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MiningMaven SMP Custom Enchantments: All 72 Explained

Every custom enchantment on MiningMaven SMP: what all 72 do at each level, which items they fit, and how to get, apply and remove the books.

By the MiningMaven SMP team ยท Updated

MiningMaven SMP has 72 custom enchantments that you will not find in vanilla Minecraft: veinmining pickaxes, life-stealing swords, ender-pearl bows, auto-smelting tools and much more. This guide lists every one of them, what it does at each level, and how to get the books.

The Enchanter building at MiningMaven SMP spawn
The Enchanter at spawn sells a random custom enchantment book from each tier for XP levels.

How to get custom enchantment books

  • The Enchanter at spawn (/enchanter): spend XP levels on a random book from the tier you pick. Common costs 50 levels, Uncommon 100, Rare 150, Epic 200 and Legendary 250. Left-click a tier to preview every book in it and its chance.
  • Each book's level is random, from I up to that enchantment's maximum.
  • The Enchantments Crate at spawn gives two custom books per key. Keys cost 300 Tokens in /keys.
  • Custom enchantments never come from enchanting tables, villagers or loot chests. These are the only sources.

How to apply a book

  1. Open your inventory and pick the book up with your cursor.
  2. Click it onto the item you want to enchant. No anvil and no XP needed.
  3. If the item cannot take that enchantment, already has it at the same or a higher level, or has an enchantment that conflicts with it, the book is not used and chat tells you why.
  4. A higher-level book replaces a lower level of the same enchantment.

Removing an enchantment

The Enchanter has a Cleanse button. Hold the item in your main hand, choose one custom enchantment, and it is removed for free. The enchantment is destroyed, so you do not get the book back. This also works on curses.

Pickaxes and mining tools (9)

  • Haste (Legendary, max level III): Permanent Haste while the tool is in your main hand: Haste I / II / III at levels I-III.
  • Lucky Miner (Legendary, max level III): Chance that blocks which drop XP (ores like coal, diamond, lapis, redstone, quartz, emerald) drop more of it: x1.5 / x2.0 / x2.5 XP at levels I-III.
  • Silk Chest (Legendary, max level I): Breaking a chest or trapped chest that has items in it drops the chest with its contents inside, named e.g. "Chest (5 items)" (the number counts filled slots). Place it again to get everything back. Empty chests drop normally. On a double chest only the half you broke keeps its items.
  • Smelter (Legendary, max level V): Chance that a mined block's drops come out already smelted (raw iron -> iron ingot, sand -> glass, etc., following the furnace recipes). Cobblestone is never smelted. At level V every drop is smelted. Hold sneak to turn it off.
  • Telekinesis (Legendary, max level I): Blocks you mine drop straight into your inventory; anything that doesn't fit stays on the ground.
  • Veinminer (Legendary, max level III): Mine one ore and the connected vein of that same ore breaks with it. Level I breaks up to 6 blocks total, level II up to 12 total, level III the whole vein (safety limit 64 blocks). Works on coal, iron, copper, gold, redstone, lapis, diamond and emerald ore (normal + deepslate), nether gold ore and nether quartz ore. Hold sneak to mine one block.
  • Blast Mining (Epic, max level V): Chance when you mine a hard block (stone, deepslate, ores - anything with hardness 1.3 or more, not dirt/sand/netherrack) to set off an explosion there that mines the surrounding blocks. Explosion power 3.75 / 4.5 / 5.25 / 6.0 / 6.75 at levels I-V (TNT is 4). It never starts fires and never hurts you.
  • Tunnel (Epic, max level III): Mines extra blocks around the one you break, in a flat panel facing you: level I = a 3-wide row, level II = 3 wide x 2 tall (the row and the one above), level III = full 3x3. Looking steeply up or down (60 degrees+) makes the panel horizontal. Skips air, liquids and unbreakable blocks. Hold sneak to mine one block normally.
  • Glass Breaker (Common, max level I): Any glass block (anything whose block name contains GLASS: glass, stained/tinted glass, glass panes) breaks instantly when you start hitting it. Drops are unchanged (plain glass still drops nothing without Silk Touch).

