Enchantment in Minecraft- is the process of imposing special properties on items in order to improve their playability. For this, an enchantment table is used, which is created by combining 4 blocks of obsidian, 2 diamonds and a book.
How to cast an enchantment in Minecraft
To cast an enchantment, you need to put the item on which the spell will be cast on the enchantment table, after which a list of spells that can be cast on the item will appear in the right window. Hieroglyphs instead of names at first will be bewildering, but these symbols do not carry a semantic load. To understand what kind of spell we will cast, you need to point the arrow at the corresponding inscription. Consumables for enchanting will be the player's experience and ultramarine, depending on the level of the enchantment.
Almost all spells have a multi-level structure. Spell levels are numbered from 1 to 5 (For example: Indestructible 1, Effectiveness 5). The level of maximum item enchantment depends on only one criterion: the number of bookshelves that are no more than one block away from the table.
The possibilities and options for applying enchantment in Minecraft are very diverse, and if the player’s experience points are not enough, then it will be possible to temporarily disable the effect of some cabinets with the help of torches, lowering the level of item enchantment.
Alternative ways to enchant items are to use the appropriate enchantment book, an anvil, or enchant the item from the librarian in the village.
The mechanism for enchanting using an anvil is similar in appearance to repair, but instead of a resource used for restoration, an enchantment book is added to the slot. The anvil, in addition, allows you to combine the different properties of 2 identical objects into one.
Minecraft Enchantment Books can also be obtained by trading with villagers, found in chests or fished out of the river while fishing.
Unfortunately, not all properties can be combined in one item. Enchantments in Minecraft will conflict with each other if they both belong to the same category that deals additional damage, protection, or are the same among themselves. In addition, Silk Touch cannot be combined with Luck, and upon obtaining such an item, it will not give the desired effect. The exception is Lightness, which, being defensive, pairs well with other enchantments of its group.
With the help of enchantment, the player can improve the properties of weapons, tools and armor. To enchant items, the player uses the experience he has, more powerful enchantments are possible at a higher level. You can enchant an item from villagers by paying with emeralds, but experience in this case is not needed. For the "enchanting" operation, the player uses an enchanting table.The strength of the enchantment depending on the location of the bookshelves.
How to enchant
The item must be placed in a slot in the enchanting table interface. Right click on the table to open it.
On the right you will see three options for enchanting. The number on the right is the required level of experience. The player chooses any option that he can pay with the experience he has (experience is not required in creative mode).
Elements of armor, bows and swords, picks, axes, shovels are enchanted.
The more experience the player spends, the more valuable properties the enchanted item will have - there may be enchantments of several levels, or an item with several enchantments will turn out. The most expensive enchantment table action - will give the best combination of enchantments.
Placing bookshelves around an enchantment table enhances the enchantment.
Bookcases are placed 1 block away from the enchanting table. It will take no more than 15 cabinets (the rest will not be counted) placed at the level of the table or one block above, with a distance from the table of 1 block. You will get a 5x5 block square with a table in the center. There should not be any extraneous blocks between the table and cabinets, including torches, snow, etc. Otherwise, these cabinets will not be taken into account. If the player does not have enough level with the help of torches, you can "turn off" the cabinets, lowering the level of the spell.
After 1.3, the cost of enchantment is calculated by the formula - base level (base) = (1...8 +b \2 +0...b), where b is the number of bookcases.
