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Enchantment System

Chapter 1 · 8 Types · 63 Enchantments · Full Vanilla Replacement

System Design
Enchantment System Overview

All vanilla Minecraft enchantments are replaced by custom enchants distributed across eight types in two major categories. No vanilla enchantment names appear in-game. 62 total enchants — 41 replacing vanilla equivalents, 21 new to Shattered MC.

Arcane Major Type

Lightning, smite, radiant effects. The Arcane Mages' tradition — precise, stable, well-understood. Four subtypes: Arcane (base), Ancient, Severance, Runic. 37 enchants.

Void Major Type

Wither, poison, darkness, pull effects. Zaveth's tradition — powerful, costly, always consuming more than it gives. Four subtypes: Void (base), Cursed, Fracture, Remnant. 25 enchants.

Core Design Principle

Arcane and Void represent a genuine choice. A player who wants reliable, clean, non-toxic power takes Arcane. A player who wants raw, risky, high-ceiling power takes Void. The system rewards commitment — mixing the two is structurally penalised through conflict rules. The lore supports this: Zaveth's magic always costs more than it gives.

Conflict & Compatibility Rules
Global Rules

Arcane ↔ Void: Cannot coexist on the same item. Attempting to apply one to an item that has the other will fail.

Severance deactivation: Severance enchants silently deactivate — no tooltip, no warning — if the player has any Void-type enchant equipped on any item slot. They reactivate when the Void item is removed. Players are informed of this mechanic when they first obtain a Severance enchant.

Cursed limit: Maximum one Cursed enchant per item. Cursed cannot be removed by any in-game mechanic except item destruction.

Within-type compatibility: Arcane, Ancient, Runic, and Severance enchants are freely compatible with each other on the same item (subject to vanilla slot rules). Void, Cursed, Fracture, and Remnant are freely compatible with each other.

Severance + Cursed: Equipping a Cursed item while Severance enchants are active deactivates all Severance enchants on all items simultaneously.

Arcane
Ancient
Severance
Runic
Void
Cursed
Fracture
Remnant
Arcane
Ancient
Severance
Runic
Void
Cursed
Fracture
Remnant

✓ Compatible  ·  ✗ Conflict (cannot coexist on same item)  ·  ⚡ Deactivates Severance enchants player-wide when Void side is equipped


Arcane Major Type
Base Type · Arcane Major Arcane

The Arcane Mages built their civilisation on these enchantments. Lightning, radiant bursts, and precise arcane force. Clean power, no cost, no corruption. The baseline for all arcane-side enchanting.

EnchantSlotTiersEffectVanilla
Arcane SmiteWeapon
Bonus arcane damage to void-corrupted, Remnant-type, and undead mobs. Manifests as a radiant burst on hit. Damage scales significantly with tier against void mobs.Smite
Chain ArcWeapon
Melee attacks have a chance to arc lightning to a second target within 4 blocks. Higher tiers increase arc damage and proc chance. Does not arc to players in PvE zones.Sharpness
Storm CallWeapon
Attacks during a Seam Pulse event summon a lightning bolt at the target. Functions regardless of weather. One bolt per pulse window per item.Channeling
Radiant EdgeWeapon
Sweep attacks emit a radiant pulse that briefly disorients (not blinds) non-boss enemies hit. Higher tiers increase disorient duration.Sweeping Edge
JudgementWeapon
Bonus arcane damage to Severance and Veilsworn-type mobs. Applies a brief slow on hit. PvE only — does not affect players.Bane of Arthropods
Arcane PulseRanged
Projectiles deal bonus arcane damage. Higher tiers add a small radiant flash on impact that briefly disorients hit mobs.Power
ThunderheadRanged
Arrows summon a small lightning strike at impact, dealing splash arcane damage in a 2-block radius. Does not chain with Chain Arc.Flame (bow)
Arcane FrostArmour (boots)
Walking over water creates temporary arcane-crystallised platforms that emit faint light. Platforms last 4 seconds after the player steps off. Higher tiers extend duration.Frost Walker
Subtype · Arcane Major Ancient

Pre-Fracture Arcane Council techniques. Stable, reliable, and rare — the Council spent centuries refining these. Most are difficult to obtain. Ancient enchants represent the best of what Eryndal's civilisation built before Zaveth broke it.

