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Minecraft How To Add More Enchantments

The glint animation applied to an enchanted iron pickaxe.

Enchanting is a mechanic that augments armor, tools, weapons, and books with i or more than of a variety of "enchantments" that better an item's existing abilities or imbue them with additional abilities and uses. A special "glint" animation appears on items that are enchanted.

Enchanting equipment [ ]

Name Icon Usage
Enchanting Table Used for enchanting items
Bookshelf Each bookshelf (upward to 15) increases the level of the enchantments given by the enchanting table
Lapis Lazuli Required to ability the enchanting table
Anvil Used to combine enchanted items (tools, armor, weapons), add together enchantments from books, or repair an enchanted particular while preserving enchantments
Grindstone Used to remove all non-expletive enchantments on an detail (returning a modest corporeality of experience), and optionally repair an detail (for no experience)
Enchanted book Enchanted Book Can exist combined with another particular through an anvil to add enchantments to the particular

Enchanting methods [ ]

An enchanting table surrounded by bookshelves.

At that place are four means to enchant an item in Survival mode:

  • Through an enchanting table in substitution for experience points and lapis lazuli. Simply unenchanted items may be enchanted this way.
  • Through an anvil, combining an enchanted book with an item.
  • Through an anvil, combining two of the same detail with different existing enchantments into a unmarried particular that has the enchantments of both.
  • Through a librarian villager, which may enchant books respectively for emeralds instead of lapis lazuli and experience.

A player may also obtain items already enchanted:

  • Through a villager, who may trade some enchanted items for emeralds.
  • Through line-fishing, which gives a chance of obtaining enchanted items.
  • Through a zombie, drowned, husk, piglin, skeleton, devious, wither skeleton, and zombified piglin if they have enchanted items and are killed by a role player. They have an eight.5% chance to drib each individual item.
  • Through finding them in treasure chests in locations such as stop cities, ancient cities, shipwrecks, mineshafts, dungeons, desert temples, jungle temples, woodland mansions, ocean ruins, strongholds, ruined portals, and breastwork remnants.
  • Through bartering with piglins. When given gold, piglins take a small run a risk to drop an enchanted book or iron boots with the Soul Speed enchantment (random level 1-3).
  • Through killing pillagers and vindicators in raids.‌[ Boulder Edition only ]

Server operators and players in singleplayer worlds with cheats enabled can likewise enchant items using commands such equally /enchant. When enchanted with the /give command, the maximum enchantment level is 255‌[ Java Edition simply ]. In Creative mode, items can be enchanted via an anvil and enchanted books, with no feel points required. Enchanted books are available in the Artistic manner inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab.

Enchanting table [ ]

Enchanting tabular array interface. Top: Without item. Bottom: With item, hovering over the 3rd line.

An item can be enchanted past using an enchanting table and placing the item in the input slots and 1–iii Lapis Lazuli in its dedicated slot. Upon placing the item, iii (pseudo)randomized options appear on the right of the GUI. The glyphs here do not bear on the enchantment, merely hovering over a presented enchantment shows ane enchantment to be practical (on mobile devices, the histrion tin tap an enchantment before putting in the lapis lazuli or hold the enchantment before release). The but choices available have a level requirement equal to or below the player's electric current level and a lapis lazuli requirement equal to or beneath the number of lapis lazuli placed in the tabular array. Each option imbues the item with a randomized set up of enchantments that are dependent on the number of experience levels required (eastward.chiliad. a level ten enchantment can requite a pickaxe the "Efficiency 2" enchantment); the actual level cost and the number of lapis lazuli required have no result.

Although the player must have at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the tertiary enchantment listed is a level thirty enchantment, the role player must have at least xxx levels, but pay only three levels and three lapis lazuli.

The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level by and large resulting in more and/or college-level enchantments. Withal, there is a meaning random gene, and even a level 30 enchantment (the maximum) doesn't guarantee more than than one enchantment, or even that enchantments are "maximum strength" — a level thirty enchantment can yet yield Fortune Two or Efficiency 3 alone, for example. On the other hand, it is possible for multiple dissimilar enchantments to be given from ane use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency lV and Unbreaking lll.

To increase the enchantment level, bookshelves can exist placed adjacent to the enchanting table while keeping i block of air betwixt them. To gain access to the previously mentioned level thirty enchantments, a total of 15 bookshelves need to be placed around the enchanting table. Come across the Enchantment Mechanics folio for more detailed information on this.

