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Minecraft:Enchanting table mechanics: Difference between revisions

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[[File:Enchanting Table.gif|thumb]]
[[File:Enchanting Table GUI.png|thumb|Enchanting interface {{in|JE}}]]
[[File:Enchanting Table GUI BE.png|thumb|Enchanting interface {{in|BE}}]]


This article is about the '''mechanics''' of [[Minecraft:enchanting]] with [[Minecraft:enchanting table]]s.
This article is about the '''mechanics''' of [[Minecraft:enchanting]] with [[Minecraft:enchanting table]]s.
== Basic mechanics ==
Whenever the player places an eligible item on the [[Minecraft:enchanting table]], the enchantment levels available are randomly generated for each slot using the formula below. The enchantment level is dependent upon the number of nearby [[Minecraft:bookshelves]] (capped at 15) and which slot position it is in.
:Base enchantment level available (''base'') = (randomInt(1,8) + floor(''b'' / 2) + randomInt(0,''b'')),
where ''b'' is the number of nearby bookshelves (maximum of 15) and randomInt(x,y) generates a uniformly distributed random integer between ''x'' and ''y'', inclusive. This is then modified according to the slot position:
:Top slot enchantment level = floor(max(''base'' / 3, 1))
:Middle slot enchantment level = floor((''base'' × 2) / 3 + 1)
:Bottom slot enchantment level = floor(max(''base'',''b'' × 2))
where max(x,y) returns the greater of two values x and y.
{| class="center small wikitable" data-description="Bookshelf usage"
|-
! # of bookshelves
| 0
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| 11
| 12
| 13
| 14
| 15
|-
! Min level (in top slot)
| 1
| 1
| 1
| 1
| 1
| 1
| 1
| 1
| 1
| 1
| 2
| 2
| 2
| 2
| 2
| 2
|-
! Max level (in bottom slot)
| 8
| 9
| 11
| 12
| 14
| 15
| 17
| 18
| 20
| 21
| 23
| 24
| 26
| 27
| 29
| 30
|}
{| class="center small wikitable" data-description="Bookshelf usage"
|-
! # of bookshelves
| 0
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| 11
| 12
| 13
| 14
| 15
|-
! Level range of top slot
| 1–2
| 1–3
| 1–3
| 1–4
| 1–4
| 1–5
| 1–5
| 1–6
| 1–6
| 1–7
| 2–7
| 2–8
| 2–8
| 2–9
| 2–9
| 2–10
|-
! Level range of middle slot
| 1–6
| 1–7
| 2–8
| 2–9
| 3–10
| 3–11
| 3–12
| 3–13
| 4–14
| 4–15
| 5–16
| 5–17
| 5–18
| 5–19
| 6–20
| 6–21
|-
! Level range of bottom slot
| 1–8
| 2–9
| 4–11
| 6–12
| 8–14
| 10–15
| 12–17
| 14–18
| 16–20
| 18–21
| 20–23
| 22–24
| 24–26
| 26–27
| 28–29
| 30
|}
Note that a higher experience cost for a specific slot does not necessarily mean that the enchantments from that slot are better than the others with less cost.
In Creative mode, no experience or lapis is needed.


== Bookshelf placement ==
== Bookshelf placement ==
Nearby [[Minecraft:bookshelves]] raise the available enchantment levels; without any bookshelves, the [[Minecraft:Experience|experience level]] requirement never exceeds 8. The maximum number of bookshelves affecting enchantment level is 15.
Nearby [[Minecraft:bookshelves]] raise the [[#Experience cost|experience cost]], which increases the value of the offered enchantments. The maximum number of active bookshelves is 15, and further bookshelves are ignored.


In order to have an effect, a [[Minecraft:bookshelf]] must be placed exactly 2 blocks, laterally, off the enchanting table and be on the same level or one block height above the table. Additionally, the bookshelf must not be blocked. The meaning of "blocked" differs in both {{els|java|bedrock}}.
In order to have an effect, the bookshelves must be placed exactly two blocks from the [[Minecraft:enchanting table]] along one horizontal axis, up to two blocks along the other, and on the same height as the table or one block higher. Additionally, the bookshelf must not be blocked, the exact definition of which differes between the {{els|java|bedrock}}.


=== ''Bedrock Edition'' ===
=== ''Bedrock Edition'' ===
Line 197: Line 50:


=== ''Java Edition'' ===
=== ''Java Edition'' ===
The space between the bookshelf and table at the height of the bookshelf must be [[Minecraft:air]] or a replaceable block like snow or grass. For corner bookshelves, the space between is 1 block diagonal from the enchanting table; for all other bookshelves, the gap must be to the side of the enchanting table. This is illustrated in the following diagrams (the blank spaces are air, and the {{BlockSprite|beacon-revision-1}} do not matter):
The space between the bookshelf and table at the height of the bookshelf must be a block in the tag {{Tag link|block|enchantment_power_transmitter}} like [[Minecraft:air]], [[Minecraft:snow]] and [[Minecraft:short grass]]. For corner bookshelves, the space between is 1 block diagonal from the enchanting table; for all other bookshelves, the gap must be to the side of the enchanting table. This is illustrated in the following diagrams (the blank spaces are air, and the {{BlockSprite|beacon-revision-1}} do not matter):


{| data-description="Bookshelf placement schematics"
{| data-description="Bookshelf placement schematics"
Line 257: Line 110:
}}
}}


=== Selecting an enchantment level ===
With a [[Minecraft:data pack]], it's possible to replace the bookshelf with a block in the tag {{tag link|block|enchantment_power_provider}}.
As enchantments offered depend on the enchantment level and the enchantment level depends on the number of active bookshelves, an easy way to change the enchantments offered is to disable bookshelves by placing torches between them and the enchanting table. That way one can still have the entire 'ring' of bookshelves around the table but get lower-level enchantments. Breaking the torches restores the effect of the bookshelves.
 
== Requirements ==
For an item to be enchanttable, it must fulfill these conditions:
* It is enchantable, meaning {{in|je}} it has the components {{DCL|enchantable}} and {{DCL|enchantments}}.{{info needed|What components are required in BE?}}
* It has no enchantments, meaning {{in|je}} the component {{DCL|enchantments}} must be empty.{{info needed|What is the component called in BE?}}
 
If the item meets the conditions but has no available enchantments, it will be possible to select the slot at the enchanting table, but nothing will happen.
 
== Experience cost ==
When an item is placed in an [[Minecraft:enchanting table]], the [[Minecraft:experience]] cost of each enchantment slot is selected depending on the slot and the number of [[#Bookshelf placement|nearby]] [[Minecraft:bookshelves]], which is capped at 15.
 
For each slot, a base experience cost is calculated as:
 
: <math>xpBase\gets 1+\text{randInt}\left(7\right)+\left\lfloor\frac{\min\left(15,bookshelves\right)}2\right\rfloor+\text{randInt}\left(\min\left(15,bookshelves\right)\right)</math>
: where <math>\text{randInt}</math> generates a random integer in range <math>0</math> to <math>n</math> (both included).


==== ''Bedrock Edition'' ====
The final experience cost is then calculated depending on the slot:
[[File:Enchantment table bookshelf placement.png|thumb|right]]
: Top slot: <math>xpCost\gets \left\lfloor\max\left(1,\frac{xpBase}3\right)\right\rfloor</math>
: Middle slot: <math>xpCost\gets \left\lfloor\frac{2\cdot xpBase}3\right\rfloor+1</math>
: Bottom slot: <math>xpCost\gets \left\lfloor\max\left(xpBase,2\cdot bookshelves\right)\right\rfloor</math>


With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained:
{| class="wikitable" style="text-align: center;"
{| class="wikitable collapsible collapsed" style="text-align:center" data-description="Torch placement vs. active bookshelves"
! Bookshelves || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15
!{{BlockSprite|black-wool}}!!{{BlockSprite|blue-wool}}!!{{BlockSprite|red-wool}}!!{{BlockSprite|white-wool}}!! class="collapse-button" |Active bookshelves
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||0
! Experience cost of top slot
| 1–2 || 1–3 || 1–3 || 1–4 || 1–4 || 1–5 || 1–5 || 1–6 || 1–6 || 1–7 || 2–7 || 2–8 || 2–8 || 2–9 || 2–9 || 2–10
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||1
! Experience cost of middle slot
| 1–6 || 1–7 || 2–8 || 2–9 || 3–10 || 3–11 || 3–12 || 3–13 || 4–14 || 4–15 || 5–16 || 5–17 || 5–18 || 5–19 || 6–20 || 6–21
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||2
! Experience cost of bottom slot
| 1–8 || 2–9 || 4–11 || 6–12 || 8–14 || 10–15 || 12–17 || 14–18 || 16–20 || 18–21 || 20–23 || 22–24 || 24–26 || 26–27 || 28–29 || 30
|}
 
== Enchantment selection ==
This section describes how enchantments for an item are selected for a given experience cost.
 
