Panda Enchantments are sixteen custom enchants from the limited-time Panda crate set. They cover all four armor pieces, a sword, a mace, a spear, a bow, a crossbow, a trident, a shield, a fishing rod and four tools. 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 Panda enchant sits on one skin of the Panda skin set, which 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 skins are the same in all four modes.
| Skin | Fits | Panda enchant | Level range | Vanilla enchants on the skin |
|---|---|---|---|---|
| Panda Helmet | Zen Focus | I to III | Protection V, Respiration IV, Aqua Affinity, Unbreaking IV, Mending | |
| Panda Chestplate | Petal Ward | I to III | Protection V, Unbreaking IV, Mending | |
| Panda Leggings | Bound Stride | I to III | Protection V, Unbreaking IV, Mending | |
| Panda Boots | Crouchspring | I to III | Protection V, Feather Falling V, Depth Strider IV, Unbreaking IV, Mending | |
| Panda Sword | Bamboo Trap | I to III | Sharpness VI, Looting IV, Sweeping Edge III, Unbreaking IV, Mending | |
| Panda Mace | Bamboo Quake | I to III | Density V, Wind Burst III, Unbreaking IV, Mending | |
| Panda Spear | Netherite Spear | Yari Reach | I to III | Lunge IV, Sharpness VI, Looting IV, Unbreaking IV, Mending |
| Panda Bow | Mistshot | I to III | Power VI, Infinity, Flame II, Unbreaking IV, Mending | |
| Panda Crossbow | Tetherbolt | I | Piercing V, Quick Charge III, Multishot, Unbreaking IV, Mending | |
| Panda Trident | Tideanchor | I to III | Loyalty III, Impaling V, Unbreaking IV, Mending | |
| Panda Shield | Bamboo Spring | I to III | Unbreaking IV, Mending | |
| Panda Fishing Rod | Patient Catch | I to III | Lure IV, Luck of the Sea IV, Unbreaking IV, Mending | |
| Panda Pickaxe | Bamboo Resonance | I to III | Efficiency VI, Fortune IV, Unbreaking IV, Mending | |
| Panda Axe | Timberhurl | I to III | Efficiency VI, Sharpness V, Unbreaking IV, Mending | |
| Panda Shovel | Burrow Cache | I to III | Efficiency VI, Unbreaking IV, Mending | |
| Panda Hoe | Compost Cycle | I to III | Efficiency VI, Fortune IV, Unbreaking IV, Mending |
- Open a crate that carries the set. See Crates and Opening Crates. Keys for limited-time crates are sold in the network store while they are offered. Mode specifics are on Skyblock Crates, Prison Crates, Crates and Crates.
- Keep or reroll the reward. Some crates let you keep the reward or reroll it for gems before it is handed over, see Opening Crates.
- Redeem the skin voucher. The skin arrives as a voucher item. Right-click it to add the skin to your collection.
- Apply the 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 swords, spears, axes, pickaxes, shovels, hoes and armor must be Netherite. The item takes the skin's look, the vanilla enchants listed above and the Panda 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 the item again and puts back the levels the item had before. See Cosmetics for skins in general.
Besides the enchanted skins, the set also has rewards without an enchant: backpacks, a hat, a particle trail, an arrow trail, a chat tag, a chat colour, a kill tag and a join message.
