Minecraft Wiki
 
 
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{{Future}}
{{Block
 
  +
[[File:Enchanting grid.png|frame|Enchanting grid]]
|invimage=None
 
|type=Nonsolid Block
 
|gravity=No
 
|dirt=No
 
|transparent=Yes
 
|light=Yes, 15
 
|tool=N/A
 
|stackable=Yes (64)
 
|firstver=Indev 0.31 (January 9, 2010)
 
|data=51
 
}}
 
'''Fire''' is a block. It has an animated face on all four sides, and two faces on the inside at slants. Fire is never created naturally when chunks generate, except in the nether. It will be created if the player or a [[Ghast]] creates it, when [[Lava]] burns a flammable object, if lightning strikes a flammable block or by using the [[Flint and Steel]] tool. Fire produces 15 units of [[light]].
 
   
  +
'''Enchanting''' is the process of enchantment using an [[Enchantment Table]] whereby special bonuses are placed on [[tool]]s, [[weapon]]s or [[armor]]. To enchant an item, you will need the required [[Experience|Experience level]] for the enchantment and an Enchantment Table. As of Beta 1.9 Pre-release 4, no enchantments costing above five [[Experience|Experience levels]] are available unless you place [[bookshelves]] near the Enchantment Table. The number of bookshelves increases the level of enchantments further. In order to have an effect, the bookshelf must have a line of sight to the table, (with the exception of the corners) be placed horizontally within 2 blocks of the enchantment table '''and''' must be either on the same level or level above the table. A table surrounded by six bookshelves on each side with a one block gap gives access to level 39 recipes. A table surrounded by thirty bookshelves (two layers of fifteen each, leaving room for a door) gives access to level 50 recipes.<ref>http://www.reddit.com/r/Minecraft/comments/lav7p/19_prerelease_4_changelog/</ref> However, because the table stops counting the bookshelves at thirty, two of the bookshelves can be left out without any effect on the enchantment levels. This allows for a doorway large enough for the player to walk through without requiring elaborate methods to enter the room housing the enchantment table.
== Behavior ==
 
   
  +
Notch has 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.<ref>http://twitter.com/notch/status/119799522170912768</ref><ref>http://twitter.com/notch/status/119803746376089600</ref> Each spell will cost the player experience levels but in turn allows the player to enchant armor, swords and tools with one or several random bonus attributes as well as making the items glow with a brilliant hue.
[[Image:SWPE fire1.png|thumb|right|Before a fire was started]]
 
  +
== History ==
[[Image:SWPE fire3.png|thumb|right|During the fire]]
 
  +
Notch first tweeted about the Enchantment Table on September 30th 2011.<ref>http://twitter.com/notch/status/119799522170912768</ref><ref>http://www.reddit.com/r/Minecraft/comments/kwjnt/notch_twitter_its_an_enchantment_table/c2nt0a5</ref>
[[Image:SWPE fire5.png|thumb|right|After]]
 
Fire is not available for use in [[Classic]] mode. [[Flint and Steel]] is one method used to place Fire in the environment. When placed, fire will burn for a short, and randomly determined period of time. If nothing flammable is adjacent to it, the flames will not spread and die out. [[Wood]], [[Log]]s, [[Leaves]], [[Vines]], [[Wool]], and [[Bookcase]] blocks are all flammable; and [[TNT]] will detonate if exposed to fire. Fire burns leaves slightly faster than the other flammable objects.Also some players in servers with little coal build forts on small hills near water. They then go get sand and cut down some trees. They then go into a small underground cavern only a few block underground with three blocks of glass to see when it is daytime. They then place the wood and sand into a furnace which creates fire. This can light rooms.
 
   
  +
== Enchantments ==
Fire will spread over flammable surfaces, slowly causing all the blocks it can reach to burn away. Fire can climb up walls, across floors and ceilings and over small gaps. More precisely, a fire block can turn any air block into fire that is adjacent to a flammable block and up to one block downwards, one block sideways (including diagonals), and four blocks upwards.
 
  +
[[File:Enchantments1.png|thumb|325px|An example of the Enchanting Menu with a Diamond Pickaxe.]]
  +
Enchantment names are randomly constructed from a long list of words. Three to five words are chosen from the list and appended to each other, creating the enchantment name. Any name can be chosen for any item. Note that the names are not actually saved with the item, they are only displayed in the Enchantment Table interface, albeit with the [http://en.wikipedia.org/wiki/Commander_Keen#Standard_Galactic_Alphabet Standard Galactic Alphabet].
   
  +
<blockquote>'''the elder scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet 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'''</blockquote>
As one would expect, any [[mobs|mob]] (including the player) will be lit on fire if exposed to it. Fire will obstruct the player's view slightly and they will slowly lose [[Health/Damage|life]] at a rate of 1/2 heart per second. This is the same rate that the player gains health in peaceful mode, so fire will not kill you in peaceful. Fire will burn out after a while, but it is a good idea to try to jump into nearby [[Water]] as soon as possible. A [[bucket]] filled with water can function as a portable fire extinguisher as a player who is on fire can dump the water at their feet to put out the fire instantly.
 
