Enchanting is a game mechanic that involves using an Enchantment Table to add special bonuses to tools,weapons or armor. To enchant an item, you will need the required Experience level for the enchantment and an Enchantment Table. As of Beta 1.9 Pre-release 4, no enchantments costing above five Experience levels are available unless you place bookshelves near the Enchantment Table. The number of bookshelves increases the level of enchantments further. In order to have an effect, the bookshelf must have a line of sight to the table, (with the exception of the corners) be placed horizontally within 2 blocks of the enchantment table and must be either on the same level or level above the table. A table surrounded by six bookshelves on each side with a one block gap gives access to level 39 recipes. A table surrounded by thirty bookshelves (two layers of fifteen each, leaving room for a door) gives access to level 50 recipes.
Notch has stated that Enchanting will work in three stages and the benefits will be based on the spell you choose, but a random loot element will be included as well. Each spell will cost the player experience levels but in turn allows the player to enchant armor, swords and tools with one or several random bonus attributes as well as making the items glow with a brilliant hue.
- 1 History
- 2 Enchanting basics
- 3 Enchantments
- 4 Enchantable Items
- 5 Enchantment Types
- 5.1 Armor Enchantments
- 5.2 Weapon Enchantments
- 5.3 Tool Enchantments
- 6 How Enchantments Are Chosen
- 6.1 Step One - Applying modifiers to the enchantment level
- 6.2 Step Two - Find possible enchantments
- 6.3 Step Three - Select a set of enchantments from the list
- 6.4 Conflicting Enchantments
- 6.5 Examples
- 7 Standard Galactic Alphabet
- 8 Notes
- 9 Gallery
- 10 Trivia
- 11 Bugs
- 12 See also
- 13 References
Notch first tweeted about the Enchantment Table on September 30th 2011.
Enchanting was added to the game in 1.9 prerelease 3.
To enchant an item, craft an Enchantment Table, place it on the ground, right-click on it and drag an enchantable item from your inventory onto the square under the book icon. Three randomly chosen enchantments will appear on the menu on the right. The only thing you can know for sure about them is their level, which appears as a number; the alien text is random. You can take the item off and place it on the table again for a different set of enchantments. Or, you can attempt to replace the item on the table with a stack of two or more of any other item from your inventory.
Once you choose an enchantment, it will be applied to your item, giving it a glow and one of the special powers detailed below, and you will lose a number of experience levels equal to the level of the enchantment. Enchantments cannot be undone (unless you repair the item, which removes enchantments) and an item can only be enchanted once (although you may receive multiple enchantments during one instance of enchanting, determined randomly).
Whenever you place an eligible item on the 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 bookshelves(capped at 30) and a "slot factor" of 0.50 for the topmost enchantment slot, 0.66 for the middle slot, and 1.00 for the bottom slot. (If the number of bookshelves is 0, the second two random integers will always be zero.)
|enchantment level available = ( random Int(1, 5) + random Int(0, number of bookshelves/2) + random Int(0, number of bookshelves) ) * slot factor |
0 ≤ number of bookshelves ≤ 30
An example of the Enchanting Menu with a Diamond Pickaxe.
Enchantment names are randomly constructed from a long list of words. Three to five words are chosen from the list and appended to each other, creating the enchantment name. Any name can be chosen for any item. Note that the names are not actually saved with the item, they are only displayed in the Enchantment Table interface, albeit with the Standard Galactic Alphabet.
the elder scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet ignite snuff embiggen twist shorten stretch fiddle destroy imbue galvanize enchant free limited range of towards inside sphere cube self other ball mental physical grow shrink demon elemental spirit animal creature beast humanoid undead fresh stale
Repairing an enchanted weapon/tool will remove the enchantment on it.
When an enchanted weapon deals bonus damage to a mob, circular blue particles fly off of that mob, similar to getting a critical hit.
There are several levels on most enchants, and when you enchant you can get several enchants on each weapon/tool/armor.
Items such as swords, shovels, pickaxes, axes, and every part of armor of any material can be enchanted. Hoes, shears, fishing rods, bows and flint and steel are not enchantable.
