Enchanting



Enchanting is a mechanic that augments armor, tools, weapons and books with one or more of a variety of "enchantments" that improve an item's existing abilities or imbue them with additional abilities and uses.

Enchanting methods
There are three methods of enchanting items in Survival mode:
 * Through an enchantment table in exchange for experience points and lapis lazuli. Only unenchanted items may be enchanted this way.
 * Through an anvil, combining an enchanted book with an item, which also costs experience points.
 * Through an anvil, combining two of the same item with different existing enchantments into a single item that has the enchantments of both.

There are also an additional four methods of obtaining enchanted items:
 * Through a villager, who may trade some enchanted items for emeralds.
 * Through fishing, which gives a chance of obtaining enchanted items.
 * Through a zombie, skeleton, wither skeleton, or zombie pigman – if they have enchanted items and the player kills them, there is a chance of them dropping said items.
 * Through finding them in end city and other assorted treasure chests, such as shipwrecks, buried treasure, abandoned mineshafts, dungeons, and woodland mansions.

Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as. When enchanted with the command, the maximum enchantment level is 2,147,483,647 or 32,767. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab.

Enchantment table
An item can be enchanted by an enchantment table and placing the item in the input slots and 1–3 lapis lazuli in  its dedicated slot. Upon placing the item, three (pseudo)randomized options will appear on the right of the GUI. The glyphs here do not affect the enchantment, but hovering over a presented enchantment will show one enchantment that will be applied. Only choices with a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table can be chosen. Each option will imbue the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 1 enchantment can give a pickaxe the "Efficiency I" enchantment); the actual level cost and the number of lapis lazuli required has no effect.

The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a heavy random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, nor even that enchantments will be "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example.

In order to increase the enchantment level, a bookshelf should be placed next to the enchantment table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a total of 15 bookshelves need to be placed around the enchantment table. See the enchantment mechanics page for more detailed information on this.

Enchanting a book will produce an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil.

Unlike with an anvil, using the enchanting table while on Creative will still cost experience. However, if the player doesn't have enough experience, they will just be reduced to level zero and the enchantment will work as if they had paid the full amount. This includes attempts to use the enchanting table while already at level zero.

Affecting offered enchantments
The possible enchantments depend only on the player's enchantment seed, the item type and material, and the enchantment level (1–30). Removing the item and putting it back in, clicking on the item slot with a different item, using a different item of the same type and material, replacing or moving the table (but keeping the same number of bookshelves), using a different table with the same number of bookshelves, or replacing or rearranging the bookshelves without changing their total number has no effect on the possible enchantments.

Changing the enchantment levels offered by adding, removing, or blocking bookshelves will alter the enchantments shown, but will not change possible enchantments, using another enchanting table with the previous bookshelf number will show the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row it appears in, but they are no "better" or "worse" based on the row despite the different resource costs.

Enchanting any item at any enchantment level changes the player's enchantment seed, which will change the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. Also, by enchanting any item, the player can alter the 2nd enchantment by exiting without saving.

Anvil combinations
An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be of the same type (for example, an iron pickaxe and a diamond pickaxe cannot be combined), and there are limits to what enchantments can be combined and how much work can be done in one operation.

To combine items, the player places the target item in the first slot of an anvil, and the sacrifice item 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, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchanting, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly.

The cost in levels depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on the anvil. In Survival mode, there is a limit of 39 levels for any work performed on the anvil—if a job would cost more, it will be refused (though it might be do-able in steps: repair and then combine enchantments).

Enchanted books
Enchanted books can be made by using an enchanting table to enchant a book. (They can also be found in generated chests, purchased with emeralds from a villager librarian, or looted by fishing rod.) The book can receive multiple enchantments of any type, but only enchantments appropriate to a given item type may be applied to that item. For example, the same book may receive Respiration and Power enchantments, but the Respiration enchantment will be lost if the book is applied to anything but a helmet, and the Power enchantment will be lost if the book is applied to anything but a bow.

Enchanted books are used on an anvil to add enchantments to items. They can apply some enchantments to items which cannot be enchanted from an enchantment table, e.g., Thorns on boots.

In Creative mode, books can enchant any item with any enchantment, such as a stick having Knockback II. Mutually-exclusive enchantments, such as Protection and Blast Protection, are still mutually-exclusive regardless.

The experience costs for using books are considerably less than for combining items with similar enchantments, since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The big advantage of books is that they can be stockpiled for use on an item of choice, and allow for controlled combinations. For example, a Silk Touch book could be used on axe, pickaxe or shovel, and the player can decide which at their leisure—perhaps something that already has Unbreaking? An Unbreaking book might be used to preserve the player's Looting sword, Fortune pickaxe or Thorns armor.

