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This article is about the mechanics of enchanting.

Basic mechanics[]

Whenever the player places an eligible item on the enchanting table, the enchantment levels available are randomly generated for each slot using the formula below. The enchantment level is dependent upon the number of nearby bookshelves (capped at 15) and which slot position it is in.

Base enchantment level available (base) = (randomInt(1,8) + floor(b / 2) + randomInt(0,b)),

where b is the number of nearby bookshelves (maximum of 15) and x..y generates a uniformly distributed random integer between x and y, inclusive. This is then modified according to the slot position:

Top slot enchantment level = floor(max(base / 3, 1))
Middle slot enchantment level = floor((base × 2) / 3 + 1)
Bottom slot enchantment level = floor(max(base, b × 2))

where max(x, y) returns the greater of two values x and y.

# of bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Min level (in top slot) 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2
Max level (in bottom slot) 8 9 11 12 14 15 17 18 20 21 23 24 26 27 29 30
# of bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Level range of top slot 1–2 1–3 1–3 1–4 1–4 1–5 1–5 1–6 1–6 1–7 2–7 2–8 2–8 2–9 2–9 2–10
Level range of middle slot 1–6 1–7 2–8 2–9 3–10 3–11 3–12 3–13 4–14 4–15 5–16 5–17 5–18 5–19 6–20 6–21
Level range of bottom slot 1–8 2–9 4–11 6–12 8–14 10–15 12–17 14–18 16–20 18–21 20–23 22–24 24–26 26–27 28–29 30

Note that a higher experience cost for a specific slot does not necessarily mean that the enchantments from that slot are better than the others with less cost.

In Creative mode, no levels of experience are necessary for enchantments.

Bookshelf placement[]

Nearby bookshelves raise the available enchantment levels; without any bookshelves, the experience level requirement never exceeds 8.

In order to have an effect, a bookshelf must be placed exactly 2 blocks, laterally, off the enchanting table and be on the same level or one block height above the table. Additionally, the bookshelf must not be blocked. The meaning of "blocked" differs on Java Edition and Bedrock Edition.

Bedrock Edition[]

The 2-high space between the bookshelf and table must be air (even a torch, snow cover or carpet blocks the effect), where "between" is as shown in the following diagrams (the white spaces are air, and the do not matter):

Like this from the top:
or
and like this from the side:
or

Java Edition[]

The space between the bookshelf and table, at the height of the bookshelf must be air or a replaceable block like snow or grass. For corner bookshelves, the space between is 1 block diagonal from the enchanting table; for all other bookshelves, the gap must be to the side of the enchanting table. This is illustrated in the following diagrams (the white spaces are air, and the do not matter):

Like this from the top:
or
and like this from the side:
or

The glyph particles, which fly from bookshelves, follow different rules and may appear even if the bookshelves are not enhancing the table.

There are many possible bookshelf arrangements that can reach the enchantment limit. A simple method is to surround the enchanting table with a 1-block high square of bookshelves with an empty space anywhere on the perimeter:

Another alternative that is now available is to build a 'library corner' where each bookshelf is two blocks high, as in the plan below. This arrangement gives space for 16 shelves, which is one more than needed, so if the corner bookshelf column cannot be seen, removing one of the two bookshelves in that does not have any effect, either technically or visually.

Selecting an enchantment level[]

As enchantments offered depend on the enchantment level and the enchantment level depends on the number of active bookshelves, an easy way to change the enchantments offered is to disable bookshelves by placing torches between them and the enchanting table. That way one can still have the entire 'ring' of bookshelves around the table but get lower-level enchantments. Breaking the torches restores the effect of the bookshelves.

Bedrock Edition[]

Enchantment table bookshelf placement

With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained:

Java Edition[]

Enchantment table bookshelf placement 1.18

With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained:

How enchantments are chosen[]

"Enchantment level" is the required experience level (the green number on the bottom-right). "Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has a power of 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). Other enchantable items such as books, bows, crossbows, tridents, and fishing rods have an enchantability of 1 for this purpose. Minecraft picks a number between 0 and half the enchantability, then adds that number plus one to the enchantment level. This random value follows a triangular distribution (like rolling a pair of dice and adding) so results close to a quarter of the enchantability are much more likely than results at the extremes.

