A table of enchantments surrounded by bookcases
The glow animation of an enchanted beak
El enchantment is a mechanic that empowers armor, tools, weapons, and books with one or more "enchantments" that enhance an object's existing abilities or infuse them with additional abilities or uses. Additionally, a special "glow" animation appears on items that are enchanted.
Summary
- 1 Enchanting Tools
- 2 Enchanting methods
- 2.1 Table of enchantments
- 2.1.1 Affect Offered Enchantments
- 2.2 Anvil combinations
- 2.3 Enchanted books
- 2.1 Table of enchantments
- 3 Disenchant
- 4 List of enchantments
- 5 List of enchantments per item
- 6 Maximum effective values for enchantments
- 7 Object data
- 8 Video
- 9 History
- 10 Errors
- 11 See also
- 12 Curiosities
- 13
Enchanting tools
Name | Icon | Easier |
---|---|---|
Spell table | It is used to enchant objects and books. | |
Bookstore | Each library (up to 15) increases the level (power) of the enchantments granted by the enchantment table. | |
Lapislázuli | Required to power the enchantment table. | |
Anvil | It is used to combine objects (tools, armor, and weapons), or to repair an object while preserving enchantments. | |
Grinder | It is used to remove all enchantments (no curse) on an object (returning some experience), or repair an object (without returning experience). | |
Enchanted book | It can be combined with another item on an anvil to add enchantments to that item. |
Enchantment methods
There are three ways to enchant items in Survival mode:
- With a table of enchantments, in exchange for experience points and lapis lazuli. Only non-enchanted items can be enchanted this way.
- With an anvil, combining an enchanted book with an object.
- With an anvil, combining two of the same items with different enchantments into a single item that has the enchantments of both.
A player can also obtain already enchanted items:
- Through a villager, who can exchange enchanted items for emeralds.
- Fishing, which has a chance to drop enchanted items.
- Through a zombie, drowned, desert zombie, piglin, skeleton, glacial skeleton, wither skeleton, and zombified piglin - if they have enchanted items and the player kills them, they have an 8.5% chance for each equipped item to drop them.
- Finding them in End cities and other treasure chests, such as shipwrecks, abandoned mines, dungeons, desert temples, jungle temples, forest mansions, ocean ruins, fortresses, ruined portals, and ruined bastions.
- Barter offers a book or iron boots with a unique enchantment.
- Killing raiders and vindicators in invasions. [Bedrock Edition only]
Server operators and players in cheat-enabled single-player worlds can also enchant items using commands like / enchant. When enchanted with the / give command, the maximum enchantment level is 2,147,483,647 [Java Edition only]. In Creative mode, items can be enchanted on an anvil with enchanted books, without requiring experience points. Enchanted books are available from the Creative inventory, with each book individually displayed with its highest level of each enchantment, and other levels available through the "Search" tab.
Spell table
Main article: Enchantment mechanicsEnchantment table interface. Above: No object. Down: With object, hovering over the third line.
An item can be enchanted using an enchantment table and placing that item in the entry slot, then placing 1–3 Lapis Lazuli in its respective slot. When placing the object, three (pseudo) random options appear to the right of the GUI (graphical user interface). The glyphs do not affect the enchantment, however, hovering over a featured enchantment displays the enchantment that will be applied (on mobile devices, the player can press an enchantment before placing it or hold the enchantment before it is performed). The only available options have a required level equal to or less than the player's current level and a lapis lazuli and a lapis lazuli requirement equal to or less than the number of lapis lazuli placed on the enchantment table. Each option infuses the item with a series of random enchantments that are dependent on the number of experience required (for example, a level 10 enchantment can give a pickaxe with "Efficiency II"); the cost of the level and the amount of lapis required have no effect.
Although the player must have at least the level requirement to obtain an enchantment, the number of levels the player is discounted is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30-50 enchantment, the player must be at least 30 levels, pay only 3 levels and 3 lapis lazuli.
The level requirement influences the number, type, and level of enchantments instilled on the item, and a higher experience level generally results in more enchantments and / or higher levels. However, there is a significant random factor, and even a level 30 enchantment (the maximum) does not guarantee more than one enchantment, or even for enchantments to be "maximum strength" a level 30 enchantment can still produce Fortune II or Efficiency. III alone, for example.
