Enchanting



Enchanting is a mechanic which utilizes an Enchantment Table to add special abilities to armor, tools, and weapons. Enchantments require the usage of experience points, with successively higher enchantments requiring more experience.

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Enchantments
EID is the item's Effect Identification Number in the game code.

{| class="wikitable" style="text-align: center; width: 65em" ! EID ! style="width: 10em;" |Enchantable item/s ! Name ! Effect type ! Max. Enchantment Power ! style="width: 10em;" |Per-level bonus ! Notes ! colspan=7 |

Armor Enchantments
Protection enchantments stack, up to an upper limit cap. For the "x protection" enchantments, "Protection" always protects just as well against fire damage as "Fire Protection" does. "Feather Falling" sometimes works better than plain "Protection", unless the sum of your protection enchantments are already at the upper limit cap. See Armor for details.
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! 0 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! colspan=7 |
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 * Protection
 * Converts all damage from all sources (except from The Void and the /kill command) to armor damage.
 * IV
 * See Armor article
 * Armor with this enchantment cannot receive any other type of Protection, apart from helmets, which can receive the Respiration and Aqua Affinity enchantments and boots which can receive feather falling.
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 * Fire Protection
 * Protection against fire
 * IV
 * See Armor article
 * Armor with this enchantment cannot receive any other type of Protection, apart from boots, which can receive the Feather Falling Enchantment.
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 * Feather Falling
 * Protection against fall damage
 * IV
 * See Armor article
 * This is a great way to prevent the fall damage from Ender Pearl teleportations.
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 * Blast Protection
 * Protection against explosions
 * IV
 * See Armor article
 * Armor with this enchantment cannot receive any other type of Protection, apart from boots, which can receive the Feather Falling Enchantment.
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 * Projectile Protection
 * Protection against projectile entities (e.g. arrows and ghast fireballs(only the initial impact)).
 * IV
 * See Armor article
 * Armor with this enchantment cannot receive any other type of Protection, apart from boots, which can receive the Feather Falling Enchantment.
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 * Respiration
 * Decreases the rate of air loss underwater; increases time between damage while suffocating.
 * III
 * Underwater breathing time +15 seconds; time between suffocation damage +1 second.
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 * Aqua Affinity
 * Increases underwater mining rate
 * I
 * I

Knockback - Increases boner size Sharpness - Increases boner damage Durability - Increases boner resistance Fortune - Adds extra boner stuff when used Guess on the rest.

Bow Enchantments
! 48 ! 49 ! 50
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 * Power
 * Extra damage
 * V
 * Extra damage is dealt
 * Multiplies base damage by 1.5 at Power I. Additional levels increase the multiplier by .25 each for a maximum of 2.5. At Power V and with the bow fully drawn it will kill most mobs with a single shot (11-12.5 hearts damage).
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 * Punch
 * Knockback effect on mobs
 * II
 * Mobs are knocked back farther.
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 * Flame
 * Flame

! 51
 * Sets arrows and mobs on fire.
 * I
 * Sets arrows on fire when shot, and mobs when hit.
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 * Infinity
 * Gives unlimited shots with a single arrow (though the bow still loses durability).
 * I
 * This can be extremely useful against the Ender Dragon when fighting it in The End, since the player can no longer return for more arrows to use. However, arrows fired by a bow with this enchantment cannot be retrieved, similar to the arrows fired by Skeletons.
 * }
 * This can be extremely useful against the Ender Dragon when fighting it in The End, since the player can no longer return for more arrows to use. However, arrows fired by a bow with this enchantment cannot be retrieved, similar to the arrows fired by Skeletons.
 * }

Mods from the community
Several people have built mods for making the enchanting system less random and more rewarding at higher enchantment levels. Among these are:


 * Enchantment Grid


 * Superior Enchantment System