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File:Enchanting grid.png

Enchanting grid. Top: Without item. Bottom: With item and possible enchantments.

附魔(Enchanting) 是一种使用附魔台来给工具武器盔甲添加特殊能力加成的游戏机制。要为一件物品附魔,你需要用到经验等级和附魔台。每次施放附魔都要扣除玩家的经验等级,作为交换,这也会给玩家的盔甲,武器或者工具带来一个或数个随机的属性加成,还有一个炫目的发光效果。

附魔基础

要为一个物品附魔,首先要创造一个附魔台,放置在地面上,右击打开界面,然后把背包中需要附魔的物品放进书本图标下方的空格中。右侧将会出现一个包含三种随机选择的附魔效果的菜单。唯一可以确认的只有显示为一个数字的附魔等级;那些随机生成的看不懂的语言是纯属装饰作用(但它们是有实际意思的)。你可以将物品取出并再次放入附魔台来获取一组新的附魔。或是重新选择其他物品。

File:Enchantment histogram.png

表格显示了拥有不同的书架数量(0-30)所可能产生的附魔等级。

一旦选择了某个附魔,它将会被添加到你的物品上,给予物品闪光的效果以及下文会详细提到的特殊的能力中的一种,随之你也会失去与附魔等级相对应的经验等级作为交换。附魔的过程是不可逆的,一个物品也只能被附魔一次(尽管你可能在一次附魔过程中获取多种效果,而这一切都是随机的)

当你将合适的物品放进附魔台,可用的附魔等级将会依据以下公式随机生成。附魔等级决定于附近书架的数量(最多30个)以及一个“位置因素”,顶级附魔为0.5,中级0.66,低级1.00。(如果书架数量为零,则后两个随机整数永远为零。在附魔台周围放置书架时要注意,他们不能与附魔台相连,否则没有效果)

可用附魔等级 = (1..5 + 0..(b/2) + 0..b) × s,

b 是附近书架的数量(上限30), s 是所给附魔栏的“未知因素”, x..y 产生一个介于 xy 之间的随机数. (注意无论使用了多少书架,作为最低等级的1始终是可用的)

书架数量 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
最高等级 5 7 8 10 11 13 14 16 17 19 20 22 23 25 26 28 29 31 32 34 35 37 38 40 41 43 44 46 47 49 50

Bookshelf placement

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

Like this from the top:
or
and like this from the side:
or
Lua错误 在package.lua的第80行:module 'Module:[[File' not found

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


附魔

附魔的名字是从一长串的单词中随机构成的.从列表中选取三到五个词互相组合 ,生成附魔名字.所有名字都可能在所有物品中选取.注意这些名字实际上不是和物品一起保存的,它们只显示在附魔台的界面上,虽然是按照Standard Galactic Alphabet.

  这是可能出现在附魔名字上的单词

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

Repairing 一件附魔武器/工具会移除上面的附魔.[2]

当一件附魔武器对生物造成额外伤害时, 圆环状的蓝色粒子就会从生物上飞出, 有点象造成了致命一击.

大多数附魔都是有几个级别的,当你附魔就能有几个附魔效果在每件武器/工具/护甲上.

可附魔的物品

, , , , 等物品,还有任何金属制作的护甲. , 剪刀 , 钓鱼竿打火石 是不可附魔的.

