Enchanting

Enchanting is a mechanic that augments armor, tools, weapons, and books with one or more of a variety of "enchantments" that improve 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 (up to 15) increases the level of the enchantments given by the enchanting table.
Lapis Lazuli 	 	Required to power the enchanting table.
Anvil 	 	Used to combine enchanted items (tools, armor, weapons, etc), add enchantments from books, or repair an enchanted item while preserving enchantments.
Grindstone 	 	Used to remove all non-curse enchantments on an item, returning a small amount of experience, and optionally repair an item for no experience.
Enchanted Book 	 	Can be combined with another item through an anvil to add certain enchantments to the item.
==Enchanting methods==
There are four ways to enchant an item in Survival mode:
* Through an enchanting table in exchange for experience points and lapis lazuli. Only 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 item with different existing enchantments into a single item that has the enchantments of both.
*Through a librarian villager, which may enchant books respectively for emeralds instead of lapis lazuli and experience, which instead gives the player experience just like every trade.
A player may also obtain items already enchanted:
* Through a villager, who may trade some enchanted items for emeralds.
* By fishing, which gives a chance of obtaining enchanted items.
* Through a zombie, drowned, husk, piglin, skeleton, stray, wither skeleton, and zombified piglin if they have enchanted items and are killed by a player. They have an 8.5% chance to drop each individual item.
* By finding them in treasure chests in locations such as end cities, ancient cities, shipwrecks, mineshafts, dungeons, desert temples, jungle temples, woodland mansions, ocean ruins, strongholds, ruined portals, pillager outposts, and bastion remnants.
* Due to bartering with piglins. When given gold, piglins have a small chance to drop an enchanted book or iron boots with the Soul Speed enchantment (random level 1-3).
* Through killing pillagers and vindicators in raids on Bedrock Edition.
Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as . When enchanted with the command, the maximum enchantment level is 255 on Java Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are available 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===
An item can be enchanted by an enchanting table and placing the item in the input slots and uses 1–3 lapis lazuli but can hold up to 64 lapis in its dedicated slot. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs(Random galactic alphabet sentances) here do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied (on mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release). The only choices available have a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. 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 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 third enchantment listed is a level 30 enchantment, the player must have at least 30 levels, but pay only 3 levels and 3 lapis lazuli.
The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, it is possible for multiple different enchantments to be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III.
To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a total of 15 bookshelves need to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this.
Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil.
Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then 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 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's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments:
* removing the item and putting it back in
* clicking on the item slot with a different item
* using a different item of the same type and material
* replacing or moving the table (but keeping the same number of bookshelves)
* using a different table with the same number of bookshelves, or
* replacing or rearranging the bookshelves without changing their total number.
Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but 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 appear in, but they are not "better" 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 be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book).
Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III.
To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchanting, the player removes the enchanted item 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. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused although it 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 then another enchanted bow may be used to combine enchantments with the repaired bow.
=== Enchanted books ===
Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing.
Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots.
Although enchanted books can have multiple enchantments of any type, 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 Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet or a turtle shell. Likewise, the Power enchantment is lost if the book is applied to anything but a bow.
In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick having Knockback II on Java Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via (though both enchantments function as normal when obtained on a bow through the command).
The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly 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 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 item receives which enchantment.
==== Best Enchanting order ====
Use Order Calculator to minimize experience loss when merging two items.
== 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, also known as curses) but gives some experience back based on the level of the enchantment(s) and their value.
== Summary of enchantments ==
Each enchantment in the table below includes attributes that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software.
* Max Level: Maximum levels for enchantments vary, but the game can comprehend up to 32-bit integer values (−2 to 2−1). Exceeding this value results in an overflow, and eventually resets itself to 0.
* Primary 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 mode, 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.