Level table
Number of cabinets | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Minimum level (in the 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 |
Possible Enchantments
Enchant Armor
EID | Item | Name | original name | Effect | Max. level | When improved | Remarks |
0 | Protection | Protection | Converts all damage from all sources (except Void, hunger, and /kill) to armor damage. | IV | enchantment amplification | mutually incompatible | |
1 | fire resistance | fire protection | Protection against fire, lava and ifrit fireballs. Decreases the burning time of the player. | IV | enchantment amplification | mutually incompatible | |
3 | explosion stability | Blast Protection | Explosion protection. Reduces recoil from explosions. | IV | enchantment amplification | mutually incompatible | |
4 | projectile stamina | Projectile Protection | Protection against projectiles (arrows and fireballs). | IV | enchantment amplification | mutually incompatible | |
2 | Ease | Feather falling | Fall damage protection. | IV | get more efficiency | works with edge pearls. | |
5 | Breath | Respiration | Reduces air loss underwater. | III | +15 seconds | No | |
6 | kinship with water | Aqua Affinity | Increases the speed of work under water. | I | No | No | |
7 | spikes | Thorns | Deals damage to the attacker with some chance. | III | Increases the chance of dealing damage. | No |
Enchant Weapon
EID | Item | Name | original name | Effect | Max. level | When improved | Remarks |
16 | sharpness | sharpness | Additional Damage | V | + - to damage | damage is calculated randomly | |
17 | heavenly punishment | Smith | Bonus damage to zombies, zombie pigs, skeletons, withers, and wither skeletons | V | + - to damage | damage is calculated randomly | |
18 | bane of arthropods | Bane of Arthropods | Extra damage to spiders, cave spiders and silverfish | V | + - to damage | damage is calculated randomly | |
19 | discard | Knockback | Knocks back mobs and players | II | Increases distance | bonus does not stack while running | |
20 | Aspect of Fire | fire aspect | Sets target on fire | II | longer burning | loot fried meat | |
21 | Marauding | Looting | Increases loot from mobs | III | even more loot | rare loot chance | |
48 | Force | power | Additional Damage | V | Increases damage by 0.25 | Base damage multiplied (1.25 + 0.25 x level) | |
49 | shock wave | Punch | Target knockback | II | Increases distance | No | |
50 | Ignition | flame | Set fire to arrows | I | No | Sets targets on fire | |
51 | Infinity | Infinity | Arrows are not wasted. But you need at least one arrow to shoot. | I | No | No |
Enchant Tool
EID | Item | Name | original name | Effect | Max. level | When improved | Remarks |
32 | Efficiency | Efficiency | Faster resource extraction | V | +50% mining speed | Efficiency V speeds up mining by 250%, allowing you to mine some blocks instantly. Enchantment only works on those blocks that match the tool and those that can be mined by hand. | |
33 | Silk touch | silk touch | Only the best materials are dropped from blocks (for example, stone will fall out of stone, not cobblestone). | I | Allows you to get normally inaccessible blocks, such as ores, mycelium, grass, huge mushrooms, ice and web. Incompatible with Luck. | ||
34 | Indestructibility | Unbreaking | With some chance, the resource of the tool will not decrease. | III | No | The tool will lose one health point at a (100/(X+1))% chance, where X is the enchantment level. For example, with Indestructible III, the chance of losing health is 25% of the initial (100%/(3+1)=25%). That is, the strength of the tool will increase by about 4 times. | |
35 | Luck | Fortune | Gives a chance to drop more resources. | III | I: 33% more II: 75% more III: 120% more | Works with non-metal ores, glowstone, tall grass, wheat (seeds only), hellish growths and watermelons. Also increases flint drop chance, up to 100% at level III. Not compatible with Silk Touch. |
Enchanting process
Enchantment Level Calculations
The type and level of enchantments will depend on the amount of experience points spent. The player invests experience points and inside the game scripts perform calculations - converting experience points into enchantment points, initially accepting their numbers as equivalent.
Then two modifiers are used in the calculation. Each modifier is a random number from a certain range, chosen by the triangular distribution algorithm.
The first modifier is determined by the enchantability of the item, which will be selected depending on the type of item and the material from which it is made. For books and bows, enchantability is one. A number between 0 and half of the table figure is randomly selected and one is added. The resulting number is added to the enchantment points.
Modified Enchantment Points = Base Enchantment Points + Rand (0...modifier/4) x2 +1
After that, a random selection of numbers from 0.85 to 1.15, using the triangular distribution method. Modified enchantment points are multiplied by this number and rounded up to a whole number.