To increase the enchantment level, the bookshelves must be placed next to the enchantment table keeping an air block between them. To access the level 30 enchantments mentioned above, a total of 15 shelves need to be placed around the enchantment table. See the Enchantment Mechanics page for more detailed information on this.
Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil.
Unlike an anvil, using the enchantment table while in Creative costs experience. However, if the player does not have enough experience, then the experience is reduced to zero and the enchantment still works, even when using the enchantment table while it is already at zero level.
Affect offered enchantments
Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for each item at each enchantment level. Therefore, if none of the available enchantments are desired for a tool, you could spend 1 lapis and 1 level to enchant a different book or tool to update the list.
Possible enchantments depend on the player's enchantment seed, item type, material, and enchantment level (1–30). Remove the object and put it back, click the item slot with a different object, use a different object of the same type and material, replace or move the table (but keeping the same number of bookshelves), use a different table with the same number of libraries, or replacing or rearranging the libraries without changing their total number does NOT affect the possible enchantments.
Changing the enchantment levels offered by adding, removing, or blocking libraries alters the enchantments displayed, but does not change the possible enchantments; using another enchantment table with the previous number of bookshelves still displays the previous enchantments. Enchantments for a particular enchantment level (with the same seed and item) also differ depending on which row they appear in, but are not "better" or "worse" depending on the row despite different resource costs.
Anvil Combinations
Main article: Enchantment mechanicsAn anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. Items must be compatible: they must be of the same type and material (such as two iron swords) or an item and book enchanted with an applicable enchantment (such as a bow and book enchanted with Infinity).
Combining two enchanted items, books or an item and a book with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in survival mode; For example, a book with Thorns I and Unbreakable II combined with a book with Unbreakable II produces a book with Thorns I and Unbreakable III.
To combine items, the player places the target item in the first space of the anvil and the offering item in the second space. If the combination is allowed, the resulting enchanted item appears in the anvil exit slot and an experience level cost, labeled "Enchantment Cost", appears below it (green if the player has enough experience levels, red if not he has them). To complete the enchantment, the player removes the enchanted item from the anvil exit slot, and their experience level is lowered accordingly.
The cost of the experience depends on the enchantments, and highly enchanted items cost more. If the object has been repaired on the anvil, it also costs more. You can also change the name of the object, at an additional cost. In turn, there is a cumulative surcharge for previous work done on anvils. In Survival mode, work that costs more than 39 experience levels is rejected, although the same work can still be done in steps. For example, a damaged enchanted bow can be repaired on an anvil with an ordinary bow, and then another enchanted bow can be used to combine enchantments with the repaired bow.
Enchanted books
Main article: Enchanted bookEnchanted books can be made by using an enchantment table to enchant said book. (They can also be found in spawned chests, bought with emeralds from a librarian villager, or taken with a fishing pole.) The book can receive multiple enchantments of any type, but only the appropriate enchantments for a given type of item can be applied to that item. For example, the same book can receive Breath and Power enchantments, but the Breathing enchantment is lost if the book is applied to anything other than a helmet, and the Power enchantment is lost if the book is applied to anything. other than a bow.
Enchanted books are used on an anvil to add enchantments to items, including other books. They can apply some enchantments to items that cannot be enchanted from an enchantment table, such as applying a book with Thorns to boots.
In Creative mode, books can enchant any item with any enchantment, such as a stick that has Recoil II. this way or via / enchant (although they are still available via / give).
The experience costs for using books are considerably less than combining items with similar enchantments, as the books themselves cost levels to create. However, it is still an additional cost, and directly enchanted items have the possibility of obtaining multiple enchantments. The advantage of books is that they can be stored for use as an object of choice and allow controlled combinations. For example, a book with Silk Touch can be used on an ax, pick, or shovel, and the player can decide which item receives that enchantment.
disenchant
The only way to disenchant items is through the sharpener or by repairing them through the crafting grid. Using the whetstone removes all enchantments (except Curse of Binding and Curse of Disappearance) and returns experience based on the level of the enchantments and their value.
List of enchantments
See also: Enchantment / Levels
Each enchantment in the table below includes attributes that the player can legally acquire in Survival mode. Other combinations are possible in creative mode or with cheats, mods, or third-party software.
