Enchanting
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Enchanting is a process you can use to add special affects to tools, weapons, and armour peices . These special affects are called enchantments.
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The Enchanting Process
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In order to enchant, you will need an Enchantment Table , several Experience Points, and the item you wish to enchant. You might also like to have 15 Bookshelves.
First you need to set up your Enchanting area. You do this by placing the Enchantment Table and placing a square of bookcases around it. In order for the Enchantment Table to work properly, you must place the bookcases 1 block away from all sides of the Enchantment Table. Once this is done you can open the Enchantment Table by right clicking it and then place your item in it. When you place the item you want to enchant into the table, you will receive 3 enchanting options with varying levels. If you have 30 levels of Experience or more then you choose any one of those levels.
There is no way to know exactly what you will get when you enchant. If you choose a lower level you will not recieve a really valuble enchantment and if you choose a higher level, it is not guarenteed that you will get a great enchantment but it is more likely.
Enchanting Chart
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| EID | Items | Name | Effect | Max | Notes |
|---|---|---|---|---|---|
Armors
| |||||
| Protection enchantments stack, up to an upper limit cap. See Armor for details. | |||||
| 0 |
Helmet, Chestplate, Leggings, Boots | Protection | Reduces damage except from the void hunger and the /kill command | IV | N/A |
| 1 |
Helmet, Chestplate, Leggings, Boots | Fire Protection | Protection against fire damage; extinguishes fire faster | IV | N/A |
| 2 | Boots | Feather Falling | Protection against fall damage | IV | Feather Falling also reduces the fall damage from Ender Pear teleportations. |
| 3 |
Helmet, Chestplate, Leggings, Boots | Blast Protection | Protection against explosion damage; reduces explosion recoil | IV | N/A |
| 4 |
Helmet, Chestplate, Leggings, Boots | Projectile Protection | Protection against damage from projectile entities (i.e., arrows and ghast/blaze fireballs) | IV | N/A |
| 5 | Helmet | Respiration | Decreases the rate of air loss underwater; increases time between damage while suffocating and drowning | III | Underwater breathing time +15 seconds and time between suffocation damage +1 second per level. |
| 6 | Helmet | Aqua Affinity | Increases underwater mining rate | I | |
| 7 |
Helmet, Chestplate, Leggings, Boots | Thorns | Chance of dealing damage to mobs or players attacking the wearer: 1 in 4; Extra wear on the armor | III | Chance of damage is 15% per level. |
| 34 |
Helmet, Chestplate, Leggings, Boots | Unbreaking | Increases durability | III | (60 + 40/(Level+1))% chance a use reduces durability. On average, armor lasts 20%-30% longer. |
Weapons
| |||||
| 16 |
Axe and Sword | Sharpness | Extra damage | V | 0.5 to 1.5 hearts extra damage per level randomly for every hit. |
| 17 |
Axe and Sword | Smite | Extra damage to Zombies, Zombie Pigmen, Whithers, and Skeletons. | V | 0.5 to 2 hearts extra damage per level randomly for every hit. |
| 18 |
Axe and Sword | Bane of Arthropods | Extra damage to Spiders, Cave Spiders, and Silverfish | V | 0.5 to 2 hearts extra damage per level randomly for every hit. |
| 19 |
Axe and Sword | Knockback | Increases knockback | II | More knockback at level II. Does not combine with knockback caused by attacking while sprinting. |
| 20 |
Axe and Sword | Fire Aspect | Lights the target on fire | II | Level affects duration of burning. Dropped meat will be cooked. |
| 21 |
Axe and Sword | Looting | Mobs have a chance to drop more loot | III | +1 to max loot drop per level. This also increases the chance of getting a rare drop |
| 34 | Sword | Unbreaking | Increases durability | III | (100/(Level+1))% chance a use reduces durability. On average lifetime is (Level+1) times as long. |
Tools
| |||||
| 32 |
Pickaxe, Shovel, Axe and Shears | Efficiency | Faster resource gathering while in use | V | +30% mining speed over the previous level: I=130%, II=169%, III=220%, IV=286%, V=371%. The speed increase applies to all blocks that when mined, will drop an item. Using the wrong tool will not provide as much of a speed boost. |
| 33 |
Pickaxe, Shovel, Axe and Shears | Silk Touch | Mined blocks will not break as long as their mining requirements are met | I | Allows the mining of normally unobtainable blocks |
| 34 | Pickaxe, Shovel, Axe, Hoe, Shears, Fishing Rod, Flint and Steel, and Carrot on a Stick. | Unbreaking | Increases durability | III | (100/(Level+1))% chance a use reduces durability. On average lifetime is (Level+1) times as long. |
| 35 |
Pickaxe, Shovel, and Axe | Fortune | Increases the drop rate of items from blocks | III | For coal, diamond, emerad, redstone and lapis lazuli. level I gives a 33% chance to multiply drops by 2 (averaging 33% increase), level II gives a 25% chance each to multiply drops by 2 or 3 (averaging 75% increase), and level III gives a 20% chance each to multiply drops by 2, 3 or 4 (averaging 120% increase). For carrots, glowstone, melons, nether warts, tall grass and wheat (seeds only), each level increases the drop maximum by +1 (+2 for tall grass, maximum 4 for glowstoneand 9 for melons). For gravel, the drop rate of Flint is increased to 14% at level I, 25% at level II, and 100% at level III. |
Videos Tutorial
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Added by XPhoenix7X
Enchantment Types
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EID is the item's Effect Identification Number in the game code.