Final Enchantment Points = Modified Enchantment Points x Rand (0.85...1.15)
Enchant Selection
Possible enchantments for a given final number of points are selected using a table.
To get the desired enchantment, you need to have a number of points that are in the range of points for this enchantment, but this is not a guarantee that this particular enchantment will drop. Enchantments can fall within the range of numbers that include the calculated number of points, the result is chosen randomly, more often towards enchantments with a large weight.
Multiple Enchantments
After choosing one enchantment, a check is made for further enchantment. The exception is books that have only one enchantment. The modified enchantment points are halved and the enchantment continues. From the list of available spells, those compatible with the first enchantment are selected, those available by the number of points are randomly selected, and the enchantment is selected. Then the algorithm is repeated from the beginning.
Incompatible Enchantments
Some spell combinations conflict with each other. Or repeat one effect. Protection enchantments, increased damage enchantments conflict with each other. Silk touch and luck are not compatible, even if you get a pickaxe with such a combination using mods or inventory editors - it will not give the "endless resources" effect. Luck will not work on a silk touch pickaxe and when mining ores - it will just drop blocks in the normal amount.
Dependence of possible enchantments on the level on diamond tools.
spells
Spells are chosen by a random set of words chosen from a list of words. The names are random and do not represent the item or enchantment set. The spell appears in the magic table window and is more of a romantic accessory for the game.
Peculiarities
There are other ways to enchant:
- Can be enchanted by villagers.
- You can enchant a book or find an enchanted book in the treasury, use the anvil to transfer the enchantment.
- Books are enchanted by the librarian, all other items by the priest.
Near enchanted objects, a glow appears, similar to the glow of a golden apple.
If an enchanted item is repaired, then the enchantments cast on it disappear, on the contrary, when forging an item on an anvil, you can save and strengthen the enchantment.
Enchantment - the imposition of special properties on weapons, tools or armor using an enchantment table. As of version 1.8, lapis lazuli is required to enchant. Enchanting costs experience and lapis lazuli, with more powerful enchantments requiring more experience and more lapis lazuli.
To enchant an item, place it in a slot in the enchantment table interface (RMB on the table to open it). After placing an item on the right, three random enchantment options will appear, with the cost in experience levels indicated by the number on the right. The player can choose any of them if he has enough experience for this, 3 lapis lazuli is required to enchant to the maximum level, when enchanting to the maximum level from 30 lvl, only 3 lvl is taken for enchantment.
You can enchant any elements of armor, swords, bows, picks, axes, shovels, hoes, scissors, shields, elytra, lighters, fishing rods. Some items can only be enchanted with an anvil.
The level affects what enchantments can be obtained. Many spells have multiple levels. It is also possible to enchant an item for multiple enchantments. As the cost increases, the likelihood of obtaining a more valuable enchantment increases. Typically, the most expensive item on the menu will give the best combination of enchantments.
Enchanted books and identical items can be combined on the anvil to get the highest level of enchantment and combine several enchantments into one item.
And now about new enchantments, in the latest versions, completely new enchantments have appeared, how to get them and where to apply them now I’ll tell you.
Ice drift- turns water into frozen ice, which allows you to walk on the surface of the reservoir (feel like a god: Angelic. Ice melts over time, so do not stand in one place for a long time if you do not want to plunge into the water.
Enchantment level: Ice drift I, Ice drift II.
Can be fished or bought from a resident librarian.
Curse of Loss- an item with this enchantment will self-destruct when the player dies, it cannot be thrown away, this happens only in the event of the player's death.
Curse of Immovability- this enchantment on the item will not allow you to throw it away or remove it from the slot, drops out of the player only in case of his death.
You can catch or buy from a resident librarian, just enchant on the table.
These are all new enchantments added by versions 1.9 - 1.11, no new enchantments were added in 1.12.
Well, I wouldn’t be Needle if I didn’t show you interesting ways to design an enchantment table, maybe this will help someone.
