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Enchanting grid

"Betoverrooster". Boven: Zonder voorwerp. Onder: Met voorwerp en mogelijke betoveringen.

Betoveren is een techniek in het spel dat een Magische tafel gebruikt om speciale bonussen toe te voegen aan werktuig, wapens of wapenuitrusting. Om een voorwerp te betoveren, heb je het nodige Ervaringslevel nodig voor de betovering en een Magische tafel. Elke spreuk kost de speler ervaringslevels maar in ruil stelt het de speler in staat om wapenuitrusting, zwaarden en werktuig met één of meerdere bonussen te betoveren en het geeft het voorwerp een briljante, gloeiende tint.

Basis voor betoveren

Om een item te betoveren, maak een Betover Tafel, plaats het op de grond, klik er met je rechtermuisknop op het en sleep een betoverbaar item van je inventaris in het vierkantje onder het boek teken . Drie willekeurig gekozen betoveringen zullen verschijnen in het menu aan de rechter kant. Het enige wat zeker is van hen, is hun level, dat als een cijfer zal verschijnen, de rest is willekeurig. You can take the item off and place it on the table again for a different set of enchantments. Or, you can attempt to replace the item on the table with a stack of two or more of any other item from your inventory.

Level distributions 1

A chart showing the relative probabilities of the different enchantment levels in the bottom slot with 10 (blue), 20 (green) and 30 (red) bookshelves.

Once you choose an enchantment, it will be applied to your item, giving it a glow and one of the special powers detailed below, and you will lose a number of experience levels equal to the level of the enchantment. Enchantments cannot be undone and an item can only be enchanted once, although the item may receive multiple enchantments during one instance of enchanting, determined randomly.

Whenever you place an eligible item on the table, the enchantment levels available are randomly generated for each slot using the formula below. The enchantment level is dependent upon the number of nearby bookshelves (capped at 30) and a "slot factor" of 0.50 for the topmost enchantment slot, 0.66 for the middle slot, and 1.00 for the bottom slot. (If the number of bookshelves is 0, the second two random integers will always be zero. When placing bookshelves around the Enchanting Table they CANNOT be touching the table or the table will not change from 5.)

Enchantment level available = (1..5 + (b/2) + 0..b) × s,

where b is the number of nearby bookshelves (maximum of 30), s is the slot factor for the given enchantment slot, and x..y generates a random integer between x and y inclusive. The lowest level available is equal to half the number of book shelves used.

Prior to version 1.1, the (b/2) term in the above equation was 0..(b/2), resulting in more randomness, and making the search for high level enchantments an extremely time consuming process. Prior to 1.1, the lowest level available was 1, regardless of the number of bookshelves used.

Bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Max Level 5 6 8 9 11 12 14 15 17 18 20 21 23 24 26 27 29 30 32 33 35 36 38 39 41 42 44 45 47 48 50
Min Level 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7 8 8 8 8 9

Boekenkasten plaatsing

Naburige boekenkasten verhogen de beschikbare tover levels. As of Beta 1.9 Pre-release 4, no enchantments costing above five Experience levels are available unless you place bookshelves near but not touching the Enchantment Table. In order to have an effect, a bookshelf must be placed exactly 2 blocks, laterally, of the enchantment table and be on the same level or one block height above the table, and the space between the bookshelf and table must be Air (even a torch will block the effect), where “between” is as shown in the following diagrams (the white spaces are air, and the
do not matter):

Like this from the top:








or








and like this from the side:





or




An enchantment table can be surrounded by 30 bookshelves by placing them in a square around the table, with each wall measuring 5 blocks wide and 2 blocks high, with a 2 block high doorway. This arrangement gives the maximum possible boost.[1] (While it is possible to get two more bookshelves in "range", they do not add, as the boost is capped.)


















An easy way to limit the maximum level of enchantment available, if you want to do a lower-level enchantment, is to put torches on the bookshelves so that they aren't recognized by the enchantment table. That way you can still have the entire 'ring' of bookshelves around the table, but get lower-level enchantments when you need them. Breaking the torches will restore the maximum level to its original amount.

