Talk:Enchanting/Archive 2

Testing new fishing rod enchantments
I have done some large-scale testing of the new enchantments, being Luck of the Sea and Lure. The sample size for each set was 100 catches. My results are as follows:

Control, no enchantments: 90 fish, 4 treasure, 6 junk.

Luck of the Sea III: 93 fish, 6 treasure, 2 junk. (An extra one slipped in)

Lure III: 92 fish, 1 treasure, 7 junk.

Both enchantments, level III: 95 fish, 5 treasure, 0 junk.

From these results, I conclude that: Lure does not affect catch ratios as was previously suggested, Luck of the Sea not only increases chance of treasure but also equally decreases chance of junk, and that the ratio of junk/treasure to fish stays at about 8% junk/treasure to 92% fish regardless of enchantment.

Exact amounts of which fish/loot items were caught available on request. More testing may be done to confirm my results.

22:44, 6 September 2013 (UTC)

Benefit of enchanting with an XP level greater than 50?
Looking at this graph:

http://www.minecraftwiki.net/wiki/File:Enchanting_levels.png

It seems to show you may get better enchantments if your xp level is more than 50. (Although I know enchantments stop at 50.) Am I misreading the chart, or is that what is it saying? 20:55, 24 May 2012 (UTC)


 * No you read right and you understood correctly. You should get better enchantments if you have a xp level more then 50. If you are going to enchant a diamond pick for unbreaking III, efficiency V and Fortune III, you should get a modified enchanting level between 64-76. modified enchantment level= experience level + Random(0,enchantability) + 1 so you should have 62-64 experience level to get the best chance to get all. ( Diamond pick has an enchantability of 10 so the total will always be between 64-76)Correct me if I'm wrong. 21:49, 24 May 2012 (UTC)


 * I believe the above poster is incorrect. The modified enchantment level (MOL) is the level of the enchantment you've chosen plus the quality of the item you're enchanting.  So if you've chosen a lvl 50 enchantment with a gold pickaxe, you can get a MOL from 51 to 73 (48 + (random number between 0 and enchantibility (22 for gold)) + 1).  So while enchantments do go above level 50, it is a background mechanic and is not dependent on the xp level of the player.-- 06:37, 10 June 2012 (UTC)

Feather Falling Formula
I'm new to wikis, so I'm not sure how to format this, but the formula for the feather falling enchantment is completely off. I recently did some research into the code and found it to follow the following logic:

base = (6 + lvl * lvl)

modifier = (base + 1 >> 1) + random(0 to ((base >> 1) + 1))

so a Boots of Feather Falling IV would be range in damage reduction from 11 to 22:

base = 6 + (4 * 4) = 22

modifier = (22 + 1 >> 1) + random(0 to (22 >> 1)) = 11 + random (0 to 11) = 11 to 22

Can someone smarter than me figure out how best to update the page accordingly? –Preceding unsigned comment was added by  15:25, 25 May 2012. Please sign your posts with

Major Rehaul
I performed a major rehaul to this article as it was an abomination nearly beyond repair. I reworked and simplified some of the early parts and made a completely new article for mechanics, as those are unnecessary for an article on the basic core mechanics.

edit: some notable changes include moving the majority of sections dealing with specific mechanics to a new article, deleting the Textures section due to being unnecessary and using a custom texturepack, and restructuring the order of several sections to be overall less shitty

-- 08:13, 25 May 2012 (UTC)


 * Why did you feel the need to take out so much stuff? "It's an abomination" is too vague to be a justification. Also, you said you made a new article for enchanting mechanics. First, where is it? And second, isn't that what this article is supposed to be? — 19:11, 26 May 2012 (UTC)


 * I'll start off with your last question. This article is supposed to be about the enchanting system.  It's not supposed to go in-depth, it's just supposed to inform the reader about the enchantment system.  Also, the new article can easily be found as it's in the "See Also" section of the page, meaning anyone who wants to find it can quite easily find it.