This process is used by various mechanics:
* When enchanting with an [[Minecraft:enchanting table]].
* {{IN|je}} when generating items with the [[Minecraft:item modifier]] {{cd|enchant_with_levels}}, which is used in [[Minecraft:villager trade definition]]s for [[Minecraft:trade|traded equipments]] and [[Minecraft:loot tables]] for [[Minecraft:generated loot]] and [[Minecraft:fishing]].
* {{IN|be}} when generating [[Minecraft:trade|traded equipments]], [[Minecraft:generated loot]], and [[Minecraft:fishing]].
* {{IN|je}} when generating items with the [[Minecraft:enchantment provider]]s {{cd|enchantments_by_cost}} or {{cd|enchantments_by_cost_with_difficulty}}, which is used for [[Minecraft:Geared mobs|gearing mobs]].
* {{IN|be}} when [[Minecraft:Geared mobs|gearing mobs]].
 
=== Enchantment cost ===
For each slot, the enchantment cost, which is not shown in game, is calculated depending on the item's [[Minecraft:Enchanting table mechanics#Enchantability|enchantability]] and the experience cost:
 
:<math>eCost\gets \text{round}\left(\left(xpCost+1+\text{randInt}\left(\left\lfloor\frac{enchantability}4\right\rfloor\right)+\text{randInt}\left(\left\lfloor\frac{enchantability}4\right\rfloor\right)\right)\cdot\left(1+\text{randTri}\left(n\right)\right)\right)</math>
: where <math>\text{randInt}\left(n\right)</math> generates a random integer in range <math>0</math> to <math>n</math> (both included)
: and <math>\text{randTri}\left(n\right)</math> generates a random number in range <math>-n</math> (included) to <math>n</math> (excluded) with {{w|triangular distribution}}:
:: <math>\text{randTri}\left(n\right)\mapsto\left(\text{randFloat}\left(\right)+\text{randFloat}\left(\right)-1\right)\cdot n</math>
:: where <math>\text{randFloat}\left(\right)</math> generates a random number in range <math>0</math> (included) to <math>1</math> (excluded).
 
{{Anchor|Enchantability}}
{{IN|je}}, an item's enchantability is stored in the {{DCL|minecraft:enchantable}} item component.
 
{| class="wikitable collapsible"
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|air}}||3
! Item
! Enchantability
! <math>\left\lfloor\frac{enchantability}4\right\rfloor</math>
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||4
| {{ItemLink|Gold Armor}}
| style="text-align: center;" | 25
| style="text-align: center;" | 6
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||5
| {{ItemLink|id=All Gold Tools Weapons|text=Golden Weapons and Tools|link=Gold#Gear_and_tools}}
| style="text-align: center;" | 22
| style="text-align: center;" | 5
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||6
| {{ItemLink|Leather Armor}}<br>{{ItemLink|Mace}}<br>{{ItemLink|Netherite Armor}} <br>{{ItemLink|id=All Netherite Tools Weapons|text=Netherite Weapons and Tools|link=Netherite#Gear_and_tools}} <br>{{ItemLink|id=All Wooden Tools Weapons|text=Wooden Weapons and Tools|link=Wood_(disambiguation)#Tools_and_weapons}}
| style="text-align: center;" | 15
| style="text-align: center;" | 3
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|air}}||7
|  
{{ItemLink|id=All Iron Tools Weapons|text=Iron Weapons and Tools|link=Iron#Gear_and_tools}}
| style="text-align: center;" | 14
| style="text-align: center;" | 3
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||8
|  
{{ItemLink|id=All Copper Tools Weapons|text=Copper Weapons and Tools|link=Copper#Gear_and_tools}}
| style="text-align: center;" | 13
| style="text-align: center;" | 3
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||{{BlockSprite|air}}|| 9
| {{ItemLink|Chainmail Armor}}
| style="text-align: center;" | 12
| style="text-align: center;" | 3
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||10
| {{ItemLink|Diamond Armor}}<br>{{ItemLink|id=All Diamond Tools Weapons|text=Diamond Weapons and Tools|link=Diamond_(disambiguation)#Items}}
| style="text-align: center;" | 10
| style="text-align: center;" | 2
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|air}}||11
| {{ItemLink|Iron Armor}}<br>{{ItemLink|Turtle Shell}}
| style="text-align: center;" | 9
| style="text-align: center;" | 2
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||12
| {{ItemLink|Copper Armor}}
| style="text-align: center;" | 8
| style="text-align: center;" | 2
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||13
| {{ItemLink|id=All Stone Tools Weapons|text=Stone Weapons and Tools|link=Stone_(disambiguation)#Tools_and_Weapons}}
| style="text-align: center;" | 5
| style="text-align: center;" | 1
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||14
| {{Collapse|title=All other enchantable items|content={{ItemLink|Book}}<br>{{ItemLink|Bow}}<br>{{ItemLink|Crossbow}}<br>{{ItemLink|Fishing Rod}}<br>{{ItemLink|Trident}}}}
|-
| style="text-align: center;" | 1
|{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|air}}||15
| style="text-align: center;" | 0
|}
|}


==== ''Java Edition'' ====
=== Candidates ===
[[File:Enchantment table bookshelf placement 1.18.2.png|alt=|thumb]]
{{IN|JE}}, the initial candidates are:
 
* the enchanting table's list of enchantments are stored in the tag {{tag link|enchantments|in_enchanting_table}}.
 
* the [[Minecraft:item modifier]] {{cd|enchant_with_levels}} can overwrite that list of enchantments with its field {{cd|options}}, which default is used by the tags {{tag link|enchantments|on_random_loot|on_traded_equipment}}.
 
* [[Minecraft:enchantment provider]]s use the field {{cd|enchantments}}, which default to the tag {{tag link|enchantments|on_mob_spawn_equipment}}.
 
In vanilla, this means that all [[Minecraft:Enchantment#Treasure|non-treasure]] enchantments are initially candidates, and that for [[Minecraft:generated loot]] and [[Minecraft:fishing]], [[Minecraft:Curse of Binding]], [[Minecraft:Curse of Vanishing]], [[Minecraft:Frost Walker]], and [[Minecraft:Mending]] are also initial candidates.
 
If the item to enchant is not a [[Minecraft:book]], all enchantments to which the item is not a [[Minecraft:Enchantment#Descriptions|primary item]] are removed.


With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained:
Finally, the level for each enchantment is determined. The enchantment's highest level for which the enchantment cost falls within its [[#Receivable enchantments|cost range]] is the candidate, and if the cost is not within any of its ranges, the enchantment is removed.
{| class="wikitable collapsible collapsed" style="text-align:center" data-description="Torch placement vs. active bookshelves"
 
!{{BlockSprite|black-wool}}!!{{BlockSprite|blue-wool}}!!{{BlockSprite|red-wool}}!! class="collapse-button" |Active bookshelves
{{IN|JE}}, enchantments, including which other enchantments they're exclusive with, what items are primary to them, and the cost ranges of their levels are defined in [[Minecraft:enchantment definition]]. Books being primary to all enchantments is [[Minecraft:Hardcoded_item_properties_(Java_Edition)#EnchantmentHelper|hardcoded]].
 
=== Selection  ===
 
The selection uses repetition, in which it selects one of the candidate enchantments and has a chance to repeat and add additional enchantments. The change of the enchantment cost in this final stage does not retroactively change the set of candidate.
 
# A random candidate is selected based on [[#Receivable enchantments|weights]], meaning the chance of a candidate being selected is its weight divided by the total weight of the current candidates.
# The selected candidate and [[Minecraft:Enchantment#Behavior|incompatible]] ones are removed from the set of candidates, and if no candidates remain, the selection ends.
# If a chance of <math>\frac{eCost+1}{50}</math> is fails, the enchantment selection ends.
# The enchantment cost (<math>eCost</math>) is divided by two and rounded down, and the process returns to step 1.
 
Finally after the loop, if the item is a [[Minecraft:book]], an [[Minecraft:enchanting table]] is used, and multiple enchantments were selected, a random one is removed.
 
== Storing enchantments ==
If the item being enchanted is a [[Minecraft:book]], it will be turned into an [[Minecraft:enchanted book]] and {{in|je}} the enchantments are stored in the {{DCL|stored_enchantments}} component.
 
{{IN|je}}, for all other items, the enchantments are stored in the {{DCL|enchantments}} component.
 
