Skip to content

Lifesteal Survival Enchants

The six Survival enchants of Lifesteal for armor and chestplates, covering hunger, food and passive healing, with exact numbers per level.

The Lifesteal Survival enchants are six armor enchants built around food and healing: slower hunger loss, extra saturation, safe eating of bad food, slow passive healing, and damage reduction while your hunger bar is full. All of them come from runes, which the enchant shop sells. Recovery, Replenish and Resolve are held in check by the limits described in Combat Balance.

How survival enchants work#

  • The enchant must be on armor you are wearing. Armor in your inventory does nothing.
  • Hearty, Iron Stomach, Recovery, Replenish and Saturator work on any armor piece: helmet, chestplate, leggings or boots. Resolve works only on a chestplate.
  • If several worn pieces carry the same enchant, the highest level is used and the copies do not add up. One piece with each enchant is enough, so the six can be spread over your armor set.
  • A full hunger bar means all 10 drumsticks (20 hunger points). Replenish and Resolve only work then; saturation does not matter for them.
  • Health is measured in HP on this page. One heart is 2 HP.
  • 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 Survival enchant off a piece into a book. See Extraction Scroll.

All Survival enchants#

EnchantRarityMax levelApplies toEffect
HeartyCommonVAny armor10% chance per level to stop your hunger bar from dropping each time it would go down.
Iron StomachCommonIAny armorRemoves Poison, Hunger, Nausea and Weakness right after you eat a food that causes bad effects.
RecoveryUncommonVAny armorHeals 0.04 HP per second per level, within the regeneration limit.
ReplenishUncommonVAny armorHeals 0.05 HP per second per level while your hunger bar is full, within the regeneration limit.
ResolveRareVChestplatesReduces damage from other entities by 2% per level while your hunger bar is full, within the damage reduction limit.
SaturatorCommonVAny armor+1 saturation per level each time you finish eating or drinking.

Numbers by level#

EnchantIIIIIIIVV
Hearty: chance to stop a hunger drop10%20%30%40%50%
Recovery: HP per second0.040.080.120.160.20
Recovery: time to heal 1 heart50 s25 sabout 17 s12.5 s10 s
Replenish: HP per second (full hunger)0.050.100.150.200.25
Replenish: time to heal 1 heart40 s20 sabout 13 s10 s8 s
Resolve: damage reduction (full hunger)2%4%6%8%10%
Saturator: saturation per food or drink+1+2+3+4+5

Iron Stomach has a single level. The healing times assume the enchant is the only source of enchant regeneration and you are not in a combat tag.

Combat balance limits#

Three of the six enchants are limited by Combat Balance. Hearty, Iron Stomach and Saturator are not limited.

Regeneration limit#

Recovery, Replenish and the boots enchant Sprinter feed one shared regeneration meter that heals at most 0.4 HP per second, one heart every 5 seconds, the same rate as Regeneration I. The rates of every active source are added, then cut down to 0.4 if the total is higher.

CombinationAdded rateActual healing
Recovery V0.20 HP/s0.20 HP/s
Replenish V, full hunger0.25 HP/s0.25 HP/s
Recovery V + Replenish IV, full hunger0.40 HP/s0.40 HP/s
Recovery V + Replenish V, full hunger0.45 HP/s0.40 HP/s
Recovery V + Sprinter III, while sprinting0.50 HP/s0.40 HP/s
  • The meter heals a small amount every quarter second while you are below your maximum health, including extra hearts, and never heals above it.
  • When another player damages you, with a melee hit or with an arrow or other projectile they shot, enchant regeneration stops for 6 seconds. Every new hit from a player starts the 6 seconds again. Damage from mobs, falling, fire or yourself does not stop it. See combat tag.
  • Natural regeneration from a full hunger bar, potions, golden apples and other healing are separate and are not limited.

Damage reduction limit#

Resolve shares one limit of 25% per hit with the Armor enchant Resilience. Resolve V gives 10% and Resilience V gives 15%, so both at level V with both conditions met add up to exactly 25%, and nothing is cut. See damage reduction limit.

The reduction is subtracted from the same sum as the attacker's damage bonuses: final damage = base damage x (1 + bonuses - reductions), never below zero. Bonuses and reductions are added, not multiplied, and only Resilience and Resolve are capped. A hit with Edge V (+20%) against a player with Resolve V (10%) deals 1.1 times its base damage. Vanilla armor, Protection and damage reduction from other items or effects are separate and are not part of the limit.

Enchant details#

Hearty#

Hearty is a Common enchant for any armor piece. Each time your hunger bar would drop by one point (half a drumstick), Hearty has a 10% chance per level to stop it, so 50% at level V. Every drop rolls separately.

  • It protects the hunger bar only. Saturation, the hidden food reserve that is used up before the bar, drains as usual, so Hearty starts to matter once your saturation is gone.
  • It does not change how much hunger food gives you.
  • Keeping the bar full also keeps Replenish and Resolve active.

Iron Stomach#

Iron Stomach is a Common enchant for any armor piece with a single level. Right after you eat a poisonous potato, raw chicken, rotten flesh, pufferfish, spider eye or suspicious stew, it removes Poison, Hunger, Nausea and Weakness from you.

  • The food still fills your hunger bar as normal.
  • It removes those four effects whatever caused them, so eating one of these foods also clears Poison or Weakness you already had.
  • Other effects stay. A suspicious stew that gives Blindness or Wither, for example, still gives it.
  • Other foods do not trigger it.

Recovery#

Recovery is an Uncommon enchant for any armor piece that heals you all the time: 0.04 HP per second per level, so 0.2 HP per second at level V, one heart every 10 seconds. It needs no condition other than being below your maximum health.

  • It counts toward the shared regeneration limit of 0.4 HP per second, see regeneration limit.
  • It heals nothing for 6 seconds after another player damages you.

Replenish#

Replenish is an Uncommon enchant for any armor piece that heals you 0.05 HP per second per level while your hunger bar is full, so 0.25 HP per second at level V, one heart every 8 seconds. It stops as soon as the bar drops below full and starts again once it is full.

  • It counts toward the shared regeneration limit of 0.4 HP per second. Recovery V and Replenish V together would give 0.45, so you get 0.4.
  • It heals nothing for 6 seconds after another player damages you.
  • Hearty and Saturator help keep the bar full.

Resolve#

Resolve is a Rare enchant for chestplates. While your hunger bar is full, it reduces the damage you take from other entities by 2% per level, so 10% at level V.

  • It works against hits from players, mobs and their projectiles. Falling, fire and similar damage are not reduced.
  • It shares the 25% damage reduction limit with Resilience. With both at level V the total is exactly the limit. See damage reduction limit.
  • The reduction stops the moment your hunger bar is no longer full.

Saturator#

Saturator is a Common enchant for any armor piece. Each time you finish eating, it adds 1 saturation per level on top of what the food gives, so +5 at level V.

  • It also triggers when you finish drinking something, such as a potion, milk or a honey bottle, although the in-game description mentions only food.
  • Saturation can never be higher than your current hunger level, so the bonus is cut down when your hunger bar is low.
  • More saturation means the hunger bar starts dropping later, which helps Replenish and Resolve.
  • The in-game description says "per level", but the number it shows is already the total for the book's level.

See also#

Lifesteal