Enchanting

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Notch-twitter.png 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[edit]

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:

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 2,147,483,647. 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[edit]

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 in the input slots and 1–3 lapis lazuli in Grid layout Lapis Lazuli Empty.png its dedicated slot. Upon placing the item, three (pseudo)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 experience. However, if the player doesn't have enough experience, 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[edit]

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, the player can alter the 2nd enchantment by exiting without saving.‌[Legacy Console Edition only]

Anvil combinations[edit]

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, 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 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[edit]

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 the player can decide which at their leisure—perhaps something that already has Unbreaking? An Unbreaking book might be used to preserve the player's Looting sword, Fortune pickaxe or Thorns armor.

Summary of enchantments[edit]

Summary of enchantments
Name Summary Max Level Weight
Aqua Affinity Increases underwater mining rate. I 2
Bane of Arthropods Increases damage to arthropods. V 5
Blast Protection Reduces explosion damage. IV 2
Channeling Trident "channels" a bolt of lightning towards a hit entity. Only functions during thunderstorms. I 1
Curse of Binding Prevents removal of items (except for in creative). I 1
Curse of Vanishing Item destroyed on death. I 1
Depth Strider Increases underwater movement speed. III 2
Efficiency Increases mining speed. V 10
Feather Falling Reduces fall damage. IV 5
Fire Aspect Sets target on fire. II 2
Fire Protection Reduces fire damage. IV 5
Flame Arrows set target on fire. I 2
Fortune Increases block drops. III 2
Frost Walker Turns water beneath the player into ice. II 2
Impaling Trident deals additional damage to mobs that spawn naturally in the ocean. V 2
Infinity Shooting consumes no arrows. I 1
Knockback Increases knockback. II 5
Looting Increases mob loot. III 2
Loyalty Trident returns after being thrown. Higher levels reduce return time. III 5
Luck of the Sea Increases fishing luck. III 2
Lure Increases fishing rate. III 2
Mending Repair items with experience. I 2
Multishot[upcoming BE 1.8 & 1.14] Shoot 3 arrows at the cost of one. I ?
Piercing[upcoming BE 1.8 & 1.14] Arrows pass through multiple entities. IV ?
Power Increases arrow damage. V 10
Projectile Protection Reduces projectile damage. IV 5
Protection Reduces most types of damage. IV 10
Punch Increases arrow knockback. II 2
Quick Charge[upcoming BE 1.8 & 1.14] Decreases crossbow reloading time. III ?
Respiration Extends underwater breathing time. III 2
Riptide Trident launches player with itself when thrown. Only functions in water or rain. III 2
Sharpness Increases damage. V 10
Silk Touch Mined blocks drop themselves. I 1
Smite Increases damage to undead mobs. V 5
Sweeping Edge[Java Edition only] Increases sweeping attack damage. III 2
Thorns Damages attackers. III 1
Unbreaking Increases effective durability. III 5

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 cannot 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[edit]

Enchantment








(JE)

(BE)



 


Bane of Arthropods

Channeling
Curse of Vanishing









Efficiency


Fire Aspect
Flame
Fortune

Impaling
Infinity
Knockback
Looting
Loyalty
Luck of the Sea
Lure
Mending










Multishot
Piercing
Power
Punch
Quick Charge
Riptide
Sharpness

Silk Touch

Smite

Sweeping Edge
Unbreaking










Enchantments for armor slot items[edit]

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[edit]

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[edit]

Aqua Affinity
Maximum Level

I

Primary Items



Secondary Items

None

Enchantment Weight

2

Increases underwater mining rate.

Normally, when mining underwater, a 2x penalty is applied to mining time. When mining while wearing armor with Aqua Affinity, this penalty is ignored. (The related but distinct penalty for mining while floating is not affected by Aqua Affinity.) All levels have the same effect.

Bane of Arthropods[edit]

Bane of Arthropods
Maximum Level

V

Primary Items


Secondary Items


Enchantment Weight

5

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

Each level separately adds 2.5 (Heart.svg × 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[edit]

Blast Protection
Maximum Level

IV

Primary Items






Secondary Items

None

Enchantment Weight

2

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[edit]

Channeling
Maximum Level

I

Primary Items


Secondary Items

None

Enchantment Weight

1

Sounds

Channeling

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. The mob cannot be in water while being hit with this enchantment. This enchantment allows the player to change creepers, villagers, and pigs into charged creepers, witches, and zombie pigmen, respectively.

