Enchanting is the process of improving armor, tools, and weapons. A glint animation appears on items to show that they are enchanted.
Contents 1 Enchanting equipment 2 Enchanting methods 2.1 Enchanting table 2.1.1 Affecting offered enchantments 2.2 Anvil combinations 2.3 Enchanted books 2.3.1 Best Enchanting order 3 Disenchanting 4 Summary of enchantments 5 Summary of enchantments by item 6 Maximum effective values for enchantments 7 Data values 7.1 Item data 8 Sounds 9 Video 10 History 11 Issues 12 Gallery 12.1 Screenshots 12.2 Development images 13 Trivia 14 See also 15 References 16 External links 17 Nigation Enchanting equipment[edit | edit source] Name Icon Usage Enchanting Table Used to enchant items. Bookshelf Allows the enchanting table to apply higher-level enchantments. Each bookshelf increases the level requirement of enchantments given by the enchanting table by two, up to a max of 30 (or 15 bookshelves). Lapis Lazuli Required to power the enchanting table (up to three per item). Anvil Used to combine enchanted items (tools, armor, weapons, etc.), add enchantments from books, or repair an item while preserving enchantments. Each time an anvil is used on an item, the xp cost for future uses on that item increases exponentially Grindstone Used to remove all non-curse enchantments on an item, returning a small amount of experience, and optionally combine the durability of two items (plus an additional 5% durability) an item for no experience. Enchanted Book Can be combined with another item through an anvil to add certain enchantments to the item. This costs experience points based on the enchantment and its level. Enchanting methods[edit | edit source] The glint animation applied to an enchanted iron pickaxe.There are four ways to enchant an item in Survival mode:
Using an enchanting table, place an unenchanted item and lapis lazuli in their respective slots, and apply an enchantment at the cost of experience. Using an anvil, combine an enchanted book with an item. Using an anvil, combine two of the same item with different existing enchantments into a single item that has the enchantments of both. A librarian villager may enchant books in exchange for emeralds, granting the player experience just like every trade.A player may also obtain items already enchanted:
A villager may trade some enchanted items for emeralds. Fishing gives a chance of obtaining enchanted items. A zombie, drowned, husk, piglin, skeleton, bogged, stray, wither skeleton, and zombified piglin, if it has an enchanted item and is killed by a player, has an 8.5% chance to drop each individual item. Treasure chests in locations such as end cities, ancient cities, shipwrecks, mineshafts, monster rooms, desert pyramids, jungle pyramids, woodland mansions, ocean ruins, strongholds, ruined portals, pillager outposts, and bastion remnants may contain enchanted items. To barter with piglins, give them gold, and they he a small chance to drop an enchanted book or iron boots with the Soul Speed enchantment (random level 1-3). In Bedrock Edition, pillagers and vindicators in raids may drop enchanted items.Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as /enchant. When enchanted with the /give command, the maximum enchantment level is 255 on Ja Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are ailable in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels ailable via the "Search" tab.
The enchanted golden apple, despite its name and glint, is not the enchanted form of any item and is completely different from the golden apple.
Enchanting table[edit | edit source] Main article: Enchanting mechanics Enchanting table interface.An item can be enchanted by using an enchanting table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs, written in Standard Galactic Alphabet, do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied. On mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release. The only choices ailable he 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. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 30 enchantment can give a pickaxe the "Efficiency II" enchantment); the actual level cost and the number of lapis lazuli required he no effect.
Although the player must he at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30 enchantment, the player must he at least 30 levels, but pay only 3 levels and 3 lapis lazuli.
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 significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, it is possiblе for multiple different enchantments to be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III. However, certain selected enchants never give any additional enchantment, regardless of which tool is enchanted, such as Efficiency IV and Knockback II.[BE only][verify]
To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a minimum of 15 bookshelves need to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this.
Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "ses" the enchantment for later application to another item with an anvil.
Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't he enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero.
Affecting offered enchantments[edit | edit source]Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the ailable 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.
