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Enchanting table mechanics

Enchanting table mechanics

This article is about the mechanics of enchanting with enchanting tables.

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Contents (16)
  1. Bookshelf placement
  2. Java Edition
  3. Bedrock Edition
  4. 15 bookshelf arrangements
  5. Item requirements
  6. Experience cost
  7. Enchantment selection
  8. Enchantment cost
  9. Candidates
  10. Selection
  11. Enchanting seed
  12. Initial seed
  13. Receivable enchantments
  14. History
  15. References
  16. External links
Enchanting interface in Java Edition
Enchanting interface in Bedrock Edition

This article is about the mechanics of enchanting with enchanting tables.

Bookshelf placement

Nearby bookshelves raise the experience costs, which increases the value of the offered enchantments. The maximum number of active bookshelves is 15, and further bookshelves are ignored.

Bookshelves must be placed exactly two blocks from the enchanting table along one horizontal axis, up to two blocks along the other, and on the same height as the table or one block higher. Additionally, the bookshelf must be unblocked, the exact definition of which differs between the Java and Bedrock editions.

In Java Edition, any block added to the tag #enchantment_power_provider can be used instead of bookshelves.

Java Edition

The block at the height of the bookshelf, horizontally between the table and the bookshelf, right next to the table unless the bookshelf is placed diagonally, shown as BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft below, must be in the tag #enchantment_power_transmitter, like air, snow, or short grass:

BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft

Glyph particles can fly to the enchanting table from blocked bookshelves as they follow different rules.​

Bedrock Edition

The block at the height of the table and the block above it, horizontally between the table and the bookshelf, right next to the bookshelf unless it is placed diagonally, shown as BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft below, must be air:

BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft
BlockSprite beacon-revision-1.png: Sprite image for beacon-revision-1 in Minecraft

15 bookshelf arrangements

There are many possible bookshelf arrangements that can reach the enhancement limit.

One option is a 1-block tall square of bookshelves at the height of the table or a block above, with a single-block gap anywhere on a side.

Another option has the bookshelves in a corner, with two bookshelves always stacked vertically. This uses 16 bookshelves, which is one more than needed, so if the corner bookshelf column's back sides are covered, its bookshelf can be left out.

Item requirements

For an item to be enchantable, it must fulfill these conditions:

If the item meets the conditions but has no available enchantments, it will be possible to select the slot at the enchanting table, but nothing will happen.

Experience cost

When an item is placed in an enchanting table, the experience cost of each enchantment slot is selected depending on the slot and the number of nearby bookshelves, which is capped at 15.

For each slot, a base experience cost is calculated as:

where generates a random integer in range to (both included).

The final experience cost is then calculated depending on the slot:

Top slot:
Middle slot:
Bottom slot:
Bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Experience cost of top slot 1–2 1–3 1–3 1–4 1–4 1–5 1–5 1–6 1–6 1–7 2–7 2–8 2–8 2–9 2–9 2–10
Experience cost of middle slot 1–6 1–7 2–8 2–9 3–10 3–11 3–12 3–13 4–14 4–15 5–16 5–17 5–18 5–19 6–20 6–21
Experience cost of bottom slot 1–8 2–9 4–11 6–12 8–14 10–15 12–17 14–18 16–20 18–21 20–23 22–24 24–26 26–27 28–29 30

Enchantment selection

This section describes how enchantments for an item are selected for a given experience cost.

This process is used by various mechanics:

Enchantment cost

For each slot, the enchantment cost, which is not shown in game, is calculated depending on the item's enchantability and the experience cost:

where generates a random integer in range to (both included)
and generates a random number in range (included) to (excluded) with triangular distribution:
where generates a random number in range (included) to (excluded).

In Java Edition, an item's enchantability is stored in the minecraft:enchantable item component.

Candidates

In Java Edition, the initial candidates are:

In vanilla, this means that all non-treasure enchantments are initially candidates, and that for generated loot and fishing, Curse of Binding, Curse of Vanishing, Frost Walker, and Mending are also initial candidates.

If the item to enchant is not a book, all enchantments to which the item is not a primary item are removed.