Name 	Summary 	TreasureTreasure enchantments are those that can't be obtained using an enchantment table.	IncompatibleWith 	MaxLevel	PrimaryItems	SecondaryItems	Weight
Aqua Affinity 	Increases underwater mining speed. 	 	 	I(1) 	 	 	2
Bane of Arthropods 	Increases damage and applies Slowness IV to arthropod mobs (spiders, cave spiders, silverfish, endermites and bees).	 	Smite, Sharpness, Breach, Density 	V(5) 	 	 	5
Blast Protection 	Reduces explosion damage and knockback. 	 	Fire Protection, Protection, Projectile Protection 	IV(4) 	 	 	2
Breach 	Bypasses armor 	 	Bane of Arthropods, Smite, Density 	IV(4) 	 	 	
Channeling 	During thunderstorms, trident summons a lightning bolt on the target when hitting it. 	 	Riptide 	I(1) 	 	 	1
Cleaving 	Increases damage and shield stunning. 	 	Sharpness, Bane of Arthropods, Smite 	III(3) 	 	 	
Curse of Binding 	Items cannot be removed from armor slots. 	 	 	I(1) 	 	 	1
Curse of Vanishing 	Item disappears on death. 	 	 	I(1) 	 	 	1
Depth Strider 	Increases underwater movement speed. 	 	Frost Walker 	III(3) 	 	 	2
Density 	Heavily increases falling damage 	 	Breach, Smite, Bane of Arthropods 	V(5) 	 	 	
Efficiency 	Increases tool speed, as well as the chance for axes to disable shields. 	 	 	V(5) 	 	 	10
Feather Falling 	Reduces fall damage. 	 	 	IV(4) 	 	 	5
Fire Aspect 	Sets target on fire. 	 	 	II(2) 	 	 	2
Fire Protection 	Reduces fire damage and burn time.Mutually exclusive with other protections. 	 	Blast Protection, Protection, Projectile Protection 	IV(4) 	 	 	5
Flame 	Arrows shot are ignited and deal fire damage to the target. 	 	 	I(1) 	 	 	2
Fortune 	Increases the amount of block drops. 	 	Silk Touch 	III(3) 	 	 	2
Frost Walker 	Allows the player to walk on water by freezing the water under their feet. 	 	Depth Strider 	II(2) 	 	 	2
Impaling 	Increases damage against aquatic mobs. , increases damage against mobs in water or rain. 	 	 	V(5) 	 	 	2
Infinity 	Prevents consumption of normal arrows (tipped arrows and spectral arrows are consumed). 	 	Mending 	I(1) 	 	 	1
Knockback 	Increases knockback. 	 	 	II(2) 	 	 	5
Looting 	Increases mob loot. 	 	 	III(3) 	 	 	2
Loyalty 	Trident returns after being thrown. 	 	Riptide 	III(3) 	 	 	5
Luck of the Sea 	Increases rate of good loot (enchanting books, etc.). 	 	 	III(3) 	 	 	2
Lure 	Decreases time for bites. 	 	 	III(3) 	 	 	2
Mending 	Repairs the item using experience. 	 	Infinity 	I(1) 	 	 	2
Multishot 	Fires 3 arrows at the same time. 	 	Piercing 	I(1) 	 	 	2
Piercing 	Arrows pierce entities, allowing for arrows to pierce through stacks of mobs. 	 	Multishot 	IV(4) 	 	 	10
Power 	Increases arrow damage. 	 	 	V(5) 	 	 	10
Projectile Protection	Reduces damage from projectiles. 	 	Protection, Blast Protection, Fire Protection 	IV(4) 	 	 	5
Protection 	Reduces generic damage. 	 	Blast Protection, Fire Protection, Projectile Protection	IV(4) 	 	 	10
Punch 	Increases arrow knockback. 	 	 	II(2) 	 	 	2
Quick Charge 	Decreases crossbow charging time. 	 	 	III(3) 	 	 	5
Respiration 	Extends underwater breathing time. 	 	 	III(3) 	 	 	2
Riptide 	Trident launches player with itself when thrown while in water or rain. 	 	Channeling, Loyalty 	III(3) 	 	 	2
Sharpness 	Increases melee damage. 	 	Bane of Arthropods, Smite 	V(5) 	 	 	10
Silk Touch 	Mined blocks drop themselves. 	 	Fortune 	I(1) 	 	 	1
Smite 	Increases damage to the undead. 	 	Bane of Arthropods, Sharpness, Breach, Density 	V(5) 	 	 	5
Soul Speed 	Increases movement speed on soul sand and soul soil. 	 	 	III(3) 	 	 	1
Sweeping Edge 	Increases sweeping attack damage. 	 	 	III(3) 	 	 	2
Swift Sneak 	Increases sneaking speed. 	 	 	III(3) 	 	 	1
Thorns 	Taking damage causes the attacker to also take damage. 	 	 	III(3) 	 	 	1
Unbreaking 	Reduces durability damage. 	 	 	III(3) 	 	 	1
Wind Burst 	Any smash attacks causes the player a wind charge. 	 	 	III(3) 	 	 	1
==Summary of enchantments by item==
Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using|-
==Summary of enchantments by item==
Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., ). Also, a player can exceed the maximum levels of enchantments (e.g., ). However, if that number goes above 10, it looks like this: 
.