Betoveringen

Enchantment names are randomly constructed from the following list of words. Three to five words are chosen from the list and appended to each other, then displayed in the Standard Galactic Alphabet. Note that the names have no meaning and are not saved on the enchanted item(meaning they will tell you nothing about what the resulting spell will be), they are only displayed in the Enchantment Table interface.

scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet elder ignite snuff embiggen twist shorten stretch fiddle destroy imbue galvanize enchant free limited range of towards inside sphere cube self other ball mental physical grow shrink demon elemental spirit animal creature beast humanoid undead fresh stale

Repairing an enchanted weapon/tool will remove the enchantment on it.[2]

When an enchanted weapon deals bonus damage to a mob, circular blue particles fly off of that mob, similar to getting a critical hit.

There are several levels on most enchants, and when you enchant you can get several enchants on each weapon/tool/armor.

Betoverbare voorwerpen

Items such as swords, shovels, pickaxes, axes, bows, and every part of armor of any material can be enchanted. Hoes, shears, fishing rods and flint and steel are not enchantable.

Enchantment Types

EID is the item's Effect Identification Number in the game code.

EID Enchantable item Name Effect Max. Enchantment Power On level up Notes

Wapenuitrusting betoveringen

0 Bestand:Grid Iron Helmet.png
Bestand:Grid Iron Chestplate.png
Bestand:Grid Iron Leggings.png
Bestand:Grid Iron Boots.png
Protection Converts environmental damage to armor damage IV Armor with this enchantment cannot receive any other type of Protection
1 Bestand:Grid Iron Helmet.png
Bestand:Grid Iron Chestplate.png
Bestand:Grid Iron Leggings.png
Bestand:Grid Iron Boots.png

Fire Protection Protection against fire IV Armor with this enchantment cannot receive any other type of Protection
2 Bestand:Grid Iron Boots.png Feather Falling
[note 1]
Less fall damage IV +1 to reduction of falling damage (half a heart) This is great for preventing falling damage from ender pearl teleportations.
3 Bestand:Grid Iron Helmet.png
Bestand:Grid Iron Chestplate.png
Bestand:Grid Iron Leggings.png
Bestand:Grid Iron Boots.png
Blast Protection Protection against explosions IV Armor with this enchantment cannot receive any other type of Protection
4 Bestand:Grid Iron Helmet.png
Bestand:Grid Iron Chestplate.png
Bestand:Grid Iron Leggings.png
Bestand:Grid Iron Boots.png
Projectile Protection Protection against projectile entities (e.g. arrows) IV Armor with this enchantment cannot receive any other type of Protection
5 Bestand:Grid Iron Helmet.png Respiration
[note 2]
Decreases the rate of air loss underwater; increases time between damage while suffocating III Underwater breathing time +15 seconds; time between suffocation damage +1 second
6 Bestand:Grid Iron Helmet.png Aqua Affinity
[note 2]
Increases underwater mining rate I

Wapen betoveringen

16 Bestand:Grid Iron Sword.png Sharpness Extra damage V Up to 1.5 hearts extra damage per level Extra damage is random for every hit, but will always be at least 0.5 heart. A Sword with this enchantment cannot receive Smite or Bane of Arthropods.
17 Bestand:Grid Iron Sword.png Smite Extra schade aan ondoden zoals zombies, zombie pigmen en skeletons. V Up to 2 hearts extra damage per level Extra damage is random for every hit, but will always be at least 0.5 heart. A Sword with this enchantment cannot receive Sharpness or Bane of Arthropods.
18 Bestand:Grid Iron Sword.png Bane of Arthropods Extra damage to spiders, cave spiders and silverfish V Up to 2 hearts extra damage per level Extra damage is random for every hit, but will always be at least 0.5 heart. A Sword with this enchantment cannot receive Sharpness or Smite.
19 Bestand:Grid Iron Sword.png Knockback Knocks mobs and players backwards upon hit II Does not stack with knockback caused by attacking while sprinting.
20 Bestand:Grid Iron Sword.png Fire Aspect
[note 3]
Lights mobs on fire II 0.5 heart extra damage per second Will cook meat if mob is killed by the fire damage
21 Bestand:Grid Iron Sword.png Looting Mobs hebben kans om meer te droppen dan normaal. III +1 to max loot drop per level
48 Bestand:Grid Bow.png Power Extra damage V Extra damage is dealt Multiplies base damage by 1.5 at Power I; additional levels increase the multiplier by .25 each, for a maximum of 2.5 at Power V. A Power V enchantment will one-shot many mobs when fully charged. (11-12.5 hearts damage)
49 Bestand:Grid Bow.png Punch Knockback effect on mobs II Mobs worden verder weg geslagen.
50 Bestand:Grid Bow.png Flame (Brandend) Schiet brandende pijlen die mobs in vuur zetten. I Sets arrows on fire when shot, and mobs when hit.
51 Bestand:Grid Bow.png Infinity (Oneindigheid) Zolang er tenminste één pijl in je inventaris zit, kun je oneindig schieten. I Dit kan heel handig zijn wanneer je tegen de Ender Dragon vecht in The End, sinds een speler niet kan terugkeren naar de bovenwereld om meer pijlen te halen. Maar, pijlen gevuurd met deze boog kunnen niet opgeraapt worden, net als bij de skeletpijlen.

