Enchantments

Bookshelf placement[]

Nearby bookshelves raise the available enchantment levels; without any bookshelves, the experience level requirement never exceeds 8.

In order to have an effect, a 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, and the 2-high space between the bookshelf and table must be air (even a torch, snow cover or carpet blocks the effect), where «between» is as shown in the following diagrams (the white spaces are air, and the 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:

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.

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.

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

Active bookshelves
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Id заклинаний в Skyrim

00109634 — Спеллы восстановления затрачиваются не так быстро

00109633 — Спеллы иллюзии затрачиваются не так быстро

00109631 — Спеллы разрушения затрачиваются не так быстро

0010962F — Спеллы колдовства затрачиваются не так быстро

0010962E — Спеллы изменения затрачиваются не так быстро

0007A101 — Спеллы восстановления затрачиваются не так быстро

0007A0FA — Спеллы иллюзии затрачиваются не так быстро

0007A0F6 — Спеллы разрушения затрачиваются не так быстро

0007A0F5 — Спеллы колдовства затрачиваются не так быстро

0007A0F2 — Спеллы изменения затрачиваются не так быстро

0010E809 — Все спеллы расходуют на 3 процента меньше маны

Enchantment Weight

Each enchantment has a «weight.» Enchantments with higher weights have a higher chance of being selected on an enchanting table or a naturally-generated enchanted book.

Enchantment Weight Creatable by an enchantment table
Armor
Protection 10 Yes
Feather Falling 5 Yes
Fire Protection 5 Yes
Projectile Protection 5 Yes
Aqua Affinity 2 Yes
Blast Protection 2 Yes
Respiration 2 Yes
Depth Strider 2 Yes
Frost Walker 2 No
Soul Speed 1 No
Thorns 1 Yes
Curse of Binding 1 No
Sword
Sharpness 10 Yes
Bane of Arthropods 5 Yes
Knockback 5 Yes
Smite 5 Yes
Fire Aspect 2 Yes
Looting 2 Yes
Sweeping Edge 2 Yes
PickaxeAxeShovelShears
Efficiency 10 Yes
Fortune 2 Yes
Silk Touch 1 Yes
Bow
Power 10 Yes
Flame 2 Yes
Punch 2 Yes
Infinity 1 Yes
Fishing Rod
Luck of the Sea 2 Yes
Lure 2 Yes
Trident
Loyalty 5 Yes
Impaling 2 Yes
Riptide 2 Yes
Channeling 1 Yes
Crossbow
Piercing 10 Yes
Quick Charge 5 Yes
Multishot 2 Yes
All tools
Unbreaking 5 Yes
Mending 2 No
Curse of Vanishing 1 No

Steps to Enchant an Item with an Anvil

1. Place the Anvil

Once you have the required materials, add the anvil to your hotbar so that it is an item that you can use.

Next, position your pointer (the plus sign) on the block where you want to place the anvil. You should see the block become highlighted in your game window.

The game control to place the anvil depends on the version of Minecraft:

  • For Java Edition (PC/Mac), right click on the block.
  • For Pocket Edition (PE), you tap on the block.
  • For Xbox 360 and Xbox One, press the LT button on the Xbox controller.
  • For PS3 and PS4, press the L2 button on the PS controller.
  • For Wii U, press the ZL button on the gamepad.
  • For Nintendo Switch, press the ZL button on the controller.
  • For Windows 10 Edition, right click on the block.
  • For Education Edition, right click on the block.

2. Use the Anvil

To use the anvil, you need to stand in front of it.

The game control to use the anvil depends on the version of Minecraft:

  • For Java Edition (PC/Mac), right click on the anvil.
  • For Pocket Edition (PE), you tap on the anvil.
  • For Xbox 360 and Xbox One, press the LT button on the Xbox controller.
  • For PS3 and PS4, press the L2 button on the PS controller.
  • For Wii U, press the ZL button on the gamepad.
  • For Nintendo Switch, press the ZL button on the controller.
  • For Windows 10 Edition, right click on the anvil.
  • For Education Edition, right click on the anvil.

Now your anvil is open and you can see the Repair & Name menu.