 * What I mean by it being an abomination is that it was far longer than it needed to be and was extremely hard to read due to being so disorganized and cluttered with information unnecessary to someone simply wanting to read about how to use the system and what they can use it for. Advanced mechanics weren't necessary for the average person just reading the wiki to learn how to play the game, but they're still readily available for anyone who wants to read up on them.


 * My apologies if you don't agree with my edits, I was just doing what I believed to be the best. -- 19:42, 26 May 2012 (UTC)


 * It's fine. A lot of stuff you removed was unnecessary and you did take on this hulking colossus that none of us have really touched in a while. You did however go a little but over board. Luckily it's easy to fix. Tomorrows a Holiday so I'll help clean up. -- 20:00, 27 May 2012 (UTC)

a note to add, recoloring leather armor from the recent snapshot DOES NOT get rid of the enchantments. good for sorting, like my blast protection stuff is orange, projectile protection black, etc. 13:09, 19 September 2012 (UTC) sorry, the above post was mine, i forgot to log in 13:13, 19 September 2012 (UTC)

Smelting experience?
What? Smelting doesn't grant experience! What is this referring to? 19:24, 16 June 2012 (UTC)
 * Killing 100 will allow you to reach level 30, as will  13 stacks.


 * This only happens in the most recent snapshots (12w23a and later). I edited the page to make this clearer. -- 20:22, 16 June 2012 (UTC)


 * As of 1.3.1 patch for PC you can now get experience from mining Ore and smelting. –Preceding unsigned comment was added by  19:54, 4 September 2012‎ (UTC). Please sign your posts with

Orthotope, you actually CAN get experience from smelting by smelting things such as Iron Ore, Gold Ore, and the others if you get their blocks instead of simply breaking them (you can only GET the block with silk touch) 19:16, 11 December 2012 (UTC)

Silk Touch and Fortune
I read that a Silk Touch enchantment will make Diamond Ore drop from an Iron or Diamond Pickaxe. Assuming that pickaxe also has Fortune, will it still affect how many Diamond Ores I get?

00:44, 17 June 2012 (UTC)

Fortune only affects item drops — that is, where you get something other than the block itself (otherwise it would be infinite duplication). Also, you can't get Silk Touch and Fortune on the same tool. — 11:55, 17 June 2012 (UTC)

I added, but have not tested: "Since Emeralds drop as an item, they Should be able to be increased some mining Emerald Ore using a Fortune-enchanted Iron Pick (or Diamond Pick)." Yilante 17:46, 2 July 2012 (UTC)

Could Silk Touch mine TNT? - you can just use your hands. [User Sweezi]

I have tested that Emerald ore does drop more emeralds. With a fortune 3 it drops similar to diamond, anywhere between 1 and 4 emeralds per block. With 2 stacks of ore I yielded 4 1/2 stacks of ore. 16:01, 19 July 2012 (UTC)

My level randomly resetting
So Ive been playing and I randomly noticed my experience bar went back to the first level you start as this happened a couple times and it is very irrating I cant keep track of what level I really am. –Preceding unsigned comment was added by (&#124;) 22:07, 29 June 2012‎. Please sign your posts with


 * The yellow bar just indicates how close you are to reaching the next level, so it resets every time you gain one. Your current level is the number above it. -- 02:03, 30 June 2012 (UTC)

Fire doesn't burn anything but mobs
Should it be noted that the fire enchants can't light trees on fire or activate nether portals, etc.? 23:54, 2 July 2012


 * it lights TNT 1n 12w34b good enough? –Preceding unsigned comment was added by  19:08, 5 September 2012‎ (UTC). Please sign your posts with

Efficiency "Speed Boost" Unclear
I was reading the efficiency enchantment effect, and I cannot for the life of me figure out how it works.

It says +50% mining speed per level. "+50%" would mean it takes 50% longer to mine each block?. But that's obviously not it. It's not -50% to mining speed either, otherwise with level II it would take 0% of the original time.

So how would you calculate the time taken mine a block using a tool with the efficiency enchantment?

+ 50% mining SPEED, not mining time.