The modified enchantment level is calculated with the following formula:

Modified enchantment level = B + R1 + R2 + 1

Where:

  • R1 and R2 are two individual randomly generated integers:
    • R1 = randomInt(0, floor(E / 4))
    • R2 = randomInt(0, floor(E / 4))
  • B is the base enchantment level.
  • E is the enchantability of the item.

Enchantability[]

Material Armor enchantability Sword/Tool enchantability
Wood N/A 15
Leather 15 N/A
Stone N/A 5
Chain 12 N/A
Iron 9 14
Gold 25 22
Diamond 10 10
Turtle 9 N/A
Netherite 15 15
Other 1 1

Next, Minecraft picks a value between 0.85 and 1.15, again with a triangular distribution. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 15%) and then rounded to the nearest integer.

Step 1 pseudocode[]

// Returns a uniformly distributed random integer between 0 and n–1, inclusive
function randomInt(n);

// Returns a uniformly distributed random real (fractional) number between 0 (inclusive) and 1 (exclusive)
function randomFloat();

// Returns the real number n rounded to the nearest integer.
function round(n);


// Generate a random number between 1 and 1+(enchantability/2), with a triangular distribution
int rand_enchantability = 1 + randomInt(enchantability / 4 + 1) + randomInt(enchantability / 4 + 1);

// Choose the enchantment level
int k = chosen_enchantment_level + rand_enchantability;

// A random bonus, between .85 and 1.15
float rand_bonus_percent = 1 + (randomFloat() + randomFloat() - 1) * 0.15;

// Finally, we calculate the level
int final_level = round(k * rand_bonus_percent);
if ( final_level < 1 ) final_level = 1

The source is Minecraft 1.8 source code.

Step two – Find possible enchantments[]

Powersword

A sword with several enchantments.

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

The power of each enchantment type is determined by the level and the values in the enchantments levels table. For each power value of an enchantment type, there is a minimum and maximum modified level that can produce the enchantment at that power. If the modified enchantment level (calculated at the first step) is within the range of an enchantment's possible power values, then the enchantment is assigned the modified enchantment level as power. If the modified level is within two overlapping ranges for the same enchantment type, the higher power value is used.

Treasure[]

Some enchantments are "treasure enchantments" (shown in the table below), meaning they can never be created by an enchanting table, and can be discovered only in certain situations: when generating chest loot (equipment and books), when fishing, when generating enchanted book trades, when bartering, and when an enchanted book is dropped by a raiding illager.‌[Bedrock Edition only]

Step three – Select a set of enchantments from the list[]

Now that it has a list of the possible enchantments for the item, Minecraft must pick some of them to apply. Each enchantment has a statistical "weight". Enchantments with higher weights have a higher chance of being selected.

Minecraft uses the following weighted random selection algorithm:

  1. Calculate the total weight of all enchantments in the list (T). The total of every enchantment is 136.
  2. Pick a random integer from 0 to T – 1 as a number w.
  3. Iterate through each enchantment in the list, subtracting its weight from w. If w is now negative, select the current enchantment.

This algorithm produces the same results as listing each enchantment the number of times given by its weight, then choosing a random entry from the combined list.

So, for each enchantment in the list, the probability of it being selected is:

P = w/T

Where:

  • w is the enchantment's weight.
  • T is the total weight of all enchantments in the list.
Type of enchantment Enchantment Weight Obtainable from an enchanting table
Armor Protection 10 Yes
Feather Falling 5 Yes
Fire Protection 5 Yes
Projectile Protection 5 Yes
Aqua Affinity 2 Yes
Blast Protection 2 Yes
Respiration 2 Yes
Depth Strider 2 Yes
Frost Walker 2 No
Thorns 1 Yes
Swift Sneak 1 No
Curse of Binding 1 No
Soul Speed 1 No
Sword Sharpness 10 Yes
Bane of Arthropods 5 Yes
Knockback 5 Yes
Smite 5 Yes
Fire Aspect 2 Yes
Looting 2 Yes
Sweeping Edge 2 Yes
Pickaxe
Shovel
Axe
Hoe
Shears
Efficiency 10 Yes
Fortune 2 Yes
Silk Touch 1 Yes
Bow Power 10 Yes
Flame 2 Yes
Punch 2 Yes
Infinity 1 Yes
Fishing rod Luck of the Sea 2 Yes
Lure 2 Yes
Trident Loyalty 5 Yes
Impaling 2 Yes
Riptide 2 Yes
Channeling 1 Yes
Crossbow Piercing 10 Yes
Quick Charge 5 Yes
Multishot 2 Yes
All applicable Unbreaking 5 Yes
Mending 2 No
Curse of Vanishing 1 No

