How to Enchant Something Again on Minecraft

The glint animation applied to an enchanted atomic number 26 pickaxe.

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

Contents

  • 1 Enchanting equipment
  • ii Enchanting methods
    • 2.1 Enchanting table
      • 2.one.1 Affecting offered enchantments
    • 2.2 Anvil combinations
    • two.3 Enchanted books
  • 3 Disenchanting
  • 4 Summary of enchantments
  • five Summary of enchantments by item
  • 6 Maximum effective values for enchantments
  • 7 Item data
  • 8 Videos
  • ix History
  • 10 Issues
  • xi Encounter also
  • 12 Gallery

Enchanting equipment [ ]

Name Icon Usage
Enchanting Table Used for enchanting items
Bookshelf Each bookshelf (up to 15) increases the level of the enchantments given past the enchanting table
Lapis Lazuli Required to power the enchanting table
Anvil Used to combine enchanted items (tools, armor, weapons), add enchantments from books, or repair an enchanted detail while preserving enchantments
Grindstone Used to remove all not-expletive enchantments on an item (returning a small amount of experience), and optionally repair an detail (for no experience)
Enchanted Book Enchanted Book Can be combined with some other detail through an anvil to add enchantments to the item

Enchanting methods [ ]

An enchanting table surrounded past bookshelves.

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

  • Through an enchanting table in exchange for feel points and lapis lazuli. Only unenchanted items may exist enchanted this style.
  • Through an anvil, combining an enchanted book with an detail.
  • Through an anvil, combining ii of the same item with different existing enchantments into a unmarried detail that has the enchantments of both.
  • Through a librarian villager, which may enchant books respectively for emeralds instead of lapis lazuli and experience.

A role player may as well 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, stray, wither skeleton, and zombified piglin – if they take enchanted items and the player kills them, it has an 8.5% take chances of them dropping each said item.
  • Through finding them in end cities and other contrasted treasure chests, such as shipwrecks, mineshafts, dungeons, desert temples, jungle temples, woodland mansions, body of water ruins, strongholds, ruined portals, and bastion remnants.
  • Through bartering perhaps receiving an enchanted volume or iron boots with Soul Speed(random level).
  • Through killing pillagers and vindicators in raids.‌[ Boulder Edition just ]

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

Enchanting table [ ]

Enchanting table interface. Top: Without item. Bottom: With item, hovering over the third line.

An particular can be enchanted past using an enchanting table and placing the item in the input slots and 1–three 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 non affect the enchantment, but hovering over a presented enchantment shows one enchantment to exist applied (on mobile devices, the player can tap an enchantment earlier putting in the lapis lazuli or concur the enchantment before release). The merely choices bachelor have a level requirement equal to or below the player'due south current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the tabular array. Each choice imbues the particular with a randomized set of enchantments that are dependent on the number of experience levels required (due east.thou. a level 10 enchantment can give a pickaxe the "Efficiency II" enchantment); the actual level cost and the number of lapis lazuli required have no effect.

Although the thespian must take at to the lowest degree the level requirement to go 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-50 enchantment, the histrion must have at least thirty levels, but pay only three levels and iii lapis lazuli.

The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a college experience level generally resulting in more and/or higher-level enchantments. Notwithstanding, there is a meaning random cistron, and even a level 30 enchantment (the maximum) doesn't guarantee more than than 1 enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment tin can however yield Fortune Two or Efficiency 3 alone, for example. On the other paw, it is possible for multiple unlike enchantments to be given from ane utilise of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency lV and Unbreaking lll.

To increment the enchantment level, bookshelves can exist placed side by side to the enchanting tabular array while keeping one block of air between them. To proceeds access to the previously mentioned level thirty enchantments, a total of xv bookshelves need to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this.

Enchanting a volume produces an enchanted book, which does nothing on its own, simply effectively "saves" the enchantment for later application to another item with an anvil.

Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the histrion doesn't accept plenty feel, and so experience reduces to zero and the enchantment still 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, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list.