I think it means -50% time based on time taken for previous level, so eff. I is 50% time, II is 25% time, III is 12.5% IV is 6.25% and V is 3.125%. However, I'm not sure if that's accurate because it sounds WAY too fast. 20:36, 4 July 2012 (UTC)

50% mining speed sounds like it's the most accurate description. With level I, your mining speed is 150% of unenchanted mining speed. Level II, 200% of original speed (you break blocks twice as fast). With level V, you're up to 350%, or blocks break in less than 1/3 of the time (28.5% of the original mining time, to be precise). It's an additive effect, not a multiplicative effect like what Gamerzap is suggesting. [TH_Hackandslash]

To answer the "how would you calculate the time taken to mine a block", you'd be looking at something like 100/(1 + 0.5*Efficiency level). That'll give you the percent of base time to mine a block (taking unenchanted time to be 100%). [TH_Hackandslash]


 * It probably means the same as -50% time. –Preceding unsigned comment was added by  at 12:01, 1 July 2013 (UTC). Please sign your posts with

Hacked enchantments
When hacking enchantments, you can enchant items like boats and signs. Weird. For bukkit server, you may see the plugin "Tim the Enchanter". If you type /enchant all, you get all enchantments with max level and every enchantment for that item, Even for fishing rods!!

Fortune Axes
Is the drop rate of Saplings and Red Apples affected by having Fortune on an Axe? If not, is there any benefit to having Fortune enchantments apply to axes? 06:23, 8 July 2012 (UTC)


 * Those drop rates are not affected at all. A Fortune axe might be good for harvesting melons, but not much else. -- 06:56, 8 July 2012 (UTC)

Does it work with giant mushrooms?-- 16:20, 15 July 2012 (UTC)

Experience and Enchanting
Does anyone know does it take the same amount of experience to do the same enchantment on the same type of item. If so we could produce a table that might give us a clue as to what enchantment we are getting. --unknown parties.


 * For future readers, the enchanting table itself isn't consistent about what you get for a given number of levels. However, the newer  reveals a system for "how much enchantments are worth".  See the  page for full details. -- 20:43, 11 December 2012 (UTC)

Power 5 no longer exists
According to http://pernsteiner.org/minecraft/enchant/tables/Power_5.html power 5 on a bow can no longer be got ("probability 0%"). I think that the main page needs editing to reflect this. -- 22:54, 2 August 2012 (UTC)

I think that this is so for all level V enchants. Not sure though -- 17:53, 3 August 2012 (UTC)

Efficiency 5 is still possible.
I noticed that the wiki says now that efficiency 4 is the max. now this may be the case for most tools, but gold tools(and possibly a few others) CAN have efficiency 5. Proof: (I was not using a map editor or mods, you will just have to take my word for it)


 * Looking at the, it looks like the new max bookshelves gives 30, gold tools add a max of 22, so (30+22+1)1.25=66.25 (rounded to 66) is the highest possible number of "points". Looking at it seems efficiency V requires only 61, so while incredibly rare, it appears possible.  07:04, 11 August 2012 (UTC)


 * i actually got a smite V enchant on a diamond sword (no hack) so yeah. –Preceding unsigned comment was added by  23:21, 4 September 2012 (UTC). Please sign your posts with


 * Smite was never in question, sharpness, power and efficiency are the only material restricted ones to my knowledge. 11:57, 5 September 2012 (UTC)


 * i also got efficiency V on a pick (still no hack but gold tools) –Preceding unsigned comment was added by   19:11, 5 September 2012‎ (UTC). Please sign your posts with

power V is back for bows! you can't get them in enchantingtables but you can in anvils! since snapshot 12w41a

Ok, I think this is reached the point of clear vandalism
A slew of Non Registered Users keep changing the max power level Vs to IVs. They are doing it in a way that seems like intentional abuse to me. How do we flag down an admin to lock it down? 07:41, 18 August 2012 (UTC)


 * The code still defines the maximum level as 5, so I'm inclined to leave it at V unless someone makes a compelling case otherwise. -- 19:32, 21 August 2012 (UTC)


 * Your help is much appreciated, but your notes are inaccurate, if you look at my math (which no one has refuted) sharpness, bane of arthropods, efficiency and smite V ARE obtainable on gold tools with the current model. Power V is not, due to not having a gold variant.


