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"Enchant" redirects here. For the command, see Commands § enchant. For the block used to enchant and displays "Enchant", see Enchantment Table.
Enchanting-Table

An enchantment table surrounded by bookshelves

Notch-twitter

How does enchanting work in Minecraft? Well, you open a magical book and pick a random spell, not quite sure knowing what it will do. MAGIC!

Notch [1]

Enchanting is a mechanic that augments armor, tools, weapons, and books with one or more of a variety of "enchantments" that improve an item's existing abilities or imbue them with additional abilities and uses.

Enchanting methods

There are three methods of enchanting items in Survival mode:

  • Through an enchantment table in exchange for experience points and lapis lazuli. Only unenchanted items may be enchanted this way.
  • Through an anvil, combining an enchanted book with an item, which also costs experience points.
  • Through an anvil, combining two of the same item with different existing enchantments into a single item that has the enchantments of both.

There are also an additional four methods of obtaining enchanted items:

Items can also be enchanted using commands such as /enchant for OPs on a server, or in a singleplayer world with cheats enabled. When enchanted with the /give command, the maximum enchantment level is 32,767. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab.

Enchantment table

Main article: Enchantment mechanics
File:1.8-enchanting-grid.png

Enchantment table interface. Top: Without item. Bottom: With item, hovering over the second line.

An item can be enchanted by using an enchantment table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three randomized options will appear on the right of the GUI. The glyphs here do not affect the enchantment, but hovering over a presented enchantment will show one enchantment that will be applied. Only choices with a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table can be chosen. Each option will imbue the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 1 enchantment can give a pickaxe the "Efficiency I" enchantment); the actual level cost and the number of lapis lazuli required has no effect.

The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a heavy random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, nor even that enchantments will be "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example.

In order to increase the enchantment level a bookshelf should be placed next to the enchantment table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments a total of 15 bookshelves need to be placed around the enchantment table. See the enchantment mechanics page for more detailed information on this.

Enchanting a book will produce an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil.

Unlike with an anvil, using the enchanting table while on Creative will still cost XP. However if the player doesn't have enough XP they will just be reduced to level zero and the enchantment will work as if they had paid the full amount. This includes attempts to use the enchanting table while already at level zero.

Affecting offered enchantments

The possible enchantments depend only on the player's enchantment seed, the item type and material, and the enchantment level (1–30). Removing the item and putting it back in, clicking on the item slot with a different item, using a different item of the same type and material, replacing or moving the table (but keeping the same number of bookshelves), using a different table with the same number of bookshelves, or replacing or rearranging the bookshelves without changing their total number has no effect on the possible enchantments.

Changing the enchantment levels offered by adding, removing, or blocking bookshelves will alter the enchantments shown, but will not change possible enchantments, using another enchanting table with the previous bookshelf number will show the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row it appears in, but they are no "better" or "worse" based on the row despite the different resource costs.

Enchanting any item at any enchantment level changes the player's enchantment seed, which will change the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. Also, by enchanting any item, you can alter the 2nd enchantment by exiting without saving.‌[Legacy Console Edition only]

Anvil combinations

Main article: Anvil mechanics

An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be of the same type (for example, an iron pickaxe and a diamond pickaxe cannot be combined), and there are limits to what enchantments can be combined and how much work can be done in one operation.

To combine items, the player places the target item in the first slot of an anvil, and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item will appear in the anvil's output slot and an experience level cost, labelled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchanting, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly.

The cost in levels depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on the anvil. In Survival mode, there is a limit of 39 levels for any work performed on the anvil—if a job would cost more, it will be refused (though it might be do-able in steps: repair and then combine enchantments).

Enchanted books

Main article: Enchanted Book

Enchanted books can be made by using an enchanting table to enchant a book. (They can also be found in generated chests, purchased with emeralds from a villager librarian, or looted by fishing rod.) The book can receive multiple enchantments of any type, but only enchantments appropriate to a given item type may be applied to that item. For example, the same book may receive Respiration and Power enchantments, but the Respiration enchantment will be lost if the book is applied to anything but a helmet, and the Power enchantment will be lost if the book is applied to anything but a bow.

Enchanted books are used on an anvil to add enchantments to items. They can apply some enchantments to items which cannot be enchanted from an enchantment table, e.g., Thorns on boots.

In Creative mode, books can enchant any item with any enchantment, such as a stick having Knockback II. Mutually-exclusive enchantments, such as Protection and Blast Protection, are still mutually-exclusive regardless.

