Applicable to: Any Armor | Max Level: I
When an entity wears armor with this enchantment, takes damage, and its health drops below 35% of its maximum health, it will restore (8 + Number of Armor Pieces with this Enchantment × 1.5)% of its maximum health.
Applicable to: Boots | Max Level: IV (Cursed Enchantment)
When an entity wears boots with this enchantment, its safe fall height is significantly reduced, and the damage taken from falling is greatly increased. The higher the enchantment level, the lower the safe fall height and the higher the multiplier of fall damage.
Applicable to: Helmets | Max Level: I (Cursed Enchantment)
When an entity wears a helmet with this enchantment, its mining efficiency underwater is drastically reduced (nearly slowing down mining speed significantly).
Applicable to: Boots | Max Level: III (Cursed Enchantment)
When an entity wears boots with this enchantment, its movement speed underwater is noticeably decreased. The higher the enchantment level, the more significant the movement speed reduction.
Applicable to: Helmets | Max Level: III (Cursed Enchantment)
When an entity wears a helmet with this enchantment, its oxygen consumption rate underwater is accelerated. The higher the enchantment level, the faster the oxygen is consumed.
Applicable to: Any Armor | Max Level: I (Cursed Enchantment)
When an entity wears armor with this enchantment and takes damage, it will randomly trigger one of the following effects:
If the entity wears multiple pieces of armor with this enchantment, the number of triggered effects will increase; if the same effect is randomly selected multiple times, the duration or intensity of that effect will stack.
Applicable to: Any Weapon | Max Level: V
When dealing damage with a weapon enchanted with this (held in the main hand), it applies a "Toughness Reduction" effect to the target entity. When "Toughness Reduction" stacks to a specified number of times, it triggers a "Weakness Break" effect on the target that lasts for a certain duration.Entities under "Weakness Break" first take an additional "Break Damage", then become unable to move and have their melee attack power reduced by 1024. Targets will not receive new "Toughness Reduction" stacks until the "Weakness Break" effect ends. The higher the enchantment level, the higher the "Break Damage" value and the longer the "Weakness Break" duration.
Applicable to: Any Weapon | Max Level: III (Cursed Enchantment)
When dealing damage with a weapon enchanted with this (held in the main hand), it consumes (Current Health of the Wielder × Enchantment Level × 10%) of the wielder's health, and simultaneously deals additional damage to the target equal to (Lost Health of the Wielder × (2 + Enchantment Level) × 10%).
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply a laceration effect to the target entity that lasts for a certain duration. During the laceration effect, periodic damage is continuously dealt based on the target's maximum health.
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply a weakness effect (reducing the target's attack power) to the target entity that lasts for a certain duration.
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply an immobilization effect (preventing the target from moving) to the target entity that lasts for a certain duration.
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it restores health to the wielder in proportion to the actual damage dealt to the target (the higher the damage, the more health restored).