TL;DR
- Minecraft Dungeons 2 has 32 enchantments split into melee weapon, ranged weapon, and armor categories.
- Two enchantments (Ichor Blast and Primed Enchantment) are unique-only and cannot be found as regular books.
- You unlock enchanting by completing the “Training With the Enchantsmith” quest, the game’s 5th core mission.
- Enchantment Books are permanent unlocks. Once found, you can use them as many times as you want.
- Applying an enchantment costs Enchantment Points and Echo Shards. Every item can hold one enchantment.
- Upgrading to Tier 2 costs 30 Echo Shards. Tier 3 costs 60 Echo Shards.
- Some books only drop from specific areas like the Ravines, Deep Dark dungeons, or The Sift.
- The strongest enchantments right now are Lightning Surge, Ancient Alchemy, Health Synergy, and Bottomless Brew.
How Enchantments Work in Minecraft Dungeons 2
Minecraft Dungeons 2 made big changes to enchantments compared to the first game. Enchantments are no longer tied to individual pieces of gear. Instead, they work through a book system.
When you find an Enchantment Book in the world, you permanently unlock that enchantment. The book is yours forever. You can then use it on any compatible piece of gear at the Enchantsmith, unlimited times.
Each enchantable piece of gear can hold exactly one enchantment at a time. You can remove an enchantment at any time to get your Enchantment Points back, then reapply a different one. This makes it easy to experiment with builds without wasting resources.
What You Need to Enchant
- Enchantment Books — Found throughout the world in dungeons, rifts, and as quest rewards. Each book is a permanent unlock.
- Enchantment Points — Earned by leveling up your character. These are spent to apply enchantments. You get them back when you disenchant gear.
- Echo Shards — A resource collected by playing through dungeons and rifts. Spent when applying and upgrading enchantments. Upgrading the Enchantsmith to unlock Tier 2 costs 30 Echo Shards. Tier 3 costs 60 Echo Shards.
How to Unlock the Enchantsmith
You cannot use enchantments right away. The enchanting system is locked until you complete the 5th core quest, called “Training With the Enchantsmith”, found in Howling Woods.
When you finish this quest, the Enchantsmith unlocks as a permanent vendor. Their location appears on the Overworld map from this point forward. There are multiple Enchantsmith locations, including two in Howling Woods and one in Brave Haven.
You also receive your first set of Enchantment Books as part of this quest, so you can start enchanting right away after completing it.
Once the Enchantsmith is at their base level, they can only apply Tier 1 enchantments. You need to upgrade the Enchantsmith using Echo Shards to unlock Tier 2 and Tier 3 applications.
How to Apply and Remove Enchantments
To enchant a piece of gear, find an Enchantsmith on the map and speak to them. Select the gear piece you want to enchant, pick an Enchantment Book from your unlocked collection, and confirm. The game will spend your Enchantment Points and Echo Shards and apply the effect.
To remove an enchantment, return to the Enchantsmith and disenchant the item. You get your Enchantment Points back immediately. You do not get your Echo Shards back, so plan your upgrades carefully before spending them on high tiers.
If you pick up new gear and want to move your enchantment to it, you must disenchant your old item first, then re-enchant the new one. Enchantments do not transfer directly from one piece of gear to another.
For more help building your character, check out our Minecraft Dungeons 2 Beginner Guide.
Where to Find Enchantment Books
Enchantment Books drop from chests, enemies, and rewards in specific areas of the game. Some books are available from the start. Others only appear once you reach later areas.
- General pool (Any area): Buddy Brew, Cow Stampede, Crash Landing, Dynamo, Ender Mines, Ender Quiver, Fire Aspect, Frost Crescent, Lightning Surge, Poison Fog, Thundering, Healing Smite, Shadowcloak, Shielding Smite, Swirling
- Training With the Enchantsmith (Core Quest): Healing Smite, Frost Crescent, Ancient Alchemy — given as quest rewards
- Ravines Dungeons: Soul Blast, Artifact Amplifier, Gravity Pulse, Health Synergy, Bottomless Brew, Chain Reaction
- Deep Dark Dungeons: Somersault, Shockwave, Tempo Theft, Shadowcloak, Springload, Ricochet
- The Sift: Swirling, Power Amplifier, Tumbleshot
- Campaign completion (random drop): Gravity Pulse
- Defeat the Monarch in “Wrath of the Sculkers” core quest: Health Synergy
The drop chance for a specific book from dungeon chests is roughly 1 in 6. Running the same dungeon repeatedly is the reliable way to get a book that is not dropping for you.
All Weapon Enchantments in Minecraft Dungeons 2
Weapon enchantments apply to your melee or ranged weapon. Some are melee-only, some are ranged-only, and a few apply to both weapon types.
Healing Smite (Melee and Ranged)

