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Quantum 2025 Enchants

Limited time

Fourteen limited-time custom enchants for armor, swords, axes, ranged gear, a shield and tools that come on seasonal skins in Prison and Survival.

Available on Prison and Survival.

Quantum 2025 Enchants are fourteen custom enchants from the limited-time Quantum crate set. They cover all four armor pieces, a sword, two axes, a bow, a crossbow, a shield, a fishing rod, a pickaxe, a shovel and a hoe. The set has been offered in Prison 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 Quantum enchant sits on one skin of the Quantum skin set, which has been offered through limited-time crates. The game rolls the enchant's level when the reward is created, and every level in the listed range is equally likely.

SkinFitsQuantum enchantLevel rangeVanilla enchants on the skin
Quantum HelmetNetherite HelmetMindveilI to VProtection V, Respiration IV, Aqua Affinity, Unbreaking IV, Mending
Quantum ChestplateNetherite ChestplateEntropy WardI to VIIIProtection V, Unbreaking IV, Mending
Quantum LeggingsNetherite LeggingsSlipstream StepI to VIIIProtection V, Unbreaking IV, Mending
Quantum BootsNetherite BootsGravitons LedgeI to VIIIProtection V, Feather Falling V, Depth Strider IV, Unbreaking IV, Mending
Quantum SwordNetherite SwordSoulbrandI to XSharpness VI, Looting IV, Sweeping Edge IV, Unbreaking IV, Mending
Quantum AxeNetherite AxeCleaving HowlI to VIIEfficiency VI, Unbreaking IV, Mending
Quantum HammerNetherite AxeSeismic EdgeI to VIIISharpness VI, Looting IV, Sweeping Edge IV, Unbreaking IV, Mending
Quantum BowBowPiercebaneI to VIIPower VI, Punch III, Unbreaking IV, Mending
Quantum CrossbowCrossbowHexchargeI to IXQuick Charge IV, Multishot II, Unbreaking IV, Mending
Quantum ShieldShieldFracture WardI to VIUnbreaking IV, Mending
Quantum Fishing RodFishing RodVoidlineI to IXLure IV, Luck of the Sea IV, Unbreaking IV, Mending
Quantum PickaxeNetherite PickaxeEcho VeinI to XEfficiency VI, Fortune IV, Unbreaking IV, Mending
Quantum ShovelNetherite ShovelDust DrifterI to VIIIEfficiency VI, Unbreaking IV, Mending
Quantum HoeNetherite HoeHarvestcallI to VIEfficiency VI, Unbreaking IV, Mending

A skin only adds the vanilla enchants its item can normally carry, so the Quantum Hammer, which fits an axe, does not add Looting or Sweeping Edge.

  1. Open a crate that carries the set. See Crates. Keys for limited-time crates are sold in the network store while they are offered. Mode specifics are on Prison Crates and Crates.
  2. Redeem the skin voucher. The skin arrives as a voucher item. Right-click it to add the skin to your collection.
  3. Apply the skin. Open /skins, pick the skin and press its apply button. The skin goes onto the matching item you carry: worn armor, a shield in your off hand, or a tool, weapon or bow in your hotbar. It must be the item type in the "Fits" column, so armor, swords, axes, pickaxes, shovels and hoes must be Netherite. The item takes the skin's look, the vanilla enchants listed above and the Quantum enchant at the rolled level.
  4. 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 skin, crates of the set also hold other rewards such as pickaxe enchant tokens, boosters, a chat tag and bonus items. Which rewards a crate holds can change, see Crates.

Several skins can roll a level above the enchant's listed maximum, for example Voidline up to IX while its maximum is V. A skin keeps the level it rolled and the enchant works at that level, so the tables below go up to the highest level the crate can roll.

Set bonus#

Wearing all four Quantum armor skins at once (Quantum Helmet, Chestplate, Leggings and Boots) gives three bonuses. The skins only need to be applied to the armor you wear; the Quantum enchants on them are not required.

BonusEffect
Extra damageYou deal 10% more damage to a creature that has less than 50% of its maximum health. This is added to your other damage bonuses
Knockback resistanceEach time you would be knocked back, there is a 50% chance you are not
Wither pulseEvery 6 seconds a purple ring of particles spreads around you, and every creature within 5 blocks of you that was hit by another creature or projectile, or landed a melee hit, in the last 10 seconds gets Wither I for 3 seconds

The wither pulse does not tell friend from foe: any creature near you that has been fighting is affected, players included. The values are the same in Prison and Survival.

