The Lifesteal Combat enchants are eleven enchants for swords and axes that boost the damage you deal, apply effects to your targets, or heal you. All of them come from runes bought in the enchant shop, and they are balanced around the limits described in Combat Balance.
How combat enchants work#
- Combat enchants read from the weapon in your main hand at the moment of the hit or kill. A weapon in your off hand or in your inventory does nothing.
- One weapon can carry several different Combat enchants at once, and each is checked separately.
- The six damage bonuses add together, with each other and with the other damage bonuses and reductions on the same hit, instead of multiplying. There is no cap on the total. See how damage bonuses add together.
- Chance enchants roll on every qualifying hit. The chance is the number in the tables below: a fixed percentage per level.
- Effects work against mobs as well as players unless the table says "player".
- Rune prices: Common 5,000 XP, Uncommon 10,000 XP, Rare 20,000 XP. A rune gives a random enchant of its rarity; see Runes.
- Lifesteal also has an Extraction Scroll, which can pull a Combat enchant off a weapon into a book. See Extraction Scroll.
All Combat enchants#
| Enchant | Rarity | Max level | Applies to | Effect |
|---|---|---|---|---|
| Blitz Burst | Uncommon | V | Swords and axes | +6% damage per level on the first hit against a target you have not hit for 5 seconds. |
| Berserker | Rare | V | Swords and axes | +6% damage per level while your health is at or below 30% of your maximum. |
| Bleeder | Uncommon | V | Swords and axes | 2.5% chance per level on a melee hit to give the target Wither I for 3 seconds. |
| Cleave | Uncommon | V | Swords and axes | 5% chance per level on a melee hit to deal splash damage equal to the level to other creatures within 2.5 blocks of the target. |
| Crit Master | Uncommon | V | Swords and axes | +6% damage per level on critical hits. |
| Edge | Common | V | Swords and axes | +4% damage per level on your hits. |
| Executioner | Uncommon | V | Swords and axes | +5% damage per level against targets at or below 30% of their maximum health. |
| Frenzy | Rare | V | Swords and axes | Each kill adds a Haste stack for 4 seconds, up to Haste V. |
| Gladiator | Rare | V | Swords and axes | +5% damage per level when no other creature is within 4 blocks of the target. |
| Soul Eater | Rare | V | Swords and axes | Heals 1 HP plus 0.5 HP per level when you kill a player, within the heal cap. |
| Vampire (Combat) | Rare | V | Swords and axes | Heals 4% of the damage of each melee hit per level, within the heal cap. |
Lifesteal has two enchants named Vampire. This page lists the Rare one from the Combat group; the Legendary one is among the core enchants.
Numbers by level#
Damage bonuses#
| Enchant | I | II | III | IV | V |
|---|---|---|---|---|---|
| Edge | +4% | +8% | +12% | +16% | +20% |
| Berserker | +6% | +12% | +18% | +24% | +30% |
| Blitz Burst | +6% | +12% | +18% | +24% | +30% |
| Crit Master | +6% | +12% | +18% | +24% | +30% |
| Executioner | +5% | +10% | +15% | +20% | +25% |
| Gladiator | +5% | +10% | +15% | +20% | +25% |
Chance effects#
| Enchant | Result | I | II | III | IV | V |
|---|---|---|---|---|---|---|
| Bleeder | Chance of Wither I for 3 seconds | 2.5% | 5% | 7.5% | 10% | 12.5% |
| Cleave | Chance of splash damage | 5% | 10% | 15% | 20% | 25% |
| Cleave | Splash damage when it triggers | 1 HP | 2 HP | 3 HP | 4 HP | 5 HP |
Healing#
| Enchant | Source | I | II | III | IV | V |
|---|---|---|---|---|---|---|
| Vampire (Combat) | Share of the hit's damage healed | 4% | 8% | 12% | 16% | 20% |
| Soul Eater | HP requested per player kill | 1.5 | 2 | 2.5 | 3 | 3.5 |
Both healing enchants share one heal cap of 1.5 HP per second, so the HP actually restored by a single trigger is limited to 1.5. See the lifesteal heal limit.
Frenzy#
Frenzy has no level scaling: levels I to V all give the same stacking Haste. Stacks 1 to 5 give Haste I to Haste V for 4 seconds after each kill.
Enchants without their own page#
Berserker#
Berserker is a Rare enchant that adds 6% damage per level while your own health is at or below 30% of your maximum health. At level V that is +30% damage. The check uses your maximum health, so extra hearts from Vitality raise the amount of health it takes to count as low.
Bleeder#
Bleeder is an Uncommon enchant. Each melee hit has a 2.5% chance per level to give the target Wither I for 3 seconds. At level V the chance is 12.5% per hit. Projectiles do not trigger it.
Crit Master#
Crit Master is an Uncommon enchant that adds 6% damage per level to critical hits, the extra-damage hits you land while falling. At level V that is +30% on every critical hit. Normal hits get no bonus.
Edge#
Edge is the Common damage enchant. It adds 4% damage per level to every hit you land with the weapon, so +20% at level V. It has no condition, which makes it the most consistent bonus in the group, and it adds to the other bonuses on the same weapon.
Executioner#
Executioner is an Uncommon enchant that adds 5% damage per level against a target whose health is at or below 30% of its maximum health when you hit it. At level V that is +25%.