Enchanting



Enchanting is a mechanic which adds enchantments to armor, tools, and weapons, improving current capabilities or adding new ones.

Enchanting Methods
There are three vanilla methods of enchanting items: by placing the item into an enchantment table, by using an anvil to combine enchanted items with each other or an enchanted book, and by paying emeralds to a villager priest to enchant them.

Enchantment table
An item can be enchanted by first right-clicking on an enchantment table, which will display a GUI with one item slot. Upon placing the item in the item slot, three randomized options will appear on the right of the GUI. Only enchantments with a required experience level less than or equal to the player's can be selected. Each option will imbue the item with a randomized set of enchantments which are dependent on the number of experience levels spent. Items can also be enchanted using the /enchant command for ops, which only allows enchantments available in normal enchanting.

The text on the three options of the enchanting GUI is meaningless, but the level number can influence the amount, type, and level of enchantments gained on the item, with a higher experience level resulting in more enchantments and more potent forms of said enchantments. However, the level number doesn't guarantee more than one enchantment or that the enchantment will be maximum strength on any given item as a level 30 enchantment can yield things such as Fortune II or Efficiency III.

There are several levels on most enchantments, and obtaining multiple enchantments is a possibility, with the probability increasing with higher experience levels for everything but boots.

Enchanted book
Enchanted books can be found in generated chests, can be purchased with emeralds from a villager librarian, or can be crafted with an enchanting table.

To enchant an item with an enchanted book, the player places the item in the first slot of an anvil, the enchanted book in the second slot. If the combination is allowed, the resulting enchanted item will appear in the anvil's output slot and an experience level cost appears below (green if you have enough experience levels, red if you don't). To complete the enchanting, the player simply removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly.

Some enchanted books can give enchantments to items that the items normally could not get by directly using an enchantment table (e.g., Unbreaking on a sword, Silk Touch on shears, Thorns on boots).

Villager priest
A villager priest may offer to trade enchanting for emeralds. The offers will be very specific, a certain enchantment for a specific item (for example, Efficiency II for an iron axe). To enchant an item, the player places it and the requested emeralds in the priest's trading slots and moves the resulting enchanted item to their inventory.

Unlike enchanting by enchantment table or enchanted book, enchanting by village priest has no experience level cost.

Enchantments
The table below describes the enchantments that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software.


 * EID: Effect Identification Number, an internal code used in the software.
 * Items: The items that can receive the enchantment legitimately in Survival mode, by any of the three possible enchanting methods. Where iron armor, weapons, and tools are shown, items of any material can be enchanted (some more easily than others).
 * Name:The enchantment's name will appear under the item's name when the player hovers the mouse over the item.
 * Effect:A general description of the capability improved or added by the enchantment.
 * Max: The maximum level that can be received legitimately. Higher levels are possible with third-party software.
 * Per-level bonus:Describes how the enchantment's effects improve as its level increases.
 * Notes:Additional details about the enchantment.

{| class="wikitable" style="text-align: center; width: 100%" ! EID ! Items ! Name ! Effect ! Max ! Per-level bonus ! Notes ! colspan=7 |

Armors
! 0 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! 7 ! 34 ! colspan=7 |
 * -align="center"
 * colspan=7 | Protection enchantments stack, up to an upper limit cap. See Armor for details.
 * - align="center"
 * Protection
 * Reduces damage except from The Void, Hunger and the /kill command
 * IV
 * See Armor
 * Protection, Fire Protection, Blast Protection and Projectile Protection excluding each other.
 * - align="center"
 * - align="center"
 * Fire Protection
 * Protection against fire damage; extinguishes fire faster
 * IV
 * See Armor
 * Protection, Fire Protection, Blast Protection and Projectile Protection excluding each other.
 * - align="center"
 * - align="center"
 * Feather Falling
 * Protection against fall damage
 * IV
 * See Armor
 * Feather Falling also reduces the fall damage from Ender Pearl teleportations.
 * - align="center"
 * - align="center"
 * Blast Protection
 * Protection against explosion damage; reduces explosion recoil
 * IV
 * See Armor
 * Protection, Fire Protection, Blast Protection and Projectile Protection excluding each other.
 * - align="center"
 * - align="center"
 * Projectile Protection
 * Protection against damage from projectile entities (i.e., arrows and ghast/blaze fireballs)
 * IV
 * See Armor
 * Protection, Fire Protection, Blast Protection and Projectile Protection excluding each other.
 * - align="center"
 * - align="center"
 * Respiration
 * Decreases the rate of air loss underwater; increases time between damage while suffocating and drowning
 * III
 * Underwater breathing time +15 seconds; time between suffocation damage +1 second
 * - align="center"
 * - align="center"
 * - align="center"
 * Aqua Affinity
 * Increases underwater mining rate
 * I
 * - align="center"
 * - align="center"
 * - align="center"
 * - align="center"
 * - align="center"
 * Thorns
 * Chance of dealing damage to mobs or players attacking the wearer: -; Extra wear on the armor
 * III
 * Chance of damage is 15% per level.
 * Anvil and appropriate enchanted book required except for chestplates.
 * - align="center"
 * - align="center"
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (60 + 40/(Level+1))% chance a use reduces durability; on average, armor lasts 20%-30% longer
 * Anvil and appropriate enchanted book required.
 * Anvil and appropriate enchanted book required.

