Enchanting



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

Enchanting Methods
There are three methods of enchanting items: by enchantment table, by using an anvil to combine them with an enchanted book, and by paying emeralds to a villager priest to enchant them.

Enchantment table
An item can be enchanted by first right-clicking on the 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 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.

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 crafted with 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 moves the enchanted item from the anvil's output slot to the player's inventory, and their experience level is reduced accordingly.

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.


 * EID:Effect Identification Number, an internal code used in the software.
 * Enchantable Item/s:The items that can receive the enchantment legitimately, by any of the three possible enchanting methods.
 * 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.
 * Maximum Level:The maximum level that be received legitimately. Higher levels are possible with developer programs.
 * Per-level bonus:Describes how the enchantment's effects improve as its level increases.
 * Notes:Additional details about the enchantment.

{| class="wikitable" style="text-align: center; width: 100%" ! EID ! Enchantable item/s ! Name ! Effect ! Maximum 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. "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.
 * - align="center"
 * Protection
 * Reduces damage from most sources (except from The Void, Hunger and the /kill command)
 * IV
 * See Armor
 * Armor with Protection cannot receive Fire Protection, Blast Protection, or Projectile Protection.
 * - align="center"
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 * Fire Protection
 * Protection against fire damage; extinguishes fire faster
 * IV
 * See Armor
 * Armor with Fire Protection cannot receive Protection, Blast Protection, or Projectile Protection.
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 * Feather Falling
 * Protection against fall damage
 * IV
 * See Armor
 * Feather Falling also reduces the fall damage from Ender Pearl teleportations.
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 * Blast Protection
 * Protection against explosion damage; reduces explosion recoil
 * IV
 * See Armor
 * Armor with Blast Protection cannot receive Protection, Fire Protection, or Projectile Protection.
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 * Projectile Protection
 * Protection against damage from projectile entities (i.e., arrows and ghast/blaze fireballs)
 * IV
 * See Armor
 * Armor with Projectile Protection cannot receive Protection, Fire Protection, or Blast Protection.
 * - align="center"
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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
 * Chance of dealing damage to mobs or players attacking the wearer: -. Extra wear on the armor.
 * III
 * Chance of damage is 15% per level.
 * Enchanting helmets, leggings, and boots with Thorns requires an anvil and an appropriate enchanted book. From Minecraft 1.4.6 any armor can receive Thorns via an enchantment table.
 * - align="center"
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 * Unbreaking
 * Increases durability
 * III
 * (60 + 40/(Level+1))% chance a use reduces durability; on average, armor lasts 20%-30% longer
 * Enchanting armor with Unbreaking requires an anvil and an appropriate enchanted book.
 * Enchanting armor with Unbreaking requires an anvil and an appropriate enchanted book.

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 Sharpness cannot receive Smite or Bane of Arthropods. Enchanting axes with Sharpness requires an anvil and an appropriate enchanted book.
 * - align="center"
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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 Smite cannot receive Sharpness or Bane of Arthropods. Enchanting axes with Smite requires an anvil and an appropriate enchanted book.
 * - align="center"
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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 Bane of Arthropods cannot receive Sharpness or Smite. Enchanting axes with Bane of Arthropods requires an anvil and an appropriate enchanted book.
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 * Knockback
 * Increases knockback
 * II
 * More knockback
 * Does not combine with knockback caused by attacking while sprinting.
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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.
 * - align="center"
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 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability; on average, sword lasts (Level+1) times as long
 * Enchanting swords with Unbreaking requires an anvil and an appropriate enchanted book.
 * Enchanting swords with Unbreaking requires an anvil and an appropriate enchanted book.

Tool Enchantments
! 32 ! 33 ! 34 ! 35 ! colspan=7 |
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 * Efficiency
 * Faster resource gathering while in use
 * V
 * +50% mining speed per level
 * Efficiency V gives a 250% speed boost, breaking some blocks instantly. 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. Enchanting shears with Efficiency requires an anvil and an appropriate enchanted book.
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 * Silk Touch
 * Mined blocks will drop themselves, even if they should drop something else (e.g., stone will drop stone, not cobblestone).
 * I
 * Allows the collection of normally unobtainable blocks . The normal requirements for mining still apply: e.g., an iron or better pickaxe must be used to get drops from diamond ore, etc. A tool with Silk Touch cannot receive Fortune. Enchanting shears with Silk Touch requires an anvil and an appropriate enchanted book.
 * - align="center"
 * Allows the collection of normally unobtainable blocks . The normal requirements for mining still apply: e.g., an iron or better pickaxe must be used to get drops from diamond ore, etc. A tool with Silk Touch cannot receive Fortune. Enchanting shears with Silk Touch requires an anvil and an appropriate enchanted book.
 * - align="center"
 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability; on average, tool lasts (Level+1) times as long
 * Enchanting shears, fishing rod, flint and steel, and carrot on a stick with Unbreaking requires an anvil and an appropriate enchanted book.
 * - align="center"
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 * Fortune
 * Increases the drop rate of items from blocks
 * III
 * Varies
 * 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. A tool with Fortune cannot receive Silk Touch.
 * 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. A tool with Fortune cannot receive Silk Touch.

Bow Enchantments
! 34 ! 48 ! 49 ! 50 ! 51
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 * Unbreaking
 * Increases durability
 * III
 * (100/(Level+1))% chance a use reduces durability; on average, bow lasts (Level+1) times as long
 * Enchanting bows with Unbreaking requires an anvil and an appropriate enchanted book.
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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
 * Increases knockback
 * 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 (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.
 * }