Talk:Enchanting

Enchantment Compatibility
I'm aware some enchantments can't be on the same item, so does anyone know what they are, thx G1ngerwithasoul (talk) 02:34, 9 March 2015 (UTC)


 * Please read the article before asking questions. Within the section Enchantments there is a notes section at the end (which is linked from within the enchantments table) which states every case of exclusivity (specifically read notes 2, 4, and 7) – KnightMiner  t/c 03:05, 9 March 2015 (UTC)

Silk Touch - missing swords?
The page on Cobweb says that cobweb blocks can be obtained through Silk Touch-enchanted Shears or Swords. However, the sword isn't in the list of either primary or secondary items for the Silk Touch enchantment. Should the sword be added, or is the Cobweb information outdated? -Nyerguds (talk) 12:41, 25 March 2015 (UTC)
 * They're both correct. You can't get Silk Touch on a sword in Survival. You can do it with cheats, or in Creative it's possible with a book and anvil, in which case it does count as the "proper tool" when breaking cobwebs. Anomie x (talk) 12:54, 25 March 2015 (UTC)
 * Huh. What a bizarre fringe case. -Nyerguds (talk) 12:56, 25 March 2015 (UTC)
 * Well. I added it in Sword, with a note explaining the oddity. Then, at least, it's somewhere on the wiki. -Nyerguds (talk) 14:38, 25 March 2015 (UTC)

differences between pc and console
Is anyone actively editing this, aware that there are major differences between enchanting on PC and console versions? I keep reading about how enchantments won't 'reset' if you change the number of shelves etc... In my Xbox one version, I can simply reload the savegame and get a different enchant every time. Also, it doesn't seem to need lapis lazuli EVER (I wouldn't even know how or when) My friend told me that PC enchants don't consume all the XP levels, you just simply have to BE at that level? In my version levels are used as simple as payment; level 30 enchant=xp level drained by 30. I won't even touch upon levels over 30, 50 or 80(?!) as console version stops at 30. There's probably other stuff as well. Currently the page only mentions console version in two minor footnotes having to do with it just not being up to the PC version's release. (in general I feel most of this site caters very poorly to console players.) I wouldn't even know where to start adding all this to the page, maybe it should have its own section, or even page? 87.208.70.193 13:43, 14 June 2015 (UTC)


 * All of these changes in enchanting were made in 1.8. Developers haven’t bothered to port it to consoles just yet.
 * There are not much people who play Console Edition, hence not much info about it. — Agent NickTheRed37 (talk) 13:59, 14 June 2015 (UTC)


 * Slight correction, quite a few people play the Console Edition, just not a lot of wiki editors. We also generally cover the PC version, which means for the most part other editions are left as differences notes, and often when updates are released, people forget that the console edition did not change.
 * Anyways, I added notes about the console edition's differences. Feel free to correct any mistakes or add additional information. – KnightMiner  t/c 00:25, 15 June 2015 (UTC)

Videos
There are some unused videos related to enchanting. They should be added to remove pages from Special:LonelyPages. The BlobsPaper.png 15:50, 22 July 2015 (UTC)

Stacking
Do enchantments stack when you put the same enchantment on different armor pieces. I am especially interested in Protection. It says it reduces most damage but how much is most? –Preceding unsigned comment was added by 62.226.245.40 (talk) at 15:57, 24 July 2015 (UTC). Please sign your posts with


 * No. -BDJP (t 16:12, 24 July 2015 (UTC)
 * Protection enchantments do stack, see Armor for details. Anomie x (talk) 18:02, 24 July 2015 (UTC)

Pocket enchanting?
0.12.1 pocket edition enchanting has been added. Is it the same as Console ? Is it The same as PC but without the lapis? A mix between both? Or something entirely different? Boorider7 (talk) 21:02, 9 September 2015 (UTC)

Apparently it is exactly the same as PC 1.8 (official, not beta , not alpha ) enchanting. That is, that I see in a survival world peaceful difficulty with an enchanting table with one bookshelf. Are there any differences? Boorider7 (talk) 18:28, 13 September 2015 (UTC)

