Minecraft:Enchanting table mechanics
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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
With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained:
Java Edition
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.
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 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.
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
References
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://web.archive.org/web/20181019012113/http://minecraftenchantmentcalculator.com/rev6/ (archived) – 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://github.com/Earthcomputer/EnchantmentCracker – Cracks the XP seed and lets you choose the exact enchantments you want, though the process is highly tedious and error-prone. Deprecated in favor of clientcommands
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