The possible enchantments depend on the player'southward enchantment seed, the particular type, and material, and the enchantment level (ane–xxx). Removing the particular and putting it back in, clicking on the item slot with a different particular, using a different item of the same type and fabric, replacing or moving the tabular array (simply keeping the aforementioned number of bookshelves), using a different table with the same number of bookshelves, or replacing or rearranging the bookshelves without changing their total number does not affect the possible enchantments.

Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, only does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they announced in, simply they are not "ameliorate" or "worse" based on the row despite the different resource costs.

Anvil combinations [ ]

An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must exist uniform; they must either be the same type and material (such as two iron swords) or an particular and an enchanted book with an applicable enchantment (such equally a bow and an Infinity enchanted book).

Combining two enchanted items, books or 1 of each with the same enchantment at the same level produces an detail or book with the next higher level of that enchantment upwards to the maximum allowed in survival way; 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 Three.

To combine items, the player places the target item in the anvil'southward first slot and the sacrifice item in the 2d slot. If the combination is allowed, the resulting enchanted detail appears in the anvil's output slot and an experience level price, labeled "Enchantment Cost", appears beneath (light-green if the player has enough feel levels, red if they don't). To complete the enchanting, the player removes the enchanted detail from the anvil's output slot, and their experience level is reduced accordingly.

The experience cost depends on the enchantments, with highly enchanted items costing more than. If the target item is also being repaired, that costs more as well. The target item tin also be renamed, at additional toll. There is as well an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused although information technology may still be 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 so another enchanted bow may exist used to combine enchantments with the repaired bow.

Enchanted books [ ]

Enchanted books can be fabricated by using an enchanting table to enchant a book. (They can as well exist institute in generated chests, purchased with emeralds from a villager librarian, or looted by fishing rod.) The book can receive multiple enchantments of any blazon, just only enchantments appropriate to a given item type may be applied to that particular. For example, the same book may receive Respiration and Power enchantments, just the Respiration enchantment is lost if the book is applied to annihilation only a helmet, and the Power enchantment is lost if the book is applied to anything but a bow.

Enchanted books are used on an anvil to add together enchantments to items, including other books. They tin can apply some enchantments to items that cannot be enchanted from an enchanting table, such every bit applying Thorns to boots.

In Artistic fashion, books can enchant any item with whatever enchantment, such as a stick having Knockback 2.‌[ JE but ] Nonetheless, mutually-exclusive enchantments, such every bit Infinity and Mending, cannot exist practical this way or via /enchant (though are however available via /requite).

The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. All the same, it's yet an actress cost, and enchanting items straight has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and let for controlled combinations. For example, a Silk Affect book can be used on an axe, pickaxe, or shovel, and the player tin decide which item receives which enchantment.

Disenchanting [ ]

The merely style 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) and gives experience dorsum based on the level of the enchantment(south) and their value.

Summary of enchantments [ ]

Each enchantment in the tabular array below includes attributes that are possible for the histrion to larn legitimately in Survival mode. Other combinations are possible in creative manner or with cheats, mods, or third-party software.