   
  +
Jeb mentioned one possible enchantment would add a damage bonus against "undead mobs" when he polled his twitter feed for ideas of what to name the enchantment. He settled on "Smite".<ref>http://twitter.com/jeb_/status/123411077764620288</ref><ref>http://twitter.com/jeb_/status/123413339811495937</ref>
[[File:2011-10-10 20.27.01.png|thumb|right|300px|A natural fire, started by [[Lava]] flowing into a [[Biomes|Forest Area]]]]
 
Fire can be used as an attack against [[mobs]]. Igniting dropped items or blocks on fire will cause them to burn away. This trick can be used to dispose of materials quickly. Anything that touches [[Lava]] or Fire, whether it is a mob or a dropped object, will be lit on fire. Although lava can set off [[TNT]], it takes several minutes and is easily fixable if the lava can be reached and cleared.
 
   
  +
[[Repairing]] an enchanted weapon/tool will remove the enchantment on it.<ref>http://twitter.com/jeb_/status/123733323817295872</ref>
Cows, pigs and chickens will drop cooked meat if they die while they are on fire. However, while attempting to burn them with lava, they will sometimes drop raw meat if the damage tick from the lava was the decisive one to the animal's life. This is because the burning attribute for [[Lava]] only comes after the damage which the [[Lava]] block deals upon contact, so the animal will die from normal damage without being burnt.
 
   
  +
When an enchanted weapon deals bonus damage to a mob, circular blue particles fly off of that mob, similar to getting a critical hit.
Punching or hitting the side the fire is on will extinguish the fire on the side that was hit. Hitting fire with a tool does not use up any uses for the tool. Placing [[Water]], [[sand]], and [[gravel]] will also extinguish fire.
 
   
  +
There are several levels on each enchant, and when you enchant you can get several enchants on each weapon/tool/armor.
In an extremely rare chance on the first few days, if you build a pillar/lookout tower, you can see natural fire in the distance but no lava. This could be a bug.
 
   
==Eternal Fire==
+
==Enchantable Items==
  +
Items such as [[swords]], [[shovels]], [[pickaxes]], [[axes]], and every part of armor of any material can be enchanted. According to Jeb, placing multiple bookshelves near an enchantment table will increase the potency of enchantments.<ref>http://twitter.com/jeb_/status/123663863018299393</ref> [[Hoe]]s, [[shears]], [[fishing rod]]s, [[bow]]s and [[flint and steel]] are not enchantable.
   
  +
When viewing the inventory of a 1.9 prelease 3 player in an [[Minecraft map format (NBT)|NBT]] editor, all enchanted items have the same serialized enchantment values. Modifying these values seems to have no effect on the in-game elements. Additionally, replacing the same item in the enchanting square seems to generate a fresh set of random enchantments. It is not known if the names have any effect on the cost of the item, but as all enchantments share the same data values it is very likely that the enchantment generation system in the 1.9 prerelease 3 is simply a placeholder.
[[Netherrack]], a block found in [[The Nether]], will burn forever when lit on fire. It can therefore be a useful trap or defense material around the player's shelter; though the player should be reminded that everything will burn in fire, including dropped items that fall in fire.
 
   
  +
Starting with 1.9 prerelease 4, the values are used and enchantments work normally.
Lit Netherrack can also be used as an alternative to torches. If the player is running low on coal then they can use Netherrack and Flint and Steel instead. It is brighter than torches and can be quickly extinguished. Note that [[rain]] won't put out Netherrack fire.
 
   
  +
==Enchantment Types==
Due to a bug, the fire may sometimes not emit any light.
 
  +
'''EID''' is the item's Effect Identification Number in the game code.
   
  +
{| class="wikitable"
==Chainmail Armor==
 
  +
|-
It is possible to craft [[Chainmail]] [[Armor]] out of fire blocks. It is only possible to get actual fire blocks in the players inventory by means of using the <code>/give</code> command or an Inventory editor. Chainmail Armor is crafted like any other armor and has the same durability as Gold.
 
