Advanced Enchantments (All Armor Pieces)

A chance for the opponent's hotbar to be shuffled when struck.

Tiers:

1. 5% Chance, 20 Second Cooldown
2. 6% Chance, 18 Second Cooldown
3. 8% Chance, 15 Second Cooldown

A chance to absorb enemy/damage and heal you.

Tiers:

1. 3% Chance, 5 Second Cooldown
2. 7% Chance, 5 Second Cooldown
3. 11% Chance, 5 Second Cooldown
4. 15% Chance, 5 Second Cooldown

A chance of setting the assailant ablaze.

Tiers:

1. 21% Chance, 2 Second Cooldown
2. 32% Chance, 2 Second Cooldown
3. 49% Chance, 2 Second Cooldown
4. 63% Chance, 2 Second Cooldown

Nearby allies to you can be given haste.

1. 6% Chance, 6 Second Cooldown
2. 9% Chance, 6 Second Cooldown
3. 12% Chance, 6 Second Cooldown
4. 15% Chance, 6 Second Cooldown
5. 18% Chance, 6 Second Cooldown

When close to death, TNT will spawn around you, consequently also destroying any lingering items.

Tiers:

1. 23% Chance, 4 Second Cooldown
2. 35% Chance, 4 Second Cooldown
3. 42% Chance, 4 Second Cooldown

### Sustain

Group/Rank: Unique

Gives a chance to regain hunger when getting hit.

Tiers:

1. 12% Chance, 8 Second Cooldown
2. 14% Chance, 8 Second Cooldown
3. 16% Chance, 8 Second Cooldown
4. 20% Chance, 8 Second Cooldown

### Cactus

Group/Rank: Elite

Pricks the attacker like thorns, but doesn't affect your armor durability.

Tiers:

1. 18% Chance, 7 Second Cooldown
2. 23% Chance, 7 Second Cooldown

###### Mighty Cactus

Group/Rank: Heroic

Has a chance to stop enemy attacks and/or pricks the attacker but does not affect your armor durability. This is an upgrade enchantment requiring Cactus II minimum to be applied.

Tiers:

1. 8% Chance, 3 Second Cooldown
2. 12 % Chance, 3 Second Cooldown

### Frozen

Group/Rank: Elite

May cause slowness to the attacker when defending.

Tiers:

1. 19% Chance, 6 Second Cooldown
2. 19% Chance, 6 Second Cooldown
3. 26% Chance, 6 Second Cooldown

### Poisoned

Group/Rank: Elite

A chance to apply poison to the assailant.

Tiers:

1. 8% Chance, 6 Second Cooldown
2. 12% Chance, 6 Second Cooldown
3. 17% Chance, 6 Second Cooldown
4. 23% Chance, 6 Second Cooldown

### Storm Caller

Group/Rank: Elite

Gives a chance of striking lightning upon attacking players.

Tiers:

1. 17% Chance, 4 Seconds
2. 23% Chance, 5 Seconds
3. 31% Chance, 5 Seconds
4. 41% Chance, 5 Seconds

###### DEUS VULT

Group/Rank: Heroic

Smite all the infidels that dare oppose you and your armor. This is an upgrade enchantment requiring Storm Caller 4 minimum to be applied to an armor piece.

Only 1 Tier: 50% Chance, 1 Second Cooldown

### Voodoo

Group/Rank: Elite

Gives a chance to apply weakness to attackers.

Tiers:

1. 5% Chance, 2 Second Cooldown
2. 7% Chance, 2 Second Cooldown
3. 9% Chance, 2 Second Cooldown
4. 13% Chance, 2 Second Cooldown
5. 16% Chance, 2 Second Cooldown
6. 21% Chance, 2 Second Cooldown

### Wither

Group/Rank: Elite

Has a chance to apply a wither effect to the attacker.

Tiers:

1. 9% Chance, 3 Second Cooldown
2. 11% Chance, 3 Second Cooldown
3. 14% Chance, 3 Second Cooldown
4. 17% Chance, 3 Second Cooldown
5. 21% Chance, 3 Second Cooldown

### Hardened

Group/Rank: Elite

Has a chance to recover the durability of armor when damaged.