Enchants#
| Enchant | Applies to | Max level | Trigger | Effect |
|---|---|---|---|---|
| Zen Focus | Helmets | III | Critical hits, then a normal hit | Builds stacks; the charged hit can deal extra damage and stun |
| Petal Ward | Chestplates | III | Moving, then sneaking while blocking | Stores charges while you move; heals 1 health per charge |
| Bound Stride | Leggings | III | Sprinting, then jumping | Launches you forward after a few seconds of sprinting |
| Crouchspring | Boots | III | Releasing sneak | Launches you where you look and softens your next fall |
| Bamboo Trap | Swords | III | 4 hits on the same creature | Slowness III and a short root on the 4th hit |
| Bamboo Quake | Maces | III | Smash attack or hard landing | Traps nearby creatures in a ring of bamboo |
| Yari Reach | Spears | III | A hit, then another swing | Pulls the same target toward you from up to 7 blocks |
| Mistshot | Bows | III | Fully drawn shot | Arrow flies straight; the impact leaves an Invisibility smoke cloud |
| Tetherbolt | Crossbows | I | An arrow landing | 10% chance to teleport you to the impact |
| Tideanchor | Tridents | III | Throwing, then right-clicking | Teleports you back to where the trident landed |
| Bamboo Spring | Shields | III | Blocking hits, then lowering the shield | Knockback pulse in front of you during PvP |
| Patient Catch | Fishing rods | III | Catching a fish | Long waits turn the catch into fish, bamboo or cake |
| Bamboo Resonance | Pickaxes | III | Mining ores, then right-clicking | Shows the nearest ores with particle trails |
| Timberhurl | Axes | III | Breaking logs while sprinting | Haste I to III for 4 seconds |
| Burrow Cache | Shovels | III | Digging the same block in a row | Opens a small loot cache |
| Compost Cycle | Hoes | III | Harvesting, then right-clicking soil | Stores compost and releases it as a crop growth pulse |
Enchant details#
Unless a section shows a per-mode table, every value is the same in Skyblock, Prison, Lifesteal and Survival. Most Panda enchants have no activation chance: they build up charges or stacks and trigger once the condition is met. Launch, pull and push strengths are the speed the game gives the creature, not a distance in blocks.
Zen Focus#
Applies to: Helmets. Max level: III (the crate rolls I to III). Comes on: Panda Helmet. Trigger: Landing melee hits while wearing the helmet.
Each critical melee hit (a falling jump attack) adds one Zen stack. When you reach the number of stacks in the table you are told Zen Focus is ready. Your next non-critical melee hit spends all stacks and rolls the chance: on success the hit deals the extra damage and stuns the target. The stacks are spent even when the roll fails, and all stacks are lost after 5 seconds without a critical hit. A stunned player cannot move, attack or use items; a stunned mob cannot deal melee damage. Players and mobs can both be targets.
| Level | Critical hits needed | Extra damage | Chance (Skyblock, Prison, Survival) | Stun (Skyblock, Prison, Survival) | Chance (Lifesteal) | Stun (Lifesteal) |
|---|---|---|---|---|---|---|
| I | 5 | 4 health (2 hearts) | 60% | 2 seconds | 10% | 0.5 seconds |
| II | 4 | 5 health (2.5 hearts) | 70% | 2.5 seconds | 15% | 0.75 seconds |
| III | 3 | 6 health (3 hearts) | 80% | 3 seconds | 20% | 1 second |
Petal Ward#
Applies to: Chestplates. Max level: III (the crate rolls I to III). Comes on: Panda Chestplate. Trigger: Moving to build charges; sneaking while blocking with a shield to heal.
Once per second, if you changed position during the last second, the chestplate gains Petal charges up to its maximum. Standing still for more than 3 seconds clears all charges. To heal, start sneaking while you hold a shield up (or keep sneaking and blocking): all charges are spent at once and heal 1 health each, up to your maximum health. There is no cooldown.
| Level | Charges per second of movement | Max charges | Max heal |
|---|---|---|---|
| I | 1 | 10 | 10 health (5 hearts) |
| II | 1.5 | 12 | 12 health (6 hearts) |
| III | 2 | 14 | 14 health (7 hearts) |
Bound Stride#
Applies to: Leggings. Max level: III (the crate rolls I to III). Comes on: Panda Leggings. Trigger: Sprinting without a break, then jumping.