Shields can be given the enchantments Unbreaking, Mending, Curse of Vanishing, and Curse of Binding by using Enchanted Books. The player always gets at least one enchantment on an item, and there is a chance of receiving more. Additional enchantments are chosen by this algorithm:

  1. With probability (modified level + 1) / 50, keep going. Otherwise, stop picking bonus enchantments.
  2. Remove from the list of possible enchantments anything that conflicts with previously-chosen enchantments.
  3. Pick one enchantment from the remaining possible enchantments (based on the weights, as before) and apply it to the item.
  4. 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).
  5. Repeat from the beginning.

When enchanting books using an enchanting table, if multiple enchantments were generated, then one selected at random is removed from the final list. This does not apply to other sources of enchanted books that use enchantment mechanics, such as fishing or chests in generated structures.

Conflicting enchantments[]

Some enchantments 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. (The player can't get a tool with two copies of the Efficiency enchantment.)
  • All damage enchantments (Sharpness, Smite, and Bane of Arthropods) conflict with each other.
  • All protection enchantments (Protection, Blast Protection, Fire Protection, Projectile Protection) conflict with each other.
  • Silk Touch conflicts with Fortune, Looting, and Luck of the Sea.
  • Depth Strider and Frost Walker conflict with each other.
  • Mending and Infinity conflict with each other.
  • Riptide conflicts with Loyalty and Channeling.
  • Multishot and Piercing conflict with each other.

Conflicting enchantments may appear on an item with specially-crafted /give commands. The behavior of such items should not be relied upon, but in general:

  • An item with multiple copies of the same enchantment uses the level of the first copy of that enchantment in the list.
  • For armor with conflicting protection enchantments, all enchantments take effect individually.
  • For weapons with conflicting damage enchantments, all enchantments take effect individually.
  • For tools with both Silk Touch and Fortune, Silk Touch takes priority over Fortune on blocks affected by both enchantments. Fortune still applies to blocks such as crops that are not affected by Silk Touch.
  • For bows with both Mending and Infinity, both enchantments work individually.
  • For tridents with both Loyalty and Riptide, Riptide still functions normally but the trident can no longer be thrown by the player. However, tridents can still be thrown using dispensers‌[Bedrock Edition only].
  • For crossbows with both Multishot and Piercing, both enchantments work individually.
Image005

A chart showing all possible enchantments on diamond tools.[needs updating]

History[]

Java Edition
1.18.2
{{Extension DPL}}<ul><li>[[3D|3D]]<br/>{{about|the edible item|the April Fools' snapshot itself|Java Edition 3D Shareware v1.34}}

{{Joke feature}}
{{Item
| image = 3D (item).png
| renewable = Yes
| stackable = Yes (64)
}}

'''3D''' was a joke item from [[Java Edition 3D Shareware v1.34]]. Eating it shows a picture of the developer cast.

== Obtaining ==
=== Mob drops ===
3D was dropped by a creeper summoned by the cheat code "'''NEEEERD'''".