Enchants#

EnchantApplies toMax levelTriggerEffect
MindveilHelmetsVIII (crate rolls I to V)A harmful effect being applied to youChance to block it; Night Vision from level V
Entropy WardChestplatesVIIIBeing hit in meleeChance to give the attacker Wither II for 2 seconds
Slipstream StepLeggingsVIIIStanding in the dark; being hitSpeed II in the dark; chance to dodge a hit
Gravitons LedgeBootsVIIIFalling more than 8 blocksChance to cancel the fall damage and slow nearby creatures
SoulbrandSwordsXHitting a creatureChance to add a burn stack, up to 3 stacks
Cleaving HowlAxesV (crate rolls I to VII)Hitting a creatureChance to deal 3 damage to creatures near the target
Seismic EdgeAxesV (crate rolls I to VIII)Hitting while sneaking or in the airChance for a shockwave that knocks back and damages
PiercebaneBowsV (crate rolls I to VII)An arrow hitting a creatureChance for the arrow to ignore half of the target's armor
HexchargeCrossbowsV (crate rolls I to IX)Firing 3 seconds or more after loadingSmall chance for 2 extra damage
Fracture WardShieldsV (crate rolls I to VI)Blocking a hitChance to reflect 0.1% of the damage
VoidlineFishing rodsV (crate rolls I to IX)Casting the rodChance for a fish to bite almost at once
Echo VeinPickaxesXBreaking oreOne extra ore item on every qualifying block
Dust DrifterShovelsV (crate rolls I to VIII)Breaking a blockChance for extra sand or gravel, or a bone or emerald
HarvestcallHoesVIBreaking cropsReplants every crop; area harvest from level V

Enchant details#

Every value below is the same in Prison and Survival. Most of these enchants are chance enchants: the chance is what the table shows for the item's level, and there is no cooldown. Damage that an enchant deals counts as damage from you.

Mindveil#

Applies to: Helmets. Max level: VIII (the crate rolls I to V). Comes on: Quantum Helmet. Trigger: A harmful potion effect being applied to you while you wear the helmet.

Each time a harmful effect, such as Poison, Wither, Slowness, Weakness or Blindness, would be applied to you, the enchant rolls its chance. On success the effect is not applied and you receive a message. From level V the helmet also gives you Night Vision for as long as you wear it. Taking the helmet off removes Night Vision, including Night Vision from a potion.

LevelBlock chanceNight Vision
I11%No
II12%No
III13%No
IV14%No
V15%Yes

Entropy Ward#

Applies to: Chestplates. Max level: VIII (the crate rolls I to VIII). Comes on: Quantum Chestplate. Trigger: Being hit directly by a player or mob while you wear the chestplate.

On success the attacker gets Wither II for 2 seconds. Only direct hits count: arrows and other projectiles never apply the effect.

LevelChance per hit
I6%
II7%
III8%
IV9%
V10%
VI11%
VII12%
VIII13%

Slipstream Step#

Applies to: Leggings. Max level: VIII (the crate rolls I to VIII). Comes on: Quantum Leggings. Trigger: Standing in the dark, and being hit, while you wear the leggings.

The enchant has two parts. Once per second the game checks the light level where you stand: while it is below 8 you have Speed II, and a message tells you when it starts and when it wears off. This works at every level. When it wears off it removes Speed from you entirely, including Speed from potions or other sources. Separately, each time a creature or projectile hits you the enchant rolls its dodge chance, and on success the hit is cancelled and deals no damage.

LevelDodge chance
I4%
II5%
III6%
IV7%
V8%
VI9%
VII10%
VIII11%

Gravitons Ledge#

Applies to: Boots. Max level: VIII (the crate rolls I to VIII). Comes on: Quantum Boots. Trigger: Taking fall damage after falling more than 8 blocks while you wear the boots.

On success the fall damage is cancelled, and every creature within 3 blocks of you gets Slowness II for 2 seconds. Falls of 8 blocks or less never roll.

LevelChance per fall
I11%
II12%
III13%
IV14%
V15%
VI16%
VII17%
VIII18%

Soulbrand#

Applies to: Swords. Max level: X (the crate rolls I to X). Comes on: Quantum Sword. Trigger: Hitting a creature with the sword in your main hand.

On success the target gets one burn stack that lasts 5 seconds. About once per second, every active stack deals 2 damage (1 heart) to the target, credited to the player who applied it. A target can carry at most 3 stacks at once, counting stacks from all attackers; while it has 3, a proc adds nothing. Burn damage does not trigger further procs, and all stacks end when the target dies. Players and mobs can both be targets. The burn does not set the target on fire.

LevelChance per hit
I6%
II7%
III8%
IV9%
V10%
VI11%
VII12%
VIII13%
IX14%
X15%

Cleaving Howl#

Applies to: Axes. Max level: V (the crate rolls I to VII). Comes on: Quantum Axe. Trigger: Hitting a creature with the axe in your main hand.

On success every other creature within 3 blocks of the target takes 3 damage (1.5 hearts) from you. The target and you are not affected, and players nearby are hit as well as mobs. You receive a message only when at least one creature was hit.