 * The notes were mostly intended to stop the edit warring; you're welcome to change them, as you're more familiar with enchanting mechanics than I am. -- 05:29, 22 August 2012 (UTC)


 * I would say that Power V should be added to the bow as the max level now since it is obtainable through the new anvil, though it seems to be the consensus of this Wiki that snapshot changes be added as notes instead. So I should say that post-1.4, it should be changed to Power V, and for now be left as a note.  16:25, 16 October 2012 (UTC)

Hunger damage and Protection?
A trivia note states that Protection converts hunger damage into armor damage. Besides seeming odd in it's own right, that sounds like it could rapidly destroy any such item. Is this for real? What about drowning damage?-- 02:18, 3 October 2012 (UTC)


 * That note was added . As far as I can tell, armor is damaged only when the player is physically attacked; other damage sources (e.g., hunger, falling, on fire) do not affect armor. There is no 'conversion' of health damage to armor damage, even when enchantments reduce damage from sources armor does not normally protect against. -- 09:43, 3 October 2012 (UTC)


 * Hmm. does that apply to withering and Protection too? Also, does Protection actually reduce hunger damage?  That's still odd. –Preceding unsigned comment was added by  (&#124;) 13:00, 3 October 2012 (UTC). Please sign your posts with


 * Protection reduces damage from everything but void damage and the /kill command. It doesn't make sense that it works against hunger damage, but a lot of things in Minecraft don't make sense. In 1.3, the only damage sources that reduce armor's durability are fire blocks (but not being on fire), lava, contact with cactus, explosions, mob attacks and projectiles. I don't know about withering, but my guess is that Protection works against it and it doesn't damage armor. -- 20:24, 3 October 2012 (UTC)

Power V now possible
I just noticed that it is now possible to get a Power V bow by combining two Power IV bows using the new anvil (12w41a). To my knowledge, there is no change to the levels that can be reached directly using an enchanting table. 02:27, 13 October 2012 (UTC)

Yes, this is intentional. I suspect we'll end up seeing that most top-tier Enchantments will have to be reached through the Anvil. 16:22, 16 October 2012 (UTC)

Yeah, I just got an Effeciency V diamond pickaxe. Should the notes that say the highest enchantments are only available with gold instead say that you can get them through the anvil (while still mentioning the gold being able to naturally enchant that high)? 04:52, 26 October 2012 (UTC)

Protection IV + Feather falling IV
I noticed in the trivia section that it says that "protection 4 AND feather falling 4 are not possible without a map editor to get on one pair of boots" i dont think this is true, seeing as i've gotten a few pairs on these on my game. (not in 1.4 as of yet, i havent enchanted any) -- 13:04, 6 November 2012 (UTC)

Gold
I don't believe anything has been said about gold equipment being easier to enchant, or the varying enchantabilities of each equipment grade. The first topic on the talk page has something about gold being 22, and diamond being 10 or something, so the values must be somewhere. 13:35, 11 November 2012 (UTC)


 * Details of the enchanting process, including the enchantability of various materials, has been moved to . -- 22:58, 11 November 2012 (UTC)

Enchantment Calculator?
Is there some kind of online app/program that calculates damage dealt/protected when using custom ones'? ie sharpness 15 on diamond sword?? ~MCGods

== Protection ID? When I try to use /enchant to put protection on an item, it says "the number you have entered is too small". Is this purely a bug, or has Protection's ID changed to something else? -- 01:40, 18 November 2012 (UTC)

== This Command CAN be used in command blocks with the same syntax
 * [Syntax] = "/enchant [player] [enchant ID] [enchant level(1-4)]" with item in hand
 * [Enchant IDS] =

-- 05:16, 25 January 2013 (UTC)