  • Max Level: Maximum levels for enchantments vary, but the game can comprehend upward to 32-fleck integer values (−231 to two31−1). Exceeding this value results in an overflow, and eventually resets itself to 0.
  • Principal Items: The items that can receive the enchantment legitimately in Survival style by using an enchanting table. Items of any cloth can exist enchanted (some more easily than others – see Enchantment mechanics).
  • Secondary Items: Items that, in Survival fashion, cannot receive the enchantment from an enchanting table but can from an enchanted book with an anvil.
  • Weight: Relative probability of the enchantment being offered.
Summary of enchantments
Name Summary Treasure[note 1] Incompatible
With
Max
Level
Primary
Items
Secondary
Items
Weight
Aqua Analogousness Increases underwater mining speed. No I 2
Bane of Arthropods Increases damage and applies Slowness IV to arthropod mobs (spiders, cave spiders, silverfish, endermites and bees). No Smite, Sharpness Five [ Exist but ] [ JE simply ] 5
Blast Protection Reduces explosion impairment and knockback.
No Burn Protection, Protection, Projectile Protection Four 2
Channeling During thunderstorms, tridents volition be able to strike hit enemies with a lightning bolt.
No Riptide I one
Cleaving ‌[ upcoming: JE Combat Tests] Increases damage and shield stunning.
Unknown Sharpness, Bane of Arthropods, Smite Three
Expletive of Bounden
Items cannot exist removed from armor slots. Yes I 1
Curse of Vanishing
Item does non drop on death. Yep I 1
Depth Strider Increases underwater movement speed.
No Frost Walker III 2
Efficiency Increases tool speed, besides equally the run a risk for axes to disable shields. No Five 10
Plumage Falling Reduces fall impairment. No IV 5
Fire Aspect Sets target on burn down. No II 2
Fire Protection Reduces fire damage and burn down time.
Mutually exclusive with other protections.
No Blast Protection, Protection, Projectile Protection Four five
Flame Arrows shot are ignited and bargain fire harm to the target. No I 2
Fortune Increases the amount of block drops. No Silk Touch III ii
Frost Walker Allows the player to walk on h2o by freezing the h2o nether their feet. Yes Depth Strider II 2
Impaling Increases damage against aquatic mobs. In Boulder Edition, increases damage against mobs in h2o or rain. No Five 2
Infinity Prevents consumption of arrows. No Mending I 1
Knockback Increases knockback. No II 5
Looting Increases mob loot. No 3 2
Loyalty Trident returns after beingness thrown. No Riptide III 5
Luck of the Body of water Increases rate of practiced boodle (enchanting books, etc.). No 3 ii
Lure Decreases time for bites. No III 2
Mending Repairs the item using experience. Yes Infinity I 2
Multishot Fires 3 arrows at the aforementioned time. No Piercing I ii
Piercing Arrows pierce entities, assuasive for arrows to pierce through stacks of mobs.
  • Bachelor only to the crossbow.
No Multishot IV 10
Power Increases arrow damage. No V 10
Projectile Protection Reduces harm from projectiles.
No Protection, Blast Protection, Burn Protection 4 5
Protection Reduces generic impairment. No Blast Protection, Fire Protection, Projectile Protection IV 10
Dial Increases pointer knockback. No II 2
Quick Charge Decreases crossbow charging fourth dimension. No 3 five
Respiration Extends underwater animate time. No III 2
Riptide Trident launches player with itself when thrown while in h2o or rain. No Channeling, Loyalty Three 2
Sharpness Increases melee impairment. No Bane of Arthropods, Smite 5 [ Be only ] [ JE only ] 10
Silk Touch Mined blocks drop themselves. No Fortune I [ BE only ] one
Smite Increases damage to the undead. No Blight of Arthropods, Sharpness V [ Be just ] [ JE merely ] 5
Soul Speed Increases movement speed on soul soil. Yes III i
Sweeping Edge
[ Java Edition only ]
Increases sweeping attack impairment. No Three 2
Swift Sneak
[ upcoming: JE 1.xix & BE one.nineteen.0]
Increases sneaking speed. Yeah III 1
Thorns Taking impairment causes the assaulter to also have harm. No III 1
Unbreaking Reduces immovability impairment. No III 5
  1. Treasure enchantments are those that tin'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 exclusive enchantments tin can exist combined using commands (east.g., /give @s bow{Enchantments:[{id:infinity,lvl:1},{id:mending,lvl:1}]} one). Too, a player can exceed the maximum levels of enchantments (east.grand., /give @south netherite_sword{Enchantments:[{id:fire_aspect,lvl:10}]} 1).