The possible enchantments depend on the player's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments:
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.Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs.
Anvil combinations[edit | edit source] Main article: Anvil mechanicsAn anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book).
Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III.
To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "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 experience cost 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 anvils. In Survival mode, work that costs more than 39 levels of experience is refused although it may still be possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and then another enchanted bow may be used to combine enchantments with the repaired bow.
Enchanted books[edit | edit source] Main article: Enchanted BookEnchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing.
Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots.
Although enchanted books can he multiple enchantments of any type, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may he both the Respiration and Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow.
In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick hing Knockback II on Ja Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via /enchant (though both enchantments function as normal when obtained on a bow through the /give command).
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 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 can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment.
Best Enchanting order[edit | edit source]Use Order Calculator to minimize experience loss when merging two items.
Disenchanting[edit | edit source]The main way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except for curses) but gives some experience back based on the level of the enchantment(s) and their value. If a block is placed, it loses all the enchantments it has.
Summary of enchantments[edit | edit source] See also: Enchanting/Levels "Enchantment" redirects here. For the definition of enchantments in data packs, see Enchantment definition.Each enchantment in the table below includes attributes 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.
Max Level: Maximum levels for enchantments vary, but the game can comprehend up to 32-bit integer values (−231 to 231−1). Exceeding this value results in an overflow, and eventually resets itself to 0. 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 – see Enchantment mechanics). Secondary Items: Items that, in Survival mode, cannot receive the enchantment from an enchanting table but can from an enchanted book with an anvil. Weight: Relative probability of the enchantment being offered. Name Summary Treasure[note 1] Tradable[note 2] IncompatibleWith MaxLevel PrimaryItems SecondaryItems Weight Aqua Affinity Removes the mining speed reduction that occurs when underwater. No Yes I 2 Bane of Arthropods Increases damage and applies Slowness IV to arthropod mobs (spiders, ce spiders, silverfish, endermites and bees). No Yes Smite, Sharpness, Breach, Density V [BE only] [JE only] 5 Blast Protection Reduces explosion damage and knockback. No Yes Fire Protection, Protection, Projectile Protection IV 2 Breach Reduces the effectiveness of armor on the target, including innate armor points. No Yes Density, Bane of Arthropods, Smite, Sharpness IV 2 Channeling During thunderstorms, a thrown trident summons a lightning bolt on the target upon hit. No Yes Riptide I 1 Curse of Binding Items cannot be removed from armor slots. Yes Yes I 1 Curse of Vanishing Item disappears on death. Yes Yes I [BE only] 1 Density Increases the damage of a mace's smash attack. No Yes Breach, Bane of Arthropods, Smite, Sharpness V 5 Depth Strider Lessens the movement speed reduction that occurs when in water. No Yes Frost Walker III 2 Efficiency Increases mining efficiency. No Yes V 10 Feather Falling Reduces fall damage. No Yes IV 5 Fire Aspect Sets targets on fire. No Yes II 2 Fire Protection Reduces fire damage and burning time. No Yes Blast Protection, Protection, Projectile Protection IV 5 Flame Fired arrows are burning, setting targets on fire. No Yes I 2 Fortune Chance to receive more item drops from certain blocks. No Yes Silk Touch III 2 Frost Walker Turns water into frosted ice beneath the