Enchant that affects melee attacks
I've tried enchanting misc things such as tools, armors, apples, stones, and sticks with sharpness and fire aspect. It works. I guess sharpness and fire aspect works on most items that can be used to hit. I haven't tried, but I think smite, bane of arthropos, knockback, and looting can affect melee attacks too.--Lcklck13 (talk) 19:58, 30 September 2015 (UTC)

Mending
The Mending enchantment's description seems to be incorrect. I'm currently using an afk fishing farm while holding a damaged mending pickaxe in my offhand. According to the article, the pickaxe should recover durability and I should not be gaining experience. Instead, the pickaxe is not revcovering durability but I am gaining experience. Could someone please double-check? —Fenhl 04:41, 6 November 2015 (UTC)


 * Correction: the pickaxe is sometimes recovering durability, but I am also collecting some of the experience instead. —Fenhl 04:45, 6 November 2015 (UTC)
 * Do you have other Mending equipment carried/worn that is at full durability? Anomie x (talk) 11:16, 6 November 2015 (UTC)


 * Yes. The fishing rod in the main hand has Mending, and I'm wearing a pair of enchanted elytra. Someone on the server asked the same question when I brought this up, so I'm guessing the code checks for any item with Mending regardless of durability and selects one randomly, falling back to the xp level for excess xp points. Can you confirm this? —Fenhl 13:51, 6 November 2015 (UTC)
 * Yes, that's exactly what it does. Anomie x (talk) 14:07, 6 November 2015 (UTC)

Changes to Luck of the Sea & Lure from 1.9
Just looking to confirm if these have changed as a result of the loot tables. As far as I can tell from the source (class xs), Luck of the Sea modifies the player's "luck" as expected while it appears Lure only changes success speed (which previously also modified loot). Skylinerw (talk) 20:11, 7 January 2016 (UTC)
 * That's what I observed too. With all the things not working right when loot tables were first implemented, it looks like it didn't get updated here or on Fishing, but relevant notes are on 15w43c and 15w44b. Anomie x (talk) 15:36, 8 January 2016 (UTC)

Problem with Note 6
Note 6 states the following: 'Anvil required for level V on bow, diamond weapon, tool, or book.'

It is however possible to trade with villagers to get a level V enchantment on a book and therefore it is possible to obtain a level V enchantment without an anvil. This screenshot shows an available trade for a Sharpness V book: http://i.imgur.com/59ntdfn.png

--86.156.236.149 12:42, 31 March 2016 (UTC)

Thorns
It is not clear (at lest to me) what happens if the player is wearing multiple armor pieces with the thorns enchantment. The article says a random piece will be chose. But for what? For the durability reduction or for the whole effect? –Preceding unsigned comment was added by 188.217.118.161 (talk) at 11:52, April 14, 2016 (UTC). Please sign your posts with


 * Good question. I tested it in-game and updated the page. , when you get time, could you let us know if my assessment of Thorns was good?  , assuming it's right, could you proof it and tell me if it's readable, makes sense, answers your questions, etc? – Sealbudsman talk/contr 18:11, 14 April 2016 (UTC)
 * Your edit does not appear to be quite correct. What appears to be happening is that it applies Thorns for each piece of equipment that has Thorns, but each application picks one of the pieces at random to take the Thorns durability damage. So if you have Thorns on all four pieces, it'll apply Thorns 4 times but it might use the leggings three times and the helmet once rather than using each piece once like you'd expect. All four attempts might succeed, it doesn't stop after the first one that is successful.
 * MCP-wise:  does a single application, including the choosing randomly from all the pieces that have the enchantment. That gets called once per piece of armor that has the enchantment from  . Anomie x (talk) 22:34, 14 April 2016 (UTC)


 * I see, thanks. I'll incorporate that then.  Ah well, I had fun experimenting with it anyway. – Sealbudsman talk/contr 00:59, 15 April 2016 (UTC)