Acquisition Note

Ancient enchants are not found in standard enchanting tables. They are obtained through: rare dungeon chests, specific quest rewards, Broker Tane's Gold shop, and the Ancient Mint. They cannot be crafted from components — they must be found or purchased.

EnchantSlotTiersEffectVanilla
ReclamationUniversal
Experience collected repairs the item over time — can prevent broken state entirely for active players. One of the rarest enchants in Eryndal. Does not reduce repair costs if the item reaches broken state — it prevents reaching it. Mutually exclusive with Seam-Mend on same item.Mending
IntactTool
Blocks drop in their original form. Named deliberately — a reference to the Severance concept and the world before void corruption. The irony that a gathering enchant shares a name with a militant faction is intentional.Silk Touch
Council's FortuneTool
Increases block drop quantities. Higher tiers apply to more resource types including void-touched materials. Named for the Council's pre-Fracture resource management programme.Fortune
BoundlessRanged
Bow does not consume arrows. Requires at least one arrow in inventory. A Council research project from 200 years before the Fracture that was never fully understood — it just works.Infinity
Angler's WisdomTool (fishing)
Reduces fishing wait time and increases quality of catches. Higher tiers add lore items and Codex fragments to the catch table — items that cannot be found any other way.Luck of the Sea
PreservationUniversal
Reduces chance of durability loss per use — delays broken state. The oldest documented enchant in the Council's records. Tier 3 significantly extends time between repairs but does not eliminate repair costs.Unbreaking
Lore-TouchedUniversal
Item occasionally surfaces a short lore fragment as hover text when used — drawn from the active Codex pool. Cosmetic only. Flavour enrichment for dedicated players. Source: Tane's shop, Ancient Gold only.New
Soul BoundUniversal
Item is kept on death rather than dropped or destroyed — but the enchant is consumed in the process. Single use. The item survives; the binding does not. The item may be in broken state (0 durability) when returned — Soul Bound does not repair. Mutually exclusive with Erasure (Cursed). Cannot be applied to items that already have Binding Void. Source: rare dungeon chests, Ancient Gold shop (expensive).New
Subtype · Arcane Major Severance

Purification and anti-void suppression techniques developed by the Severance faction's Purifier division. These enchants deactivate silently and instantly if the player equips any Void-type enchant on any item slot. They reactivate when the Void item is removed. Players are told this when they first obtain one.

Deactivation Mechanic

Trigger: Any Void, Cursed, Fracture, or Remnant enchant equipped on any gear slot — weapon, off-hand, helmet, chest, legs, boots. Inventory items do not trigger deactivation; equipped items do.

Behaviour: All Severance enchants across all equipped items deactivate simultaneously. No tooltip change, no visual indicator by default. The mechanic reflects the Severance's doctrine: you cannot purify with one hand and corrupt with the other.

Source: Severance world boss drops (Vael, Venn, Dass, Aldric). Cannot be found in enchanting tables or standard loot.

EnchantSlotTiersEffectVanilla
Null-StrikeWeapon
Attacks against void-buffed targets purge one active void effect per hit. Internal cooldown: tier 1 = 8s, tier 2 = 5s, tier 3 = 3s. Does not work against player void buffs in PvP. Deactivates with any Void enchant equipped.New
Purifying LightArmour
Reduces void damage taken by 8%/15%/22% per tier. On taking void damage, emits a brief radiant pulse dealing reflected arcane damage to the attacker (2s cooldown). Deactivates with any Void enchant.New
The DoctrineWeapon
Attacks deal +15%/+25% bonus damage against Void-type mobs. Named directly for Aldric's tactical doctrine. Deactivates if any Void enchant is equipped. Source: Aldric major boss drop only.New
Arcane SuppressionWeapon
Hits apply a 3s/5s void-ability cooldown extension to the target (mobs only in PvE). Higher tiers increase duration and reduce the target's void-sourced healing. Deactivates with Void enchants.New
Sealed GroundArmour (boots)
Void bleed zones deal 20%/40% reduced damage to the wearer. Tier 2 additionally makes the wearer immune to void bleed zone slow effects. Deactivates with any Void enchant equipped.New
Subtype · Arcane Major Runic

Structural and passive enchants — the workhorses of the system. Runic enchants are the most commonly found, replace the bulk of vanilla utility enchantments, and are freely compatible with all Arcane-side types. Most players will rely on Runic for their foundational kit regardless of which path they choose.

