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.

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.

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.
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Add to Google Preferences →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 rarity | Level I | Level II (total) | Level III (total) |
|---|---|---|---|
| Common | 1 | 3 | 6 |
| Rare | 1 | 4 | 9 |
| Special | 2 | 6 | 12 |
| Unique | 3 | 8 | 15 |
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.

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.
| Enchantment | Effect | I / II / III |
|---|---|---|
| Lightning Surge | Wave zaps mobs, making them weaker but faster | 60% / 75% / 90% weapon damage |
| Soul Blast | Wave adds soul damage over time | 50% / 60% / 75% weapon damage |
| Fire Aspect | Wave sets mobs on fire | 35% / 45% / 50% weapon damage |
| Poison Fog | Wave poisons mobs for a time | 10% / 20% / 30% weapon damage |
| Frost Crescent | Wave freezes mobs, slowing attacks and movement | 10% / 15% / 20% weapon damage |
| Shockwave | Shockwave with extra knockback | 20% / 35% / 50% damage |
| Crash Landing | Jump-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
| Enchantment | Effect | I / II / III |
|---|---|---|
| Swirling | Swirl hits nearby enemies for bonus damage | 50% / 75% / 100% weapon damage |
| Thundering | Chance for damage to spread as lightning | 25% / 33% / 50% chance |
| Ender Mines | Attacks deploy mines that explode near enemies | 2 / 3 / 4 mines |
| Healing Smite | Kills can create a Regenerating well | 20% / 35% / 50% chance |
| Shielding Smite | Kills can create a Fortifying well | 10% / 20% / 40% chance |
| Tempo Theft | Kills can grant movement speed | 30% / 40% / 50% chance |
| Shadowcloak | Kills can trigger Shadowcloaking | 15% / 20% / 35% chance |
Ranged-only weapon enchantments
| Enchantment | Effect | I / II / III |
|---|---|---|
| Piercing | Projectiles pierce through enemies | 1 / 3 / 5 enemies |
| Ricochet | Projectiles bounce between targets | 1 / 2 / 3 bounces |
| Chain Reaction | Projectiles can spawn more projectiles | 20% for 4 / 30% for 6 / 40% for 8 |

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.
| Enchantment | Effect | I / II / III |
|---|---|---|
| Dynamo | Rolling amplifies your next attack | 20% / 30% / 40% |
| Power Amplifier | Artifact use amplifies your next attack | 20% / 30% / 40% |
| Health Synergy | Artifact use heals max health | 15% / 25% / 35% |
| Artifact Amplifier | Artifact cooldown and damage boost | 6 / 7.5 / 9 seconds |
| Springload | Artifact use grants Hurrying speed | 4 / 5 / 6 seconds |
| Gravity Pulse | Artifact use pulls enemies toward you | 4 / 8 / 10 blocks |
| Somersault | Extra consecutive rolls | +1 / +2 / +3 rolls |
| Cow Stampede | Ramming enemies while sprinting deals damage and pushes them back | Same effect all tiers |
| Tumbleshot | Rolling fires a barrage of arrows | 110% / 120% / 130% ranged damage |
| Ancient Alchemy | Potion use grants souls | 30 / 45 / 60 souls |
| Buddy Brew | Potion use creates a Regenerating well | 2 / 4 / 6 seconds |
| Barrier Brew | Potion use creates a Fortifying well | 2 / 4 / 6 seconds |
| Bottomless Brew | Extra health potions (chest only) | +1 / +2 / +3 potions |
| Ender Quiver | Extra arrows | +2 / +3 / +4 arrows |
| Critical Quiver | Critical hits restore arrows | 1 / 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.

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.
| Source | Books in pool |
|---|---|
| Any area | Fire Aspect, Poison Fog, Frost Crescent, Lightning Surge, Crash Landing, Buddy Brew, Cow Stampede, Ender Mines, Thundering, Dynamo, Ender Quiver |
| The Deep Dark dungeons | Somersault, Shockwave, Tempo Theft, Shadowcloak, Springload, Ricochet |
| Ravines | Soul Blast, Artifact Amplifier, Gravity Pulse, Health Synergy, Bottomless Brew, Chain Reaction |
| The Sift | Swirling, Barrier Brew, Power Amplifier, Shielding Smite, Critical Quiver, Tumbleshot |
| Quest reward | Piercing, 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.

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.

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.