3. Enchant the Item

To enchant an item, you need an enchanted book and an item to enchant such as a weapon, tool, or armor. In this example, we have placed an iron sword in the first slot and an enchanted book (Sharpness V) in the second slot.

In the third slot, you will see the enchanted iron sword. It will cost 5 experience levels to enchant the iron sword.

4. Move the Enchanted Item to Inventory

Now, move the enchanted iron sword from the third slot to your inventory hotbar.

TIP: If you hover over the enchanted item, you will see the name and level of the enchantment.

In this example, the sword has been enchanted with Sharpness V and will have attack damage of 12.25.

Congratulations, you just learned how to enchant an item using an anvil in Minecraft.

Smithing

Acquisition Enchantment

A tool with the Acquisition enchantment adds block drops straight to your inventory. This enchantment may also be added to shears.

Anvil Improvements

Removes minimum and maximum XP costs on the anvil. No more “Too Expensive.”

Anvils are also 50% less likely to become damaged when used.

Extract Enchantments

Extract enchantments from any enchanted item into an empty book on a grindstone.
The enchanted item will be destroyed in the process.

Credit to martenschaefer for partial use of the code.

Netherite Nuggets

Netherite can be broken into nuggets, and netherite nuggets can be combined to create a netherite ingot.
Use a Netherite nugget to reduce the repair cost of tools and armor on an anvil.

Tinted Enchantment

A tool with the Tinted enchantment may be combined with a dye on the anvil to change the enchantment glint color.
This also works for lodestone compasses, allowing you to color-code destinations.

Basic mechanics[]

Whenever the player places an eligible item on the 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 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 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.

# of bookshelves 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
# of bookshelves 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 levels of experience are necessary for enchantments.

Simple Recipes

Simple recipes are the first kind of recipe available to the player for forging enchantments. They require only Green Shadow Orbs to forge and take 20 minutes to complete, the shortest wait duration among all recipes.

Name Image Description
Precision A chance to make a Critical Hit with increased damage. This chance depends on the power of the enchantment.

Available on Melee Weapons and Ranged Weapons.

Overheat Each strike dealt or each hit taken has a chance to put a buff on you that makes your next strike inflict 200% more damage. This chance depends on the power of the enchantment.

Available on all types of equipment.

Poisoning A chance that your enemy will start to lose 3% health (10.2% for magic) per second over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Weakness A chance to weaken your enemy’s melee attacks by 50% from a succesful hit.

This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Magic Recharge A chance to increase your magic recharge from a successful hit by 300% and from taking a hit by 700%. This chance depends on the power of this enchantment.

Available on Melee Weapons, Armor and Helms.

Bloodrage A chance that you will deal 200% more damage on your hit, but would also lose 30% of damage dealt in own health (10% for Naginata and Ronin’s Dadao). This enchantment won’t work if it would cause you to lose. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Rejuvenation A chance to regenerate 3% of your health for 5 seconds after being hit. This chance is proportional to the damage received and the power of the enchantment.

Available on Armor and Helms.

Damage Absorption A chance to absorb all damage dealt to your body or head by a single strike. This chance depends on the power of the enchantment.

Available on Armor and Helms.

Trivia

  • Daisho is the only weapon in the game that has two non-Mythical enchantments (Precision and Poisoning). It can thus, if enchanted with a Mythical recipe, hold a maximum of 3 enchantments. Re-enchanting it with a Simple or Medium recipe causes it to permanently lose this property, and the two enchantments are replaced with the one newly forged.
  • Overheat is the only Simple recipe which is available on every piece of equipment.
  • Frenzy is the only Medium recipe which is available on every piece of equipment.
  • The Stun enchantment does not work on Titan or during the Underworld.
  • The Monk’s Set items obtained from Ascension are all enchanted with simple enchantments in addition to Tempest Rage.
  • Lynx and May are the only enemies who have 2 enchantments on one gear type; Time Bomb and Poisoning on Lynx’s Claws and Throwing Daggers, Damage Absorption and Regeneration on May‘s helm and armor.
  • Even though the in-game descriptions of Weakness and Enfeeble imply that the enchantments only affect enemy’s melee attacks, they also affect their ranged attacks and magic.
  • The players can increase their Time Bomb damage by equipping a stronger weapon. Additionally, they can reduce the damage from enemies’ Time Bomb by equipping stronger armor.
  • Upon delicate investigation, medium enchantments’ icons appear to have a «glow» aura to them when viewed in the shop. Simple and Mythical enchantments do not have this glow.
  • Upon delicate investigation, mythical enchantment icons have a golden rim around them, even the one that are unobtainable