Summary of enchantments
The tables below summarize which enchantments can be given to which items in survival mode (in creative mode, any enchantment can be given to any item). Enchantments which can be applied to both hand slot items and armor slot items are listed in both tables.


 * An enchantment table indicates the item can receive the enchantment legitimately in Survival mode by using an enchantment table.
 * An anvil indicates the item cannot receive the enchantment legitimately in Survival mode by using an enchantment table (an enchantment table will never offer the enchantment for the item), but can receive the enchantment by another method (for example, using an anvil to combine the item with an enchanted book or another enchanted item; note the enchantment table could still apply the enchantment to the item as a random additional enchantment).

Enchantments
The sections below describe 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.


 * ID: The identification number of the enchantment can be used on data tags of items to add enchantments. See item format.
 * Maximum Level: The maximum level that can be received legitimately. Higher levels are possible using commands. With commands the maximum value is 2,147,483,647 or 32,767
 * Primary Items: The items that can receive the enchantment legitimately in Survival mode by using an enchanting table. Items of any material can be enchanted (some more easily than others).
 * Secondary Items: Items which, in Survival mode, cannot receive the enchantment from an enchanting table but can from an enchanted book with an anvil.
 * Enchantment Weight:Relative chance of the enchantment being offered.

Aqua Affinity
Increases underwater mining rate.

Normally, when mining underwater, a 2x penalty is applied to mining time. When mining while wearing armor with Aqua Affinity, this penalty is ignored. (The related but distinct penalty for mining while floating is not affected by Aqua Affinity.) All levels have the same effect.

Bane of Arthropods
Increases damage to "arthropod" mobs (spiders, cave spiders, silverfish and endermites).

Each level separately adds 2.5 ( × $1 1/4$) extra damage to each hit, to "arthropods" only.

The enchantment will also cause "arthropods" to have the Slowness IV effect when hit.

The duration of the effect is a random value between 1 and 1.5 seconds at level I, increasing the max duration by 0.5 seconds each level, up to 3.5s with Bane of Arthropods V.

Sharpness, Smite, and Bane of Arthropods are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Blast Protection
Reduces explosion damage.

The Formula for damage reduction by explosions is (8 x level)%, meaning for every additional Level another 8% of the damage is absorbed. The highest Level (Blast Protection IV) will absorb 32% (4 x 8%), so basically 1/3 of the damage inflicted by any explosion. Theoretically at Level XIII (13) no damage by explosions are possible (because it would transcend 100%), but since the damage to be absorbed is capped at 80% the maximum efficien Level to use would be X (10) Also reduces explosion knockback by (15 × level)%. So at level VII you would not be knocked back at all.

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Channeling
Summons a lightning bolt when a mob is hit by a thrown trident (does not work attacking melee), if there is currently a thunderstorm going on.

The mob must be exposed to the open sky in order for the enchantment to work. The mob cannot be in water while being hit with this enchantment. This enchantment allows the player to change creepers, villagers, and pigs into charged creepers, witches, and zombie pigmen, respectively.

Riptide and Channeling are mutually exclusive.

Channeling is available from enchantment tables, villagers, desert temple chests, shipwreck chests and fishing.

Curse of Binding
Prevents removal of the cursed item.

The cursed item cannot be removed from any armor slot (outside of Creative mode) unless the player dies or the item breaks.

Counts as a treasure enchantment — can only be obtained from chest loot, fishing, or trading for enchanted books.

Note: if the  gamerule is set to , the player will keep the cursed item even after death. Only the item breaking will remove it.

Curse of Vanishing
Causes the item to disappear on death.

When the player dies, the item disappears instead of dropping on the ground. The item may still be dropped normally.

Counts as a treasure enchantment — can only be obtained from chest loot, fishing, or trading for enchanted books.

The effect can be prevented by setting the  gamerule to.

Depth Strider
Increases underwater movement speed.


 * Every level reduces the amount water slows the player by ⅓.
 * Also reduces the speed at which flowing water pushes the player when standing still.
 * Level 3 will make the player swim as fast as they walk on land. (Any level beyond that will have no effect on speed.)
 * Speed potions will affect the player's swimming the same way as their walking at level 3.
 * Does not increase vertical speed.
 * If commands are used to put it on other pieces of armor (such as a helmet) it works normally.

If Depth Strider enchanted armor is put onto an armor stand, it will be moved more slowly when pushed by water.

