Gaming Guide

Minecraft Dungeons 2 Enchantments: Every Book and What It Does

A full reference to all 34 enchantments, their tier values, and where each book drops across the Overworld, Ravines, and the Sift.

A full reference to all 34 enchantments, their tier values, and where each book drops across the Overworld, Ravines, and the Sift.

Enchantments in Minecraft Dungeons II changed completely from the first game. Gear no longer rolls random enchantments when it drops. Instead, you collect reusable enchantment books and stamp them onto your weapons and armor at an Enchantsmith. Books are never used up, so one book can enchant every eligible item you own, and each piece of gear holds exactly one enchantment at a time.

Quick answer: There are 34 enchantments in total. 32 come from books you collect, and 2 only exist as fixed effects on Unique gear. Apply them at an Enchantsmith using Enchantment Points and Echo Shards, then upgrade each one to Tier III.

Image credit: Xbox Game Studios via YouTube/@Jyku

How enchanting works

You unlock enchanting by completing the Training with the Enchantsmith quest early in Howling Woods, which also hands you your first three books. After that, the loop stays the same for every piece of gear.

Pick up an enchantment book. Books drop from completing Dungeons and Rifts and from area loot, and each one is added to your permanent collection the moment you grab it.
Visit an Enchantsmith in a major town. Five are spread across four settlements: Brave Haven, two in Howling Woods, Rainy Plains, and Frozen Highlands. Brave Haven is reachable by fast travel from any location.
Pick a weapon or armor piece and pair it with a compatible book. Bows won’t offer a melee wave enchantment, and cloaks have no enchantment options because they are cosmetic only.
Pay the cost in Enchantment Points plus Echo Shards. Once the Enchantsmith is upgraded with Echo Shards, you can raise an applied enchantment to Level II and III for more of both resources.
Image credit: Xbox Game Studios via YouTube/@Jyku

If you want to swap enchantments, disenchant the item at the same station. You keep the gear and get your Enchantment Points back. Salvaging an enchanted item refunds the points too, so nothing is ever truly lost.


Enchantment Point and Echo Shard costs

You gain one Enchantment Point with each level-up, up to a limit of 99; that matches the 99 level-ups from level 1 to the level-100 cap. Enchanting rarer gear costs more points, balancing its higher item power. The figures below list the cumulative Enchantment Point cost to reach each level.

Item rarityLevel ILevel II (total)Level III (total)
Common136
Rare149
Special2612
Unique3815

Every rarity costs one Echo Shard as the base, with no listed per-level increase for shards. Echo Shards come from Dungeons, Rifts, bosses, and Soul Storms, and you can carry at most 100 at a time, so spend them before a big payout.

Image credit: Xbox Game Studios via YouTube/@Jyku

Weapon enchantments

Melee-only weapon enchantments

For most melee enchantments, a wave launches with the last strike in a combo or during a jump attack. It deals part of your weapon’s damage and applies an element or other effect.

EnchantmentEffectI / II / III
Lightning SurgeWave zaps mobs, making them weaker but faster60% / 75% / 90% weapon damage
Soul BlastWave adds soul damage over time50% / 60% / 75% weapon damage
Fire AspectWave sets mobs on fire35% / 45% / 50% weapon damage
Poison FogWave poisons mobs for a time10% / 20% / 30% weapon damage
Frost CrescentWave freezes mobs, slowing attacks and movement10% / 15% / 20% weapon damage
ShockwaveShockwave with extra knockback20% / 35% / 50% damage
Crash LandingJump-attack landings hit harder with more knockback+5% damage all tiers

Percentage damage alone does not tell the whole story. Lightning Surge carries the highest wave values, but its affected mobs move faster even as they hit softer. Frost Crescent trades raw damage for reliable crowd control on every trigger.

Melee and ranged weapon enchantments

EnchantmentEffectI / II / III
SwirlingSwirl hits nearby enemies for bonus damage50% / 75% / 100% weapon damage
ThunderingChance for damage to spread as lightning25% / 33% / 50% chance
Ender MinesAttacks deploy mines that explode near enemies2 / 3 / 4 mines
Healing SmiteKills can create a Regenerating well20% / 35% / 50% chance
Shielding SmiteKills can create a Fortifying well10% / 20% / 40% chance
Tempo TheftKills can grant movement speed30% / 40% / 50% chance
ShadowcloakKills can trigger Shadowcloaking15% / 20% / 35% chance

Ranged-only weapon enchantments

EnchantmentEffectI / II / III
PiercingProjectiles pierce through enemies1 / 3 / 5 enemies
RicochetProjectiles bounce between targets1 / 2 / 3 bounces
Chain ReactionProjectiles can spawn more projectiles20% for 4 / 30% for 6 / 40% for 8
Image credit: Xbox Game Studios via YouTube/@Jyku

Armor enchantments

Armor is where most of the build-shaping effects sit. These trigger on rolls, artifact use, potions, or critical hits rather than on weapon hits. The easiest way to pick one is to match its trigger to how you already play.

