wearing all four armor skins.

Enchants#

EnchantApplies toMax levelTriggerEffect
SunglassesHelmetsIWhile wornPermanent Night Vision; clears Blindness, Darkness and Nausea
Sand BurrowChestplatesIIIStarting to sneakWalls you in sand with Resistance V and Invisibility, then launches you out
Inner TubeLeggingsIIIWhile worn80% to 100% less knockback; immune to rod pulls and Levitation
Pool FloatieBootsIIIWhile wornNo fall damage, no fire or lava damage, float up in water and lava
SandbaggedSwordsIIIMelee hit50% chance to bury the target in sand, blind it and root it
Beach BallMacesIIIMace smash attack50% chance to launch the target and make it bounce 3 to 5 times
SunburnSpearsIIIMelee hitTarget takes 1 damage per second in direct sunlight for 15 to 21 seconds
SandcastleTridentsIIIThrown trident landingBuilds a temporary 5x5 sand fort where it lands
SaltwaterBowsIIIArrow hitTarget cannot heal for 2.5 to 3.5 seconds
Super SoakerCrossbowsIIIBolt hitHeavy knockback, puts out fire, Slowness II for 2 seconds
Boogie BoardShieldsIIIBlocking for 2 secondsRemoves the blocking slowdown
MiragePickaxesIIIBreaking stone or oreChance to turn nearby stone into ores for 6 seconds
PinataAxesIIIBreaking a logChance to fell the whole tree and drop bonus logs, saplings and treats
Metal DetectorShovelsIIIBreaking sand, gravel, dirt or clayChance for a bonus nugget, ingot or rare gem
GreenhouseHoesIIIHarvesting in daylightChance to grow nearby plants one stage
Beach CleanupFishing rodsIIICatching an item2 to 4 extra junk items and a 10% chance for a rare find
AuraCapybara petIIIBeing hit by a creature5% chance to reflect 50% to 80% of the hit to the attacker

Enchant details#

Damage is in health points, where 2 points are 1 heart. Cooldowns are per player. Unless a section says otherwise, every value is the same in Skyblock, Prison, Lifesteal and Survival.

Temporary sand. Sandbagged, Sand Burrow and Sandcastle place sand only in empty (air) spaces. That sand does not fall, cannot be moved by pistons or destroyed by explosions, and is removed when the effect ends. It can be mined, but it drops nothing. In Survival these enchants never place sand inside a claim, including your own.

Sunglasses#

Applies to: Helmets. Max level: I (the crate always gives I). Comes on: Beach Helmet. Trigger: Wearing the helmet.

Every 2 seconds the game gives you Night Vision for 15 seconds, without particles or an effect icon, so it stays on while you wear the helmet. At the same check it removes Blindness, Darkness and Nausea, so these effects last at most 2 seconds on you. This also clears the Blindness from Sandbagged.

Sand Burrow#

Applies to: Chestplates. Max level: III (the crate rolls I to III). Comes on: Beach Chestplate. Trigger: Starting to sneak while wearing the chestplate.

When the enchant is ready, sneaking walls you in with temporary sand: one block on each of the four sides at foot and head height, plus one above your head. Your own space stays open, so you take no suffocation damage. While buried you have Resistance V, which blocks almost all damage, Invisibility and Slowness VII. The burrow ends when you stop sneaking or when the maximum time runs out; the sand is removed and you are launched upward. The cooldown starts when you burrow. If no sand can be placed, nothing happens but the cooldown still starts. Sneaking during the cooldown shows the time left.

LevelCooldown (Skyblock, Prison, Survival)Cooldown (Lifesteal)
I20 seconds25 seconds
II18 seconds22.5 seconds
III16 seconds20 seconds

A burrow lasts at most 8 seconds in Skyblock, Prison and Survival, and at most 6 seconds in Lifesteal (the in-game description says 8 seconds in every mode).

Inner Tube#

Applies to: Leggings. Max level: III (the crate rolls I to III). Comes on: Beach Leggings. Trigger: Wearing the leggings.

The knockback you take is reduced by the percentage below. At every level you also cannot be reeled in by another player's fishing rod, and any Levitation effect on you is removed within half a second.

LevelKnockback reduction
I80%
II90%
III100%

Pool Floatie#

Applies to: Boots. Max level: III (the crate rolls I to III). Comes on: Beach Boots. Trigger: Wearing the boots.