== Enchanting seed ==
The [[Minecraft:enchantment]]s that [[Minecraft:enchanting table]]s offer are determined using the enchanting seed that is stored under {{code|XpSeed}} in each [[Minecraft:player.dat format|player's data]]. After enchanting an item, the player's seed is regenerated, resulting in different enchantments.
 
This means enchanting tables with the same number of [[#Bookshelf placement|nearby]] [[Minecraft:Bookshelf|bookshelves]] will offer the same enchantments for all items with the same [[#Enchantability|enchantability]] and the same [[#Receivable enchantments|possible enchantments]] (same item-type or one of pickaxes, shovels or hoes) until an item is enchanted.
 
=== Initial seed ===
{{exclusive|java|section=1}}
When joining a world for the first time, the seed is initialized to {{code|0}}, however when joining a world with an already present enchanting seed of {{code|0}}, it will be regenerated.<ref>{{bug|MC-92803}}</ref>
 
This meaning leaving and rejoining a world for the first time gives new enchantments without enchanting an item, and the first enchantment before ever leaving a world will always give the same enchantment for the same item-bookshelves-combination,such as [[Minecraft:Looting]] III and [[Minecraft:Unbreaking]] III for a [[Minecraft:Netherite Sword]] with 15 bookshelves.
 
== Receivable enchantments ==
The given cost-ranges are the effective ranges.<ref>In the games code, there are overlaps between some ranges and some other ranges have negative sizes, however in cases of overlaps the higher level always wins, and negative ranges make the level impossible to receive, so the overlaps and negative ranges have been removed for simplicit, which does not affect outcomes in any way.</ref>
 
{| class="wikitable" style="text-align: center;"
! Item
! Enchantment
! Compatibility
! Weight
! Level <span style="font-family: serif;">I</span><br>cost
! Level <span style="font-family: serif;">II</span><br>cost
! Level <span style="font-family: serif;">III</span><br>cost
! Level <span style="font-family: serif;">IV</span><br>cost
! Level <span style="font-family: serif;">V</span><br>cost
 
|-
| rowspan=8 | {{ItemLink|Helmet}}
 
| [[Minecraft:Aqua Affinity]] || || 2 || 1–41 || || || ||
|-
| [[Minecraft:Respiration]] || || 2 || 10–19 || 20–29 || 30–60 || ||
|-
| [[Minecraft:Thorns]]{{only|be|short=1}} || || 1 || 10–29 || 30–49 || 50–100 || ||
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||0
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||1
| [[Minecraft:Blast Protection]] || {{Tc|rowspan=4|No|Incompatible<br>with each other}} || 2 || 5–12 || 13–20 || 21–28 || 29–37 ||
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||2
| [[Minecraft:Fire Protection]] || 5 || 10–17 || 18–25 || 26–33 || 34–42 ||
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}||3
| [[Minecraft:Projectile Protection]] || 5 || 3–8 || 9–14 || 15–20 || 21–27 ||
|-
| [[Minecraft:Protection]] || 10 || 5–12 || 13–20 || 21–28 || 29–37 ||
 
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}||4
| rowspan=6 | {{ItemLink|Chestplate}}
 
| [[Minecraft:Thorns]] || || 1 || 10–29 || 30–49 || 50–100 || ||
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}||5
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}||6
| [[Minecraft:Blast Protection]] || {{Tc|rowspan=4|No|Incompatible<br>with each other}} || 2 || 5–12 || 13–20 || 21–28 || 29–37 ||
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}||7
| [[Minecraft:Fire Protection]] || 5 || 10–17 || 18–25 || 26–33 || 34–42 ||
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|torch}}||8
| [[Minecraft:Projectile Protection]] || 5 || 3–8 || 9–14 || 15–20 || 21–27 ||
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}{{BlockSprite|torch}}||{{BlockSprite|air}}||9
| [[Minecraft:Protection]] || 10 || 5–12 || 13–20 || 21–28 || 29–37 ||
 
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||10
| rowspan=6 | {{ItemLink|Leggings}}
 
| [[Minecraft:Thorns]]{{only|be|short=1}} || || 1 || 10–29 || 30–49 || 50–100 || ||
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|torch}}||11
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|torch}}||12
| [[Minecraft:Blast Protection]] || {{Tc|rowspan=4|No|Incompatible<br>with each other}} || 2 || 5–12 || 13–20 || 21–28 || 29–37 ||
|-
|-
|{{BlockSprite|torch}}||{{BlockSprite|air}}||{{BlockSprite|air}}||13
| [[Minecraft:Fire Protection]] || 5 || 10–17 || 18–25 || 26–33 || 34–42 ||
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|torch}}||{{BlockSprite|air}}||14
| [[Minecraft:Projectile Protection]] || 5 || 3–8 || 9–14 || 15–20 || 21–27 ||
|-
|-
|{{BlockSprite|air}}||{{BlockSprite|air}}||{{BlockSprite|air}}||15
| [[Minecraft:Protection]] || 10 || 5–12 || 13–20 || 21–28 || 29–37 ||
|}


== How enchantments are chosen ==
|-
"Enchantment level" is the required experience level (the green number on the bottom-right).
| rowspan=8 | {{ItemLink|Boots}}
"Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has a power of 4.
The enchantment algorithm uses a three-step process.


=== Step one – Applying modifiers to the enchantment level ===
| [[Minecraft:Feather Falling]] || || 5 || 5–10 || 11–16 || 17–22 || 23–29 ||
The first thing that ''Minecraft'' does is apply two modifiers to the base enchantment level. Each modifier is restricted to a certain range, with numbers close to the middle of the range more common than those near the ends.
|-
| [[Minecraft:Thorns]]{{only|be|short=1}} || || 1 || 10–29 || 30–49 || 50–100 || ||
|-
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
| [[Minecraft:Blast Protection]] || {{Tc|rowspan=4|No|Incompatible<br>with each other}} || 2 || 5–12 || 13–20 || 21–28 || 29–37 ||
|-
| [[Minecraft:Fire Protection]] || 5 || 10–17 || 18–25 || 26–33 || 34–42 ||
|-
| [[Minecraft:Projectile Protection]] || 5 || 3–8 || 9–14 || 15–20 || 21–27 ||
|-
| [[Minecraft:Protection]] || 10 || 5–12 || 13–20 || 21–28 || 29–37 ||
|-
| [[Minecraft:Depth Strider]] || {{Tc|No|Incompatible<br>with [[Minecraft:Frost Walker]]}} || 2 || 10–19 || 20–29 || 30–45 || ||


==== Enchantability ====
|-
The first modifier is based on the item's "enchantability," which depends on the material and the type of the item (see the table below). Other enchantable items such as books, bows, crossbows, tridents, and fishing rods have an enchantability of 1 for this purpose. {{IN|java}}, an item's enchantability is stored in the [[Minecraft:Data component format#enchantable|'''minecraft:enchantable''' item component]] and can be changed with commands. ''Minecraft'' picks a number between 0 and ''half'' the enchantability, then adds that number plus one to the enchantment level. This random value follows a [[Minecraft:wikipedia:Triangular_distribution|triangular distribution]] (like rolling a pair of dice and adding) so results close to a quarter of the enchantability are much more likely than results at the extremes.
| rowspan=8 | {{ItemLink|Sword}}


{{For|a list of which enchantments can be obtained through enchanting|#List of enchantments}}
| [[Minecraft:Fire Aspect]] || || 2 || 10–19 || 20–80 || || ||
 
|-
{| class="wikitable" style="text-align: center;" data-description="Material enchantability"
| [[Minecraft:Knockback]] || || 5 || 5–24 || 25–75 || || ||
|-
|-
!Material/Item
| [[Minecraft:Looting]] || || 2 || 15–23 || 24–32 || 33–83 || ||
!Enchantability
!Armor enchantability (if different)
|-
|-
| style="text-align: left"|{{ItemLink|Book}}<br>{{ItemLink|Bow}}<br>{{ItemLink|Crossbow}}<br>{{ItemLink|Fishing Rod}}<br>{{ItemLink|Trident}}
| [[Minecraft:Sweeping Edge]]{{only|je|short=1}} || || 2 || 5–13 || 14–22 || 23–38 || ||
| style="background: light-dark(#ffc7ce, #533b3b);text-align: center" colspan="2" |1
|-
|-
| style="text-align: left"|{{BlockLink|text=Stone|Cobblestone}}
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
| style="background: light-dark(#ffd5d2, #55423c);text-align: center" colspan="2" |5
|-
|-
| style="text-align: left"|{{ItemLink|Turtle Shell}}
| [[Minecraft:Bane of Arthropods]] || {{Tc|rowspan=3|No|Incompatible<br>with each other}} || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
| style="background: light-dark(#ffe3d6, #57493d);text-align: center" colspan="2" |9
|-
|-
| style="text-align: left"|{{ItemLink|Diamond}}
| [[Minecraft:Sharpness]] || 10 || 1–11 || 12–22 || 23–33 || 34–44 || 45–65
| style="background: light-dark(#fff1d9, #59503e);text-align: center" colspan="2" |10
|-
|-
| style="text-align: left"|{{ItemSprite|Chainmail Chestplate}} Chainmail
| [[Minecraft:Smite]] || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
| style="background: light-dark(#ffffdd, #5b573f);text-align: center" colspan="2" |12
 
