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.

Enchanting Basics
An item can be enchanted by first right clicking 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 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 levels spent.

The text on the three options of the enchanting GUI is meaningless, but the level number influences both amount and type of enchantments gained, with a higher 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 levels.

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

Sword Enchantments
! 16 ! 17 ! 18 ! 19 ! 20 ! 21 ! colspan=7 |
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 * Sharpness
 * Extra damage
 * V
 * Up to 1.5 hearts extra damage per level.
 * Extra damage is random for every hit, but will always be at least 0.5 heart. 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
 * Up to 2 hearts extra damage per level.
 * Extra damage is random for every hit, but will always be at least plus 0.5 heart. 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
 * Up to 2 hearts extra damage per level.
 * Extra damage is random for every hit, but will always be at least 0.5 heart. 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. This enchantment can also make it much easier to kill creepers, by launching them out of range to keep them from exploding.
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 * Fire Aspect
 * Fire Aspect
 * Lights the target on fire
 * II
 * Affects duration of burning.
 * Will cook meat if mob is killed by the fire damage.
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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
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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
 * 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.
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 * 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
 * Fortune
 * Can multiply the drop rate of items from blocks
 * III
 * I: 33% * 2 (33% more)

II: 25% * 2, 25% * 3 (75% more)

III: 20% * 2, 20% * 3, 20% * 4 (120% more)

! colspan=7 |
 * Only applies to coal, 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
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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 (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


 * Unofficial Better Enchanting