Enchanting table window
Window to 1.8
Ax Enchantment
enchantment(English) Enchanting) - the imposition of special properties on weapons, tools or armor. These properties are called charms. Among players, these properties are often called "enchantments"(sometimes the very process of imposing these properties is called “enchantment”), but this is not entirely correct from the point of view of the Russian language.
Basics
To enchant an item, place it in a slot in the enchanting table interface (RMB on the table to open it). After placing an item on the right, three random enchantment options will appear, with the cost in experience levels indicated by the number on the right. The player can choose any of them if they have enough experience for it (experience is not required in creative mode), and thus give the item a set of properties associated with this item.
You can enchant any elements of armor, swords, bows, picks, shovels, axes, scissors (up to 1.9) and fishing rods.
The level affects what enchantments can be obtained. Many spells have multiple levels. It is also possible to enchant an item for several spells. As the cost increases, the likelihood of obtaining a more valuable enchantment increases. Typically, the most expensive item on the menu will give the best combination of enchantments.
An almost perfect placement of bookshelves around an enchanting table
The maximum experience level that an item can be enchanted for is increased by placing bookcases one block away from the enchanting table. After 1.3, the cost of enchantments is calculated by the formula:
A basic level of (base)= (1..8 + (b/2) + 0..b),
Level in top slot = max ( base/ 3, 1) Level in middle slot = ( base× 2) / 3 + 1 Level in bottom slot = max ( base, b × 2)
Where b- the number of nearby bookcases. No more than 15 cabinets are counted, standing at the level of the table or 1 block higher with a gap from the table in one block (5 × 5 square with a table in the center), there should not be any blocks between the table and the cabinets (even snow, torches, etc.). etc.), otherwise the corresponding cabinets will not be used. Thus, if you need to enchant something, but the character’s level is not enough, with the help of torches you can temporarily “turn off” the cabinets and lower the enchantment level.
Possible Enchantments
Enchant Armor
EID | Item | Name | Effect | Max. level | When improved | Remarks |
---|---|---|---|---|---|---|
0 | Protection Protection |
Converts melee and ranged attack damage to armor damage. | IV | See article Armor | Mutually incompatible. | |
1 | fire resistance fire protection |
Protection against fire, lava and ifrit fireballs. Decreases the burning time of the player. | IV | |||
3 | explosion resistance Blast Protection |
Explosion protection. Reduces recoil from explosions. | IV | |||
4 | Projectile protection Projectile Protection |
Protection against projectiles (arrows, fireballs and drowned tridents). | IV | |||
2 | Weightlessness Feather Falling |
Fall protection | IV | Also works when teleporting with ender pearls. | ||
5 | underwater breathing Respiration |
Reduces the loss of air under water, increases the time between attacks of suffocation. | III | +15 seconds underwater breath time, +1 second time between breaths | ||
6 | Submariner kinship with water Aqua Affinity |
Allows you to destroy blocks under water at normal speed, as on land | I | |||
7 | spikes Thorns |
Has a chance to deal damage to the attacker | III | Increases damage chance | Armor wears out faster based on damage dealt and received. Level III is available only when combining two things/things and a book with the Thorns II enchantment. |
|
8 | underwater walking Conqueror of the Depths Depth Strider |
Increases walking speed underwater | III | Increasing speed | Mutually incompatible. | |
9 | Ice Step Walking on water frost walker |
Turns water into frozen ice, which allows you to walk on the surface of the reservoir | II | Increased water freezing radius | ||
70 | mending Mending |
Uses experience to repair an item in hands or in armor slots. | I |
Enchant Weapon
EID | Item | Name | Effect | Max. level | When improved | Remarks |
---|---|---|---|---|---|---|
16 | sharpness sharpness |
Additional Damage | V | + - damage | Additional damage is determined randomly on each hit. Mutually incompatible. An ax can only be cast with an anvil. | |
17 | heavenly punishment Smith |
Extra damage to zombies (husks, zombie pigmen and drowned), skeletons (wither skeletons and zymogors), withers, and phantoms. | V | + - damage | ||
18 | bane of arthropods Death of insects Bane of Arthropods |
Extra damage to Spiders, Cave Spiders, Silverfish and Ender Silverfish. | V | + - damage | ||
19 | recoil discard Knockback |
Knocks back mobs and players | II | Stronger knockback | This bonus does not stack with the knockback bonus while running. | |