Finally, the level for each enchantment is determined. The enchantment's highest level for which the enchantment cost falls within its cost range is the candidate, and if the cost is not within any of its ranges, the enchantment is removed.

In Java Edition, enchantments, including which other enchantments they're exclusive with, what items are primary to them, and the cost ranges of their levels are defined in enchantment definition. Books being primary to all enchantments is hardcoded.

Selection

The selection uses repetition, in which it selects one of the candidate enchantments and has a chance to repeat and add additional enchantments. The change of the enchantment cost in this final stage does not retroactively change the set of candidate.

  1. A random candidate is selected based on weights, meaning the chance of a candidate being selected is its weight divided by the total weight of the current candidates.
  2. The selected candidate and incompatible ones are removed from the set of candidates, and if no candidates remain, the selection ends.
  3. If a chance of is fails, the enchantment selection ends.
  4. The enchantment cost () is divided by two and rounded down, and the process returns to step 1.

Finally after the loop, if the item is a book, an enchanting table is used, and multiple enchantments were selected, a random one is removed.

Enchanting seed

The enchantments that enchanting tables offer are determined using the enchanting seed that is stored under XpSeed in each player's data. After enchanting an item, the player's seed is regenerated, resulting in different enchantments.

This means enchanting tables with the same number of nearby bookshelves will offer the same enchantments for all items with the same enchantability and the same possible enchantments (same item-type or one of pickaxes, shovels or hoes) until an item is enchanted.

Initial seed

This feature is exclusive to Java Edition.

When joining a world for the first time, the seed is initialized to 0, however when joining a world with an already present enchanting seed of 0, it will be regenerated.[1]

This meaning leaving and rejoining a world for the first time gives new enchantments without enchanting an item, and the first enchantment before ever leaving a world will always give the same enchantment for the same item-bookshelves-combination, such as Looting III and Unbreaking III for a Netherite Sword with 15 bookshelves.

Receivable enchantments

The given cost-ranges are the effective ranges.[2]