== Usage ==
Eating the 3D item when the hunger bar was not full shows a picture of the developer cast of Minecraft.
== Data values ==

=== ID ===
{{ID table
|showforms=y
|generatetranslationkeys=java
|displayname=3D
|spritetype=item
|nameid=3d
|form=item
|foot=1}}

== History ==
{{History|java}}
{{History||3D Shareware v1.34|[[File:3D (item).png|32px]] Added the 3D item.}}
{{History|foot}}

== Gallery ==

<gallery>
File:3D Shareware Mojang Team.png|The developer cast of Minecraft.
File:Tasty 3D Item.gif|The "'''Tasty!'''" 3D Item lore.
</gallery>

{{Items}}
{{Jokes}}

[[Category:Non-renewable resources]]
[[Category:Joke items]]</li><li>[[Compass|Compass]]<br/>{{About|the item used to point to the world spawn or to a lodestone|the item used to point to the location of the player's last death|Recovery Compass}}
{{Item
| image = Compass.gif
| image2 = Lodestone Compass.gif
| renewable = Yes
| stackable = '''Compass:''' Yes (64)<br>'''Lodestone Compass:''' No
}}
A '''compass''' is an item used to point to the world spawn or to a [[lodestone]].

== Obtaining ==

=== Crafting ===

{{Crafting
                |B1= Iron Ingot
|A2= Iron Ingot |B2= Redstone Dust   |C2= Iron Ingot
                |B3= Iron Ingot
|Output= Compass
|type= Tool
}}

=== Chest loot ===

{{LootChestItem|compass}}

=== Trading ===

{{IN|java}}, expert-level librarian [[villager]]s have a 50% chance to sell a single compass for 4 [[emerald]]s.

{{IN|bedrock}}, expert-level librarian villagers have a {{frac|1|3}} chance to sell a single compass for 4 emeralds.

== Usage ==

Normally, the compass' needle points toward the world [[Spawn#World spawn|spawn point]]. The compass points to spawn when viewed in any way, including as a dropped [[Item (entity)|item]], in a player's hand, in an inventory or the crafting table, or in an [[item frame]]. The direction the needle points to is relative to the player who is viewing it. When a compass in an item frame is rotated, the needle turns accordingly.

In [[the Nether]] or [[the End]], the compass' needle spins and points in random directions.

The compass can be used on a [[lodestone]], after which it is named lodestone compass by default and points to that lodestone as long as the compass is in the same dimension as the lodestone, but if the compass is taken to a different dimension, it spins randomly, as a normal compass would in the Nether or the End. If the lodestone is destroyed, it also spins randomly, even if the lodestone is replaced afterward.  However, if a lodestone compass is placed in storage, the lodestone can be broken and replaced without the compass losing the attunement, as long as the compass remains in storage while the lodestone is missing.

A lodestone compass appears [[enchanting|enchanted]], similar to the [[Enchanted Golden Apple|enchanted golden apple]].

Using {{cmd|setworldspawn}} to change the world spawn also changes where the compass points.

=== Crafting ingredient ===

{{crafting usage|Compass, Compass.gif}}

=== Anvil usage ===

{{:Map/BE|position}}

=== Trading ===

A single compass can be sold to a journeyman-level cartographer villager for 1 [[emerald]].{{only|java}}

A single compass can be sold to an expert-level cartographer villager for 1 emerald as their sixth trade.{{only|bedrock}}
 
A compass is also part of the cost of [[explorer map]]s:

* An ocean explorer map and{{only|java|short=1}}/or{{only|bedrock|short=1}} a woodland explorer map can be bought from a journeyman-level cartographer for 12 emeralds and one compass, as part of their fifth trade.{{only|bedrock}}

* {{IN|java}}, apprentice-level cartographer villagers offer to sell an ocean explorer map for 13 emeralds and a compass, and journeyman-level cartographer villagers offer to sell a woodland explorer map for 14 emeralds and one compass.

=== Enchantments ===

A compass can receive the following [[enchantment]]s:
{|class="wikitable col-2-center col-3-right"
|+
!Name
!Max Level
![[Enchanting|Method]]
|-
|[[Curse of Vanishing]]
|I
|{{Inventory slot|Anvil}}
|-
|}