EnchantmentEffectI / II / III
DynamoRolling amplifies your next attack20% / 30% / 40%
Power AmplifierArtifact use amplifies your next attack20% / 30% / 40%
Health SynergyArtifact use heals max health15% / 25% / 35%
Artifact AmplifierArtifact cooldown and damage boost6 / 7.5 / 9 seconds
SpringloadArtifact use grants Hurrying speed4 / 5 / 6 seconds
Gravity PulseArtifact use pulls enemies toward you4 / 8 / 10 blocks
SomersaultExtra consecutive rolls+1 / +2 / +3 rolls
Cow StampedeRamming enemies while sprinting deals damage and pushes them backSame effect all tiers
TumbleshotRolling fires a barrage of arrows110% / 120% / 130% ranged damage
Ancient AlchemyPotion use grants souls30 / 45 / 60 souls
Buddy BrewPotion use creates a Regenerating well2 / 4 / 6 seconds
Barrier BrewPotion use creates a Fortifying well2 / 4 / 6 seconds
Bottomless BrewExtra health potions (chest only)+1 / +2 / +3 potions
Ender QuiverExtra arrows+2 / +3 / +4 arrows
Critical QuiverCritical hits restore arrows1 / 3 / 5 arrows

All three potion enchantments trigger from the same action, so a loadout has room for just one. Ancient Alchemy lets the health potion generate souls repeatedly, even at full health, while Buddy Brew and Barrier Brew focus on team support.

Image credit: Xbox Game Studios via YouTube/@Jyku

Where enchantment books drop

The Training with the Enchantsmith quest awards your first three books. All others come from a shared loot pool or one of three regional pools. Each drop is chosen from the pool for that area, with every enchantment having an equal chance.

SourceBooks in pool
Any areaFire Aspect, Poison Fog, Frost Crescent, Lightning Surge, Crash Landing, Buddy Brew, Cow Stampede, Ender Mines, Thundering, Dynamo, Ender Quiver
The Deep Dark dungeonsSomersault, Shockwave, Tempo Theft, Shadowcloak, Springload, Ricochet
RavinesSoul Blast, Artifact Amplifier, Gravity Pulse, Health Synergy, Bottomless Brew, Chain Reaction
The SiftSwirling, Barrier Brew, Power Amplifier, Shielding Smite, Critical Quiver, Tumbleshot
Quest rewardPiercing, Healing Smite, Ancient Alchemy

Rifts on the Overworld map are the fastest way to farm books. Clearing one takes roughly 5 to 10 minutes and its final chest guarantees at least one book, often two. Rift objectives are either a boss fight, such as the Sculk Monstrosity, or a mob ambush you clear to loot the completion chest. Completing a Dungeon or Rift will almost always hand over one or two books until around 26 books are unlocked, with the rest tied to specific quests and later areas.

Image credit: Xbox Game Studios via YouTube/@Jyku

Unique-only enchantments

Two enchantments have no book to collect. They exist only as the fixed effect of a Unique weapon, so you cannot apply them yourself or move them to other gear.

  • Primed Enchantment — jump attacks create waves of lightning and ice that damage enemies, carried by the Prime Enchanter’s Gauntlets.
  • Ichor Blast — the wave deals 90% of weapon damage plus additional soul damage, carried by the Spectral Spear.
Image credit: Xbox Game Studios via YouTube/@Jyku

How to confirm an enchantment applied

After paying at the Enchantsmith, the enchantment appears on the selected item’s stat panel with its current level shown as I, II, or III. Your Enchantment Point and Echo Shard counters drop by the listed cost. When you collect a new book, a “NEW ITEM TYPE” popup appears and the enchantment is added to your Collectibles list, which tracks your progress toward all 32 collectible books.

Because books are permanent and points are refunded on disenchant, the real decision is never which book to keep. It is which single effect best fits each weapon and armor slot, since you only get one per item and only three tiers to upgrade it.