- Maximum level: maximum enchantment levels vary, but the game can contain integer values up to 32 bits (−231 to 231−1). Exceeding this value results in an overflow and eventually resets to 0.
- Primary objects: Items that can be legally enchanted in Survival mode by using an enchantment table. Items of any material can be enchanted (some more easily than others, see the enchanting mechanics).
- Secondary objects: Items that cannot be enchanted from an enchantment table in Survival mode, but can be enchanted from a book enchanted with an anvil.
- Weight: Relative chance the enchantment will be offered.
The table may be inaccurate and is subject to change.
List of enchantmentsName | Your Order | Incompatible us |
Level max |
Objects primary |
Objects secondary |
Weight |
---|---|---|---|---|---|---|
Aquatic affinity | Increases speed when mining underwater. | I | 2 | |||
Aquatic agility | Increases movement speed underwater. | Icy step | III | 3 | ||
Fiery aspect | Causes the target to burn. | II | 2 | |||
Attraction | Decrease the waiting time until the fish / trash / loot "bites" the hook. Higher levels increase the speed of the process. | III | 2 | |||
Botín | Increases the amount of items dropped after killing creatures. Higher levels increase the odds and loot dropped. | III | 2 | |||
Feather drop | Reduces fall damage. | IV | 5 | |||
Quick charge | Decrease the loading time of the crossbow. | III | 5 | |||
Conductivity | The trident "summons" a beam towards the struck entity. It only works during storms and if the target is not obstructed by opaque blocks. | Water propulsion | I | 1 | ||
Efficiency | Increases speed when mining. When applied to an ax it increases the probability that the ax can stun a shield, with the initial probability being 25% and increasing by 5% for each level of efficiency. | V | 10 | |||
Impalement | The trident deals more damage to creatures that occur naturally in bodies of water (for example the oceans). In Bedrock Edition, having Impalement on a trident also deals bonus damage to players or creatures in water or rain. | V | 2 | |||
Push | Increase pushback when attacking. | II | 5 | |||
Thorns | Reflects some of the damage taken when hit, at the cost of reducing durability with each reflection. | III | 1 | |||
Wire | Melee weapon damage increased. | Bane of arthropods; Hit | V | [Solo BE] | [Solo I] | 10 |
Blasting phylum [Solo Java Edition] | Sweep attack damage increased. | III | 2 | |||
Fortuna | It increases the amount of elements released after breaking certain minerals (diamond, emeralds and coal), not only that, but it can already be applied in crops. Higher levels increase the odds and loot dropped. | Silk touch | III | 2 | ||
Fuego | Causes arrows to burn the target, igniting dynamite if hit. | I | 2 | |||
Hit | Damage towards undead creatures increased. | Bane of arthropods; Edge | V | [Solo BE] | [Solo I] | 5 |
Cleavage [Unofficial name] [coming soon: JE Combat Tests] | Increases damage and stun towards shields. | Edge; Bane of arthropods; Hit | III | - | ||
Infinity | Shooting does not consume normal arrows. However, it does not include effect arrows or spectral arrows. | Repair | I | 1 | ||
Unbreakability | Reduces the chance that an item will take damage. Higher levels further reduce the probability. | III | 5 | |||
Loyalty | The trident returns after being thrown. Higher levels reduce the wait time to retrieve it. | Water propulsion | III | 5 | ||
Curse of disappearance | The item is destroyed on death. | I | 1 | |||
Curse of Linkage | Items cannot be removed from armor slots, except in Creative mode or after dying or if they are broken. | I | 1 | |||
Multi-shot | Shoot 3 arrows as an expansion at the cost of one; only one arrow can be retrieved. | Drilling | I | 2 | ||
Icy step | Turns the water under a player into frosty ice and prevents the player from taking damage from being on magma blocks. | Aquatic agility | II | 2 | ||
Bane of arthropods | Increases damage to atropod creatures (spiders, cave spiders, silverfish, endermites, and bees) and inflicts Slow IV. | Hit; Edge | V | [Solo BE] | [Solo I] | 5 |
Drilling | Arrows pierce multiple entities and shields; arrows can be retrieved after passing through entities if they have not exceeded the entity limit. | Multi-shot | IV | 10 | ||