EnchantSlotTiersEffectVanilla
WardingArmour
Reduces all incoming damage. The most common enchant in post-Fracture Eryndal — the inscription patterns are taught as a basic survival technique.Protection
Flame WardArmour
Reduces fire damage and burn duration. Tier 4 grants brief fire immunity on the armour piece being struck.Fire Protection
Blast WardArmour
Reduces explosion damage and knockback from explosive sources.Blast Protection
DeflectionArmour
Reduces projectile damage. Tier 3 and 4 have a small chance to deflect projectiles entirely, causing them to arc harmlessly past.Projectile Protection
Grounded StepArmour (boots)
Reduces fall damage. Higher tiers eliminate the brief landing animation delay — the wearer is immediately combat-ready on landing.Feather Falling
Deep LungArmour (helmet)
Extends underwater breathing time and reduces drowning damage rate. Tier 3 removes drowning damage entirely.Respiration
Current-WalkArmour (boots)
Reduces water movement penalty. Tier 3 allows full sprint-speed movement through water.Depth Strider
Stone-ReadArmour (helmet)
Removes the underwater mining speed penalty entirely.Aqua Affinity
Shard-EdgeTool
Increases tool mining/gathering speed. Named for the sharpened fragment-stone used to craft first-generation post-Fracture tools.Efficiency
Counter-ForceWeapon
Increases melee knockback. Tier 2 causes targets knocked into a wall or solid block to briefly stun (0.5s).Knockback
ReturnWeapon (trident)
Thrown weapon returns to the wielder after hitting a target or surface. Higher tiers reduce return time significantly.Loyalty
Arcane ReachWeapon (trident)
Bonus damage to aquatic mobs. Higher tiers extend effective throw range and reduce damage falloff at distance.Impaling
VolleyRanged
Fires three projectiles simultaneously. Outer projectiles deal 60% of the central projectile's damage. Consumes three arrows per shot (works with Boundless).Multishot
Swift DrawRanged
Reduces crossbow reload time. Tier 3 makes reload nearly instant.Quick Charge
Piercing ShotRanged
Projectiles pass through targets and continue. Higher tiers increase the number of targets that can be pierced per shot (1/2/3/4).Piercing
MomentumRanged
Increases projectile knockback on hit.Punch
Gale StepArmour (boots)
Increases movement speed on void-touched terrain (soul sand equivalent in Eryndal's geology). Higher tiers extend the speed bonus to nearby void-touched surfaces.Soul Speed
Seam-MendTool
Tools self-repair after extended use (roughly every 200 uses). Requires no XP. Slower than Reclamation. Note: Only procs while the item is in active use — will not repair an item already in broken state sitting in inventory. A useful mid-tier alternative to Reclamation for gatherers.New

Void Major Type
Design Note — Void Side

Void enchants are designed to feel powerful and slightly wrong. The effects are real — the damage is real, the siphon is real — but there is always a cost implied by the aesthetic if not always by the mechanic. Cursed enchants make the cost explicit. Players who go deep into the Void path should feel like they are using something that the world of Eryndal considers dangerous. Because it is.

Base Type · Void Major Void

Wither, poison, darkness, pull effects. Zaveth's tradition — drawn from void currents rather than arcane channels. High effectiveness, moderate cost. Void base enchants carry no explicit mechanical cost but their visual tells (void particle effects, dark glows) mark the wielder clearly.