Item	Any combination of 	Only one from each column 	Only one from each column
 	Mending, Unbreaking III, Thorns III, Respiration III, Aqua Affinity 	Protection IV,Projectile Protection IV,Fire Protection IV,Blast Protection IV	
 	Mending, Unbreaking III, Thorns III, Respiration III, Aqua Affinity 	Protection IV,Projectile Protection IV,Fire Protection IV,Blast Protection IV	
 	Mending, Unbreaking III, Thorns III 	Protection IV,Projectile Protection IV,Fire Protection IV,Blast Protection IV	
 	Mending, Unbreaking III, Thorns III, Swift Sneak III 	Protection IV,Projectile Protection IV,Fire Protection IV,Blast Protection IV	
 	Mending, Unbreaking III, Thorns III, Feather Falling IV, Soul Speed III 	Protection IV,Projectile Protection IV,Fire Protection IV,Blast Protection IV	Depth Strider IIIFrost Walker II
 	Mending, Unbreaking III, Fire Aspect II, Looting III, Knockback II, Sweeping Edge III 	Sharpness V,Smite V,Bane of Arthropods V 	
 	Mending, Unbreaking III, Fire Aspect II, Wind Burst III 	Density V,
Breach IV,
Bane of Arthropods V,
Smite V 	
 	Mending, Unbreaking III, Efficiency VTools of any material except stone and diamond can receive up to Efficiency V through the enchantment table. Stone tools can receive up to level IV through the enchantment table, but can be given Efficiency V by combining 2 items with Efficiency IV in an anvil. Diamond tools with efficiency V can also be found in end city and bastion remnant chests.	Fortune III,Silk Touch 	Sharpness VSmite VBane of Arthropods VCleaving III
 	Mending, Unbreaking III, Efficiency VTools of any material except stone and diamond can receive up to Efficiency V through the enchantment table. Stone tools can receive up to level IV through the enchantment table, but can be given Efficiency V by combining 2 items with Efficiency IV in an anvil. Diamond tools with efficiency V can also be found in end city and bastion remnant chests.	Fortune III,Silk Touch 	
 	Mending, Unbreaking III, Efficiency VTools of any material except stone and diamond can receive up to Efficiency V through the enchantment table. Stone tools can receive up to level IV through the enchantment table, but can be given Efficiency V by combining 2 items with Efficiency IV in an anvil. Diamond tools with efficiency V can also be found in end city and bastion remnant chests.	Fortune III,Silk Touch 	
 	Mending, Unbreaking III, Efficiency VTools of any material except stone and diamond can receive up to Efficiency V through the enchantment table. Stone tools can receive up to level IV through the enchantment table, but can be given Efficiency V by combining 2 items with Efficiency IV in an anvil. Diamond tools with efficiency V can also be found in end city and bastion remnant chests.	Fortune III,Silk Touch 	
 	Unbreaking III, Power V, Punch II, Flame 	Infinity,Mending 	
 	Mending, Unbreaking III, Lure III, Luck of the Sea III 	 	
 	Mending, Unbreaking III, Impaling V 	Channeling 	Loyalty III
 	Mending, Unbreaking III, Impaling V 	Riptide III 	Riptide III
 	Mending, Unbreaking III, Quick Charge III 	Piercing IV,Multishot 	
 	Mending, Unbreaking III, Efficiency V, Silk Touch 	 	
 	Mending, Unbreaking III 	 	
 	Mending, Unbreaking III 	 	
 	Mending, Unbreaking III 	 	
 	Mending, Unbreaking III 	 	
 	Mending, Unbreaking III 	 	
 	Mending, Unbreaking III 	 	
 	Curse of Vanishing 	 	
 	Curse of Vanishing 	 	
The tables below summarize the enchantments that can be obtained on specific items and Survival mode (Any enchantment can be applied to any item in Java Edition Creative mode). 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 from an enchanting table.
*An anvil indicates the item cannot receive the enchantment from an enchanting table (an enchanting table never offers the enchantment for the item), but can receive the enchantment by another method (for example, using an anvil to combine the item with an enchanted book or another enchanted item; note the enchanting table could still apply the enchantment to the item as a random additional enchantment).
