Melee Weapons
Last updated
Last updated
Attack Damage: 9 Attack Speed: 1 Durability: 1561
The Blazing hatchet is a diamond axe with the ability to launch entities into the air with a burst of flame and to transform any type of burnable wood log into charcoal when mined.
The Blazing hatchet can be found in an item frame placed on the throne of the Pyromaniac room which has a chance to be found in the Forbidden castle.
This item can be renamed without loosing its effect, but it will lose its font color.
The Blazing hatchet can be upgraded with Netherite on a Smithing table and retain its properties. Every axe enchantments can be applied.
The Looting enchantment will not change the number of charcoal obtained by mining logs with the Blazing hatchet.
Packs a fiery, yet powerful punch
Attack Damage: 7 Attack Speed: 1.6 Durability: 1561
The Chilling blade is a diamond sword with the ability to give entities the Slowness II effect.
Location
The Chilling blade has an 80% chance to be found inside a barrel in the Icy room which as a chance to be found in the Forbidden castle.
This item can be renamed without loosing its effect, but it will lose its font color.
The Chilling blade can be upgraded with Netherite on a Smithing table and enchanted with all the sword enchantments without loosing its ability.
Freezes souls to the core
Attack Damage: 6 - 8 Attack Speed: 2 - 2.23 Durability: 2031
The Daybreaker is like a Netherite sword with the ability to make mobs killed with it have a chance to drop gold nuggets.
The Daybreaker can be found in an item frame at the end of a labyrinth in the first level under the Sanctum.
This item can be renamed without loosing its effect, but it will lose its font color.
The Daybreaker can be enchanted with any sword enchantments.
The Looting enchantment has no effects on the amount of gold nuggets dropped by mobs killed using the Daybreaker.
Has a chance to drop gold when killing any mob
Attack Damage: 14 Attack Speed: 1.6 Durability: 2031
The Warping witherblade is a slow but powerful sword that has a 75% chance to afflict mobs with the Wither effect when struck.
The Warping witherblade has a 33% chance of being dropped by the Wither boss when killed in a Warped forest or Inverted forest.
This item can be renamed without loosing its effect, but it will lose its font color.
The Warping witherblade can be enchanted with any sword enchantments.
For in life all things return to death, and in death all things return to the shadow of ----------.
Attack Damage: 4 Attack Speed: 1.6 Durability: 32
Always spawn with Mending and Unbreaking VIII.
The Withersbane is a Gold sword with the ability to spread its damage from undead entities to other undead entities. Entities considered undead include Skeletons, Wither Skeletons and Zombie Piglins.
The Withersbane can be found in a small room at the center of a round table which as a chance to be found in the Forbidden castle.
This item can be renamed without loosing its effect, but it will lose its font color.
The Withersbane can be upgraded with any sword enchantments.
An ancient blade to smite the impurity from the Nether
Attack Damage: 14 - 21 Attack Speed: 0.88 Durability: 2031
The Greatsword of sacrifice is a slow sword that drains your health on all hits but deals massive damage in return.
The Greatsword of sacrifice has a 50% chance of spawning on the tip of the main tower in the Forbidden castle.
This item can be renamed without loosing its effect, but it will lose its font color.
The Greatsword of sacrifice can be enchanted with any sword enchantment.
Drains the life of its wielder to inflict massive damage
Attack Damage: 7.25 - 9 Attack Speed: 1.68 Durability: 2031
The Scarlet dagger is a light weapon with a lightly buffed attack speed but reduced damage, but it also has a 5% to slightly heal you when damaging mobs, 100% when killing them.
The Scarlet dagger has a 50% chance of spawning on the tip of the main tower in the Forbidden castle.
This item can be renamed without loosing its effect, but it will lose its font color.
The Scarlet dagger can be enchanted with any sword enchantments.
Drains the life of its slain victims
Attack Damage: 5 Attack Speed: 1.6 Durability: 131
Enchants: Sharpness V, Smite V, Unbreaking III, Knockback II, Looting III, Fire Aspect II
The Piglin slayer is a cosmetic Stone sword with no special ability. The name is actually in Zalgo in game, but behind that animated text is in reality written "Piglin slayer".
The Piglin slayer can be found in one of the barrels in the Ruined lab.
This item can be renamed but it will lose its font color and effect.
The Piglin slayer can be enchanted with any additional sword enchantments.
Attack Damage: 8 (+8 electric damage) Attack Speed: 1.1 Durability: 250
Enchants: Loyalty I
The Voltaic trident is a custom Trident with the power to make a sphere of electricity appear where it has stricken, damaging any entity around.