  +
! EID
  +
! style="width: 15em;" |Enchantable item
  +
! Name
  +
! Effect
  +
! Max. Enchantment power
  +
! On level up
  +
! Notes
  +
|-
  +
! colspan=7 |
  +
=== Armor Enchantments ===
  +
|- align="center"
  +
! 0
  +
| {{/image|Iron Helmet}} {{/image|Iron Chestplate}} {{/image|Iron Leggings}} {{/image|Iron Boots}}
  +
| Protection
  +
| Converts environmental damage to armor damage
  +
| IV
  +
|
  +
| Armor with this enchantment cannot recieve Fire Protection, Blast Protection, or Projectile Protection
  +
|- align="center"
  +
! 1
  +
| {{/image|Iron Helmet}} {{/image|Iron Chestplate}} {{/image|Iron Leggings}} {{/image|Iron Boots}}
  +
| Fire Protection
  +
| Protection against fire
  +
| IV
  +
|
  +
| Armor with this enchantment cannot recieve Protection, Blast Protection, or Projectile Protection
  +
|- align="center"
  +
! 2
  +
| {{/image|Iron Boots}}
  +
| Feather Falling
  +
| Less fall damage
  +
| IV
  +
| +1 to reduction of falling damage (half a heart)
  +
|
  +
|- align="center"
  +
! 3
  +
| {{/image|Iron Helmet}} {{/image|Iron Chestplate}} {{/image|Iron Leggings}} {{/image|Iron Boots}}
  +
| Blast Protection
  +
| Protection against [[explosion]]s
  +
| IV
  +
|
  +
| Armor with this enchantment cannot recieve Protection, Fire Protection, or Projectile Protection
  +
|- align="center"
  +
! 4
  +
| {{/image|Iron Helmet}} {{/image|Iron Chestplate}} {{/image|Iron Leggings}} {{/image|Iron Boots}}
  +
| Projectile Protection
  +
| Protection against projectile entities (e.g. arrows)
  +
| IV
  +
|
  +
| Armor with this enchantment cannot recieve Protection, Fire Protection, or Blast Protection
  +
|- align="center"
  +
! 5
  +
| {{/image|Iron Helmet}}
  +
| Respiration
  +
| 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
  +
|
  +
|- align="center"
  +
! 6
  +
| {{/image|Iron Helmet}}
  +
| Aqua Affinity
  +
| Increases underwater mining rate
  +
| I
  +
|
  +
|
  +
|-
  +
! colspan=7 |
   
  +
=== Weapon Enchantments ===
{| border="1" style="border-collapse: collapse; border-color: #555; background-color: #eee" cellpadding="5"
 
|-align="center"
+
|- align="center"
  +
! 16
!Ingredients
 
  +
| {{/image|Iron Sword}}
!colspan="2"|Input » Output
 
  +
| Sharpness
  +
| Extra damage to mobs
  +
| V
  +
| 0.5-1 heart extra damage per level
  +
| A Sword with this enchantment cannot recieve Smite or Bane of Arthropods
  +
|- align="center"
  +
! 17
  +
| {{/image|Iron Sword}}
  +
| Smite
  +
| Extra damage to [[zombie]]s, [[Zombie Pigmen|zombie pigmen]] and [[skeleton]]s
  +
| V
  +
| 0.75-1.5 hearts extra damage per level
  +
| A Sword with this enchantment cannot recieve Sharpness or Bane of Arthropods
  +
|- align="center"
  +
! 18
  +
| {{/image|Iron Sword}}
  +
| Bane of Arthropods
  +
| Extra damage to [[spider]]s, [[Cave Spider|cave spiders]] and [[silverfish]]
  +
| V
  +
| 0.75-1.5 hearts extra damage per level
  +
| A Sword with this enchantment cannot recieve Sharpness or Smite
  +
|- align="center"
  +
! 19
  +
| {{/image|Iron Sword}}
  +
| Knockback
  +
| Knocks mob and players backwards upon hit
  +
| II
  +
|
  +
|
  +
|- align="center"
  +
! 20
  +
| {{/image|Iron Sword}}
  +
| Fire Aspect
  +
| Lights mobs on [[fire]]
  +
| II
  +
|
  +
| Will cook meat if mob is killed while it is on fire.
  +
|- align="center"
  +
! 21
  +
| {{/image|Iron Sword}}
  +
| Looting
  +
| Mobs have a chance to drop more loot
  +
| III
  +
| +1 to max loot drop
  +
|
 
|-
 
|-
  +
! colspan=7 |
|align="center" rowspan="2"| '''Fire'''
 
  +
|{{Grid/Crafting Table
 
  +
=== Tool Enchantments ===
|A1= Fire |B1= Fire |C1= Fire
 
  +
|- align="center"
|A2= Fire |B2= |C2= Fire
 
  +
! 32
|A3= |B3= |C3=
 
  +
| {{/image|Iron Pickaxe}} {{/image|Iron Shovel}} {{/image|Iron Axe}}
|Output= Chain Armor Helmet
 