== Sounds ==
{{edition|java}}:
{{Sound table
|sound=Lodestone lock1.ogg
|sound2=Lodestone lock2.ogg
|source=player
|subtitle=Lodestone Compass locks onto Lodestone
|description=When a compass is used on a lodestone
|id=item.lodestone_compass.lock
|translationkey=subtitles.item.lodestone_compass.lock
|volume=1.0
|pitch=''varies'' <ref group=sound>Can be 0.85 or 0.95 for each sound</ref>
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Lodestone lock1.ogg
|sound2=Lodestone lock2.ogg
|source=block
|description=When a compass is used on a lodestone
|id=lodestone_compass.link_compass_to_lodestone
|volume=1.0
|pitch=0.85-0.95
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Compass
|spritetype=item
|nameid=compass
|form=item
|translationkey=item.minecraft.compass,item.minecraft.lodestone_compass
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Compass
|spritetype=item
|nameid=compass
|id=391
|form=item}}
{{ID table
|displayname=Lodestone Compass
|spritename=lodestone-compass-be
|spritetype=item
|nameid=lodestone_compass
|aliasid=lodestonecompass
|id=602
|form=item
|translationkey=item.lodestonecompass.name
|foot=1}}

=== Item data ===

{{el|java}}:
{{main|Player.dat format}}
<div class="treeview">
* {{nbt|compound|tag}}: The item's '''tag''' tag.
{{:Player.dat_format/Compasses}}
</div>

{{el|bedrock}}:
: See [[Bedrock Edition level format/Item format]].

== Advancements ==
{{load advancements|Country Lode}}

== History ==
{{History|java alpha}}
{{History||v1.1.0|[[File:Compass JE1.gif|32px]] Added compasses.
|They have 102 visually distinct frames due to how the texture is generated - see the section below.}}
{{History|java beta}}
{{History||1.8|snap=Pre-release|Compasses can now be found in library [[chest]]s in the new [[strongholds]].}}
{{History|java}}
{{History||1.3.1|snap=12w21a|Librarian [[villager]]s now [[trading|sell]] 1 compass for 10–11 [[emerald]]s, making them [[renewable]].}}
{{History||1.4.2|snap=12w34a|Since the mapping system has been changed, a compass can now be used to [[crafting|craft]] an empty [[map]].}}
{{History||1.5|snap=13w02a|[[File:Compass JE2 BE2.gif|32px]] Compasses now, instead of splitting two textures, use the new animation feature included in texture packs. As a result, they are considerably less precise, having only 29 visually distinct frames. }}
{{History||1.8|snap=14w02a|Librarian villagers now sell 1 compass for 10–12 emeralds.}}
{{History||1.9|snap=15w31a|Compasses are now broken up into individual textures, instead of having every individual frame on one vertical strip like with animated textures.}}
{{History|||snap=15w43a|The average yield of compasses in [[stronghold]] library [[chest]]s has been increased.}}
{{History||1.11|snap=16w39a|Cartographer [[villager]]s have been added, who [[trading|buy]] compasses as their tier 2 trade.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 345.}}
{{History|||snap=18w11a|Compasses can now generate in [[shipwreck]] [[chest]]s.}}
{{History||1.14|snap=18w48a|Compasses can now generate in chests in [[village]] cartographer houses.}}
{{History||1.16|snap=20w13a|[[File:Lodestone Compass JE1.gif|32px]] Compasses can now be used on [[lodestone]]s to make them point to the stones.
|Compasses now point to the center of the spawn point block, instead of its north-west corner.}}
{{History|||snap=20w14a|Compasses now have the <code>LodestonePos</code>, <code>LodestoneDimension</code>, and <code>LodestoneTracked</code> data fields. If <code>LodestoneTracked</code> is zero, the game skips checking for a lodestone in the specified position.
|Compasses can now have the [[Curse of Vanishing]] [[enchantment]] on them.}}
{{History|||snap=20w19a|Compasses no longer work in the [[recipe book]].<ref>{{bug|MC-116293}}</ref>}}
{{History|||snap=20w22a|Compasses no longer work in the villager trading GUI.<ref>{{bug|MC-182888}}</ref>}}
{{History||1.17|snap=20w48a|[[File:Compass JE3.gif|32px]] [[File:Lodestone Compass JE2.gif|32px]] The textures of compass and lodestone compass have been changed.}}
{{History||1.19|snap=22w13a|Compasses may now be found in [[ancient city]] [[chest]]s.}}
{{History|||snap=22w14a|Compasses can now used to craft [[recovery compass]]es.}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Compass BE1.png|32px]] Added compasses.
|Compasses currently have no function or legitimate method of obtaining them.}}
{{History||v0.8.0|snap=build 1|[[File:Compass JE2 BE2.gif|32px]] Added animated texture to compasses.
|Compasses are now functional and [[crafting|craftable]]. They have been added into the Creative Inventory.}}
{{History||v0.14.0|snap=build 1|Compasses must now be added to a [[map]] using an [[anvil]] to add the location marker.}}
{{History|pocket}}
{{History||1.0.0|snap=?|[[Windows 10 Edition]] can now use the [[anvil]], as well as the [[crafting table]], to apply position markers, with compasses just as [[Pocket Edition]] can in general.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Librarian [[villager]]s now [[trading|sell]] 1 compass for 10–12 [[emerald]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.3|Cartographer villagers have been added, who [[trading|buy]] compasses as part of their tier 2 trade.
|Compasses used with emeralds can be used to buy explorer maps as part of cartographer villagers' fourth tiers trade.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Compasses can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|Compasses can now be found in [[village]] cartographer house chests.}}
{{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, cartographer [[villager]]s now [[trading|buy]] compassess as part of their fourth tier trades.
|Compasses used with [[emerald]]s can now be used to buy explorer maps as part of cartographer and fletcher villagers' third tier trades.
|Librarian villagers now have a {{frac|1|3}} chance to [[trading|sell]] compasses for 4 emeralds as part of their fourth tier trades.}}
{{History||1.16.0|snap=beta 1.16.0.57|[[File:Lodestone Compass BE1.gif|32px]] Compasses can now be used on [[lodestone]]s to make them point to the stones.
|Compasses now have the <code>LodestonePos</code>, <code>LodestoneDimension</code>, and <code>LodestoneTracked</code> data fields. If <code>LodestoneTracked</code> is zero, the game skips checking for a lodestone in the specified position.
|Compasses can now have the [[Curse of Vanishing]] [[enchantment]] on them.}}
{{History||1.16.100|snap=beta 1.16.100.56|Changed the ID {{code|lodestonecompass}} to {{code|lodestone_compass}}.}}
{{History||1.17.0|snap=beta 1.17.0.54|[[File:Compass JE3.gif|32px]] The texture of compass has been changed.}}
{{History||1.18.10|snap=beta 1.18.10.20|[[File:Lodestone Compass JE2.gif|32px]] The texture of lodestone compass has been changed.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Compass JE2 BE2.gif|32px]] Added compasses.}}

