Talk:Enchanting/Archive 1

Numbers
Some quick 5 minute numbers, using diamond pickaxes with fortune level 1-6, I mined 10 diamond blocks with each pickaxe, here are the results

I'll do some more experimenting tomorrow with different quality pickaxes and different ores and a much bigger sample size but one thing is obvious, there's a random chance you'll get >1 ore and the amount of ores you get is dependant on the level. Niall 02:25, 14 October 2011 (UTC)

Couldn't resist, I ran a quick test on iron and coal ore, fortune didn't have any affect on iron ore(bug? since it gives ore instead of coal/diamonds directly) and the numbers for coal were almost identical to the numbers for diamond, I imagine it will be heavily nerfed in the final release. Niall 02:35, 14 October 2011 (UTC)

Effects?
I'm not sure that any of the enchantments actually do anything yet, and I also think that the names just use random words. what do you think? Quarg 20:27, 6 October 2011 (UTC)

I believe the words are not tool specific either. Any spell that would affect a hoe, for example, can be found for swords as well, which may otherwise support the Random Names hypothesis. Alorty 21:53, 6 October 2011 (UTC)

I would like to point out that I attempted to enchant a diamond sword earlier, and whatever I did nerfed the weapon dramatically. Ederek Cole 00:29, 7 October 2011 (UTC)
 * Yeah same for me, I enchanted a diamond sword and then it couldn't one-shot a pig, which given a pig has 5 hearts of health and a diamond sword normal attack deals 5, it should. So some sort of effects are in, they just need to be found. -TheWyo 01:31, 7 October 2011 (UTC)

Data
I had a look at the internal data of enchantments using NBTEdit and it appears that enchantments simply have and ID and a level, anyone experimenting with enchantments ought to use this in my oppinion. Quarg 20:46, 6 October 2011 (UTC)
 * Not only that, but there doesn't seem to be any correlation between the contents of these fields and the enchantment chosen in the enchanting window. Editing these values in an editor doesn't have any apparent in-game changes. I propose that the enchantment system in 1.9pre3 is simply a placeholder and that the various levels of enchantment are simply there for debugging purposes.
 * In addition I was able to generate a ton of random strings and level costs simply by picking up the exact same tool and putting it into the enchantment slot over and over again. Combined with the fact that each enchantment serializes to the same data tells me that generating a list of these various combinations is likely pointless. I'll update the article and mention that. RestfulMonad 03:58, 7 October 2011 (UTC)
 * I think that the kind of enchantments are based on the level requirement, every level requirement has 1 enchantment, but the names may vary every time. IJoshFTW 05:22, 7 October 2011 (UTC)
 * That's definitely not true; I tested many combinations of level 20 enchantments on diamond pickaxes and got a variety of effects. &#123;&#123;Nihiltres&#124;talk&#124;edits&#125;&#125; 21:32, 13 October 2011 (UTC)

Bookshelves
Apparently surrounding the enchanting table with bookshelves decodes them for you?

False. Do not spread "Urban Legends of Zelda" (Google it).

Some sort of passworded sentence?
Hey, Ive been enchanting things with the enchanter and it doesnt increase the durability of shovels. Does anyone else suspect you need 3 specific words in a row as the enchantment to get a specific bonus on the item? Just a thought. --68.104.151.228 06:28, 8 October 2011 (UTC)

Decoding the Font?
Alright, I know it says to replace the alternate.png with default.png, but how do you do that? Edit the image? Or delete alternate.png?

-Tedious- (or _Ion_, ingame) 23:51, 9 October 2011 (UTC)


 * So are talking about a way to decode everything so its just english and not this other language? My .jar has the alternate and default in there at the same time. --Throex 00:10, 10 October 2011 (UTC)

Yeah, mine does too. Like the page says, we have to replace the alternate with the default, but I'm not sure what it means by that.

76.121.160.174 01:21, 10 October 2011 (UTC)


 * "Replace" is short for "delete original, copy and paste new."--76.24.11.2 05:14, 10 October 2011 (UTC)

Just to clarify, in order to do this: -Delete "alternate.png" -Copy "default.png" and re-paste it into its own folder, it should automatically rename to something like "default (2).png" - Rename "default (2).png" to "alternate.png" so they're now both the same file. Srsguy 06:48, 10 October 2011 (UTC)

Tweet by Jeb
This tweet is releaving effects of enchanting: - Knockback 1 - Smite II http://twitter.com/#!/jeb_/status/123648239873433600 He is referring to this: http://imgur.com/VUVCi Unset 20:05, 11 October 2011 (UTC)

Known Enchantments
A list of known enchantments and effects here:

Smite: Causes more damage to undead mobs (Skeletons and Zombies)

Knockback: unknown effect, posibly throws mobs backwards like a sprint-hit - Yes it does knock back mobs like sprinting, but with different velocity

Efficiency: Faster digging

Sharpness: More damage?