Werktuig betoveringen

32 Bestand:Grid Iron Pickaxe.png
Bestand:Grid Iron Shovel.png
Bestand:Grid Iron Axe.png
Efficiency Sneller middelen mijnen wanneer in gebruik. V +10% mining snelheid Meeste blokken breken onmiddellijk met levels IV en V.
33 Bestand:Grid Iron Pickaxe.png
Bestand:Grid Iron Shovel.png
Bestand:Grid Iron Axe.png
Silk Touch
[note 4]
[note 5]
Blokken die gemijnd worden droppen zichzelf, zelfs als het iets anders zou moeten droppen(b.v stone zal steen droppen, niet cobblestone) I Allows the collection of normally unobtainable blocks such as Ores, Mycelium, Double Slabs and Huge Mushrooms. (Regardless of the tool used as of 1.0)
34 Bestand:Grid Iron Pickaxe.png
Bestand:Grid Iron Shovel.png
Bestand:Grid Iron Axe.png
Unbreaking At each use, there's a chance the tool's durability will not decrease. III For example, an Unbreaking III item has a chance to use up a use of (100/(3+1))% = (100/4)% = 25%, so Unbreaking III should, on average, make a tool last 4 times as long.
35 Bestand:Grid Iron Pickaxe.png
Bestand:Grid Iron Shovel.png
Bestand:Grid Iron Axe.png
Fortune
[note 6]
Can multiply the drop rate of items from blocks III I: 30% * 2 (30% more)

II: 25% * 2, 25% * 3 (75% more)
III: 20% * 2, 20% * 3, 20% * 4 (120% more)

Only applies to item drops such as coal, diamond, redstone, glowstone, lapis lazuli and nether wart. When used on Diamond Block or Iron Block etc., it will not drop more than one block, so cloning diamonds is still impossible. When used on Wheat, only the Seeds' drop rate is affected. When used on a Melon Block, the drop rate of melon slices is increased. Increases the chance for Gravel to drop Flint instead of itself, up to 100% at III. It doesn't affect clay ball drop rates (it is always 4).

How Enchantments Are Chosen

"Enchantment level" is the cost of the enchantment in experience levels (the green number on the button). "Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has power 4. The enchantment algorithm uses a three-step process.

Step One - Applying modifiers to the enchantment level

The first thing that Minecraft does is apply two modifiers to the base enchantment level. Each modifier is restricted to a certain range, with numbers close to the middle of the range more common than those near the ends.

The first modifier is based on the item's "enchantability," which depends on the material and the type of the item (see the table below). Minecraft picks a number between 0 and the enchantability, then adds that number plus one to the enchantment level.

modified enchantment level = enchantment level + Random(0, enchantability) + 1
Material Armor enchantability Sword/Tool enchantability
Wood N/A 15
Leather 15 N/A
Stone N/A 5
Iron 9 14
Chain 12 N/A
Diamond 10 10
Gold 25 22

Next, Minecraft picks a value between 0.75 and 1.25. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 25%) and then rounded to the nearest integer.

Step Two - Find possible enchantments

Powersword

A sword with several enchantments.

Now, based on the modified level, Minecraft makes a list of all enchantment types that can be applied to the target item along with the power that each enchantment will have.