Defeating an enemy has a chance to create a Regenerating Well for all nearby allies. In co-op, the well benefits the entire party. Great for sustain during long corridor fights.
- Tier 1: 20% chance
- Tier 2: 35% chance
- Tier 3: 50% chance
Where to get: Given during Training With the Enchantsmith quest. Also drops in any area.
Shielding Smite (Melee and Ranged)
Defeating an enemy has a chance to create a Fortifying Well, giving nearby allies a damage reduction buff. A strong defensive complement to Healing Smite in co-op.
- Tier 1: 10% chance
- Tier 2: 20% chance
- Tier 3: 40% chance
Where to get: Drops from The Sift and general areas.
Thundering (Melee and Ranged)

Grants a chance for a portion of your weapon damage to spread as lightning damage to nearby enemies. Good AoE pressure in dense groups.
- Tier 1: 25% chance for 15% of weapon damage as lightning
- Tier 2: 33% chance for 30% of weapon damage as lightning
- Tier 3: 50% chance for 50% of weapon damage as lightning
Where to get: General drop from any area.
Ender Mines (Melee and Ranged)

Your weapon attacks deploy proximity explosive mines. Enemies that walk over them trigger an explosion. Works well for area denial and slowing groups in dungeons.
- Tier 1: 2 mines
- Tier 2: 3 mines
- Tier 3: 4 mines
Where to get: General drop from any area.
Swirling (Melee and Ranged)
Creates a swirling attack that deals bonus damage to nearby enemies when you attack. One of the best AoE damage enchantments in the game. Works on both melee and ranged weapons.
- Tier 1: 50% of weapon damage
- Tier 2: 75% of weapon damage
- Tier 3: 100% of weapon damage
Where to get: Drops from The Sift and general areas.
Fire Aspect (Melee Only)

Jump attacks and the final hit of a melee combo create a wave of fire that damages enemies and sets them ablaze. Great for tick damage over time on tanky enemies.
- Tier 1: 35% of weapon damage
- Tier 2: 45% of weapon damage
- Tier 3: 50% of weapon damage
Where to get: General drop from any area.
Frost Crescent (Melee Only)

Jump attacks and the final hit of a combo create a wave of ice, dealing damage and freezing enemies. Frozen enemies move and attack slower, making this great for crowd control.
- Tier 1: 10% of weapon damage
- Tier 2: 15% of weapon damage
- Tier 3: 20% of weapon damage
Where to get: Given during Training With the Enchantsmith. Also drops anywhere.
Lightning Surge (Melee Only)

Jump attacks and the final combo hit create a wave of lightning that zaps enemies, making them temporarily weaker but slightly faster. The highest damage of the elemental wave enchantments at Tier 3.
- Tier 1: 60% of weapon damage (other sources list 70%)
- Tier 2: 75–80% of weapon damage
- Tier 3: 90% of weapon damage
Where to get: General drop from any area.
Poison Fog (Melee Only)

Jump attacks and the final hit of a combo create a poisonous wave that deals damage over time. Good for softening large groups across a wide area.
Where to get: General drop from any area.
Soul Blast (Melee Only)
Jump attacks and the final combo hit create a wave that deals weapon damage plus additional soul damage over time. Excellent in soul-based builds since it feeds off and contributes to your soul resources.
- Tier 1: 50% of weapon damage
- Tier 2: 60% of weapon damage
- Tier 3: 75% of weapon damage plus soul damage over time
Where to get: Drops from Ravines Dungeons.
Shockwave (Melee Only)
Creates a shockwave at the end of a melee combo or after a jump attack. Deals bonus weapon damage and significantly increases knockback. Great for pushing enemies off ledges or creating space.
- Tier 1: 20% weapon damage, +125% knockback
- Tier 2: 35% weapon damage, +150% knockback
- Tier 3: 50% weapon damage, +175% knockback
Where to get: Drops from Deep Dark Dungeons.
Crash Landing (Melee Only)
Jump attacks create an impact zone on landing, dealing bonus damage and extra knockback to everything in the area. Pairs nicely with other jump attack enchantments like Fire Aspect or Lightning Surge.
- Tier 1: 5% additional damage, +125% knockback
- Tier 2: 5% additional damage, +175% knockback
- Tier 3: 5% additional damage, +200% knockback
Where to get: General drop from any area.
Shadowcloak (Melee Only)