History[]

Minecraft Dungeons
Dungeons Beta
1.1.1.0
1.2.0.0 Fixed Surprise Gift not dropping any items
Fixed Consumables spawned by Surprise Gift and Food Reserves not appearing for all players in online co-op
Fixed Radiance and Radiance Shot effects not visible to all players in online co-op.
1.3.2.0 Changed Exploding radius +50%
Changed Fire Aspect damage +100%
Changed Poison Cloud damage +50%
Changed Thundering damage +25%
Changed Radiance range reduced to 750 (matching Radiance shot)
Changed Radiance Shot trigger chance 20% -> 50%
Changed Leeching healing 4/6/8% -> 5/7/9%
Changed Shockwave damage 20 -> 35, speed +13%
Changed Snowball stun duration 3s -> 2s
Changed Health Synergy and Speed Synergy triggers on Lightning Rod and Corrupted Beacon when activated
Changed Soul Speed max stack 100 -> 5, speed bonus 1% -> 5%, duration 2/3/4s -> 3/5/7s, Removed soul-amount multiplier for the speed bonus on collected soul (each visual soul equals one stack)
Changed Anima Conduit healing 1/2/3% -> 2/4/6% per visual soul, triggers on any kill source, removed soul-amount multiplier on soul collection.
Fixed Radiance heal amount to scale twice as much as it should (effective reduction at Apocalypse -50%)
Fixed Shockwave missing notify icon on Heads-up display
Fixed Burning description to state «damages nearby enemies»
1.4.3.0 Added Acrobat, Bag of Souls, Burst Bowstring, Busy Bee, Dynamo Melee, Dynamo Ranged, and Tumblebee.
Changed Light Feather to activate Roll Enchantments
1.5.0.0 Changed Deflecting trigger chance 20/40/60% -> 25/35/45%.
Changed Mob enchantments to be significantly scarier[more information needed].
1.6.0.0 Changed Shockwave damage 35 -> 30, collides with walls, Swirling damage 45 -> 40, requires that a mob is hit with the attack to trigger.
Fixed Prospector and Looting triggering either once per mission, or not at all..
Minecraft Dungeons Twitter tweeted video revealing Multi-Roll (0:01), Lucky Explorer (0:15) and Illager’s Bane (0:25). The Rushdown enchantment effect is shown at 0:12 with Tempest Knife, 0:32, 0:35, and 0:38 with Chill Gale Knife.
1.7.2.0 Added Illager’s Bane, Death Barter, Lucky Explorer, Multi-Roll, Life Boost, Roll Charge, Rushdown.
Changed Prospector and Looting triggers no matter the damage source (includes kills from summons, artifacts, , etc.).
Fixed Deflecting triggering Dynamo Ranged
Fixed Fuse Shot arrows not exploding.
1.8.0.0 Added Gilded Gear, Pain Cycle, Artifact Synergy, Cooldown Shot, Shock Web, Reckless, Beast Burst, Beast Boss, Beast Surge, Fire Focus, Lightning Focus, Poison Focus, and Soul Focus
Changed Max Dynamo Melee and Dynamo Ranged charges Infinity -> 20.
Added Colors to damage numbers: Lightning — Light blue, Fire — Orange, Poison — Green, and Soul — Purple.
1.9.1.0 Added Guarding Strike, Luck of the Sea, Overcharge, Refreshment Melee, Refreshment Ranged, Rush, and Reliable Ricochet property
Fixed Fire Trail launching defeated mobs
Fixed Poison-based damage not power scaling
Fixed Artifact Charge triggering after picking up consumables.
1.10.2.0 Added Ambush, Dipping Poison, Levitation Shot, Shadow Blast, Shadow Surge, Void Strike Melee, and Void Strike Ranged.
Multiple enchantments have been expanded to new weapon types, the following includes: Committed Ranged, Critical Hit Ranged, Exploding Ranged, Fire Aspect Ranged, Looting Ranged, Prospector Ranged, Soul Siphon Ranged, Smiting Ranged, Unchanting Melee, and Weakening Ranged.