Protection from Wither Skulls?
Could someone test if Projectile Protection protects against Wither Skulls? I'm rather sure the Skulls don't deal damage on a direct hit, but it never hurts to check, does it? 04:05, 25 November 2012 (UTC)

Flameclaw0x7, The wither skull is an exploding projectile, like an exploding arrow, so yes projectile protection helps but you would also need Blast Protection. 19:20, 11 December 2012 (UTC)

Thorn enchantment = Diablo II reference??
Maybe this new "thorns" enchantment is a reference to the Diablo II paladin aura of the same name (and same effect). -- 14:26, 16 December 2012 (UTC)

-The use of the word "thorns" predated video games entirely. Early tabletop rollplaying games made use of the term for similur purpose. There can be no speculation as to what influenced the name for the designers without asking them personaly as the list of possable references is endless. 3 Febuary 2013

Update 1.4.6 = Enchantment system is unrecognizable?
I was playing on multiplayer and realized that the enchantment table didn't work nearly the same as it used to. I tried enchanting a diamond pickaxe with 26 levels on me, and the highest options I got were around 20-23. A few minutes later I tried again, and I got level 30 options. This weird stuff happened a lot. Basically, what I'm asking for is, did Jeb/Dinnerbone/(Notch?) change the enchantment algorithms or something in the source code? Can someone please check and contribute? Hopefully maybe add some factors on what changes the outcome and how? Would sure save a big headache for people if they're having the same problem as me. Thanks!

EDIT: Nevermind. Turns out snow is a factor as to whether or not the bookshelf in its nearest block vicinity will work or not. I'll add this info to wherever applicable.


 * The problem with snow is already mentioned at . &mdash; &middot;  &middot; 23:15, 24 December 2012 (UTC)

1.4.6 Unbreaking enchantment on armor
I was looking through decompiled code when I came across something interesting: if (((paramItemStack.getItem instanceof ItemArmor)) && (paramRandom.nextFloat < 0.6F)) return false;

- Code snippet from EnchantmentDurability.class (from Bukkit's version of minecraft-server.jar)

I interpret that as meaning 60% of the time a piece of armor will degrade regardless of the Unbreaking enchantment level. If true, this has implications on the formula currently listed in the table. Could somebody verify/disprove this exists in Vanilla? –Preceding unsigned comment was added by (&#124;) 07:30, 27 December 2012 (UTC). Please sign your posts with


 * Be careful using Bukkit code as a reference, as it sometimes has subtle differences from vanilla, but in this case you're correct. Here's the entire corresponding function from MCP decompilation of Minecraft 1.4.6:

public static boolean func_92097_a(ItemStack par0ItemStack, int par1, Random par2Random) {  return par0ItemStack.getItem instanceof ItemArmor && par2Random.nextFloat < 0.6F ? false : par2Random.nextInt(par1 + 1) > 0; }
 * This is only called by ItemStack.damageItem; par1 is the level of Unbreaking on that item. If func_92097 returns true, it means the item does not lose durability. So on armor, Unbreaking has a 60% chance of not working at all; the other 40% of the time, it has the usual 50/66/75% chance of not losing durability. Total chances of not losing durability are 20%/26.67%/30%. -- 09:56, 27 December 2012 (UTC)


 * You are right Ortho, I updated it with that information (But I smoothed down the 26.6% to 25% just for simpler information). Armor would be a little confusing to word in the "chance to lose durability", so maybe the item formula and data should be reworded as "chance to ignore durability loss" also? 17:05, 5 September 2013 (UTC)

Silk Touch Harvestable Blocks
I have found that glass blocks can be retrieved with the use of silk touch. Unfortunately, ice blocks still cannot be harvested even with this trait. ~Zazhi –Preceding unsigned comment was added by ( • ) at 18:25, 30 December 2012 (UTC). Please sign your posts with


 * Welcome to the wiki!