Defeating an enemy gives you a chance to enter Shadowcloaking state, making you temporarily harder to detect or hit. Useful for hit-and-run and glass cannon builds.
- Tier 1: 15% chance
- Tier 2: 20% chance
- Tier 3: 35% chance
Where to get: Drops from Deep Dark Dungeons and general areas.
Tempo Theft (Melee Only)
Defeating an enemy can temporarily increase your movement speed. Good on fast melee builds where you are constantly moving between packs of enemies.
- Tier 1: 30% chance to trigger
Where to get: Drops from Deep Dark Dungeons.
All Ranged Enchantments in Minecraft Dungeons 2
Piercing (Ranged Only)
Projectiles pass through enemies and keep going, hitting multiple targets in a line. One of the best ranged enchantments for dense groups.
- Tier 1: Pierce up to 1 enemy
- Tier 2: Pierce up to 3 enemies
- Tier 3: Pierce up to 5 enemies
Where to get: General drop from any area.
Ricochet (Ranged Only)
Projectiles bounce between nearby targets after hitting. Strong for hitting tightly packed groups without needing precise aim.
- Tier 1: Bounce 1 time
- Tier 2: Bounce 2 times
- Tier 3: Bounce 3 times
Where to get: Drops from Deep Dark Dungeons.
Critical Quiver (Ranged Only)
Grants a chance for arrows to deal critical damage. Scales well on high-damage ranged builds with fast fire rate.
Where to get: General drop from any area.
Ender Quiver (Ranged Only)
Grants additional arrows to your ranged weapon, increasing how long you can fire before running out of ammo. Useful for slow-recharging bows.
- Tier 1: +2 arrows
- Tier 2: +3 arrows
- Tier 3: +4 arrows
Where to get: General drop from any area.
Chain Reaction (Ranged Only)
Projectiles have a chance to fire additional copies when they hit a target. Great burst potential on high-damage single shots.
Where to get: Drops from Ravines Dungeons.
All Armor Enchantments in Minecraft Dungeons 2
Armor enchantments go on your armor pieces and chestplate. They mostly focus on mobility, sustain, artifact synergy, and defensive utility.
Ancient Alchemy (Any Armor)

Using a health potion grants souls. An S-tier enchantment for soul builds. At Tier 3, two copies on different armor pieces stack to 120 souls per potion, powering the strongest soul-focused builds.
- Tier 1: 30 souls per potion
- Tier 2: 45 souls per potion
- Tier 3: 60 souls per potion
Where to get: Given during Training With the Enchantsmith. Also general drop.
Artifact Amplifier (Any Armor)

Using an artifact temporarily reduces artifact cooldowns and boosts artifact damage. Stacks well with other artifact-triggered enchantments like Health Synergy and Gravity Pulse.
- Tier 1: 6 seconds duration
- Tier 2: 7.5 seconds duration
- Tier 3: 9 seconds duration
Where to get: Drops from Ravines Dungeons.
Barrier Brew (Any Armor)
Using a potion creates a Fortifying Well for all allies nearby, granting damage reduction for a short time. Very strong in co-op play.
- Tier 1: 2 seconds fortification
- Tier 2: 4 seconds fortification
- Tier 3: 6 seconds fortification
Where to get: General drop from any area.
Bottomless Brew (Chest Only)
Grants additional health potions. Only works on chest armor. One of the S-tier enchantments because having more potions directly enables more frequent use of Ancient Alchemy and Barrier Brew.
- Tier 1: +1 potion
- Tier 2: +2 potions
- Tier 3: +3 potions
Where to get: Drops from Ravines Dungeons.
Buddy Brew (Any Armor)
Using a potion creates a Regenerating Well for allies. Great support option in team play. Pairs with Barrier Brew for stacked potion synergy.
- Tier 1: 2 second regeneration well
- Tier 2: 4 second regeneration well
- Tier 3: 6 second regeneration well
Where to get: General drop from any area.
Cow Stampede (Any Armor)
After sprinting for a short time, slamming into enemies deals damage and knocks them back. A fun mobility and damage enchantment for aggressive playstyles.
Where to get: General drop from any area.
Dynamo (Any Armor)

