Knight 2025 Enchants are fourteen custom enchants that come on the skins of the limited-time Knight crate set. They are Survival only. They are not sold in the enchant shop and do not come from runes or enchanted books: each enchant sits on one Knight skin and works once you apply that skin to a matching item.
How to get it#
Knight enchants come on skins that have been offered through limited-time crates in Survival. The set is not necessarily available right now. Keys for limited-time crates are sold in the network store while they are offered.
- Open a crate that carries the set. See Crates and Crate Keys; Survival specifics are on Crates. Crates give one reward from each of their reward groups, and one of those groups can be the Knight skin set.
- Redeem the skin voucher. The skin arrives as a voucher item. Right-click it to add the skin to your collection. The voucher lists the enchant with the level that was rolled.
- Apply the skin. Open
/skins, pick the skin and press its apply button. The skin goes onto the first matching item you carry, checked in this order: armor slots, off hand, then hotbar slots 1 to 9. The item takes the skin's look and the Knight enchant at the rolled level. Skins fit only the item type they are modelled on (Netherite armor, tools and swords, plus bow, crossbow, fishing rod and shield). An item wears one skin at a time, so a second sword-type skin lands on the first Netherite sword in your hotbar and replaces the skin that sword already wears. - Removing the skin takes its enchant off the item again and restores the levels the item had before. See Cosmetics for skins in general.
Skins#
Each enchanted skin carries only its one Knight enchant. One skin is rolled per opening; the Knight Spear and Knight Staff carry no enchant.
| Skin | Fits | Enchant |
|---|---|---|
| Knight Helmet | Battle Focus | |
| Knight Chestplate | Unbreakable Will | |
| Knight Leggings | Marching Order | |
| Knight Boots | Iron Stride | |
| Knight Axe | Executioner | |
| Knight Bow | Holy Vow | |
| Knight Crossbow | Siegebreaker | |
| Knight Fishing Rod | Sea's Tribute | |
| Knight Hammer | Warquake | |
| Knight Hoe | Cropsguard | |
| Knight Pickaxe | Ore Scent | |
| Knight Shield | Bulwark | |
| Knight Shovel | Digmaster | |
| Knight Sword | Crusader's Wrath | |
| Knight Spear | None | |
| Knight Staff | None |
See Crates and Crates for how crates work and what they hold.
Levels and activation chances#
Every enchanted Knight skin rolls its enchant at a level from I to V, and each level is equally likely (20% each). That is higher than the maximum level the game lists for ten of the fourteen enchants (their maximum is I), but a skin keeps the level it rolled, so levels II to V are real and can be on your gear.
The level matters only where an enchant has an activation chance. Most Knight enchants use the same formula: 5% plus 1% per level. Sea's Tribute uses 10% plus 10% per level. Cropsguard and Ore Scent have no chance and ignore the level, and Digmaster's chance is a flat 10%.
| Level | Standard chance | Sea's Tribute | Sea's Tribute in rain |
|---|---|---|---|
| I | 6% | 20% | 40% |
| II | 7% | 30% | 60% |
| III | 8% | 40% | 80% |
| IV | 9% | 50% | 100% |
| V | 10% | 60% | 100% |
The standard chance applies to Battle Focus, Bulwark, Crusader's Wrath, Executioner, Holy Vow, Iron Stride, Marching Order, Siegebreaker, Unbreakable Will and Warquake.
Enchants#
| Enchant | Applies to | Max level | Trigger | Effect |
|---|---|---|---|---|
| Battle Focus | Helmets | I | Taking a critical hit | Chance for Night Vision and Resistance I for 5 seconds |
| Bulwark | Shields | V | Being hit while blocking | Chance for Resistance I and no knockback |
| Cropsguard | Hoes | I | Holding the hoe | Crops within 5 blocks grow 10% faster |
| Crusader's Wrath | Swords | V | Hitting a creature | Chance to build up to 3 stacks of +6.25% damage |
| Digmaster | Shovels | I | Breaking dirt, sand or gravel | Extra drop and Haste (does not currently trigger) |
| Executioner | Axes | I | Hitting a creature | Chance for +25% damage against targets below 30% health |
| Holy Vow | Bows | I | Arrow landing | Chance to strike lightning for 6 damage |
| Iron Stride | Boots | V | Starting to sprint | Chance for Speed III and knockback immunity for 5 seconds |
| Marching Order | Leggings | I | Starting to sprint | Chance to slow nearby creatures |
| Ore Scent | Pickaxes | I | Holding the pickaxe | Marks a nearby ore every minute |
| Sea's Tribute | Fishing rods | V | Casting | Chance for +5 Luck of the Sea on the cast |
| Siegebreaker | Crossbows | I | Arrow hitting a blocking player | Chance to damage the player's shield |
| Unbreakable Will | Chestplates | I | Taking damage at low health | Chance for Absorption II for 5 seconds |
| Warquake | Swords | I | Hitting a creature | Chance to knock back everything within 5 blocks |
The Max level column is the maximum the game lists for the enchant. Skins roll I to V regardless, see above.