wearer's feet, and provides immunity to campfire and magma block damage. Yes Yes Depth Strider II 2 Impaling In Ja Edition, increases damage against aquatic mobs. In Bedrock Edition, increases damage against mobs in water or rain. No Yes V 2 Infinity Prevents consumption of arrows, but not spectral arrows or tipped arrows. No Yes Mending I 1 Knockback Increases melee knockback. No Yes II 5 Looting Chance to receive more item drops from certain mobs. No Yes III 2 Loyalty Returns the trident to its owner upon landing after being thrown. No Yes Riptide III 5 Luck of the Sea Increases the rate of treasure items from fishing. No Yes III 2 Lunge[upcoming Mounts of Mayhem] Launches the player horizontally when using a spear's jab attack. Consumes significant durability. No Yes Mending III 5 Lure Decreases time for bites when fishing. No Yes III 2 Mending Repairs the item using experience. Yes Yes Infinity I 2 Multishot Adds 2 arrows to the sides of the center arrow, at the cost of increasing incurred durability damage. No Yes Piercing I 2 Piercing Causes fired arrows to pierce entities, allowing for a single arrow to hit multiple mobs, and allows arrows to be picked up again after hitting a target. No Yes Multishot IV 10 Power Increases arrow damage. No Yes V 10 Projectile Protection Reduces damage from projectiles. No Yes Protection, Blast Protection, Fire Protection IV 5 Protection Reduces most forms of damage. No Yes Blast Protection, Fire Protection, Projectile Protection IV 10 Punch Increases arrow knockback. No Yes II 2 Quick Charge Increases crossbow charging speed. No Yes III 5 Respiration Extends underwater breathing time. No Yes III 2 Riptide Trident when used launches the wielder while in water or rain, replacing its ability to be thrown as a projectile. No Yes Channeling, Loyalty III 2 Sharpness Increases melee damage. No Yes Bane of Arthropods, Smite, Breach, Density V [BE only] [JE only] 10 Silk Touch Certain blocks that would otherwise drop different items or nothing will drop themselves instead. No Yes Fortune I [BE only] 1 Smite Increases damage dealt against undead mobs. No Yes Bane of Arthropods, Sharpness, Breach, Density V [BE only] [JE only] 5 Soul Speed Movement speed on soul sand is increased instead of decreased, and movement speed on soul soil is increased. Yes No III 1 Sweeping Edge[JE only] Increases the damage of a sword sweep attack. This increase applies to nearby entities that are close to the attacked entity, but does not apply to the attacked entity itself. No Yes III 2 Swift Sneak Lessens the movement speed reduction that occurs when sneaking. Yes No III 1 Thorns Random chance to damage entities that attack the user, at the cost of increasing incurred durability damage. No Yes III [BE only][BE only][BE only][BE only] [JE only][JE only][JE only][JE only] 1 Unbreaking Gives a chance for items to ignore durability loss, effectively increasing their durability. No Yes III 5 Wind Burst Causes a burst of wind upon executing a mace smash attack that launches the attacker upward. Yes No III 2 Cleing [upcoming JE Combat Tests] Increases the damage and shield stun time of an axe. No Yes Sharpness, Bane of Arthropods, Smite III 2 ↑ Treasure enchantments are those that can't be obtained using an enchanting table and aren't generated on randomly enchanted equipment sold by villagers or worn by mobs. If a treasure enchantment is tradable, it has double the price (before capping to 64 emeralds) compared to a non-treasure enchantment of the same level. ↑ Tradable enchantments are those that can be generated on Enchanted Books sold by librarians.This does not cover book trading options in the Villager Trade Rebalance experiment.Randomly enchanted tradable equipment generates only non-treasure enchantments. Summary of enchantments by item[edit | edit source] See also: Tutorial:Best enchantments guideEnchantments that he multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., /give @s bow[enchantments={infinity:1,mending:1}]). Also, a player can exceed the maximum levels of enchantments (e.g., /give @s netherite_sword[enchantments={fire_aspect:10}]). However, if that number goes above 10 the translation string is exposed and it looks like this:
[1]