 * Are you saying that wearing multiple pieces of thorns armor can increase the chance of thorns damage and even cause it to trigger multiple times? Whether or not this is correct, it should be clarified on the article. —Fenhl 13:29, 15 April 2016 (UTC)

Axe enchantments
I'm pretty sure Fire aspect and looting can be put into an axe, while the page says they can't. Am I missing somethig or is the page incorrect? --85.221.204.74 12:47, 8 May 2016 (UTC)
 * Any enchantment can put onto any item at all, if you're using commands or creative mode; for that reason the page is just describing what can be applied in survival mode. And in survival, no, axe can't get fire aspect or looting. – Sealbudsman talk/contr 13:36, 8 May 2016 (UTC)

Silk Touch
The section mentions that Grass Blocks can ONLY be obtained via Silk Touch legitimately, where in reality killing an Enderman holding a Grass Block will yield a Grass Block as an item drop. There's probably more examples, this just needs to be noted. Lildrummerdrew (talk) 21:00, 9 June 2016 (UTC)

Curse of Binding
Under the Curse of Binding, the chestplate has been categorised under the "Primary Item" column. I don't believe this enchant can be obtained via an enchanting table. Therefore I was wondering why it is in this column. The page mentions that primary enchant items can obtained by any of the four possible enchanting methods. What specifically are these methods, and which one(s) provide the Curse of Binding on a chestplate? Thanks. DelboyDylan (talk) 20:50, 9 October 2016 (UTC)


 * In the Enchanting section, it mentions 3 methods of enchanting items, and 4 additional methods of obtaining enchanted items. I think that part where you see it says "any of the four possible enchanting methods," that's inaccurate.  It is really just the one method, the enchantment table.
 * If the curses can be applied to anything through using an enchantment table, that would make it a Primary. And if not, but an Anvil can do it, that would make it a Secondary. I'm not too sure which the curses are; I haven't tried. – Sealbudsman talk/contr 23:07, 9 October 2016 (UTC)

Curse Twitch videos and their presentation
, talking about this edit and your summary, where you reference having a discussion with, where did that discussion take place? – Sealbudsman talk/contr 18:57, 24 October 2016 (UTC)
 * The discussion took place via Slack. --Alianin (talk) 14:38, 25 October 2016 (UTC)
 * Changes to the style guide should be discussed on the wiki, where they're publicly available for participation and for reference. – Sealbudsman talk/contr 16:34, 25 October 2016 (UTC)
 * Videos don't go at the top of the page, unless we're at the point that Curse employees are dictating overrides to MCW:FEATURES. Anomie x (talk) 11:01, 25 October 2016 (UTC)

Curse of binding meaning
The definition says that cursed armor cannot be removed. This could mean that when in the player's inventory, it cannot be dropped, or it could mean that once worn, it cannot be taken off. The article should tell which it is. The BlobsPaper.png 02:38, 8 November 2016 (UTC)


 * Good point! I clarified the page.  It only applies to the four armor slots.  Not the off-hand slot or any other inventory slot, for instance. –  Sealbudsman talk/contr 12:31, 8 November 2016 (UTC)

No id on Pocket Edition
I tried to use  and   and it didn't work, i is like this? : --66.50.13.92 17:30, 3 December 2016 (UTC)


 * The ID you used was incorrect.  doesn't work, but   should work.
 * Also, please place your signature at the end of the post. The BlobsPaper.png 18:30, 3 December 2016 (UTC)


 * Pocket Edition--207.204.181.251 20:08, 5 December 2016 (UTC)

A new layout
We should make a drop down menu for the enchantment so it would be easier to find the enchantment for the tools--Dogsteeves (talk) 14:53, 21 December 2016 (UTC)
 * The enchantments are already organized by what items can receive the enchantment. The BlobsPaper.png 17:28, 21 December 2016 (UTC)

when I said drop down menu I meant like this http://imgur.com/a/N5gY4 --Dogsteeves (talk) 20:30, 21 December 2016 (UTC)