The Voltaic trident can be found at the top of Clock towers in the Forbidden castle.
This item can be renamed without loosing its effect, but it will lose its font color.
The Voltaic trident can be enchanted with Loyalty, Unbreaking and Mending. It can also be used as a melee weapon, but with no real effect.
Grindstoning it and adding Channeling will strike self with lightning upon use. The Voltaic trident will also lose its ability if enchanted with Riptide, while Impaling will have no effects.
Feel its electrical power
NOTES: The texture shown is not implemented because Tridents are not able to have different custom textures once thrown
Damage: 6.5 Attack Speed: Slow (1.3) Tooltip: A fearsome sword with an otherworldly punch! 'It came from the edge of The End' ᴛɪᴘ: ᴘᴜɴᴄʜ ᴛʜᴇᴍ ɪɴᴛᴏ ᴡᴀʟʟs Durability: Unbreakable
The Dragonblade is a post-Dragon greatsword with the ability to trigger a powerful punch after hitting a mob 3 times. Punches deal heavy damage with high armor penetration, knock enemies back a great distance and temporarily stun them.
The Dragonblade can be enchanted with any Sword enchantment. Knockback enchantment further empowers its punch ability.
The Dragonblade is unbreakable and cannot be repaired with an Anvil. However, Enchanted Books can be fused with the Dragonblade to transfer enchantments.
Obtaining: After defeating the Ender Dragon for the first time, the Dragonblade spawns stuck in the Altar of The Accursed. Right clicking it will cause it to drop, making it collectable.
Only one Dragonblade generates on each world.
Usage: Attacking enemies inflicts Dragon Stacks. After 3 Stacks are inflicted, player can sneak while holding the Dragonblade to use all Stacks to perform a powerful punch. Stacks time out on their own after 16 seconds.
Punching warps affected entity 8.2 blocks away from the player, but stopping on any solid block. Punches deals 7 HP х ₃.₅ base damage with 70% armor penetration.
Punched enemies will have Weakness I applied to them for 7 seconds, on top of being stunned for 1 second. Stunned mobs are unable to walk, but can still jump and attack. Additionaly, punched mob will be afflicted with Voided I for 10 seconds.
If an enemy is punched into any solid block, the damage is boosted to 24HP x ₁₂. The duration of Weakness is also increased to 11 seconds and stun duration to 2 seconds. Enemies nearby take 4 HP splash damage, while also being being inflicted with Weakness I for 3 seconds.
Each level of Knockback enchantment enchances punch distance by 1.1 blocks and punch damage, inceasing it by is +1.5HPₓ ₀․₇₅, +4 HP and +1.5 HP ₓ ₀․₇₅ per level for normal punch, wall punch and splash damage respectively.
Punched mobs cannot have stacks applied to them for the next 8 seconds, indicated by a cloud of dust above their head.
Punches receive only 40% of melee damage bonuses. Strength Potions do not increase punch damage, only boosting base weapon damage instead.
The Dragonblade is unbreakable on top of being immune to lava, fire, explosions and cacti. Additionaly, it automatically returns to the Altar of The Accursed if dropped away from it, meaning that it is truly indestructible.
Tips: Dragonblade is slightly slower compared to other swords, so take that into consideration when timing your hits.
Sweeping Edge allows the Dragonblade to apply Stacks to multiple enemies at once with the sweep attack.
Knockback II Dragonblade deals 32 HP х ₁₆ damage on block punches. Keep in mind that 70% of that damage ignores armor completely, meaning that mobs and players with unenchanted Netherite Armor and 20 health or less can die in a single punch.
Because the Dragonblade is unbreakable, enchanting it with Unbreaking or Mending is redundant. Don't waste your Enchanted Books.
Voided is inflicted before punch damages a mob. You can treat it as a separate damage instance worth 20% of your tartet's max health and 100% armor penetration.
Damage: 7 Attack Speed: Normal (1.6) Tooltip: Press [SHIFT] to activate your Execute ability, instantly killing nearby enemies with low health! Property of Captain Charo Durability: 1562
Tamaris is a post-Dragon sword which allows players to trigger a powerful Execute ability, warping to nearby enemies with low health and killing them instantly.
Tamaris can be enchanted with any Sword enchantment.
Tamaris can be repaired with Netherite Ingots.
Tamaris has a 66% chance to be dropped by the Ender Dragon. It always drops with either an Ender Insignia or Crest of The End.