The experience costs for using books are considerably less than for combining items with similar enchantments, since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The big advantage of books is that they can be stockpiled for use on an item of choice, and allow for controlled combinations. For example, a Silk Touch book could be used on axe, pickaxe, or shovel, and you can decide which at your leisure—perhaps something that already has Unbreaking? An Unbreaking book might be used to preserve your Looting sword, Fortune pickaxe, or Thorns armor.

Summary of enchantments

Summary of enchantments
Name Summary ID (Java Edition) ID (BE) Max Level Weight
Aqua Affinity Increases underwater mining rate 6 8 I 2
Bane of Arthropods Increases damage to arthropods 18 11 V 5
Blast Protection Reduces explosion damage 3 3 IV 2
Curse of Binding[Java and Legacy Console editions only] Prevents removal of item 10 I 1
Curse of Vanishing[Java and Legacy Console editions only] Item destroyed on death 71 I 1
Depth Strider Increases underwater movement speed 8 7 III 2
Efficiency Increases mining speed 32 15 V 10
Feather Falling Reduces fall damage 2 2 IV 5
Fire Aspect Sets target on fire 20 13 II 2
Fire Protection Reduces fire damage 1 1 IV 5
Flame Arrows set target on fire 50 21 I 2
Fortune Increases block drops 35 18 III 2
Frost Walker Walk on water 9 25 II 2
Infinity Shooting consumes no arrows 51 22 I 1
Knockback Increases knockback 19 12 II 5
Looting Increases mob loot 21 14 III 2
Luck of the Sea Increases fishing luck 61 23 III 2
Lure Increases fishing rate 62 24 III 2
Mending Repair with experience 70 26 I 2
Power Increases arrow damage 48 19 V 10
Projectile Protection Reduces projectile damage 4 4 IV 5
Protection Reduces most damage 0 0 IV 10
Punch Increases arrow knockback 49 20 II 2
Respiration Extends underwater breathing time 5 6 III 2
Sharpness Increases damage 16 9 V 10
Silk Touch Mined blocks drop themselves 33 16 I 1
Smite Increases damage to undead 17 10 V 5
Sweeping Edge[Java Edition only] Increases sweeping attack damage 22 III 2
Thorns Damages attackers 7 5 III 1
Unbreaking Increases effective durability 34 17 III 5
Loyalty[Java and Bedrock editions only][upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] Trident returns after being thrown. Higher levels reduce return time 65 III
Impaling[Java and Bedrock editions only][upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] Trident deals additional damage to entities that spawn naturally in the ocean. 66 V
Riptide[Java and Bedrock editions only][upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] Trident launches player towards itself when thrown, only functions in water or rain. 67 III
Channeling[Java and Bedrock editions only][upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] Trident "channels" a bolt of lightning towards a hit entity. 68 I

The tables below summarize which enchantments can be given to which items in survival mode (in creative mode, any enchantment can be given to any item). Enchantments which can be applied to both hand slot items and armor slot items are listed in both tables.

  • An enchantment table indicates the item can receive the enchantment legitimately in Survival mode by using an enchantment table.
  • An anvil indicates the item can not receive the enchantment legitimately in Survival mode by using an enchantment table (an enchantment table will never offer the enchantment for the item), but can receive the enchantment by another method (for example, using an anvil to combine the item with an enchanted book or another enchanted item; note the enchantment table could still apply the enchantment to the item as a random additional enchantment).
Enchantments for hand slot items
Enchantment
 
 
Bane of Arthropods
Channeling
Curse of Vanishing
Efficiency
Fire Aspect
Flame
Fortune
Impaling
Infinity
Knockback
Looting
Loyalty
Luck of the Sea
Lure
Mending
Power
Punch
Riptide
Sharpness
Silk Touch
Smite
Sweeping Edge
Unbreaking
Enchantments for armor slot items
Enchantment
Aqua Affinity
Blast Protection
Curse of Binding
Curse of Vanishing
Depth Strider
Feather Falling
Fire Protection
Frost Walker
Mending
Projectile Protection
Protection
Respiration
Thorns
Unbreaking

Enchantments

The sections below describe the enchantments that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software.

ID
The identification number of the enchantment, can be used on data tags of items to add enchantments. See item format.
Maximum Level
The maximum level that can be received legitimately. Higher levels are possible using commands.
Primary Items
The items that can receive the enchantment legitimately in Survival mode by using an enchanting table. Items of any material can be enchanted (some more easily than others).
Secondary Items
Items which, in Survival mode, cannot receive the enchantment from an enchanting table but can from an enchanted book with an anvil.
Enchantment Weight
Relative chance of the enchantment being offered.