The power of each enchantment type is determined by the level and the values in the table below. For each power value of an enchantment type, there is a minimum and maximum level that can produce the enchantment at that power. If the modified enchantment level is within the range, then the enchantment will be assigned that power. If the level is within two overlapping ranges for the same enchantment type, the higher power value is used.

Min level power ≤ enchantment level ≤ Max level power => enchantment power = range respective enchantment power


Armor Enchantment Modified Enchantment level
I II III IV V
Protection 1 - 21 17 - 37 33 - 53 49 - 69 70 - n/a
Fire Protection 10 - 22 16 - 30 26 - 38 34 - 46 47 - n/a
Feather Fall
[note 1]
5 - 15 11 - 21 17 - 27 23 - 89 90 - n/a
Blast Protection 5 - 17 13 - 25 21 - 33 29 - 41 n/a
Projectile Protection 3 - 18 9 - 24 15 - 30 21 - 36
Respiration
[note 2]
10 - 40 20 - 50 30 - 60
Aqua Affinity
[note 2]
1 - 41
Weapon Enchantment Modified Enchantment level
I II III IV V
Sharpness 1 - 21 17 - 37 33 - 53 49 - 69 65 - 85
Smite 5 - 17 13 - 25 21 - 33 29 - 41 37 - 49
Bane of Arthropods 5 - 17 13 - 25 21 - 33 29 - 41 37 - 49
Knockback 5 - 25 25 - 75
Fire Aspect
[note 3]
10 - 60 30 - 80
Looting 20 - 70 32 - 82 44 - 94
Power 1 - 16 11 - 26 21 - 36 31 - 46 41 - 56
Punch 12 - 37 32 - 57
Flame 20 - 50
Infinity 20 - 50
Tool Enchantment Modified Enchantment level
I II III IV V
Efficiency 1 - 51 15 - 66 33 - 81 46 - 96 61 - 111
Silk Touch
[note 4]
[note 5]
25 - 75
Unbreaking 5 - 55 15 - 65 25 - 75
Fortune
[note 6]
20 - 70 32 - 82 44 - 94

Note: that extremely high modified enchantment levels can fall outside the ranges of all valid enchantments for the item. If this happens, the item is left un-enchanted, but you are not charged any experience levels and can try enchanting it again.


Step Three - Select a set of enchantments from the list

Now that it's got a list of the possible enchantments for the item, Minecraft has to pick some of them that will actually be applied.

You always get at least one enchantment. The first enchantment is picked from a list of statistical "weights" - the enchantment with the higher weight has a higher chance of being selected.

P(enchantment) = (enchantment weight) / (∑i=1number of possible enchantments〖enchantment weighti 〗)
Armor Enchantments Weight
Protection 10
Fire Protection 5
Feather Fall
[note 1]
5
Blast Protection 2
Projectile Protection 5
Respiration
[note 2]
2
Aqua Affinity
[note 2]
2
Weapon Enchantments Weight
Sharpness 10
Smite 5
Bane of Arthropods 5
Knockback 5
Fire Aspect
[note 3]
2
Looting 2
Power 10
Punch 2
Flame 2
Infinite 1
Tool Enchantments Weight
Efficiency 10
Silk Touch
[note 4]
[note 5]
1
Unbreaking 5
Fortune
[note 6]
2

After the first element is selected, there is a chance of receiving more, based on this algorithm:

  1. Divide the modified level in half, rounded down. (This does not affect the possible enchantments themselves, because they were all pre-calculated in Step Two.)
  2. With probability (modified level + 1) / 50, keep going. Otherwise, stop picking bonus enchantments.
  3. Remove from the list of possible enchantments anything that conflicts with previously-chosen enchantments.
  4. Pick one enchantment from the remaining possible enchantments (based on the weights, as before) and apply it to the item.
  5. Repeat from step 1.

Conflicting Enchantments

Some enchantment conflict with other enchantments and thus both can't be enchanted into the same item, Effectively taking down the possibility for one to get an overpowered weapon.

The rules for enchantment conflicts are:

  • Every enchantment conflicts with itself. (So you can't get a tool with two copies of the Efficiency enchantment.)
  • All protection enchantments conflict with each other, so an item can only have one at a time. (In the code, Feather Fall is implemented as a protection enchantment, but it doesn't conflict with the others.)
  • All damage enchantments (Sharpness, Smite, and Bane of Arthropods) conflict with each other.
  • Silk Touch and Fortune also conflict with each other. (The Fortune enchantment has no effect on a pickaxe that also has Silk Touch, such as could be obtained in a 1.9 prerelease or with an inventory editor, since a Silk Touch pickaxe cannot mine resources such as diamonds or coal -- only their ore blocks.)