Weapons[]

Soul Stealer

Not to be confused with Soulsteal. This is used with Soul Shards. Causes a mob to be worth one more mob slain under the «Total Mobs Killed» on a Soul Shard, allowing for a player to get higher-tier Soul Shards much more quickly. Acquirable up to level 5.

Soulsteal

Not to be confused with Soul Stealer. With Soulsteal [sic],
when a mob dies it releases its soul to be used with the Essence Vessel from Harken Scythe mod.
3 Ranks: 33% / 66% / 100% chance upon death to release a soul

Bloodletting

3 Ranks: 33% / 66% / 100% chance for an entity to leave blood on the ground to be used with the Essence Vessel from Harken Scythe mod.

Focus

Can be applied to swords. Makes augment abilities charge faster. (ex. medallion abilities)

  • Rank 1: 1.5x faster
  • Rank 2: 2x faster

Afterlife

For the full article, see Afterlife.

3 Ranks: 10% /20% / 30% chance the target will drop a mob egg of its type when killed.
This does not work on all mob types in the game, even though some new entities show spawn eggs in the not enough items menu.

Decapitate

Applicable to axes through the enchantment table, and all other weapons via an enchanted book and anvil. This enchantment is also available for boomerangs through an enchantment table.

3 Ranks: 10% / 20% / 30% chance on killing of a mob for it to drop its head.

Blight

Applicable only to bows. Withers the target for several seconds depending on rank.

3 Ranks: 5/10/15 second wither debuff on target.

ID зачарований для оружия

Благодаря команде PlayerEnchantObject ID_предмета ID_зачарования-1 ID_зачарования-2 вы сможете добавить своему персонажу любой предмет с указанными зачарованиями, к примеру, введя команду следующим образом: PlayerEnchantObject 00013989 0002C593 000FEFBC, вы получите Стальной меч (00013989), зачарованный Элементальной яростью (0002C593), а также Светом Меридии (000FEFBC). Аналогично используются в Скайрим id зачарованной брони

Для увеличения заряда вам следует надеть на персонажа оружие, заряд которого вы планируете сделать больше, а затем воспользуйтесь следующими кодами:

1. player.setav LeftitemCharge N — заряд оружия в левой руке на N зарядов

2. player.setav RightitemCharge N — заряд оружия в правой руке на N зарядов

Mobs

Beacons heal friendly mobs

A beacon with the secondary effect of Regeneration will heal all tamed, friendly, and neutral mobs in the area around it.

Beekeepers

Beekeepers are villagers that trade beekeeping items. Their job site is the beehive.

Villages have the chance to spawn with dedicated beekeeper houses.

Chickens drop feathers

Sometimes chickens drop a feather instead of laying an egg. After dropping a feather, the amount of time until another egg or feather drops is reduced by half.

Vegan friendly!

Coral Squid


Coral Squid hang out around coral in warm ocean biomes. They come in 5 different colors and have a chance to drop the corresponding coral color when killed — but you would never dream of killing such a cute little squidlet, right?

Endermite Powder

Endermite Powder has a chance of being dropped from Endermites when killed by a player. Right-click while holding it in the End to help locate an End City.

Lumberjacks

Lumberjacks are villagers that trade wooden items. Their job site is the Woodcutter.

Villages have the chance to spawn with dedicated lumberjack houses.

Mooblooms

The Moobloom is a flower-covered variant of the mooshroom. They spawn in Flower Forest biomes and come in a number of colors and flower varieties.
As they wander, they have a chance of planting a flower of the type they are covered with.

Bees will try and pollinate nearby mooblooms, causing an additional flower to appear on the moobloom’s head.
Once pollinated, you may milk a moobloom using a bowl to obtain a suspicious stew of the type of flower that the moobloom is covered with.