Aqua Affinity

Enchanting/infobox Increases underwater mining rate.

Breaking blocks underwater is allowed at regular speed, though the player cannot be floating to get the full effect. Specifically, when swimming, mining takes 5X as long. Levels above 1 are no different.

Bane of Arthropods

Enchanting/infobox Increases damage to "arthropod" mobs (spiders, cave spiders, silverfish and endermites).

Each level separately adds 2.5 (♥ × 1 14) extra damage to each hit, to "arthropods" only.

The enchantment will also cause "arthropods" to have the Slowness IV effect when hit.

The duration of the effect is a random value between 1 and 1.5 seconds at level I, increasing the max duration by 0.5 seconds each level, up to 3.5s with Bane of Arthropods V.

Sharpness, Smite, and Bane of Arthropods are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Blast Protection

Enchanting/infobox Reduces explosion damage.

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Also reduces explosion knockback by (15 × level)%. If multiple pieces have the enchantment, only the highest level's reduction is used.

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Channeling

Enchanting/infobox This enchantment is exclusive to the 1.13 snapshots in the Java Edition and the 1.2.13 snapshots in the Bedrock Edition.

Summons a lightning bolt when a mob is hit by a thrown trident (does not work attacking melee), if there is currently a thunderstorm going on.

The mob must be exposed to the open sky in order for the enchantment to work, and must be in a biome where it rains or snows. This means that this enchantment does not work in hot/dry biomes.

Riptide and Channeling are mutually exclusive.

Curse of Binding

Enchanting/infobox This enchantment is exclusive to the Java and Console editions.

Prevents removal of the cursed item.

The cursed item cannot be removed from any armor slot (outside of Creative mode) unless the player dies or the item breaks.

Counts as a treasure enchantment — can only be obtained from chest loot, fishing, or trading for enchanted books.

Curse of Vanishing

Enchanting/infobox This enchantment is exclusive to the Java and Console editions.

Causes the item to disappear on death.

When the player dies, the item disappears instead of dropping on the ground. The item may still be dropped normally.

Counts as a treasure enchantment — can only be obtained from chest loot, fishing, or trading for enchanted books.

The effect can be prevented by setting the keepInventory gamerule to true.

Depth Strider

Enchanting/infobox Increases underwater movement speed.

  • Every level reduces the amount water slows you by ⅓.
  • Also reduces the speed at which flowing water pushes you when standing still.
  • Level 3 will make you swim as fast as you walk on land. (Any level beyond that will have no effect on speed.)
  • Speed potions will affect your swimming the same way as your walking at level 3.
  • Does not increase vertical speed.
  • If commands are used to put it on other pieces of armor (such as a helmet) it works normally.

If Depth Strider enchanted armor is put onto an armor stand, it will be moved more slowly when pushed by water.

Depth Strider and Frost Walker are mutually exclusive. If combined using commands, both enchantments function as normal.

Efficiency

Enchanting/infobox Increases mining speed. See Breaking#Speed for details.

One must use the proper tool for a block in order to receive the speed. Does not matter if you mine it with the incorrect tier.

The speed increase applies to all blocks that when mined, will drop an item.

Efficiency V is only available using an anvil for diamond and stone tools. Wooden, golden and iron tools can get Efficiency V by enchanting.

Feather Falling

Enchanting/infobox Reduces fall damage.

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Also reduces the damage from ender pearl teleportations.

Fire Aspect

Enchanting/infobox Sets the target on fire.

Fire Aspect adds 80 fireticks (4 seconds of burning) per level to the target. Because the first hit is caused by the item with this enchantment, the first second of fire damage will not be recognized. Targets will be dealt 3♥♥/7♥♥♥♥ damage on level I/II.

You can use this formula to calculate the Fire damage: Fire damage in 1♥ = (Level × 4)-1

When possible, dropped meat will be cooked if the mob is killed while on fire. Experience will only be dropped if non-fire damage was dealt by the player within 5 seconds of the death.

Both the Fire Aspect and Flame enchantments are nullified on all Nether mobs, except normal skeletons and endermen, because nether mobs are immune to fire and lava.

Fire Protection

Enchanting/infobox Reduces fire damage.

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Fire Protection will also reduce ongoing fire damage, which is normally not absorbed by armor.