Item Any combination of Only one from each column Helmet Mending, Unbreaking III, Thorns III, Respiration III, Aqua Affinity, Curse of Binding, Curse of Vanishing Protection IV, Projectile Protection IV, Fire Protection IV, Blast Protection IV Turtle Shell Chestplate Mending, Unbreaking III, Thorns III, Curse of Binding, Curse of Vanishing Leggings Mending, Unbreaking III, Thorns III, Swift Sneak III, Curse of Binding, Curse of Vanishing Boots Mending, Unbreaking III, Thorns III, Feather Falling IV, Soul Speed III, Curse of Binding, Curse of Vanishing Depth Strider III, Frost Walker II Sword Mending, Unbreaking III, Fire Aspect II, Looting III, Knockback II, Curse of Vanishing, Sweeping Edge III[JE only] Sharpness V[note 1], Smite V, Bane of Arthropods V Spear Unbreaking III, Fire Aspect II, Looting III, Knockback II, Curse of Vanishing, Sharpness V, Smite V, Bane of Arthropods V Lunge III, Mending Mace Mending, Unbreaking III, Fire Aspect II, Wind Burst III, Curse of Vanishing Smite V, Bane of Arthropods V, Density V, Breach IV Axe Mending, Unbreaking III, Efficiency V[note 2], Curse of Vanishing Fortune III, Silk Touch Sharpness V[note 1], Smite V, Bane of Arthropods V, Cleing III[upcoming JE Combat Tests] Pickaxe Shovel Hoe Bow Unbreaking III, Power V, Punch II, Flame, Curse of Vanishing Infinity, Mending Fishing Rod Mending, Unbreaking III, Lure III, Luck of the Sea III, Curse of Vanishing Trident Mending, Unbreaking III, Impaling V, Curse of Vanishing Channeling Loyalty III Riptide III[note 3] Crossbow Mending, Unbreaking III, Quick Charge III, Curse of Vanishing Piercing IV, Multishot Shears Mending, Unbreaking III, Efficiency V, Curse of Vanishing, Silk Touch[BE only] Elytra Mending, Unbreaking III, Curse of Binding, Curse of Vanishing Shield Mending, Unbreaking III, Curse of Vanishing Flint and Steel Carrot on a Stick Warped Fungus on a Stick Brush Compass Curse of Vanishing Recovery Compass[BE only] ↑ a b Only golden weapons can receive Sharpness V directly through the enchanting table. For all other weapon tiers (wooden, stone, iron, diamond, and netherite), an anvil is required to apply Sharpness V to them, though iron and diamond swords can generate with Sharpness V in end city and bastion remnant chests and iron axes with Sharpness V can be found in trial chambers barrels. ↑ Tools of any material except stone and diamond can receive up to Efficiency V through the enchanting table. Stone tools can receive up to level IV through the enchanting table, but can be given Efficiency V by combining 2 items with Efficiency IV in an anvil. Diamond tools with efficiency V can also be found in end city and bastion remnant chests. ↑ Channeling and Loyalty can be used together but neither can be used with Riptide.The tables below summarize the enchantments that can be obtained on specific items in Bedrock Edition and in Ja Edition Survival mode (Any enchantment can be applied to any item in Ja Edition Creative mode). Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables.
An enchanting table indicates the item can receive the enchantment from an enchanting table. An anvil indicates the item cannot receive the enchantment from an enchanting table, but can receive the enchantment by using an anvil to combine the item with an enchanted book or another enchanted item. Enchantments for hand slot items Enchantment (Max) [JE only] [BE only][BE only] Bane of Arthropods (V) Breach (IV) Channeling (I) Cleing (III) [upcoming JE Combat Tests] Curse of Vanishing (I) Density (V) Efficiency (V) Fire Aspect (II) Flame (I) Fortune (III) Impaling (V) Infinity (I) Knockback (II) Looting (III) Loyalty (III) Luck of the Sea (III) Lure (III) Mending (I) Multishot (I) Piercing (IV) Power (V) Punch (II) Quick Charge (III) Riptide (III) Sharpness (V) Silk Touch (I) [BE only] Smite (V) Sweeping Edge (III) Unbreaking (III) Wind Burst (III) Enchantments for armor slot items Enchantment (Max) Aqua Affinity (I) Blast Protection (IV) Curse of Binding (I) Curse of Vanishing (I)
Depth Strider (III)
Feather Falling (IV) Fire Protection (IV) Frost Walker (II) Mending (I) Projectile Protection (IV) Protection (IV) Respiration (III) Soul Speed (III) Swift Sneak (III) Thorns (III) [JE only] [JE only] [JE only] [BE only] [BE only] [BE only] Unbreaking (III) Maximum effective values for enchantments[edit | edit source] This section is missing information about: a better lead section with a better summary Please expand the section to include this information. Further details may exist on the talk page.The table below shows the effective limits for enchantments (also found here).
