Minecraft Dungeons 2: All Blacksmith Reroll Effects List

I made this cheat sheet because rerolling at the Blacksmith in Minecraft Dungeons II is expensive, and guessing which effects can appear on a piece of gear wastes both time and gear. Every table below lists the random effects that can roll on a regular item, plus the fixed Tier I, Tier II, and Tier III values for each one.

You can search this page for your item if you already know what you have, or scroll the tabs by category. The effect glossary at the bottom tells you what every roll actually does, so read that first if the names look unfamiliar.

 

 

Overview

This guide lists the random gear effects that can roll on each regular/base item, together with the exact Tier I, Tier II, and Tier III tooltip values. I wrote it so you can check a number before you commit to a reroll, instead of gambling and hoping.

If you are still hunting down gear between trips to the Blacksmith, some drops sit behind a secret boss, so that is worth knowing before you spend your resources on rerolling the wrong piece. I keep the tables plain and the notes short, because the values are what matter here.

 

Minecraft Dungeons II – Blacksmith Reroll Tables

Before you jump into the tables, a few rules are worth locking down first. They are simple, but they shape how you read every number below.

Tier values are fixed steps, not continuous ranges. When you see 10% / 15% / 20%, those are the only three strengths an effect can roll at — not a range where anything in between is possible. I treat each tier as its own separate outcome when I weigh a reroll.

Rarity decides how many random effects an item gets. A Common item has 0 random effects, a Rare item has 1, and a Special item has 2. On top of that, Unique items add a fixed Unique effect that is separate from their random effect slot or slots.

Cost climbs as you reroll. The first reroll costs 1, and every second reroll raises the price by +1. It caps at 20 per reroll, so repeated rerolls on the same piece get expensive fast.

To find your gear, press Ctrl + F and search for the item you need. If you would rather browse, go through the main tabs — the gear is sorted alphabetically, so it is easy to scan once you know the category. Then check the Glossary at the end for what each roll actually does.

 

Melee Weapons

Melee weapons are where most reroll money goes, so I put these first. Each table below lists the random effects that can land on that weapon, with the exact Tier I, Tier II, and Tier III numbers. Weapons are alphabetical, so scan down until you find yours.

Axe

Effect Tier I Tier II Tier III
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Pack Leader 20% 25% 30%
Persistence 10% 15% 20%
Quiver 10% 15% 20%
Raider 1% 2% 3%
Reaper 25% 35% 45%
Sharpness 10% 20% 30%
Sharpshooter 30% 35% 40%

Battle Hammer

Effect Tier I Tier II Tier III
Brawler 20% 30% 40%
Bully 25% 35% 50%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Momentum 20% 30% 40%
Persistence 10% 15% 20%
Raider 1% 2% 3%
Reaper 25% 35% 45%
Shackler 10% 15% 25%
Sharpness 10% 20% 30%

Battlestaff

Effect Tier I Tier II Tier III
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Persistence 10% 15% 20%
Raider 1% 2% 3%
Reaper 25% 35% 45%
Sharpness 10% 20% 30%

Claymore

Effect Tier I Tier II Tier III
Bounty Hunter 20% 25% 30%
Brawler 20% 30% 40%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Duelist 20% 25% 30%
Finesse 15% 25% 35%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Momentum 20% 30% 40%
Persistence 10% 15% 20%
Precision 10% 15% 20%
Raider 1% 2% 3%
Sharpness 10% 20% 30%
Strength 15% 20% 25%
Vanguard 20% 35% 50%

Clobberer

Effect Tier I Tier II Tier III
Brawler 20% 30% 40%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Momentum 20% 30% 40%
Persistence 10% 15% 20%
Raider 1% 2% 3%
Sharpness 10% 20% 30%

Cookiecutter

Effect Tier I Tier II Tier III
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Duelist 20% 25% 30%
Finesse 15% 25% 35%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Persistence 10% 15% 20%
Precision 10% 15% 20%
Raider 1% 2% 3%
Sharpness 10% 20% 30%
Strength 15% 20% 25%
Vanguard 20% 35% 50%