Rolling applies a damage amplification buff to your very next melee or ranged attack. Pairs extremely well with Somersault. The more you roll, the more often you trigger the bonus.
- Tier 1: +20% damage on next attack
- Tier 2: +30% damage on next attack
- Tier 3: +40% damage on next attack
Where to get: General drop from any area.
Gravity Pulse (Any Armor)
Using an artifact pulls all nearby enemies toward you. Excellent for grouping enemies together before a big AoE attack. Naturally combos with Swirling, Soul Blast, or Ender Mines.
- Tier 1: Pulls enemies within 4 blocks
- Tier 2: Pulls enemies within 8 blocks
- Tier 3: Pulls enemies within 10 blocks
Where to get: Drops from Ravines Dungeons. Also drops after completing the campaign.
Health Synergy (Any Armor)
Using an artifact heals a percentage of your maximum health. At Tier 3, it restores 35% of your health per artifact use. One of the strongest sustain options in the entire game, especially with cheap short-cooldown artifacts.
- Tier 1: 15% of max health
- Tier 2: 25% of max health
- Tier 3: 35% of max health
Where to get: Drops from Ravines Dungeons. Also earned by defeating the Monarch during the “Wrath of the Sculkers” core quest.
Somersault (Any Armor)

Grants additional consecutive rolls. More rolls means more dodging and more Dynamo triggers. A top pick for mobile builds.
- Tier 1: +1 roll
- Tier 2: +2 rolls
- Tier 3: +3 rolls
Where to get: Drops from Deep Dark Dungeons.
Springload (Any Armor)
Using an artifact grants the Hurrying status, boosting your movement speed for several seconds. Good for aggressive builds that want to close gaps after using an artifact.
- Tier 1: Hurrying for 4 seconds
- Tier 2: Hurrying for 5 seconds (6 on some sources)
- Tier 3: Hurrying for 6 seconds (8 on some sources)
Where to get: Drops from Deep Dark Dungeons.
Tumbleshot (Any Armor)
Rolling fires a barrage of arrows at nearby enemies. Turns your dodge roll into an offensive action. Works well with Somersault and Dynamo in a roll-focused build.
- Tier 1: Fires 1 arrow at 110% ranged weapon damage
- Tier 2: Fires 1 arrow at 120% ranged weapon damage
- Tier 3: Fires 2 arrows at 130% ranged weapon damage
Where to get: Drops from The Sift.
Power Amplifier (Any Armor)
Using an artifact temporarily boosts the damage of your next attack. Sits naturally alongside Health Synergy and Artifact Amplifier in artifact-heavy builds.
Where to get: Drops from The Sift.
Unique-Only Enchantments
Two enchantments in Minecraft Dungeons 2 cannot be found as regular Enchantment Books. They only appear as fixed properties on specific Unique gear items.
- Ichor Blast — A built-in effect on certain Unique weapons. Cannot be applied manually through the Enchantsmith.
- Primed Enchantment — A built-in property of specific Unique armor. Cannot be obtained as a regular book.
These are worth knowing about so you are not wasting time searching for books that do not exist.
Best Enchantments in Minecraft Dungeons 2 (Tier List)
Based on community testing and data from the release build, here is how the enchantments stack up:
S-Tier (Best in Slot)
- Lightning Surge — The highest damage elemental wave enchantment. 90% weapon damage at Tier 3 on every final combo hit and jump attack.
- Ancient Alchemy — 60 souls per potion at Tier 3. Stacks across armor pieces. The backbone of any soul build.
- Health Synergy — 35% of max health healed per artifact use at Tier 3. The best self-sustain enchantment in the game.
- Bottomless Brew — More potions means more healing and more Ancient Alchemy procs. Essential on chest armor.
A-Tier (Excellent Picks)
- Swirling — 100% weapon damage AoE wave at Tier 3. Works on both melee and ranged. Great for packs.
- Soul Blast — 75% weapon damage plus soul damage over time. Slightly below Lightning Surge but excellent for soul builds.
- Thundering — Strong AoE lightning spread. Good consistent pressure on grouped enemies.
- Barrier Brew — Huge in co-op for constant fortification uptime.
B-Tier (Solid and Situational)
- Healing Smite — 50% chance to create a Regenerating Well at Tier 3. Excellent in corridors but weaker in boss fights with few kills.
- Springload — Great for aggressive mobile builds that want speed on demand.
- Dynamo — Excellent when paired with Somersault. Weaker without rolling builds.
- Gravity Pulse — Pull-and-burst combos are strong but need the right artifact setup.