Riptide and Channeling are mutually exclusive.

Channeling is available from enchantment tables, villagers, desert temple chests, shipwreck chests and fishing.

Curse of Binding[edit]

Curse of Binding
Maximum Level

I

Primary Items

None

Secondary Items









Enchantment Weight

1

This enchantment is exclusive to the Java and Legacy 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.

Note: if the keepInventory gamerule is set to true, the player will keep the cursed item even after death. Only the item breaking will remove it.

Curse of Vanishing[edit]

Curse of Vanishing
Maximum Level

I

Primary Items

None

Secondary Items





















Enchantment Weight

1

This enchantment is exclusive to the Java and Legacy 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[edit]

Depth Strider
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

2

Increases underwater movement speed.

  • Every level reduces the amount water slows the player by ⅓.
  • Also reduces the speed at which flowing water pushes the player when standing still.
  • Level 3 will make the player swim as fast as they walk on land. (Any level beyond that will have no effect on speed.)
  • Speed potions will affect the player's swimming the same way as their 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[edit]

Efficiency
Maximum Level

V

Primary Items




Secondary Items


Enchantment Weight

10

Increases the speed the player mines. See Breaking#Speed for details.

One must use the proper tool for a block in order to receive the speed. It does not matter if the player mines it with the incorrect tier.

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

Efficiency when applied to axes will increase the chance that the axe may stun a shield, with the base chance being 25% and a 5% increase for each level of efficiency.‌[Java Edition only]

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[edit]

Feather Falling
Maximum Level

IV

Primary Items


Secondary Items

None

Enchantment Weight

5

Reduces fall damage. (Does not actually slow falling speed.)

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[edit]

Fire Aspect
Maximum Level

II

Primary Items


Secondary Items

None

Enchantment Weight

2

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 (Heart.svgHalf Heart.svg)/7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) damage on level I/II.

The player can use this formula to calculate the Fire damage: Fire damage in 1 (Half Heart.svg) = (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[edit]

Fire Protection
Maximum Level

IV

Primary Items






Secondary Items

None

Enchantment Weight

5

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, the player can't be lit on fire through Fire Aspect Enchantments. The only way to burn is staying in Lava or a fire source. The initiated Fireticks (Lava=300, Fire=150) will be canceled, and only the remaining time in the fire source 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[edit]

Flame
Maximum Level

I

Primary Items


Secondary Items

None

Enchantment Weight

2

Produces flaming arrows.

Arrows are on fire when shot and deal 4 (Heart.svgHeart.svg) 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. If it is raining, the flame effect on a fired arrow will disappear, making it a normal arrow.

Fortune[edit]

Fortune
Maximum Level

III

Primary Items




Secondary Items

None

Enchantment Weight

2

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. If commands are used to give an item an extremely high level of fortune, mining a block will make it drop an excessive amount of ore that can cause copious amounts of lag.

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 Sapling
s
2.5% 2.78% 3.125% 4.17%
Other
Saplings
5% 6.25% 8.33% 10%

Apple
s
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[edit]

Frost Walker
Maximum Level

II

Primary Items

None

Secondary Items


Enchantment Weight

1

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. For example, if the player walks onto a river in daylight and stops, they will see the ice gradually melt around (and under) them.

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[edit]

Impaling
Maximum Level

V

Primary Items


Secondary Items

None

Enchantment Weight

2

Java Edition‌
Each level separately adds 2.5 (Heart.svg × 1 14) extra damage to each hit, to "aquatic" mobs only (dolphins, elder guardians, fish, guardians, squids, and turtles, but not drowned as they are classified as undead[2]). Works in melee and ranged attacks.
Bedrock Edition‌
Each level separately adds 2.5 (Heart.svg × 1 14) extra damage to each hit to all mobs when underwater. Works in melee and ranged attacks.

Infinity[edit]

Infinity
Maximum Level

I

Primary Items


Secondary Items

None

Enchantment Weight

1

Shooting doesn't consume regular arrows.

Allows the player to shoot infinite arrows as long as they have at least 1 arrow in their inventory. Fired arrows cannot be retrieved except in Creative mode (where they are erased instead of added to the player's 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[edit]

Knockback
Maximum Level

II

Primary Items


Secondary Items

None

Enchantment Weight

5

Increases knockback.