 * It's worth considering. Maybe not a drop-down menu, but anyway, some way of displaying enchantments on a per-tool basis, rather than on a per-enchantment basis. –  Sealbudsman talk/contr 20:53, 22 December 2016 (UTC)
 * The Status effect and Commands pages have brief summaries, followed by a more detailed description. Perhaps we should follow that model. The BlobsPaper.png 20:10, 13 January 2017 (UTC)
 * That is a good idea, we should do that! Those formats on those other pages broke us out of the table mould, and for the better, I believe. Though that is still a per-enchantment list, not a per-tool list, right? –  Sealbudsman talk/contr 17:01, 24 January 2017 (UTC)


 * — I'm thinking a summary table might have enchantment IDs, Names, and then a column for each significant enchantable item with maybe an enchanting table or anvil in each cell to indicate what's required for the enchantment. That way you could just click on an item in the column header to sort its possible enchantments to the top. There … are actually quite a few enchantable items so I'm not sure if that's a viable long-term strategy (in terms of table width), and I don't think there would be enough space to have both item columns as well as Max Level and a description column, but I think it would work for now. &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 14:39, 25 January 2017 (UTC)
 * Funny you mention. I'd mocked that exact thing up (User:Sealbudsman/Sandbox/Enchanting_Matrix) last week or so; it works nicely except for how wide it is. And the scrollbar is at the bottom, which is kinda okay, except that the table is tall.  Anyone, feel free to play around with it if you like. –  Sealbudsman talk/contr 15:39, 25 January 2017 (UTC)
 * Would you consider showing the utility blocks using SimpleGrid rather than InvSprite? The BlobsPaper.png 16:00, 25 January 2017 (UTC)
 * Sure; updated. Also for some reason I had it unnecessarily wide. Now it's about 1200 by 1200px. – Sealbudsman talk/contr 20:48, 25 January 2017 (UTC)
 * I knocked it down from a 1200px square to a 900px square, by leaving out the utility blocks altogether, and using BlockSprite and ItemSprite instead of SimpleGrid; added a demo of that to the page. So, space savings are possible. – Sealbudsman talk/contr 21:04, 25 January 2017 (UTC)


 * That is a very sparse table. Maybe break it up into two tables: wearable (armor, elytra, pumpkins, mob heads) and usable (weapons, shields, tools)? Basically, armor slots vs. hand slots. A few enchantments would appear in both tables but I think that would be okay. Also, sorting the first column by ID is unintuitive — I'd either add an ID column as the initial sort or just let the name column sort by alpha. &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 15:48, 27 January 2017 (UTC)


 * True. I made a third and fourth demo; the third was an experiment in minimizing how sparse the table is by combining rows, which, seeing it, I don't favor; I consider demo 4 as my response to your comment. Thanks for the feedback. –  Sealbudsman talk/contr 17:22, 27 January 2017 (UTC)


 * I like the fourth one as well. The narrower tables also fit on my phone screen without horizontal scrolling. -- Orthotopetalk 20:18, 27 January 2017 (UTC)


 * #4 layout looks good to me too. &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 20:44, 27 January 2017 (UTC)


 * The BlobsPaper.png 22:14, 27 January 2017 (UTC)


 * , 4 looks best so far. Can we swap the tables so the larger one is first? Looks better I think. I think we can fit block/item sprites in the cells pretty well, would look nicer than just the colours. –Majr ᐸ Talk Contribs 07:26, 28 January 2017 (UTC)

I've added Sealbudsman's tables to the page and, um, went ahead and added another summary table I thought would be useful, … and converted the description table to headings. I'd appreciate it if someone would check/correct the fiddly bits, IDs, etc.