Remove Nitwits

Prevents nitwits from spawning as new villagers. It also converts any nitwits to unemployed villagers in nearby areas.

Sheared Sheep show their color

When a sheep is dyed and then sheared, the wool patches that are seen on the sheep show the actual wool color. By default all sheared sheep appear white, regardless of their actual color.
This feature has been ported from Bedrock Edition.

Snow Golem derp faces

This is part of the Variant Mob Textures feature. Snow Golems can spawn with different “derp” faces, visible when you shear the pumpkin from their head.

Tamed animals no damage

Tamed animals no longer take direct damage from players. They still can suffer secondary effects, such as potion effects from a tipped arrow.

If you are in Creative Mode, this feature is bypassed.

Villagers follow emerald blocks

Villagers are attracted when the player holds a block of emeralds.

If Quark is present, this feature is disabled by default.

Wandering Trader Improvements

Wandering Traders only spawn when there is a signal fire (i.e., a campfire with a hay bale beneath) nearby.
They also sell maps to structures and biomes.

A configuration option is available to make Wandering Traders spawn more frequently.

Увеличение навыков

00109632 — Навык Зачарования возрастает на заданное число единиц

0007A106 — Увеличивается урон от атак, совершенных с помощью двуручного оружия

0007A104 — Число монет на предмет становится меньше

0007A103 — Навык Скрытности возрастает на заданное число единиц

0007A102 — Возрастает навык Улучшения оружия и брони

0007A100 — Возрастают шансы удачно осуществить карманные кражи

000D6933 — Увеличивается навык Красноречия

0007A0FF — Увеличивается урон от одноручного оружия

0007A0FC — Взлом становится легче на заданное число процентов 

0007A0FB — Навык Ношения легкой брони возрастает

0007A0F9 — Навык Ношения тяжелой брони возрастает

0007A0F3 — Блок щитом возрастает на заданное число процентов

000F6906 — Успех Красноречия на заданное число процентов

0007A0FE — Урон от лука возрастает на заданное число процентов

0008B65C — Созданные зелья становятся более мощными на заданное число процентов

0003EB29 — Благодаря этому id в Skyrim зачарованние определенного предмета становится мощнее  на заданное число единиц

0049507 — Возрастает выносливость

00049504 — Возрастает мана

000493AA — Возрастает HP

00109630 — Мана восполняется на заданное число процентов

0007A105 — Выносливость восполняется на заданное число процентов

0007A0F8 — HP восполняется на заданное число процентов

Further guide[]

The following armor enchantments cannot be combined: Protection, Projectile Protection, Blast Protection, and Fire Protection. Protection prevents half the damage that would be blocked by the other three. Protection is better, but there are sometimes other factors you should take into account. If you fall often in lava, it would be better to put Fire Protection on your armor. If you die often from creeper explosions, put Blast Protection armor on.

: More than 20 Enchantment Protection Factor (EPF) is useless. 1 Level of Protection = 1 EPF, 1 Level of specific type of Protection = 2 EPF. For example, two pieces of armor with Blast Protection IV (EPF 8 each) and a single piece with Protection IV (EPF 4) would give a total EPF of 20 versus explosions.

The following sword/axe enchantments cannot be combined: Sharpness, Smite, and Bane of Arthropods. Depending on what you want to do with the sword or axe, you can choose the most suitable. Sharpness is useful for general use, Smite is useful against undead mobs (skeletons, zombies, withers, etc.), Bane of Arthropods is useful against Arthropods (spiders, cave spiders, bees, silverfish, and endermites). Each level of Smite and Bane of Arthropods deals 2.5 extra damage to the specific group of mobs. Sharpness deals 1.25 extra damage and extra damage in Java Edition. If you are going to battle a lot of undead mobs (with the same sword or axe) more than every third[Bedrock Edition / fourth / fifth time, Smite deals the most damage. The same rule is not fully valid for choosing Bane of Arthropods, as Arthropods have low health, meaning Sharpness should be enough. Sharpness is the best choice, so have another sword with Smite for zombie farming (optional), or carry both a sharpness sword and a smite sword (optional, only if you have good inventory management).