Tiers:

1. 25% Chance, 7 Seconds
2. 35% Chance, 7 Seconds
3. 45% Chance, 7 Seconds

###### Soul Hardened

Group/Rank: Heroic

Adds a 50% Chance to block an enemy soul trap, while armor takes less durability damage and/or can recover armor durability. This is an upgrade enchantment requiring Hardened 3 to apply this enchantment.

Tiers:

1. 15% Chance, 7 Second Cooldown
2. 19% Chance, 7 Second Cooldown
3. 24% Chance, 7 Second Cooldown

### Trickster

Group/Rank: Elite

There will now be a chance where when you are hit, you shall be teleported directly behind your opponent (and hopefully take them by surprise).

Tiers:

1. 8% Chance, 5 Second Cooldown
2. 14% Chance, 5 Second Cooldown
3. 17% Chance, 5 Second Cooldown
4. 21% Chance, 5 Second Cooldown
5. 29% Chance, 5 Second Cooldown
6. 37% Chance, 5 Second Cooldown
7. 46% Chance, 5 Second Cooldown
8. 51% Chance, 5 Second Cooldown

### Reinforced

Group/Rank: Ultimate

Hate backstabbing? This enchantment gives the chance to take less damage by a set amount from attackers behind you.

Tiers:

1. 9% Chance, 3 Second Cooldown
2. 12% Chance, 3 Second Cooldown
3. 15% Chance, 3 Second Cooldown
4. 18% Chance, 3 Second Cooldown

### Angelic

Group/Rank: Ultimate

A chance to directly heal health when damaged.

Also yes, this can most likely stack with Warding and Enlighted as an enchantment so long as the armor has enough slots for it.

Tiers:

1. 9% Chance, 7 Second Cooldown
2. 14% Chance, 9 Second Cooldown
3. 17% Chance, 11 Second Cooldown
4. 26% Chance, 13 Second Cooldown
5. 34% Chance, 15 Second Cooldown

### Arrow Deflect

Group/Rank: Ultimate

A chance to prevent an enemy arrow from dealing damage to you and your armor.

Tiers:

1. 15% Chance, 6 Second Cooldown
2. 25% Chance, 6 Second Cooldown
3. 35% Chance, 6 Second Cooldown
4. 45% Chance, 6 Second Cooldown

### Ragdoll

Group/Rank: Ultimate

The literal definition of self-knockback. Wherever you take damage, there is a chance you will be pushed far back in that respective direction.

Tiers:

1. 10% Chance, 4 Second Cooldown
2. 20% Chance, 4 Second Cooldown
3. 30% Chance, 4 Second Cooldown
4. 50% Chance, 4 Second Cooldown

### Dodge

Group/Rank: Ultimate

This gives a chance to dodge any enemy attacks, and chance is increased by 7% when sneaking.

Tiers:

1. 7% Chance, 8 Second Cooldown
2. 12% Chance, 8 Second Cooldown
3. 16% Chance, 8 Second Cooldown
4. 22% Chance, 8 Second Cooldown
5. 27% Chance, 8 Second Cooldown

###### Ethereal Dodge

Group/Rank: Heroic

Further increased proc rate over normal Dodge and now has a small chance to gain Speed 8 effect for a few seconds after a successful dodge. While sneaking, chance is increased by 5%. This is an upgrade enchantment that requires Dodge 5 in order for the enchantment to be applied to the armor.

Only 1 Tier: 30% Chance, 45 Second Cooldown

### Guardians

Group/Rank: Ultimate

A chance to literally spawn a squad of iron golems when attacked.

Tiers:

1. 6% Chance, 8 Second Cooldown
2. 9% Chance, 8 Second Cooldown
3. 13% Chance, 8 Second Cooldown
4. 14% Chance, 8 Second Cooldown
5. 16% Chance, 9 Second Cooldown
6. 17% Chance, 10 Second Cooldown
7. 18% Chance, 12 Second Cooldown
8. 20% Chance, 12 Second Cooldown
9. 22% Chance, 15 Second Cooldown
10. 24% Chance, 15 Second Cooldown

### Obsidian Shield

Group/Rank: Ultimate

This will give permanent fire resistance. Well of course unless...

### Demonic

Group/Rank: Ultimate

If you have this enchantment, you have a chance to render Fire Resistance nullified when attacking said opponent.