  +
| Efficiency
}}
 
  +
| Faster resource gathering while in use
|{{Grid/Crafting Table
 
  +
| V
|A1= Fire |B1= |C1= Fire
 
  +
| +50% mining speed
|A2= Fire |B2= Fire |C2= Fire
 
  +
|
|A3= Fire |B3= Fire |C3= Fire
 
  +
|- align="center"
|Output= Chain Armor Chestplate
 
  +
! 33
}}
 
  +
| {{/image|Iron Pickaxe}} {{/image|Iron Shovel}} {{/image|Iron Axe}}
  +
| 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 [[Ore]]s, [[Mycelium]], [[Grass]], Double [[Slabs]], [[Ice]] and [[Huge Mushrooms]]. (Regardless of the tool used)
  +
|- align="center"
  +
! 34
  +
| {{/image|Iron Pickaxe}} {{/image|Iron Shovel}} {{/image|Iron Axe}}
  +
| Unbreaking
  +
| Sometimes, the tool's durability will not be spent when the tool is used
  +
| III
  +
|
  +
|
  +
|- align="center"
  +
! 35
  +
| {{/image|Iron Pickaxe}} {{/image|Iron Shovel}} {{/image|Iron Axe}}
  +
| Fortune
  +
| Can multiply the drop rate of items from blocks
  +
| III
  +
| I: 30% * 2 (30% more)<br />
  +
II: 25% * 2, 25% * 3 (75% more)<br />
  +
III: 20% * 2, 20% * 3, 20% * 4 (120% more)<br />
  +
| Only applies to ''item'' drops. When used on [[Wheat Farming|Wheat]], only the [[Wheat Seeds|Seeds']] drop rate is affected. Increases the chance for [[Gravel]] to drop [[Flint]] instead of itself, up to 100% at III.
  +
|}
  +
  +
==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 (with enchantability / 2 (divided by two) the most probable result - half way between zero and the enchantability), then adds that number plus one to the enchantment level.
  +
  +
<center>
  +
{| class="wikitable"
  +
!<font face="Cambria Math">enchantment level = Random(0, enchantablility / 2) + 1</font>
  +
|}
  +
</center>
  +
  +
{| class="wikitable"
 
|-
 
|-
  +
!Material
|{{Grid/Crafting Table
 
  +
!Armor enchantability
|A1= Fire |B1= Fire |C1= Fire
 
  +
!Sword/Tool enchantability
|A2= Fire |B2= |C2= Fire
 
  +
|-
|A3= Fire |B3= |C3= Fire
 
  +
|Wood
|Output= Chain Armor Leggings
 
  +
|N/A
}}
 
  +
|1
|{{Grid/Crafting Table
 
  +
|-
|A1= |B1= |C1=
 
  +
|Leather
|A2= Fire |B2= |C2= Fire
 
  +
|1
|A3= Fire |B3= |C3= Fire
 
  +
|N/A
|Output= Chain Armor Boots
 
  +
|-
}}
 
  +
|Stone
  +
|N/A
  +
|5
  +
|-
  +
|Iron
  +
|9
  +
|14
  +
|-
  +
|Chain
  +
|12
  +
|N/A
  +
|-
  +
|Diamond
  +
|10
  +
|12
  +
|-
  +
|Gold
  +
|25
  +
|22
 