Double Daggers

Effect Tier I Tier II Tier III
Bully 25% 35% 50%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Persistence 10% 15% 20%
Quiver 10% 15% 20%
Raider 1% 2% 3%
Reaper 25% 35% 45%
Shackler 10% 15% 25%
Sharpness 10% 20% 30%
Sharpshooter 30% 35% 40%

Double Sickles

Effect Tier I Tier II Tier III
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Finesse 15% 25% 35%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Pack Leader 20% 25% 30%
Persistence 10% 15% 20%
Raider 1% 2% 3%
Reaper 25% 35% 45%
Sharpness 10% 20% 30%
Strength 15% 20% 25%

Gauntlets

Effect Tier I Tier II Tier III
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Duelist 20% 25% 30%
Finesse 15% 25% 35%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Persistence 10% 15% 20%
Precision 10% 15% 20%
Raider 1%

One note on the Gauntlets table: my source data cuts off partway through the Raider row, so only the Tier I value is listed there. I left the rest blank instead of guessing the missing numbers.

 

Ranged Weapons

If you run an archer build, this is the section you will live in. Nearly every bow and crossbow shares the same core effects — Critical Edge, Critical Hit, Impact, Knockback, Looter, Persistence, and Raider — so the real question is which extras each weapon can roll on top of that base. That is what I check before I reroll anything.

 

Bow

Effect Tier I Tier II Tier III
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Persistence 10% 15% 20%
Raider 1% 2% 3%

Crossbow

Effect Tier I Tier II Tier III
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Persistence 10% 15% 20%
Raider 1% 2% 3%
Vanguard 20% 35% 50%

Dual Crossbows

Effect Tier I Tier II Tier III
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Marksman 15% 20% 25%
Persistence 10% 15% 20%
Raider 1% 2% 3%
Reaper 25% 35% 45%

Greatbow

Effect Tier I Tier II Tier III
Aim 10% 15% 20%
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Marksman 15% 20% 25%
Persistence 10% 15% 20%
Quiver 10% 15% 20%
Raider 1% 2% 3%
Ranger 20% 30% 40%
Sharpshooter 30% 35% 40%
Sniper 25% 50% 75%
Vanguard 20% 35% 50%

Heavy Crossbow

Effect Tier I Tier II Tier III
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Momentum 20% 30% 40%
Persistence 10% 15% 20%
Point Blank 25% 50% 75%
Raider 1% 2% 3%
Vanguard 20% 35% 50%

Longbow

Effect Tier I Tier II Tier III
Aim 10% 15% 20%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Marksman 15% 20% 25%
Persistence 10% 15% 20%
Quiver 10% 15% 20%
Raider 1% 2% 3%
Ranger 20% 30% 40%
Sharpshooter 30% 35% 40%
Sniper 25% 50% 75%

Powerbow

Effect Tier I Tier II Tier III
Aim 10% 15% 20%
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Marksman 15% 20% 25%
Persistence 10% 15% 20%
Quiver 10% 15% 20%
Raider 1% 2% 3%
Ranger 20% 30% 40%
Sharpshooter 30% 35% 40%
Sniper 25% 50% 75%
Vanguard 20% 35% 50%

Rapid Crossbow

Effect Tier I Tier II Tier III
Aim 10% 15% 20%
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Marksman 15% 20% 25%
Persistence 10% 15% 20%
Quiver 10% 15% 20%
Raider 1% 2% 3%
Ranger 20% 30% 40%
Sharpshooter 30% 35% 40%
Sniper 25% 50% 75%

Scatter Crossbow

Effect Tier I Tier II Tier III
Bully 25% 35% 50%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%
Impact 10% 20% 30%
Knockback 15% 20% 30%
Looter 20% 40% 60%
Pack Leader 20% 25% 30%
Persistence 10% 15% 20%
Raider 1% 2% 3%
Reaper 25% 35% 45%
Shackler 10% 15% 25%

Shortbow

Effect Tier I Tier II Tier III
Aim 10% 15% 20%
Bounty Hunter 20% 25% 30%
Critical Edge 10% 20% 30%
Critical Hit 5% 10% 15%

One thing worth flagging on the Shortbow: my source data stops in the middle of the Critical Hit row, so those four entries are all I can confirm. I left it that way rather than guess at rows I cannot verify — if you reroll a Shortbow and see an effect that is not listed here, that is the gap talking, not a mistake on your end.