Item Any combination of Only one from each column
Helmet Mending, Unbreaking III, Respiration Three, Aqua Affinity, Thorns III Protection IV,
Projectile Protection IV,
Burn Protection IV,
Blast Protection Four
Turtle Shell
Chestplate Mending, Unbreaking 3, Thorns III
Leggings Mending, Unbreaking III, Thorns Three, Swift Sneak III‌[ upcoming: JE 1.19 & Be 1.nineteen.0]
Boots Mending, Unbreaking Iii, Feather Falling IV, Soul Speed Iii, Thorns III Depth Strider III
Frost Walker 2
Sword Mending, Unbreaking III, Burn down Attribute II, Annexation Three, Knockback II, Sweeping Border III‌[ JE only ] Sharpness 5,
Smite V,
Bane of Arthropods V
Axe Mending, Unbreaking 3, Efficiency 5[i] Fortune III,
Silk Touch
Sharpness V
Smite V
Bane of Arthropods 5
Cleaving III‌[ upcoming: JE Gainsay Tests]
Pickaxe
Shovel
Hoe
Bow Unbreaking III, Power V, Punch II, Flame Infinity,
Mending
Fishing Rod Mending, Unbreaking Iii, Lure Three, Luck of the Bounding main III
Trident Mending, Unbreaking 3, Impaling Five Channeling Loyalty III
Riptide III [notation i]
Crossbow Mending, Unbreaking Three, Quick Accuse III Piercing IV,
Multishot
Shears Mending, Unbreaking 3, Efficiency V, Silk Touch‌[ BE only ]
Shield Mending, Unbreaking Three
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 but neither can exist used with Riptide.

The tables below summarize the enchantments that can be given to specific items in Boulder Edition and in Survival style in Java Edition. (Artistic mode in Java Edition allows whatever item to have any enchantment.) Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables.

  • An enchanting table indicates the item can receive the enchantment legitimately in Survival mode by using an enchanting tabular array.
  • An anvil indicates the detail cannot receive the enchantment legitimately in Survival style by using an enchanting table (an enchanting table never offers the enchantment for the particular), but can receive the enchantment by another method (for example, using an anvil to combine the item with an enchanted volume or some other enchanted particular; note the enchanting table could however employ the enchantment to the item every bit a random additional enchantment).
Enchantments for mitt slot items
Enchantment (Max) [ JE only ] [ BE only ]
Bane of Arthropods (V)
Channeling (I)
Cleaving (Three) ‌[ upcoming: JE Gainsay Tests]
Curse of Vanishing (I)
Efficiency (Five)
Fire Aspect (Ii)
Flame (I)
Fortune (III)
Impaling (V)
Infinity (I)
Knockback (2)
Looting (III)
Loyalty (3)
Luck of the Sea (Three)
Lure (Three)
Mending (I)
Multishot (I)
Piercing (IV)
Power (V)
Punch (II)
Quick Charge (Three)
Riptide (3)
Sharpness (V)
Silk Touch (I) [ BE merely ]
Smite (V)
Sweeping Edge (Three)
Unbreaking (III)
Enchantments for armor slot items
Enchantment (Max)
Aqua Affinity (I)
Blast Protection (Iv)
Curse of Binding (I)
Curse of Vanishing (I)
Depth Strider (III)
Plumage Falling (IV)
Fire Protection (Iv)
Frost Walker (II)
Mending (I)
Projectile Protection (IV)
Protection (IV)
Respiration (3)
Soul Speed (3)
Swift Sneak (3)‌[ upcoming: JE 1.19 & BE 1.xix.0]
Thorns (3)
Unbreaking (3)

Maximum effective values for enchantments [ ]

This department is missing information most a better lead section with a amend summary.

Please aggrandize the section to include this information. Farther details may exist on the talk page.