C-Tier (Situational or Weaker)
- Poison Fog — Damage over time is useful but not as reliable as instant burst.
- Frost Crescent — Good crowd control but low damage numbers.
- Crash Landing — Fun synergy with jump attacks but requires specific playstyle commitment.
Best Enchantment Combos by Playstyle
Melee Damage Build
Weapon: Lightning Surge — The highest damage wave on final hits and jump attacks. Armor: Dynamo + Somersault — Roll more, deal more damage after each roll. This combo turns the dodge mechanic into part of your damage rotation.
Ranged Build
Weapon: Piercing or Ricochet — Hit multiple targets with every shot. Armor: Tumbleshot + Dynamo — Your rolls fire arrows and your next shot after rolling hits harder. Strong and fluid to play.
Artifact and Support Build
Armor: Health Synergy + Artifact Amplifier + Gravity Pulse — Every artifact use heals you, amplifies your next artifact, and pulls enemies in for follow-up AoE. A strong solo and co-op sustain build.
Soul Build
Weapon: Soul Blast — Wave damage plus soul damage over time. Armor: Ancient Alchemy + Bottomless Brew — Use more potions, get massive soul generation. The most resource-efficient build in the endgame.
Co-Op Support Build
Weapon: Healing Smite — 50% chance per kill to create a shared Regenerating Well. Armor: Barrier Brew + Buddy Brew — Every potion you drink creates healing and fortification wells for your whole team. You become the party’s passive healer.
For more on how to build your character from scratch, read our Minecraft Dungeons 2 Beginner Guide. And if you want to make sure your game runs smoothly while you grind for enchantment books, check out our Minecraft Dungeons 2 Best Settings guide and our guide on How to Equip Capes in Minecraft Dungeons 2.
Where To Play Minecraft Dungeons 2
- Minecraft.net (Official Site)
- PlayStation Store (PS5)
- Xbox Store (Series X|S)
- Nintendo eShop (Switch 2)
- Steam (PC)
Frequently Asked Questions
How many enchantments are in Minecraft Dungeons 2?
There are 32 enchantments with obtainable books in Minecraft Dungeons 2, plus 2 unique-only enchantments (Ichor Blast and Primed Enchantment) that only appear on specific Unique gear and cannot be found as books. This gives 34 total enchantments in the game.
How do you unlock enchanting in Minecraft Dungeons 2?
Complete the 5th core quest, “Training With the Enchantsmith,” in Howling Woods. This unlocks the Enchantsmith vendor and gives you your first set of Enchantment Books. You can then enchant gear at any Enchantsmith location on the Overworld map.
Can you have more than one enchantment on a weapon?
No. Each piece of gear can only hold one enchantment at a time in Minecraft Dungeons 2. You can remove and reapply enchantments freely, but only one can be active on any single item.
Do you lose enchantment books when you use them?
No. Enchantment Books are permanent unlocks. Once you find a book, it is added to your collection forever. You can apply the same enchantment to as many different pieces of gear as you want without using up the book.
What happens when you disenchant an item?
You get your Enchantment Points back. You do not recover the Echo Shards spent on upgrading. Disenchanting is free of charge beyond losing the Echo Shards already spent, so it is safe to experiment with your build.
How do you get Echo Shards in Minecraft Dungeons 2?
Echo Shards drop from enemies and chests throughout the game. Running dungeons and rifts is the most reliable way to farm them. You need 30 Echo Shards to unlock Tier 2 enchantments at the Enchantsmith and 60 Echo Shards to unlock Tier 3.
What is the best enchantment in Minecraft Dungeons 2?
Lightning Surge is widely considered the strongest weapon enchantment for raw damage, dealing 90% of weapon damage per wave at Tier 3. For armor, Health Synergy is the strongest sustain option, restoring 35% of your max health every time you use an artifact. For soul builds, Ancient Alchemy is essential, generating 60 souls per potion at Tier 3.
Where do I find enchantments like Health Synergy and Soul Blast?
Both drop from the Ravines Dungeons area. Health Synergy can also be earned by defeating the Monarch during the “Wrath of the Sculkers” core quest. Soul Blast is a Ravines-exclusive book drop, so you will need to run that area repeatedly until it appears.