Enchantment Stackable Effective min Effective max Notes Aqua Affinity Largest on first in armor 1 1 Bane of Arthropods Adds Single:-2147483648Stacked:-52241757371157708 Single:2147483647Stacked:52241757371157708 Adds 2.5 * level damageAffects arthropods with slowness IV for 1 + random(0, level / 2) seconds Blast Protection Adds 1 10 Reduces damage by a factor of min(20, level * 2) / 25Reduces explosion knockback by a factor of level * 0.15Higher levels are treated as 10 Breach Reduces 0 Single:2147483647Stacked:36028799149670399 Reduces armor effectiveness by 15% Channeling First 1 1 Curse of Binding First 1 1 Curse of Vanishing First 1 1 Density Adds 0 Single:2147483647Stacked:36028799149670399 Adds 0.5 * max(0, level - 1) + 1 damage by fall height Depth Strider Largest on first in armor 1 3 Higher levels are treated as 3 Efficiency First 1 255 Increases mine speed by level² + 1Higher levels are treated as 255 Feather Falling Adds 1 7 Reduces damage by a factor of min(20, level * 3) / 25 Fire Aspect First 1 255 Sets mobs on fire for level * 4 secondsHigher levels are treated as 255 Fire Protection Adds for damage reductionLargest of first in armor for duration reduction 1 10 Reduces damage by a factor of min(20, level * 2) / 25Reduces fire duration by a factor of level * 0.15 Flame First 1 1 Fortune First 1 255 Anything that uses the apply_bonus loot table function works like thisHigher levels are treated as 255 Frost Walker First 1 14 Higher levels are treated as 14 Impaling Adds Single:-2147483648Stacked:-52241757371157708 Single:2147483647Stacked:52241757371157708 Adds 2.5 * level damage Infinity First 1 1 Knockback First 1 255 Adds level knockback strengthHigher levels are treated as 255 Looting First 1 255 Higher levels are treated as 255 Loyalty First 1 127 Increases return speed by 0.05 * levelHigher levels are treated as 0 Luck of the Sea First 1 255 Adds level luckHigher levels are treated as 255 Lure First 1 5 Reduces lure time by 5 * level secondsHigher levels prevent fish from appearingMending
First 1 1 Multishot First 1 255 Every levels add 2 to the amount of arrows fired to bows and crossbows. e.g. Multishot I = 1 Arrow + 2 Arrows = 3. Piercing First 1 127 Higher levels are treated as 0 Power First 1 255 Increases damage by 0.5 * level + 0.5Higher levels are treated as 255 Projectile Protection Adds 1 10 Reduces damage by a factor of min(20, level * 2) / 25 Protection Adds 1 20 Reduces damage by a factor of min(20, level) / 25 Punch First 1 255 Adds level * 0.6 knockback strengthHigher levels are treated as 255 Quick Charge First 1 5 Reduces draw time by 0.25 * level secondsHigher levels prevent charging of crossbow Respiration Largest of first in armor 1 255 Causes a level / (level + 1) chance not to decrease air levelHigher levels are treated as 255 Riptide First 1 255 Throws the player (6 * level) + 3 blocks while in rain, or (4 * level) + 3 blocks while underwater Sharpness Adds 0 Single:2147483647Stacked:36028799149670399 Adds 0.5 * max(0, level - 1) + 1 damage Silk Touch First 1 1 Smite Adds Single:-2147483648Stacked:-52241757371157708 Single:2147483647Stacked:52241757371157708 Adds 2.5 * level damage Soul Speed First 1 255 Increases speed by 0.03 + (level * 0.0105)Higher levels are treated as 255 Sweeping Edge First 1 255 Increases sweeping damage by a factor of level / (level + 1) times the hit's damageHigher levels are treated as 255 Swift Sneak Adds 1 5 Increases walking speed while sneaking by level * 15%Higher levels are treated as 5 Thorns Individual Procs 1 2147483647 Chance of hitting is 0.15 * levelDeals level - 10 damage if level is 11 or greater, otherwise deals random(0, 3) + 1 Unbreaking First 1 255 Items he a 1 in level + 1 chance to take damage. Armor has a 0.6 chance to take damage even if it would otherwise skip it.Higher levels are treated as 255 Wind Burst Adds 1 255 Adds 1.15 + 0.35 * level by launching Data values[edit | edit source] Item data[edit | edit source]Ja Edition:
See also: Data component format [NBT Compound / JSON Object] components: the item's components tag. [NBT Compound / JSON Object] minecraft:enchantments: Contains key-value pairs of levels of enchantments on this item that affect the way the item works. [Int] : A single key-value pair, where the key is the resource location of an enchantment, and the value is the level. [NBT Compound / JSON Object] minecraft:stored_enchantments: Contains key-value pairs of levels of enchantments stored on this enchanted book. [Int] : A single key-value pair, where the key is the resource location of an enchantment, and the value is the level. [Int] minecraft:repair_cost: The number of experience levels to add to the base level cost when repairing, combining, or renaming this item with an anvil. Must be a non-negative integer, defaults to 0.Bedrock Edition:
See also: Bedrock Edition level format/Item format Sounds[edit | edit source]Ja Edition
SoundsSoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuationdistanceEnchanting Table usedBlocksWhen an item is enchantedblock.enchantment_table.use[sound 1]subtitles.block.enchantment_table.use[sound 1]1.00.9-1.016 ↑ a b MC-218109Bedrock Edition:
SoundsSoundSourceDescriptionResource locationVolumePitchBlocksWhen an item is enchantedblock.enchanting_table.use1.01.0 Video[edit | edit source] History[edit | edit source] This section is missing information about: Mention each version that added an enchantment Please expand the section to include this information. Further details may exist on the talk page. October 1, 2011The first images of the enchantment screen are revealed, with enchantments written in the Standard Galactic Alphabet. The first enchantment translates into "Well Played Internets You Are Good", the second translates 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.October 3, 2011The first images of a player wearing enchanted armor are revealed.Ja Edition1.0.0Beta 1.9 Prerelease 3The basics of enchanting he been added. Enchantment tables require bookshelves to get maximum enchantments. Enchantments are to be labeled in the enchantment table as random words written in the Standard Galactic Alphabet.Beta 1.9 Prerelease 4A bug where all enchantments would show up as Feather Falling I has been fixed. Enchanting has been now properly enabled in multiplayer. 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.1.2.112w05aEnchanting no longer requires experience in Creative mode.12w06aBows and golden swords now he a small chance of being already enchanted when dropped by their respective mobs.1.3.112w22aThe maximum enchantment power has been lowered from 50 to 30; as a result, the amount of bookshelves required to reach the maximum enchantment power has lowered from 30 to 15. The 3rd enchantment slot in an enchanting table is always set at the highest possible level (depending on the amount of bookshelves), instead of being random like the other slots (requiring clicking the item in and out many times to get a maximum level enchantment).1.4.212w41aEnchantments can be combined using anvils, allowing some high level enchantments to be applied where they were not previously possible.1.4.4preEnchantments can be applied using /enchant. However, Protection is unailable due to a bug.1.4.612w49a/enchant now works with ID 0, meaning it can be used to