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Minecraft:Enchanting table mechanics

From SAS Gaming Wiki
Revision as of 11:06, 17 July 2026 by SyncBot (talk | contribs) (Sync: updated from Minecraft)
File:Enchanting Table.gif

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

Enchantment selection

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>base=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 inclusive).

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

Top slot: <math>cost=\left\lfloor\max\left(1,\frac{base}3\right)\right\rfloor</math>
Middle slot: <math>cost=\left\lfloor\frac{2\cdot base}3\right\rfloor+1</math>
Bottom slot: <math>cost=\left\lfloor\max\left(base,2\cdot bookshelves\right)\right\rfloor</math>
Bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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
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
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

Value

The value for each slot is calculated depending on the item's enchantability and the experience cost:

<math>value=\text{round}\left(\left(cost+\text{randint}\left(\left\lfloor\frac{enchantability}4\right\rfloor\right)+\text{randint}\left(\left\lfloor\frac{enchantability}4\right\rfloor\right)+1\right)\cdot\left(1+\text{rand}\left(0.15\right)-\text{rand}\left(0.15\right)\right)\right)</math>
where <math>\text{rand}</math> generates a random number in range <math>0</math> to <math>n</math> (both inclusive).

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

Item Enchantability
Template:ItemSprite Golden Armor 25
Template:ItemSprite Golden Weapons and Tools 22
Template:ItemSprite Leather Armor
Template:ItemSprite Mace
Template:ItemSprite Netherite Armor
Template:ItemSprite Netherite Weapons and Tools
Template:ItemSprite Wooden Weapons and Tools
15
Template:ItemSprite Iron Weapons and Tools 14
Template:ItemSprite Copper Weapons and Tools 13
Template:ItemSprite Chainmail Armor 12
Template:ItemSprite Diamond Armor
Template:ItemSprite Diamond Weapons and Tools
10
Template:ItemSprite Iron Armor
Template:ItemSprite Turtle Shell
9
Template:ItemSprite Copper Armor 8
Template:ItemSprite Stone Weapons and Tools 5
All other enchantable items 1

Selection

Of every non-treasure enchantment for which the item is a primary item or a Minecraft:book, the highest level for which the <math>value</math> falls within its value range is a candidate.

A candidate is randomly selected based on weights, and incompatible candidates are removed.

As long as candidates remain, more enchantments can be added. There is a probability of <math>\frac{value}{50}</math>, and if it succeeds, a new candidate is randomly selected based on weight, incompatible candidates are removed, the <math>value</math> is divided by <math>2</math> and rounded down, and it repeats until the chance fails or no candidates remain.

Bookshelf placement

Nearby Minecraft:bookshelves raise the available enchantment levels; without any bookshelves, the experience level requirement never exceeds 8. The maximum number of bookshelves affecting enchantment level is 15.

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 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 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 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

Selecting an enchantment level

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.

Bedrock Edition

File:Enchantment table bookshelf placement.png

With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained:

Java Edition

File:Enchantment table bookshelf placement 1.18.2.png

With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained:

List of enchantments

Template:For The following table lists every enchantment that can be obtained from an enchanting table.

Item type Total weight Mutual exclusivity Enchantment Weight Maximum level
Minecraft:Armor
Minecraft:Helmet
Minecraft:Chestplate
Minecraft:Leggings
Minecraft:Boots
28 with each other Minecraft:Protection 10 IV
Minecraft:Fire Protection 5 IV
Minecraft:Projectile Protection 5 IV
Minecraft:Blast Protection 2 IV
Minecraft:Thorns 1 III
Minecraft:Unbreaking 5 III
Boots 35 Minecraft:Feather Falling 5 IV
with Minecraft:Frost Walker Minecraft:Depth Strider 2 III
Helmet 32 Minecraft:Aqua Affinity 2 I
Minecraft:Respiration 2 III
Minecraft:Sword 36 with each other Minecraft:Sharpness 10 V
Minecraft:Bane of Arthropods 5 V
Minecraft:Smite 5 V
Minecraft:Knockback 5 II
Minecraft:Fire Aspect 2 II
Minecraft:Looting 2 III
Minecraft:Sweeping Edge 2 III
Minecraft:Unbreaking 5 III
Minecraft:Pickaxe
Minecraft:Shovel
Minecraft:Axe
Minecraft:Hoe
Minecraft:Shears
18 with each other Minecraft:Fortune 2 III
Minecraft:Silk Touch 1 I
Minecraft:Efficiency 10 V
Minecraft:Unbreaking 5 III
Minecraft:Bow 20 Minecraft:Power 10 V
Minecraft:Flame 2 I
Minecraft:Punch 2 II
with Minecraft:Mending Minecraft:Infinity 1 I
Minecraft:Unbreaking 5 III
Minecraft:Fishing rod 9 Minecraft:Luck of the Sea 2 III
Minecraft:Lure 2 III
Minecraft:Unbreaking 5 III
Minecraft:Trident 15 Minecraft:Loyalty 5 III
Minecraft:Impaling 2 V
with each other Minecraft:Riptide 2 III
Minecraft:Channeling 1 I
Minecraft:Unbreaking 5 III
Minecraft:Crossbow 22 Minecraft:Piercing 10 IV
Minecraft:Quick Charge 5 III
Minecraft:Multishot 2 I
Minecraft:Unbreaking 5 III
Minecraft:Mace 12 with each other, Minecraft:Smite, and Minecraft:Bane of Arthropods Minecraft:Density 5 V
Minecraft:Breach 2 IV
Minecraft:Unbreaking 5 III
Minecraft:Spear 10 Minecraft:Lunge 5 III
Minecraft:Unbreaking 5 III

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:

Conflicting enchantments may appear on an item with specially-crafted Template:Cmd 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.Template:Only
  • For crossbows with both Multishot and Piercing, both enchantments work individually.
File:Image005.png
A chart showing all possible enchantments on diamond tools.Template:Update

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 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>Template:Bug</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

Template:HistoryTable

References

Template:Reflist

External links

Navigation

Template:Navbox gameplay

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