 * I just confirmed in 1.4.6, and ice can definitely be harvested with Silk Touch, with any of the seven tools listed that Silk Touch can be put on legitimately (even !). Make sure you're not in Creative mode when you test Silk Touch -- all blocks (should) break without dropping anything in Creative, irregardless of tools selected in the hotbar.


 * The fact that glass can be harvested is already covered by the description of Silk Touch: "Mined blocks will drop themselves…". Only exceptions (monster spawners, farmland, etc.) and significances (blocks uniquely available by Silk Touch) need be discussed in the notes, otherwise we'd be listing every single block.


 * The Notes section is a little tricky. The notes are actually written in previous sections with a tag, but they don't get displayed until the 01:07, 5 March 2013 (UTC)
 * Hey, it happens to all of us occasionally. ;-) it took me the longest time to realize that aside from Blazes, most Nether mobs don't have their spawns suppressed by light!  -- 01:50, 5 March 2013 (UTC)

Nerf in 1.5?
I've noticed that level 30 enchants have seemed to be pretty lackluster compared to 1.4.7... I keep getting picks such as only unbreaking 3, or only fortune 2. Just a string of bad luck? Or has it been changed, possibly to encourage use of the anvil and books? 09:48, 25 March 2013 (UTC)KL
 * Most likely bad luck... I had a bunch of single-spell enchants too, but then I just got Silk Touch with high Efficiency to boot. -- 14:19, 25 March 2013 (UTC)


 * From what I have seen, nothing has changed. 17:23, 28 March 2013 (UTC)


 * Did you remember to put bookshelves around the table? -- 04:22, 3 April 2013 (UTC)

Looting/Fortune get more XP?
Does enchanting a tool with fortune or looting will get you more xp when killing a mob or mining an ore? –Preceding unsigned comment was added by (&#124;) 12:03, 18 April 2013‎ (UTC). Please sign your posts with -- undefined 02:51, 19 April 2013 (UTC)
 * No, in both cases. -- 18:33, 18 April 2013 (UTC)

How much does Protection reduce?
I can't find it on this page or the Armour page. How much does protection 1, 2, 3, and 4 reduce on each armour type?


 * It's complicated. See.
 * &mdash; &middot;  &middot; 00:33, 15 June 2013 (UTC)

Table Re-org?
I've been unhappy for a while with some aspects of the tables:
 * the use of notes to indicate items which can't be enchanted by enchanting table is confusing -- it's hard to tell which items the notes apply to
 * the confusion over how much should detail go in the effect column and how much in the notes column

So I propose a re-org:



Using two columns to separate items is the best I've got. I've experimented with applying different backgrounds to the items, or adding mini-anvils to them, and I haven't been happy with the results. The difference between "primary" and "secondary" items can be explained in the column notes at the top. If some other column titles would be better, that's fine.

Thoughts?

&mdash; &middot;  &middot; 03:15, 29 June 2013 (UTC)


 * Looks good to me. The primary and secondary columns are a nice way of indicating which items an enchantment can be applied to directly on an enchanting table, and which ones need enchanted books and an anvil. This also eliminates the need to have Unbreaking listed four separate times. -- undefined 04:59, 29 June 2013 (UTC)


 * Are you suggesting that the four tables should be collapsed into one? I think that would be fine and would avoid the duplication of enchantment rows (technically, with the current setup, Sharpness, Smite, and Bane of Arthropods should be duplicated in the Tools section for axes).
 * &mdash; &middot;  &middot; 17:53, 30 June 2013 (UTC)
 * I like this idea too. -- 20:29, 30 June 2013 (UTC)
 * As do I 20:30, 30 June 2013 (UTC)

I've completed the re-org. I made some editorial decisions in the process, so I'd appreciate anyone looking over the work and correcting any errors.

&mdash; &middot;  &middot; 16:55, 4 July 2013 (UTC)

Is it true?
Is it true that you can get enchanted items such as gold Ingots because I had a Enchanted book and a diamond and I used the diamond with the Enchanted book in an anvil and it came up with the enchanted diamond! Please tell me if you can really enchant everything! 23:10, 13 July 2013 (UTC) 22:42, 4 September 2014 (UTC) Cool! How did you do that! That's just amazing.