apply Protection. The player can now enchant books to then be used to enchant a tool.1.7.213w36aThe fishing rod can be enchanted without the use of books.1.814w02aEnchanting has received a major overhaul where there is now a secondary cost, which is lapis lazuli. When enchanting an item, one enchantment now appears in the tooltip when selecting an enchantment (e.g Looting III?...). Level 5 enchants (Sharpness, Power, Smite and Bane of Arthropods) can be applied without the use of an anvil. Villager trading has been revamped: clerics no longer enchant items, while blacksmiths trade enchanted items. Experience cost was reduced from a cost equal to the enchant level to a flat 1, 2, or 31.915w42aEnchantments with a max level of 1 no longer display the level, e.g. "Infinity" rather than "Infinity I".15w47bShears can no longer be enchanted with Silk Touch.15w47cShears now harvest cobweb without requiring Silk Touch.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.1.1317w47aHoes can be enchanted.18w21aWhen an item is enchanted, its rarity tier is now increased from its base rarity. "Common" and "uncommon" items become "rare", "rare" items become "epic", and "epic" items remain the same.1.1620w10aHoes can be enchanted with Efficiency, Fortune and Silk Touch.1.17.1Pre-release 1The maximum enchantment level that can be read has been changed to 255.[2]1.20.524w03aAxes can now receive Sharpness, Smite and Bane of Arthropods through an enchanting table, rather than only through an anvil. Helmets, leggings, and boots can now receive Thorns through an enchanting table, rather than only through an anvil.24w09aThe projectile weapon enchantments Infinity, Flame, Multishot, Piercing, Power, and Punch now work on both crossbows and bows, if placed onto the alternative weapon using data manipulation or a change to the enchantable/* tags.24w12aAxes can no longer receive Sharpness, Smite and Bane of Arthropods through an enchanting table. Helmets, leggings and boots can no longer receive Thorns through an enchanting table.Pocket Edition Alph0.12.1build 1Added the enchanting system.Bedrock Edition1.4.0beta 1.2.13.11When Experimental Gameplay is enabled, tridents can be enchanted.1.16.0beta 1.16.0.57Hoes can be enchanted with Efficiency, Fortune and Silk Touch.1.21.30Preview 1.21.30.21When an item is enchanted, its rarity tier is now increased from its base rarity. "Common" and "uncommon" items become "rare", "rare" items become "epic", and "epic" items remain the same.Preview 1.21.30.22Enchantments with a max level of 1 no longer display the level, e.g. "Infinity" rather than "Infinity I".Legacy Console EditionXbox 360Xbox OnePS3PS4PS VitaWii USwitchTU7CU11.001.001.00Patch 11.0.1Added the enchanting system.The enchanting system is equivalent to the version from Ja Edition 1.3.1.The maximum level for enchantments is 30 instead of 50.The player can receive experience from smelting and/or mining ores. The player can recieve experience from breeding.Bows are enchantable.TU31CU191.221.221.22Patch 3The fishing rod can be enchanted without the use of books. Enchanting now consumes lapis lazuli. Enchanting has been re-balanced. Enchanted books can now receive multiple enchantments at once. Villager trading has been revamped: clerics no longer enchant items, while blacksmiths trade enchanted items.TU36CU251.281.281.28Patch 7Up to 3 enchantments of the held item are now shown when changing the selected hotbar slot.New Nintendo 3DS Edition0.1.0Added enchantments. Issues[edit | edit source]Issues relating to "Enchanting", "Enchantment", or "Enchanted" are maintained on the bug tracker. Issues should be reported and viewed there.