|}
 
|}
   
  +
Next, Minecraft picks a value between 0.75 and 1.25. The 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 ===
  +
  +
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.
  +
  +
<center>
  +
{| class="wikitable"
  +
!<font face="Cambria Math">Min level power ≤ enchantment level ≤ Max level power => enchantment power = range respective enchantment power</font>
  +
|}
  +
</center>
  +
  +
{| class="wikitable" style="text-align: center;"
  +
|-
  +
! rowspan="3" |Enchantment
  +
! colspan="10" | Enchantment level
  +
  +
|-
  +
! colspan = "2" |I
  +
! colspan = "2" |II
  +
! colspan = "2" |III
  +
! colspan = "2" |IV
  +
! colspan = "2" |V
  +
  +
|-
  +
! Min. Value
  +
! Max. Value
  +
  +
! Min. Value
  +
! Max. Value
  +
  +
! Min. Value
  +
! Max. Value
  +
  +
! Min. Value
  +
! Max. Value
  +
  +
! Min. Value
  +
! Max. Value
  +
  +
|-
  +
| Protection
  +
  +
| 1
  +
| 21
  +
  +
| 17
  +
| 37
  +
  +
| 33
  +
| 53
  +
  +
| 49
  +
| 69
  +
  +
| colspan="2" |—
  +
  +
|-
  +
| Fire Protection
  +
  +
| 10
  +
| 22
  +
  +
| 16
  +
| 30
  +
  +
| 26
  +
| 38
  +
  +
| 34
  +
| 46
  +
  +
| colspan="2" |—
  +
  +
|-
  +
| Feather Fall
  +
  +
| 5
  +
| 15
  +
  +
| 11
  +
| 21
  +
  +
| 17
  +
| 27
  +
  +
| 23
  +
| 33
  +
  +
| colspan="2" |—
  +
  +
|-
  +
| Blast Protection
  +
| 5
  +
| 17
  +
  +
| 13
  +
| 25
  +
  +
| 21
  +
| 33
  +
  +
| 29
  +
| 41
  +
  +
| colspan="2" |—
  +
  +
|-
  +
| Projectile Protection
  +
  +
| 3
  +
| 18
  +
  +
| 9
  +
| 24
  +
  +
| 15
  +
| 30
  +
  +
| 21
  +
| 36
  +
  +
| colspan="2" |—
  +
  +
|-
  +
| Respiration
  +
  +
| 10
  +
| 40
  +
  +
| 20
  +
| 50
  +
  +
| 30
  +
| 60
  +
  +
| colspan="4" |—
  +
  +
|-
  +
| Aqua Affinity
  +
  +
| 1
  +
| 41
  +
  +
| colspan="8" |—
  +
  +
|-
  +
| 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
  +
  +
| colspan="6" |—
  +
  +
|-
  +
| Fire Aspect
  +
  +
| 10
  +
| 60
  +
  +
| 30
  +
| 80
  +
  +
| colspan="6" |—
  +
  +
|-
  +
| Looting
  +
  +
| 20
  +
| 70
  +
  +
| 32
  +
| 82
  +
  +
| 44
  +
| 94
  +
  +
| colspan="4" |—
  +
  +
|-
  +
| Efficiency
  +
  +
| 1
  +
| 51
  +
  +
| 16
  +
| 66
  +
  +
| 33
  +
| 81
  +
  +
| 46
  +
| 96
  +
  +
| 61
  +
| 111
  +
  +
|-
  +
| Silk Touch
  +
  +
| 25
  +
| 75
  +
  +
| colspan="8" |—
  +
  +
|-
  +
| Unbreaking
  +
  +
| 5
  +
| 55
  +
  +
| 15
  +
| 65
  +
  +
| 25
  +
| 75
  +
  +
| colspan="4" |—
  +
  +
|-
  +
|Fortune
  +
  +
|20
  +
|70
  +
  +
|32
  +
|82
  +
  +
|44
  +
|94
  +
  +
| colspan="4" |—
  +
  +
|}
  +
  +
''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 unenchanted, 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.
  +
  +
<center>
  +
{| class="wikitable"
  +
!<font face="Cambria Math">P(enchantment) = (enchantment weight) / (∑<sub>i=1</sub><sup>number of possible enchantments</sup>〖enchantment weight<sub>i</sub> 〗)</font>
  +
|}
  +
</center>
  +
  +
{| class="wikitable"
  +
! Enchantment
  +
! Weight
  +
|-
  +
| Protection
  +
| 10
  +
|-
  +
| Fire Protection
  +
| 5
  +
|-
  +
| Feather Fall
  +
| 5
  +
|-
  +
| Blast Protection
  +
| 2
  +
|-
  +
| Projectile Protection
  +
| 5
  +
|-
  +
| Respiration
  +
| 2
  +
|-
  +
| Aqua Affinity
  +
| 2
  +
|-
  +
| Sharpness
  +
| 10
  +
|-
  +
| Smite
  +
| 5
  +
|-
  +
| Bane of Arthropods
  +
| 5
  +
|-
  +
| Knockback
  +
| 5
  +
|-
  +
| Fire Aspect
  +
| 2
  +
|-
  +
| Looting
  +
| 2
  +
|-
  +
| Efficiency
  +
| 10
  +
|-
  +
| Silk Touch
  +
| 1
  +
|-
  +
| Unbreaking
  +
| 5
  +
|-
  +
| Fortune
  +
| 2
  +
|}
  +
  +
After the first element is selected, there is a chance of receiving more, based on this algorithm:
  +
  +
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.)
  +
With probability (modified level + 1) / 50, keep going. Otherwise, stop picking bonus enchantments.
  +
Remove from the list of possible enchantments anything that conflicts with previously-chosen enchantments.
  +
Pick one enchantment from the remaining possible enchantments (based on the weights, as before) and apply it to the item.
  +
Repeat from step 1.
   
  +
=== Conflicting Enchantments ===
[[Image:forestfireyaya.PNG|thumb|right|250px|A spreading [[Biomes|Forest fire]], started by [[Flint and Steel]].]]
 
  +
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:
==History==
 
  +
*Every enchantment conflicts with itself. (So you can't get a weapon 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.
   
  +
==Standard Galactic Alphabet==
When introduced in [[Indev]] Fire could be directly placed before [[Flint and Steel]] were added. Before furnaces were added, fire was used to smelt objects.
 
  +
The enchantments are written in the [http://www.shikadi.net/keenwiki/Standard_Galactic_Alphabet Standard Galactic Alphabet] which is a simple alphabet substitution code used in the [[Wikipedia:Commander Keen|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 <code>alternate.png</code> in <code>.minecraft\bin\minecraft.jar\font</code> <small>(or in <code>minecraft\bin\minecraft.jar\font</code> on a Mac[OSX?])</small> with the <code>default.png</code>.
   
  +
<center> There is something that may help you decode the language: </center>
Since Alpha version 1.2.6, forest fires may start spontaneously if an above-ground lava pool is generated amongst trees during a [[biomes|biome's]] creation. This is a rare side-effect of starting a new world or exploring.
 
  +
<center> [[File:Sga.gif]] </center>
  +
<br>
  +
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 '''1.9pre5'''.
   