You take no fall damage. A landing that would have hurt you bounces you up in a small hop instead, and the hop is too low to cause another fall. You also take no damage from fire, burning, lava or magma blocks. While you are in water or lava you are pushed up toward the surface and any fire on you is put out, so you cannot dive while wearing the boots. The level does not change anything.

Sandbagged#

Applies to: Swords. Max level: III (the crate rolls I to III). Comes on: Beach Sword. Trigger: A direct melee hit on a creature with the sword in your main hand. Sweep attacks do not count.

Each hit has a 50% chance at every level. On success the target gets Blindness and Slowness VII and is rooted in place for the duration below: a rooted player cannot walk or jump. If the target stands on a solid block, temporary sand fills the target's own space, the block above its head and the four blocks around its feet, so it takes suffocation damage until the sand crumbles at the end of the duration. Players and mobs can both be targets, and a targeted player gets a message. The 30-second cooldown starts after a successful proc.

LevelDuration
I2.5 seconds
II2.8 seconds
III3.1 seconds

Beach Ball#

Applies to: Maces. Max level: III (the crate rolls I to III). Comes on: Beach Mace. Trigger: A mace smash attack (the falling slam) with the mace in your main hand.

Each smash has a 50% chance at every level. On success the target is launched straight up. Each time it lands within the next 30 seconds it bounces up again with 85% of the previous launch power and gets Slowness IV for half a second, until it has used all its bounces. Players and mobs can both be targets, and a targeted player gets a message. The 5-second cooldown starts after a successful proc.

LevelLaunch powerBounces
I2.83
II3.14
III3.45

Sunburn#

Applies to: Spears. Max level: III (the crate rolls I to III). Comes on: Beach Spear. Trigger: Hitting a creature in melee with the spear in your main hand.

The hit gives the target a sunburn; there is no chance roll. While the sunburn lasts, the target takes 1 damage (half a heart) every second that it is daytime and the target stands under open sky. In shade, indoors or at night it takes no damage, but the timer keeps running. A new sunburn on the same target restarts the timer. Players and mobs can both be targets, and a targeted player gets a message. The enchant has an 8-second cooldown after each sunburn.

LevelSunburn duration
I15 seconds
II18 seconds
III21 seconds

Sandcastle#

Applies to: Tridents. Max level: III (the crate rolls I to III). Comes on: Beach Trident. Trigger: A trident you threw landing, on a block or a creature.

Where the trident lands, the enchant builds a hollow 5x5 ring of temporary sand: 3-block-high walls with a taller tower on each corner and an open 3x3 middle, so it can trap a target or shelter you. The fort never places a block where a player standing in a safe zone is. The cooldown starts only when at least one block was placed. While it runs you cannot throw the trident at all, so you keep it, and the game shows the time left.

LevelCorner towersFort lastsCooldown
I5 blocks high6 seconds30 seconds
II6 blocks high8 seconds25 seconds
III7 blocks high10 seconds20 seconds

Saltwater#

Applies to: Bows. Max level: III (the crate rolls I to III). Comes on: Beach Bow. Trigger: An arrow shot from the bow hitting a creature.

Every arrow hit works; there is no chance roll and no cooldown. For the duration below the target cannot regain health from any source, including natural regeneration, Regeneration and Instant Health. Players and mobs can both be targets, and a targeted player gets a message.

LevelNo-healing time
I2.5 seconds
II3 seconds
III3.5 seconds

Super Soaker#

Applies to: Crossbows. Max level: III (the crate rolls I to III). Comes on: Beach Crossbow. Trigger: A bolt shot from the crossbow damaging a creature.

Every bolt that deals damage works; there is no chance roll and no cooldown. The target is pushed away from you with the knockback strength below and a small upward push, its fire is put out, and it gets Slowness II for 2 seconds. A hit that does no damage, for example because PvP is not allowed there, has no effect. With Multishot each of the three bolts works on its own, but a piercing bolt only soaks the first creature it hits. Knockback reduction such as Inner Tube also reduces this push. A targeted player gets a message.

LevelKnockback strength
I3.4
II3.8
III4.2

Boogie Board#

Applies to: Shields. Max level: III (the crate rolls I to III). Comes on: Beach Shield. Trigger: Blocking with the shield in either hand without a break for 2 seconds.

Blocking with a shield normally makes you walk very slowly. After 2 seconds of continuous blocking, Boogie Board cancels that slowdown for as long as you keep blocking. The bonus ends the moment you lower the shield, and the 2-second wait starts again next time.