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

Enchantment Stackable Effective min Effective max Notes
Aqua Affinity Largest on beginning in armor i ane
Bane of Arthropods Adds Unmarried:
-2147483648
Stacked:
-52241757371157708
Unmarried:
2147483647
Stacked:
52241757371157708
Adds 2.v * level damage
Affects arthropods with slowness amplifier 3 for 1 + random(0, level / ii) seconds
Blast Protection Adds 1 255 Reduces harm by a factor of min(20, level * 2) / 25
Reduces explosion knockback by a factor of level * 0.fifteen
College levels are treated as 255
Channeling Start 1 1
Curse of Binding First 1 1
Curse of Vanishing First one one
Depth Strider Largest on kickoff in armor 1 three Higher levels are treated as 3
Efficiency Showtime 1 255 Increases mine speed by level² + 1
Higher levels are treated as 255
Feather Falling Adds i seven Reduces damage by a cistron of min(20, level * 3) / 25
Fire Aspect First 1 255 Sets mobs on fire for level * 4 seconds
Higher levels are treated as 255
Fire Protection Adds for harm reduction
Largest of first in armor for duration reduction
ane 10 Reduces damage by a gene of min(xx, level * 2) / 25
Reduces burn down elapsing by a factor of level * 0.15
Flame First 1 ane
Fortune First 1 255 Anything that uses the apply_bonus loot table function works like this
Higher levels are treated as 255
Frost Walker First 1 xiv Higher levels are treated as 14
Impaling Adds Unmarried:
-2147483648
Stacked:
-52241757371157708
Single:
2147483647
Stacked:
52241757371157708
Adds 2.5 * level damage
Infinity First 1 one
Knockback First one 255 Adds level knockback strength
Higher levels are treated as 255
Looting Get-go 1 255 Higher levels are treated as 255
Loyalty First 1 127 Increases render speed by 0.05 * level
Higher levels are treated as 0
Luck of the Sea First ane 255 Adds level luck
Higher levels are treated equally 255
Lure First one 5 Reduces lure time past v * level seconds
Higher levels forestall fish from appearing
Mending First one one
Multishot Beginning 1 ane
Piercing Commencement i 127 Higher levels are treated as 0
Power First i 255 Increases damage by 0.5 * level + 0.v
Higher levels are treated as 255
Projectile Protection Adds 1 10 Reduces damage by a factor of min(twenty, level * 2) / 25
Protection Adds ane 20 Reduces damage by a factor of min(xx, level) / 25
Punch Start ane 255 Adds level * 0.half dozen knockback strength
College levels are treated as 255
Quick Charge Outset 1 5 Reduces draw time by 0.25 * level seconds
College levels prevent charging of crossbow
Respiration Largest of get-go in armor one 255 Causes a level / (level + 1) chance not to subtract air level
Higher levels are treated as 255
Riptide Commencement i 1
Sharpness Adds 0 Single:
2147483647
Stacked:
36028799149670399
Adds 0.5 * max(0, level - i) + one damage
Silk Touch First 1 1
Smite Adds Unmarried:
-2147483648
Stacked:
-52241757371157708
Single:
2147483647
Stacked:
52241757371157708
Adds two.five * level impairment
Soul Speed First 1 255 Increases speed past 0.03 + (level * 0.0105)
Higher levels are treated every bit 255
Sweeping Edge Showtime i 255 Increases sweeping damage by a factor of level / (level + i) times the striking's damage
Higher levels are treated as 255
Swift Sneak
[ upcoming: JE 1.19 & BE 1.xix.0]
Adds ane five Increases walking speed while sneaking past level * 50%
College levels are treated as 5
Thorns Individual Procs 1 2147483647 Chance of hitting is 0.15 * level
Deals level - 10 damage if level is eleven or greater, otherwise deals random(0, 3) + i
Unbreaking Starting time one 255 Items simply have a one in level + 1 adventure to take damage. Armor has a 0.6 chance to accept harm even if it would otherwise skip it.
College levels are treated as 255

Item information [ ]

  •  tag: The item'south primary tag.
    •  Enchantments: Contains enchantments on this item that impact the way the item works.
      • : A single enchantment.
        •  id: The name of the enchantment.
        •  lvl: The level of the enchantment, where 1 is level 1. Values are clamped between 0 and 255 when reading.
    •  StoredEnchantments: Contains enchantments for enchanted books.
      • : A stored enchantment, identical structure to each enchantment in Enchantments.
    •  RepairCost: Number of experience levels to add to the base of operations level price when repairing, combining, or renaming this item with an Anvil.