Enchanting a book produces an enchanted book, which does goose egg on its ain, merely effectively "saves" the enchantment for subsequently application to some other detail with an anvil.

Dissimilar with an anvil, using the enchanting table while on Creative even so costs experience. However, if the player doesn't accept enough experience, and so experience reduces to nix and the enchantment all the same works, even when using the enchanting table while already at level zero.

Affecting offered enchantments [ ]

Enchanting any item at any enchantment level changes the role player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, ane lapis lazuli and 1 level could be spent to enchant a book or a dissimilar tool to refresh the listing.

The possible enchantments depend on the player's enchantment seed, the detail type, and material, and the enchantment level (ane–thirty). Removing the detail and putting it back in, clicking on the detail slot with a unlike detail, using a different item of the same type and cloth, replacing or moving the table (simply keeping the same number of bookshelves), using a unlike table with the same number of bookshelves, or replacing or rearranging the bookshelves without changing their total number does non impact the possible enchantments.

Changing the enchantment levels offered by calculation, removing, or blocking bookshelves alters the enchantments shown, just does not modify possible enchantments; using another enchanting table with the previous bookshelf number nevertheless shows the previous enchantments. The enchantments for a item enchantment level (with the same seed and particular) practice too differ depending on which row they appear in, but they are non "better" or "worse" based on the row despite the different resource costs.

Anvil combinations [ ]

An anvil tin can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must exist compatible; they must either exist the aforementioned type and textile (such equally two atomic number 26 swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book).

Combining 2 enchanted items, books or one of each with the same enchantment at the same level produces an particular or volume with the next higher level of that enchantment up to the maximum allowed in survival mode; for example, a book with Thorns I and Unbreaking Ii combined with a book with Unbreaking 2 produces a book with Thorns I and Unbreaking III.

To combine items, the player places the target item in the anvil'due south showtime slot and the cede detail in the 2nd slot. If the combination is allowed, the resulting enchanted detail appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (light-green if the role player has plenty experience levels, red if they don't). To complete the enchanting, the player removes the enchanted particular from the anvil's output slot, and their experience level is reduced accordingly.

The experience toll depends on the enchantments, with highly enchanted items costing more. If the target detail is also existence repaired, that costs more as well. The target detail can too exist renamed, at boosted cost. At that place is likewise an accumulating surcharge for prior piece of work washed on anvils. In Survival manner, piece of work that costs more than 39 levels of feel is refused although it may nevertheless exist possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and and then another enchanted bow may be used to combine enchantments with the repaired bow.

Enchanted books [ ]

Enchanted books tin can be made by enchanting a book in an enchanting table at the price of experience points. They can as well be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while line-fishing.

Enchanted books tin be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this style, some enchantments that cannot ordinarily exist obtained on an item through use of the enchanting table tin can still be applied to those items, such every bit applying Thorns to boots.

Although enchanted books tin can take multiple enchantments of any blazon, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may have both the Respiration and Ability enchantments, but the Respiration enchantment is lost if the volume is applied to anything merely a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow.

In Creative fashion, enchanted books can be used to employ any enchantment to any item, such every bit a stick having Knockback Ii.‌[ JE just ] Still, mutually-sectional enchantments, such as Infinity and Mending, cannot be applied this style or even via /enchant (though both enchantments office as normal when obtained on a bow through the /give control).

The experience costs for using books are considerably less than for combining items with like enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items straight has a gamble to get multiple enchantments. The advantage of books is that they can exist stockpiled for apply on an detail of selection and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which particular receives which enchantment.

Disenchanting [ ]

The only way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except Curse of Binding and Curse of Vanishing) but gives some feel back based on the level of the enchantment(s) and their value.

Summary of enchantments [ ]

Each enchantment in the table beneath includes attributes that are possible for the player to learn legitimately in Survival way. Other combinations are possible in creative mode or with cheats, mods, or 3rd-party software.