  +
== Gallery ==
In versions from Alpha to Beta 1.2_02, a non-[[netherrack]] flammable block, like [[wood]], may burn continuously when its sides are surrounded by non-flammable blocks, like [[stone]] or [[dirt]] (the bottom is not necessary, though it is best not to have anything explicitly flammable underneath). A fire will only stay burning at the top of a flammable block, not on the sides or the bottom. Once the fire is burning - and has continued to do so for ten seconds or more without consuming the block beneath - you may remove all the adjacent blocks, and it will keep going forever. If the block burns away, simply replace and re-ignite until it works. Alternatively, you can punch out any adjacent fires that appear instead of surrounding the block. Eternally burning blocks were fixed in Beta 1.3.
 
  +
<gallery>
  +
File:YA2DD.png|Enchantment Table enchanting grid
  +
File:Enchanting grid.png|Blank enchanting grid
  +
File:EnchantmentTableLevel50.png|An Enchantment that is priced at level 50
  +
File:2011-10-21 19.12.38.png|A sword with 4 enchantments on it.
  +
File:Books_optimal.png|Place Bookcases in this shape around the Enchanting table to get higher level enchantments
  +
</gallery>
   
  +
== Trivia ==
It was also possible to make larger blocks of endless fire by putting flammable blocks diagonally adjacent to a block that is burning continuously. Since the already-burning block counts as non-flammable - it is already on fire - the adjacent blocks may also burn continuously. By igniting multiple blocks this way, you could make a grid of diagonally adjacent burning blocks.
 
  +
*Looting enchantment does not process on [[Wool]], [[Spider Eye]], [[Raw Chicken]] and [[Cooked Chicken]].
[[File:2011-10-10 20.20.29.png|thumb|right|300px|A random forest fire spotted soon after entering a new [[map]]]]
 
  +
*Items that are enchanted will receive a glowing aura around them. Editing <code>glint.png</code> in <code>.minecraft\bin\minecraft.jar\misc</code> 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.
[[Image:FloatingFire.png|thumb|left|300px|Certain blocks with transparent sections can appear to have fire floating over them. This example was caused purposely.]]
 
  +
*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 [[wikipedia:Commander Keen#Standard Galactic Alphabet|Standard Galactic Alphabet]].<ref>http://twitter.com/notch/status/120207632228298753</ref> 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 ''[[wikipedia:Commander Keen|Commander Keen]]'' series of computer games.<ref>http://www.omniglot.com/writing/sga.htm</ref>
  +
* 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 "[[wikipedia:Klaatu barada nikto|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 ''[[wikipedia:The Simpsons|The Simpsons]]'', from a quote attributed to Springfield's founder, Jebidiah Springfield: "A noble spirit embiggens the smallest man".
  +
* All tools, swords and armour 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, although extremely rare on enchantments below level 20.
   
  +
== Bugs ==
Notch has stated that he has disabled the infinite spreading of fire, which is now in the 1.6 update. [http://twitter.com/notch/statuses/72582596294483969 Notch's Twitter]
 
  +
*Enchantments are disabled/do not work in Beta 1.9 Pre-release 3's SMP. If a player attempts to enchant an item, it will appear enchanted for the client, but will update with the unenchanted status once the player logs out and then back in again.
  +
*In Beta 1.9 Pre-release 4 if a character in Creative mode picks up a enchanted item and drops it the item will become unenchanted.
  +
*In Beta 1.9 Pre-release 4 it's possible to get Silk Touch and Fortune on the same tool. (It's a bug! --[[User:Jeb|Jeb]] 09:58, 15 October 2011 (UTC)) (<span class="plainlinks">[{{fullurl:Enchanting|diff=180334&oldid=180318 proof}}]</span>)
  +
*Using the "Silk Touch" enchantment, it is possible to obtain either [[Redstone Ore]] or [[Technical blocks#Glowing Redstone Ore|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.
  +
*[[TNT]] drops two TNT when destroyed by an item with Silk Touch.
  +
*Anything enchanted in 1.9 Pre-release 3 (if still enchanted) will have a random enchantment when loaded into 1.9 Pre-release 4.
  +
*If, in SSP, there are enchanted items in a chest which gets destroyed, they become unenchanted.
  +
*In Pre-release 4 SMP, an enchanted sword may refuse to block when right-clicking. This can be fixed by restarting the server.
  +
*Mining gravel with a tool with Fortune IV or greater causes the game to crash.
  +
*When a normally unobtainable block is mined using the Silk Touch enchantment, the tile entity of the block is not kept. Therefore when a mob spawner is picked up, (was possible in pre-4, but was removed in pre-5) it will revert to a pig spawner.
   
==Trivia==
+
==See also==
  +
*[[Brewing]]
* When smoke hits water, it hisses just as if water has hit a fire.
 
  +
*[[Crafting]]
* It is possible for lightning to light a surface on fire during thunderstorms, but it will almost immediately be put out by rain. In rare cases in SMP, fire may not get extinguished.
 
  +
*[[Smelting]]
* The texture for fire is not obtained from terrain.png; instead, the fire animation is calculated by code and drawn into the "FIRE TEX" area of the in-memory copy of terrain.png. Water, lava, and portal textures work similarly. This is why >16×16 texture packs have glitches; the area drawn on is not scaled to fit the larger texture.
 