Power | Increase the damage of the arrows, while their enchantment level is higher, the better the damage. | V | 10 | |||
Water propulsion | The trident propels the player with it when thrown. It only works in water or in the rain. | Conductivity; Loyalty | III | 2 | ||
Protection | Reduces most types of damage by 4% [BE Only] or 5% [BE Only] per level. | Explosion protection; Protection against the fire; Projectile protection | IV | 10 | ||
Protection against the fire | Reduces fire damage and burn time. | Explosion protection; Protection; Projectile protection | IV | 5 | ||
Explosion protection | Reduces damage and knockback per explosion. | Protection against the fire; Protection; Projectile protection | IV | 2 | ||
Projectile protection | Reduces damage from projectiles such as arrows, thrown tridents, fireballs from ghasts and blazes, etc. | Protection; Explosion protection; Protection against the fire | IV | 5 | ||
Repair | Repair the item using experience orbs. | Infinity | I | 2 | ||
Breathing | Extends breathing time underwater. Stacks with a tortoise shell. | III | 2 | |||
Recoil | Increase the knockback inflicted by arrows. | II | 2 | |||
Marine luck | Increase the rate of good loot (enchanted books, etc.) when fishing. Higher levels increase the odds. | III | 2 | |||
Silk touch | Allows you to mine certain blocks that cannot normally be mined. However, its use depends on the material of the tool. | Fortuna | I | [Solo BE] | 1 | |
Soul speed | Increases speed when walking on Soul Sand or Soul Land, but damages boots over time. | III | 1 |
List of enchantments by item
Enchantments that have multiple levels are displayed with their maximum level numbers. Incompatible enchantments can be combined using commands (eg, / give @s bow {Enchantments: [{id: infinity, lvl: 1}, {id: mending, lvl: 1}]} 1). Additionally, a player can exceed the maximum enchantment levels (for example: / give @s netherite_sword {Enchantments: [{id: fire_aspect, lvl: 10}]} 1).
Purpose | Any combination of | Only one for each column | |
---|---|---|---|
Helmet | Repair, Unbreakable III, Breathing III, Aquatic Affinity, Thorns III | Protection IV Projectile Protection IV Fire protection IV Explosion protection IV |
|
Turtle shell | |||
Breastplate | Repair, Unbreakable III, Thorns III | ||
Greaves | |||
Boots | Repair, Unbreakable III, Feather Drop IV, Soul Speed III, Thorns III | Aquatic agility III Icy Step II | |
Sword | Repair, Unbreakable III, Fiery Aspect II, Loot III, Thrust II, Shattering Edge III [JE Only] | Wire V I hit V Bane of arthropods V |
|
Ax | Repair, Unbreakable III, Efficiency V | Fortune III Silk touch |
Wire V I hit V Bane of arthropods V Split III [Unofficial name] [coming soon: JE Combat Tests] |
Pico | |||
Pala | |||
Azada | |||
bow | Unbreakable III, Power V, Recoil II, Fire | Infinity Repair |
|
Rod | Repair, Unbreakable III, Attraction III, Marine Luck III | ||
Trident | Repair, Unbreakable III, Impalement V | Conductivity and Loyalty III [note 1] Water propulsion III |
|
Crossbow | Repair, Unbreakable III, Quick Charge III | Drilling IV Multi-shot |
|
Scissors | Repair, Unbreakability III, Efficiency V, Touch of Silk [BE Only] | ||
Shield | Repair, Unbreakable III | ||
eliters | |||
Lighter | |||
Cane with carrot | |||
Cane with distorted mushroom |
- ↑ Conductivity and Loyalty can be used together but neither can be used in conjunction with Water Propulsion.
The tables below list the enchantments that can be given to specific items in Bedrock Edition and in Survival mode in Java Edition (Creative mode in Java Edition allows any item to have any enchantment). Enchantments that can be applied to both hand and armor items are listed in both tables.
- An enchantment table indicates that the item can be legitimately enchanted in survival mode by using it.
- An anvil indicates that the item cannot be enchanted legitimately in survival mode using an enchantment table (a table never offers the enchantment for the item), but can be enchanted by other means (for example, using an anvil to combine the enchantment). item with an enchanted book or other enchanted item; note that the enchantment table could still apply the enchantment to the item as a random additional enchantment).