 

Armor

Armor works a little differently from weapons on this page. Instead of one list per piece, I broke the gear out by set, because pieces that belong to the same regular set use the same archetype combination — and that means they share one random-effect table. So if you have one piece of a set, you already know what the other three can roll.

Below you will find four armor set sections: Beekeeper Set, Bounty Hunter Set, Disciple Set, and Mushroom Set. Each one lists the effects that can appear on that set’s pieces, with the fixed Tier I, Tier II, and Tier III values.

 

Beekeeper Set

All four pieces of the Beekeeper Set roll from the exact same effect pool, so I only need one table here instead of four copies of the same thing. That means whether you are holding the Beekeeper Veil, Beekeeper Suit, Beekeeper Leggings, or Beekeeper Boots, the list below is what you can get.

Effect Tier I Tier II Tier III
Luck 10% 15% 20%
Potion Maker 5% 10% 20%
Prospector 5% 10% 15%
Tainted 40% 60% 80%

The four pieces sharing this table are the Beekeeper Veil, Beekeeper Suit, Beekeeper Leggings, and Beekeeper Boots. Since they are one pool, a reroll on any of them costs the same and shows the same possible rolls. If you like the Tainted numbers, this is one set where rolling a second or third piece is not a big gamble.

 

Bounty Hunter Set

Like the Beekeeper pieces, the four parts of the Bounty Hunter Set all share one random-effect pool, so the table below covers every slot. I only wrote the effect rows once here instead of repeating the same numbers four times, because the values are identical on each piece.

The pieces that share this table are the Bounty Hunter Helmet, Bounty Hunter Chestplate, Bounty Hunter Shinguards, and Bounty Hunter Boots. That means a reroll on the helmet can show the same rolls as a reroll on the boots, so pick the slot you actually want to improve rather than rolling several at once.

Effect Tier I Tier II Tier III
Luck 10% 15% 20%
Potion Maker 5% 10% 20%
Prickly 50% 65% 80%
Projectile Protection 10% 15% 20%
Prospector 5% 10% 15%
Protection 10% 15% 20%
Recovery 10% 20% 30%
Regeneration 5% 7.5% 10%
Resilience 20% 25% 30%

There are nine effects to roll through here. Prickly jumps out at me the most, since it starts at 50% even on Tier I. Regeneration has the smallest step between tiers, so a Tier III hit there is only a modest gain. If you are only rerolling for one specific effect, I suggest setting your expectations by checking that effect first, and only then deciding how many times to roll.

 

Disciple Set

The Disciple Set is the last of the full shared-table sets before we get to the Mushroom Set. All four pieces roll from the same pool, so once you learn these rows you already know the whole set. I checked each piece against the source and the effect list is identical across all of them.

Here is what you get from Disciple Mask, Disciple Robe, Disciple Leggings, and Disciple Wraps. Notice that Prowler and Stealth both scale higher than the rest — if you are building around either one, a Tier III roll is worth the rerolls.

Effect Tier I Tier II Tier III
Acrobat 10% 15% 25%
Assassin 10% 15% 20%
Deflection 10% 15% 20%
Evasion 10% 15% 20%
Luck 10% 15% 20%
Projectile Protection 10% 15% 20%
Prospector 5% 10% 15%
Protection 10% 15% 20%
Prowler 15% 20% 30%
Stealth 20% 25% 35%
Swiftness 10% 15% 20%

One detail that caught my eye: Acrobat jumps from 15% to 25% between Tier II and Tier III, which is a bigger step than most effects on this table. Prospector starts low at 5%, so it is the weakest roll here until you push it up. If you are only after one effect, check its tier values first and decide how far you are willing to reroll.

