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Minecraft:Enchanting table mechanics

From SAS Gaming Wiki
Revision as of 11:06, 19 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.

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 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.

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:


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+\text{randIntTri}\left(\frac{enchantability}2\right)+1\right)\cdot\left(0.85+\text{randFloatTri}\left(0.3\right)\right)\right)</math>

where <math>\text{randIntTri}</math> generates a random integer in range <math>0</math> to <math>2\left\lfloor\frac n2\right\rfloor</math> (both included) with triangular distribution, making numbers in the middle more likely:
<math>\text{randIntTri}\left(n\right)\mapsto \text{randInt}\left(\left\lfloor\frac n2\right\rfloor\right)+\text{randInt}\left(\left\lfloor\frac n2\right\rfloor\right)</math>
where <math>\text{randInt}</math> generates a random integer in range <math>0</math> to <math>n</math> (both included).
and <math>\text{randFloatTri}</math> generates a random number in range <math>0</math> (included) to <math>n</math> (excluded) with triangular distribution, making numbers in the middle more likely:
<math>\text{randFloatTri}\left(n\right)\mapsto \text{randFloat}\left(\frac n2\right)+\text{randFloat}\left(\frac n2\right)</math>
where <math>\text{randFloat}</math> generates a random number in range <math>0</math> (included to <math>n</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

Selection

Of every non-treasure enchantment for which the item is a primary item or a Minecraft:book, the highest level for which the enchantment cost falls within its cost 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{eCost}{50}</math>, and if it succeeds, a new candidate is randomly selected based on weight, incompatible candidates are removed, the <math>eCost</math> is divided by <math>2</math> and floored, and it repeats until the chance fails or no candidates remain.

The probability of getting at least two enchantments is at least 1.7% per experience level the enchantment costs, resulting in a chance of at least 51% for getting at least two enchantments from a level 30 enchantment.

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

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

Notes

Template:Notelist

References

Template:Reflist

External links

Navigation

Template:Navbox gameplay

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