Enchantments for hand slot items
Enchantment (Max) 	 	 	 	 	 	 	 	 	 	 	
Bane of Arthropods (V)	data-sort-value="A"	data-sort-value="B"	data-sort-value="A"	 	 	 	 	 	 	 	
Channeling (I) 	 	 	 	 	 	 	 	 	data-sort-value="A"	 	
Cleaving (III) 	 	data-sort-value="B"	 	 	 	 	 	 	 	 	
Curse of Vanishing (I)	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"
Efficiency (V) 	 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="B"	 	 	 	 	 	
Fire Aspect (II) 	data-sort-value="A"	 	 	 	 	 	 	 	 	 	
Flame (I) 	 	 	 	 	 	data-sort-value="A"	 	 	 	 	
Fortune (III) 	 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	 	 	 	 	 	 	
Impaling (V) 	 	 	 	 	 	 	 	 	data-sort-value="A"	 	
Infinity (I) 	 	 	 	 	 	data-sort-value="A"	 	 	 	 	
Knockback (II) 	data-sort-value="A"	 	 	 	 	 	 	 	 	 	
Looting (III) 	data-sort-value="A"	 	 	 	 	 	 	 	 	 	
Loyalty (III) 	 	 	 	 	 	 	 	 	data-sort-value="A"	 	
Luck of the Sea (III) 	 	 	 	 	 	 	data-sort-value="A"	 	 	 	
Lure (III) 	 	 	 	 	 	 	data-sort-value="A"	 	 	 	
Mending (I) 	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	
Multishot (I) 	 	 	 	 	 	 	 	 	 	data-sort-value="A"	
Piercing (IV) 	 	 	 	 	 	 	 	 	 	data-sort-value="A"	
Power (V) 	 	 	 	 	 	data-sort-value="A"	 	 	 	 	
Punch (II) 	 	 	 	 	 	data-sort-value="A"	 	 	 	 	
Quick Charge (III) 	 	 	 	 	 	 	 	 	 	data-sort-value="A"	
Riptide (III) 	 	 	 	 	 	 	 	 	data-sort-value="A"	 	
Sharpness (V) 	data-sort-value="A"	data-sort-value="B"	data-sort-value="A"	 	 	 	 	 	 	 	
Silk Touch (I) 	 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="C"	 	 	 	 	 	
Smite (V) 	data-sort-value="A"	data-sort-value="B"	data-sort-value="A"	 	 	 	 	 	 	 	
Sweeping Edge (III) 	data-sort-value="A"	 	 	 	 	 	 	 	 	 	
Unbreaking (III) 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="B"	data-sort-value="A"	data-sort-value="A"	data-sort-value="B"	data-sort-value="A"	data-sort-value="A"	
Enchantments for armor slot items
Enchantment (Max) 	 	 	 	 	 	
Aqua Affinity (I) 	data-sort-value="A"	 	 	 	 	
Blast Protection (IV) 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	 	
Curse of Binding (I) 	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"
Curse of Vanishing (I) 	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"
Depth Strider (III) 	 	 	 	data-sort-value="A"	 	
Feather Falling (IV) 	 	 	 	data-sort-value="A"	 	
Fire Protection (IV) 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	 	
Frost Walker (II) 	 	 	 	data-sort-value="B"	 	
Mending (I) 	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	data-sort-value="B"	
Projectile Protection (IV)	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	 	
Protection (IV) 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	 	
Respiration (III) 	data-sort-value="A"	 	 	 	 	
Soul Speed (III) 	 	 	 	data-sort-value="B"	 	
Swift Sneak (III) 	 	 	data-sort-value="B"	 	 	
Thorns (III) 	data-sort-value="B"	data-sort-value="A"	data-sort-value="B"	data-sort-value="B"	 	
Unbreaking (III) 	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="A"	data-sort-value="B"	
==Maximum effective values for enchantments==
A table shows the effective limits for enchantments (found also here).