Enchant details#
Battle Focus#
Applies to: Helmets. Max level: I (the skin rolls I to V). Comes on: Knight Helmet. Trigger: Taking a critical hit.
When another creature lands a critical hit on you while you wear the helmet, the enchant can give you Night Vision and Resistance I for 5 seconds. A critical hit is a jump-attack hit from a player or a hit by a critical arrow. The chance is the standard one (6% at level I, 10% at level V); the effect is the same at every level and has no cooldown. Only the helmet slot counts.
Bulwark#
Applies to: Shields. Max level: V (the skin rolls I to V). Comes on: Knight Shield. Trigger: Being hit while blocking.
When a living creature (or a projectile it shot) damages you while you hold the shield up in your main hand or off hand, the enchant can give you Resistance I for 3 seconds and cancel all knockback on you for 1 second. If both hands hold an enchanted shield, the higher level counts. The check is that you are blocking when the damage lands. The chance is the standard one (6% at level I, 10% at level V); the effects are the same at every level and there is no cooldown.
Cropsguard#
Applies to: Hoes. Max level: I (the skin rolls I to V). Comes on: Knight Hoe. Trigger: Holding the hoe.
While you hold the hoe in your main hand or off hand, crops within 5 blocks of you grow 10% faster: each time the game checks a growing crop (wheat, carrots, potatoes, beetroots and similar) its growth speed is raised by 10%. There is no activation chance, no cooldown and no scaling, so levels I to V are identical. If several players hold Cropsguard hoes near the same crop the bonus is applied once.
Crusader's Wrath#
Applies to: Swords. Max level: V (the skin rolls I to V). Comes on: Knight Sword. Trigger: Hitting a creature with the sword in your main hand.
Each time you damage a creature with the sword, the enchant rolls the chance to add one stack, up to 3. Every stack adds 6.25% to your damage, so the bonus is 6.25%, 12.5% or 18.75%. It applies to the hit that gained the stack and to every later hit while you hold stacks. Every hit with the sword restarts a 2-second timer, and the stacks are lost when 2 seconds pass without a hit. The bonus is added to your other damage bonuses rather than multiplied with them. You get a chat message with your stack count on each hit while you hold at least one stack.
The chance to gain a stack is the standard one: 6% at level I, rising 1% per level to 10% at level V. The 6.25% per stack and the limit of 3 stacks are the same at every level.
Digmaster#
Applies to: Shovels. Max level: I (the skin rolls I to V). Comes on: Knight Shovel. Trigger: Breaking gravel, sand, red sand or dirt with the shovel in your main hand.
The tooltip describes a 10% chance, the same at every level, to add one extra item to the drop of those four blocks and give you Haste I for 10 seconds. Digmaster does not currently trigger: breaking these blocks gives the normal drop and no Haste.
Executioner#
Applies to: Axes. Max level: I (the skin rolls I to V). Comes on: Knight Axe. Trigger: Hitting a creature with the axe in your main hand.
When you damage a creature whose health is below 30% of its maximum (counted before the hit lands), the enchant can add 25% to the damage of that hit. Players and mobs both count. The bonus is added to your other damage bonuses rather than multiplied with them. The chance is the standard one (6% at level I, 10% at level V); the 25% and the 30% threshold are the same at every level, and there is no cooldown.
Holy Vow#
Applies to: Bows. Max level: I (the skin rolls I to V). Comes on: Knight Bow. Trigger: An arrow from the bow landing.