Videos [ ]

History [ ]

Coffee Edition
October 1, 2011 The first images of the enchantment screen are revealed, with enchantments written in the Standard Galactic Alphabet. The first enchantment translates into "Well Played Internets You Are Good", the 2d translates into "These Names Volition 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 utilise in the Commander Bully series of reckoner games.
Oct 3, 2011 The first images of a player wearing enchanted armor are revealed.
1.0.0 Beta 1.ix Prerelease iii The basics of enchanting have been added.
Enchantment tables exercise not require bookshelves to become maximum enchantments.
Enchantments are to be labeled in the enchantment table every bit random words written in the Standard Galactic Alphabet.
Beta 1.ix Prerelease four A problems where all enchantments would evidence upwardly as Feather Falling I has been stock-still.
Enchanting has been now properly enabled in multiplayer. Previously, if a player attempted to enchant an item, it appeared enchanted for the customer, but updated with the un-enchanted status once the player logged out and so back in once more.
1.2.i 12w05a Enchanting no longer requires experience in creative manner.
12w06a Bows and gilt swords at present take a small chance of being already enchanted when dropped by their respective mobs.
? Enchanting always gives the highest level available for the 3rd enchant, instead of randomly choosing a level (requiring clicking the detail in and out (or attempting to insert a non-enchantable item over the item to be enchanted) many times to get level 50 enchants)
1.three.ane 12w22a The maximum enchantment power has been lowered from 50 to 30.
Experience is now collectable with mining and smelting in a furnace.
12w23a Glint (animated glow effect) on enchanted tools and armor is now visible on multiplayer.
1.iv.2 12w41a Enchantments can at present be combined using anvils, allowing some loftier level enchantments to be applied where they were not previously possible.
1.4.4 pre Enchantments can now be practical using /enchant. However, Protection is unavailable due to a bug.
i.4.6 12w49a /enchant now works with ID 0, meaning information technology tin can be used to utilise Protection.
The player can now enchant books to then be used to enchant a tool.
1.vii.2 13w36a The fishing rod can at present be enchanted without the use of books.
1.viii 14w02a Enchanting has received a major overhaul where there is now a secondary price, which is lapis lazuli.
When enchanting an detail, one enchantment now appears in the tooltip when selecting an enchantment (east.g Annexation 3?...).
Levels are now hard to obtain again (similar pre-one.3 settings.)
Level 5 enchants (Sharpness, Power, Smite and Blight of Arthropods) tin can at present exist practical without the use of an anvil.
Villager trading has been revamped: clerics no longer enchant items, while blacksmiths merchandise enchanted items.
ane.ix 15w42a Enchantments with max 1 level no longer displays the level, east.yard. "Infinity" rather than "Infinity I".
15w47b Shears tin no longer be enchanted with Silk Touch.
15w47c Shears now harvest cobweb without requiring Silk Touch.
1.11.1 Anvils no longer allow enchanted books to employ to items, if no modify 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.
ane.13 17w47a Hoes can now be enchanted.
one.fifteen 19w39a Due to a rewrite of the rendering engine, the enchanting blitheness was changed.
19w42a Enchanted items now glow in the dark.
1.16 20w10a‎ Hoes can at present be enchanted with Efficiency, Fortune and Silk Touch.
Pocket Edition Alpha
v0.12.1 build i Added the enchanting system.
Bedrock Edition
1.4.0 beta ane.2.13.eleven When Experimental Gameplay is enabled, tridents tin now be enchanted.
1.xvi.0 beta one.16.0.57‎ Hoes can now be enchanted with Efficiency, Fortune and Silk Bear upon.
Legacy Console Edition
TU7 CU1 1.0 Patch ane 1.0.one Added the enchanting organization.
TU31 CU19 1.22 Patch 3 Enchanting at present consumes lapis lazuli.
Enchanting has been re-counterbalanced.
Enchanted Books can at present receive multiple enchantments at once.
New Nintendo 3DS Edition
0.1.0 Added enchantments.

Problems [ ]

Bug relating to "Enchanting" are maintained on the problems tracker. Study bug there.

Meet also [ ]

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

Gallery [ ]

  1. Tools of any material except stone and diamond can receive upwards to Efficiency V through the enchantment table. Stone tools can receive up to level Four through the enchantment table, merely tin be given Efficiency V past combining 2 items with Efficiency IV in an anvil. Diamond tools with efficiency Five can besides be constitute in end city and breastwork remnant chests.

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

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