|-
|-
| style="text-align: left"|{{ItemLink|text=Copper|Copper Ingot}}
| rowspan=8 | {{ItemLink|Spear}}
| style="background: light-dark(#f1fbd9, #53563e);text-align: center" |13
 
| style="background: light-dark(#f1fbd9, #53563e);text-align: center"  |8
| [[Minecraft:Fire Aspect]] || || 2 || 10–19 || 20–80 || || ||
|-
|-
| style="text-align: left"|{{ItemLink|text=Iron|Iron Ingot}}
| [[Minecraft:Knockback]] || || 5 || 5–24 || 25–75 || || ||
| style="background: light-dark(#e2f7d6, #4b553e);text-align: center" |14
| style="background: light-dark(#e2f7d6, #4b553e);text-align: center" |9
|-
|-
| style="text-align: left"|{{BlockLink|id=Oak Planks|link=Planks|Wooden}}<br>{{ItemLink|Leather}}<br>{{ItemLink|text=Netherite|Netherite Ingot}}<br>{{ItemLink|Mace}}
| [[Minecraft:Looting]] || || 2 || 15–23 || 24–32 || 33–83 || ||
| style="background: light-dark(#d4f3d2, #43543d);text-align: center" colspan="2" |15
|-
|-
| style="text-align: left"|{{ItemLink|text=Golden|Gold Ingot}}
| [[Minecraft:Lunge]] || || 5 || 5–12 || 13–20 || 21–41 || ||
| style="background: light-dark(#c6efce, #3b533c);text-align: center" |22
|-
| style="background: light-dark(#c6efce, #3b533c);text-align: center" |25
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|}
|-
| [[Minecraft:Bane of Arthropods]] || {{Tc|rowspan=3|No|Incompatible<br>with each other}} || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
|-
| [[Minecraft:Sharpness]] || 10 || 1–11 || 12–22 || 23–33 || 34–44 || 45–65
|-
| [[Minecraft:Smite]] || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57


The modified enchantment level is calculated with the following formula:
|-
| rowspan=8 | {{ItemLink|Axe}}


{{anchor|Modified enchantment level formula}}
| [[Minecraft:Cleaving]]{{only|JE Combat Tests|short=1}} || || 2 || 5–24 || 25–44 || 45–65 || ||
:Modified enchantment level = ''B'' + ''R''<sub>1</sub> + ''R''<sub>2</sub> + 1
|-
| [[Minecraft:Efficiency]] || || 10 || 1–10 || 11–20 || 21–30 || 31–40 || 41–91
|-
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
| [[Minecraft:Fortune]] || {{Tc|rowspan=2|No|Incompatible<br>with each other}} || 2 || 15–23 || 24–32 || 33–83 || ||
|-
| [[Minecraft:Silk Touch]] || 1 || 15–65 || || || ||
|-
| [[Minecraft:Bane of Arthropods]]{{only|be|short=1}} || {{Tc|rowspan=3|No|Incompatible<br>with each other}} || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
|-
| [[Minecraft:Sharpness]]{{only|be|short=1}} || 10 || 1–11 || 12–22 || 23–33 || 34–44 || 45–65
|-
| [[Minecraft:Smite]]{{only|be|short=1}} || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57


Where:
|-
| rowspan=4 | {{ItemLink|Pickaxe}}<br>{{ItemLink|Shovel}}<br>{{ItemLink|Hoe}}


*''R''<sub>1</sub> and ''R''<sub>2</sub> are two individual randomly generated integers:
| [[Minecraft:Efficiency]] || || 10 || 1–10 || 11–20 || 21–30 || 31–40 || 41–91
**''R''<sub>1</sub> = a random integer between 0, and {{frac|E|4}} (rounded down)
|-
**''R''<sub>2</sub> = a random integer between 0, and {{frac|E|4}} (rounded down)
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
*''B'' is the base enchantment level.
|-
*''E'' is the enchantability of the item.
| [[Minecraft:Fortune]] || {{Tc|rowspan=2|No|Incompatible<br>with each other}} || 2 || 15–23 || 24–32 || 33–83 || ||
|-
| [[Minecraft:Silk Touch]] || 1 || 15–65 || || || ||


See [[#Step one pseudocode|pseudocode]] below.
|-
| rowspan=5 | {{ItemLink|Bow}}


Next, ''Minecraft'' picks a value between 0.85 and 1.15, again with a triangular distribution. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 15%) and then rounded to the nearest integer.
| [[Minecraft:Flame]] || || 2 || 20–50 || || || ||
|-
| [[Minecraft:Power]] || || 10 || 1–10 || 11–20 || 21–30 || 31–40 || 41–56
|-
| [[Minecraft:Punch]] || || 2 || 12–31 || 32–57 || || ||
|-
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
| [[Minecraft:Infinity]] || {{Tc|No|Incompatible<br>with [[Minecraft:Mending]]}} || 1 || 20–50 || || || ||


==== Step one pseudocode ====
|-
<pre>// Returns a uniformly distributed random integer between 0 and n–1, inclusive
| rowspan=4 | {{ItemLink|Crossbow}}
function randomInt(n);


// Returns a uniformly distributed random real (fractional) number between 0 (inclusive) and 1 (exclusive)
| [[Minecraft:Quick Charge]] || || 5 || 12–31 || 32–50 || || ||
function randomFloat();
|-
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
| [[Minecraft:Multishot]] || {{Tc|rowspan=2|No|Incompatible<br>with each other}} || 2 || 20–50 || || || ||
|-
|| [[Minecraft:Piercing]] || 10 || 1–10 || 11–20 || 21–30 || 31–50 ||


// Returns the real number n rounded to the nearest integer.
|-
function round(n);
| rowspan=3 | {{ItemLink|Fishing Rod}}


| [[Minecraft:Luck of the Sea]] || || 2 || 15–23 || 24–32 || 33–83 || ||
|-
| [[Minecraft:Lure]] || || 2 || 15–23 || 24–32 || 33–83 || ||
|-
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||


// Generate a random number between 1 and 1+(enchantability/2), with a triangular distribution
|-
int rand_enchantability = 1 + randomInt(enchantability / 4 + 1) + randomInt(enchantability / 4 + 1);
| rowspan=5 | {{ItemLink|Trident}}


// Choose the enchantment level
| [[Minecraft:Impaling]] || || 2 || 1–8 || 9–16 || 17–24 || 25–32 || 33–53
int k = chosen_enchantment_level + rand_enchantability;
|-
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|-
| [[Minecraft:Channeling]] || {{Tc|rowspan=2|No|Incompatible<br>with [[Minecraft:Riptide]]}} || 1 || 25–50 || || || ||
|-
| [[Minecraft:Loyalty]] || 5 || 12–18 || 19–25 || 26–50 || ||
|-
| [[Minecraft:Riptide]] || {{Tc|No|Incompatible<br>with [[Minecraft:Channeling]]<br>and [[Minecraft:Loyalty]]}} || 2 || 17–23 || 24–30 || 31–50 || ||


// A random bonus, between .85 and 1.15
|-
float rand_bonus_percent = 1 + (randomFloat() + randomFloat() - 1) * 0.15;
| rowspan=5 | {{ItemLink|Mace}}
 
// Finally, we calculate the level
int final_level = round((float)k * rand_bonus_percent);
if ( final_level < 1 ) final_level = 1
</pre>
This pseudocode is based on ''Minecraft'' 1.8 source code, but still matches the 1.21 behavior. Note that all operations not explicitly executed as floating-point calculations round their result ''down'' to the nearest integer, e.g. <code>3 / 4</code> becomes 0. The <code>round</code> method used to calculate the final level rounds values both ways, i.e. below .5 it rounds down and at or above .5 it rounds up.
 
A modified experience level probability calculator based on the pseudocode above can be found in this Desmos graph: https://www.desmos.com/calculator/iyvmjs3qfw.
 
==== Affecting offered enchantments ====
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 (since the random number generating functions above are actually [[Minecraft:w:Pseudorandomness|pseudorandom]]). Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 [[Minecraft:experience|level]] could be spent to enchant a book or a different [[Minecraft: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.
 
=== Step two – Find possible enchantments ===
[[File:powersword.png|thumb|260px|A sword with several enchantments.]]
 