Depth Strider and Frost Walker are mutually exclusive. If combined using commands, both enchantments function as normal.

Efficiency
Increases the speed the player mines. See Breaking for details.

One must use the proper tool for a block in order to receive the speed. It does not matter if the player mines it with the incorrect tier.

The speed increase applies to all blocks that when mined, will drop an item.

Efficiency when applied to axes will increase the chance that the axe may stun a shield, with the base chance being 25% and a 5% increase for each level of efficiency.

Efficiency V is only available using an anvil for diamond and stone tools. Wooden, golden and iron tools can get Efficiency V by enchanting.

Feather Falling
Reduces fall damage. (Does not actually decrease falling speed.)

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Also reduces the damage from ender pearl teleportations.

Fire Aspect
Sets the target on fire.

Fire Aspect adds 80 fireticks (4 seconds of burning) per level to the target. Because the first hit is caused by the item with this enchantment, the first second of fire damage will not be recognized. Targets will be dealt / damage on level I/II.

The player can use this formula to calculate the Fire damage: Fire damage in = (Level × 4)-1

When possible, dropped meat will be cooked if the mob is killed while on fire. Experience will only be dropped if non-fire damage was dealt by the player within 5 seconds of the death.

Both the Fire Aspect and Flame enchantments are nullified on all Nether mobs, except normal skeletons and endermen, because nether mobs are immune to fire and lava.

Fire Protection
Reduces fire damage.

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Fire Protection will also reduce ongoing fire damage, which is normally not absorbed by armor.

Also reduces burn time when set on fire by (15 × level)%. If multiple pieces have the enchantment, only the highest level's burn time reduction is used.

At Level VII for example, the player can't be lit on fire through Fire Aspect Enchantments. The only way to burn is staying in Lava or a fire source. The initiated Fireticks (Lava=300, Fire=150) will be canceled, and only the remaining time in the fire source will be added to the Fireticktimer.

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Flame
Produces flaming arrows.

Arrows are on fire when shot and deal fire damage over 5 seconds. Unlike flint and steel, flaming arrows only affect players, mobs, and TNT. No other blocks catch fire, and they do not produce light. Fire damage applies after initial damage, similar to Fire Aspect. Creatures killed by fire only drop XP if a player dealt non-fire damage to it within the past 5 seconds. If it is raining, the flame effect on a fired arrow will disappear, making it a normal arrow.

Fortune
Increases block drops.

For coal, diamond, emerald, nether quartz, and lapis lazuli, level I gives a 33% chance to multiply drops by 2 (averaging 33% increase), level II gives a chance to multiply drops by 2 or 3 (25% chance each, averaging 75% increase), and level III gives a chance to multiply drops by 2, 3, or 4 (20% chance each, averaging 120% increase). 1 drop has a weight of 2, and each number of extra drops has a weight of 1. If commands are used to give an item an extremely high level of fortune, mining a block will make it drop an excessive amount of ore that can cause copious amounts of lag.

For redstone, carrots, glowstone, sea lanterns, melons, nether wart, potatoes, beetroots (seeds only) and wheat (seeds only), each level increases the drop maximum by +1 (maximum 4 for glowstone, 5 for sea lanterns, and 9 for melon slices). For tall grass, each level increases the drop maximum by +2.

Fortune increases the probability of flint dropping from gravel, and saplings dropping from leaves, and apples dropping from oak and dark oak leaves.

Silk Touch and Fortune are mutually exclusive. If commands are used to apply both Silk Touch and Fortune to an item, the Silk Touch enchantment will take precedence over the Fortune enchantment for blocks affected by both enchantments.

Frost Walker
Creates frosted ice blocks when walking over water.

If moving on ground (i.e. not falling, jumping, or flying), any still water blocks with air above within a radius of 2 + Level around the block being moved to will be turned into frosted ice. The water blocks must also be on the same level as the block being moved to in order to become ice.

Continuous motion is required for ice to remain when light levels would otherwise cause it to melt. For example, if the player walks onto a river in daylight and stops, they will see the ice gradually melt around (and under) them.

It also eliminates all damage from magma blocks.

Counts as a treasure enchantment — can only be obtained from chest loot, fishing, or trading for enchanted books.

If this enchantment is put on the boots of an armor stand, it will function around the armor stand.

Depth Strider and Frost Walker are mutually exclusive. If combined using commands, both enchantments function as normal.

Impaling

 * Java Edition
 * Each level separately adds 2.5 ( × $1 1/4$) extra damage to each hit, to "aquatic" mobs only (dolphins, elder guardians, fish, guardians, squids, and turtles, but not drowned as they are classified as undead ). Works in melee and ranged attacks.