  • Max Level: Maximum levels for enchantments vary, but the game can comprehend up to 32-scrap integer values (−231 to two31−1). Exceeding this value results in an overflow, and eventually resets itself to 0.
  • Main Items: The items that can receive the enchantment legitimately in Survival mode by using an enchanting table. Items of any material can be enchanted (some more easily than others – see Enchantment mechanics).
  • Secondary Items: Items that, in Survival way, cannot receive the enchantment from an enchanting tabular array simply tin can from an enchanted book with an anvil.
  • Weight: Relative probability of the enchantment being offered.
Summary of enchantments
Proper name Summary Treasure[annotation ane] Incompatible
With
Max
Level
Principal
Items
Secondary
Items
Weight
Aqua Affinity Increases underwater mining speed. No I two
Bane of Arthropods Increases damage and applies Slowness 4 to arthropod mobs (spiders, cave spiders, silverfish, endermites and bees). No Smite, Sharpness V [ Exist only ] [ JE only ] 5
Blast Protection Reduces explosion damage and knockback.
No Fire Protection, Protection, Projectile Protection IV 2
Channeling During thunderstorms, tridents can strike enemies with a lightning bolt. No Riptide I one
Cleaving ‌[ upcoming: JE Gainsay Tests] Increases damage and shield stunning.
Unknown Sharpness, Bane of Arthropods, Smite Three
Curse of Binding
Items cannot be removed from armor slots. Yes I ane
Expletive of Vanishing
Item disappears on decease. Yes I 1
Depth Strider Increases underwater movement speed.
No Frost Walker 3 two
Efficiency Increases tool speed, too equally the chance for axes to disable shields. No V x
Feather Falling Reduces fall damage. No Iv 5
Fire Aspect Sets target on fire. No II two
Fire Protection Reduces burn impairment and burn fourth dimension.
Mutually exclusive with other protections.
No Blast Protection, Protection, Projectile Protection IV 5
Flame Arrows shot are ignited and bargain fire damage to the target. No I ii
Fortune Increases the amount of block drops. No Silk Touch Three 2
Frost Walker Allows the histrion to walk on water by freezing the water under their feet. Yep Depth Strider II 2
Impaling Increases impairment confronting aquatic mobs. In Bedrock Edition, increases damage confronting mobs in water or rain. No Five 2
Infinity Prevents consumption of arrows. No Mending I i
Knockback Increases knockback. No Two 5
Looting Increases mob boodle. No Iii 2
Loyalty Trident returns subsequently being thrown. No Riptide Iii 5
Luck of the Sea Increases rate of good loot (enchanting books, etc.). No 3 two
Lure Decreases time for bites. No III two
Mending Repairs the item using experience. Yes Infinity I 2
Multishot Fires iii arrows at the same fourth dimension. No Piercing I 2
Piercing Arrows pierce entities, allowing for arrows to pierce through stacks of mobs.
  • Available only to the crossbow.
No Multishot IV ten
Power Increases arrow damage. No Five 10
Projectile Protection Reduces impairment from projectiles.
No Protection, Smash Protection, Fire Protection IV 5
Protection Reduces generic damage. No Blast Protection, Fire Protection, Projectile Protection Iv 10
Punch Increases arrow knockback. No 2 2
Quick Charge Decreases crossbow charging time. No Iii five
Respiration Extends underwater breathing fourth dimension. No Three 2
Riptide Trident launches thespian with itself when thrown while in h2o or rain. No Channeling, Loyalty 3 2
Sharpness Increases melee damage. No Bane of Arthropods, Smite V [ BE only ] [ JE merely ] 10
Silk Touch on Mined blocks driblet themselves. No Fortune I [ BE but ] one
Smite Increases harm to the undead. No Blight of Arthropods, Sharpness V [ BE merely ] [ JE simply ] 5
Soul Speed Increases motility speed on soul sand and soul soil. Yes Three 1
Sweeping Edge
[ Java Edition only ]
Increases sweeping attack damage. No III two
Swift Sneak Increases sneaking speed. Aye 3 1
Thorns Taking damage causes the aggressor to also take impairment. No 3 1
Unbreaking Reduces durability damage. No III 5
  1. Treasure enchantments are those that can't be obtained using an enchantment table.

Summary of enchantments by particular [ ]

Enchantments that have multiple levels are shown with their maximum level numbers. Mutually sectional enchantments can exist combined using commands (e.chiliad., /requite @due south bow{Enchantments:[{id:infinity,lvl:1},{id:mending,lvl:1}]} 1). Also, a player can exceed the maximum levels of enchantments (e.g., /requite @s netherite_sword{Enchantments:[{id:fire_aspect,lvl:10}]} one). Yet, if that number goes above 10, information technology looks like this:


Crafting

[one].