Aside from curses, there aren’t any enchantments that should be avoided with other tools.

Tools[]

Pickaxe

  • Unbreaking III
  • Mending
  • Fortune III (useful for ores) or Silk Touch (useful for ice, stone, etc.)
  • Efficiency V (allows instant mining of many blocks)

Fortune III has the highest priority when you mine for most ores, especially diamonds.

Efficiency V, when combined with the Haste II effect obtained from beacons, allows the instant mining of stone, making mining much faster.

Silk Touch is useful for a variety of blocks. A notable one is the ender chest, a block used frequently in late-game, which can only be retrieved with a Silk Touch pickaxe.

Shovel

  • Unbreaking III
  • Mending
  • Efficiency V (Efficiency IV is sufficient, as all blocks mineable with a shovel can be instantly mined with Efficiency IV)
  • Silk Touch (useful for grass blocks or gravel) or Fortune III (useful for flint)

Hoe

  • Unbreaking III
  • Mending
  • Efficiency V (allows instant mining of all blocks mineable with a hoe)
  • Silk Touch (useful for obtaining leaves) or Fortune III (useful for obtaining apples and saplings from leaves)

Axe

  • Unbreaking III (needs in Bedrock Edition)
  • Mending
  • Efficiency V
  • Silk Touch (useful for melons, bookshelves and beehives) or Fortune III (only slightly useful for melons)

Shears

  • Unbreaking III
  • Mending
  • Efficiency V (allows instant mining of wool)
  • Silk Touch (useful for cobweb)‌[Bedrock Edition only]

It is usually not recommended to enchant shears at all, as they can only be enchanted through an anvil, and they are crafted with iron ingots which are very easy to come by in late-game. So only enchant them if you have an abundance of enchanted books of the above categories.

  • Unbreaking III
  • Mending

Similar to shears, flint and steel is not recommended to be enchanted.

Shield

  • Unbreaking III
  • Mending

It is usually not recommended to enchant shields, but if the shield has a banner applied to it‌[Java Edition only], it might be worth it to enchant it.

Carrot on a Stick

  • Unbreaking III
  • Mending

Being one of the least used tools in the game, it is not recommended to obtain the tool in the first place, not to mention enchanting it.

Warped Fungus on a Stick

  • Unbreaking III
  • Mending

This tool is not recommended to be enchanted, for reasons similar to carrot on a stick stated above. In addition, even if its durability is depleted, it will simply turn into a fishing rod, which means the player can simply craft the rod with another warped fungus in their inventory to make a new one.

Elytra

  • Unbreaking III
  • Mending

It is almost necessary to apply these two enchantments to elytra, as they are one of the most useful modes of transportation in late-game. Unbreaking is needed to quadruple the elytra’s airborne time, since elytra breaking in mid-air can be deadly; Mending is the most effective way to repair elytra, as otherwise they can only be repaired with phantom membranes or other elytras in an anvil, and the cost increases over time.

Minecraft Armor enchantments

Here’s our list of Minecraft armor enchantments and what armor pieces they can be applied to:

  • Unbreaking: (chestplate/helmet/leggings/boots) better durability
  • Curse of Vanishing: (chestplate/helmet/leggings/boots) cursed item vanishes after you die
  • Mending: (chestplate/helmet/leggings/boots) xp mends equipment
  • Aqua Affinity: (helmet) increased underwater mining speed
  • Respiration: (helmet) increased underwater breathing duration
  • Blast Protection: (chestplate/helmet/leggings/boots) less explosion damage
  • Curse of Binding: (chestplate/helmet/leggings/boots) you cannot remove cursed item
  • Fire Protection: (chestplate/helmet/leggings/boots) decreased fire damage
  • Depth Strider: (boots) increased underwater movement
  • Feather Falling: (boots) decreased fall and teleportation damage
  • Projectile Protection: (chestplate/helmet/leggings/boots) decreased projectile damage
  • Protection: (chestplate/helmet/leggings/boots) protection against attacks, fire, and falling
  • Thorns: (chestplate/helmet/leggings/boots) damage attackers
  • Frost Walker: (boots) freezes water under your feet
  • Soul Speed: (boots) increased movement over souls sand and soil

