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Weapons, Armor, Artifacts And Enchantments

Unique weapons will usually have a built-in level 1 enchantment that stacks, or for chance-based enchantments, gives an additional chance, when combined with the matching enchantment. For example, a Heartstealer with an additional Leeching III enchantment works as if you had a normal weapon with Leeching IV, while a Stormlander with an additional Thundering enchantment has two 30% chances to summon a lightning strike when attacking.

There is also a config option to enable/disable overpowered enchantment combinations, such as combining Weakening and Sharpness or Accelerate and Quick Charge.

Melee weapons by default have 250 durability, bows by default have 384 durability, crossbows by default have 326 durability, and artifacts by default have 64 durability. Armors by default have the same durability and basic protection level as Iron Armor. These durabilities are configurable.

Anything that requires Souls in MCD instead uses XP to activate abilities. For example, the Corrupted Beacon consumes XP to fire high-damage beams and the Scythes yield you more XP from killing mobs.

Jump abilities and enchantments that are jump-based require you to not have jumped in the past 3 seconds to activate them. If you have an armor that has "X% longer jump ability cooldown", then the required time can go up to 6 seconds. For the Dynamo enchantment, only the jumps you perform when your jump ability cooldown is finished count towards your Dynamo damage multiplier. Time your jumps to properly receive the benefits.