Changes in Sharpness, Smile and Bane of arthropods ??
I recently checked to see some things about enchanting and I also saw that the the Sharpness, Smile and Bane of arthropods sections got changed. In the Power section it says what damage the bow does ON AVERAGE when it gets a specific level of the Power enchantment and charge level. But in the above sections that isn't the case. Did they really set exactly the mount of damage each level of these enchantments do or it is still random as it was in couple of versions ago, but it is just not specified? 14:45, 2 August 2013 (UTC)

Unbreaking durability increase
Now, first of all, it is entirely possible that the error is in the status HUD mod tracking the durability value, though I've not observed any anomalies whatsoever on non-Unbreaking-enchanted tools' durability usage.

Using my Unbreaking III Diamond Pickaxe, the displayed durability value not only stays static a fair chunk of the time (as expected), but occasionally goes up, sometimes by as much as five or six. Furthermore, I've noticed it sometimes increases more still (I've observed it do so up to eight) well after I've stopped digging. My tentative theory which is probably nonsense suggests that it happens when I open a chest to deposit the stone I've mined, and it does so by about a quarter of the number of stacks mined since a chest was last opened. But only if done at dusk. Hence the dubiousness.

Anyway, has anyone else observed this effect? It's a little tricky to check for it in vanilla Minecraft, since obviously vanilla doesn't present you with a way to check the exact durability : / -- 12:56, 4 August 2013 (UTC) Okay, forget the quarter of the number of stacks and only at dusk parts, but the core of my theory seems to hold: I just went from 1085 durability to 1092 when I opened the chest. And it definitely happened when I opened the chest (or, possibly, when I closed it). But this isn't exploitable; I can't do it repeatedly without mining more blocks, and I certainly can't predict how much durability it'll add, if any. Utterly bizarre -- 13:08, 4 August 2013 (UTC)


 * My guess is that the error is indeed in the HUD, that the client display is sometimes being erroneously reduced when the underlying value is not. Another way to test this might be to drop the pickaxe and pick it up again.  Also, you can do more extensive tests in creative mode, by using /enchant on tools of various materials. -- 14:19, 4 August 2013 (UTC)


 * F3+H (see ) will show an item's durability in its tooltip in vanilla Minecraft. Not quite as convenient as ArmorStatusHUD, but I'd trust it to be more accurate. -- undefined 19:04, 4 August 2013 (UTC)
 * Confirmed that the debug tooltip is doing the same thing (both while mining, and also, drop and pick back up), even when in vanilla Minecraft. However, the value displayed by the mod is consistently one higher than the tooltip value, which is impressive given that this would mean I've taken the pickaxe down to 0 durability without it breaking. Twice. Also, the mod does always display the correct 100% durability value, so the discrepency must emerge at some value, and then go away again as it gets to very low durability. But either way, this is definitely a real feature of Unbreaking diamond tools (my spade is doing it too) -- 10:04, 5 August 2013 (UTC)
 * Edit: Hurf durf missed the obvious. The tooltip counts from zero up to one less than the max durability. So that's the source of the offset of 1, and the mod is entirely accurate. And the behaviour is most definitely real -- 23:41, 5 August 2013 (UTC)

Just to revisit this, I've confirmed it in 1.7 as well --  17:20, 1 November 2013 (UTC)


 * I would assume, since item durability is done server-side, the client has no way of knowing if the unbreaking chance (of not lowering tool's durability) actually got applied or not. That's why it needs to "guess" if it did and sync your inventory with the server every now and then to show the correct durability value. Picking items to the cursor or opening chests seems to triggers this sync, it seems. Keep in mind, that SSP is a local server, as well. --  20:29, 3 November 2013 (UTC)

Possible change to available spells on Enchanting Table
I'm playing in snapshot 13w41b, and I enchanted a diamond chestplate at level 30. It came up Protection III and Unbreaking III. The article says that Unbreaking is only available on armor through an Anvil, but I got it straight off the Table that way. Does anyone have access to tell if this is a code change or if it was a bug/error? 00:17, 16 October 2013 (UTC)


 * "They can apply some enchantments to items which can't be enchanted on a table, or which could not (before 1.7) normally get that enchantment, e.g., Unbreaking on a sword". It says before 1.7. Is that what you are talking about?


