This guide covers how enchantments work in Minecraft Dungeons, and how to spend your points without regretting it.

The key thing is that enchanting is completely reversible. A lot of players do not know that and hoard their points, so that is where this guide starts.

Can you choose any enchantment you want?

The answer: no. The options available on an item are rolled randomly the moment that item drops.

You cannot freely attach an effect later. Two copies of the same weapon can offer completely different choices. In other words, whether an item’s enchantments are good or bad is already decided when you pick it up.

▼ How enchanting is structured

▶ Melee weapons, ranged weapons and armor each have three slots

▶ Each slot offers three candidates, and you pick one

▶ What you pick can be upgraded through ranks I to III

▶ Three item types × three slots = up to nine enchantments at once

Minecraft Dungeons: enchantment cost and structure

What do enchantments cost?

The answer: stronger effects cost more points to reach the same rank.

Enchantments are split into Common and Powerful, and their upgrade costs differ.

▼ Total cost to reach rank III

Common — 1 + 2 + 3 = 6 points

Powerful — 2 + 3 + 4 = 9 points

Early on you have few points, so spreading Common enchantments across several slots gives you more noticeable improvement than pushing one Powerful enchantment to rank III.

Where do enchantment points come from?

The answer: player levels, and only player levels.

You gain experience by killing enemies, and each level grants points. Put the other way round: points are the only benefit of levelling up. Your power level does not move by one.

What happens if you spend points on the wrong thing?

The answer: this is the important part — salvaging an enchanted item refunds every point you spent.

You also get a small amount of emeralds out of it. Which means a bad choice costs you nothing permanent.

▼ What to watch when salvaging

▶ The points come back in full, but the item itself is destroyed

▶ Only points are returned. The gear cannot be recovered

▶ Safest to salvage once you have decided what you are switching to

So should you enchant the gear you are using right now?

The answer: yes. There is no reason to hold back — put everything into your current gear.

Many players wait “until something better drops”. That decision costs you, and the reason lies in how gear is acquired.

Drop power scales to your power level at the moment you enter a mission. Enchant your current gear and it gets stronger; stronger gear lets you raise the difficulty; a higher difficulty improves your drops. While your points sit unspent, that whole cycle is stalled.

What should you enchant first?

Armor — directly tied to survival. Thin armor caps the difficulty you can attempt

Melee weapon — your main damage. Fast weapons benefit most from enchantments

Ranged weapon — the insurance slot. Leftover points are enough

When in doubt, start with armor. Whether you can move up one difficulty step usually comes down to whether you can survive, not whether you can deal damage.

What are the common mistakes?

Hoarding points — salvage refunds them, so waiting gains you nothing

Chasing only Powerful enchantments — spreading Common ones is steadier early

Keeping old gear because it is enchanted — the item’s power number outranks its enchantments

Grinding levels — it adds points but not power

Summary

▶ Available enchantments are rolled when the item drops

Three slots per item, ranks I to III

▶ Reaching rank III costs 6 points (Common) or 9 (Powerful)

▶ Points come from levelling up

Salvaging refunds everything, so do not hoard

▶ Enchant in the order armor → melee → ranged



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