Item Any combination of Simply one from each column
Helmet Mending, Unbreaking Three, Respiration III, Aqua Analogousness, Thorns Iii Protection IV,
Projectile Protection Iv,
Burn Protection 4,
Blast Protection 4
Turtle Crush
Chestplate Mending, Unbreaking III, Thorns III
Leggings Mending, Unbreaking Three, Thorns III, Swift Sneak III
Boots Mending, Unbreaking III, Plumage Falling Iv, Soul Speed III, Thorns III Depth Strider III
Frost Walker II
Sword Mending, Unbreaking 3, Burn down Attribute II, Looting Three, Knockback Ii, Sweeping Border III‌[ JE simply ] Sharpness V,
Smite V,
Bane of Arthropods V
Axe Mending, Unbreaking III, Efficiency Five[2] Fortune III,
Silk Impact
Sharpness V
Smite V
Bane of Arthropods Five
Cleaving III‌[ upcoming: JE Combat Tests]
Pickaxe
Shovel
Hoe
Bow Unbreaking III, Power V, Dial Ii, Flame Infinity,
Mending
Fishing Rod Mending, Unbreaking Three, Lure 3, Luck of the Sea III
Trident Mending, Unbreaking Three, Impaling V Channeling Loyalty III
Riptide III [note 1]
Crossbow Mending, Unbreaking 3, Quick Charge III Piercing IV,
Multishot
Shears Mending, Unbreaking Three, Efficiency V, Silk Touch‌[ BE merely ]
Shield Mending, Unbreaking III
Elytra
Flint and Steel
Carrot on a Stick
Warped Mucus on a Stick
Compass
Recovery Compass
Curse of Vanishing
  1. Channeling and Loyalty can be used together simply neither can be used with Riptide.

The tables below summarize the enchantments that tin be obtained on specific items in Boulder Edition and in Java Edition survival mode (Whatsoever enchantment can be applied to any item in Coffee Edition creative mode). Enchantments that can be practical to both mitt slot items and armor slot items are listed in both tables.

  • An enchanting table indicates the item can receive the enchantment from an enchanting tabular array.
  • An anvil indicates the item cannot receive the enchantment from an enchanting tabular array (an enchanting table never offers the enchantment for the detail), only can receive the enchantment by some other method (for case, using an anvil to combine the item with an enchanted book or another enchanted item; note the enchanting tabular array could even so utilize the enchantment to the item as a random additional enchantment).
Enchantments for mitt slot items
Enchantment (Max) [ JE but ] [ BE merely ]
Bane of Arthropods (V)
Channeling (I)
Cleaving (Iii) ‌[ upcoming: JE Gainsay Tests]
Expletive of Vanishing (I)
Efficiency (V)
Fire Attribute (Two)
Flame (I)
Fortune (III)
Impaling (V)
Infinity (I)
Knockback (Ii)
Annexation (Three)
Loyalty (III)
Luck of the Sea (3)
Lure (III)
Mending (I)
Multishot (I)
Piercing (IV)
Power (V)
Punch (II)
Quick Charge (Three)
Riptide (Iii)
Sharpness (V)
Silk Touch (I) [ BE only ]
Smite (5)
Sweeping Edge (3)
Unbreaking (3)
Enchantments for armor slot items
Enchantment (Max)
Aqua Affinity (I)
Boom Protection (IV)
Curse of Binding (I)
Curse of Vanishing (I)
Depth Strider (III)
Feather Falling (IV)
Fire Protection (IV)
Frost Walker (Ii)
Mending (I)
Projectile Protection (IV)
Protection (IV)
Respiration (Iii)
Soul Speed (III)
Swift Sneak (3)
Thorns (III)
Unbreaking (Iii)

Maximum effective values for enchantments [ ]

This section is missing data about a better lead department with a amend summary.

Please expand the department to include this information. Further details may be on the talk page.

A table shows the effective limits for enchantments (plant likewise here).