EnchantSlotTiersEffectVanilla
Void DrawWeapon
Attacks pull the target 1/2/3 blocks toward the wielder on hit. Brief pull duration — targets can immediately move again. Most effective against ranged mobs.New
Wither-StrikeWeapon
Attacks apply stacking Wither to void-aligned, Remnant-type, and undead mobs. The void equivalent of Arcane Smite — same tier structure, different target pool.Smite (void)
Venom LaceWeapon
Attacks apply Poison on hit. Higher tiers increase duration and reduce target's healing received by 10%/20%/30% for the poison duration.New
Darkness VeilArmour
Passively applies Darkness to enemies within 3/5 blocks every 10 seconds. Cosmetically: faint void particle trail on all equipped armour. Visual indicator that this player is void-aligned.New
SeepWeapon
Each hit applies a hidden damage-over-time of 0.5♥/0.75♥/1♥ per second for 3 seconds. Does not display as a status effect — manifests as a subtle HP drain. Stacks independently. Cannot kill — stops at 1♥.New
Null ReachRanged
Projectiles apply a 2s/3s/5s slow on hit. Higher tiers also reduce the target's attack speed by 10%/20% for the slow duration.New
Life-SiphonWeapon
3%/6% of damage dealt returns to the wielder as health. Cannot overheal. Does not trigger on Seep or Wither damage — only direct attack damage.New
Subtype · Void Major Cursed

Power with an explicit cost. Cursed enchants are the only enchants in the system where the mechanical downside is as real as the upside. Maximum one per item. Cannot be removed — only destroyed with the item. The lore position: Zaveth's magic always costs more than it gives, and Cursed enchants are the proof.

Cursed Rules

Limit: One Cursed enchant per item maximum. Cannot be overwritten.

Removal: Cursed enchants cannot be removed by any in-game mechanic. The item must be destroyed or lost. Grindstones do not remove them. This is intentional.

Identification: Cursed enchants display in a distinct red-orange colour in tooltips. Players are warned on first application.

EnchantSlotTiersEffectVanilla
Void HungerWeapon
Weapon deals +3♥/+5♥ void damage on hit but drains 0.5♥/0.75♥ from the wielder per swing regardless of whether the attack hits. The drain is real. The damage bonus is real. Plan food accordingly.New
Corrupted GrowthWeapon
Increases damage by +15%/+25% but permanently lowers the item's maximum durability by 20%/35% per tier. The floor degrades further each time the item is fully repaired — the item hits broken state increasingly frequently over its lifespan. Repair costs remain constant; frequency increases. The damage bonus is permanent. So is the degradation.New
ErasureUniversal
Item is destroyed on player death rather than dropped. Cannot be removed. A significant risk for high-value items. Occasionally found on powerful Infernal Realm drops where the trade-off is intended.Curse of Vanishing
Binding VoidArmour
Armour cannot be unequipped until the player dies. In exchange, provides a substantial stat bonus (+15% damage reduction) that makes it among the strongest protective enchants available. The cost: you cannot change this piece until you die. Choose carefully.Curse of Binding
Hollow ThornsArmour
Returns void damage to attackers on hit. Also drains 0.25♥ from the wearer per proc — the armour feeds from both parties. Higher tiers increase reflected damage. The drain is small but persistent in sustained combat.Thorns
RavenousWeapon
Weapon deals +25% damage while held. Applies permanent Hunger III to the wielder while equipped. Unequipping the weapon removes the hunger. Strong in short burst fights. Unusable in extended combat without reliable food access.New
Subtype · Void Major Fracture

Seam-energy enchants. The Fracture left reality-cracks across Eryndal — these enchants harness that destabilised energy. Offensive and disruptive. Fracture enchants visually manifest as orange-edged void tears on weapons and armour — recognisable at a glance.