When damaged below 25% of health, mobs will have a gray mark above their head. This marks them as weak with a puff of dust above them.
After sneaking for a moment, you will warp to the nearest weak mob, instantly killing them. This warp has a range of 10 blocks. If an enemy walks out of that radius mid-execute, the warp is going to follow the mob to its new location.
Executing a mob holding a Totem of Undying or a player with the Holy Protection buff applies an 11 second execute cooldown. It is indicated by a DISABLED text in player's action bar, which goes away as the cooldown ends.
Tamaris is intended to be used as a support weapon. Switching to it to execute a weak enemy is the best way to use it.
Tamaris prioritizes nearest weak mob while choosing a target to execute next. Keep in mind while trying to chain execute a group of weak mobs.
The execute treshold is lower for certain mobs.
On bosses (Wither, Empress of Light) and Wardens, this treshold is 10%.
Non-living entities (Item Frames, Armor Stands, etc.) and the Ender Dragon are immune to Tamaris' execute.
Use this weapon carefully in Multiplayer while teaming up with other players, as it could potentialy lead to one of your allies being accidentaly executed.
Execute move targets the closest weak mob, so use this information to avoid mistakes.
The execute strike cannot be dodged or avoided without any form of invulnerability. Even if an entity teleports away mid-fight, the warp is going to take you to their new location.
Damage: 5 Attack Speed: Fast (2) Tooltip: Sneak to warp to a nearby enemy, dealing damage and speeding you up Durability: 764
Chorus Dagger is a post-Dragon dagger with a special ability which allows players to instantly warp to mobs in order to deal damage and gain a speed boost.
Chorus Dagger can be enchanted with any sword enchantment.
Chorus Dagger can be repaired with Iron Ingots.
Chorus Dagger can be found in End Cities. There is a: - 20% chance for one to generate in chests left by Protective Crystals in large towers. - 10% chance for one to generate in chests left by Protective Crystals in small towers. - 3.75% chance for one to generate in any chest.
While holding the dagger, sneaking will instantly teleport the player to a nearby mob in a radius of 8 blocks. Said mob will be dealt critical damage worth 150% of weapon's damage. After teleporting, player will be given a 4 seconds of Speed II, followed by 1 second of Speed I, making up for a total of 5 seconds of bonus' duration.
After a successful teleport, players cannot do it again for the next 8 seconds.
Dash always deals critical damage worth 1.5x the weapon's damage.
Due to Dagger's low base damage, it is advised to use it as a support weapon.
This item is brilliant for support in PvP, as the dash can be used for a quick burst of damage and the speed bonus can be used to easily combo your enemy.
Damage: 5 (6 with both equipped) Attack Speed: Very Fast (2.6) Tooltip: Attracts spirits on attacks Hold The Beginning/The End in the other hand and look at them to teleport to their location, damaging all mobs and gaining a short buff. 'RIP Spirit Daggers' - Developer Item - Durability: 496 Other: +1 Damage (while in offhand)
The Beginning and The End is a pair of special daggers which have the ability to attract Spirits on attacks, and if both are used in a tandem - a second ability which allows players to telepot to aforementioned Spirits, gainin a short attack buff.
Both daggers can be enchanted with any Sword enchantment. Certain enchantments will have new effects.
The Beginning and The End can be repaired with Netherite Ingots.
The Beginning and The End can be found in End City and End Dungeon chests. Additionally, you can get them from Void fishing through an ender crate.
Damaging enemies while holding a Beginning or End in any hand has a 50% chance to attract a Spirit. If the other sword is equipped in the other hand, players can teleport to the summoned Spirit by looking at it for 10 ticks (0.5 second). Only one Spirit can exist in a 4 block radius.
Teleporting to the Spirit creates a large area of effect slash which damages all enemies around it for 5 HP x ₂.₅ damage with 100% armor penetration. Afterwards player receives a small combat buff - 4 HP points of Absorption, +3 HP x ₁.₅ damage and +35% movement speed. Assasination buff lasts for 4 seconds. The slash attack has a radius of 3.8 blocks. Slashes receive 60% of melee damage bonuses (excluding Potions of Strength).
Hit mobs which have attracted a Spirit won't be able to do it again for the next 22 seconds, indicated by a spray of particles above their head.
While in the offhand, The Beginning provides a +1 damage to any weapon, while The End gives + 5% speed.
Certain enchantments empower Spirit Dagger's slash attack. Enchantment power scales from both Daggers, meaning that having Sweeping Edge III on one of them and Sweeping Edge II on the other one acts as Sweeping Edge V.