 

Mushroom Set

The original guide lists a Mushroom Set here, with Mushroom Cap as the first piece. In the source, that entry opens with Elemental Protection and then cuts off mid-word. I am not going to fill in the blanks for you, because I do not have the full table. If the set was expanded later, this is the spot where I would pull the missing tier values from the live game before trusting a reroll.

Short version: treat this section as incomplete. The only confirmed detail is that Mushroom Cap rolls Elemental Protection, and the source implies there is more on the table than one row. I would rather leave it short and honest than guess at numbers.

 

Artifacts

Artifacts pull from the common artifact-effect pool. On top of that shared pool, Support artifacts add Ally, Healer, and Totem Radius, while Summoner artifacts add Ally, Healer, Shepherd, and Veterinarian. As for how many effects you actually get, a Rare artifact rolls 1 random effect and a Special artifact rolls 2.

One thing I noticed while building these tables: most of the bangles, scepters, and quivers share the exact same row set. Rather than repeat the same grid over and over, I grouped the identical ones into a single shared table and listed which artifacts use it.

Battle Banner gets its own table because it adds the Support and Summoner extras:

Effect Tier I Tier II Tier III
Ally 15% 30% 50%
Cooldown 10% 15% 20%
Cryomancer 10% 15% 20%
Electromancer 10% 15% 20%
Healer 25% 35% 50%
Pyromancer 10% 15% 20%
Shepherd 5% 10% 15%
Sorcerer 10% 15% 20%
Soulmancer 10% 15% 20%
Spiritual 25% 30% 35%
Totem Radius 20% 30% 40%
Venomancer 10% 15% 20%
Veterinarian 5% 10% 15%

The artifacts below all share the same base artifact-effect rows, so I put them in one table. This covers Blaze Bangle, Blight Bangle, Blizzard Bangle, Cinder Scepter, Conductive Quiver, Corrupted Beacon, Corrupted Seeds, Creeper Candle, Death Cap Mushroom, and Echo Ocarina.

Effect Tier I Tier II Tier III
Cooldown 10% 15% 20%
Cryomancer 10% 15% 20%
Electromancer 10% 15% 20%
Pyromancer 10% 15% 20%
Sorcerer 10% 15% 20%
Soulmancer 10% 15% 20%
Spiritual 25% 30% 35%
Venomancer 10% 15% 20%

Electric Bangle also uses this same row set, but the source cuts off partway through the Soulmancer row. I am only listing the values that were actually there, so treat the Electric Bangle numbers below as incomplete.

Effect Tier I Tier II Tier III
Cooldown 10% 15% 20%
Cryomancer 10% 15% 20%
Electromancer 10% 15% 20%
Pyromancer 10% 15% 20%
Sorcerer 10% 15% 20%
Soulmancer 1 — —

 

Effect Glossary

This last table is the key to the whole cheat sheet. Each effect is listed with its category, the fixed Tier I, II, and III values, and a plain explanation of what the roll does. If a name on the tables above looked unfamiliar, find it here first before you reroll.