Examples

  • A level 50 diamond pickaxe would have a 16.10% chance to have 3 enchantments, a 48.09% chance to have exactly 2 enchantments and a 35.80% chance to have exactly 1 enchantment. The resulting enchantments would have a 75.43% chance to include Efficiency (9.26% for 3, 39.97% for 4 and 26.21% for 5), a 54.85% chance to include Unbreaking 3, a 28.88% chance to include Fortune (27.22% for 3 and 1.66% for 2) and a 15.06% chance to include Silk Touch 1.
  • A level 30 iron pickaxe would have a 6.34% chance to have 3 enchantments, a 34.65% chance to have exactly 2 enchantments and a 59.00% chance to have exactly 1 enchantment. The resulting enchantments would have a 68.08% chance to include Efficiency (22.60% for 2, 41.59% for 3 and 3.89% chance for 4), a 65.53% chance to include Unbreaking (57.98% for 2, 7.55% for 3), a 21.05% chance to include Fortune (5.36% for 1, 13.08% for 2, 2.60% for 3) and a 10.72% chance to include Silk Touch 1.
  • A level 1 stone pickaxe would have a 6.04% chance to have 2 enchantments and a 93.73% chance to have exactly 1 enchantment. The resulting enchantments would have a 84.84% chance to include Efficiency 1 and a 18.86% chance to include Unbreaking 1.
  • A level 50 diamond helmet would have a 0.28% chance to have 3 enchantments, a 35.03% chance to have exactly 2 enchantments and a 64.70% chance to have exactly 1 enchantment. The resulting enchantments would have a 83.09% chance to include Protection (16.66% for 3 and 66.43% for 4), a 5.05% chance to include Fire Protection (0.02% for 3 and 5.03% for 4), a 38.33% chance to include Respiration 3, a 0.96% chance to include Aqua Affinity 1 and a 0.32% chance to include Blast Protection 4. It would also have a 6.65% chance of being left "un-enchanted" (see note above).
  • A level 37 diamond helmet would have a 0.32% chance to have 3 enchantments, a 37.05% chance to have exactly 2 enchantments and a 62.63% chance to have exactly 1 enchantment. The resulting enchantments would have a 64.44% chance to include Protection (2.37% for 2, 40.93% for 3 and 21.14% for 4), a 17.59% chance to include Fire Protection (6.65% for 3 and 10.93% for 4), a 43.00% chance to include Respiration (0.12% for 2 and 42.88% for 3), a 11.66% chance to include Aqua Affinity 1, a 4.55% chance to include Blast Protection 4 and a 1.84% chance to include Projectile Protection 4.

How Enchantments Are Attached to an Item

The Enchantments of an item are determined by an extra set of data attached to the item.

The extra data is a "compound" labeled "tag"; Which contains a "list" of data named "ench"; in which is a series of "compound"[s] (one compound for each enchantment); Each of the "compound"[s] contains a pair of "short"[s] named "id" and "lvl";

The "id" short represents the EID of the enchantment and the "lvl" short represents the level of the enchantment.

Hacking Enchantments

It is possible to edit enchantments via an external program such as NBTEdit by using a process such as that shown here, or easier by using an enchantment editor like this one.

Standard Galactic Alphabet

The enchantments are written in the Standard Galactic Alphabet which is a simple alphabet substitution code used in the Commander Keen series of computer games (see that page for the code key). However, if you want to decode the names more quickly you can replace alternate.png in .minecraft\bin\minecraft.jar\font (or in ~/Library/Application Support/minecraft/bin/minecraft.jar/font for OSX, ~/.minecraft/bin/minecraft.jar/font for linux) with the default.png NOTE: this does not work if you're using a texture pack.

There is something that may help you decode the language:
Sga


Note: Decoding the alphabet will allow a player to read the enchantment phrases in his or her native language, although these phrases remain arbitrary, as of client version 1.0.0.