Sprint without stopping for the listed time while wearing the leggings and the enchant arms itself, which you are told on the action bar. Stopping the sprint clears the charge. Your next jump uses it: a moment after takeoff you are launched forward in the horizontal direction you face, keeping the height of your jump. The cooldown starts at the launch. A jump during the cooldown still uses up the charge without launching you.
| Level | Sprint time to arm | Launch strength | Cooldown |
|---|---|---|---|
| I | 3 seconds | 5 | 30 seconds |
| II | 2.5 seconds | 6 | 25.5 seconds |
| III | 2 seconds | 7 | 21 seconds |
Crouchspring#
Applies to: Boots. Max level: III (the crate rolls I to III). Comes on: Panda Boots. Trigger: Pressing and releasing sneak while wearing the boots.
When you release sneak you are launched in the direction you look. The launch always points at least slightly upward, even when you look straight ahead or down, and how long you held sneak makes no difference. After a launch, the next fall damage you take within 10 seconds is reduced by the listed amount. The cooldown starts at the launch; releasing sneak during the cooldown only shows the time left.
| Level | Launch strength | Cooldown | Fall damage reduction |
|---|---|---|---|
| I | 1.5 | 2 minutes | 50% |
| II | 1.85 | 1 minute 42 seconds | 65% |
| III | 2.2 | 1 minute 24 seconds | 80% |
Bamboo Trap#
Applies to: Swords. Max level: III (the crate rolls I to III). Comes on: Panda Sword. Trigger: Hitting the same creature 4 times with the sword in your main hand.
Each melee hit counts toward the creature you hit, as long as your hits on it are no more than 4 seconds apart; a longer gap starts the count again. Every creature has its own count, so hitting another one in between does not reset it. The 4th hit traps the target: it gets Slowness III for the trap duration, and a trapped player also cannot walk or jump for that time. The trap adds no damage. Its cooldown starts when a trap lands, and a 4th hit during the cooldown uses up the count without trapping.
The cooldown is 4 seconds in Skyblock, Prison and Survival and 1 minute in Lifesteal.
| Level | Trap duration |
|---|---|
| I | 1 second |
| II | 1.25 seconds |
| III | 1.5 seconds |
Bamboo Quake#
Applies to: Maces. Max level: III (the crate rolls I to III). Comes on: Panda Mace. Trigger: A mace smash attack, or landing from a fall of at least 3 blocks, with the mace in your main hand.
The enchant looks for living creatures within the radius of the smash target (or of you, when you land) and traps the closest ones you have a clear line of sight to, up to the level's limit. Each one is surrounded by a ring of bamboo two blocks high in the empty spaces around it. Bamboo only appears where you are allowed to build, and a creature with no room for bamboo is not trapped. Trapped creatures are stopped in place, and a trapped player cannot walk or jump for 2 seconds. The bamboo disappears after 8 seconds. When the trap triggers you take no fall damage for that landing and the next 3 seconds. If nothing can be trapped, nothing happens and fall damage applies as usual. It can trigger at most once every 0.75 seconds and has no other cooldown. Players and mobs can both be trapped.
| Level | Radius | Creatures trapped |
|---|---|---|
| I | 3 blocks | Up to 1 |
| II | 4 blocks | Up to 2 |
| III | 5 blocks | Up to 3 |
Yari Reach#
Applies to: Spears. Max level: III (the crate rolls I to III). Comes on: Panda Spear. Trigger: A melee hit on a creature, then another swing at it within the window.
A melee hit with the spear opens a follow-up window on that creature, which you are told on the action bar. While the window is open, your next swing at the same creature pulls it toward you with a small lift, even from farther away than your normal reach, as long as nothing blocks the line. A pull uses up the window, and your next melee hit opens a new one. Players and mobs can both be pulled, and there is no cooldown.
| Level | Follow-up window | Swing reach | Pull strength |
|---|---|---|---|
| I | 3 seconds | 5 blocks | 1.5 |
| II | 4 seconds | 6 blocks | 2 |
| III | 5 seconds | 7 blocks | 2.5 |
Mistshot#
Applies to: Bows (not crossbows). Max level: III (the crate rolls I to III). Comes on: Panda Bow. Trigger: Shooting a fully drawn arrow.
