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Prison Weapon Enchants

Every sword and axe enchant sold as a rune in the Prison enchant shop, with rarity, levels, trigger chances and damage numbers.

Weapon enchants are the custom enchants from the Prison enchant shop that go on Diamond Sword swords and axes. Eight of them are sold as runes: four add bonus damage against certain targets, two apply an effect on a hit or add a drop on a kill, one pays money for kills, and the last is Breaking, whose extra armor wear does not currently apply.

XP Telekinesis also fits swords and axes, and Fire Forged fits any gear; both are listed with the tools. The enchants of the Prison pickaxe are a separate system; see Pickaxe Enchants.

All weapon enchants#

EnchantRarityMax levelEffect
Bane of NetherspawnCommonVChance for bonus damage against Nether mobs: 3% plus 3% per level, for +10% damage per level
DecapitatorCommonV1% plus 1% per level chance that a kill drops the victim's head
ExhaustCommonV1% plus 1% per level chance on a hit to give the target Hunger II for 3 seconds
Money FinderUncommonVI10% plus 10% per level chance on a kill to pay $10 plus 25% per level
Village DefenderUncommonVChance for bonus damage against raiders: 5% plus 5% per level, for +10% damage per level
Lunar AffinityRareVChance for bonus damage at night: 2.5% plus 2.5% per level, for +5% damage per level
Solar AffinityRareVChance for bonus damage during the day: 2.5% plus 2.5% per level, for +10% damage per level
BreakingLegendaryIDescribed as a 1% chance to deal double durability damage to an opponent's armor; this extra wear does not currently apply

How weapon enchants work#

  • The weapon must be in your main hand. The level that counts is the level on that item.
  • Each hit or kill rolls the enchant's chance on its own. There are no cooldowns on these enchants.
  • A damage bonus is added to the damage of that single hit. Bonuses from different enchants and other sources add together instead of multiplying.
  • An item can carry each enchant once. Swords and axes both count as weapons, so an axe can also carry tool enchants such as Tree Feller.

Damage enchants by level#

Each cell shows the chance that the enchant triggers on a hit, then the bonus damage it adds when it does.

LevelBane of NetherspawnVillage DefenderLunar AffinitySolar Affinity
I6% for +10%10% for +10%5% for +5%5% for +10%
II9% for +20%15% for +20%7.5% for +10%7.5% for +20%
III12% for +30%20% for +30%10% for +15%10% for +30%
IV15% for +40%25% for +40%12.5% for +20%12.5% for +40%
V18% for +50%30% for +50%15% for +25%15% for +50%
  • Bane of Netherspawn applies to blazes, ghasts, magma cubes, piglins, piglin brutes, zombified piglins and wither skeletons.
  • Village Defender applies to raiders: pillagers, vindicators, evokers, illusioners, ravagers and witches.
  • Lunar Affinity works from sunset to sunrise and Solar Affinity from sunrise to sunset, by the world's clock, so between them they cover the whole day.

Hit and kill effects by level#

LevelExhaust chanceDecapitator chanceMoney Finder chanceMoney Finder payout
I2%2%20%$12.50
II3%3%30%$15
III4%4%40%$17.50
IV5%5%50%$20
V6%6%60%$22.50
VI--70%$25
  • Exhaust hits any living target, not only players, and applies Hunger II for 3 seconds. The chance is rolled on each hit.
  • Decapitator adds the head to the victim's drops. Heads exist for players, zombies, skeletons, wither skeletons and creepers; other victims drop nothing extra.
  • Money Finder is explained on Money Finder. Fractions of the payout are rounded to the currency's smallest unit.
  • Breaking has one level. Its description reads as a 1% chance to deal double durability damage to your opponent's armor, but this extra armor wear does not currently apply.

Getting them#

Every weapon enchant comes from a rune. A rune gives a random enchant of its rarity, and every enchant in that rarity's Prison pool is equally likely.

RunePricePool sizeWeapon enchants in the poolChance per rune for a given one
Common10,000 XP7Bane of Netherspawn, Decapitator, Exhaust1 in 7
Uncommon25,000 XP2Money Finder, Village Defender1 in 2
Rare35,000 XP4Lunar Affinity, Solar Affinity1 in 4
Legendary50,000 XP10Breaking1 in 10

The book's level is chosen at random from I up to the enchant's maximum, with every level equally likely in Prison, and it is revealed with a right-click. See Enchanted Books for applying books and what happens when one fails.

See also#

Prison