 * Sorry, I wrote this before they added the 'before 1.7' was added. 00:51, 14 November 2013 (UTC)

Bow Power damage not accurate for pc 1.7.2?
Hello, I have experimented with a power IV and power V bow, which according to the damage chart on this page, should be able to kill a 20 health mob in one shot, however, this does not appear to be the case. Is this chart accurate still? 


 * Experiencing the same issue in 1.7.5. Not sure how one would test the base damage, but I can attest that the bow is not killing mobs with one shot except on rare occasions and with the exception of Spiders, which will go down with one hit more often than not. -- 16:52, 23 March 2014 (UTC)


 * Furthermore, the damage chart does not match the formula. If it is "Normal damage + ROUNDUP ( 25% x (Level + 1) x Normal Damage) then Power IV is wrong.  Calculations without roundup are 2.25, 13.5, 20.25 and 22.5.  This means it should round up to 3, 14, !21! and 23.  If the 20.25 does not round up, then the 2.25 should not round up either making it !2!, 14, 20, and 23.-- 13:26, 12 March 2015 (UTC)


 * In the future, please check the topic’s last comment’s date; if it is too old, then their authors are less likely to reply and/or your solution may be unlikely to exist/be correct then. See #4. —  undefined/undefined (f.k.a. Naista2002) 17:31, 12 March 2015 (UTC)

Changes to at least Bane of Arthropods
On a vanilla multiplayer server i play on (small server, so i know the admin, so i'm positive it's vanilla) I noticed that Bane of Arthropods, and possibly other enchants have been modified in recent updates. Bane of Arthropods causes a severe slow to spiders hit with it. I haven't tested it with any other enchantments or with any other arthropods, but I thought I would bring this up here so testing may happen and updates to the page be made. 01:34, 6 January 2014 (UTC)

Unbreaking enchantment
Does anyone know the odds of getting a single bow off the enchanting table with Power V, Unbreaking III, Flame I, and Infinity I all in one go? This would of course be as of the 1.8 update. Please say if you know. 19:21, 2 February 2014 (UTC)


 * In one go? Impossible, as far as I know. Power V can only be attained by combining two Power IV bows in an anvil, so that already requires a lot more experience. Even if you were just going for Power IV, though, four powerful enchantments is too many to receive from a single level 30 enchantment. Two or three is much more likely (e.g. in my current SMP game, I got a Power V, Unbreaking III, Infinity I bow and a Power V, Unbreaking III bow when I tried for the same enchantments). -- 16:50, 23 March 2014 (UTC)

Can't repair my enchanted sword
It automatically says too expensive, I'll add a screenshot highlighting the Enchantements and the too expensive in the background. Anyway around this (playing on Hardcore already tried renaming)?

-- 01:09, 6 February 2014 (UTC) Nevermind, I must have read over "It's fairly easy to enchant an item so heavily that it can't be repaired, because the minimum repair cost would exceed the anvil limit." since it was a rare drop, my bad guys. -- 01:21, 6 February 2014 (UTC)

Random text about fire
Why is this redirect about fire on the too of the page? Here is the text. ''"Flame" redirects here. For the non-solid damage-dealing block, see .'' Are you confused too? Sorry forgot to sign! 15:51, 28 February 2014 (UTC)


 * There's an enchantment called flame. – ᐸ  ⎜ 16:01, 28 February 2014 (UTC)

Enchanting on console (PS3)
On PS3 Minecraft (TU16/1.0.6), I have 30 bookshelves around my enchanting table, but I can't get enchantments any higher than 8 to appear in the enchanting interface. Anyone know about this? 03:35, 9 July 2014 (UTC)