A fully drawn arrow flies in a straight line without dropping until it has travelled the listed distance, then falls normally. Where it hits a block or a creature, a smoke cloud appears. Any player who moves inside the cloud with a clear line to its centre gets Invisibility for 2 seconds, renewed while they keep moving in it. This works for every player in the cloud, not only you. Every fully drawn arrow does this; there is no chance or cooldown.
| Level | Straight flight | Cloud radius | Cloud lasts |
|---|---|---|---|
| I | 30 blocks | 3 blocks | 5 seconds |
| II | 38 blocks | 3.75 blocks | 6 seconds |
| III | 46 blocks | 4.5 blocks | 7 seconds |
Tetherbolt#
Applies to: Crossbows. Max level: I (the crate always gives level I). Comes on: Panda Crossbow. Trigger: An arrow shot from the crossbow hitting a block or a creature.
Each arrow has a 10% chance to teleport you to where it hit. A block hit puts you in the space in front of the face it hit; a creature hit puts you 2 blocks from the creature on your side. The impact must be within range of where you stand, you must have a clear line of sight to it, and there must be a safe spot there: room for your feet and head, no water, lava, fire or powder snow, and solid ground unless you can fly. When there is no safe spot you are told so, even if the chance would have failed. Each arrow rolls on its own (Multishot fires three), and only the first thing an arrow hits counts. You keep the direction you were facing, and there is no cooldown. A player tagged in combat cannot teleport into a safe zone this way.
| Mode | Chance per arrow | Range |
|---|---|---|
| Skyblock, Prison, Survival | 10% | 32 blocks |
| Lifesteal | 10% | 8 blocks |
Tideanchor#
Applies to: Tridents. Max level: III (the crate rolls I to III). Comes on: Panda Trident. Trigger: Throwing the trident, then right-clicking.
When the thrown trident hits a block or a creature, it leaves a marker there (in the space in front of the block face it hit, or where the creature stood), moved to a safe spot right next to it if needed. If there is no safe spot that close, no marker is placed. A new throw replaces the old marker. While the marker lasts, right-click with an empty main hand or with the trident in your main hand to teleport back to it, keeping the direction you face. The marker must be within 64 blocks of you in the same world and still safe to stand in. Using the marker removes it and starts the cooldown. A player tagged in combat cannot teleport into a safe zone this way.
| Level | Marker lasts | Cooldown (Skyblock, Prison, Survival) | Cooldown (Lifesteal) |
|---|---|---|---|
| I | 15 seconds | 5 seconds | 60 seconds |
| II | 20 seconds | 4 seconds | 59 seconds |
| III | 25 seconds | 3 seconds | 58 seconds |
Bamboo Spring#
Applies to: Shields. Max level: III (the crate rolls I to III). Comes on: Panda Shield. Trigger: Blocking hits with the shield in either hand, then lowering it.
While you block, every hit you take adds one Spring charge, up to the maximum. Lowering the shield releases all charges as a knockback pulse: every creature within range, inside a cone in front of you and in your line of sight, is pushed away from you with a small lift. The push scales with how full the charges were, so full charges give the listed strength and half charges give half. The pulse only fires while you are tagged in combat with another player and outside a safe zone; otherwise the charges are lost. Blocking with a shield that does not have the enchant also clears them. Players and mobs in the cone are pushed alike, and there is no cooldown.
| Level | Max charges | Range | Cone | Push strength at full charge |
|---|---|---|---|---|
| I | 5 | 4 blocks | 120° | 0.8 |
| II | 6 | 4.5 blocks | 130° | 1.0 |
| III | 7 | 5 blocks | 140° | 1.2 |
Patient Catch#
Applies to: Fishing rods. Max level: III (the crate rolls I to III). Comes on: Panda Fishing Rod. Trigger: Catching a fish with the rod in your main hand.