Armor Enchantments

Enchantment Compatible Effects
Stabilizing Forces Arcane Set, White Arcane Set, Clansage Robe or Red Clansage Robe (Body Armor or Helmets)
  • Body Armors: Gain +3% Movement Speed bonus, and +10% Impact resistance
  • Helmets: Gain +5% Mana cost reduction (-5% Mana costs), and +5% Impact resistance
Cocoon Ash Set, Pathfinder Set or Virgin Set (Body Armor, Helmets or Boots)
  • On Body Armor: +2 Protection, +6 Hot Weather Defense, +6 Cold Weather Defense
  • On Helmets: +2 Protection, +4 Hot Weather Defense, +2 Cold Weather Defense
  • On Boots: +2 Protection, +2 Hot Weather Defense, +4 Cold Weather Defense
Elatt’s Sanctity Candle Plate Set, White Priest Set, Palladium Set (Body Armor, Boots, Helmet)
  • Body Armor: Gain +20 Corruption Resistance
  • Helmet/Boots: Gain +10 Corruption Resistance
  • Any: Gain +5% Lightning
Formless Material Halfplate Set or Virgin Set (Body Armor, Boots or Helmet)
  • Body Armors: +20% Fire and +20% Frost , flat -7 Weight (of the item)
  • Helmets: +10% Ethereal , +10% Impact resistance, and flat -3 Weight (of the item)
  • Boots: +20% Lightning and +20% Decay , and flat -5 Weight (of the item)
Beast of Burden Makeshift Leather Set, Scaled Leather Set or Virgin Set (Body Armor, Helmet or Boots)
  • Adds +7 Pouch Bonus on Body Armor, and +3 Pouch Bonus on Helmets or Boots
  • Adds +8% Physical on Body Armor, and +5% on Helmets or Boots
Warmaster Plate Set, Elite Plate Set, Virgin Set (Body Armor, Helmet or Boots)
  • Body Armors: Gain +2 Protection and +10% Physical
  • Helmets/Boots: Gain +1 Protection and +5% Physical
Rascal’s Verve Scavenger Set (not Scarf), Brigand Set, Looter Set or Virgin Set (Body Armor, Helmet or Boots)
  • Body Armor: Gain +2 Protection, +10% Impact damage bonus and +13% Impact resistance
  • Helmet: Gain +1 Protection, +10% Impact damage bonus and +7% Impact resistance
  • Boots: Gain +1 Protection, +10% Impact damage bonus and +8% Impact resistance
Arcane Unison Scholar Set or Virgin Set (Body Armor, Helmet or Boots)
  • Gain +5% Cooldown Reduction
  • Gain passive +0.1 Mana Mana restoration per second
Economy Virgin Set or Antique Plate Set (Body Armor, Helmet or Boots)
  • Body Armor: Gain +15% Mana cost reduction (-15% mana costs)
  • Helmet/Boots: Gain +10% Mana cost reduction (-10% mana costs)
  • Any: Gain +10% Stamina cost reduction (-10% stamina costs)
Assassin Virgin Set or Kazite Set, Master Kazite Set or Shadow Kazite Set (Body Armor, Helmet or Boots)
  • Gain +10% Physical damage bonus on Body Armor, and 5% bonus on Helmet or Boots
  • Gain +10% Impact damage bonus on Body Armor, and 5% bonus on Helmet or Boots
Inner Cool Virgin Set, Desert Set, Elite Desert Set, Master Desert Set (Body Armor, Helmet or Boots), or Chitin Desert Tunic
  • Body Armor: +15% Frost
  • Helmet/Boots: +10% Frost
  • Any: -15% Lightning
Inner Warmth Virgin Set, Fur Set or Black Fur Set (Body Armor, Helmet or Boots)
  • Body Armor: +15% Fire
  • Helmet/Boots: +10% Fire
  • Any: -15% Ethereal
Aegis Any Body Armor, Helmet or Boots
Filter Any Body Armor, Helmet or Boots
  • Body Armors: Adds +10 Corruption resistance
  • Helmets/Boots: Adds +5 Corruption resistance

