Enchanting



Enchanting is a mechanic which adds enchantments to armor, tools, and weapons, improving current capabilities or adding new ones.

Enchanting Methods
There are four vanilla methods of enchanting items: by placing the item into an enchantment table, by using an anvil to combine enchanted items with each other or an enchanted book, and by paying emeralds to a villager priest to enchant them. Items can also be enchanted using the /enchant command for ops on a multiplayer server, which allows enchantments available in normal enchanting.

Enchantment table
An item can be enchanted by first right-clicking on 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. The names here are meaningless. and the only real choice is how many experience levels to spend. Only choices with a cost below, or equal to, the player's current level can be taken. Each option will imbue the item with a randomized set of enchantments which are dependent on the number of experience levels spent.

The level cost 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. However, 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 things such as Fortune II or Efficiency III alone.

It's worth noting that the experience curve kicks in above level 16, and punishes making small enchantments (or anvil work) when your level is above 16 (you will be "wasting" your more expensive levels). In particular, getting to level 32 to do two level 16 enchants in a row, costs more than half again as many experience points as it would to do two separate enchants from level 16. This also means that higher enchantments are disproportionately expensive: Doing level 16 enchants every time you reach that level, will let you enchant three times as many items, as waiting for level 30 enchants.

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.

Enchanted book
Enchanted books can be found in generated chests, can be purchased with emeralds from a villager librarian, or can be made by using an enchanting table.

To enchant an item with an enchanted book, the player places the item in the first slot of an anvil, the enchanted book 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 appears below (green if you have enough experience levels, red if you don't). To complete the enchanting, the player simply removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly. The experience costs for using books are considerably less than for combining items with similar enchantments. This is appropriate, since the books themselves cost levels to create.

Some enchanted books can give enchantments to items that the items normally could not get by directly using an enchantment table (e.g., Unbreaking on a sword, Silk Touch on shears, Thorns on boots).

Villager priest
A villager priest may offer to trade enchanting for emeralds. The offers will be very specific, a certain enchantment for a specific item (for example, Efficiency II for an iron axe). To enchant an item, the player places it and the requested emeralds in the priest's trading slots and moves the resulting enchanted item to their inventory.

Unlike enchanting by enchantment table or enchanted book, enchanting by village priest has no experience level cost.

Enchantments
The table below describes 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.


 * EID: Effect Identification Number, an internal code used in the software.
 * Items: The items that can receive the enchantment legitimately in Survival mode, by any of the three possible enchanting methods. Items of any material can be enchanted (some more easily than others).
 * Name:The enchantment's name will appear under the item's name when the player hovers the mouse over the item.
 * Effect:A general description of the capability improved or added by the enchantment.
 * Max: The maximum level that can be received legitimately. Higher levels are possible with third-party software.
 * Notes:Additional details about the enchantment.

{| class="wikitable" style="text-align: center; width: 100%" ! EID ! Items ! Name ! Effect ! Max ! Notes ! colspan=6 |

Armors
! 0 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! 7 ! 34 ! colspan=6 |
 * -align="center"
 * colspan=6 | Protection enchantments stack, up to an upper limit cap. See Armor for details.
 * - align="center"
 * Protection
 * Reduces damage except from The Void, Hunger and the /kill command
 * IV
 * See Armor.
 * - align="center"
 * - align="center"
 * Fire Protection
 * Protection against fire damage; extinguishes fire faster
 * IV
 * See Armor.
 * - align="center"
 * - align="center"
 * Feather Falling
 * Protection against fall damage
 * IV
 * See Armor. Feather Falling also reduces the fall damage from Ender Pearl teleportations.
 * - align="center"
 * - align="center"
 * Blast Protection
 * Protection against explosion damage; reduces explosion recoil
 * IV
 * See Armor.
 * - align="center"
 * - align="center"
 * Projectile Protection
 * Protection against damage from projectile entities (i.e., arrows and ghast/blaze fireballs)
 * IV
 * See Armor.
 * - align="center"
 * - align="center"
 * Respiration
 * Decreases the rate of air loss underwater; increases time between damage while suffocating and drowning
 * III
 * Underwater breathing time +15 seconds and time between suffocation damage +1 second per level.
 * - align="center"
 * - align="center"
 * Aqua Affinity
 * Increases underwater mining rate
 * I
 * - align="center"
 * - align="center"
 * - align="center"
 * - align="center"
 * Thorns
 * Chance of dealing damage to mobs or players attacking the wearer: -; Extra wear on the armor
 * III
 * Chance of damage is 15% per level.
 * - align="center"
 * - align="center"
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (60 + 40/(Level+1))% chance a use reduces durability. On average, armor lasts 20%-30% longer.
 * (60 + 40/(Level+1))% chance a use reduces durability. On average, armor lasts 20%-30% longer.