 * Bedrock Edition
 * Each level separately adds 2.5 ( × $1 1/4$) extra damage to each hit to all mobs when underwater. Works in melee and ranged attacks.

Infinity
Shooting doesn't consume regular arrows.

Allows the player to shoot infinite arrows as long as they have at least 1 arrow in their inventory. Fired arrows cannot be retrieved except in Creative mode (where they are erased instead of added to the player's arrows).

Tipped and spectral arrows are consumed as usual.

Mending and Infinity are mutually exclusive, and if combined with commands, both enchantments function as normal.

Knockback
Increases knockback.

For each level, adds 3 blocks distance to the base knockback. Does combine slightly with knockback caused by attacking while sprinting.

Looting
Mobs can drop more loot.


 * Increases maximum loot drop for most common drops by +1 per level.
 * Increases chance of uncommon drops by making a second attempt to drop if the original attempt failed. The success chance of this second attempt is level / (level + 1).
 * Increases chance of rare drops by +1 percentage points per level (i.e., 3.5% at level I, 4.5% at level II, and 5.5% at level III).
 * Increases chance of equipment drops by +1 percentage points per level (i.e., 9.5% at level I, 10.5% at level II, and 11.5% at level III).
 * Affects any kills while holding the enchanted item in the main hand, not only to kills with the enchanted item. For example, a player can fire a projectile then switch to the looting item before the projectile reaches the target to get the looting effect, or can fire a projectile from the off-hand while holding a looting item in the main hand. This allows looting to work on arrows shot from a bow, as long as the player is holding the looting item when the arrow lands.
 * Using commands to get higher levels than 3 works as expected, adding higher numbers with a weight of 1. High enough numbers however (like level 1000) may crash the game due to too many dropped item entities.
 * This applies to mobs killed with a sweep attack.

Loyalty
When a player throws a trident, this enchantment will cause the trident to return to the player who threw it, after it comes in contact with any block or entity. Higher enchantments will cause it to come back faster.

Loyalty and Riptide are mutually exclusive. If the two are combined via commands, the trident will become unthrowable, while Riptide still functions normally.

Luck of the Sea
Increases luck while fishing.

With the default loot tables, this lowers chance of "junk" catches and increases chance of "treasure" by about 2 percentage points, and decreases the chance of fish by about 0.15 percentage points.

Lure
Increases rate of fish biting the player's hook while fishing.

Decreases wait time until a catch by 5 seconds per level.

If commands are used to get a level higher than level 5 the wait timer will not start and no fish will bite at all.

Mending
Repair durability with experience.

When an item with the enchantment is held (main hand, offhand, or armor slots), XP orbs collected will repair the item at a rate of 2 durability per XP instead of adding the XP to the player's total. If multiple items have the enchantment, one will be chosen at random for each XP orb collected, and if the chosen item does not need repair, the XP will be added to the player's total as normal, rather than choosing another item to repair.

Mending counts as a treasure enchantment: It can be obtained only from chest loot, fishing, or trading for enchanted books.

Mending and Infinity are mutually exclusive. If combined using commands, both enchantments function as normal.

Multishot
A Crossbow will shoot 3 arrows each shot, sending them in different directions (10° apart), but only consume 1 arrow. The extra arrows cannot be collected after shooting.

Multishot and Piercing are mutually exclusive. If combined using commands, both enchantments function as normal.

Piercing
Shot arrows can pass through level + 1 entities. Arrows shot from a piercing crossbow can still be picked up after piercing a mob, allowing for infinite use of all arrow types, including spectral and tipped arrows.

Piercing and Multishot are mutually exclusive. If combined using commands, both enchantments function as normal.

Power
Increases arrow damage by, rounded up to nearest half-heart.

Anvil required for level V.

Projectile Protection
Reduces projectile damage (arrows, ghast/blaze fire charges, etc.).

The Formula for damage reduction by projectiles is (8 x Level)% meaning for every additional Level another 8% of the damage is absorbed. The highest Level (Projectile Protection IV) will absorb 32% (4 x 8%), so basically 1/3 of the damage inflicted by any projectiles. Theoretically at Level XIII (13) no damage by projectiles are possible (because it would transcend 100%), but since the damage to be absorbed is capped at 80% the maximum efficient Level to use would be X (10).

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Protection
Reduces all damage, except damage from the Void, the command, poison or hunger damage.