Enchantment Stackable Constructive min Constructive max Notes
Aqua Affinity Largest on commencement in armor 1 one
Bane of Arthropods Adds Single:
-2147483648
Stacked:
-52241757371157708
Single:
2147483647
Stacked:
52241757371157708
Adds 2.5 * level damage
Affects arthropods with slowness amplifier three for 1 + random(0, level / 2) seconds
Smash Protection Adds 1 255 Reduces damage past a factor of min(20, level * ii) / 25
Reduces explosion knockback by a cistron of level * 0.fifteen
Higher levels are treated as 255
Channeling First 1 1
Expletive of Binding First one 1
Expletive of Vanishing Offset 1 1
Depth Strider Largest on first in armor 1 3 Higher levels are treated as 3
Efficiency Offset ane 255 Increases mine speed by level² + one
Higher levels are treated as 255
Feather Falling Adds 1 7 Reduces damage by a factor of min(20, level * three) / 25
Fire Aspect First 1 255 Sets mobs on fire for level * 4 seconds
Higher levels are treated as 255
Fire Protection Adds for damage reduction
Largest of first in armor for duration reduction
i ten Reduces damage by a factor of min(20, level * 2) / 25
Reduces fire duration by a factor of level * 0.15
Flame First i 1
Fortune Beginning 1 255 Anything that uses the apply_bonus loot tabular array part works like this
Higher levels are treated as 255
Frost Walker First ane 14 Higher levels are treated as 14
Impaling Adds Unmarried:
-2147483648
Stacked:
-52241757371157708
Single:
2147483647
Stacked:
52241757371157708
Adds 2.5 * level harm
Infinity Offset 1 1
Knockback First i 255 Adds level knockback strength
Higher levels are treated as 255
Looting Get-go 1 255 Higher levels are treated as 255
Loyalty Commencement 1 127 Increases return speed by 0.05 * level
Higher levels are treated equally 0
Luck of the Bounding main First 1 255 Adds level luck
Higher levels are treated every bit 255
Lure First 1 5 Reduces lure time by five * level seconds
Higher levels preclude fish from appearing
Mending First 1 1
Multishot Start 1 ane
Piercing First one 127 Higher levels are treated equally 0
Power First one 255 Increases impairment by 0.5 * level + 0.five
Higher levels are treated as 255
Projectile Protection Adds 1 x Reduces damage past a gene of min(xx, level * 2) / 25
Protection Adds ane xx Reduces damage past a factor of min(20, level) / 25
Dial Kickoff i 255 Adds level * 0.6 knockback strength
Higher levels are treated as 255
Quick Charge First 1 5 Reduces draw fourth dimension by 0.25 * level seconds
Higher levels preclude charging of crossbow
Respiration Largest of first in armor 1 255 Causes a level / (level + 1) chance not to decrease air level
College levels are treated as 255
Riptide First one ane
Sharpness Adds 0 Single:
2147483647
Stacked:
36028799149670399
Adds 0.5 * max(0, level - 1) + ane damage
Silk Touch First 1 1
Smite Adds Single:
-2147483648
Stacked:
-52241757371157708
Single:
2147483647
Stacked:
52241757371157708
Adds 2.5 * level damage
Soul Speed Starting time 1 255 Increases speed by 0.03 + (level * 0.0105)
Higher levels are treated as 255
Sweeping Edge First 1 255 Increases sweeping harm by a factor of level / (level + 1) times the striking'due south damage
Higher levels are treated as 255
Swift Sneak Adds 1 5 Increases walking speed while sneaking by level * 50%
College levels are treated as 5
Thorns Private Procs 1 2147483647 Gamble of hitting is 0.15 * level
Deals level - 10 damage if level is 11 or greater, otherwise deals random(0, iii) + one
Unbreaking First i 255 Items merely have a 1 in level + i chance to take damage. Armor has a 0.6 take a chance to take harm even if it would otherwise skip it.
Higher levels are treated as 255

Particular data [ ]

  •  tag: The item'southward chief tag.
    •  Enchantments: Contains enchantments on this item that bear on the mode the detail works.
      • : A single enchantment.
        •  id: The proper name of the enchantment.
        •  lvl: The level of the enchantment, where 1 is level 1. Values are clamped betwixt 0 and 255 when reading.
    •  StoredEnchantments: Contains enchantments for enchanted books.
      • : A stored enchantment, identical construction to each enchantment in Enchantments.
    •  RepairCost: Number of experience levels to add to the base of operations level cost when repairing, combining, or renaming this item with an Anvil.