Also reduces burn time when set on fire by (15 × level)%. If multiple pieces have the enchantment, only the highest level's burn time reduction is used.

At Level VII for example you can't be lit on fire through Fire Aspect Enchantments. The only way to burn is staying in Lava or a Firesource. The initiated Fireticks (Lava=300, Fire=150) will be canceled, and only the remaining time in the firesource will be added to the Fireticktimer.

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Flame

"Flame" redirects here. For the non-solid block, see Fire.

Enchanting/infobox Produces flaming arrows.

Arrows are on fire when shot and deal 4♥♥ fire damage over 5 seconds. Unlike flint and steel, flaming arrows only affect players, mobs, and TNT. No other blocks catch fire, and they do not produce light. Fire damage applies after initial damage, similar to Fire Aspect. Creatures killed by fire only drop XP if a player dealt non-fire damage to it within the past 5 seconds.

Fortune

Enchanting/infobox Increases block drops.

For coal, diamond, emerald, nether quartz, and lapis lazuli, level I gives a 33% chance to multiply drops by 2 (averaging 33% increase), level II gives a chance to multiply drops by 2 or 3 (25% chance each, averaging 75% increase), and level III gives a chance to multiply drops by 2, 3, or 4 (20% chance each, averaging 120% increase). 1 drop has a weight of 2, and each number of extra drops has a weight of 1.

For redstone, carrots, glowstone, sea lanterns, melons, nether wart, potatoes, beetroots (seeds only) and wheat (seeds only), each level increases the drop maximum by +1 (maximum 4 for glowstone, 5 for sea lanterns, and 9 for melon slices). For tall grass, each level increases the drop maximum by +2.

Fortune increases the probability of flint dropping from gravel, and saplings dropping from leaves, and apples dropping from oak and dark oak leaves.

Fortune drops
Drops not enchanted level I level II level III
Flint 10% 14% 25% 100%
Jungle Saplings 2.5% 2.78% 3.125% 4.17%
Other Saplings 5% 6.25% 8.33% 10%
Apples 0.5% 0.556% 0.625% 0.833%

Silk Touch and Fortune are mutually exclusive. If commands are used to apply both Silk Touch and Fortune to an item, the Silk Touch enchantment will take precedence over the Fortune enchantment for blocks affected by both enchantments.

Frost Walker

Enchanting/infobox Creates frosted ice blocks when walking over water.

If moving on ground (i.e. not falling, jumping, or flying), any still water blocks with air above within a radius of 2 + Level around the block being moved to will be turned into frosted ice. The water blocks must also be on the same level as the block being moved to in order to become ice.

Continuous motion is required for ice to remain when light levels would otherwise cause it to melt. i.e., if you walk onto a river in daylight and stop, you will see the ice gradually melt around (and under) you.

It also eliminates all damage from magma blocks.

Counts as a treasure enchantment — can only be obtained from chest loot, fishing, or trading for enchanted books.

If this enchantment is put on the boots of an armor stand, it will function around the armor stand.

Depth Strider and Frost Walker are mutually exclusive. If combined using commands, both enchantments function as normal.

Impaling

Enchanting/infobox This enchantment is exclusive to the 1.13 snapshots in the Java Edition and betas in the Bedrock Edition.

Each level separately adds 2.5 (♥ × 1 14) extra damage to each hit, to "aquatic" mobs only (fish, guardians, elder guardians, squids, and turtles). Works in melee and ranged attacks.

Infinity

Enchanting/infobox Shooting doesn't consume regular arrows.

Allows user to fire infinite arrows as long as they have 1 arrow in their inventory. Fired arrows cannot be retrieved except in Creative mode (where they are erased instead of added to your arrows).

Tipped and spectral arrows are consumed as usual.

Mending and Infinity are mutually exclusive, and if combined with commands, both enchantments function as normal

Knockback

Enchanting/infobox Increases knockback.

For each level, adds 3 blocks distance to the base knockback. Does combine slightly with knockback caused by attacking while sprinting.

Looting

Enchanting/infobox Mobs can drop more loot.