Chest

Enchantment Compatible Effects
Spirit of Harmattan Antique Plate Garb
  • Gain +5% Cooldown Reduction
  • Gain +25% Decay
Light as Wind Black Plate Armor, Orichalcum Armor
  • Gain +11% Stamina cost reduction (-11% Stamina costs)
  • Reduces the Weight of this item by -9
Spirit of Berg Copal Armor or Green Copal Armor
  • Gain +10% Stamina cost reduction (-10% Stamina costs)
  • Gain +25% Ethereal
Spirit of Levant Desert Tunic, Master Desert Tunic, Elite Desert Tunic, or Chitin Desert Tunic
Spirit of Cierzo Halfplate Armor, Adventurer Armor
Spirit of Monsoon Silver Armor, Ash Armor
  • Gain +15% Corruption resistance
  • Gain +25% Lightning
Chaos and Creativity Tenebrous Armor or Runic Armor
  • Gain +10% Movement Speed
  • Gain +10% Decay
Adrenaline Wolf Plate Armor, Wolf Medic Armor, Wolf Mage Armor
Unexpected Resilience Worker, Tattered, «Light» or «Garb»
  • Gain +5 Protection
  • Gain +0.1 passive Health regeneration per second

Boots

Enchantment Compatible Effects
Guidance of Wind Black Plate Boots or Orichalcum Boots
Compass Kazite Boots, Kazite Light Boots, Shadow Kazite Light Boots
Speed and Efficiency Tenebrous Boots, Runic Boots
  • Gain +7% Movement Speed bonus
  • Gain +5% Cooldown Reduction
Unwavering Determination Worker Boots, Simple Shoes, Sandals, Tattered Boots
  • Gain +10% Stamina cost reduction (-10% Stamina costs)
  • Gain +12% Impact resistance
Flux Any Boots
  • Gain +3% Movement Speed bonus
  • Gain +5% Lightning

Enchanting Table

How to build a Minecraft Enchanting Table?

An enchanting table can be assembled very easily. All that is required is 4 obsidian, two diamonds and one book. The image below shows the exact recipe.

How do I use an Enchantment Table?

To use the enchantment table, simply craft it following the guide shown above then place the block down on the ground. The enchantment menu can be accessed via interacting with the enchantment table block. Steps to understand how this enchantment menu functions can be found in the above section.

Minecraft Enchantment Table Language

An interesting and somewhat useless lore fact in Minecraft is that the enchantment texts in the enchantment menu are actually real words ciphered in a language called “standard galactic language”. The words are randomized and mean nothing related to the actual enchantment, but an interesting and humorous fact nonetheless. Below is an image detailing the translation of the language.

Medium Recipes

Medium recipes, the second type of recipes, utilize Red Orbs as well as Green Orbs to forge enchantments. These enchantments are more powerful than the simple recipes. They require 1 hour and 20 minutes to be forged.

Name Image Description
Lifesteal A chance on every successful hit to replenish your health by 250% (100% for magic) of the damage dealt to the enemy. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Bleeding A chance that the enemy will start to lose 6% health (3.4% for magic) per second over 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Enfeeble A chance to weaken your enemy’s attacks by 75% for 10 seconds after a successful hit. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Frenzy A chance to increase your melee damage by 150% for 5 seconds after dealing or receiving a hit. This chance depends on the power of the enchantment.

Available on all types of equipment.

Stun A chance to stun your enemy for 5 seconds after a successful hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Time Bomb A chance to set a delayed explosive on your enemy, which will detonate after 2 seconds. This chance depends on the power of the enchantment.

Available on Melee Weapons, Ranged Weapons and Magic.

Regeneration A chance to regenerate 4.5% of your health for 5 seconds after being hit. This chance is proportional to the damage dealt and the power of the enchantment.

Available on Armor and Helms.

Shielding A chance to reduce incoming damage by 75% for 7 seconds after being hit. This chance depends on the power of this enchantment.

Available on Armor and Helms.

Damage Return A chance that the enemy will take 85% of damage received. This chance depends on the power of the enchantment.

Available on Armor and Helms.

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