LevelWalking speed while blocking
INormal walking speed
IIAbout 105% of walking speed
IIIAbout 110% of walking speed

Mirage#

Applies to: Pickaxes. Max level: III (the crate rolls I to III). Comes on: Beach Pickaxe. Trigger: Breaking stone, deepslate, granite, diorite, andesite, tuff, calcite, cobblestone, cobbled deepslate or any ore with the pickaxe in your main hand.

On success, some of the stone-type blocks touching the broken block (including diagonally) turn into random ores: coal, iron, copper, gold, redstone or lapis. They are real ores, so mining them gives normal ore drops, and mining one does not trigger Mirage again. After 6 seconds every ore you have not mined turns back into the block it was. In Survival, blocks inside a claim are not changed. The 6-second cooldown starts after a successful proc.

LevelChance per blockOres per proc
I30%Up to 3
II35%Up to 4
III40%Up to 5

Pinata#

Applies to: Axes. Max level: III (the crate rolls I to III). Comes on: Beach Axe. Trigger: Breaking a log with the axe in your main hand.

On success the rest of the tree breaks at once: every log and leaf block connected to the one you broke, including diagonally, up to the limit below. These blocks drop their normal items and use no axe durability. On top of that you get bonus logs of the type you broke, saplings of the matching tree (for logs that grow from a sapling), random treats and 15 experience points, and a harmless firework goes off. Each treat is one of: an oak sapling, an apple, 4 sticks, a honeycomb or 3 glow berries. There is no cooldown.

LevelChance per logMax tree blocksBonus logsSaplingsTreats
I8%64425
II10%96637
III12%128849

Metal Detector#

Applies to: Shovels. Max level: III (the crate rolls I to III). Comes on: Beach Shovel. Trigger: Breaking sand, red sand, gravel, dirt, coarse dirt or clay with the shovel in your main hand.

On success one bonus item drops at the block, on top of its normal drop. There is a 4% chance that the find is rare: an emerald or a diamond. Otherwise it is one of 3 iron nuggets, 2 gold nuggets, 2 clay balls, 2 flint, a bone, an iron ingot or a gold ingot. There is no cooldown.

LevelChance per block
I18%
II21%
III24%

Greenhouse#

Applies to: Hoes. Max level: III (the crate rolls I to III). Comes on: Beach Hoe. Trigger: Harvesting a plant with the hoe in your main hand during the day, with open sky above the plant.

A harvest is breaking one of the affected plants below once it is fully grown; breaking a crop that is still growing does not count. Saplings and bamboo shoots count whenever they are broken. On success every affected plant in the area around the harvested one grows by one stage; saplings and bamboo shoots are treated as if bone meal was used on them. The area reaches the radius below in each horizontal direction and one block above and below the harvested plant. Affected plants are wheat, carrots, potatoes, beetroots, nether wart, cocoa, melon and pumpkin stems, sweet berry bushes, torchflower and pitcher crops, every sapling (including the mangrove propagule), bamboo and bamboo shoots. In Skyblock, crops that may not grow in that island dimension are skipped. The cooldown starts after a successful proc; harvests during the cooldown do not roll.

LevelChance per harvestCooldown
I30%6 seconds
II45%4.5 seconds
III60%3 seconds
ModeRadiusArea
Skyblock6 blocks13x13, 3 blocks tall
Prison, Lifesteal, Survival4 blocks9x9, 3 blocks tall

Beach Cleanup#

Applies to: Fishing rods. Max level: III (the crate rolls I to III). Comes on: Beach Fishing Rod. Trigger: Catching an item with the rod in your main hand.

Every catch also brings up extra junk items, dropped where the catch came out of the water. Each junk item is one of 4 kelp, 3 seagrass, 2 sticks, a bone or a string. Each catch also has a 10% chance, at every level, for one rare find: a nautilus shell, a heart of the sea or 2 emeralds. There is no cooldown.

LevelJunk items per catch
I2
II3
III4

Aura#

Applies to: The Capybara pet. Max level: III (the crate rolls I to III). Comes on: Capybara. Trigger: A creature damaging you directly while the Capybara is summoned. Projectiles do not count.

Each such hit has a 5% chance to deflect. On success the attacker takes the share of the hit's damage shown below, up to 8 damage (4 hearts), and you get a 1-second cooldown. The hit itself still lands on you in full. While the Capybara is out, a golden spiral of particles turns around you; only you see it.

LevelDamage reflected
I50%
II65%
III80%
ModeAura
Skyblock, SurvivalWorks as described
LifestealSwitched off: the Capybara can be summoned, but Aura does nothing
PrisonPets cannot be summoned, so Aura does nothing

General