{{History|New Nintendo 3DS Edition}}
{{History||0.1.0|[[File:Compass JE2 BE2.gif|32px]] Added compasses.}}
{{History|foot}}
	
=== Texture generation prior to Java Edition 13w02a ===
{{:Procedural animated texture generation/Compasses}}

== Issues ==
{{issue list}}

== Gallery ==

<gallery>
12w21a CompassPurchase.png|Purchasing a compass from a librarian [[villager]].
</gallery>

== See also ==
*[[Clock]]
*[[Tutorials/Navigation|Navigation]]

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--compass Taking Inventory: Compass] – Minecraft.net on August 15, 2019

{{Items}}

[[Category:Tools]]
[[Category:Renewable resources]]

[[cs:Kompas]]
[[de:Kompass]]
[[es:Brújula]]
[[fr:Boussole]]
[[hu:Iránytű]]
[[it:Bussola]]
[[ja:コンパス]]
[[ko:나침반]]
[[nl:Kompas]]
[[pl:Kompas]]
[[pt:Bússola]]
[[ru:Компас]]
[[uk:Компас]]
[[zh:指南针]]</li></ul>
22w07aBookshelf detection method changed. Previously, both the block at the level of the enchanting table and the layer above needed to be air, or the enchanting table was blocked. Additionally, bookshelves 2 across 1 over changed from being blocked by the corner block to being blocked by the edge block.

References[]


External links[]

  • There was a Web page for testing enchantments. While it no longer exists, it is still available on the WayBack Machine
  • This site provides some ability to test enchantments, although its interface is significantly less verbose on the specifics
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