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Enchantment Station

Enchantment Station Render

The Enchantment Station is a late-game equipment workshop that combines enchanting, curse cleanup, repair, reinforcement, and disenchanting in one machine.

It is built for players who want to keep valuable tools, armor, weapons, and utility items in service instead of constantly replacing them.


What this machine can do

  • Enchant or improve compatible equipment with installed modules.
  • Remove curses and repair damaged items during the same processing cycle.
  • Reinforce long-term equipment for better durability support.
  • Extract enchantments into books or absorb them into XP fluid.
  • Switch between dedicated Enchant and Disenchant pages depending on the workflow you need.

Machine Information

Setting
Value
Energy Capacity
25,600,000 DE
Base Energy Cost
8,000 DE
Base Processing Rate
64,000 DE/t
XP Fluid Tank Capacity
128,000 mB
Processing Slots
9
Module Slots
3
Upgrade Slots
3

Overclock behavior is currently unverified. Confirm in-game for your version.


Important operational notes

  • The station is split into separate Enchant and Disenchant pages, each representing a different workflow of the same machine.
  • The station is strongest when energy, XP fluid, and module choices are prepared before loading items.
  • Extract mode needs an unstacked enchanted item, books, catalyst, and free output space.
  • Absorb mode needs room in the XP tank or the conversion will stop early.

Enchant Mode

Enchantment Station UI

“Enchant page screen showing the 3×3 enchanting grid, the information panel, the module slots (orange), and the upgrade slots (blue).”

The Enchant page handles enchanting, repairs, curse cleanup, and reinforcement. It works best as a batch-upgrade station: install the right modules first, load similar items together, and let the machine process them in groups.

Enchant Capabilities

EnhanceEnchanting

  • Adds supported enchantments to eligible equipment.
  • Improves existing enchantments when the current module tier allows it.
  • Uses more XP fluid as the requested enchant work becomes stronger.

CleanseCurse cleanup

  • Removes supported curse effects from eligible items.
  • Best used on equipment that already has good enchantments worth saving.
  • Becomes safer and more reliable with curse protection installed.

RestoreRepairing

  • Repairs damaged items during normal processing.
  • Lets you refresh equipment without moving to a separate station.

FortifyReinforcement

Reinforcement is a new property that gives durability-based equipment a larger safety buffer, making expensive items easier to keep in rotation for mining, combat, and exploration.

For armor specifically, v0.8.0 reinforcement only improves durability. In v0.9.0 (not released yet), reinforcement on armor and shields also improves damage reduction.

ModuleReinforcement target
NoneNo reinforcement target
Reinforcement Module I25% of max durability
Reinforcement Module II50% of max durability
Reinforcement Module III100% of max durability
  • Reinforcement is used instead of durability when the item takes damage, so it can save you from losing an item to a single bad durability hit.
    • When Reinforcement comes to zero, a sound will play and the item will be damaged normally until it breaks.
  • Non-durability items do not benefit from it.
  • Higher tiers matter most on armor, weapons, and tools you plan to keep.
    • It is also a good choice for utility items like Elytra and Tridents that are expensive to replace but not worth repairing. Elytra will now longer leave you stranded when they take a durability hit, and Tridents will be more forgiving to use in combat.

Enchantability Modules

Each panel below shows the supported enchantments for that module tier in alphabetical order.

Enchantability Module I — base pool

  • Attack & ranged

    • Bane of Arthropods I
    • Density I
    • Impaling I
    • Power I
    • Sharpness I
    • Smite I
  • Protection & armor

    • Blast Protection I
    • Breach I
    • Feather Falling I
    • Fire Protection I
    • Piercing I
    • Projectile Protection I
    • Protection I
    • Thorns I
  • Tools, loot & durability

    • Efficiency I
    • Fortune I
    • Looting I
    • Unbreaking I
  • Movement & survival utility

    • Depth Strider I
    • Respiration I
    • Soul Speed I
    • Swift Sneak I
  • Fishing, trident, crossbow & special utility

    • Loyalty I
    • Luck of the Sea I
    • Lunge I
    • Lure I
    • Quick Charge I
    • Riptide I
    • Wind Burst I
Enchantability Module II — stronger early enchants

  • Attack & ranged

    • Bane of Arthropods II
    • Density II
    • Impaling II
    • Power II
    • Sharpness II
    • Smite II
  • Protection & armor

    • Blast Protection II
    • Breach II
    • Feather Falling II
    • Fire Protection II
    • Piercing II
    • Projectile Protection II
    • Protection II
    • Thorns I
  • Tools, loot & durability

    • Efficiency II
    • Fortune I
    • Looting I
    • Unbreaking I
  • Movement & survival utility

    • Depth Strider I
    • Respiration I
    • Soul Speed I
    • Swift Sneak I
  • Fishing, trident, crossbow & special utility