Tiers:

1. 9% Chance, 2 Second Cooldown
2. 14% Chance, 2 Second Cooldown
3. 20% Chance, 2 Second Cooldown

### Marksman

Group/Rank: Ultimate

Makes you a naturally stronger archer. You have a chance to deal increase damage dealt via bows.

Tiers:

1. 13% Chance, 3 Second Cooldown
2. 19% Chance, 3 Second Cooldown
3. 25% Chance, 3 Second Cooldown
4. 32% Chance, 3 Second Cooldown

### Disappear

Group/Rank: Ultimate

Has a chance to become invisible when low on health. *Not sure if this also makes the armor invisible.* Only one way to find out right?

Tiers:

1. 20% Chance, 20 Second Cooldown
2. 23% Chance, 20 Second Cooldown
3. 26% Chance, 20 Second Cooldown
4. 30% Chance, 20 Second Cooldown

### Heavy

Group/Rank: Ultimate

A chance to decrease damage from enemy bows and amount is increased by 2% each tier

Tiers:

1. 4% Chance, 4 Second Cooldown, 2% Damage Removed From Bows
2. 9% Chance, 4 Second Cooldown, 4% Damage Removed From Bows
3. 12% Chance, 4 Second Cooldown, 6% Damage Removed From Bows
4. 16% Chance, 4 Second Cooldown, 8% Damage Removed From Bows
5. 21% Chance, 4 Second Cooldown, 10% Damage Removed From Bows

###### Mega Heavy

Group/Rank: Heroic

A chance to decrease damage from enemy bows by 10% plus an additional 2% each tier. This is an upgrade enchantment requiring Heavy 5 in order for this to be applied to the armor.

Tiers:

1. 4% Chance, 6 Second Cooldown, 12% Damage Removed From Bows
2. 7% Chance, 7 Second Cooldown, 14% Damage Removed From Bows
3. 8% Chance, 7 Second Cooldown, 16% Damage Removed From Bows
4. 10% Chance, 7 Second Cooldown, 18% Damage Removed From Bows
5. 12% Chance, 9 Second Cooldown, 20% Damage Removed From Bows

### Tank

Group/Rank: Ultimate

Gives a chance to decrease damage from an opponents' axes and amount is increased by 2% each tier.

Tiers:

1. 5% Chance, 3 Second Cooldown, 2% Damage Removed From Axes
2. 8% Chance, 3 Second Cooldown, 4% Damage Removed From Axes
3. 12% Chance, 3 Second Cooldown, 6% Damage Removed From Axes
4. 16% Chance, 3 Second Cooldown, 8% Damage Removed From Axes

###### Reinforced Tank

Group/Rank: Heroic

A chance to decrease damage from enemy axes by 6% plus an additional 2% each tier. This is an upgrade enchantment requiring Tank 4 in order for this to be applied to the armor.

1. 5% Chance, 3 Second Cooldown, 8% Damage Removed From Axes
2. 8% Chance, 5 Second Cooldown, 10% Damage Removed From Axes
3. 12% Chance, 6 Second Cooldown, 12% Damage Removed From Axes
4. 16% Chance, 8 Second Cooldown, 14% Damage Removed From Axes

### Valor

Group/Rank: Ultimate

Has a chance to reduce incoming damage while wielding a sword by up to 22% at max level.

Tiers:

1. 4% Chance, 4 Second Cooldown, 1-4% Reduction
2. 9% Chance, 4 Second Cooldown, 8-12% Reduction
3. 13% Chance, 4 Second Cooldown, 12-15% Reduction
4. 16% Chance, 4 Second Cooldown, 15-18% Reduction
5. 21% Chance, 4 Second Cooldown, 18-22% Reduction

### Creeper Armor

Group/Rank: Ultimate

Gives a chance to not only be immune to explosive damage, but at higher levels gain a chance to heal at the same time from explosions.

Tiers:

1. 25% Chance, N/A Cooldown
2. 50% Chance, N/A Cooldown
3. 75% Chance, N/A Cooldown, Random Chance to Heal

### Spirits

Group/Rank: Ultimate

A chance to literally spawn a squad of blazes when attacked.