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

Looting[edit]

Looting
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

2

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 level / (level + 1).
  • 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).
  • 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 looting item when the 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[edit]

Loyalty
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

5

Sounds

Loyalty

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 and Riptide are mutually exclusive. If the two are combined via commands, the trident will become unthrowable, while Riptide still functions normally.

Luck of the Sea[edit]

Luck of the Sea
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

2

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[edit]

Lure
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

2

Increases rate of fish biting the player's hook while fishing.

Decreases wait time until a catch by 5 seconds per level.

If commands are used to get a level higher than level 5 the wait timer will not start and no fish will bite at all.

Mending[edit]

Mending
Maximum Level

I

Primary Items

None

Secondary Items




















Enchantment Weight

2

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.

Mending counts as a treasure enchantment: It 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.

Multishot[edit]

Multishot ‌[upcoming BE 1.8 & 1.14]
Maximum Level

I

Primary Items


Secondary Items

None

Enchantment Weight

?

A Crossbow will shoot 3 arrows each shot, sending them in different directions, but only consume 1 arrow.

Multishot and Piercing are mutually exclusive. If combined using commands, both enchantments function as normal..

Piercing[edit]

Piercing ‌[upcoming 1.14][upcoming BE 1.8]
Maximum Level

IV

Primary Items


Secondary Items

None

Enchantment Weight

?

Shot arrows can pass through level + 1 entities. Arrows shot from a piercing crossbow can still be picked up after piercing a mob, allowing for infinite use of all arrow types, including spectral and tipped arrows.

Piercing and Multishot are mutually exclusive. If combined using commands, both enchantments function as normal.

Power[edit]

Power
Maximum Level

V

Primary Items


Secondary Items

None

Enchantment Weight

10

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

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 (Half Heart.svg) 6 (Heart.svgHeart.svgHeart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg)
I +50% (3.0) 2 (Heart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 14 (Heart.svg × 7) 15 (Heart.svg × 7.5)
II +75% (3.5) 2 (Heart.svg) 11 (Heart.svg × 5.5) 16 (Heart.svg × 8) 18 (Heart.svg × 9)
III +100% (4.0) 2 (Heart.svg) 12 (Heart.svg × 6) 18 (Heart.svg × 9) 20 (Heart.svg × 10)
IV +125% (4.5) 3 (Heart.svgHalf Heart.svg) 14 (Heart.svg × 7) 20 (Heart.svg × 10) 23 (Heart.svg × 11.5)
V +150% (5.0) 3 (Heart.svgHalf Heart.svg) 15 (Heart.svg × 7.5) 23 (Heart.svg × 11.5) 25 (Heart.svg × 12.5)

Anvil required for level V.

Projectile Protection[edit]

Projectile Protection
Maximum Level

IV

Primary Items






Secondary Items

None

Enchantment Weight

5

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[edit]

Protection
Maximum Level

IV

Primary Items






Secondary Items

None

Enchantment Weight

10

Reduces all damage, except damage from the Void, the /kill command, poison 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[edit]

Punch
Maximum Level

II

Primary Items


Secondary Items

None

Enchantment Weight

2

Increases knockback.

Mobs and players are knocked back further. Each level punches back entities 3 blocks further.

Quick Charge[edit]

Quick Charge ‌[upcoming BE 1.8 & 1.14]
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

?

Reduces time for crossbow to load arrow or firework rocket. Higher levels further decrease the loading time.

Respiration[edit]

Respiration
Maximum Level

III

Primary Items



Secondary Items

None

Enchantment Weight

2

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.

Riptide[edit]

Riptide
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

2

Sounds

Allows the trident to be used as a means of fast transportation.

When thrown by a player standing in water or while it's raining, the player will not let go of the trident and will instead travel with it. Higher levels can transport the player further. If the player collides with a mob or another player, it will deal throwing damage. Players can use this to reach higher heights by throwing the trident enchanted with Riptide straight upwards.

Riptide has no effect if the player is not standing in water and it's not raining.

Riptide is mutually exclusive with Loyalty and Channeling (but the latter are not mutually exclusive with each other).

Sharpness[edit]

Sharpness
Maximum Level

V

Primary Items


Secondary Items


Enchantment Weight

10

Increases melee damage.