Now, based on the modified level, ''Minecraft'' makes a list of all enchantment types that can be applied to the target item along with the power that each enchantment has.
 
The power of each enchantment type is determined by the level and the values in the [[Minecraft:Enchanting/Levels|enchantments levels table]]. For each power value of an enchantment type, there is a minimum and maximum modified level that can produce the enchantment at that power. If the modified enchantment level (calculated at the first step) is within the range of an enchantment's possible power values, then the enchantment is assigned the modified enchantment level as power. If the modified level is within two overlapping ranges for the same enchantment type, the higher power value is used.
 
==== Treasure ====
Some enchantments are "treasure enchantments" (shown in the table below), meaning they can never be created by an enchanting table, and can be discovered only in certain situations: when generating [[Minecraft:chest loot]] (equipment and books), when [[Minecraft:fishing]], when generating enchanted book [[Minecraft:trading|trades]], when [[Minecraft:bartering]], and when an enchanted book is dropped by a raiding [[Minecraft:illager]].{{only|bedrock}}
 
{{-|left}}
 
=== Step three – Select a set of enchantments from the list ===
Now that it has a list of the possible enchantments for the item, ''Minecraft'' must pick some of them to apply. Each enchantment has a statistical "weight". Enchantments with higher weights have a higher chance of being selected.
 
''Minecraft'' uses the following weighted random selection algorithm:
 
#Calculate the total weight of all enchantments in the list (''T''). The total of every enchantment is 146.
#Pick a random integer from 0 to ''T'' – 1 as a number ''w''.
#Iterate through each enchantment in the list, subtracting its weight from ''w''. If ''w'' is now negative, select the current enchantment.
 
This algorithm produces the same results as listing each enchantment the number of times given by its weight, then choosing a random entry from the combined list.


So, for each enchantment in the list, the probability of it being selected is:
| [[Minecraft:Fire Aspect]] || || 2 || 10–19 || 20–80 || || ||
<dl><dd>
''P'' = {{sfrac|''w''|''T''}}
<br>
Where:
*''w'' is the enchantment's weight.
*''T'' is the total weight of all enchantments in the list.
</dd></dl>
 
== List of enchantments ==
{{for|a summary of all enchantments in the game|Enchanting#Summary of enchantments}}
The following table lists every enchantment that can be obtained from an enchanting table.
 
{| class="wikitable" style="text-align: center;" data-description="Enchantment weights"
!Item type
!Total weight
!Mutual exclusivity
!Enchantment
!Weight
!Maximum level
|-
|-
| rowspan="6" |[[Minecraft:Armor]]<br>[[Minecraft:Helmet]]<br>[[Minecraft:Chestplate]]<br>[[Minecraft:Leggings]]<br>[[Minecraft:Boots]]
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
| rowspan="6" |28
| rowspan="4" |with each other
|[[Minecraft:Protection]]
|10
|IV
|-
|-
|[[Minecraft:Fire Protection]]
| [[Minecraft:Wind Burst]] || || 2 || 15–23 || 24–32 || 33–83 || ||
|5
|IV
|-
|-
|[[Minecraft:Projectile Protection]]
| [[Minecraft:Breach]] || {{Tc|rowspan=2|No|Incompatible<br>with each other,<br>[[Minecraft:Bane of Arthropods]]<br>and [[Minecraft:Smite]]}} || 2 || 15–23 || 24–32 || 33–41 || 42–92 ||
|5
|IV
|-
|-
|[[Minecraft:Blast Protection]]
| [[Minecraft:Density]] || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
|2
 
|IV
|-
|-
|
| rowspan=38 | {{ItemLink|Book}}
|[[Minecraft:Thorns]]
 
| 1
| [[Minecraft:Aqua Affinity]] || || 2 || 1–41 || || || ||
|III
|-
|-
|
| [[Minecraft:Efficiency]] || || 10 || 1–10 || 11–20 || 21–30 || 31–40 || 41–91
|[[Minecraft:Unbreaking]]
|5
|III
|-
|-
| rowspan="2" | Boots
| [[Minecraft:Feather Falling]] || || 5 || 5–10 || 11–16 || 17–22 || 23–29 ||
| rowspan="2" | 35
|
|[[Minecraft:Feather Falling]]
| 5
|IV
|-
|-
|with [[Minecraft:Frost Walker]]
| [[Minecraft:Fire Aspect]] || || 2 || 10–19 || 20–80 || || ||
|[[Minecraft:Depth Strider]]
|2
|III
|-
|-
| rowspan="2" | Helmet
| [[Minecraft:Flame]] || || 2 || 20–50 || || || ||
| rowspan="2" | 32
|
|[[Minecraft:Aqua Affinity]]
|2
|I
|-
|-
|
| [[Minecraft:Impaling]] || || 2 || 1–8 || 9–16 || 17–24 || 25–32 || 33–53
|[[Minecraft:Respiration]]
|2
|III
|-
|-
| rowspan="8" |[[Minecraft:Sword]]
| [[Minecraft:Knockback]] || || 5 || 5–24 || 25–75 || || ||
| rowspan="8" | 36
| rowspan="3" | with each other
|[[Minecraft:Sharpness]]
| 10
|V
|-
|-
|[[Minecraft:Bane of Arthropods]]
| [[Minecraft:Looting]] || || 2 || 15–23 || 24–32 || 33–83 || ||
| 5
|V
|-
|-
|[[Minecraft:Smite]]
| [[Minecraft:Luck of the Sea]] || || 2 || 15–23 || 24–32 || 33–83 || ||
|5
|V
|-
|-
|
| [[Minecraft:Lunge]] || || 5 || 5–12 || 13–20 || 21–41 || ||
|[[Minecraft:Knockback]]
|5
|II
|-
|-
|
| [[Minecraft:Lure]] || || 2 || 15–23 || 24–32 || 33–83 || ||
|[[Minecraft:Fire Aspect]]
|2
|II
|-
|-
|
| [[Minecraft:Power]] || || 10 || 1–10 || 11–20 || 21–30 || 31–40 || 41–56
|[[Minecraft:Looting]]
|2
|III
|-
|-
|
| [[Minecraft:Punch]] || || 2 || 12–31 || 32–57 || || ||
|[[Minecraft:Sweeping Edge]]
|2
|III
|-
|-
|
| [[Minecraft:Quick Charge]] || || 5 || 12–31 || 32–50 || || ||
|[[Minecraft:Unbreaking]]
|5
|III
|-
|-
| rowspan="4" |[[Minecraft:Pickaxe]]<br>[[Minecraft:Shovel]]<br>[[Minecraft:Axe]]<br>[[Minecraft:Hoe]]<br>[[Minecraft:Shears]]
| [[Minecraft:Respiration]] || || 2 || 10–19 || 20–29 || 30–60 || ||
| rowspan="4" | 18
| rowspan="2" | with each other
|[[Minecraft:Fortune]]
| 2
|III
|-
|-
|[[Minecraft:Silk Touch]]
| [[Minecraft:Sweeping Edge]]{{only|je|short=1}} ||  || 2 || 5–13 || 14–22 || 23–38 || ||
|1
|I
|-
|-
|
| [[Minecraft:Thorns]] || || 1 || 10–29 || 30–49 || 50–100 || ||
|[[Minecraft:Efficiency]]
|10
|V
|-
|-
|
| [[Minecraft:Unbreaking]] || || 5 || 5–12 || 13–20 || 21–71 || ||
|[[Minecraft:Unbreaking]]
|5
|III
|-
|-
| rowspan="5" |[[Minecraft:Bow]]
| [[Minecraft:Wind Burst]] || || 2 || 15–23 || 24–32 || 33–83 || ||
| rowspan="5" | 20
 