    • Loyalty I
    • Luck of the Sea I
    • Lunge I
    • Lure I
    • Quick Charge I
    • Riptide I
    • Wind Burst I
Enchantability Module III — mid-tier unlocks

  • Attack & ranged

    • Bane of Arthropods III
    • Density III
    • Fire Aspect I (NEW)
    • Impaling III
    • Knockback I (NEW)
    • Power III
    • Punch I (NEW)
    • Sharpness III
    • Smite III
  • Protection & armor

    • Blast Protection II
    • Breach II
    • Feather Falling II
    • Fire Protection II
    • Piercing II
    • Projectile Protection II
    • Protection II
    • Thorns II
  • Tools, loot & durability

    • Efficiency III
    • Fortune II
    • Looting II
    • Unbreaking II
  • Movement & survival utility

    • Depth Strider II
    • Frost Walker I (NEW)
    • Respiration II
    • Soul Speed II
    • Swift Sneak II
  • Fishing, trident, crossbow & special utility

    • Loyalty II
    • Luck of the Sea II
    • Lunge II
    • Lure II
    • Quick Charge II
    • Riptide II
    • Wind Burst II
Enchantability Module IV — late-game core upgrades

  • Attack & ranged

    • Bane of Arthropods IV
    • Density IV
    • Fire Aspect II
    • Impaling IV
    • Knockback II
    • Power IV
    • Punch II
    • Sharpness IV
    • Smite IV
  • Protection & armor

    • Blast Protection III
    • Breach III
    • Feather Falling III
    • Fire Protection III
    • Piercing III
    • Projectile Protection III
    • Protection III
    • Thorns II
  • Tools, loot & durability

    • Efficiency IV
    • Fortune II
    • Looting II
    • Unbreaking II
  • Movement & survival utility

    • Depth Strider II
    • Frost Walker II
    • Respiration II
    • Soul Speed II
    • Swift Sneak II
  • Fishing, trident, crossbow & special utility

    • Loyalty II
    • Luck of the Sea II
    • Lunge II
    • Lure II
    • Quick Charge II
    • Riptide II
    • Wind Burst II
Enchantability Module V — rare and treasure-style unlocks

  • Attack & ranged

    • Bane of Arthropods V
    • Density V
    • Flame I (NEW)
    • Impaling V
    • Power V
    • Sharpness V
    • Smite V
  • Protection & armor

    • Blast Protection IV
    • Breach IV
    • Feather Falling IV
    • Fire Protection IV
    • Piercing IV
    • Projectile Protection IV
    • Protection IV
    • Thorns III
  • Tools, loot & durability

    • Efficiency V
    • Fortune III
    • Looting III
    • Mending I (NEW)
    • Silk Touch I (NEW)
    • Unbreaking III
  • Movement & survival utility

    • Aqua Affinity I (NEW)
    • Depth Strider III
    • Respiration III
    • Soul Speed III
    • Swift Sneak III
  • Fishing, trident, crossbow & special utility

    • Channeling I (NEW)
    • Infinity I (NEW)
    • Loyalty III
    • Luck of the Sea III
    • Lunge III
    • Lure III
    • Multishot I (NEW)
    • Quick Charge III
    • Riptide III
    • Wind Burst III

Curse protection module

  • Reduces the chance of curse-related outcomes.
  • Makes repeated high-value sessions safer.
  • Works especially well when you are trying to clean up already-good items.

Disenchant Mode

Enchantment Station Disenchant UI

“Disenchant page screen showing the 3×3 enchanted-book output grid, the item slot for the equipment to be disenchanted, the catalyst slot, the book slot, and the module and upgrade slots.”

The Disenchant page is the recovery side of the station. It can either preserve enchantments as books or convert them into XP fluid for later use.

RecoverExtract mode

Use this when the enchantment itself is more valuable than the item.

  • Requires one enchanted source item.
  • Requires books and a valid catalyst, usually Refined Aetherium Shard.
  • Produces enchanted books and updates the source item with whatever remains.
  • Fails if output space is blocked.

RecycleAbsorb mode

Use this when the item is disposable but the XP value is still useful.

  • Activates when the extraction path is incomplete.
  • Converts enchantments into XP fluid instead of books.
  • Stops if the internal XP tank has no free space.

Common disenchant blockers

  • The source item is stacked instead of single.
  • The item has no valid enchantments.
  • Books, catalyst, energy, or output space are missing for extraction.
  • The XP tank is full for absorb mode.

Crafting Recipe


  1. Fill the station with enough energy and leave free room in the XP tank.
  2. Install only the modules that match your target result before loading items.
  3. Batch similar equipment together in the 3×3 processing grid for cleaner sessions.
  4. Use reinforcement on items you truly plan to keep, not on disposable finds.
  5. Choose Extract mode for rare enchantments you want to store as books.
  6. Choose Absorb mode for unwanted enchanted loot when XP fluid is the real prize.
  7. Empty outputs between batches so the recovery side does not quietly stall.