Swords and axes (21)

  • Double Strike (Legendary, max level II): Chance on each melee hit to deal double damage.
  • Rage (Legendary, max level II): Chance on each melee hit to give YOU Strength I (level I) or Strength II (level II) for 4 / 5 seconds.
  • Rocket (Legendary, max level III): Chance on each melee hit to strap the target to a firework and launch it into the sky.
  • Temper (Legendary, max level V): The lower your health, the harder you hit: for every 1 HP (half a heart) you're missing, your melee damage goes up 5% / 10% / 15% / 20% / 25% at levels I-V. Example: level V with 5 hearts missing = +250% (3.5x damage).
  • Thunder (Legendary, max level V): Chance on each melee hit to call a lightning strike on the target (visual only, no fire) that adds +1.5 / +1.75 / +2.0 / +2.25 / +2.5 HP of damage at levels I-V. Works in any weather.
  • Treefeller (Legendary, max level I): Chop one log and the whole connected tree comes down (up to 256 logs, any log/stem type), and one tick later the connected leaves are cleared too (up to 400 leaves). Hold sneak to chop a single log.
  • Swiper (Epic, max level III): Only against players: chance on each melee hit to steal 1 / 2 / 3 experience POINTS (not levels) from the victim and give them to you.
  • Wisdom (Epic, max level V): Mobs you kill drop more XP: x1.5 / x2.0 / x2.5 / x3.0 / x3.0 at levels I-V. Player kills are not boosted.
  • Confusion (Rare, max level II): Chance on each melee hit to give the target Nausea I for 15 seconds (level I) or 20 seconds (level II). Effect strength stays at I.
  • Cure (Rare, max level III): Chance on each melee hit to cure undead: a zombie villager starts converting back (done in 5 seconds, no golden apple needed); a zombified piglin is instantly turned into a normal piglin that won't re-zombify (that hit deals no damage).
  • Cutter (Rare, max level III): Chance on each melee hit to rip a random armor piece off the target (player or mob) and throw it on the ground, damaged by 1% / 2% / 3% of its max durability at levels I-III. If that damage would break it, the piece is destroyed instead of dropped.
  • Decapitator (Rare, max level II): Chance when you kill something for it to drop its head. Players drop their own skin's head; zombies, skeletons, creepers and piglins drop the vanilla head; 62 other mob types drop a textured head named "<Mob>'s Head". Wither skeletons, the Wither and the Ender Dragon are excluded, and mobs not on the texture list drop nothing extra.
  • Ice Aspect (Rare, max level III): Every melee hit gives the target Slowness at the enchant's level (I-III) for 4 / 5 / 6 seconds and makes it shake with frost for the same time.
  • Paralyze (Rare, max level V): Chance on each melee hit to give the target Slowness at the enchant's level (Slowness I-V) for 4 / 5 / 6 / 7 / 8 seconds at levels I-V.
  • Vampire (Rare, max level III): Chance on each melee hit to heal you 0.5 / 0.75 / 1.0 HP (a quarter to half a heart) at levels I-III.
  • Wither (Rare, max level II): Chance on each melee hit to give the target Wither I (level I) or Wither II (level II) for 6 / 8 seconds.
  • Blindness (Uncommon, max level II): Chance on each melee hit to give the target Blindness I for 5 seconds (level I) or 7 seconds (level II). The effect strength stays at I; level raises chance and duration.
  • Venom (Uncommon, max level II): Chance on each melee hit to give the target Poison I (level I) or Poison II (level II) for 3 / 4 seconds.
  • Bane of Netherspawn (Common, max level V): Extra flat melee damage against nether mobs: +1.0 / +1.25 / +1.5 / +1.75 / +2.0 HP at levels I-V (1 HP = half a heart). Counts blaze, magma cube, wither skeleton, ghast, piglin, piglin brute, zoglin, hoglin, zombified piglin, strider and the Wither.
  • Exhaust (Common, max level IV): Chance on each melee hit to give the target Hunger at the same level as the enchant (Hunger I-IV) for 15 / 20 / 25 / 30 seconds at levels I-IV.
  • Village Defender (Common, max level V): Extra flat melee damage against raiders: +1.0 / +1.5 / +2.0 / +2.5 / +3.0 HP at levels I-V. Counts every raid mob (pillager, vindicator, evoker, illusioner, ravager, witch) plus vexes.