-El_Barto_227, The Half-Creeper! 02:40, 12 October 2011 (UTC)

Have also seen Sharpness I (Sword, 3 xp level enchantment), Efficiency II, Unbreakable II (both from a 3 xp level enchantment on a diamond pick axe), Projectile Protection II (Diamond breastplate, 5 xp level enchantment) -User:Saitir 13 Oct 2011 18:00 BST

Enchantments listed in en_US.lang file:

enchantment.damage.all=Sharpness

enchantment.damage.undead=Smite

enchantment.damage.arthropods=Bane of Arthropods

enchantment.knockback=Knockback

enchantment.fire=Fire Aspect

enchantment.protect.all=Protection

enchantment.protect.fire=Fire Protection

enchantment.protect.fall=Feather Falling

enchantment.protect.explosion=Blast Protection

enchantment.protect.projectile=Projectile Protection

enchantment.oxygen=Respiration

enchantment.waterWorker=Aqua Affinity

enchantment.digging=Efficiency

enchantment.untouching=Silk Touch

enchantment.durability=Unbreaking

enchantment.lootBonus=Looting

enchantment.lootBonusDigger=Fortune

enchantment.level.1=I

enchantment.level.2=II

enchantment.level.3=III

enchantment.level.4=IV

enchantment.level.5=V

enchantment.level.6=VI

enchantment.level.7=VII

enchantment.level.8=VIII

enchantment.level.9=IX

enchantment.level.10=X

Table with Enchanting effects
When I was browsing 1.9pre4 NBTEdit, I saw that an enchantments existst of two fields: id and lvl Could you help by composing a table? with valid id's, effectnames ingame, description of the effect, and valid LVL options.

Increasing Spell Efficiency
I can confirm that surrounding an enchantment table with bookshelves radically enhances the levels of the available enchantments. This screenshot shows the highest level of enchantment I managed to reach thus far:

Between the bookshelves and the enchantment table there must be an empty space on all sides. Bookshelves placed directly against the enchantment table do NOT contribute to the enchantment table and leaves the enchantments unaltered.

It's also interesting to note that bookshelves which are LOWER than the animated book on the enchantment table do NOT make magical letters float from the bookshelves to the enchantment table. It is possible that only bookshelves on the same level as the enchantment table and a level above the enchantment table contribute to upgrading the enchantment level, but I have not tested this.

Technical: a 5x5x5 space of bookshelves, within that space a 3x3x3 space of no-blocks/air-blocks and within that space a 1x1x1 block occupied by an enchantment table. Saratje


 * NEW INFO - Tested the bookshelf theory, it is true. Only bookshelves at the same level as the enchantment table and one level above it contribute to raising enchantment levels. Additionally I saw a level 50 enchantment which might be the upper cap for enchantments, it'd be a nice round number for the stages of enchantment: I to X, five per roman numeral. I will screenshot the level 50 enchantment later when I have experience to show a before - during - after. Saratje

Effect IDs
Are effect IDs article relevant information, and if so, where should they be put? Regardless, complete* list:

Armour

0 is protection.

1 is fire protection.

2 is feather fall.

3 is blast protection.

4 is projectile protection.

5 is respiration.

6 is Aqua Affinity (eh?).

Sword

16 is sharpness.

17 is smite.

18 is bane of arthropods.

19 is knockback.

20 is fire aspect.

21 is looting.

Mining equipment

32 is efficiency.

33 is silk touch.

34 is unbreaking.

35 is "fortune".


 * Made table, added this.--Yurisho 20:55, 13 October 2011 (UTC)

ID Number
What ID Number are you using? And why are you sorting by ID number when it should be by alpha? --Ecksearoh 21:22, 13 October 2011 (UTC)

Silk Touch
First, Silk Touch 1 has a 100% chance to drop the original item. Secondly, the pickaxe works on literally everything as of now, even melons, and the enchantment itself seems to be quite rare. --Multisensory 00:18, 14 October 2011 (UTC)