Encantation (Maximum) | [Solo I] | [Solo BE] | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Fiery Aspect (II) | ||||||||||
Attraction (III) | ||||||||||
Loot (III) | ||||||||||
Quick charge (III) | ||||||||||
Conductivity (I) | ||||||||||
Efficiency (V) | ||||||||||
Impalement (V) | ||||||||||
Thrust (II) | ||||||||||
Filo (V) | ||||||||||
Blasting phylum (III) | ||||||||||
Luck (III) | ||||||||||
Fire (I) | ||||||||||
Strike (V) | ||||||||||
Cleft (III) [Unofficial name] [coming soon: JE Combat Tests] |
||||||||||
Infinity (I) | ||||||||||
Unbreakability (III) | ||||||||||
Loyalty (III) | ||||||||||
Curse of Disappearance (I) | ||||||||||
Multidisparo (I) | ||||||||||
Bane of the Arthropods (V) | ||||||||||
Perforation (IV) | ||||||||||
Poder (V) | ||||||||||
Water propulsion (III) | ||||||||||
Repair (I) | ||||||||||
Backspace (II) | ||||||||||
Marine luck (III) | ||||||||||
Touch of silk (I) | [Solo BE] |
Encantation (Maximum) | ||||||
---|---|---|---|---|---|---|
Aquatic Affinity (I) | ||||||
Aquatic agility (III) | ||||||
Feather drop (IV) | ||||||
Thorns (III) | ||||||
Unbreakability (III) | ||||||
Curse of Disappearance (I) | ||||||
Curse of Linkage (I) | ||||||
Frozen Pass (II) | ||||||
Protection (IV) | ||||||
Fire protection (IV) | ||||||
Explosion protection (IV) | ||||||
Projectile Protection (IV) | ||||||
Repair (I) | ||||||
Respiration (III) | ||||||
Soul Speed (III) |
Maximum effective values for enchantments
The table shows the effective limits for enchantments (found here as well).
Enchantment | Stackable | Minimum effective | Maximum cash | |
---|---|---|---|---|
Aquatic affinity | Greatest First in Armor | 1 | 1 | |
Bane of arthropods | It adds | Single: -2147483648% Piled up: -52241757371157708% |
Single: 2147483647 Piled up: 52241757371157708 |
Adds 2.5 * level of damage Affects arthropods with a slow amplifier 3 by 1 + random (0, level / 2) seconds |
Explosion protection | It adds | 1 | 255 | Reduces damage by a factor of min (20, level * 2) / 25 Reduces thrust per blast by a level factor * 0.15 Higher levels are treated as 255 |
Conductivity | First | 1 | 1 | |
Curse of Linkage | First | 1 | 1 | |
Curse of disappearance | First | 1 | 1 | |
Aquatic agility | Greatest First in Armor | 1 | 3 | Higher levels are treated as 3 |
Efficiency | First | 1 | 255 | Increase mining speed by level² + 1 Higher levels are treated as 255 |
Feather drop | It adds | 1 | 7 | Reduces damage by a factor of min (20, level * 3) / 25 |
Fiery aspect | First | 1 | 255 | Set creatures on fire per level * 4 seconds Higher levels are treated as 255 |
Protection against the fire | Added for damage reduction Greatest first in armor for duration reduction |
1 | 10 | Reduces damage by a factor of min (20, level * 2) / 25 Reduces the duration of the fire by a level factor * 0.15 |
Fortuna | First | 1 | 255 | Anything using the apply_bonus loot table function works like this Higher levels are treated as 255 |
Fuego | First | 1 | 1 | |
Icy step | First | 1 | 14 | Higher levels are treated as 14 |
Impalement | It adds | Single: -2147483648% Piled up: -52241757371157708% |
Single: 2147483647 Piled up: 52241757371157708 |
Adds 2.5 * level of damage |
Infinity | First | 1 | 1 | |
Push | First | 1 | 255 | Add level push force Higher levels are treated as 255 |
Botín | First | 1 | 255 | Higher levels are treated as 255 |
Loyalty | First | 1 | 127 | Increase return speed by 0.05 * level Higher levels are treated as 0 |
Marine luck | First | 1 | 255 | Add level luck Higher levels are treated as 255 |
Attraction | First | 1 | 5 | Reduces attraction time by 5 * level seconds Higher levels prevent fish from spawning |
Repair | First | 1 | 1 | |
Multi-shot | First | 1 | 1 | |
Drilling | First | 1 | 127 | Higher levels are treated as 0 |
Power | First | 1 | 255 | Increase damage by 0.5 * level + 0.5 Higher levels are treated as 255 |
Projectile protection | It adds | 1 | 10 | Reduces damage by a factor of min (20, level * 2) / 25 |
Protection | It adds | 1 | 20 | Reduces damage by a factor of min (20, level) / 25 |
Recoil | First | 1 | 255 | Add level push force * 0.6 Higher levels are treated as 255 |