Bows and crossbows (12)

  • Dragonfire Arrows (Epic, max level III): Chance when an arrow lands (on a mob or a block) to leave a dragon's-breath cloud there that deals Instant Damage. Cloud radius 1 / 2 / 3 blocks, lasting 3 / 4 / 5 seconds at levels I-III.
  • Ender Bow (Epic, max level I): Your bow shoots ender pearls instead of arrows; you teleport where the pearl lands. Each shot still uses up 1 arrow (unless the shot wouldn't consume one, e.g. Infinity) and 1 point of bow durability.
  • Electrified Arrows (Rare, max level III): Chance when an arrow hits to call a lightning strike on the target (visual only, no fire) that adds +1.5 / +1.75 / +2.0 HP of extra damage at levels I-III.
  • Lingering (Rare, max level III): Only for TIPPED arrows: chance when the arrow lands to leave a lingering potion cloud of that arrow's potion (3-block radius, lasts 30 seconds) where it hit.
  • Poisoned Arrows (Rare, max level III): Chance when an arrow hits to give the target Poison at the enchant's level (I-III) for 4 / 5 / 6 seconds.
  • Vampiric Arrows (Rare, max level III): Chance when your arrow hits something to heal you 1.5 / 2.0 / 2.5 HP (0.75 / 1 / 1.25 hearts) at levels I-III.
  • Withered Arrows (Rare, max level III): Chance when an arrow hits to give the target Wither at the enchant's level (I-III) for 4 / 5 / 6 seconds.
  • Darkness Arrows (Uncommon, max level III): Chance when an arrow hits to give the target Darkness at the enchant's level (I-III) for 3 / 3.5 / 4 seconds.
  • Hover (Uncommon, max level III): Chance when an arrow hits to give the target Levitation at the enchant's level (I-III) for 5 / 6 / 7 seconds.
  • Sniper (Uncommon, max level II): Arrows fly faster: arrow speed x1.2 at level I, x1.4 at level II.
  • Confusing Arrows (Common, max level III): Chance when an arrow hits to give the target Nausea at the enchant's level (I-III) for 7 / 8 / 9 seconds.
  • Flare (Common, max level I): Every arrow that hits the top or side of a block places a torch there (standing torch on top, wall torch on a side) and the arrow disappears. No torches are used up. Ceiling hits, occupied spots and other players' claims are skipped.

Tridents (1)

  • Infernus (Legendary, max level III): A thrown trident sets whatever it hits on fire for 4 / 5 / 6 seconds at levels I-III (and looks on fire in flight).

Fishing rods (5)

  • Auto Reel (Rare, max level I): Your rod reels itself in the instant a fish bites (one tick after the bite), so you never miss a catch.
  • Double Catch (Uncommon, max level III): Chance that the item you fish up is doubled (up to a full stack).
  • Seasoned Angler (Uncommon, max level III): More XP from fishing: +50% / +100% / +150% fishing XP at levels I-III.
  • River Master (Common, max level V): Casts your fishing line farther: the bobber is thrown 1.25x / 1.5x / 1.75x / 2.0x / 2.25x as fast at levels I-V (cap 3x never reached).
  • Survivalist (Common, max level I): Raw cod and raw salmon you fish up come out already cooked. Other catches are unchanged.

Hoes (1)

  • Replanter (Legendary, max level I): Breaking a fully-grown crop (wheat, carrots, potatoes, beetroot, nether wart, torchflower, pitcher) replants it automatically using one seed from your inventory. Right-clicking a fully-grown crop with the hoe harvests and replants it in one go. Young crops are ignored.

Helmets (3)

  • Night Vision (Legendary, max level I): Permanent Night Vision while the helmet is worn (refreshed every second at 45 seconds, so the screen never flickers).
  • Water Breathing (Epic, max level I): Breathe underwater indefinitely while the helmet is worn (permanent Water Breathing, re-applied every second).
  • Saturation (Rare, max level II): While the helmet is worn, every 15 seconds you get +1 food point (level I) or +2 food points (level II) (1 food point = half a drumstick), only when your hunger bar isn't full.