  • Increases maximum loot drop for most common drops by +1 per level.
  • Increases chance of uncommon drops by making a second attempt to drop if the original attempt failed. The success chance of this second attempt is ½ for Looting I, ⅔ for Looting II, and ¾ for Looting III.
  • Increases chance of rare drops by +1 percentage points per level (i.e., 3.5% at level I, 4.5% at level II, and 5.5% at level III).
  • Increases chance of equipment drops by +1 percentage points per level (i.e., 9.5% at level I, 10.5% at level II, and 11.5% at level III).
  • The exact drop chances depend on the type of drop.
  • Affects any kills while holding the enchanted item in the main hand, not only to kills with the enchanted item. For example, a player can fire a projectile then switch to the looting item before the projectile reaches the target to get the looting effect, or can fire a projectile from the off-hand while holding a looting item in the main hand. This allows looting to work on arrows shot from a bow, as long as the player is holding the bow when its arrow lands.
  • Using commands to get higher levels than 3 works as expected, adding higher numbers with a weight of 1. High enough numbers however (like level 1000) may crash the game due to too many dropped item entities.
  • This applies to mobs killed with a sweep attack.

Loyalty

Enchanting/infobox This enchantment is exclusive to the 1.13 snapshots in the Java Edition and the 1.2.13 snapshots in the Bedrock Edition.

When a player throws a trident, this enchantment will cause the trident to return back to the player who threw it, after it comes in contact with any block or entity. Higher enchantments will cause it to come back faster.

Loyalty, Channeling, and Riptide are mutually exclusive.

Luck of the Sea

Enchanting/infobox Increases luck while fishing.

With the default loot tables, this lowers chance of "junk" catches and increases chance of "treasure" by about 2 percentage points, and decreases the chance of fish by about 0.15 percentage points.

Lure

Enchanting/infobox Increases rate of fish biting your hook while fishing.

Decreases wait time until a catch by 5 seconds per level. At Level V, the fish-catching particle effects start almost instantly. At Level VI, you are not able to catch anything.

Mending

Enchanting/infobox Repair durability with experience.

When an item with the enchantment is held (main hand, offhand, or armor slots), XP orbs collected will repair the item at a rate of 2 durability per XP instead of adding the XP to the player's total. If multiple items have the enchantment, one will be chosen at random for each XP orb collected, and if the chosen item does not need repair, the XP will be added to the player's total as normal, rather than choosing another item to repair.

Counts as a treasure enchantment — can be obtained only from chest loot, fishing, or trading for enchanted books.

Mending and Infinity are mutually exclusive. If combined using commands, both enchantments function as normal.

Power

Enchanting/infobox Increases arrow damage by 25% × (level + 1), rounded up to nearest half-heart.

Arrow entities have an NBT tag damage, which for an unenchanted bow is 2, and increments by 0.5 per enchantment level.

Bow Damage by Power Level and Bow Charge
Level Increase No charge Medium charge Full charge Full charge (critical)
Not enchanted +0% (2.0) 1♥ 6♥♥♥ 9♥♥♥♥♥ 10♥♥♥♥♥
I +50% (3.0) 2♥ 9♥♥♥♥♥ 14♥ × 7 15♥ × 7.5
II +75% (3.5) 2♥ 11♥ × 5.5 16♥ × 8 18♥ × 9
III +100% (4.0) 2♥ 12♥ × 6 18♥ × 9 20♥ × 10
IV +125% (4.5) 3♥♥ 14♥ × 7 20♥ × 10 23♥ × 11.5
V +150% (5.0) 3♥♥ 15♥ × 7.5 23♥ × 11.5 25♥ × 12.5

Anvil required for level V.

Projectile Protection

Enchanting/infobox Reduces projectile damage (arrows, ghast/blaze fire charges, etc.).

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor#Enchantments).

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Protection

Enchanting/infobox Reduces all damage, except damage from the Void, the /kill command, or hunger damage.

Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor).

Protection, Blast Protection, Fire Protection, and Projectile Protection are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Punch

Enchanting/infobox Increases knockback.

Mobs and players are knocked back further. For each level, punches back entities 3 blocks further.

Respiration

Enchanting/infobox Extends underwater breathing time by +15 seconds per level.

Grants an x/(x+1) chance of not taking drowning damage each second, where x is the level.

Improves underwater vision ‌[upcoming].

Levels above III don't work, as they increase visibility over 100% which resembles swimming in ice slush.

Riptide

Enchanting/infobox This enchantment is exclusive to the 1.13 snapshots in the Java Edition.

Will launch the player in the direction where the trident is thrown. Higher levels launch the player further. Players can use this to get up to higher heights, as when a trident enchanted with Riptide is thrown in the air, the player will be launched upwards. This enchantment will only work in water or if it's raining.

Riptide, Loyalty and Channeling are mutually exclusive.

