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. The only means of enchanting that does not require the loss of Experience Points is through trade with a Villager Priest, which can enchant certain items in exchange for an Emerald.

Enchanting Basics
An item can be enchanted by first right-clicking on the Enchanting 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 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.

The text on the three options of the enchanting GUI is meaningless, but the level number influences 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.

Enchantable items are currently limited to all kinds of armor, tools (limited to pickaxes, shovels, and axes), swords, and bows.

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.

Enchantments
EID is the item's Effect Identification Number in the game code. (This allows "Out of place Enchantments")

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

Armor Enchantments
! 0 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! colspan=7 |
 * -align="center"
 * colspan=7 | 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 this page for details.
 * - align="center"
 * Protection
 * Converts all damage from all sources (except from The Void, Hunger and the /kill command) to armor damage.
 * IV
 * See Armor article
 * Armor with this enchantment cannot receive Fire Protection, Blast Protection, or Projectile Protection.
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 * Fire Protection
 * Protection against fire
 * IV
 * See Armor article
 * Armor with this enchantment cannot receive Protection, Blast Protection, or Projectile Protection.
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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 Protection, Fire Protection, or Projectile Protection.
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 * Projectile Protection
 * Protection against projectile entities (e.g. arrows and ghast/blaze fireballs (only the initial impact)).
 * IV
 * See Armor article
 * Armor with this enchantment cannot receive Protection, Fire Protection, or Blast Protection.
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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

Sword Enchantments
! 16 ! 17 ! 18 ! 19 ! 20 ! 21 ! colspan=7 |
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 * Sharpness
 * Extra damage
 * V
 * 0.5 to 1.5 hearts extra damage per level.
 * Extra damage is random for every hit. A sword with this enchantment cannot receive Smite or Bane of Arthropods.
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 * Smite
 * Extra damage to zombies, zombie pigmen, and skeletons.
 * V
 * 0.5 to 2 hearts extra damage per level.
 * Extra damage is random for every hit. A sword with this enchantment cannot receive Sharpness or Bane of Arthropods.
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 * Bane of Arthropods
 * Extra damage to spiders, cave spiders and silverfish.
 * V
 * 0.5 to 2 hearts extra damage per level.
 * Extra damage is random for every hit. A sword with this enchantment cannot receive Sharpness or Smite.
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 * Knockback
 * Increases the knockback dealt when attacking mobs and players.
 * II
 * More knockback.
 * Does not stack with knockback caused by attacking while sprinting. Note that this enchantment can sometimes make experience harder to obtain, as it knocks the mob's body back, causing the orbs to spawn farther away.
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 * Fire Aspect
 * Lights the target on fire.
 * II
 * Affects duration of burning.
 * Dropped meat will be cooked if an animal is killed by fire damage, but not if killed by the sword hit.
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 * 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.
 * This also increases the chance of getting a rare drop.

Tool Enchantments
! 32 ! 33 ! 34 ! 35 II: 25% * 2, 25% * 3 (75% more) III: 20% * 2, 20% * 3, 20% * 4 (120% more) ! colspan=7 |
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 * Efficiency
 * Faster resource gathering while in use.
 * V
 * +50% mining speed per level.
 * Efficiency V gives a 250% speedboost, breaking some blocks instantly. The speed increase applies to blocks that the tool is appropriate for and those that can be mined by hand.
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 * Silk Touch
 * Blocks mined will drop themselves, even if it should drop something else (e.g. Stone will drop stone, not Cobblestone).
 * I
 * Allows the collection of normally unobtainable blocks such as Ores, Grass, Mycelium and Huge Mushrooms. The normal requirements for mining blocks still applies: e.g. An iron or better pickaxe must still be used to retrieve diamond ore blocks etc.
 * - align="center"
 * Allows the collection of normally unobtainable blocks such as Ores, Grass, Mycelium and Huge Mushrooms. The normal requirements for mining blocks still applies: e.g. An iron or better pickaxe must still be used to retrieve diamond ore blocks etc.
 * - align="center"
 * Unbreaking
 * At each use, there's a chance the tool's durability will not decrease.
 * III
 * The tool will last an entire tool durability longer.
 * For example, an Unbreaking III item has a chance to use up a use of (100/(3+1))% = (100/4)% = 25%, so Unbreaking III should, on average, make a tool last 4 times as long.
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 * Fortune
 * Can multiply the drop rate of items from blocks
 * III
 * I: 33% * 2 (33% more)
 * I: 33% * 2 (33% more)
 * Only applies to coal, emerald, diamond, and lapis lazuli. Also affects the drop rates of Nether Wart, wheat (seeds only), Tall Grass, Glowstone, Melons, and Redstone, and increases the chance for gravel to drop flint instead of itself (see ).

Bow Enchantments
! 48 ! 49 ! 50 ! 51
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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 and players
 * II
 * Mobs and players are knocked back farther.
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 * Flame
 * Sets arrows, mobs, and players on fire. When arrow is fired it can ignite a tnt.
 * I
 * Sets arrows on fire when shot, and players and mobs when hit.
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 * Sets arrows on fire when shot, and players and mobs when hit.
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 * Infinity
 * Gives unlimited shots with a single arrow (The bow still loses durability).
 * I
 * This can be extremely useful against the Ender Dragon when fighting it in The End, since the player no longer needs to return for more arrows once their supply runs out. 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 no longer needs to return for more arrows once their supply runs out. However, arrows fired by a bow with this enchantment cannot be retrieved, similar to the arrows fired by Skeletons.
 * }