The enchant counts how long the bobber waited between the cast and the catch, and each level of Lure on the rod adds 5 seconds to that count. Every full step of waiting gives rerolls. Once the wait reaches at least one step, the item you reel in is replaced: the enchant picks from cod and salmon, and after a long enough wait also from 8 bamboo and a cake. Each reroll draws again and keeps the better result, ranked cod, salmon, bamboo, cake. The Panda Fishing Rod's Lure IV counts as 20 seconds, so with it every catch is replaced and bamboo and cake are always possible. Catching a mob, or reeling in without a catch, does nothing.
| Level | Seconds per step | Rerolls per step | Max rerolls | Bamboo and cake from |
|---|---|---|---|---|
| I | 5 | 1 | 10 | 20 seconds |
| II | 4 | 2 | 15 | 17 seconds |
| III | 3 | 3 | 20 | 14 seconds |
Bamboo Resonance#
Applies to: Pickaxes. Max level: III (the crate rolls I to III). Comes on: Panda Pickaxe. Trigger: Mining ores, then right-clicking a block.
Breaking an ore with a pickaxe that has the enchant adds Resonance charge, up to 5. Coal, copper, iron, gold, redstone, lapis, diamond and emerald ore (stone and deepslate), nether quartz ore, nether gold ore and ancient debris all count. When the bar is full, right-click a block with the pickaxe in your main hand to scan: particle trails, visible only to you, lead from your eyes to the nearest ores in a cube that reaches the scan range in every direction. A scan that finds ores uses the full charge; if none are in range you are told so and keep the charge. Right-clicking air does not scan. The charge is kept until you log out.
| Level | Charge per ore | Scan range | Ores shown |
|---|---|---|---|
| I | 1 | 12 blocks | 8 |
| II | 2 | 16 blocks | 12 |
| III | 3 | 20 blocks | 16 |
Timberhurl#
Applies to: Axes. Max level: III (the crate rolls I to III). Comes on: Panda Axe. Trigger: Breaking a log or bamboo while sprinting, with the axe in your main hand.
Breaking any log, wood or stem block (stripped ones too) or bamboo while sprinting gives you Haste for 4 seconds. The activation chance is 100% at every level, so it triggers on every such block that is broken while the enchant is off its 3-second cooldown. The level sets the Haste level.
| Level | Effect |
|---|---|
| I | Haste I for 4 seconds |
| II | Haste II for 4 seconds |
| III | Haste III for 4 seconds |
Burrow Cache#
Applies to: Shovels. Max level: III (the crate rolls I to III). Comes on: Panda Shovel. Trigger: Digging the same block type several times in a row with the shovel in your main hand.
Breaking dirt, coarse dirt, podzol, sand, gravel or clay builds a streak. Breaking a different one of these blocks starts a new streak with that block; other blocks do not affect it, and there is no time limit. When the streak reaches the level's length, a small Burrow Cache menu opens with loot and the streak starts over. Anything you leave in the menu goes to your inventory when you close it, or drops at your feet if your inventory is full. There is no cooldown.
| Level | Blocks in a row | Cache loot |
|---|---|---|
| I | 5 | 4 dirt, 2 sticks, 1 iron ingot |
| II | 4 | 4 dirt, 2 sticks, 1 iron ingot, 3 gold nuggets |
| III | 3 | 4 dirt, 2 sticks, 1 iron ingot, 3 gold nuggets |
Compost Cycle#
Applies to: Hoes. Max level: III (the crate rolls I to III). Comes on: Panda Hoe. Trigger: Harvesting fully grown crops, then right-clicking grass or farmland, with the hoe in your main hand.
Breaking a fully grown crop (any plant with growth stages, at its last stage) adds Compost, up to the maximum. Right-clicking a grass block or farmland releases all stored Compost, full or not, as a growth pulse: every plant with growth stages in the square around the clicked block, from one block below it to one block above, grows 2 stages per Compost point, up to fully grown. With no Compost stored the click works as a normal hoe click. In Skyblock the pulse skips crops that are not allowed to grow in that island dimension. Stored Compost is lost when you log out.
| Level | Compost per crop | Max Compost | Pulse area |
|---|---|---|---|
| I | 1 | 10 | 9x9, 3 high |
| II | 2 | 12 | 11x11, 3 high |
| III | 3 | 14 | 13x13, 3 high |