|
|[[Minecraft:Power]]
|10
|V
|-
|-
|
| [[Minecraft:Bane of Arthropods]] || {{Tc|rowspan=6|No|Incompatible<br>with each other}} || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
|[[Minecraft:Flame]]
|2
|I
|-
|-
|
| [[Minecraft:Breach]] || 2 || 15–23 || 24–32 || 33–41 || 42–92 ||
|[[Minecraft:Punch]]
|2
|II
|-
|-
|with [[Minecraft:Mending]]
| [[Minecraft:Cleaving]]{{only|JE Combat Tests|short=1}} || 2 || 5–24 || 25–44 || 45–65 || ||
|[[Minecraft:Infinity]]
|1
|I
|-
|-
|
| [[Minecraft:Density]] || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
|[[Minecraft:Unbreaking]]
|5
|III
|-
|-
| rowspan="3" |[[Minecraft:Fishing rod]]
| [[Minecraft:Sharpness]] || 10 || 1–11 || 12–22 || 23–33 || 34–44 || 45–65
| rowspan="3" | 9
|
|[[Minecraft:Luck of the Sea]]
|2
|III
|-
|-
|
| [[Minecraft:Smite]] || 5 || 5–12 || 13–20 || 21–28 || 29–36 || 37–57
|[[Minecraft:Lure]]
|2
|III
|-
|-
|
| [[Minecraft:Blast Protection]] || {{Tc|rowspan=4|No|Incompatible<br>with each other}} || 2 || 5–12 || 13–20 || 21–28 || 29–37 ||
|[[Minecraft:Unbreaking]]
|5
|III
|-
|-
| rowspan="5" |[[Minecraft:Trident]]
| [[Minecraft:Fire Protection]] || 5 || 10–17 || 18–25 || 26–33 || 34–42 ||
| rowspan="5" | 15
|
|[[Minecraft:Loyalty]]
|5
|III
|-
|-
|
| [[Minecraft:Projectile Protection]] || 5 || 3–8 || 9–14 || 15–20 || 21–27 ||
|[[Minecraft:Impaling]]
|2
|V
|-
|-
| rowspan="2" | with each other
| [[Minecraft:Protection]] || 10 || 5–12 || 13–20 || 21–28 || 29–37 ||
|[[Minecraft:Riptide]]
|2
|III
|-
|-
|[[Minecraft:Channeling]]
| [[Minecraft:Channeling]] || {{Tc|rowspan=2|No|Incompatible<br>with [[Minecraft:Riptide]]}} || 1 || 25–50 || || || ||
|1
|I
|-
|-
|
| [[Minecraft:Loyalty]] || 5 || 12–18 || 19–25 || 26–50 || ||
|[[Minecraft:Unbreaking]]
|5
|III
|-
|-
| rowspan="4" |[[Minecraft:Crossbow]]
| [[Minecraft:Riptide]] || {{Tc|No|Incompatible<br>with [[Minecraft:Channeling]]<br>and [[Minecraft:Loyalty]]}} || 2 || 17–23 || 24–30 || 31–50 || ||
| rowspan="4" |22
|
|[[Minecraft:Piercing]]
|10
|IV
|-
|-
|
| [[Minecraft:Depth Strider]] || {{Tc|No|Incompatible<br>with [[Minecraft:Frost Walker]]}} || 2 || 10–19 || 20–29 || 30–45 || ||
|[[Minecraft:Quick Charge]]
|5
|III
|-
|-
|
| [[Minecraft:Fortune]] || {{Tc|rowspan=2|No|Incompatible<br>with each other}} || 2 || 15–23 || 24–32 || 33–83 || ||
|[[Minecraft:Multishot]]
| 2
|I
|-
|-
|
| [[Minecraft:Silk Touch]] || 1 || 15–65 || || || ||
|[[Minecraft:Unbreaking]]
|5
|III
|-
| rowspan="3" |[[Minecraft:Mace]]
| rowspan="3" |12
|
|[[Minecraft:Density]]
|5
|V
|-
|-
|
| [[Minecraft:Infinity]] || {{Tc|No|Incompatible<br>with [[Minecraft:Mending]]}} || 1 || 20–50 || || || ||
|[[Minecraft:Breach]]
|2
|IV
|-
|-
|
| [[Minecraft:Multishot]] || {{Tc|rowspan=2|No|Incompatible<br>with each other}} || 2 || 20–50 || || || ||
|[[Minecraft:Unbreaking]]
|5
|III
|-
|-
| rowspan="2" |[[Minecraft:Spear]]
|| [[Minecraft:Piercing]] || 10 || 1–10 || 11–20 || 21–30 || 31–50 ||
| rowspan="2" |10
 
|
|[[Minecraft:Lunge]]
|5
|III
|-
|
|[[Minecraft:Unbreaking]]
|5
|III
|}
|}
The player always gets at least one enchantment on an item, and there is a chance of receiving more. Additional enchantments are chosen by this algorithm:
#With a <math>(\mathsf{modified\ level} + 1) / 50</math> probability, pick an extra enchantment. Otherwise, stop.
#Remove from the list of possible enchantments anything that conflicts with previously-chosen enchantments.
#Pick one enchantment from the remaining possible enchantments (based on the weights, as before) and apply it to the item.
#Divide the modified level in half, rounded down (this does not affect the possible enchantments themselves, because they were all pre-calculated in Step Two).
#Repeat from the beginning.
When enchanting books using an enchanting table, if multiple enchantments were generated, then one selected at random is removed from the final list. This does not apply to other sources of enchanted books that use enchantment mechanics, such as [[Minecraft:fishing]] or chests in generated structures.
=== Conflicting enchantments ===
Some enchantments conflict with other enchantments and thus both can't be enchanted into the same item, whether for balance or logistical reasons.
The rules for enchantment conflicts are:
*Every enchantment conflicts with itself. (The player can't get a tool with two copies of the Efficiency enchantment)
*All melee damage enchantments ([[Minecraft:Sharpness]], [[Minecraft:Smite]], [[Minecraft:Bane of Arthropods]], [[Minecraft:Impaling]], [[Minecraft:Breach]], and [[Minecraft:Density]]) conflict with each other.
*All protection enchantments ([[Minecraft:Protection]], [[Minecraft:Blast Protection]], [[Minecraft:Fire Protection]], [[Minecraft:Projectile Protection]]) conflict with each other.
*[[Minecraft:Silk Touch]] and [[Minecraft:Fortune]] conflict with each other.
*[[Minecraft:Depth Strider]] and [[Minecraft:Frost Walker]] conflict with each other.
*[[Minecraft:Mending]] and [[Minecraft:Infinity]] conflict with each other.
*[[Minecraft:Riptide]] conflicts with [[Minecraft:Loyalty]] and [[Minecraft:Channeling]], but Loyalty does not conflict with Channeling.
*[[Minecraft:Multishot]] and [[Minecraft:Piercing]] conflict with each other.
Conflicting enchantments may appear on an item with specially-crafted {{cmd|give}} commands. The behavior of such items should not be relied upon, but in general:
*An item with multiple copies of the same enchantment uses the level of the first copy of that enchantment in the list.
*For armor with conflicting protection enchantments, all enchantments take effect individually.
*For weapons with conflicting damage enchantments, all enchantments take effect individually.
*For tools with both Silk Touch and Fortune, Silk Touch takes priority over Fortune on blocks affected by both enchantments. Fortune still applies to blocks such as crops that are not affected by Silk Touch.
*For bows with both Mending and Infinity, both enchantments work individually.
*For tridents with both Loyalty and Riptide, Riptide still functions normally but the trident can no longer be thrown by the player. However, tridents can still be thrown using dispensers.{{only|bedrock}}
*For crossbows with both Multishot and Piercing, both enchantments work individually.
[[File:Image005.png|400px|thumb|right|A chart showing all possible enchantments on diamond tools.{{Update|tag=1}}]]
== Enchanting seed ==
The enchantments that the enchanting table offers to a player do not usually change until the player enchants an item.
After each applied enchant, the player gets offered different enchantments for any type of enchantable item.
This is controlled by the enchanting seed ''XpSeed'' in the [[Minecraft:player.dat format|player data]].
=== Deterministic initial enchantment ===
This enchantment seed is initialized to 0 on world creation, and whenever the last enchantment seed was 0 on loading into a world it is re-rolled.<ref>{{bug|MC-92803}}</ref>
Hence, when a new world is played until the player performs their first enchant without closing and re-joining the world in between, the offered enchantments are always the same.
They still depend on the enchanted item and the enchantment level.
These deterministic enchantments with the ''XpSeed'' equal to 0, colloquially known as ''first enchants'', can be used to guarantee certain enchantments, e.g. a diamond sword enchanted with 3 lapis lazuli and 15 bookshelves always gets Unbreaking 3 and Looting 2.
Due to the fact that enchanting an item changes the enchanting seed, only one such first enchant can be chosen per world.
=== Note for tools ===
All tools (axe, hoe, pickaxe, and shovel) will always offer the same enchantments for any given seed. For example, if a diamond hoe is offered Unbreaking I at level 1, Efficiency II at level 2, and Fortune II at level 3, then diamond shovels, axes, and pickaxes will also offer the same enchantments.