Gallery[edit | edit source] Screenshots[edit | edit source] A sword with 4 enchantments on it. A diamond pickaxe with multiple high-level enchantments, right after enchanting. (pre-1.13) Place 15 bookshelves around an enchanting table to get the highest level enchantments. A bow that has four enchantments. Table of enchantment probabilities for books. The GUI of the enchantment table in Pocket Edition while the Pocket UI Profile is activated (top = no item, bottom = with item hovering on the second line). Development images[edit | edit source] Enchant screen. Posted by Notch. Some enchantments. Posted by Jeb. Pre-release 1.8 enchanting table screen. Note that gold ingots were required instead of lapis lazuli. First image of enchanting in Pocket Edition. Underwater, with and without the Respiration enchantment comparison. This feature was removed in 1.13. Trivia[edit | edit source] Enchantments on items are always listed in the same order on their tooltips, that being: Curse of Binding, Curse of Vanishing, Riptide, Channeling, Wind Burst, Frost Walker, Sharpness, Smite, Bane of Arthropods, Impaling, Power, Density, Breach, Piercing, Sweeping Edge, Multishot, Fire Aspect, Flame, Knockback, Punch, Protection, Blast Protection, Fire Protection, Projectile Protection, Feather Falling, Fortune, Looting, Silk Touch, Luck of the Sea, Efficiency, Quick Charge, Lure, Respiration, Aqua Affinity, Soul Speed, Swift Sneak, Depth Strider, Thorns, Loyalty, Unbreaking, Infinity, and Mending. See also[edit | edit source] Enchanting/Levels Tutorial:Best enchantments guide Brewing Crafting Smelting Enchanting mechanics References[edit | edit source] ↑ MC-248616 — The strings for enchantment and effect levels above 10 are not translated — resolved as "Invalid". ↑ MC-231508 — Enchantments are capped at level 255 — resolved as "Works As Intended". External links[edit | edit source] Getting Started with Enchantments in Minecraft – Minecraft Help Center All Enchantments in Minecraft – Minecraft Help Center Nigation[edit | edit source] v t eGameplay General mechanics Add-ons Attribute Commands Distance Effect Potency Explosion Game rules Interaction range Inventory Creative inventory Sed Hotbars Generated loot Hitbox Multiplayer Server Server list Realms Splitscreen Oxidation Rarity Legacy Redstone circuits Conductivity Rotation Snowlogging South-east rule Spawn protection Tiers Waterlogging Technical mechanics Anvil mechanics Legacy Enchanting mechanics Redstone mechanics Village mechanics Legacy Survival Achievements Advancements Archaeology Armor materials Bartering Breaking Instant mining Breeding Brewing Cooking Crafting 2×2 grid Recipe book Death Dual wield Difficulty Durability Enchanting Experience Farming Fishing Health Healing Hunger Item repair Mob spawning Mob types Ominous Event Ominous Trial Raid Patrol Raid captain Renewability Renewable Non-renewable Smelting Smithing World spawn Taming Trading Workstations Zombie siege Combat Melee attack Ranged attack Blocking Damage Attack cooldown Critical hit Knockback Sprint-knockback attack Drops Mob infighting Geared mobs Mob fleeing Use cooldown Environment Biomes Daylight cycle Dimensions Seeds Structures Weather World generationMore
Movement Crawling Flying Gliding Jumping Lying Riding Sitting Sneaking Sprinting Swimming Teleportation Walking User interface Action bar Bossbar Chat Death messages Font Game mode switcher Heads-up display Language Narrator Locator Bar Scoreboard Toasts Tutorial hints Tooltip Visuals Color Block colors Item colors Effect colors Miscellaneous colors Emotes Enchantment glint Error Light Resource pack Screen effects Skins Character Skin pack Third-person view Vibrant Visuals Removed Sword blocking Materials Unintended Update suppression Duplication v t eEnchantments Durability Mending Unbreaking Block breaking Efficiency Fortune Silk Touch Armor Blast Protection Fire Protection Projectile Protection Protection Thorns Helmet Aqua Affinity Respiration Leggings Swift Sneak Boots Depth Strider Feather Falling Frost Walker Soul Speed Melee weapons Bane of Arthropods Smite Sword Fire Aspect Knockback Looting Sharpness Sweeping Edge[JE only] Axe Cleing[upcoming JE Combat Tests] Sharpness Mace Breach Density Fire Aspect Wind Burst Spear[upcoming Mounts of Mayhem] Fire Aspect Knockback Looting Sharpness Lunge Trident Channeling Impaling Loyalty Riptide Bow Flame Infinity Power Punch Crossbow Multishot Piercing Quick Charge Fishing Rod Luck of the Sea Lure Curse Curse of Binding Curse of Vanishing Joke Potatofication