Sharpness

Enchanting/infobox Increases melee damage.

Adds 1♥ extra damage for the first level, and 0.5 (♥ × 14) for each additional level.

Sharpness V is only available using an anvil for wooden, stone, iron and diamond tools. Golden tools and books can get Sharpness V by enchanting.

Sharpness, Smite, and Bane of Arthropods are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Silk Touch

Enchanting/infobox Allows collection of blocks that are normally unobtainable: Mined blocks drop themselves instead of the usual items.

The table below lists if the block can be obtained by the Silk Touch enchantment.

List of blocks obtainable with Silk Touch

Block Normal drops Obtainable with Silk Touch? Notes
Beetroot 1 Beetroot Seeds

if not fully grown

1 Beetroot and

0-3 Beetroot Seeds if fully grown

No
Bookshelf 3 Book Yes
Cake Nothing No
Carrots 1-4 Carrot No
Clay 4 Clay Yes Clay can also be crafted with the clay balls the block drop, or killing an enderman holding the block.
Coal Ore* 1 Coal Yes
Cocoa 1-3 Cocoa Beans No
Inverted Daylight Sensor Daylight Sensor No
Diamond Ore* 1 Diamond Yes
Double Slab 2 Slab No All slabs except wooden drop nothing when mined without a pickaxe.
Emerald Ore* 1 Emerald Yes
Ender Chest* 8 Obsidian Yes
Farmland Dirt No
Fire Nothing No
Frosted Ice Nothing Yes‌[Legacy Console Edition only] Frosted Ice cannot be obtained in inventory.‌[Java and Bedrock editions only]
No‌[Java and Bedrock editions only]
Glass Pane

Glass

Nothing Yes
Glowstone 2-4 Glowstone Dust Yes Can also be crafted with 4 glowstone dust.
Gravel 90% chance for Gravel and

10% chance

for Flint

Partial
Grass Block Dirt Yes Can also be obtained by killing an Enderman holding the block.
Grass Path Dirt Yes‌[Pocket Edition only]
No‌[Java and Legacy Console editions only]
Mycelium Dirt Yes Can also be obtained by killing an Enderman holding the block.
Podzol Dirt Yes Can also be obtained by killing an Enderman holding the block.
Huge Mushroom 0-2Mushroom Yes
Ice Nothing Yes
Packed Ice Nothing Yes
Lapis Lazuli Ore* 4-8 Lapis Lazuli Yes
Leaves 0-1 Sapling

0-1 Apple

from oak and dark oak leaves

Yes Leaf blocks can also obtained by mining them with shears.
Melon (block) 3-7 Melon

(9 if broken with shears‌[Pocket Edition only])

Yes Can also be crafted on the crafting table with 9 melon slices.
Melon Stem 0-4 Melon Seeds No
Monster Egg Spawns 1

Silverfish

When mined with a Silk Touch tool, it drops the original version of the block, not the monster egg, and no silverfish will spawn.
Monster Spawner* Nothing No The spawner drops experience if mined with a pickaxe.
Nether Wart 1-4 Nether Wart No
Nether Quartz Ore* 1 Nether Quartz Yes
Potatoes 1-4 Potato, and

2% chance for a Poisonous Potato

No
Pumpkin Stem 0-4 Pumpkin Seeds No
Redstone Ore* 4-5 Redstone Dust Yes
Sea Lantern 2-3 Prismarine Crystals Yes
Snow (layer)* 2 Snowball No
Snow* 4 Snowball Yes Can also be crafted with 4 snowballs.
Stone* Cobblestone Yes
Turtle Egg[Java and Bedrock editions only][upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] Nothing Yes
Wheat 1 Seeds if

not fully grown

1 Wheat and 0-3 Seeds if fully grown

No

NOTE: Blocks marked with * drop nothing when mining them by hand.

Silk Touch and Fortune are mutually exclusive. If commands are used to apply both Silk Touch and Fortune to an item, the Silk Touch enchantment will take precedence over the Fortune enchantment for blocks affected by both enchantments.

Smite

Enchanting/infobox Increases damage to "undead" mobs (skeletons, zombies, withers, wither skeletons, zombie pigmen, undead horses, phantoms[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] and drowned[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).]).

Each level separately adds 2.5 (♥ × 1 14) extra damage to each hit, to "undead" mobs only.

Sharpness, Smite, and Bane of Arthropods are mutually exclusive. If commands are used to have two or more of these enchantments on the same item, the effects will stack.

