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Increases the maximum number of items for most common drops by 1 per level. It increases the 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). Looting also increases the chance of rare drops and equipment drops by 1 percentage point per level.
Looting 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 or thrown tridents, as long as the player is holding the looting item when the arrow or trident lands.
Looting still applies to mobs killed with a sweep attack.
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 2500) may crash the game due to too many dropped item entities.
|Name||Namespaced ID||Translation key|
|Name||Namespaced ID||Numeric ID||Translation key|
|1.0.0||Beta 1.9 Prerelease 3||Added Looting, which can be applied to swords.|
|1.8||14w04a||Looting now gives a 1 percentage point increase per level to the chance of getting rare drops.|
|Upcoming Java Edition|
|Combat Tests||Combat Test 4||Looting can now be applied to axes.|
|Pocket Edition Alpha|
|0.12.1||build 1||Added Looting.|
|Legacy Console Edition|