Chestplates and elytra (7)

  • Cold Steel (Epic, max level III): When something hits you in melee, chance to give the attacker Mining Fatigue at the enchant's level (I-III) for 5 / 6 / 7 seconds.
  • Dragon Heart (Epic, max level V): Extra hearts while the chestplate/elytra is worn: Health Boost at the enchant's level, i.e. +2 / +4 / +6 / +8 / +10 hearts at levels I-V.
  • Fire Shield (Epic, max level IV): When something hits you in melee, chance to set the attacker on fire for 5 / 6 / 7 / 8 seconds at levels I-IV; you get Fire Resistance for the same time so your own shield can't burn you.
  • Ice Shield (Epic, max level III): When something hits you in melee, chance to give the attacker Slowness at the enchant's level (I-III) for 4 / 5 / 6 seconds and make it shake with frost.
  • Regrowth (Epic, max level IV): While the chestplate/elytra is worn, heals you 0.2 / 0.3 / 0.4 / 0.5 HP every 15 seconds at levels I-IV (0.5 HP = a quarter heart), only when you're below full health.
  • Darkness Cloak (Rare, max level III): When something hits you in melee, chance to give the attacker Darkness at the enchant's level (I-III) for 4 / 5 / 6 seconds.
  • Hardened (Rare, max level II): When a mob or player damages you, chance to gain Resistance at the enchant's level (I or II) for 4 / 5 seconds.

Leggings (1)

  • Stopping Force (Common, max level III): Cuts the knockback you take when a mob or player hits you by 50% / 70% / 90% at levels I-III.

Boots (5)

  • Flame Walker (Epic, max level II): Frost Walker for lava: lava source blocks around your feet turn into magma blocks as you walk (5x5 area at level I, 7x7 at level II) and change back to lava after 9 / 10 seconds. You also take no damage from standing on magma blocks. Does nothing while sneaking or flying, or in other players' claims.
  • Rebound (Rare, max level I): You never take fall damage; instead you bounce back up like on a slime block (bounce height grows with fall distance, capped). Hold sneak to land without bouncing.
  • Speed (Rare, max level II): Permanent Speed while the boots are worn: Speed I at level I, Speed II at level II. (Re-applied every second, no particles.)
  • Jumping (Uncommon, max level II): Permanent Jump Boost while the boots are worn: Jump Boost I at level I, Jump Boost II at level II. (Re-applied every second, no particles; never overrides a stronger jump effect.)
  • Lightweight (Common, max level I): You can walk and jump on farmland and turtle eggs without trampling or cracking them.

Any armor piece (1)

  • Elemental Protection (Uncommon, max level IV): Each armor piece with it reduces magic, poison, wither, lightning, fire, burning, lava, magma-floor, freezing and dragon's-breath damage by 5% / 10% / 15% / 20% at levels I-IV. Pieces stack multiplicatively: four pieces at IV = about 59% less of that damage.

Any item with durability (2)

  • Restore (Legendary, max level III): When the item breaks, chance that it comes back to you with 20% / 25% / 30% of its durability at levels I-III (put in your inventory, or dropped at your feet if full).
  • Soulbound (Legendary, max level I): The item stays with you when you die: it's taken out of your death drops and given back when you respawn (or when you log back in).

Curses (4)

Four of the books are curses. They are in the normal Enchanter tiers, so any purchase can roll one. Check a book before you apply it, and use Cleanse at the Enchanter to remove a curse you got by accident.

  • Curse of Drowned (Common, max level III): Chance when you reel in a catch that the catch (and its XP) is replaced by a hostile Drowned spawned at your bobber. Does not trigger inside someone else's claim.
  • Curse of Mediocrity (Rare, max level III): When you kill a mob or player with this item in your main hand, each enchanted item it drops has a chance to lose all of its enchantments.
  • Curse of Fragility (Epic, max level I): An item with this curse can never go into an anvil or grindstone (no result appears). That also means it can't be repaired, combined or renamed there.
  • Curse of Breaking (Legendary, max level III): Whenever the item loses durability, chance it loses 1 / 2 / 3 extra points at levels I-III.

Tips

  • Common books are cheap at 50 levels. Buy a few early for useful starters like River Master or Lightweight.
  • Save up for Legendary books on your main pickaxe: Veinminer, Telekinesis and Smelter together save hours of mining.
  • Read each book before you apply it, so you never put a curse on your best gear.
  • Champion and Legend rank kits include Bottles o' Enchanting, which help you reach the 200 and 250 level tiers.

Join MiningMaven SMP

MiningMaven is a cross-play survival server โ€” Java Edition and Bedrock Edition (phone, console, Windows) play in the same world โ€” with custom cosmetics, KOTH events, quests, and a player-driven economy. Open Minecraft, add the server below, and talk to the NPCs at spawn to get started.

Java address
play.miningmavensmp.com:25566
Bedrock address
play.miningmavensmp.com:19132

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