Sweeping Edge

Enchanting/infobox This enchantment is exclusive to the Java Edition.

Increases sweep attack damage.

  • Increases the damage that will be dealt to mobs for each hit from a sweep attack by 50%/67%/75% of the sword's attack damage for levels I/II/III.
  • The formula for sweep attack damage is: 1 + Attack_Damage * (Sweeping_Edge_Level / (Sweeping_Edge_Level + 1)), rounded down. Here the Attack_Damage is the sword's damage after applying Sharpness, Smite, and Bane of Arthropods.
  • As an example, an Iron Sword enchanted only with Sweeping Edge I will deal 1 + 6 * (1 / (1 + 1)) = 4♥♥ damage each sweep attack, to each mob hit. A Diamond Sword enchanted with Sharpness V and Sweeping Edge III will deal 1 + 10 * (3 / (3 + 1)) = 8♥♥♥♥ sweep damage. Any sword without Sweeping Edge enchantment will deal 1 + Attack_Damage * (0 / (0 + 1)) = 1♥ sweep damage. Extra damage from Smite and Bane of Arthropods will be applied against undead mobs and arthropod mobs, respectively.
  • Higher levels than Sweeping Edge III (obtainable via the use of commands or third party editors) will be processed following the formula above and the sweep damage will cap beneath 100% of sword's attack damage.

Thorns

Enchanting/infobox Attackers are damaged when they deal damage to the wearer.

Gives a (Level × 15)% chance of inflicting 1♥-4♥♥ (or Level - 10 if Level > 10) damage on anyone who attacks the wearer, whether by melee attack, arrow, or other projectile. In addition to the normal durability reduction for being hit, reduces durability by 3 points when inflicting damage or 1 point otherwise.

If present on multiple pieces of armor, each piece will separately inflict Thorns damage on the attacker, but the Thorns durability penalties for all of them will be applied to just one of the pieces, chosen randomly.

Thorns III can be obtained only by using an anvil to combine two Thorns II enchantments or by trading for an enchanted book from a villager.

Thorns can be applied to a non-armor item only by using commands or a third-party tool. When such an item is held in either hand, an attacker will suffer damage according to the formula above but the durability penalty will not be applied.

Unbreaking

Enchanting/infobox Increases effective durability.

For most items, (100/(Level+1))% chance a use reduces durability. On average, lifetime is (Level+1) times as long.

For armor, (60 + (40/(Level+1)))% chance a use reduces durability (each durability hit against "unbreaking" armor has a 20%/27%/30% chance of being ignored). On average, armor lasts 25%/36%/43% longer.

When durability is reduced by multiple points (e.g. hooking a mob with fishing rods or Thorns armor), Unbreaking is applied for each point of reduction.

Data values

Enchanting/ID

Videos

Main article: Enchanting/video
[edit]