== History ==
== History ==
Line 788: Line 565:


== External links ==
== External links ==
*https://github.com/SeeYou-Man/Minecraft-Enchantment-Probabilities – A GitHub project currently in progress to calculate the probability to get specific enchantments, Feel free help out. Probability for 1.21 enchants are generated with 100k enchants for Item and material combo. Host your own server for now (Should work with a maybe 70+% functionality as of 22/11/2025 - SeeYouMan).
*https://github.com/SeeYou-Man/Minecraft-Enchantment-Probabilities – A GitHub project to simulate the probability to get specific enchantments in 1.21.
*https://web.archive.org/web/20181019012113/http://minecraftenchantmentcalculator.com/rev6/ <small>(archived)</small> – Tests enchantments by simulating probability of getting specific enchantments on a tool based on level and (optionally) the "clue" shown
*https://web.archive.org/web/20181019012113/http://minecraftenchantmentcalculator.com/rev6/ <small>(archived)</small> – Tests enchantments by simulating probability of getting specific enchantments on a tool based on level and (optionally) the "clue" shown
*https://minecraft.tools/en/enchant.php – Provides some ability to test enchantments, although its interface is significantly less verbose on the specifics
*https://minecraft.tools/en/enchant.php – Provides some ability to test enchantments, although its interface is significantly less verbose on the specifics
Line 800: Line 577:
[[Minecraft:cs:Princip očarování]]
[[Minecraft:cs:Princip očarování]]
[[Minecraft:es:Mecánicas de encantamiento]]
[[Minecraft:es:Mecánicas de encantamiento]]
[[Minecraft:it:Meccaniche di incantamento]]
[[Minecraft:it:Meccaniche del tavolo per incantesimi]]
[[Minecraft:ja:エンチャントの仕組み]]
[[Minecraft:ja:エンチャントの仕組み]]
[[Minecraft:ko:마법 작동 원리]]
[[Minecraft:ko:마법 작동 원리]]

Latest revision as of 11:47, 20 July 2026

File:Enchanting Table GUI.png
Enchanting interface Template:In
File:Enchanting Table GUI BE.png
Enchanting interface Template:In

This article is about the mechanics of Minecraft:enchanting with Minecraft:enchanting tables.

Bookshelf placement

Nearby Minecraft:bookshelves raise the experience cost, which increases the value of the offered enchantments. The maximum number of active bookshelves is 15, and further bookshelves are ignored.

In order to have an effect, the bookshelves must be placed exactly two blocks from the Minecraft:enchanting table along one horizontal axis, up to two blocks along the other, and on the same height as the table or one block higher. Additionally, the bookshelf must not be blocked, the exact definition of which differes between the Template:Els.

Bedrock Edition

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

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

Java Edition

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

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

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

There are many possible bookshelf arrangements that can reach the enchantment limit. A simple method is to surround the enchanting table with a 1-block high square of bookshelves with an empty space anywhere on the perimeter: Template:BlockGrid Another alternative that is now available is to build a 'library corner' where each bookshelf is two blocks high, as in the plan below. This arrangement gives space for 16 shelves, which is one more than needed, so if the corner bookshelf column cannot be seen, removing one of the two bookshelves in that does not have any effect, either technically or visually. Template:BlockGrid

With a Minecraft:data pack, it's possible to replace the bookshelf with a block in the tag Template:Tag link.

Requirements

For an item to be enchanttable, it must fulfill these conditions:

If the item meets the conditions but has no available enchantments, it will be possible to select the slot at the enchanting table, but nothing will happen.

Experience cost

When an item is placed in an Minecraft:enchanting table, the Minecraft:experience cost of each enchantment slot is selected depending on the slot and the number of nearby Minecraft:bookshelves, which is capped at 15.

For each slot, a base experience cost is calculated as:

<math>xpBase\gets 1+\text{randInt}\left(7\right)+\left\lfloor\frac{\min\left(15,bookshelves\right)}2\right\rfloor+\text{randInt}\left(\min\left(15,bookshelves\right)\right)</math>
where <math>\text{randInt}</math> generates a random integer in range <math>0</math> to <math>n</math> (both included).

The final experience cost is then calculated depending on the slot:

Top slot: <math>xpCost\gets \left\lfloor\max\left(1,\frac{xpBase}3\right)\right\rfloor</math>
Middle slot: <math>xpCost\gets \left\lfloor\frac{2\cdot xpBase}3\right\rfloor+1</math>
Bottom slot: <math>xpCost\gets \left\lfloor\max\left(xpBase,2\cdot bookshelves\right)\right\rfloor</math>
Bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Experience cost of top slot 1–2 1–3 1–3 1–4 1–4 1–5 1–5 1–6 1–6 1–7 2–7 2–8 2–8 2–9 2–9 2–10
Experience cost of middle slot 1–6 1–7 2–8 2–9 3–10 3–11 3–12 3–13 4–14 4–15 5–16 5–17 5–18 5–19 6–20 6–21
Experience cost of bottom slot 1–8 2–9 4–11 6–12 8–14 10–15 12–17 14–18 16–20 18–21 20–23 22–24 24–26 26–27 28–29 30

Enchantment selection

This section describes how enchantments for an item are selected for a given experience cost.

This process is used by various mechanics:

Enchantment cost

For each slot, the enchantment cost, which is not shown in game, is calculated depending on the item's enchantability and the experience cost:

<math>eCost\gets \text{round}\left(\left(xpCost+1+\text{randInt}\left(\left\lfloor\frac{enchantability}4\right\rfloor\right)+\text{randInt}\left(\left\lfloor\frac{enchantability}4\right\rfloor\right)\right)\cdot\left(1+\text{randTri}\left(n\right)\right)\right)</math>
where <math>\text{randInt}\left(n\right)</math> generates a random integer in range <math>0</math> to <math>n</math> (both included)
and <math>\text{randTri}\left(n\right)</math> generates a random number in range <math>-n</math> (included) to <math>n</math> (excluded) with Template:W:
<math>\text{randTri}\left(n\right)\mapsto\left(\text{randFloat}\left(\right)+\text{randFloat}\left(\right)-1\right)\cdot n</math>
where <math>\text{randFloat}\left(\right)</math> generates a random number in range <math>0</math> (included) to <math>1</math> (excluded).

Template:Anchor Template:IN, an item's enchantability is stored in the Template:DCL item component.

Item Enchantability <math>\left\lfloor\frac{enchantability}4\right\rfloor</math>
Template:ItemLink 25 6
Template:ItemLink 22 5
Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
15 3

Template:ItemLink

14 3

Template:ItemLink

13 3
Template:ItemLink 12 3
Template:ItemLink
Template:ItemLink
10 2
Template:ItemLink
Template:ItemLink
9 2
Template:ItemLink 8 2
Template:ItemLink 5 1
Template:Collapse 1 0

Candidates

Template:IN, the initial candidates are:

In vanilla, this means that all non-treasure enchantments are initially candidates, and that for Minecraft:generated loot and Minecraft:fishing, Minecraft:Curse of Binding, Minecraft:Curse of Vanishing, Minecraft:Frost Walker, and Minecraft:Mending are also initial candidates.

If the item to enchant is not a Minecraft:book, all enchantments to which the item is not a primary item are removed.

Finally, the level for each enchantment is determined. The enchantment's highest level for which the enchantment cost falls within its cost range is the candidate, and if the cost is not within any of its ranges, the enchantment is removed.

Template:IN, enchantments, including which other enchantments they're exclusive with, what items are primary to them, and the cost ranges of their levels are defined in Minecraft:enchantment definition. Books being primary to all enchantments is hardcoded.

Selection

The selection uses repetition, in which it selects one of the candidate enchantments and has a chance to repeat and add additional enchantments. The change of the enchantment cost in this final stage does not retroactively change the set of candidate.

  1. A random candidate is selected based on weights, meaning the chance of a candidate being selected is its weight divided by the total weight of the current candidates.
  2. The selected candidate and incompatible ones are removed from the set of candidates, and if no candidates remain, the selection ends.
  3. If a chance of <math>\frac{eCost+1}{50}</math> is fails, the enchantment selection ends.
  4. The enchantment cost (<math>eCost</math>) is divided by two and rounded down, and the process returns to step 1.

Finally after the loop, if the item is a Minecraft:book, an Minecraft:enchanting table is used, and multiple enchantments were selected, a random one is removed.

Storing enchantments

If the item being enchanted is a Minecraft:book, it will be turned into an Minecraft:enchanted book and Template:In the enchantments are stored in the Template:DCL component.

Template:IN, for all other items, the enchantments are stored in the Template:DCL component.

Enchanting seed

The Minecraft:enchantments that Minecraft:enchanting tables offer are determined using the enchanting seed that is stored under Template:Code in each player's data. After enchanting an item, the player's seed is regenerated, resulting in different enchantments.

This means enchanting tables with the same number of nearby bookshelves will offer the same enchantments for all items with the same enchantability and the same possible enchantments (same item-type or one of pickaxes, shovels or hoes) until an item is enchanted.