20 | The plot of fire fire aspect |
Sets target on fire | II | Increasing burning time | When killing a mob, instead of raw meat, fried meat will immediately drop out. | |
21 | Mining Marauding Looting |
Increases loot from mobs, increases the chance of a rare drop | III | +1 to the upper limit of the possible drop, +0.5% to the chance of a rare drop, +10% to the chance of dropping an enchanted rare drop | Rare drops have a default 2% chance to drop, and a 20% chance to drop enchanted from that amount. "Loot" can increase the drop chance of a rare drop to 3.5%, and up to 50% chance of dropping enchanted items from this amount. | |
22 | Slashing Blade Sweeping edge |
Increases damage against mobs near the target | III | Increases damage by n/(n + 1) + 1 times, where n is the enchantment level | ||
48 | Force power |
Additional Damage | V | Increases damage by 25% | Increases damage by 25% × (level + 1), i.e. 50% with Strength I and 150% with Strength V. Strength V allows you to kill almost any mob with one shot (2.5 × 4.5 = 11.25 hearts). | |
49 | reclining discard Punch |
Target knockback | II | Knockback increases | ||
50 | Burning Arrow Ignition flame |
Set fire to arrows | I | Ignites fired arrows, setting the target on fire on impact. Burning arrows do not set fire to surrounding objects, do not emit light, but can activate TNT. | ||
51 | Infinity Infinity |
Arrows are not wasted. But you need at least one arrow to shoot. Doesn't work with enchanted arrows | I | May be useful in the fight against the Ender Dragon. Arrows fired cannot be picked up. | ||
65 | Loyalty loyalty |
Returns the trident after being thrown | III | The trident returns faster | ||
66 | Impaler Impaler |
Deals additional melee and ranged damage to aquatic mobs. | V | Each level adds 2.5 ( × 1⁄4) additional damage each hit. | The group of "Water" mobs includes - dolphins, guards, ancient guards, fish, octopuses, turtles and the player, but not drowned, as they belong to the undead. | |
67 | yagun Riptide |
An enchanted trident will pull the player along when thrown | III | The trident will pull the player further | Only works underwater or when it rains, otherwise the trident cannot be attacked. | |
68 | Thunderer Channeling |
Upon hitting an entity, it will be struck by lightning | I | Works only during thunderstorms. |
Enchant Tool
EID | Item | Name | Effect | Max. level | When improved | Remarks |
---|---|---|---|---|---|---|
32 | Efficiency Efficiency |
Faster resource extraction | V | Increases mining speed. | Level V will cause blocks with a durability of 1 or less (like hellstone and earth) to be mined almost instantly even with stone tools, at a rate of 1 block per beat. Only affects blocks that the tool can mine. Combines with the haste effect. |
|
33 | Silk touch silk touch |
Destroying a block (with the right tool) drops that block, even if it should drop something else (e.g. stone will drop stone, not cobblestone). From version 12w50a (1.4.6) on the anvil with the help of an enchanted book, the Silk Touch enchantment can be cast on scissors and get cobwebs with them. | I | Allows you to get normally inaccessible blocks, such as ores, mycelium, grass, huge mushrooms, ice and cobwebs. Incompatible with Luck. | ||
34 | Strength Unbreaking |
With some chance, the durability of the tool will not decrease | III | The tool will lose a point of durability with a 100%/(x+1) chance, where x is the enchantment level. For example, with Durability III, the chance of losing health is 25% of the initial one (100%/(3+1) = 25%). That is, the strength of the tool will increase by about 4 times. | ||
35 | Luck Fortune |
Gives a chance to drop more resources | III | I: 33% * 2 (33% more) II: 25% * 2, 25% * 3 (75% more) III: 20% * 2, 20% * 3, 20% * 4 (120% more) |
Works with non-metal ores, glowstone, tall grass, wheat (only for seeds), hell growths and watermelons. Also increases flint drop chance to 100% at level III. Not compatible with Silk Touch. | |
61 | lucky fisherman sea luck Luck of the Sea |
Increases the chance to catch treasure. Decreases the chance of catching trash (when fishing) | III | I: 7.5% chance to catch trash, 6% chance to catch treasure. II: 5% chance to catch trash, 7% chance to catch treasure. III: 2.5% chance to catch trash, 8% chance to catch treasure. |
The effects add up. | |
62 | Bait Lure |
Increases the chance to catch fish. Reduces the chance of catching trash or treasure by 1% per level | III | I: wait -5 sec, chance to catch trash 9%, treasure 4%. II: wait −10 sec, chance to catch trash 8%, treasure 3%. III: waiting -15 sec, chance to catch trash 7%, treasure 2%. |
Remarks
Additional Anvil Enchanting Options
- Any effect conflicts with itself. Thus, it is not possible to obtain an instrument with multiple copies of the same effect.