Both the damage and speed bonuses stack with Potions of Strength and Swiftness respectively.
Spirits can be attracted by ANY damage, including (but not limited to) other Swords, Crossbows, Bows, etc., for as long as you are holding a Beginning or End in any hand.
However, the damage dealt has to be higher than 3 HP х ₁.₅. Anything lower will not attract any Spirits no matter what.
Teleporting has a distance limit of 70 blocks.
This makes this item great for quick long distance travels while exploring or crossing large gaps.
Spyglass comes in handy while trying to position your cursor over a Spirit, as you can switch to The Beginning and The End right away once you align perfectly.
This item pairs extremely well with Sharanga, since Spectral Bolts are completely unaffected by gravity, meaning that it is easier to snipe targets from far away in order to potentially attract Spirits.
Damage: 5 (6 with both equipped) Attack Speed: Very Fast (2.6) Tooltip: Attracts spirits on attacks Hold The Beginning/The End in the other hand and look at them to teleport to their location, damaging all mobs and gaining a short buff. 'RIP Spirit Daggers' - Developer Item - Durability: 496 Other: +1 Damage (while in offhand)
The Beginning and The End is a pair of special daggers which have the ability to attract Spirits on attacks, and if both are used in a tandem - a second ability which allows players to telepot to aforementioned Spirits, gainin a short attack buff.
Both daggers can be enchanted with any Sword enchantment. Certain enchantments will have new effects.
The Beginning and The End can be repaired with Netherite Ingots.
The Beginning and The End can be found in End City and End Dungeon chests. Additionally, you can get them from Void fishing through an ender crate.
Damaging enemies while holding a Beginning or End in any hand has a 50% chance to attract a Spirit. If the other sword is equipped in the other hand, players can teleport to the summoned Spirit by looking at it for 10 ticks (0.5 second). Only one Spirit can exist in a 4 block radius.
Teleporting to the Spirit creates a large area of effect slash which damages all enemies around it for 5 HP x ₂.₅ damage with 100% armor penetration. Afterwards player receives a small combat buff - 4 HP points of Absorption, +3 HP x ₁.₅ damage and +35% movement speed. Assasination buff lasts for 4 seconds. The slash attack has a radius of 3.8 blocks. Slashes receive 60% of melee damage bonuses (excluding Potions of Strength).
Hit mobs which have attracted a Spirit won't be able to do it again for the next 22 seconds, indicated by a spray of particles above their head.
While in the offhand, The Beginning provides a +1 damage to any weapon, while The End gives + 5% speed.
Certain enchantments empower Spirit Dagger's slash attack. Enchantment power scales from both Daggers, meaning that having Sweeping Edge III on one of them and Sweeping Edge II on the other one acts as Sweeping Edge V.
Both the damage and speed bonuses stack with Potions of Strength and Swiftness respectively.
Spirits can be attracted by ANY damage, including (but not limited to) other Swords, Crossbows, Bows, etc., for as long as you are holding a Beginning or End in any hand.
However, the damage dealt has to be higher than 3 HP х ₁.₅. Anything lower will not attract any Spirits no matter what.
Teleporting has a distance limit of 70 blocks.
This makes this item great for quick long distance travels while exploring or crossing large gaps.
Spyglass comes in handy while trying to position your cursor over a Spirit, as you can switch to The Beginning and The End right away once you align perfectly.
This item pairs extremely well with Sharanga, since Spectral Bolts are completely unaffected by gravity, meaning that it is easier to snipe targets from far away in order to potentially attract Spirits.
Damage: 10 Attack Speed: 0.9 Tooltip: Hold it in any hand to periodically collect stars. Sneak and attack to send the stars flying in the direction you are facing to deal high armor-piercing damage. Works from the offhand, with reduced damage. Durability: Unbreakable
Stellar Striker is an unobtainable item
Stellar Striker can be enchanted with any sword enchantment.
Stellar Striker can be repaired with Netherite Ingots.
Unknown (unobtainable)
When you hold the Stellar Striker out, stars build up. One appears every 6 seconds, with a max of 5 stars. When you crouch and attack, a star is released, dealing 12 HP x 6 damage with 8 HP of the damage being splash. Both direct hit and splash damage have 40% armor penetration. the Casket of stars exists but who cares about that thing its not only unobtainable but its also gonna get removed
This weapon would be best to use at range, to make full use of the range advantage from the stars
Using this against high defense enemies will be recommended, due to the good damage you can build up mixed with armor penetration.