EnchantSlotTiersEffectVanilla
Fracture EdgeWeapon
Attacks partially bypass armour — 10%/20%/30% of damage ignores the target's armour rating. Named for the reality-crack visual effect on the blade. One of the strongest offensive enchants in Chapter 1.New
Seam-TearWeapon (trident)
Throwing the weapon tears a brief void seam at impact, dealing AoE void damage in a 2/3/4-block radius on landing. The seam closes after 1 second. Cannot stack — only one Seam-Tear per throw.Riptide
DestabiliseWeapon
Hits reduce the target's damage output by 8%/15% for 5 seconds. The effect briefly displays a visual crack on the target. Stacks with other damage reduction effects.New
Piercing VoidRanged
Projectiles pass through targets and continue. Void-aligned version of Piercing Shot — compatible with Void enchants where the Runic version is not. Pierced targets take 10% additional damage from the same projectile's pass-through.Piercing (void)
Reality CrackArmour
When the wearer takes a critical hit, a void fracture appears around them — dealing 3♥/5♥ to all enemies within 3 blocks. 8-second internal cooldown per armour piece. Multiple armour pieces can each trigger independently.New
Seam-WalkArmour (boots)
Sprinting through void bleed zones grants a 15%/25% speed boost instead of the normal slow. Higher tiers maintain the boost for 3 seconds after leaving the zone. Pairs naturally with Sealed Ground (Severance) — but the conflict rule prevents this combination.New
Subtype · Void Major Remnant

Void creature-derived enchants — organic, adaptive, and deeply unsettling to the Arcane Mages. Remnant enchants are made from or derived from the biological patterns of Void Remnant creatures. They interact with mob types and corruption states in ways that other enchants do not.

EnchantSlotTiersEffectVanilla
Corruption SpreadWeapon
Killing a Void Remnant mob has a 30%/55% chance to apply a void debuff (Wither I, 5s) to the nearest other enemy within 5/8 blocks. The corruption spreads from kill to kill in dense encounters.New
Adaptive VenomWeapon
Poison applied by this weapon becomes resistant to cleanse effects after the first application per combat encounter. Higher tiers additionally increase poison damage by 10%/20% after the first tick. Functions as a harder-to-remove version of Venom Lace.New
Void SenseArmour (helmet)
Passively detects void-corrupted mobs within 10/18 blocks — a directional pulse the player can feel every 5 seconds. Tier 2 briefly highlights corrupted mobs through walls in the detection radius. Source: Rift Stalker world boss drop (Nexus).New
Lure of the DeepTool (fishing)
Reduces fishing wait time. Higher tiers add void-touched catches — unique items that cannot be found by any other means — to the loot table. The rarest fishing loot in Chapter 1 requires Lure of the Deep III.Lure
Hollow ShellArmour
When HP drops below 20%, the armour mimics void corruption — applying Wither I to all enemies within 4 blocks for 5/8 seconds. 60-second cooldown. A last-stand mechanic with clear visual tells to allies that the wearer is in danger.New
Marrow-DrawWeapon
Against Void Remnant mobs: Life-Siphon value doubles (6%/12% health return). Against other targets: functions as a weaker Seep (0.25♥/0.5♥ per second, 3 seconds). A Remnant-specialist weapon enchant.New

Vanilla Enchantment Mapping

Quick reference for where every vanilla enchantment maps in the Shattered MC system. All vanilla enchantment names are suppressed — players will never see "Sharpness" or "Protection" in-game.