Initial seed

Template:Exclusive When joining a world for the first time, the seed is initialized to Template:Code, however when joining a world with an already present enchanting seed of Template:Code, it will be regenerated.<ref>Template:Bug</ref>

This meaning leaving and rejoining a world for the first time gives new enchantments without enchanting an item, and the first enchantment before ever leaving a world will always give the same enchantment for the same item-bookshelves-combination,such as Minecraft:Looting III and Minecraft:Unbreaking III for a Minecraft:Netherite Sword with 15 bookshelves.

Receivable enchantments

The given cost-ranges are the effective ranges.<ref>In the games code, there are overlaps between some ranges and some other ranges have negative sizes, however in cases of overlaps the higher level always wins, and negative ranges make the level impossible to receive, so the overlaps and negative ranges have been removed for simplicit, which does not affect outcomes in any way.</ref>

Item Enchantment Compatibility Weight Level I
cost
Level II
cost
Level III
cost
Level IV
cost
Level V
cost
Template:ItemLink Minecraft:Aqua Affinity 2 1–41
Minecraft:Respiration 2 10–19 20–29 30–60
Minecraft:ThornsTemplate:Only 1 10–29 30–49 50–100
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Blast Protection Template:Tc 2 5–12 13–20 21–28 29–37
Minecraft:Fire Protection 5 10–17 18–25 26–33 34–42
Minecraft:Projectile Protection 5 3–8 9–14 15–20 21–27
Minecraft:Protection 10 5–12 13–20 21–28 29–37
Template:ItemLink Minecraft:Thorns 1 10–29 30–49 50–100
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Blast Protection Template:Tc 2 5–12 13–20 21–28 29–37
Minecraft:Fire Protection 5 10–17 18–25 26–33 34–42
Minecraft:Projectile Protection 5 3–8 9–14 15–20 21–27
Minecraft:Protection 10 5–12 13–20 21–28 29–37
Template:ItemLink Minecraft:ThornsTemplate:Only 1 10–29 30–49 50–100
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Blast Protection Template:Tc 2 5–12 13–20 21–28 29–37
Minecraft:Fire Protection 5 10–17 18–25 26–33 34–42
Minecraft:Projectile Protection 5 3–8 9–14 15–20 21–27
Minecraft:Protection 10 5–12 13–20 21–28 29–37
Template:ItemLink Minecraft:Feather Falling 5 5–10 11–16 17–22 23–29
Minecraft:ThornsTemplate:Only 1 10–29 30–49 50–100
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Blast Protection Template:Tc 2 5–12 13–20 21–28 29–37
Minecraft:Fire Protection 5 10–17 18–25 26–33 34–42
Minecraft:Projectile Protection 5 3–8 9–14 15–20 21–27
Minecraft:Protection 10 5–12 13–20 21–28 29–37
Minecraft:Depth Strider Template:Tc 2 10–19 20–29 30–45
Template:ItemLink Minecraft:Fire Aspect 2 10–19 20–80
Minecraft:Knockback 5 5–24 25–75
Minecraft:Looting 2 15–23 24–32 33–83
Minecraft:Sweeping EdgeTemplate:Only 2 5–13 14–22 23–38
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Bane of Arthropods Template:Tc 5 5–12 13–20 21–28 29–36 37–57
Minecraft:Sharpness 10 1–11 12–22 23–33 34–44 45–65
Minecraft:Smite 5 5–12 13–20 21–28 29–36 37–57
Template:ItemLink Minecraft:Fire Aspect 2 10–19 20–80
Minecraft:Knockback 5 5–24 25–75
Minecraft:Looting 2 15–23 24–32 33–83
Minecraft:Lunge 5 5–12 13–20 21–41  
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Bane of Arthropods Template:Tc 5 5–12 13–20 21–28 29–36 37–57
Minecraft:Sharpness 10 1–11 12–22 23–33 34–44 45–65
Minecraft:Smite 5 5–12 13–20 21–28 29–36 37–57
Template:ItemLink Minecraft:CleavingTemplate:Only 2 5–24 25–44 45–65  
Minecraft:Efficiency 10 1–10 11–20 21–30 31–40 41–91
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Fortune Template:Tc 2 15–23 24–32 33–83  
Minecraft:Silk Touch 1 15–65      
Minecraft:Bane of ArthropodsTemplate:Only Template:Tc 5 5–12 13–20 21–28 29–36 37–57
Minecraft:SharpnessTemplate:Only 10 1–11 12–22 23–33 34–44 45–65
Minecraft:SmiteTemplate:Only 5 5–12 13–20 21–28 29–36 37–57
Template:ItemLink
Template:ItemLink
Template:ItemLink
Minecraft:Efficiency 10 1–10 11–20 21–30 31–40 41–91
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Fortune Template:Tc 2 15–23 24–32 33–83  
Minecraft:Silk Touch 1 15–65      
Template:ItemLink Minecraft:Flame 2 20–50
Minecraft:Power 10 1–10 11–20 21–30 31–40 41–56
Minecraft:Punch 2 12–31 32–57    
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Infinity Template:Tc 1 20–50    
Template:ItemLink Minecraft:Quick Charge   5 12–31 32–50    
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Multishot Template:Tc 2 20–50      
Minecraft:Piercing 10 1–10 11–20 21–30 31–50
Template:ItemLink Minecraft:Luck of the Sea   2 15–23 24–32 33–83   
Minecraft:Lure   2 15–23 24–32 33–83   
Minecraft:Unbreaking 5 5–12 13–20 21–71
Template:ItemLink Minecraft:Impaling 2 1–8 9–16 17–24 25–32 33–53
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Channeling Template:Tc 1 25–50  
Minecraft:Loyalty 5 12–18 19–25 26–50  
Minecraft:Riptide Template:Tc 2 17–23 24–30  31–50   
Template:ItemLink Minecraft:Fire Aspect 2 10–19 20–80
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Wind Burst 2 15–23 24–32 33–83
Minecraft:Breach Template:Tc 2 15–23 24–32 33–41 42–92 
Minecraft:Density 5 5–12 13–20 21–28 29–36  37–57
Template:ItemLink Minecraft:Aqua Affinity 2 1–41
Minecraft:Efficiency 10 1–10 11–20 21–30 31–40 41–91
Minecraft:Feather Falling 5 5–10 11–16 17–22 23–29
Minecraft:Fire Aspect 2 10–19 20–80
Minecraft:Flame 2 20–50
Minecraft:Impaling 2 1–8 9–16 17–24 25–32 33–53
Minecraft:Knockback 5 5–24 25–75
Minecraft:Looting 2 15–23 24–32 33–83
Minecraft:Luck of the Sea   2 15–23 24–32 33–83   
Minecraft:Lunge 5 5–12 13–20 21–41  
Minecraft:Lure   2 15–23 24–32 33–83   
Minecraft:Power 10 1–10 11–20 21–30 31–40 41–56
Minecraft:Punch 2 12–31 32–57    
Minecraft:Quick Charge   5 12–31 32–50    
Minecraft:Respiration 2 10–19 20–29 30–60
Minecraft:Sweeping EdgeTemplate:Only 2 5–13 14–22 23–38
Minecraft:Thorns 1 10–29 30–49 50–100
Minecraft:Unbreaking 5 5–12 13–20 21–71
Minecraft:Wind Burst 2 15–23 24–32 33–83
Minecraft:Bane of Arthropods Template:Tc 5 5–12 13–20 21–28 29–36 37–57
Minecraft:Breach 2 15–23 24–32 33–41 42–92 
Minecraft:CleavingTemplate:Only 2 5–24 25–44 45–65  
Minecraft:Density 5 5–12 13–20 21–28 29–36  37–57
Minecraft:Sharpness 10 1–11 12–22 23–33 34–44 45–65
Minecraft:Smite 5 5–12 13–20 21–28 29–36 37–57
Minecraft:Blast Protection Template:Tc 2 5–12 13–20 21–28 29–37
Minecraft:Fire Protection 5 10–17 18–25 26–33 34–42
Minecraft:Projectile Protection 5 3–8 9–14 15–20 21–27
Minecraft:Protection 10 5–12 13–20 21–28 29–37
Minecraft:Channeling Template:Tc 1 25–50  
Minecraft:Loyalty 5 12–18 19–25 26–50  
Minecraft:Riptide Template:Tc 2 17–23 24–30  31–50   
Minecraft:Depth Strider Template:Tc 2 10–19 20–29 30–45
Minecraft:Fortune Template:Tc 2 15–23 24–32 33–83  
Minecraft:Silk Touch 1 15–65      
Minecraft:Infinity Template:Tc 1 20–50    
Minecraft:Multishot Template:Tc 2 20–50      
Minecraft:Piercing 10 1–10 11–20 21–30 31–50

History

Template:HistoryTable

References

Template:Reflist

External links

Navigation

Template:Navbox gameplay

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