Tiers:

1. 2% Chance, 8 Second Cooldown
2. 2% Chance, 8 Second Cooldown
3. 3% Chance, 8 Second Cooldown
4. 5% Chance, 8 Second Cooldown
5. 8% Chance, 8 Second Cooldown
6. 12% Chance, 8 Second Cooldown
7. 15% Chance, 8 Second Cooldown
8. 19% Chance, 8 Second Cooldown
9. 22% Chance, 8 Second Cooldown
10. 27% Chance, 8 Second Cooldown

### Protection

Group/Rank: Legendary

Has a chance to automatically heal and cure nearby faction allies. Health healed may increase by each higher tier of this enchantment.

Tiers:

1. 6% Chance, 20 Second Cooldown
2. 7% Chance, 20 Second Cooldown
3. 8% Chance, 22 Second Cooldown
4. 10% Chance, 22 Second Cooldown
5. 12% Chance, 25 Second Cooldown

### Judgement

Group/Rank: Legendary

Has a chance of dealing poison damage to your target while adding regeneration to yourself.

Tiers:

1. 6% Chance, 20 Second Cooldown
2. 8% Chance, 20 Second Cooldown
3. 10% Chance, 22 Second Cooldown
4. 12% Chance, 22 Second Cooldown
5. 16% Chance, 25 Second Cooldown

### Surprise

Group/Rank: Legendary

Gives a chance to teleport behind your opponent and take them (hopefully) by surprise.

This can stack with Trickster.

Tiers:

1. 8% Chance, 5 Second Cooldown
2. 14% Chance, 5 Second Cooldown
3. 17% Chance, 5 Second Cooldown
4. 21% Chance, 5 Second Cooldown

### Unholy

Group/Rank: Legendary

Has a chance to give weakness and wither to your assailant.

Tiers:

1. 2% Chance, 40 Second Cooldown
2. 4% Chance, 40 Second Cooldown
3. 6% Chance, 40 Second Cooldown
4. 8% Chance, 40 Second Cooldown
5. 10% Chance, 40 Second Cooldown

### Clarity

Group/Rank: Legendary

Cures blindness when attacked.

Unknown if there's any specific improvements with higher tiers.

Tiers:

1. Cures Blindness
2. Cures Blindness
3. Cures Blindness

### Deathbringer

Group/Rank: Legendary

Gives a chance to deal double damage.

Tiers:

1. 15.8% Chance, 45 Second Cooldown
2. 22.1% Chance, 45 Second Cooldown
3. 28% Chance, 45 Second Cooldown

###### Planetary Deathbringer

Group/Rank: Heroic

An increased chance and reduced cooldown to deal 1.5x more damage. This is an upgrade enchantment so it requires Deathbringer 3 beforehand in order to be applied on armor.

1. 20% Chance, 20 Second Cooldown
2. 26% Chance, 20 Second Cooldown
3. 32% Chance, 20 Second Cooldown

### Enlighted

Group/Rank: Legendary

Has a chance to heal hearts while taking damage.

This can most likely stack with Warding and Angelic.

Tiers:

1. 6% Chance, 30 Second Cooldown
2. 9% Chance, 30 Second Cooldown
3. 12% Chance, 30 Second Cooldown

###### Divine Enlighted

Group/Rank: Heroic

Higher chance of healing with lower cooldowns by taking damage.

Tiers:

1. 5% Chance, 5 Second Cooldown
2. 10% Chance, 7 Second Cooldown
3. 15% Chance, 9 Second Cooldown

### Overload

Group/Rank: Legendary

Will give a permanent increase in health.

This does not stack on each other, so four armor pieces won't make the health increase 4x the original amount. It will only increase by the original amount given regardless of wearing one, two, three, or four armor pieces.

Tiers:

1. Gives Health Boost 0?
2. Gives Health Boost 1
3. Gives Health Boost 2

###### Godly Overload

Group/Rank: Heroic

An even larger permanent increase in hearts. This is an upgrade enchantment requiring Overload 3 otherwise it cannot be applied on the armor.

Same rules apply where more armor with it does not stack like with Overload.

Tiers:

1. Gives Health Boost 2
2. Gives Health Boost 3
3. Gives Health Boost 4

### Armored

Group/Rank: Legendary

Has a chance of decreasing damage from enemy swords and increases by 2% each higher tier.