Damage: 10 Attack Speed: Very Slow (0.9) Tooltip: Steals life from attacked mobs Can damage multiple mobs at once Durability: 1232
Starless Scythe is a post-Dragon scythe which performs sweep attacks that heal yourself on hit.
Starless Scythe can be enchanted with any Hoe enchantment, getting special combat effects from them.
Starless Scythe can be repaired with Netherite ingots, or a Netherite Hoe.
The Starless Scythe can be obtained from End City Treasure chests and End Dungeon chests.
When used, the Starless Scythe performs a sweeping attack like a sword. The sweep deals 60% of the base damage. When an enemy is hit, you are healed 5% of the damage dealt to the mob. The Starless Scythe has various enchantment interactions. Efficiency makes enemies you hit get crippled, scaling with the level. Fortune increases healing amount by 2% per level. Silk touch makes it so that you get regeneration for 3 seconds upon killing a mob, with an additional second if a mob is killed in those 3 seconds.
This weapon is best to be used as a support item to get your health back up, as its damage is outclassed by other stellarity items.
This weapon is a great synergy to use with any modded weapon that uses up your health.
Damage: 5 (base) Attack Speed: Very Slow (0.85) Tooltip: Imbues itself with souls of slain mobs, permanently increasing its damage and unlocking passive abilities. Gets less damage the more souls it absorbs. - Developer Item - Durability: 1562 (unbreakable after upgraded enough) Other: -15% Movement Speed (while held)
Frigid Harvester has a 10% chance to be found inside Frozen Crates fished up during Void Fishing.
Strays found in Frosted Hills have a 3% chance to spawn holding a Frigid Harvester, which they always drop on death. Strays equipped with Harvesters have increased stats and wear a Diamond Helmet and Chestplate.
Killing any living mob permanently increases Frigid Harvester's damage. Stronger mobs give more extra damage, while passive mobs barely grant any increase. Displayed damage is rounded up to the lower tenth, meaning that e.g. damage value of 8.62
is going to be displayed as 8.6
instead.
Total damage Frigid Harvester can aquire is 19, however damage gains roll off quickly at higher amounts, meaning that getting past certain tresholds requires farming.
While holding Frigid Harvester in main hand movement speed is reduced by 15%. Players also give off ambient particles which change in appearance as the damage increases.
The frigid harvester can gain passive abilities by killing specific mobs. Blaze: Frostburn. Extreme cold burns enemies for extra damage. Stray: Arctic Wind. Super cold aura slows down all nearby mobs. Witch: Piercing Cold. Chance to weaken enemy armor on hit. Iron Golem: Frost Barrier. Gain temporary damage reduction after killing a mob. Wither: Amina Conduit. Souls are crushed down and converted into a healing force. Ender Dragon: Cryonics. Using a Totem of Undying encases you in protective ice, making you invulnerable and providing extreme healing.
Stat scaling from mobs
All passive mobs, Bee, Polar Bear, Snow Golem, Iron Golem, Slime, Magma Cube, Cave Spider
Extra Damage: +0.07
Anima Conduit Healing: 2HP
FP: 1 🍗 (2 saturation)
Zombie, Skeleton, Spider, Enderman, Husk, Stray, Pillager, Drowned, Zombie Villager, Zombified Piglin, Piglin, Vex, Guardian
Extra Damage: +0.14
Anima Conduit Healing: 4HP
FP: 2 🍗 (4 saturation)
Wither Skeleton, Blaze, Vindicator, Witch, Phantom, Shulker, Hoglin, Creeper, Other players (PvP)
Extra Damage: +0.24
Anima Conduit Healing: 6HP
FP: 3 🍗 (6 saturation)
Evoker, Illusioner, Piglin Brute, Ghast, Zoglin, Ravager
Extra Damage: +0.35
Anima Conduit Healing: 8HP
FP: 5 🍗 (10 saturation)
Wither, Giant, Elder Guardian, Warden, Some modded bosses
Extra Damage: +0.67
Anima Conduit Healing: 16HP
FP: 12 🍗 (24 saturation)
It is relatively easy to get Frigid Harvester to 8 or 11 damage. It can be achieved in one night by just running around and killing Zombies or Skeletons. Getting it to 14 is not much harder.
Getting Frigid Harvester to 19 damage will be difficult, as weaker mobs quickly stop giving as much extra damage.
Even though Frigid Harvester starts extremely weak compared to other weapons of the same tier, it can quickly outdamage them with enough grinding and right setup.