- All defense enchantments conflict with each other (although Lightness is implemented as a defense, it doesn't follow this rule).
- All increased damage spells conflict with each other.
- Silk Touch and Luck conflict with each other. In fact, even if you get a pickaxe with this combination through mods or inventory editors, it will not give the effect of "infinite resources" - Luck will not work on a pickaxe with Silk Touch and when mining diamond, red, etc. ores, there will be just drop out blocks, in the normal amount.
- The Infinity and Mending enchantments on the bow conflict with each other.
Reference schemas
Dependence of possible enchantments on the level on diamond tools from 1.3.1 to 1.8.
The above tables contain technical values from the game code and are of little use in practice.
(English) there is a probability calculator, reference tables, a description of the enchantment mechanism and some other data.
spells
Spells are randomly generated. From the list, three to four words are selected, which are combined to form the name of the spell. The names are random and do not depend on the selected item, level or enchantment set. Thus, the spell is a cosmetic item that does not play any role in the mechanics and is not saved with the item, but only displayed in the window of the magic table.
the elder scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet ignite snuff embiggen twist shorten stretch fiddle destroy imbue galvanize enchant free limited range of towards inside sphere cube self other ball mental physical grow shrink demon elemental spirit animal creature beast humanoid undead fresh stale
The spells are written in the Galactic Standard Alphabet, which is a simple substitution cipher in the Commander Keen series of games. If you want to quickly decipher spells, replace alternate.png in .minecraft\versions\ game version\game version.jar\font to default.png . Cipher key:
Other ways to enchant)
Story
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Every day, gamers discover something new and interesting for themselves in Minecraft. For example, an enchantment that will not only enhance any of your equipment and give it unique qualities. It will also help in the battle with the enders or in the last battle with the dragon. Why not speed up the learning process with our article?
To enchant an item, you need a lot of experience, which you can “stuff” by digging ore, killing monsters, or farming. The second thing you need is ultramarine, which is a product of lapis lazuli mining and is not a big shortage. And the third is an enchantment table, which is crafted from two diamonds, one book and four blocks of obsidian. To make it, first open the workbench table, then place obsidian blocks in all three lower ones, as well as the central one. On two sides you need to place one diamond each, and put a book exactly on top of the center. Helpful Tip: If you want the enchantment to become stronger, place bookshelves next to the table. They are crafted from six blocks of any wood and three books. To simplify perception, the picture below shows the schemes for creating objects. After you have crafted everything you need and gained experience, go to the enchantment table and right-click on it - a new menu will open. On the left you will see a cell where you should place armor, swords and bows, picks, shovels and axes made from any material, as well as a fishing rod, below you will see your inventory window. Three different enchantment options will appear on the right, each with a cost in experience levels. After choosing the one you want, click on it. The item that comes out will flicker magenta.We hope that you will not have problems with the ability to enchant items, as this is one of the main options for improving armor and weapons in Minecraft.