Arrows you shoot with the bow in your main hand can call down lightning where they land, whether they hit a creature or a block. A successful roll strikes a lightning bolt at the arrow, and every living creature the bolt hits takes 6 damage (3 hearts) in place of normal lightning damage. You are never hurt by your own bolt, and the bolt does not set blocks on fire. The chance is the standard one (6% at level I, 10% at level V); the damage is the same at every level and there is no cooldown.
Iron Stride#
Applies to: Boots. Max level: V (the skin rolls I to V). Comes on: Knight Boots. Trigger: Starting to sprint.
Each time you start sprinting in the boots, the enchant can give you Speed III and knockback immunity for 5 seconds. A successful proc starts a 3-minute cooldown; failed rolls do not, and sprinting while the cooldown runs shows the remaining time on the action bar. The chance is the standard one (6% at level I, 10% at level V); the duration, speed and cooldown are the same at every level.
Marching Order#
Applies to: Leggings. Max level: I (the skin rolls I to V). Comes on: Knight Leggings. Trigger: Starting to sprint.
Each time you start sprinting in the leggings, the enchant can give Slowness II for 2 seconds to every living creature within 4 blocks of you. It does not tell friend from foe: other players, mobs and pets in range are all slowed, and you are not. The chance is the standard one (6% at level I, 10% at level V); the range and duration are the same at every level and there is no cooldown.
Ore Scent#
Applies to: Pickaxes. Max level: I (the skin rolls I to V). Comes on: Knight Pickaxe. Trigger: Holding the pickaxe in your main hand.
The game checks every 5 seconds whether you hold the pickaxe and whether the 1-minute cooldown is ready. When it is, the enchant scans the area within 4 blocks of you in every direction (the tooltip calls this a radius of 5) and marks the first ore block its sweep finds with a glowing outline that only you can see, through walls, for 30 seconds or until you break the block. The sweep starts at the north-west bottom corner of the area, so the marked ore is not always the nearest. One ore is marked per scan, and the cooldown starts when the scan runs even if no ore is in range.
It marks coal, iron, copper, gold (including Nether gold), redstone, lapis, diamond and emerald ores in their normal and deepslate forms, plus Nether quartz ore and ancient debris. There is no chance roll, so levels I to V are identical.
Sea's Tribute#
Applies to: Fishing rods. Max level: V (the skin rolls I to V). Comes on: Knight Fishing Rod. Trigger: Casting the rod.
Each time you cast the rod, the enchant rolls its chance. On success that cast gets 5 extra levels of Luck of the Sea on top of any the rod already has, which raises the chance of treasure and lowers the chance of junk. While it is raining or thundering in your world the chance is doubled, up to 100%. There is no cooldown.
| Level | Chance | Chance in rain |
|---|---|---|
| I | 20% | 40% |
| II | 30% | 60% |
| III | 40% | 80% |
| IV | 50% | 100% |
| V | 60% | 100% |
Siegebreaker#
Applies to: Crossbows. Max level: I (the skin rolls I to V). Comes on: Knight Crossbow. Trigger: An arrow from the crossbow hitting a player who is blocking.
When an arrow you shot with the crossbow in your main hand hits a player who is blocking, the enchant can deal 1 extra point of durability damage to that player's shield (the one in the main hand, otherwise the one in the off hand). It only affects blocking players. The chance is the standard one (6% at level I, 10% at level V); the damage is the same at every level and there is no cooldown. The tooltip also says iron golems take 20% extra damage from these arrows; that bonus does not currently apply.
Unbreakable Will#
Applies to: Chestplates. Max level: I (the skin rolls I to V). Comes on: Knight Chestplate. Trigger: Taking damage from another entity at low health.
When another entity damages you while your health is below 25% of your maximum and you have no Absorption hearts, the enchant can give you Absorption II for 5 seconds. Your health is counted before the hit lands. Damage that has no attacker, such as falling, fire or drowning, does not trigger it. The chance is the standard one (6% at level I, 10% at level V); the effect is the same at every level and there is no cooldown.
Warquake#
Applies to: Swords. Max level: I (the skin rolls I to V). Comes on: Knight Hammer. Trigger: Hitting a creature in melee with the sword in your main hand.
On a successful roll, every entity within 5 blocks of you is pushed away from you with a knockback strength of 1.0, including the creature you hit, other players, mobs and pets. You are not moved, and the enchant does not tell friend from foe. Arrows and other projectiles do not trigger it. The chance is the standard one (6% at level I, 10% at level V); the radius and strength are the same at every level and there is no cooldown.