EID is the item's Effect Identification Number in the game code.
|EID||Enchantable item||Name||Effect||Max. Enchantment Level||On level up||Notes|
|0|| ||Protection||Converts environmental damage to armor damage||IV||Armor with this enchantment cannot receive Fire, Blast, or Projectile Protection|
|1|| ||Fire Protection||Protection against fire||IV||Armor with this enchantment cannot receive Protection, Blast Protection, or Projectile Protection|
|2||Feather Falling |
|Less fall damage||IV||+1 to reduction of falling damage (half a heart)|
|3|| ||Blast Protection||Protection againstexplosions||IV||Armor with this enchantment cannot receive Protection, Fire Protection, or Projectile Protection (Weak Enchantment)|
|4|| ||Projectile Protection||Protection against projectile entities (e.g. arrows)||IV||Armor with this enchantment cannot receive Protection, Fire Protection, or Blast Protection|
|Decreases the rate of air loss underwater; increases time between damage while suffocating||III||Underwater breathing time +15 seconds; time between suffocation damage +1 second|
|6||Aqua Affinity |
|Increases underwater mining rate||I|
|16||Sharpness||Extra damage to mobs||IV||0.5 heart extra damage per level||A Sword with this enchantment cannot receive Smite or Bane of Arthropods|
|17||Smite||Extra damage tozombies,zombie pigmen andskeletons||V||0.75-1.5 hearts extra damage per level||A Sword with this enchantment cannot receive Sharpness or Bane of Arthropods|
|18||Bane of Arthropods||Extra damage tospiders, cave spiders andsilverfish||V||0.75-1.5 hearts extra damage per level||A Sword with this enchantment cannot receive Sharpness or Smite|
|19||Knockback||Knocks mob and players backwards upon hit||II|
|20||Fire Aspect |
|Lights mobs on fire, 0.5 heart extra damage per second||II||Will cook meat if mob is killed while it is on fire.|
|21||Looting||Mobs have a chance to drop more loot||III||+1 to max loot drop per level|
|32|| ||Efficiency||Faster resource gathering while in use||V||+10% mining speed||Most things break at "creative mode" speed at IV and V|
|33|| ||Silk Touch |
|Blocks mined will drop themselves, even if it should drop something else (e.g.stone will drop stone, notcobblestone)||I||Allows the collection of normally unobtainable blocks such as Ores,Mycelium, Double Slabsand Huge Mushrooms. (Regardless of the tool used as of 1.0)|
|34|| ||Unbreaking||At each use, there's a chance the tool's durability will not decrease.||IV||For example, an Unbreaking IV item has a chance to use up a use of 100/(4+1)% = 100/5% = 20%, so Unbreaking IV should, on average, make a tool last 5 times as long.|
|35|| ||Fortune |
|Can multiply the drop rate of items from blocks||III||I: 30% * 2 (30% more)|
II: 25% * 2, 25% * 3 (75% more)
III: 20% * 2, 20% * 3, 20% * 4 (120% more)
|Only applies to item drops such as coal,diamond,redstone, andglowstone. When used on Wheat, only theSeeds' drop rate is affected. When used on a Melon Block, the drop rate ofmelon slicesare increased. Increases the chance forGravel to dropFlint instead of itself, up to 100% at III. It doesn't affectclayball drop rates (it is always 4).|
How Enchantments Are Chosen
"Enchantment level" is the cost of the enchantment in experience levels (the green number on the button). "Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has power 4. The enchantment algorithm uses a three-step process.
Step One - Applying modifiers to the enchantment level
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.
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). Minecraft picks a number between 0 and the enchantability, then adds that number plus one to the enchantment level.
|modified enchantment level = enchantment level + Random(0, enchantablility) + 1|
|Material||Armor enchantability||Sword/Tool enchantability|
Next, Minecraft picks a value between 0.75 and 1.25. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 25%) and then rounded to the nearest integer.
Step Two - Find possible enchantments
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 will have.
The power of each enchantment type is determined by the level and the values in the table below. For each power value of an enchantment type, there is a minimum and maximum level that can produce the enchantment at that power. If the modified enchantment level is within the range, then the enchantment will be assigned that power. If the level is within two overlapping ranges for the same enchantment type, the higher power value is used.