Weapons
! 16 ! 17 ! 18 ! 19 ! 20 ! 21 ! 34 ! colspan=7 |
 * - align="center"
 * Sharpness
 * Extra damage
 * V
 * 0.5 to 1.5 hearts extra damage per level randomly for every hit
 * Sharpness, Smite and Bane of Arthropods excluding each other. Anvil and appropriate enchanted book reqired for axes.
 * - align="center"
 * - align="center"
 * Smite
 * Extra damage to zombies, zombie pigmen, withers and skeletons
 * V
 * 0.5 to 2 hearts extra damage per level randomly for every hit
 * Sharpness, Smite and Bane of Arthropods excluding each other. Anvil and appropriate enchanted book reqired for axes.
 * - align="center"
 * - align="center"
 * Bane of Arthropods
 * Extra damage to spiders, cave spiders and silverfish
 * V
 * 0.5 to 2 hearts extra damage per level randomly for every hit
 * Sharpness, Smite and Bane of Arthropods excluding each other. Anvil and appropriate enchanted book reqired for axes.
 * - align="center"
 * - align="center"
 * Knockback
 * Increases knockback
 * II
 * More knockback
 * Does not combine with knockback caused by attacking while sprinting.
 * - align="center"
 * - align="center"
 * Fire Aspect
 * Lights the target on fire
 * II
 * Affects duration of burning
 * Dropped meat will be cooked if an animal is killed while on fire, but fire is not applied until after the attack damage.
 * - align="center"
 * - align="center"
 * Looting
 * Mobs have a chance to drop more loot
 * III
 * +1 to max loot drop per level
 * This also increases the chance of getting a rare drop.
 * - align="center"
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability
 * On average lifetime is (Level+1) times as long. Anvil and appropriate enchanted book required.
 * On average lifetime is (Level+1) times as long. Anvil and appropriate enchanted book required.

Tools
! 32 ! 33 ! 34 ! 35 ! colspan=7 |
 * - align="center"
 * Efficiency
 * Faster resource gathering while in use
 * V
 * +30% mining speed over the previous level: I=130%, II=169%, III=220%, IV=286%, V=371%
 * The speed increase applies to all blocks that when mined, will drop an item. Using the wrong tool will not provide as much of a speed boost. Anvil and appropriate enchanted book required for shears.
 * - align="center"
 * - align="center"
 * Silk Touch
 * Mined blocks will not break as long as their mining requirements are met
 * I
 * Allows the mining of normally unobtainable blocks . Silk Touch and Fortune excluding each other. Anvil and appropriate enchanted book required for shears.
 * - align="center"
 * Allows the mining of normally unobtainable blocks . Silk Touch and Fortune excluding each other. Anvil and appropriate enchanted book required for shears.
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability
 * On average lifetime is (Level+1) times as long. Anvil and appropriate enchanted book required for shears, fishing rod, flint and steel and carrot on a stick.
 * - align="center"
 * - align="center"
 * Fortune
 * Increases the drop rate of items from blocks
 * III
 * Varies
 * For coal, diamond, emerald, redstone, and lapis lazuli, level I gives a 33% chance to multiply drops by 2 (averaging 33% increase), level II gives a 25% chance each to multiply drops by 2 or 3 (averaging 75% increase), and level III gives a 20% chance each to multiply drops by 2, 3 or 4 (averaging 120% increase). For carrots, glowstone, melons, nether wart, tall grass, and wheat (seeds only), each level increases the drop maximum by +1 (+2 for tall grass, maximum 4 for glowstone and 9 for melons). For gravel, the drop rate of flint is increased to 14% at level I, 25% at level II, and 100% at level III. Silk Touch and Fortune excluding each other.
 * For coal, diamond, emerald, redstone, and lapis lazuli, level I gives a 33% chance to multiply drops by 2 (averaging 33% increase), level II gives a 25% chance each to multiply drops by 2 or 3 (averaging 75% increase), and level III gives a 20% chance each to multiply drops by 2, 3 or 4 (averaging 120% increase). For carrots, glowstone, melons, nether wart, tall grass, and wheat (seeds only), each level increases the drop maximum by +1 (+2 for tall grass, maximum 4 for glowstone and 9 for melons). For gravel, the drop rate of flint is increased to 14% at level I, 25% at level II, and 100% at level III. Silk Touch and Fortune excluding each other.

Bows
! 34 ! 48 ! 49 ! 50 ! 51
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability
 * On average lifetime is (Level+1) times as long. Anvil and appropriate enchanted book required.
 * - align="center"
 * - align="center"
 * Power
 * Extra damage
 * V
 * I=150%, II=175%, III=200%, IV=225%, V=250% damage
 * A fully drawn Power IV bow will kill most mobs with a single shot (10-11 hearts damage).
 * - align="center"
 * - align="center"
 * Punch
 * Increases knockback
 * II
 * Mobs and players are knocked back farther.
 * - align="center"
 * - align="center"
 * - align="center"
 * Flame
 * Sets arrows, mobs, and players on fire
 * I
 * Sets arrows on fire when shot, and players and mobs when hit. Applies after initial damage like Fire Aspect. Applied fire also ignites TNT.
 * - align="center"
 * Sets arrows on fire when shot, and players and mobs when hit. Applies after initial damage like Fire Aspect. Applied fire also ignites TNT.
 * - align="center"
 * Infinity
 * Shooting uses no arrows
 * I
 * At least one arrow is reqired to shoot. Fired arrows cant be retrieved.
 * }
 * At least one arrow is reqired to shoot. Fired arrows cant be retrieved.
 * }