Adds 1 (Half Heart.svg) extra damage for the first level, and 0.5 (Heart.svg × 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[edit]

Silk Touch
Maximum Level

I

Primary Items




Secondary Items

None

Enchantment Weight

1

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[edit]

Block Normal drops Obtainable with Silk Touch? Notes

Beetroots
1
Beetroot Seeds
if not fully grown

1
Beetroot
and
0-3
Beetroot Seeds
if fully grown

No

Blue ice
*
Nothing Yes

Bookshelf
3
Book
Yes

Cake
*
Nothing No

Carrots
1-4
Carrot
No

Clay
4
Clay
Yes Clay can also be obtained by crafting with the clay balls the block drop, or killing an
Enderman
holding the block.

Coal Ore
*
1
Coal
Yes (only with pickaxe)

Cocoa
1-3
Cocoa Beans
No

Coral Block
*

Dead Coral Block
Yes (only with pickaxe)

Coral
*


Coral Fan
*

Nothing Yes

Diamond Ore
*
1
Diamond
Yes (only with pickaxe)

Double Slab
2
Slab
No All slabs except wooden drop nothing when mined without a pickaxe.

Emerald Ore
*
1
Emerald
Yes (only with pickaxe)

Ender Chest
*
8
Obsidian
Yes

Farmland

Dirt
No

Fire
*
Nothing No Mining puts the fire out.

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.

Grass Block

Dirt
Yes Can also be obtained by killing an
Enderman
holding the block.

Grass Path

Dirt
Yes‌[Bedrock Edition only]
No‌[Java and Legacy Console editions only]

Gravel
90% chance for
Gravel
and

10% chance for
Flint

Partial

Ice
*
Nothing Yes

Infested Block

(Monster Egg)

Spawns 1


Silverfish

No When mined with a Silk Touch tool, it drops the original version of the block, not the monster egg, and no silverfish will spawn.

Inverted Daylight Detector

Daylight Detector
No

Lapis Lazuli Ore
*
4-8
Lapis Lazuli
Yes (only with pickaxe)

Leaves
0-1
Saplings

0-1
Apple
from oak and dark oak leaves

Yes Leaf blocks can also obtained by mining them with shears.

Melon
3-7
Melon
Yes Can also be crafted on the crafting table with 9 melon slices.

Melon Stem
0-4
Melon Seeds
No

Monster Spawner
*
Nothing No The spawner drops experience if mined with a pickaxe.

Mushroom Blocks
0-2
Mushrooms
Yes

Mycelium

Dirt
Yes Can also be obtained by killing an
Enderman
holding the block.

Nether Quartz Ore
*
1
Nether Quartz
Yes (only with pickaxe)

Nether Wart
1-4
Nether Wart
No

Packed Ice
*
Nothing Yes

Podzol

Dirt
Yes Can also be obtained by killing an
Enderman
holding the block.

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 (only with pickaxe)

Sea Lantern
2-3
Prismarine Crystals
Yes

Snow
*
1
Snowball
Yes (only with shovel) Can craft 6 using 3 snow blocks.

Snow Block
*
4
Snowball
Yes (only with shovel) Can also be crafted with 4 snowballs.

Stone
*

Cobblestone
Yes (only with pickaxe) Can also be smelted from cobblestone.

Turtle Egg
*
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[edit]

Smite
Maximum Level

V

Primary Items


Secondary Items


Enchantment Weight

5

Increases damage to "undead" mobs (skeletons, zombies, withers, wither skeletons, zombie pigmen, skeleton horses, phantoms and drowned).

Each level separately adds 2.5 (Heart.svg × 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[edit]

Sweeping Edge
Maximum Level

III

Primary Items


Secondary Items

None

Enchantment Weight

2

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 (Heart.svgHeart.svg) 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 (Heart.svgHeart.svgHeart.svgHeart.svg) sweep damage. Any sword without Sweeping Edge enchantment will deal 1 + Attack_Damage * (0 / (0 + 1)) = 1 (Half Heart.svg) 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[edit]

Thorns
Maximum Level

III

Primary Items


Secondary Items





Enchantment Weight

1

Sounds

Thorns

Attackers are damaged when they deal damage to the wearer.