I'm not sure if IDs are really needed in the summary table, they're available down in the Data section if necessary. &mdash;munin &middot;  &middot; 21:17, 13 February 2017 (UTC)


 * Nice ... Do you know if the notes that say "anvil required for Level V" are complete and exhaustive? I haven't known how to check whether the enchantment table level cap is lower than the anvil level cap. – Sealbudsman talk/contr 22:13, 13 February 2017 (UTC)


 * I don't know, sorry. &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 22:48, 13 February 2017 (UTC)

Externals links
Could we link to some external calculators that is updated and therefore a lot more useful (currently the "newest" has not been changed since 1.8) ? Does anyone know of any existing? /83.255.2.175 15:08, 24 January 2017 (UTC)

When did Pocket Edition change to  ?
When did PE change  to  ? It doesn't say on the history and it should be added. Cherryblossom000 (talk) 01:35, 25 January 2017 (UTC)
 * may know the answer. Also, please use "Add topic" (Add discussion in the mobile view). The BlobsPaper.png 04:52, 25 January 2017 (UTC)
 * In PE,  has always internally been  . The enchantment is only called "Unbreaking" in the language files; the game code called it "durability" since enchantments were first added. The reason it shows up as   when using commands is because PE commands use internal names to represent objects and values, and not localized names. Jocopa3 (talk) 17:38, 25 January 2017 (UTC)

Looting, Uncommon, Rare and Common drops
I had been doing a little digging around in the MCP, looking for the basis for the distinction between Uncommon, Rare and Common drops, or how Looting interacts with these types, and I've yet to find where this is handled. I could be looking in all the wrong places, but I suspect right now that loot tables handle this entirely, which I think means it needs to be rewritten on the Drops page and in the Enchanting section, and maybe on the mobs' pages as well. Could anybody double check me? ? – Sealbudsman talk/contr 22:32, 13 February 2017 (UTC)

Fire Protection
I see that "Ongoing damage from being on fire" is not absorbed by armor, and that Fire Protection will reduce the amount of time that the wearer is on fire, but does Fire Protection also absorb damage from ongoing fire damage (as Feather Fall protects against normally non-absorbent fall damage)? Either way, I think that it should be clarified in the description text.

EDIT: After testing, Fire Protection does help reduce ongoing fire damage. I have updated the main page.

Proposed split/merge
There are two articles that discuss enchanting: Enchanting (this page) and Enchantment mechanics. About 60% of the Enchanting page is taken up by the list of enchantments. What if (#1) we split enchantments off onto their own page (Enchantments, currently a redirect page), and then reincoporated enchantment mechanics back into this page? Would that make more sense? Or (#2), just split off enchantments and leave mechanics as its own article?

There's also Anvil mechanics but its discussion of enchantment combining should probably stay there as the page covers much more and it would be weird to split it up.

&mdash;munin &middot;  &middot; 15:10, 20 February 2017 (UTC)


 * This page appears like it could be cleanly separated into 3 parts: a list of enchantments for a new "Enchantments" page, basic material to be added to an "Enchantment table mechanics" page (rename the "Enchantment mechanics" page, that's really all it is), and basic material to be added to "Anvil mechanics" -- what do you think – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 16:43, 21 February 2017 (UTC)


 * Well, I believe the enchantment mechanic is also used to generate enchanted books for villagers and fishing (but not for loot chests?). What would be added to the anvil mechanics page? &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 18:36, 21 February 2017 (UTC)


 * Re: generated books: that's a good point, maybe the rename isn't a great idea. Though if "Enchantment mechanics" describes generated books, and not just how the table works, maybe that fact should go on that page as well; I don't see it anywhere there. For the Anvil mechanics page, there was just that small section, Enchanting, though that may be entirely redundant or not, I haven't looked closely. – Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 19:18, 21 February 2017 (UTC)


 * Anvil mechanics already goes into much greater detail about combining items than Enchanting does, but I think it makes sense to leave it as is (because it builds on other material in the article), with details on the Anvil mechanics page and a summary/seemain on the enchanting page. &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 14:29, 22 February 2017 (UTC)
 * The pages for other GUI gameplay mechanics (crafting, smelting, brewing and trading) have complete lists. It would be inconsistent to have the enchantment list on a separate page. The anvil mechanics is different because the non-technical part is on the anvil page. The BlobsPaper.png 04:47, 23 February 2017 (UTC)