Videos [ ]

History [ ]

Oct 1, 2011 The starting time images of the enchantment screen are revealed, with enchantments written in the Standard Galactic Alphabet. The beginning enchantment translates into "Well Played Internets You lot Are Good", the second translates into "These Names Will Be Random And Disruptive", and the tertiary translates to "Each Spell Costs Experience Levels". The Standard Galactic Alphabet or SGA was originally created past Tom Hall for use in the Commander Keen series of figurer games.
October 3, 2011 The beginning images of a role player wearing enchanted armor are revealed.
Coffee Edition
1.0.0 Beta 1.ix Prerelease 3 The basics of enchanting have been added.
Enchantment tables do not require bookshelves to get maximum enchantments.
Enchantments are to be labeled in the enchantment table as random words written in the Standard Galactic Alphabet.
Beta one.9 Prerelease four A problems where all enchantments would testify up as Plume Falling I has been fixed.
Enchanting has been now properly enabled in multiplayer. Previously, if a actor attempted to enchant an item, it appeared enchanted for the customer, but updated with the un-enchanted status in one case the actor logged out so back in once again.
1.two.one 12w05a Enchanting no longer requires experience in creative style.
12w06a Bows and gold swords now have a small chance of being already enchanted when dropped by their respective mobs.
? Enchanting always gives the highest level available for the third enchant, instead of randomly choosing a level (requiring clicking the detail in and out (or attempting to insert a non-enchantable detail over the item to be enchanted) many times to go level fifty enchants)
1.3.1 12w22a The maximum enchantment ability has been lowered from 50 to 30.
Experience is at present collectable with mining and smelting in a furnace.
12w23a Glint (animated glow effect) on enchanted tools and armor is at present visible on multiplayer.
1.4.2 12w41a Enchantments tin can exist combined using anvils, assuasive some high level enchantments to be applied where they were not previously possible.
one.4.4 pre Enchantments can be practical using /enchant. Withal, Protection is unavailable due to a bug.
one.4.6 12w49a /enchant at present works with ID 0, significant it can be used to apply Protection.
The thespian can now enchant books to and so be used to enchant a tool.
1.vii.2 13w36a The fishing rod can be enchanted without the apply of books.
1.eight 14w02a Enchanting has received a major overhaul where at that place is now a secondary cost, which is lapis lazuli.
When enchanting an item, one enchantment now appears in the tooltip when selecting an enchantment (due east.grand Looting III?...).
Levels are now hard to obtain over again (like pre-one.3 settings.)
Level 5 enchants (Sharpness, Power, Smite and Bane of Arthropods) tin exist applied without the use of an anvil.
Villager trading has been revamped: clerics no longer enchant items, while blacksmiths trade enchanted items.
ane.9 15w42a Enchantments with max 1 level no longer displays the level, e.yard. "Infinity" rather than "Infinity I".
15w47b Shears can no longer be enchanted with Silk Touch.
15w47c Shears at present harvest cobweb without requiring Silk Touch.
ane.11.1 Anvils no longer let enchanted books to apply to items, if no change in enchantments would take result. 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.xiii 17w47a Hoes tin be enchanted.
1.xv 19w39a Due to a rewrite of the rendering engine, the enchanting animation was changed.
19w42a Enchanted items now glow in the dark.
one.sixteen 20w10a‎ Hoes can exist enchanted with Efficiency, Fortune and Silk Touch on.
1.17.1 Pre-release i Due to a bug, the maximum enchantment level that tin be read has been inverse to 255.[3]
Pocket Edition Alpha
v0.12.1 build ane Added the enchanting organisation.
Bedrock Edition
1.4.0 beta 1.2.13.11 When Experimental Gameplay is enabled, tridents can be enchanted.
1.sixteen.0 beta 1.xvi.0.57‎ Hoes can be enchanted with Efficiency, Fortune and Silk Touch.
Legacy Panel Edition
TU7 CU1 i.0 Patch one ane.0.1 Added the enchanting system.
TU31 CU19 1.22 Patch 3 Enchanting now consumes lapis lazuli.
Enchanting has been re-balanced.
Enchanted books can at present receive multiple enchantments at once.
New Nintendo 3DS Edition
0.1.0 Added enchantments.

Issues [ ]

Problems relating to "Enchanting" are maintained on the bug tracker. Written report issues there.

See also [ ]

  • Enchanting/Levels
  • Tutorials/Best enchantments guide
  • Brewing
  • Crafting
  • Smelting

Gallery [ ]

  1. MC-248616
  2. Tools of any material except stone and diamond tin receive upward to Efficiency V through the enchantment table. Rock tools can receive up to level IV through the enchantment table, just can exist given Efficiency V by combining 2 items with Efficiency Iv in an anvil. Diamond tools with efficiency V can as well be found in terminate city and bastion remnant chests.
  3. MC-232784

Minecraft How To Add More Enchantments,

Source: https://minecraft.fandom.com/wiki/Enchanting

Posted by: stewartworge1974.blogspot.com

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