* While wood blocks are flammable, two wooden half blocks on top of each other are not. This can be used to make fireproof wooden buildings, especially in the [[Nether]].
 
* Though wood planks and logs are flammable, they burn up very quickly, making them virtually useless when making a fireplace, bonfire, etc. The only block that burns forever is [[netherrack]].
 
* On very laggy computers, set a fire on the side of a block, then log off, and then log back onto the world. In a very laggy moment, you will see "fire text here" instead of the fire animation.
 
* Entities such as Mobs or Items on fire do not emit any light.
 
   
  +
==References==
{{blocks}}
 
  +
<references/>
   
  +
{{minecraft}}
[[Category:Blocks]]
 
   
[[de:Feuer]]
+
[[fr:Enchantement]]
[[es:Fire/es]]
+
[[de:Zauber]]
  +
[[ru:Зачаровывание]]
[[fr:Feu]]
 
[[ko:불]]
 
[[pl:Ogień]]
 
[[ru:Огонь]]
 

Revision as of 17:00, 31 October 2011

Template:Future

Enchanting grid

Enchanting grid

Enchanting is the process of enchantment using an Enchantment Table whereby special bonuses are placed on tools, weapons or armor. To enchant an item, you will need the required Experience level for the enchantment and an Enchantment Table. As of Beta 1.9 Pre-release 4, no enchantments costing above five Experience levels are available unless you place bookshelves near the Enchantment Table. The number of bookshelves increases the level of enchantments further. In order to have an effect, the bookshelf must have a line of sight to the table, (with the exception of the corners) be placed horizontally within 2 blocks of the enchantment table and must be either on the same level or level above the table. A table surrounded by six bookshelves on each side with a one block gap gives access to level 39 recipes. A table surrounded by thirty bookshelves (two layers of fifteen each, leaving room for a door) gives access to level 50 recipes.[1] However, because the table stops counting the bookshelves at thirty, two of the bookshelves can be left out without any effect on the enchantment levels. This allows for a doorway large enough for the player to walk through without requiring elaborate methods to enter the room housing the enchantment table.

Notch has 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.[2][3] Each spell will cost the player experience levels but in turn allows the player to enchant armor, swords and tools with one or several random bonus attributes as well as making the items glow with a brilliant hue.

History

Notch first tweeted about the Enchantment Table on September 30th 2011.[4][5]

Enchantments

File:Enchantments1.png

An example of the Enchanting Menu with a Diamond Pickaxe.

Enchantment names are randomly constructed from a long list of words. Three to five words are chosen from the list and appended to each other, creating the enchantment name. Any name can be chosen for any item. Note that the names are not actually saved with the item, they are only displayed in the Enchantment Table interface, albeit with the Standard Galactic Alphabet.

the elder scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet 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

Jeb mentioned one possible enchantment would add a damage bonus against "undead mobs" when he polled his twitter feed for ideas of what to name the enchantment. He settled on "Smite".[6][7]

Repairing an enchanted weapon/tool will remove the enchantment on it.[8]

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

Enchantable Items

Items such as swords, shovels, pickaxes, axes, and every part of armor of any material can be enchanted. According to Jeb, placing multiple bookshelves near an enchantment table will increase the potency of enchantments.[9] Hoes, shears, fishing rods, bows and flint and steel are not enchantable.

When viewing the inventory of a 1.9 prelease 3 player in an NBT editor, all enchanted items have the same serialized enchantment values. Modifying these values seems to have no effect on the in-game elements. Additionally, replacing the same item in the enchanting square seems to generate a fresh set of random enchantments. It is not known if the names have any effect on the cost of the item, but as all enchantments share the same data values it is very likely that the enchantment generation system in the 1.9 prerelease 3 is simply a placeholder.

Starting with 1.9 prerelease 4, the values are used and enchantments work normally.

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

Armor Enchantments

0 Enchanting/image Enchanting/image Enchanting/image Enchanting/image Protection Converts environmental damage to armor damage IV Armor with this enchantment cannot recieve Fire Protection, Blast Protection, or Projectile Protection
1 Enchanting/image Enchanting/image Enchanting/image Enchanting/image Fire Protection Protection against fire IV Armor with this enchantment cannot recieve Protection, Blast Protection, or Projectile Protection
2 Enchanting/image Feather Falling Less fall damage IV +1 to reduction of falling damage (half a heart)
3 Enchanting/image Enchanting/image Enchanting/image Enchanting/image Blast Protection Protection against explosions IV Armor with this enchantment cannot recieve Protection, Fire Protection, or Projectile Protection
4 Enchanting/image Enchanting/image Enchanting/image Enchanting/image Projectile Protection Protection against projectile entities (e.g. arrows) IV Armor with this enchantment cannot recieve Protection, Fire Protection, or Blast Protection
5 Enchanting/image Respiration 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 Enchanting/image Aqua Affinity Increases underwater mining rate I