Enchantment 	Stackable 	Effective min 	Effective max 	Notes
Aqua Affinity 	Largest on first in armor 	1 	1 	
Bane of Arthropods 	Adds 	Single:-2147483648Stacked:-52241757371157708	Single:2147483647Stacked:52241757371157708	Adds damageAffects arthropods with slowness amplifier 3 for seconds
Blast Protection 	Adds 	1 	255 	Reduces damage by a factor of Reduces explosion knockback by a factor of Higher levels are treated as 255
Channeling 	First 	1 	1 	
Curse of Binding 	First 	1 	1 	
Curse of Vanishing 	First 	1 	1 	
Depth Strider 	Largest on first in armor 	1 	3 	Higher levels are treated as 3
Efficiency 	First 	1 	255 	Increases mine speed by Higher levels are treated as 255
Feather Falling 	Adds 	1 	7 	Reduces damage by a factor of
Fire Aspect 	First 	1 	255 	Sets mobs on fire for secondsHigher levels are treated as 255
Fire Protection 	Adds for damage reductionLargest of first in armor for duration reduction	1 	10 	Reduces damage by a factor of Reduces fire duration by a factor of
Flame 	First 	1 	1 	
Fortune 	First 	1 	255 	Anything that uses the loot table function works like thisHigher levels are treated as 255
Frost Walker 	First 	1 	14 	Higher levels are treated as 14
Impaling 	Adds 	Single:-2147483648Stacked:-52241757371157708	Single:2147483647Stacked:52241757371157708	Adds damage
Infinity 	First 	1 	1 	
Knockback 	First 	1 	255 	Adds knockback strengthHigher levels are treated as 255
Looting 	First 	1 	255 	Higher levels are treated as 255
Loyalty 	First 	1 	127 	Increases return speed by Higher levels are treated as 0
Luck of the Sea 	First 	1 	255 	Adds luckHigher levels are treated as 255
Lure 	First 	1 	5 	Reduces lure time by secondsHigher levels prevent fish from appearing
Mending 	First 	1 	1 	
Multishot 	First 	1 	1 	
Piercing 	First 	1 	127 	Higher levels are treated as 0
Power 	First 	1 	255 	Increases damage by Higher levels are treated as 255
Projectile Protection	Adds 	1 	10 	Reduces damage by a factor of
Protection 	Adds 	1 	20 	Reduces damage by a factor of
Punch 	First 	1 	255 	Adds knockback strengthHigher levels are treated as 255
Quick Charge 	First 	1 	5 	Reduces draw time by secondsHigher levels prevent charging of crossbow
Respiration 	Largest of first in armor 	1 	255 	Causes a level / () chance not to decrease air levelHigher levels are treated as 255
Riptide 	First 	1 	1 	
Sharpness 	Adds 	0 	Single:2147483647Stacked:36028799149670399	Adds damage
Silk Touch 	First 	1 	1 	
Smite 	Adds 	Single:-2147483648Stacked:-52241757371157708	Single:2147483647Stacked:52241757371157708	Adds damage
Soul Speed 	First 	1 	255 	Increases speed by Higher levels are treated as 255
Sweeping Edge 	First 	1 	255 	Increases sweeping damage by a factor of times the hit's damageHigher levels are treated as 255
Swift Sneak 	Adds 	1 	5 	Increases walking speed while sneaking by Higher levels are treated as 5
Thorns 	Individual Procs 	1 	2147483647 	Chance of hitting is Deals damage if is 11 or greater, otherwise deals
Unbreaking 	First 	1 	255 	Items only have a 1 in chance to take damage. Armor has a chance to take damage even if it would otherwise skip it.Higher levels are treated as 255
==Item data==
*: The item's main tag.
==Sounds==
:
:
==Videos==
==History==
==Issues==
==Gallery==
===Screenshots===
Enchanted Sword.png|A sword with 4 enchantments on it.
Diamondpickaxehighlyenchanted.png|A diamond pickaxe with multiple high-level enchantments, right after enchanting.
Books optimal.png|Place 15 bookshelves around an enchanting table to get the highest level enchantments.
EnchantedBow-5.png|A bow that has four enchantments.
Book Enchant Probability Chart.png|Table of enchantment probabilities for books.
PE Enchanting GUI.png|The GUI of the enchantment table in Pocket Edition while the Pocket UI Profile is activated (top = no item, bottom = with item hovering on the second line).
Minecraft-underwater-with-and-without-respiration.png|Underwater, with and without the Respiration enchantment comparison. (Removed in 1.13)
===Development images===
Enchanting table interface.png|Enchant screen. Posted by Notch.
EnchantmentProgress.png|Some enchantments. Posted by Jeb.
Enchanting 1.8.png|Updated enchant screen. Note that gold ingots was required.
Pocket Edition Enchanting.png|First image of enchanting in the pocket edition.
== See also==
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==References==
Category:Enchantments
cs:Očarování
de:Verzauberung
es:Encantamiento
fr:Enchantement
it:Incantamento
ja:エンチャント
ko:마법 부여
nl:Betoveren
pl:Zaklinanie
pt:Encantamento
ru:Зачаровывание
th:การร่ายมนตร์
tr:Büyü
uk:Зачарування
zh:附魔