Vanilla NameShattered MC NameTypeNotes
SharpnessChain ArcArcaneGains a lightning arc secondary effect
SmiteArcane SmiteArcaneExtended target pool to include Remnant-type
Bane of ArthropodsJudgementArcaneRe-targeted to Severance/Veilsworn mob types
KnockbackCounter-ForceRunicTier 2 adds wall-stun
Fire AspectRemoved — replaced by Thunderhead (arcane lightning equivalent) and Void Hunger (damage trade-off)
Sweeping EdgeRadiant EdgeArcaneGains disorient effect on sweep
EfficiencyShard-EdgeRunicDirect replacement
Silk TouchIntactAncientName carries lore weight
FortuneCouncil's FortuneAncientExtended to void-touched materials at T3
PowerArcane PulseArcaneGains flash disorient at higher tiers
PunchMomentumRunicDirect replacement
Flame (bow)ThunderheadArcaneBecomes lightning strike instead of fire
InfinityBoundlessAncientRare — Council-era origin
LoyaltyReturnRunicDirect replacement
ImpalingArcane ReachRunicExtended range added
RiptideSeam-TearFractureBecomes AoE void damage instead of water movement
ChannelingStorm CallArcaneFunctions in all conditions, tied to Seam Pulse events
MultishotVolleyRunicDirect replacement
Quick ChargeSwift DrawRunicDirect replacement
PiercingPiercing ShotRunicArcane-side version
Piercing (void build)Piercing VoidFractureCompatible with Void enchants; adds pass-through damage
Luck of the SeaAngler's WisdomAncientExtended to Codex fragments at T3
LureLure of the DeepRemnantAdds void-touched unique catches
Soul SpeedGale StepRunicExtended to void-touched terrain types
MendingReclamationAncientRare — Council-era, cannot be crafted
UnbreakingPreservationAncientDirect replacement; reclassified as Ancient for lore reasons
Soul BoundAncientNew — no vanilla equivalent. Keep on death, enchant consumed. Mutually exclusive with Erasure and Binding Void.
Curse of VanishingErasureCursedRenamed for thematic consistency
Curse of BindingBinding VoidCursedGains significant stat bonus to justify the cost
ThornsHollow ThornsCursedReclassified as Cursed — now drains wearer per proc
Depth StriderCurrent-WalkRunicT3 grants full sprint-speed in water
Frost WalkerArcane FrostArcaneWater platforms emit light; arcane aesthetic
Aqua AffinityStone-ReadRunicDirect replacement
RespirationDeep LungRunicT3 removes drowning damage entirely
ProtectionWardingRunicDirect replacement
Fire ProtectionFlame WardRunicBrief immunity at T4
Blast ProtectionBlast WardRunicDirect replacement
Projectile ProtectionDeflectionRunicT3+ gains deflect chance
Feather FallingGrounded StepRunicHigher tiers remove landing delay
Acquisition Sources

Where enchants come from. This informs drop table design and economy balance.

SourceTypes AvailableNotes
Enchanting TableRunic, Arcane (base), Void (base)Standard enchanting using XP levels. Runic enchants are the most common output. Arcane and Void base enchants appear at mid-high levels. No Ancient, Severance, Cursed, Fracture, or Remnant enchants from tables.
Dungeon Drops (D1 — Hollow Seam)Void (base), FractureVoid Shard Fragments used for Void Draw crafting. Dungeon equipment has pre-applied void enchants from a defined pool.
Dungeon Drops (D2 — Collapsed Fragment)Void (base), Fracture, RemnantConvergence Core required for Void-tier crafting. Epic-tier equipment with pre-applied Void enchants from an 8-item pool.
Quest RewardsArcane, Runic, AncientResonance (Arcane) from Seris M4. Specific Ancient enchant books as late-chain rewards. Defined per quest in quest doc.
Broker Tane — Ancient Silver shopRunic, Arcane (base)Common and uncommon enchant books available for Silver. Mid-tier Runic enchants are the primary offering. Prices defined in economy doc.
Broker Tane — Ancient Gold shopAncient (select), Lore-TouchedLore-Touched is Gold-only. Select Ancient enchant books available for Gold. Angler's Wisdom T3 is Gold shop exclusive.
Artificer RhaelArcane, Ancient (crafted)Rhael's workshop produces Arcane enchant books via Silver + crafting components. The primary source for higher-tier Arcane enchants outside dungeons.
World Boss DropsSeverance (all), Fracture, Remnant, Ancient (rare)Severance enchants are exclusively world boss drops (Nexus and Benevolent Severance bosses). Remnant enchants drop from Infernal Realm bosses and the Rift Stalker. No Severance enchants available any other way.
Stabilized ShardCursed, Fracture, Void (base)Corrupted Growth and Erasure are Shard-exclusive drops. High-risk environment, high-tier void enchants available. Resets monthly.
Crafting (components)Void (base), FractureVoid Shard Fragments (from D1 and mobs) used to craft Void Draw books. Convergence Core (D2 boss) for Fracture Edge. Recipe list TBD at implementation.
Soul Bound (special)AncientRare dungeon chests (D1 ~2%, D2 ~4%). Ancient Gold shop — high cost. Cannot be found at enchanting tables. Extremely rare intentionally — one per character is a meaningful goal. Does not repair on death — item may return broken.
Fishing (rare)Ancient, RemnantAngler's Wisdom T3 adds Remnant enchant books to the catch table. Ancient enchant books (low T) occasionally appear in standard fishing loot.