Weapon Enchantments

16 Enchanting/image Sharpness Extra damage to mobs V 0.5-1 heart extra damage per level A Sword with this enchantment cannot recieve Smite or Bane of Arthropods
17 Enchanting/image Smite Extra damage to zombies, zombie pigmen and skeletons V 0.75-1.5 hearts extra damage per level A Sword with this enchantment cannot recieve Sharpness or Bane of Arthropods
18 Enchanting/image Bane of Arthropods Extra damage to spiders, cave spiders and silverfish V 0.75-1.5 hearts extra damage per level A Sword with this enchantment cannot recieve Sharpness or Smite
19 Enchanting/image Knockback Knocks mob and players backwards upon hit II
20 Enchanting/image Fire Aspect Lights mobs on fire II Will cook meat if mob is killed while it is on fire.
21 Enchanting/image Looting Mobs have a chance to drop more loot III +1 to max loot drop

Tool Enchantments

32 Enchanting/image Enchanting/image Enchanting/image Efficiency Faster resource gathering while in use V +50% mining speed
33 Enchanting/image Enchanting/image Enchanting/image 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, Mycelium, Grass, Double Slabs, Ice and Huge Mushrooms. (Regardless of the tool used)
34 Enchanting/image Enchanting/image Enchanting/image Unbreaking Sometimes, the tool's durability will not be spent when the tool is used III
35 Enchanting/image Enchanting/image Enchanting/image Fortune 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. When used on Wheat, only the Seeds' drop rate is affected. Increases the chance for Gravel to drop Flint instead of itself, up to 100% at III.

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 (with enchantability / 2 (divided by two) the most probable result - half way between zero and the enchantability), then adds that number plus one to the enchantment level.

enchantment level = Random(0, enchantablility / 2) + 1
Material Armor enchantability Sword/Tool enchantability
Wood N/A 1
Leather 1 N/A
Stone N/A 5
Iron 9 14
Chain 12 N/A
Diamond 10 12
Gold 25 22

Next, Minecraft picks a value between 0.75 and 1.25. The 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

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
Enchantment Enchantment level
I II III IV V
Min. Value Max. Value Min. Value Max. Value Min. Value Max. Value Min. Value Max. Value Min. Value Max. Value
Protection 1 21 17 37 33 53 49 69
Fire Protection 10 22 16 30 26 38 34 46
Feather Fall 5 15 11 21 17 27 23 33
Blast Protection 5 17 13 25 21 33 29 41
Projectile Protection 3 18 9 24 15 30 21 36
Respiration 10 40 20 50 30 60
Aqua Affinity 1 41
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 10 60 30 80
Looting 20 70 32 82 44 94
Efficiency 1 51 16 66 33 81 46 96 61 111
Silk Touch 25 75
Unbreaking 5 55 15 65 25 75
Fortune 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 unenchanted, 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 〗)
Enchantment Weight
Protection 10
Fire Protection 5
Feather Fall 5
Blast Protection 2
Projectile Protection 5
Respiration 2
Aqua Affinity 2
Sharpness 10
Smite 5
Bane of Arthropods 5
Knockback 5
Fire Aspect 2
Looting 2
Efficiency 10
Silk Touch 1
Unbreaking 5
Fortune 2

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

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.) With probability (modified level + 1) / 50, keep going. Otherwise, stop picking bonus enchantments. Remove from the list of possible enchantments anything that conflicts with previously-chosen enchantments. Pick one enchantment from the remaining possible enchantments (based on the weights, as before) and apply it to the item. 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 weapon 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.

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 minecraft\bin\minecraft.jar\font on a Mac[OSX?]) with the default.png.

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


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 1.9pre5.

Gallery

Trivia

  • 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.[10] 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.[11]
  • 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 armour 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, although extremely rare on enchantments below level 20.

Bugs

  • Enchantments are disabled/do not work in Beta 1.9 Pre-release 3's SMP. If a player attempts to enchant an item, it will appear enchanted for the client, but will update with the unenchanted status once the player logs out and then back in again.
  • In Beta 1.9 Pre-release 4 if a character in Creative mode picks up a enchanted item and drops it the item will become unenchanted.
  • In Beta 1.9 Pre-release 4 it's possible to get Silk Touch and Fortune on the same tool. (It's a bug! --Jeb 09:58, 15 October 2011 (UTC)) (proof)
  • 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.
  • TNT drops two TNT when destroyed by an item with Silk Touch.
  • Anything enchanted in 1.9 Pre-release 3 (if still enchanted) will have a random enchantment when loaded into 1.9 Pre-release 4.
  • If, in SSP, there are enchanted items in a chest which gets destroyed, they become unenchanted.
  • In Pre-release 4 SMP, an enchanted sword may refuse to block when right-clicking. This can be fixed by restarting the server.
  • Mining gravel with a tool with Fortune IV or greater causes the game to crash.
  • When a normally unobtainable block is mined using the Silk Touch enchantment, the tile entity of the block is not kept. Therefore when a mob spawner is picked up, (was possible in pre-4, but was removed in pre-5) it will revert to a pig spawner.

See also

References