Gives a Level × 15% chance of inflicting 1 (Half Heart.svg)-4 (Heart.svgHeart.svg) (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[edit]

Unbreaking
Maximum Level

III

Primary Items













Secondary Items







Enchantment Weight

5

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[edit]

IDs[edit]

Java Edition:

Enchantment Name
Protection protection
Fire Protection fire_protection
Feather Falling feather_falling
Blast Protection blast_protection
Projectile Protection projectile_protection
Thorns thorns
Respiration respiration
Depth Strider depth_strider
Aqua Affinity aqua_affinity
Sharpness sharpness
Smite smite
Bane of Arthropods bane_of_arthropods
Knockback knockback
Fire Aspect fire_aspect
Looting looting
Efficiency efficiency
Silk Touch silk_touch
Unbreaking unbreaking
Fortune fortune
Power power
Punch punch
Flame flame
Infinity infinity
Luck of the Sea luck_of_the_sea
Lure lure
Frost Walker frost_walker
Mending mending
Curse of Binding binding_curse
Curse of Vanishing vanishing_curse
Impaling impaling
Riptide riptide
Loyalty loyalty
Channeling channeling
Sweeping Edge sweeping
Multishot multishot
Piercing piercing
Quick Charge quick_charge

Bedrock Edition:

Enchantment Name Numeral ID
Protection protection 0
Fire Protection fire_protection 1
Feather Falling feather_falling 2
Blast Protection blast_protection 3
Projectile Protection projectile_protection 4
Thorns thorns 5
Respiration respiration 6
Depth Strider depth_strider 7
Aqua Affinity aqua_affinity 8
Sharpness sharpness 9
Smite smite 10
Bane of Arthropods bane_of_arthropods 11
Knockback knockback 12
Fire Aspect fire_aspect 13
Looting looting 14
Efficiency efficiency 15
Silk Touch silk_touch 16
Unbreaking durability 17
Fortune fortune 18
Power power 19
Punch punch 20
Flame flame 21
Infinity infinity 22
Luck of the Sea luck_of_the_sea 23
Lure lure 24
Frost Walker frost_walker 25
Mending mending 26
Curse of Binding binding_curse 27
Curse of Vanishing vanishing_curse 28
Impaling impaling 29
Riptide riptide 30
Loyalty loyalty 31
Channeling channeling 32
Multishot multishot ?
Piercing piercing ?
Quick Charge quick_charge ?

Item data[edit]


  •  tag: The item's tag tag.

    •  Enchantments: Contains enchantments on this item that affect the way the item works.

      • : A single enchantment.

        •  id: The name of the enchantment.

        •  lvl: The level of the enchantment, where 1 is level 1.

    •  StoredEnchantments: Contains enchantments for enchanted books.

      • : A stored enchantment, identical structure to each enchantment in Enchantments.

    •  RepairCost: Number of enchantment levels to add to the base level cost when repairing, combining, or renaming this item with an Anvil.

Videos

[edit]

History[edit]