You get slowed down while holding a Frigid Harvester. This can be cancelled out by using a Swiftness Potion.
Warden farming is the easiest (and probably the only) way of getting a Frigid Harvester to the maximum damage.
However, it isn't quick, as it at higher damage numbers it can take up to 100 Wardens to get 1 extra damage. Building an efficient farm is crucial.
Anima Conduit is by far the best item ability in Stellarity in terms of survivability. It could even potentially remove the need to eat completely given the player regularly goes after some mobs to kill.
This however comes with a price of long mob grinding to get the Harvester to its maximum potential.
Frigid Harvester is one of the 2 upgradable items in Stellarity, the other one being Nature's Wrath
Damage: 8 Attack Speed: Normal (1.6) Tooltip: Sneak to charge up a fiery spin, igniting all nearby mobs and setting them on Prismatic Inferno Durability: 2031
Prismember is a post-Empress sword which can do a spin attack that applies Prismatic Inferno to all enemies around you.
Prismember can be enchanted with any Sword enchantment.
Prismember can be repaired with Netherite Ingots.
Prismember has a 33% chance to be dropped by the Empress of Light, but only if killed in The End or in the Overworld during nighttime.
When you crouch, a red and orange timer appears above your hotbar. After 8 ticks, it is filled up and tells you to attack. When you do, a fiery spin is released, dealing 8HP damage with 30% armor penetration, and applying Prismatic Inferno for 3 seconds, with an extra second for each level of fire aspect you have. This spin has a 20 tick cooldown.
This weapon is great for hitting and running. Just make sure to reapply Prismatic Inferno every few seconds for it to not timeout.
Damage:
10 (base)
3.3 - 30 (discharge)
Attack Speed: Very Slow (0.8) Tooltip: Channels power from the core of the sun. Strike enemies to release stored energy all at once in a powerful discharge. Durability: Unbreakable
Kaleidoscope is a post-Empress greataxe which charges itself while held. Attacking releases stored energy in a powerful discharge which deals heavy splashing damage and sets mobs on fire.
Kaleidoscope can be enchanted with any Axe enchantment.
Kaleidoscope is unbreakable and cannot be repaired with an Anvil. However, Enchanted Books can be fused with a Kaleidoscope to transfer enchantments.
Obtaining
Kaleidoscope is a guaranteed drop from the Empress of Light, but only if she is killed in the Overworld during the day. This makes obtaining it extremely challenging.
While held in the main hand, Kaleidoscope will rapidly charge itself, with charge scaling from 0 to 100 over the course of 7.5 seconds. Being hurt will reduce current charge by 50%.
Attacking a mob resets the charge back to 0. If the charge value is under 33, nothing happens. However, if player's charge value is anything above 33, Kaleidoscope will release all of its stored energy in an explosive discharge which deals heavy damage which splashes to multiple enemies and sets them on fire. Splash damage is equal to 70% of discharge's damage and drops off with distance, scaling down to 30%. Fire duration on splash damage also scales down with distance, going from 80% of full duration to 50%.
The discharge damage stacks with weapons's base damage. Discharges only inherit 50% of melee damage bonuses (excluding Strength potions, which only increase weapon's base damage).
Discharge damage is reduced further by Blast Protection enchantment. This does not affect base sword damage. Keep in mind that armor piercing damage ignores specialized enchantments.
Kaleidoscope is unbreakable and immune to lava, fire, explosions and cacti. The only way to destroy the item is through either tossing it into the void or through natural despawn.
Discharge levels:
33 - 65:
Damage: charge/10 (3.3 - 9.5)
Fire Duration: 20 + charge/2 (37 - 53) ticks
Splash Radius: 0
Armor Penetration: 15%
66 - 99:
Damage: 8 + charge/10 (14.6 - 17.9)
Fire Duration: 40 + charge/2 (73 - 89) ticks
Splash Radius: 2.7
Armor Penetration: 25%
100:
Damage: 30
Fire Duration: 20 + charge/2 (20 + 50) ticks
Splash Radius: 120
Armor Penetration: 4.2
Enchantments which increase weapon's damage (like Sharpness, Smite or Bane of Arthropods) only increase Kaleidoscope's base damage. Discharge damage can only be increased by bonuses from other items.
Since it is unbreakable, enchanting it with Mending and/or Unbreaking is pointless.
3rd level discharges are extremely deadly, as not only do higher damage amounts get mitigated less by armor, combining it with the extra armor penetration makes up for a deadly strike.
Kaleidoscope is the most efficient if 3rd level discharges are timed well.