LevelChance per hit
I6%
II7%
III8%
IV9%
V10%
VI11%
VII12%

Seismic Edge#

Applies to: Axes. Max level: V (the crate rolls I to VIII). Comes on: Quantum Hammer. Trigger: Hitting a creature with the axe in your main hand while you are sneaking or in the air.

On success a shockwave pushes everything within 5 blocks of you away from you, the target included, and every creature it pushes takes 2 damage (1 heart) from you. Players are affected as well as mobs, and the shockwave damage does not trigger another shockwave. A hit while standing on the ground without sneaking never rolls.

LevelChance per hit
I6%
II7%
III8%
IV9%
V10%
VI11%
VII12%
VIII13%

Piercebane#

Applies to: Bows (not crossbows). Max level: V (the crate rolls I to VII). Comes on: Quantum Bow. Trigger: An arrow shot with the bow in your main hand hitting a creature.

On success the target's armor stops only half (50%) of the damage it would normally stop from that arrow, and you receive a message. Only armor points are affected; Protection enchantments and Resistance still apply in full.

LevelChance per hit
I11%
II12%
III13%
IV14%
V15%
VI16%
VII17%

Hexcharge#

Applies to: Crossbows. Max level: V (the crate rolls I to IX). Comes on: Quantum Crossbow. Trigger: Loading the crossbow, then firing it from your main hand at least 3 seconds after it finished loading.

The chance is rolled twice. The first roll happens when the crossbow finishes loading. If it succeeds and you wait at least 3 seconds before firing, you receive a message as you shoot and the bolt is marked. When the marked bolt hits, the chance is rolled again, and on success the living creature it hit takes 2 extra damage (1 heart). Both rolls must succeed, so the chance per shot is much lower than the chance per roll.

LevelChance per rollChance per shot (both rolls)
I6%0.36%
II7%0.49%
III8%0.64%
IV9%0.81%
V10%1%
VI11%1.21%
VII12%1.44%
VIII13%1.69%
IX14%1.96%

Fracture Ward#

Applies to: Shields. Max level: V (the crate rolls I to VI). Comes on: Quantum Shield. Trigger: Being hit by a creature or projectile while blocking with the shield in either hand.

On success 0.1% of the hit's damage is dealt back to the attacker, up to 8 damage (4 hearts). When the hit came from a projectile, the reflected damage goes to whoever fired it. The reflected amount is very small: a 10-damage hit sends back 0.01 damage.

LevelChance per blocked hit
I6%
II7%
III8%
IV9%
V10%
VI11%

Voidline#

Applies to: Fishing rods. Max level: V (the crate rolls I to IX). Comes on: Quantum Fishing Rod. Trigger: Casting the rod from your main hand.

Each cast rolls the chance. On success the waiting time for that cast is removed, so a fish bites almost as soon as the bobber is in the water, and you receive a message.

LevelChance per cast
I11%
II12%
III13%
IV14%
V15%
VI16%
VII17%
VIII18%
IX19%

Echo Vein#

Applies to: Pickaxes. Max level: X (the crate rolls I to X). Comes on: Quantum Pickaxe. Trigger: Breaking coal, iron, gold, diamond or emerald ore (normal or deepslate) with the pickaxe in your main hand.

Each matching drop (coal, raw iron, raw gold, diamond or emerald) gets one extra item, on top of Fortune, so 3 diamonds become 4. Ore mined with Silk Touch drops the ore block and is not changed, and other ores such as copper, lapis, redstone and Nether ores are not affected. It does not trigger on ore broken inside Prison mines.

LevelExtra item per matching drop
I to X1, on every qualifying ore

Dust Drifter#

Applies to: Shovels. Max level: V (the crate rolls I to VIII). Comes on: Quantum Shovel. Trigger: Breaking a block with the shovel in your main hand.

Each block rolls two separate chances. If the block is sand, red sand or gravel, the extra drop chance adds one more sand, red sand or gravel item to the drop. On any block, the rare drop chance drops one extra item at the block: a bone (100 in 101) or an emerald (1 in 101). Each part sends its own message. It does not trigger on blocks broken inside Prison mines.

LevelExtra sand or gravelRare drop
I11%2%
II12%3%
III13%4%
IV14%5%
V15%6%
VI16%7%
VII17%8%
VIII18%9%

Harvestcall#

Applies to: Hoes. Max level: VI (the crate rolls I to VI). Comes on: Quantum Hoe. Trigger: Breaking wheat, carrots, potatoes, beetroots or nether wart with the hoe in your main hand.

While you hold the hoe you cannot break these crops before they are fully grown; you get a message instead. Every fully grown crop you break is replanted a moment later, without using seeds from your inventory. From level V, breaking a crop also harvests every fully grown crop of the same kind within 3 blocks on the same layer (a 7 by 7 square around it) and replants those as well.

LevelReplantingArea harvest
I to IVEvery fully grown cropNo
V to VIEvery fully grown cropYes, 7 by 7

General