History

release
1.0.0September 30, 2011First mention of the enchantment table.
September 30, 2011According to a picture Notch posted of the enchantment table, they were originally crafted with cobblestone instead of obsidian.
October 1, 2011The first images of the enchantment screen are revealed, with enchantments written in the Standard Galactic Alphabet. 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.
Beta 1.9-pre3Basics of enchanting added, along with the enchanting table. It did not require bookshelves to get maximum enchantments. Many enchantments were not yet in the game. Enchantments were and continue to be labeled in the enchanting table as random words written in the Standard Galactic Alphabet.
Beta 1.9-pre4Fixed a bug where all enchantments would show up as Feather Falling I.
Properly enabled enchanting on SMP. Previously, if a player attempted to enchant an item, it appeared enchanted for the client, but updated with the un-enchanted status once the player logged out and then back in again.
1.1Added four bow enchantments: Power, Flame, Punch, and Infinity.
1.2.112w05aEnchanting no longer requires experience in Creative mode.
12w06aBows and golden swords now have a small chance of being already enchanted when dropped by their respective mobs.
1.3.112w17aIce and glass panes can again be collected with a Silk Touch-enchanted tool.
12w22aThe maximum enchantment power was lowered from 50 to 30.
Experience is collectable with mining and cooking in furnace.
12w23aGlint (animated glow effect) on enchanted tools and armor is now visible on multiplayer.
1.4.212w34aFlame enchanted bows now ignite TNT blocks.
12w41aEnchantments can now be combined using anvils, allowing some high level enchantments to be applied where they were not previously possible.
1.4.41.4.4-preEnchantments can now be applied using /enchant, however Protection is unavailable due to a bug.
1.4.612w49a/enchant now works with ID 0, meaning it can be used to apply protection.
You can enchant books to then be used to enchant a tool.
12w50aAdded a new armor enchantment: Thorns.
You can now add the Silk Touch enchantment to shears and the Unbreaking enchantment to anything that has durability.
Efficiency is nerfed a bit so that enchanted tools that don't match the block you're breaking will no longer work as quickly as before (e.g. Efficiency V Pickaxes no longer instantly break dirt or wood logs).
1.5Efficiency is completely nerfed when using tools on the wrong block types - they now break the block at the same rate as your bare fists.
1.7.213w36aAdded two fishing rod enchantments: Luck of the Sea and Lure. The fishing rod can now be enchanted without the use of books. Armor can now receive unbreaking without the use of books.
1.814w02aEnchanting receives a major overhaul where there is now a secondary cost, which is lapis lazuli.
When enchanting an item, one enchantment will now appear in the tooltip when selecting an enchantment (e.g Looting III?...).
Levels are hard to obtain again (like pre-1.3 settings.)
Level 5 enchants (Sharpness, Power, Smite & Bane of Arthropods) can be applied without the use of an anvil.
Villager trading was revamped, causing clerics to no longer enchant items, while black apron villagers will trade enchanted items.
14w04aLooting now gives a 1 percentage point increase per level to the chance of getting rare drops.
14w25aAdded a new enchantment for boots: Depth Strider.
1.915w36aReduced benefits for Sharpness and the protection enchantments.
15w42aAdded Frost Walker and Mending enchantments.
When multiple pieces of Thorns armor are worn, one will now be chosen at random instead of always using the "bottommost" piece.
Enchantments with max 1 level will no longer display the level, e.g. "Infinity" rather than "Infinity I".
15w43aFrost Walker no longer works on flowing water.
15w43cLure no longer affects loot.
15w44aMending is available at lower enchantment levels.
15w47bSilk Touch may no longer be added to shears.
15w47cSilk Touch is no longer required to collect cobwebs.
15w49aFrost Walker now works when standing on transparent blocks.
15w51aFrost Walker no longer affects water blocks that do not have an air block above.
1.1016w20aMobs with frost walker boots will not take damage when walking on the new magma.
1.1116w32aThe block entity ID for the enchantment table is changed from EnchantTable to enchanting_table.
16w39aAdded Curse of Binding and Curse of Vanishing.
1.11.116w50aAdded a new enchantment for swords: Sweeping Edge.
Infinity and Mending are now mutually exclusive.
1.11.1Anvils no longer allow enchanted books to apply to items, if no change in enchantments would take effect. This can occur if all enchantments on the book are incompatible with existing enchantments on the item – or if the enchanted book has no enchantments.
upcoming
1.1318w07aThe addition of tridents added 4 new enchantments that can be applied to them: Loyalty, Impaling, Riptide, and Channeling.
18w08bThe Respiration enchantment no longer grants enhanced vision underwater.
Pocket Edition Alpha
0.12.1build 1Added the enchanting system and enchantment tables.
Enchantment tables now emit a light level of 12.
Enchantment tables can now be crafted on the stonecutter
Added enchantment tables to the Creative mode inventory.
build 11Enchanting tables are now craftable in the crafting table instead of the stonecutter.
Pocket Edition
1.1build 1Added Mending and Frost Walker enchantments.
Bedrock Edition
1.2.13build 3Added Loyalty, Impaling, Riptide, and Channeling as part of Experimental Gameplay, able to be applied to the new tridents.
build 5When Experimental Gameplay is enabled, tridents can now be enchanted.
Upcoming Bedrock Edition
1.2.14build 1Fully implemented Loyalty, Impaling, Riptide, and Channeling.
Tridents are fully implemented and can be enchanted.
Legacy Console Edition
TU7CU1 1.0 Patch 1Patch 1Added the enchanting system and enchanting tables.
TU31CU19 1.22 Patch 3Added the Luck of the Sea, Lure and Depth Strider enchantments.
Enchanting now consumes Lapis Lazuli.
Enchanting has been rebalanced.
Enchanted Books can receive multiple enchants at once.
TU43CU33 1.36 Patch 13Added the Frost Walker and Mending enchantments.
TU54CU44 1.52 Patch 24Patch 4Added Curse of Binding and Curse of Vanishing.


Issues

Issues relating to "Enchanting" are maintained on the bug tracker. Report issues there.

Gallery

See also

References

External links


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