The Formula for damage reduction is (4 x Level)% meaning for every additional Level another 4% of the damage is absorbed. The highest Level (Protection IV) will absorb 16% (4 x 4%). Theoretically at Level XXV (25) no damage is possible (because it would transcend 100%), but since the damage to be absorbed is capped at 80% the maximum efficient Level to use would be XX (20).

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Punch
Increases knockback.

Mobs and players are knocked back further. Each level punches back entities 3 blocks further.

Quick Charge
Reduces time for a crossbow to load an arrow or a firework rocket. Higher levels further decrease the loading time.

Respiration
Extends underwater breathing time by +15 seconds per level.

Grants an x/(x+1) chance of not taking drowning damage each second, where x is the level.

Riptide
Allows the trident to be used as a means of fast transportation.

When thrown by a player standing in water or while it's raining, the player will not let go of the trident and will instead travel with it. Higher levels can transport the player further. If the player collides with a mob or another player, it will deal throwing damage. Players can use this to reach higher heights by throwing the trident enchanted with Riptide straight upwards.

Riptide has no effect if the player is not standing in water and it's not raining.

Riptide is mutually exclusive with Loyalty and Channeling (but the latter are not mutually exclusive with each other).

Sharpness
Increases melee damage.

Adds extra damage for the first level, and 0.5 ( × $1/4$) for each additional level.

Sharpness V is only available for wooden, stone, iron and diamond tools by using an anvil. Golden tools and books can get Sharpness V by enchanting.

Sharpness, Smite, and Bane of Arthropods are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Silk Touch
Allows collection of blocks that are normally unobtainable: Mined blocks drop themselves instead of the usual items.

The table below lists if the block can be obtained by the Silk Touch enchantment.

List of blocks obtainable with Silk Touch
NOTE: Blocks marked with * drop nothing when mining them by hand.

Silk Touch and Fortune are mutually exclusive. If commands are used to apply both Silk Touch and Fortune to an item, the Silk Touch enchantment will take precedence over the Fortune enchantment for blocks affected by both enchantments.

Smite
Increases damage to "undead" mobs (skeletons, zombies, withers, wither skeletons, zombie pigmen, skeleton horses, phantoms and drowned).

Each level separately adds 2.5 ( × $1 1/4$) extra damage to each hit, to "undead" mobs only.

Sharpness, Smite, and Bane of Arthropods are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Sweeping Edge
Increases sweep attack damage.


 * Increases the damage that will be dealt to mobs for each hit from a sweep attack by 50%/67%/75% of the sword's attack damage for levels I/II/III.
 * The formula for sweep attack damage is:, rounded down. Here, the Attack_Damage is the sword's damage after applying Sharpness, Smite, and Bane of Arthropods.
 * As an example, an Iron Sword enchanted only with Sweeping Edge I will deal 1 + 6 * (1 / (1 + 1)) = damage each sweep attack, to each mob hit. A Diamond Sword enchanted with Sharpness V and Sweeping Edge III will deal 1 + 10 * (3 / (3 + 1)) =  sweep damage. Any sword without Sweeping Edge enchantment will deal 1 + Attack_Damage * (0 / (0 + 1)) =  sweep damage. Extra damage from Smite and Bane of Arthropods will be applied against undead mobs and arthropod mobs, respectively.
 * Higher levels than Sweeping Edge III (obtainable via the use of commands or third party editors) will be processed following the formula above and the sweep damage will cap beneath 100% of sword's attack damage.

Thorns
Attackers are damaged when they deal damage to the wearer.

Gives a  chance of inflicting - (or   if Level > 10) damage on anyone who attacks the wearer, whether by melee attack, arrow, or other projectile. In addition to the normal durability reduction for being hit, reduces durability by 3 points when inflicting damage or 1 point otherwise.

If present on multiple pieces of armor, each piece will separately inflict Thorns damage on the attacker, but the Thorns durability penalties for all of them will be applied to just one of the pieces, chosen randomly.

Thorns III can be obtained only by using an anvil to combine two Thorns II enchantments or by trading for an enchanted book from a villager.

Thorns can be applied to a non-armor item only by using commands or a third-party tool. When such an item is held in either hand, an attacker will suffer damage according to the formula above but the durability penalty will not be applied.

Unbreaking
Increases effective durability.

For most items,  chance a use reduces durability. On average, lifetime is (Level+1) times as long.

For armor,  chance a use reduces durability (each durability hit against "unbreaking" armor has a 20%/27%/30% chance of being ignored). On average, armor lasts 25%/36%/43% longer.

When durability is reduced by multiple points (e.g. hooking a mob with fishing rods or Thorns armor), Unbreaking is applied for each point of reduction.

Item data

 * : The item's tag tag.