Geschiedenis

Notch first tweeted about the Enchantment Table on September 30th 2011.[3][4] Notch stated that Enchanting will work in three stages and the benefits will be based on the spell you choose, but a random loot element will be included as well.[5][6]

Enchanting was added to the game in 1.9 prerelease 2. However, enchanting was not the same in the 1.9 prerelease 2. Enchanting did NOT require bookshelves to get maximum enchantments. Also, many enchantments were not added back then. Enchantments are labeled in the enchanting table as random words in the Standard Galactic Alphabet.

In 1.1, four bow enchantments (Power, Flame, Punch and Infinity) were added to the game.

Notities

  1. a b c boots only
  2. a b c d e f Helmets only.
  3. a b c Fire Aspect enchantment is virtually useless on all nether mobs because all nether mobs are immune to fire and lava.
  4. a b c Silk Touch does not work on monster spawners nor ice (as of Minecraft 1.0.0).
  5. a b c Items able to be obtained legitimately only through use of silk touch:
    • Grass Block
    • Coal Ore
    • Lapis Lazuli Ore
    • Diamond Ore
    • Redstone Ore
    • All huge mushroom blocks
    • Mycelium
  6. a b c Fortune does essentially nothing on an axe, and only gives flint for shovels. This is due to it not dropping multiple for things that can be user recreated such as trees, and wood products so a single item isn't infinite.

Gallerij

Trivia

  • The Feather Falling enchantment could be from the Dungeons & Dragons wizard spell of the same name.
  • Looting enchantment does not process on Wool, Spider Eye, Raw Chicken and Cooked Chicken.
  • Items that are enchanted will receive a glowing aura around them. Editing glint.png in .minecraft\bin\minecraft.jar\misc can change the glow accordingly. Enchanted items also cause the hotbar to become semi-transparent whilst they are the selected item. The hotbar will revert to its opaque format when you select a new item.
  • Repairing an enchanted item using another item will remove the enchantment it has.
  • On October 1st 2011, Notch tweeted an image of the enchantment screen, with enchantments written in the Standard Galactic Alphabet.[7] The first enchantment translates onto "Well Played Internets You Are Good", the second translated into "These Names Will Be Random And Confusing", and the third translates to "Each Spell Costs Experience Levels". The Standard Galactic Alphabet or SGA was originally created by Tom Hall for use in the Commander Keen series of computer games.[8]
  • Three of the possible words for enchantments are "the elder scrolls," likely a joke at Bethesda, creator of "The Elder Scrolls" series and whose parent company, Zenimax, was suing Mojang.
  • The words "klaatu berata niktu" are a (misspelled) reference to "Klaatu barada nikto", a phrase that originates from the 1951 movie The Day the Earth Stood Still and has been since used as a reference in many other movies, cartoons and games, more popularly in Army of Darkness, Star Wars Episode VI, Teenage Mutant Ninja Turtles(1987) and Duck Tales. Similarly, "Xyzzy" is a magic spell in the game "Colossal Cave Adventure" and has been used in several other games as an Easter Egg or cheat code.
  • "Embiggen" is a fictitious word from The Simpsons, from a quote attributed to Springfield's founder, Jebidiah Springfield: "A noble spirit embiggens the smallest man".
  • All tools, swords and armor enchanted before 1.9 Prerelease 4 will only have Feather Falling I as their enchantment.
  • The Silk Touch enchantment is possible on all levels of enchantment when enchanting a golden pickaxe, although extremely rare on enchantments below level 20.
  • Enchanted items still pulsate while you have paused the game.
  • It was mentioned that the property of which upon enchanting, the item would receive a random yet unique name or even an exciting look as to add more of an rpg effect, would be added at a later update, supposedly the next one, 1.2

Bugs

  • Using the "Silk Touch" enchantment, it is possible to obtain either Redstone Ore or Glowing Redstone Ore, depending on the block's state when broken. These are different blocks and do not stack, but appear to be identical in the user's inventory.
  • Sometimes, logging off a server with an enchanted tool on you, will remove the enchantments from the item.
  • In multiplayer, players can only see their own enchantment auras, and not those of other players.
  • In multiplayer, rarely can one get a high level enchantment while spending only a small number of levels. [referentie gewenst]

Zie ook

Referenties

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