Quick charge | First | 1 | 5 | Reduces loading time by 0.25 * level seconds Higher levels prevent crossbow loading |
Breathing | Greatest First in Armor | 1 | 255 | Causes a chance of 1 at level +1 not to decrease the air level Higher levels are treated as 255 |
Water propulsion | First | 1 | 1 | |
Wire | It adds | 0 | Single: 2147483647 Piled up: 36028799149670399 |
Adds 0.5 * max (0, level - 1) + 1 damage |
Silk touch | First | 1 | 1 | |
Hit | It adds | Single: -2147483648% Piled up: -52241757371157708% |
Single: 2147483647 Piled up: 52241757371157708 |
Adds 2.5 * level of damage |
Soul speed | First | 1 | 255 | Increase speed by 0.03 + (level * 0.0105) Higher levels are treated as 255 |
Rampaging edge | First | 1 | 255 | Increase sweep damage by level factor / (level +1) times hit damage Higher levels are treated as 255 |
Thorns | Individual procs | 1 | 2147483647 | Chance to hit is 0.15 * level Deals level - 10 damage if level 11 or higher, otherwise deals random (0, 3) + 1 |
Unbreakability | First | 1 | 255 | Items have a 1 at level +1 chance to skip damage. The armor has a 0.6 chance to take damage even when it should skip it. Higher levels are treated as 255 |
Object data
- tag: The item's main tag.
Player.dat format / Enchantments
Video
History
Java Edition | |||||
---|---|---|---|---|---|
1 de Octubre de 2011 | The first few of the enchantments screen are revealed, with enchantments written in the Galactic Alphabet Standard. The first incantation translates to "Well Played Internets You Are Good", the second translates to "These Names Will Be Random And Confusing", and the third translates to "Each Spell Costs Experience Levels". The Standard Galactic Alphabet or SGA was originally created by Tom Hall for use in the Commander Keen series of computer games. | ||||
3 de Octubre de 2011 | The first of a player in enchanted armor are revealed. | ||||
1.0.0 | Beta 1.9 Prerelease 3 | The basics of enchanting have been added. | |||
Enchantment tables do not require shelving to get maximum enchantments. | |||||
Enchantments are labeled in the enchantment table as random words written in the Galactic Standard Alphabet. | |||||
Beta 1.9 Prerelease 4 | Fixed a bug where all enchantments would display as Feather Drop I. | ||||
Enchant has now been properly enabled in multiplayer. Previously, if a player attempted to enchant an item, it appeared enchanted to the client, but updated with the unenchanted state once the player logged out and then re-entered. | |||||
1.2.1 | 12w05a | Enchant no longer requires experience in Creative Mode. | |||
12w06a | Golden Bows and Swords now have a small chance to already be enchanted when dropped by their respective creatures. | ||||
? | Enchanting always gives the highest available level for the third enchantment, rather than choosing a random level (requiring clicking the item in and out (or attempting to insert a non-enchanting item on top of the item to be enchanted) many times to obtain enchantments of level 50). | ||||
1.3.1 | 12w22a | Maximum enchantment power reduced from 50 to 30. | |||
Experience can now be earned by mining and smelting in a furnace. | |||||
12w23a | Flash (animated glow effect) on enchanted armor and tools is now visible in multiplayer. | ||||
1.4.2 | 12w41a | Enchantments can now be combined using anvils, allowing some high-level enchantments to be applied where they were not possible before. | |||
1.4.4 | pre | /enchant. However, Protection is unavailable due to a bug. | |||
1.4.6 | 12w49a | Los encantamientos se pueden aplicar el comando/enchant now works with ID 0, meaning it can be used to apply Protection. | |||
The player can now enchant books to then be used to enchant a tool. | |||||
1.7.2 | 13w36a | The fishing rod can now be enchanted without the use of books. | |||
1.8 | 14w02a | Enchanting has received a major overhaul where there is now a secondary cost, which is lapis lazuli. | |||
When enchanting an item, one enchantment now appears in the tooltip when selecting an enchantment (e.g Looting III?...). | |||||
Levels are now hard to obtain again (like pre-1.3 settings.) | |||||