Weapons
! 16 ! 17 ! 18 ! 19 ! 20 ! 21 ! 34 ! colspan=6 |
 * - align="center"
 * Sharpness
 * Extra damage
 * V
 * 0.5 to 1.5 hearts extra damage per level randomly for every hit.
 * - align="center"
 * - align="center"
 * Smite
 * Extra damage to zombies, zombie pigmen, withers and skeletons
 * V
 * 0.5 to 2 hearts extra damage per level randomly for every hit.
 * - align="center"
 * - align="center"
 * Bane of Arthropods
 * Extra damage to spiders, cave spiders and silverfish
 * V
 * 0.5 to 2 hearts extra damage per level randomly for every hit.
 * - align="center"
 * - align="center"
 * Knockback
 * Increases knockback
 * II
 * More knockback at level II. Does not combine with knockback caused by attacking while sprinting.
 * - align="center"
 * - align="center"
 * Fire Aspect
 * Lights the target on fire
 * II
 * Level affects duration of burning. Dropped meat will be cooked.
 * - align="center"
 * - align="center"
 * 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.
 * - align="center"
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability. On average lifetime is (Level+1) times as long.
 * (100/(Level+1))% chance a use reduces durability. On average lifetime is (Level+1) times as long.

Tools
! 32 ! 33 ! 34 ! 35 ! colspan=6 |
 * - align="center"
 * Efficiency
 * Faster resource gathering while in use
 * V
 * +30% mining speed over the previous level: I=130%, II=169%, III=220%, IV=286%, V=371%. The speed increase applies to all blocks that when mined, will drop an item. Using the wrong tool will not provide as much of a speed boost.
 * - align="center"
 * - align="center"
 * Silk Touch
 * Mined blocks will not break as long as their mining requirements are met
 * I
 * Allows the mining of normally unobtainable blocks.
 * - align="center"
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability. On average lifetime is (Level+1) times as long.
 * - align="center"
 * - align="center"
 * Fortune
 * Increases the drop rate of items from blocks
 * III
 * For coal, diamond, emerald, redstone, and lapis lazuli, level I gives a 33% chance to multiply drops by 2 (averaging 33% increase), level II gives a 25% chance each to multiply drops by 2 or 3 (averaging 75% increase), and level III gives a 20% chance each to multiply drops by 2, 3 or 4 (averaging 120% increase). For carrots, glowstone, melons, nether wart, tall grass, and wheat (seeds only), each level increases the drop maximum by +1 (+2 for tall grass, maximum 4 for glowstone and 9 for melons). For gravel, the drop rate of flint is increased to 14% at level I, 25% at level II, and 100% at level III.
 * For coal, diamond, emerald, redstone, and lapis lazuli, level I gives a 33% chance to multiply drops by 2 (averaging 33% increase), level II gives a 25% chance each to multiply drops by 2 or 3 (averaging 75% increase), and level III gives a 20% chance each to multiply drops by 2, 3 or 4 (averaging 120% increase). For carrots, glowstone, melons, nether wart, tall grass, and wheat (seeds only), each level increases the drop maximum by +1 (+2 for tall grass, maximum 4 for glowstone and 9 for melons). For gravel, the drop rate of flint is increased to 14% at level I, 25% at level II, and 100% at level III.

Bows
! 34 ! 48 ! 49 ! 50 ! 51
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability. On average lifetime is (Level+1) times as long.
 * - align="center"
 * - align="center"
 * Power
 * Extra damage
 * V
 * I=150%, II=175%, III=200%, IV=225%, V=250% damage. A fully drawn Power IV bow will kill most mobs with a single shot (10-11 hearts damage).
 * - align="center"
 * - align="center"
 * Punch
 * Increases knockback
 * II
 * Mobs and players are knocked back farther at level II.
 * - align="center"
 * - align="center"
 * Flame
 * Sets arrows, mobs, and players on fire
 * I
 * Sets arrows on fire when shot, and players and mobs when hit. Applies after initial damage like Fire Aspect. Applied fire also ignites TNT.
 * - align="center"
 * - align="center"
 * Infinity
 * Shooting uses no arrows
 * I
 * At least one arrow is required to shoot. Fired arrows cannot be retrieved.
 * }
 * }