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

Weapon Enchantments

16 附魔/image Sharpness Extra damage V Up to 1.5 hearts extra damage per level Extra damage is random for every hit, but will always be at least 0.5 heart. A Sword with this enchantment cannot receive Smite or Bane of Arthropods.
17 附魔/image Smite Extra damage to zombies, zombie pigmen and skeletons. V Up to 2 hearts extra damage per level Extra damage is random for every hit, but will always be at least 0.5 heart. A Sword with this enchantment cannot receive Sharpness or Bane of Arthropods.
18 附魔/image Bane of Arthropods Extra damage to spiders, cave spiders and silverfish V Up to 2 hearts extra damage per level Extra damage is random for every hit, but will always be at least 0.5 heart. A Sword with this enchantment cannot receive Sharpness or Smite.
19 附魔/image Knockback Knocks mobs and players backwards upon hit II Does not stack with knockback caused by attacking while sprinting.
20 附魔/image Fire Aspect
[note 3]
Lights mobs on fire II 0.5 heart extra damage per second Will cook meat if mob is killed by the fire damage
21 附魔/image Looting Mobs have a chance to drop more loot III +1 to max loot drop per level
48 附魔/image Power Extra damage V Extra damage is dealt Multiplies base damage by 1.5 at Power I; additional levels increase the multiplier by .25 each, for a maximum of 2.5 at Power V. A Power V enchantment will one-shot many mobs when fully charged. (11-12.5 hearts damage)
49 附魔/image Punch Knockback effect on mobs II Mobs are knocked back further.
50 附魔/image Flame Sets arrows and mobs on fire. I Sets arrows on fire when shot, and mobs when hit.
51 附魔/image Infinity As long as there is one arrow in your inventory, you will have infinite arrows. I This can be extremely useful against the Ender Dragon when fighting it in The End, since the player can no longer return for more arrows to use. Additionally, arrows fired by a bow with this enchantment cannot be retrieved, similar to the arrows fired by skeletons.

Tool Enchantments

32 附魔/image 附魔/image 附魔/image Efficiency Faster resource gathering while in use V +10% mining speed Most blocks break instantly at levels IV and V.
33 附魔/image 附魔/image 附魔/image Silk Touch
[note 4]
[note 5]
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, Double Slabs and Huge Mushrooms. (Regardless of the tool used as of 1.0)
34 附魔/image 附魔/image 附魔/image Unbreaking At each use, there's a chance the tool's durability will not decrease. III For example, an Unbreaking III item has a chance to use up a use of (100/(3+1))% = (100/4)% = 25%, so Unbreaking III should, on average, make a tool last 4 times as long.
35 附魔/image 附魔/image 附魔/image Fortune
[note 6]
Can multiply the drop rate of items from blocks III I: 30% * 2 (30% more)

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

Only applies to item drops such as coal, diamond, redstone, glowstone, lapis lazuli and nether wart. When used on Wheat, only the Seeds' drop rate is affected. When used on a Melon Block, the drop rate of melon slices are increased. Increases the chance for Gravel to drop Flint instead of itself, up to 100% at III. It doesn't affect clay ball drop rates (it is always 4).

How Enchantments Are Chosen

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

Step One - Applying modifiers to the enchantment level

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

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

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

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

Step Two - Find possible enchantments

Powersword

A sword with several enchantments.

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

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

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


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

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


Step Three - Select a set of enchantments from the list

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

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

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

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

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

Conflicting Enchantments

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

The rules for enchantment conflicts are:

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

Examples

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

How Enchantments Are Attached to an Item

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

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

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

Hacking Enchantments

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

Standard Galactic Alphabet

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

There is something that may help you decode the language:
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 1.0.0.

History

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

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

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

Notes

  1. 1.0 1.1 1.2 boots only
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Helmets only.
  3. 3.0 3.1 3.2 Fire Aspect enchantment is virtually useless on all nether mobs because all nether mobs are immune to fire and lava.
  4. 4.0 4.1 4.2 Silk Touch does not work on monster spawners nor ice (as of Minecraft 1.0.0).
  5. 5.0 5.1 5.2 Items able to be obtained legitimately only through use of silk touch:
    • Grass Block
    • Coal Ore
    • Lapis Lazuli Ore
    • Diamond Ore
    • Redstone Ore
    • All huge mushroom blocks
    • Mycelium
  6. 6.0 6.1 6.2 Fortune does essentially nothing on an axe, and only gives flint for shovels. This is due to it not dropping multiple for things that can be user recreated such as trees, and wood products so a single item isn't infinite.

Gallery

Trivia

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

Bugs

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

See also

  • Brewing
  • Crafting
  • Smelting

References

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