Level 5 enchants (Sharpness, Power, Smite and Bane of Arthropods) can now be applied without the use of an anvil. | |||||
Villager trading has been revamped: clerics no longer enchant items, while blacksmiths trade enchanted items. | |||||
1.9 | 15w42a | Enchantments with a maximum level of 1 no longer show the level, eg "Infinity" that previously had "Infinity I". | |||
15in47b | Scissors can no longer be enchanted with Silk Touch. | ||||
15w47c | The scissors allow the player to obtain cobwebs without the Need for Silk Touch. | ||||
1.11.1 | Yunques no necesita de Libro Encantados para aplicar modificaciones en items, if no change in enchantments would take effect. This can occur if all enchantments on the book are incompatible with existing enchantments on the item – or if the enchanted book has no enchantments. | ||||
1.13 | 17w47a | Hoes can be haunted. | |||
1.15 | 19w42a | Enchanted items now glow in the dark. | |||
? | Due to a rewrite of the rendering engine, the enchantment animation changed. | ||||
1.16 | 20w10a | Hoes can be enchanted with Efficiency, Fortune, and Silk Touch. | |||
Pocket Edition Alpha | |||||
v0.12.1 | build 1 | Enchantment system added. | |||
Bedrock Edition | |||||
1.4.0 | beta 1.2.13.11 | When experimental mode is active, pitchforks can be enchanted. | |||
1.16.0 | beta 1.16.0.57 | Hoes can be enchanted with Efficiency, Fortune, and Silk Touch. | |||
Legacy Console Edition | |||||
TU7 | CU1 | 1.0 | 1 Patch | 1.0.1 | Added the enchanting system. |
TU31 | CU19 | 1.22 | 3 Patch | Enchanting now consumes lapis lazuli. | |
Enchanting has been re-balanced. | |||||
Enchanted Books can now receive multiple enchantments at once. | |||||
New Nintendo 3DS Edition | |||||
0.1.0 | Added enchantments. |
Errors
Problems related to "enchantment" remain in the problem tracker. Report bugs you find on this page.
See also
- Enchantment Mechanics
- Alchemy
- Manufacturing
- Casting
Curiosities
- Enchantments that have the code enchantment.level.127 will not change when applying language packs in Minecraft.
- When an enchanted item deals extra damage to an entity or creature, blue damage particles erupt.
- Modifying the enchanted_item_glint.png file in a resource bundle in assetsminecrafttexturesmisc modifies the special brightness of enchanted objects.
- In the spells interface, the ones in the standard galactic alphabet contain several jokes:
- Three of the possible words for enchantments are "the elder scrolls," possibly a joke on Bethesda, creator of "The Elder Scrolls" series and whose parent company, Zenimax, attempted to sue Mojang over the name of their game Scrolls.
- The words "klaatu berata niktu" are a reference (misspelled) to the phrase "Klaatu barada nikto", belonging to a 1951 film called "The Day the Earth Stood Still", used as a reference in other films, drawings and video games.
- Similarly, "Xyzzy" is a magic spell from the game "Colossal Cave Adventure", which has been used in other games as a secret or cheat code.
- Mining a block without the proper tool will not drop it even using Silk Touch.
- Enchanting with gold gives the best enchantments, despite being the material with the least durability.
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A sword with 4 enchantments.
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A diamond pickaxe with multiple high-level spells, right after the enchantment.
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Enchantment table and interface before 1.8.
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Place 15 shelves around an enchantment table to obtain the highest level enchantments.
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A bow that has many enchantments.
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A screenshot of the enchantment interface.
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Enchantment probability table for books.
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The enchantment table GUI in the Pocket Edition (Above: no item. Bottom: with item, second line is displayed.).
Gameplay
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