1. 6% Chance, 8 Second Cooldown, 2% Reduction
2. 12% Chance, 8 Second Cooldown, 4% Reduction
3. 16% Chance, 8 Second Cooldown, 6 % Reduction
4. 20% Chance, 8 Second Cooldown, 8% Reduction

###### Paladin Armored

Group/Rank: Heroic

Has a chance to negate 10 sword damage + 5 damage per increased tier. There is a chance to be blessed each time you get struck by an enemy's sword.

Tiers:

1. 6% Chance, 5 Second Cooldown, 15 Damage Negated
2. 9% Chance, 6 Second Cooldown, 20 Damage Negated
3. 11% Chance, 8 Second Cooldown, 25 Damage Negated
4. 14% Chance, 8 Second Cooldown, 30 Damage Negated

### Nature's Wrath

Group/Rank: Soul

A chance to temporarily freeze all enemies in a massive area around you, whilst pushing them back with massive nature damage. Requires 75 Souls per use.

Tiers:

1. 5% Chance, 30 Second Cooldown
2. 9% Chance, 30 Second Cooldown
3. 15% Chance, 30 Second Cooldown
4. 23% Chance, 30 Second Cooldown

### Phoenix

Group/Rank: Soul

An attack that would ordinarily kill you instantly will instead heal you to full health. This can only be activated every couple minutes. Requires 500 souls each time.

Tiers:

1. 6% Chance, 2 Minute Cooldown
2. 9% Chance, 2 Minute Cooldown
3. 15% Chance, 2 Minute Cooldown

### Immortal

Group/Rank: Soul

A passive soul enchant that gives a chance to prevent your armor from taking damage in exchange for souls. Requires 5 souls per use.

Tiers:

1. 12% Chance, 40 Second Cooldown
2. 18% Chance, 40 Second Cooldown
3. 25% Chance, 40 Second Cooldown
4. 31% Chance, 40 Second Cooldown

### Paradox

Group/Rank: Soul

A passive soul enchant that gives a chance to heal all nearby allies in a massive area for the portion of damage dealt to you. Radius increases with higher tiers. Requires 5 souls per use.

Tiers:

1. 13% Chance, 5 Second Cooldown, 5 Block Radius
2. 15% Chance, 5 Second Cooldown, 6 Block Radius
3. 17% Chance, 5 Second Cooldown, 6 Block Radius
4. 19% Chance, 5 Second Cooldown, 7 Block Radius
5. 12% Chance?, 5 Second Cooldown, 7 Block Radius

Note: It is unknown at the moment why Tier 5 decreases the chance of activation or if it was a typo, but following the pattern it may be a 22% chance if it were a typo. Otherwise there may be another effect in play if the activation chance was reduced in such a manner.

### Mark of the Beast

Group/Rank: Mastery

By chance when an enemy is afflicted with the mark, all incoming damage is increased by double for up to five seconds at a time.

Tiers:

1. 4% Chance, 10 Minute Cooldown
2. 6% Chance, 8 Minute 20 Second Cooldown (8.333 Minutes)
3. 8% Chance, 6 Minute 40 Second Cooldown (6.666 Minutes)
4. 10% Chance, 5 Minute Cooldown
5. 13% Chance, 3 Minute 20 Second Cooldown (3.333 Minutes)
6. 16% Chance, 1 Minute 40 Second Cooldown (1.666 Minutes or 100 Seconds)

### Horrify

Group/Rank: Mastery

Has a chance to inflict horror on enemies within a 32x32 block radius.

Tiers:

1. 1.5% Chance, 2 Minute Cooldown
2. 3.1% Chance, 2 Minute Cooldown
3. 4.1% Chance, 2 Minute Cooldown
4. 5.3% Chance, 2 Minute Cooldown

###### Sheep-O's

Group/Rank: Heroic

Legends never die. Feel the power of sheep increasing with each higher tier.

Tiers:

1. 6% Chance, 8 Second Cooldown
2. 9% Chance, 8 Second Cooldown
3. 13% Chance, 8 Second Cooldown
4. 14% Chance, 8 Second Cooldown
5. 16% Chance, 9 Second Cooldown
6. 17% Chance, 10 Second Cooldown
7. 18% Chance, 12 Second Cooldown
8. 20% Chance, 12 Second Cooldown
9. 22% Chance, 15 Second Cooldown
10. 24% Chance, 15 Second Cooldown