Effect Category Tier I Tier II Tier III What it does
Acrobat Utility 10% 15% 25% Reduces rolling cooldown time.
Aim Attack 10% 15% 20% Increases critical-hit chance with ranged attacks.
Ally Utility 15% 30% 50% Positive statuses you apply to yourself and allies last longer.
Assassin Utility 10% 15% 20% Chance to remain Shadowcloaked when attacking.
Bounty Hunter Attack 20% 25% 30% Deals more damage to wounded enemies.
Bowyer Utility 20% 25% 30% Chance to gain an additional arrow whenever ammo is regained.
Brawler Attack 20% 30% 40% Melee attacks deal more damage to secondary targets.
Bully Attack 25% 35% 50% Deals more damage to enemies affected by a negative status.
Cooldown Utility 10% 15% 20% Reduces artifact cooldown time.
Critical Edge Attack 10% 20% 30% Critical hits deal more damage.
Critical Hit Attack 5% 10% 15% Increases the chance of critical hits.
Cryomancer Attack 10% 15% 20% Frost attacks deal more damage.
Deflection Defense 10% 15% 20% Chance to deflect enemy projectiles.
Duelist Attack 20% 25% 30% Melee attacks deal more damage to primary targets.
Electromancer Attack 10% 15% 20% Lightning attacks deal more damage.
Elemental Protection Defense 10% 15% 20% Reduces damage taken from elemental attacks.
Evasion Utility 10% 15% 20% Chance to evade melee damage.
Finesse Attack 15% 25% 35% Increases attack damage while jumping or rolling.
Fletcher Utility 15% 20% 25% Reduces ranged-ammo cooldown time.
Healer Defense 25% 35% 50% Increases healing given to yourself and allies.
Impact Attack 10% 20% 30% Ranged attacks deal more damage.
Knockback Attack 15% 20% 30% Attacks cause more knockback.
Looter Utility 20% 40% 60% Chance to receive additional loot drops.
Luck Utility 10% 15% 20% Chance for dropped items to have duplicate variations.
Marksman Attack 15% 20% 25% Critical hits with ranged weapons deal more damage.
Momentum Attack 20% 30% 40% Increases the chance to stagger enemies on hit.
Pack Leader Attack 20% 25% 30% Companions deal more damage.
Persistence Attack 10% 15% 20% Increases damage based on your total missing health.
Point Blank Attack 25% 50% 75% Ranged attacks deal more damage at close range.
Potion Maker Utility 5% 10% 20% Reduces potion cooldown time.
Precision Attack 10% 15% 20% Increases critical-hit chance with melee attacks.
Prickly Attack 50% 65% 80% Reflects part of received damage back to the attacker.
Projectile Protection Defense 10% 15% 20% Reduces damage taken from ranged attacks.
Prospector Utility 5% 10% 15% Chance to receive additional emeralds.
Protection Defense 10% 15% 20% Reduces all damage taken.
Prowler Utility 15% 20% 30% Increases movement speed while Shadowcloaked.
Pyromancer Attack 10% 15% 20% Fire attacks deal more damage.
Quiver Utility 10% 15% 20% Increases maximum carried ammo.
Raider Utility 1% 2% 3% Chance for loot drops to be a higher rarity.
Ranger Attack 20% 30% 40% Chance to fire additional projectiles.
Reaper Utility 25% 35% 45% Increases souls gained.
Recovery Defense 10% 20% 30% Increases all healing received.
Regeneration Defense 5% 7.5% 10% Restores health per second after 5 seconds out of combat.
Resilience Defense 20% 25% 30% Recover from negative statuses faster.
Shackler Attack 10% 15% 25% Chance for attacks to inflict the Chained status.
Sharpness Attack 10% 20% 30% Melee attacks deal more damage.
Sharpshooter Attack 30% 35% 40% Charged ranged attacks deal more damage.
Shepherd Defense 5% 10% 15% Companions take less damage.
Sniper Attack 25% 50% 75% Ranged attacks deal more damage from far away.
Sorcerer Attack 10% 15% 20% Artifact attacks deal more damage.
Soulmancer Attack 10% 15% 20% Soul attacks deal more damage.
Speed Utility 5% 10% 15% Increases movement speed.
Spiritual Utility 25% 30% 35% Increases Soul capacity.
Stealth Utility 20% 25% 35% Shadowcloaking lasts longer.
Strength Attack 15% 20% 25% Critical hits with melee weapons deal more damage.
Swiftness Attack 10% 15% 20% Increases melee attack speed.
Tainted Utility 40% 60% 80% Negative statuses on enemies last longer.
Totem Radius Utility 20% 30% 40% Increases the area of positive status effects.
Vanguard Attack 20% 35% 50% Deals more damage to enemies at full health.
Venomancer Attack 10% 15% 20% Poison attacks deal more damage.

Two entries look similar but are different rolls: Speed raises movement speed, while Swiftness raises melee attack speed. I keep both here exactly as the game lists them, because it is easy to mix them up when you are scanning a table quickly.

 

Conclusion

That is the full reference. Check the effect you want, confirm its tier values, then head to the Blacksmith with a plan instead of a guess. Good luck with your rolls.

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