Armor enchants are the custom enchants for helmets, chestplates, leggings and boots in Survival. Some give a permanent effect while you wear the piece, some trigger when you take damage, and a few change how the world treats you, such as protecting farmland from trampling. You buy their runes in the enchant shop with /enchantshop and apply the resulting books as described in Custom Enchanting. Survival rune prices: Common 10,000 XP, Uncommon 40,000 XP, Rare 100,000 XP, Legendary 200,000 XP.
How armor enchants work#
- Worn pieces only. The enchant is active while the piece is in an armor slot. An enchant on a piece in your inventory does nothing.
- Highest level counts. If several worn pieces carry the same enchant, only the highest level is used. Levels from different pieces never add up, and a chance is rolled once per event, not once per piece.
- Effect enchants (Bunny Hop, Diver, Fire Resistance, Night Goggles, Speed and Strength Tradeoff) give a potion effect that lasts as long as you wear the piece. The effect has no particles and no icon, and it is removed when you take the piece off. If you already have the same effect at the same or a higher strength from another source, the enchant does not replace it.
- Chance enchants roll every time their trigger happens. None of the armor enchants has a cooldown.
- Each enchant fits only the slot named in the table. A boots enchant does nothing on a helmet.
- A book needs a revealed level before it can be applied; see Enchanted Books.
All armor enchants#
Source: "Rune" means the rune pool of its rarity. Pages exist for the enchants with a link.
| Enchant | Rarity | Max level | Applies to | Effect | Source |
|---|---|---|---|---|---|
| Anti Weakness | Legendary | I | Any armor | 5% chance to cancel each Weakness effect that would be applied to you | Rune |
| Bloodthirsty | Legendary | I | Any armor | After you kill a player you deal 1% more damage for 5 seconds; another kill restarts the timer | Rune, crates |
| Bunny Hop | Uncommon | III | Boots | Jump Boost I to III while worn | Rune |
| Crystal Protection | Legendary | I | Any armor | An end crystal explosion does not wear down the enchanted piece (one piece per explosion) | Rune, crates |
| Diver | Rare | I | Helmets | Water Breathing while worn | Rune, crates |
| Feather Weight | Rare | VI | Boots | 8% to 28% chance to cancel fall damage | Rune |
| Fire Forged | Legendary | I | All gear types | A dropped copy of the item is not destroyed by fire or lava | Rune |
| Fire Resistance | Uncommon | I | Leggings | Fire Resistance while worn | Rune |
| Gracious Step | Legendary | I | Boots | Farmland you walk or jump on is not trampled | Rune |
| Hardened | Legendary | III | Chestplates | 4% to 8% chance to gain Resistance II for 2 to 6 seconds when a player hits you | Rune, crates |
| Last Stand | Legendary | III | Any armor | 5% chance when damaged to gain Absorption I to III for 5 seconds | Rune, crates |
| Night Goggles | Legendary | I | Helmets | Night Vision while worn | Rune |
| Satiated | Common | I | Helmets | 7.5% chance when hit to gain Saturation II for 2 seconds | Rune, crates |
| Speed | Uncommon | II | Boots | Speed I to II while worn | Rune |
| Stopping Force | Legendary | IV | Leggings | 10% to 40% chance per hit to cut knockback to 85% (level I) down to 40% (level IV) | Rune |
| Strength Tradeoff | Legendary | I | Any armor | Strength IV while worn, but attacks deal 35% more damage to you | Rune, crates |
Crates are described on Crates.
Effect enchants#
Bunny Hop#
A permanent Jump Boost effect from the boots. Higher levels jump higher.
| Level | Effect |
|---|---|
| I | Jump Boost I |
| II | Jump Boost II |
| III | Jump Boost III |
Speed#
A permanent Speed effect from the boots. In Survival the enchant stops at level II.
| Level | Effect |
|---|---|
| I | Speed I |
| II | Speed II |
Fire Resistance, Night Goggles and Diver#
These enchants have a single level and need no activation:
- Fire Resistance (leggings) gives Fire Resistance while worn, so fire and lava burn you for no damage.
- Night Goggles (helmets) gives Night Vision while worn.
- Diver (helmets) gives Water Breathing while worn.
Defensive and proc enchants#
- Anti Weakness rolls a 5% chance each time a Weakness effect would be applied to you, and cancels it on a success.
- Satiated rolls a 7.5% chance each time something hits you. On a success you gain Saturation II for 2 seconds, which refills your hunger quickly.
- Bloodthirsty only reacts to killing another player. For the next 5 seconds your attacks deal 1% more damage. A second kill restarts the 5 seconds rather than stacking.
- Crystal Protection stops end crystal explosions from damaging your armor. When an explosion hurts you, the first enchanted piece that would lose durability within the next second is spared. Each explosion spares one piece.
- Fire Forged has no effect on the piece while you wear it. It protects the item as a dropped item: a Fire Forged item lying on the ground is not destroyed by fire or lava. It can be applied to every gear type listed under "All" on Enchant Targets.
- Gracious Step cancels farmland trampling when you walk or jump on farmland. It protects only your own steps.
See the dedicated pages for Last Stand, Hardened, Stopping Force, Strength Tradeoff and Feather Weight.