Java Edition
1.0.0 September 30, 2011First mentions of the enchantment table.[3][4]. According to a picture Notch posted of the enchantment table,[5] 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.
October 3, 2011The first images of a player wearing enchanted armor are revealed.
Beta 1.9 Prerelease 3 Basics of enchanting have been added, along with the enchanting table. It does not require bookshelves to get maximum enchantments. Many enchantments are not yet in the game. Enchantments are to be labeled in the enchanting table as random words written in the Standard Galactic Alphabet.
Beta 1.9 Prerelease 4 A bug where all enchantments would show up as Feather Falling I has been fixed.
Enchanting has been now properly enabled enchanting on 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.
1.1 ?Added four bow enchantments: Power, Flame, Punch, and Infinity.
1.2.1 12w05a Enchanting will now no longer requires experience in Creative mode.
12w06a Bows and golden swords will now have a small chance of being already enchanted when dropped by their respective mobs.
1.3.1 12w17a Ice and glass panes can again now be collected with a Silk Touch-enchanted tool.
12w22a The maximum enchantment power has been lowered from 50 to 30.
Experience is now collectable with mining and smelting in a furnace.
12w23a Glint (animated glow effect) on enchanted tools and armor is now visible on multiplayer.
1.4.2 12w34a Flame enchanted bows will now ignite TNT blocks.
12w41a Enchantments can now be combined using anvils, allowing some high level enchantments to be applied where they were not previously possible.
1.4.4 pre Enchantments can now be applied using /enchant. However, Protection is unavailable due to a bug.
1.4.6 12w49a /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.
12w50a Added a new armor enchantment: Thorns.
The player can now add the Silk Touch enchantment to shears and the Unbreaking enchantment to anything that has durability.
Efficiency has been nerfed a bit, so that enchanted tools that don't match the block the player is breaking will no longer work as quickly as before (e.g. Efficiency V Pickaxes no longer instantly break dirt or wood logs).
1.5 ?Efficiency has been completely nerfed when using tools on the wrong block types - they will now break the block at the same rate as the player's bare fists.
1.7.2 13w36a Added 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.
1.8 14w02a Enchanting has received 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 now be applied without the use of an anvil.
Villager trading has been revamped, causing clerics to no longer enchant items, while black apron villagers will trade enchanted items.
14w04a Looting will now give a 1 percentage point increase per level to the chance of getting rare drops.
14w25a Added a new enchantment for boots: Depth Strider.
1.9 15w36a Reduced benefits for Sharpness and the protection enchantments. Previously, Sharpness added 1.25 (Half Heart.svg) damage per level; see Armor/Before 1.9#Enchantments for the effect of pre-1.9 Protection.
15w42a Added 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 now no longer display the level, e.g. "Infinity" rather than "Infinity I".
15w43a Frost Walker will now no longer work on flowing water.
15w43c Lure will now no longer affects loot.
15w44a Mending is now available at lower enchantment levels.
15w47b Silk Touch may no longer be added to shears.
15w47c Silk Touch is no longer required to collect cobwebs.
15w49a Frost Walker will now work when standing on transparent blocks.
15w51a Frost Walker will no longer affect water blocks that do not have an air block above.
1.10 16w20a Mobs with frost walker boots will now not take damage when walking on the new magma blocks.
1.11 16w32a The block entity ID for the enchantment table is changed from EnchantTable to enchanting_table.
16w39a Added Curse of Binding and Curse of Vanishing.
1.11.1 16w50a Added a new enchantment for swords: Sweeping Edge.
Infinity and Mending are now mutually exclusive.
?Anvils will now 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.
1.13 17w47a Renamed "Enchantment Table" to "Enchanting Table."
Hoes can now be enchanted.
Prior to The Flattening, this block's numeral ID was 116.
18w07a The addition of tridents has added 4 new enchantments that can be applied to them: Loyalty, Impaling, Riptide, and Channeling.
18w08b The Respiration enchantment will now no longer grant enhanced vision underwater.
18w14a Riptide is now no longer compatible with Loyalty or Channeling.
Upcoming Java Edition
1.14 18w43a Added 3 new enchantments for crossbows: Multishot, Quick Charge, and Piercing.
Pocket Edition Alpha
0.12.1 build 1 Added the enchanting system and enchantment tables.
Enchantment tables will 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 11 Enchanting tables are now craftable in the crafting table, instead of the stonecutter.
Pocket Edition
1.1 alpha 1.1.0.0 Added Mending and Frost Walker enchantments.
Bedrock Edition
1.4 beta 1.2.13.8 Added Loyalty, Impaling, Riptide, and Channeling as part of Experimental Gameplay, able to be applied to the new tridents.
beta 1.2.13.11 When Experimental Gameplay is enabled, tridents can now be enchanted.
beta 1.2.14.2 Fully implemented Loyalty, Impaling, Riptide, and Channeling.
Tridents are now fully implemented and can now be enchanted.
1.8 beta 1.8.0.10 Added 3 new enchantments for crossbows: Multishot, Quick Charge, and Piercing.
Legacy Console Edition
TU7CU11.0Patch 1Patch 1Added the enchanting system and enchanting tables.
TU31CU191.22Patch 3Added the Luck of the Sea, Lure and Depth Strider enchantments.
Enchanting will now consume lapis lazuli.
Enchanting has now been re-balanced.
Enchanted Books can now receive multiple enchants at once.
TU43CU331.36Patch 13Added the Frost Walker and Mending enchantments.
TU54CU441.52Patch 24Patch 4Added Curse of Binding and Curse of Vanishing.
TU691.76Patch 38The addition of tridents has added 4 new enchantments that can be applied to them: Loyalty, Impaling, Riptide, and Channeling.


Issues[edit]

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

Gallery[edit]

See also[edit]

References[edit]

External links[edit]