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. Items can also be enchanted using the /enchant command for ops, which only allows enchantments available in normal enchanting.

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, bows, and recently books.

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.

Usually, the bottom one is the best.

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

{| class="wikitable" style="text-align: center; width: 100%" ! EID ! Enchantable item/s ! Name ! Effect type ! Max Power Level ! style="width: 10em;" | Per-level bonus ! Notes ! colspan=7 |

Armor Enchantments
! 0 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! 7 ! 34 ! colspan=7 |
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 * 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, likewise for explosions and projectiles. "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.
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 * Protection
 * Reduces damage from most sources (except from The Void, Hunger and the /kill command).
 * 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 also reduces 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 and drowning.
 * III
 * Underwater breathing time +15 seconds; time between suffocation damage +1 second.
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 * Aqua Affinity
 * Increases underwater mining rate
 * I
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 * Thorns
 * Randomly deals damage to mobs or players attacking the wearer
 * III
 * Higher chance of damage
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 * Unbreaking
 * At each use, there's a chance the armor's durability will not decrease.
 * III
 * The tool/weapon/armor will last an entire tool durability longer.
 * For example, an Unbreaking III item has a chance to actually be "used" (100/(3+1))% = (100/4)% = 25%. So Unbreaking III should, on average, make an armor last 4 times as long. All armors must use an enchanted book to gain Unbreaking. (Only available in versions after Snapshot 12w50a.)
 * For example, an Unbreaking III item has a chance to actually be "used" (100/(3+1))% = (100/4)% = 25%. So Unbreaking III should, on average, make an armor last 4 times as long. All armors must use an enchanted book to gain Unbreaking. (Only available in versions after Snapshot 12w50a.)

Sword Enchantments
! 16 ! 17 ! 18 ! 19 ! 20 ! 21 ! 34 ! 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, withers 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 combine 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 while on fire, but fire is not applied until after the attack damage. Striking TNT will ignite it from the fire application.
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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.
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 * Unbreaking
 * At each use, there's a chance the sword's durability will not decrease.
 * III
 * The sword will last an entire tool durability longer.
 * For example, an Unbreaking III item has a chance to actually be "used" (100/(3+1))% = (100/4)% = 25%. So Unbreaking III should, on average, make a sword last 4 times as long. Swords must use an enchanted book to gain Unbreaking. (Only available in versions after Snapshot 12w50a.)
 * For example, an Unbreaking III item has a chance to actually be "used" (100/(3+1))% = (100/4)% = 25%. So Unbreaking III should, on average, make a sword last 4 times as long. Swords must use an enchanted book to gain Unbreaking. (Only available in versions after Snapshot 12w50a.)

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 all blocks that when mined, will drop an item. In versions after Snapshot 12w50a, using the wrong tool will not provide as much of a speed boost.
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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, Ice and Huge Mushrooms. (You can also pick-up Ender Chest and Glowstone as block) 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. A tool with this enchantment cannot receive Fortune unless you use an Anvil. Shears must use an enchanted book to gain Silk Touch. (Only available in versions after Snapshot 12w50a.)
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 * Allows the collection of normally unobtainable blocks such as Ores, Grass, Mycelium, Ice and Huge Mushrooms. (You can also pick-up Ender Chest and Glowstone as block) 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. A tool with this enchantment cannot receive Fortune unless you use an Anvil. Shears must use an enchanted book to gain Silk Touch. (Only available in versions after Snapshot 12w50a.)
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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 actually be "used" (100/(3+1))% = (100/4)% = 25%. So Unbreaking III should, on average, make a tool last 4 times as long. Shears, fishing rods, flint and steel, and carrot on a stick must use an enchanted book to gain Unbreaking. (Only available in versions after Snapshot 12w50a.)
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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)
 * This applies only to certain ores: coal, diamond, emerald, Redstone, and lapis lazuli. Also affects the drop rates of Carrots, Glowstone, Melons, Nether Wart, Tall Grass, and wheat (seeds only), and increases the chance for gravel to drop flint instead of itself (see ). A tool with this enchantment cannot receive Silk Touch unless you use an Anvil.

Bow Enchantments
! 34 ! 48 ! 49 ! 50 ! 51
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 * Unbreaking
 * At each use, there's a chance the bow's durability will not decrease.
 * III
 * The bow will last an entire tool durability longer.
 * For example, an Unbreaking III item has a chance to actually be "used" (100/(3+1))% = (100/4)% = 25%. So Unbreaking III should, on average, make a bow last 4 times as long. Bows must use an enchanted book to gain Unbreaking. (Only available in versions after Snapshot 12w50a.)
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 * Power
 * Extra damage
 * V
 * Extra damage is dealt
 * Multiplies base damage by 1.5 at Power I and grows in intervals of .25 (Power II = 1.75, Power III = 2.00, and Power IV = 2.25).  A fully drawn Power IV bow will kill most mobs with a single shot (10-11 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.
 * 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.
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 * Sets arrows on fire when shot, and players and mobs when hit. Applies after initial damage like Fire Aspect. Applied fire also ignites TNT.
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 * Infinity
 * Gives unlimited shots as long as you have a single arrow in your inventory. (The bow still loses durability).
 * I
 * Arrows fired by a bow with this enchantment cannot be retrieved, similar to the arrows fired by Skeletons.
 * }
 * Arrows fired by a bow with this enchantment cannot be retrieved, similar to the arrows fired by Skeletons.
 * }