Item Enchantment Compatibility Weight Level I
cost
Level II
cost
Level III
cost
Level IV
cost
Level V
cost
Helmet Aqua Affinity 2 1–41
Respiration 2 10–19 20–29 30–60
Thorns‌[BE only] 1 10–29 30–49 50–100
Unbreaking 5 5–12 13–20 21–71
Blast Protection Incompatible
with each other
2 5–12 13–20 21–28 29–37
Fire Protection 5 10–17 18–25 26–33 34–42
Projectile Protection 5 3–8 9–14 15–20 21–27
Protection 10 5–12 13–20 21–28 29–37
Chestplate Thorns 1 10–29 30–49 50–100
Unbreaking 5 5–12 13–20 21–71
Blast Protection Incompatible
with each other
2 5–12 13–20 21–28 29–37
Fire Protection 5 10–17 18–25 26–33 34–42
Projectile Protection 5 3–8 9–14 15–20 21–27
Protection 10 5–12 13–20 21–28 29–37
Leggings Thorns‌[BE only] 1 10–29 30–49 50–100
Unbreaking 5 5–12 13–20 21–71
Blast Protection Incompatible
with each other
2 5–12 13–20 21–28 29–37
Fire Protection 5 10–17 18–25 26–33 34–42
Projectile Protection 5 3–8 9–14 15–20 21–27
Protection 10 5–12 13–20 21–28 29–37
Boots Feather Falling 5 5–10 11–16 17–22 23–29
Thorns‌[BE only] 1 10–29 30–49 50–100
Unbreaking 5 5–12 13–20 21–71
Blast Protection Incompatible
with each other
2 5–12 13–20 21–28 29–37
Fire Protection 5 10–17 18–25 26–33 34–42
Projectile Protection 5 3–8 9–14 15–20 21–27
Protection 10 5–12 13–20 21–28 29–37
Depth Strider Incompatible
with Frost Walker
2 10–19 20–29 30–45
Sword Fire Aspect 2 10–19 20–80
Knockback 5 5–24 25–75
Looting 2 15–23 24–32 33–83
Sweeping Edge‌[JE only] 2 5–13 14–22 23–38
Unbreaking 5 5–12 13–20 21–71
Bane of Arthropods Incompatible
with each other
5 5–12 13–20 21–28 29–36 37–57
Sharpness 10 1–11 12–22 23–33 34–44 45–65
Smite 5 5–12 13–20 21–28 29–36 37–57
Spear Fire Aspect 2 10–19 20–80
Knockback 5 5–24 25–75
Looting 2 15–23 24–32 33–83
Lunge 5 5–12 13–20 21–41  
Unbreaking 5 5–12 13–20 21–71
Bane of Arthropods Incompatible
with each other
5 5–12 13–20 21–28 29–36 37–57
Sharpness 10 1–11 12–22 23–33 34–44 45–65
Smite 5 5–12 13–20 21–28 29–36 37–57
Axe Cleaving‌[JE Combat Tests only] 2 5–24 25–44 45–65  
Efficiency 10 1–10 11–20 21–30 31–40 41–91
Unbreaking 5 5–12 13–20 21–71
Fortune Incompatible
with each other
2 15–23 24–32 33–83  
Silk Touch 1 15–65      
Bane of Arthropods‌[BE only] Incompatible
with each other
5 5–12 13–20 21–28 29–36 37–57
Sharpness‌[BE only] 10 1–11 12–22 23–33 34–44 45–65
Smite‌[BE only] 5 5–12 13–20 21–28 29–36 37–57
Pickaxe
Shovel
Hoe
Efficiency 10 1–10 11–20 21–30 31–40 41–91
Unbreaking 5 5–12 13–20 21–71
Fortune Incompatible
with each other
2 15–23 24–32 33–83  
Silk Touch 1 15–65      
Bow Flame 2 20–50
Power 10 1–10 11–20 21–30 31–40 41–56
Punch 2 12–31 32–57    
Unbreaking 5 5–12 13–20 21–71
Infinity Incompatible
with Mending
1 20–50    
Crossbow Quick Charge   5 12–31 32–50    
Unbreaking 5 5–12 13–20 21–71
Multishot Incompatible
with each other
2 20–50      
Piercing 10 1–10 11–20 21–30 31–50
Fishing Rod Luck of the Sea   2 15–23 24–32 33–83   
Lure   2 15–23 24–32 33–83   
Unbreaking 5 5–12 13–20 21–71
Trident Impaling 2 1–8 9–16 17–24 25–32 33–53
Unbreaking 5 5–12 13–20 21–71
Channeling Incompatible
with Riptide
1 25–50  
Loyalty 5 12–18 19–25 26–50  
Riptide Incompatible
with Channeling
and Loyalty
2 17–23 24–30  31–50   
Mace Fire Aspect‌[BE only] 2 10–19 20–80
Unbreaking 5 5–12 13–20 21–71
Breach Incompatible
with each other
2 15–23 24–32 33–41 42–92 
Density 5 5–12 13–20 21–28 29–36  37–57
Bane of Arthropods‌[BE only] 5 5–12 13–20 21–28 29–36 37–57
Smite‌[BE only] 5 5–12 13–20 21–28 29–36 37–57
Book Aqua Affinity 2 1–41
Efficiency 10 1–10 11–20 21–30 31–40 41–91
Feather Falling 5 5–10 11–16 17–22 23–29
Fire Aspect 2 10–19 20–80
Flame 2 20–50
Knockback 5 5–24 25–75
Looting 2 15–23 24–32 33–83
Luck of the Sea   2 15–23 24–32 33–83   
Lunge 5 5–12 13–20 21–41  
Lure   2 15–23 24–32 33–83   
Power 10 1–10 11–20 21–30 31–40 41–56
Punch 2 12–31 32–57    
Quick Charge   5 12–31 32–50    
Respiration 2 10–19 20–29 30–60
Sweeping Edge‌[JE only] 2 5–13 14–22 23–38
Thorns 1 10–29 30–49 50–100
Unbreaking 5 5–12 13–20 21–71
Bane of Arthropods Incompatible
with each other
5 5–12 13–20 21–28 29–36 37–57
Breach 2 15–23 24–32 33–41 42–92 
Cleaving‌[JE Combat Tests only] 2 5–24 25–44 45–65  
Density 5 5–12 13–20 21–28 29–36  37–57
Impaling 2 1–8 9–16 17–24 25–32 33–53
Sharpness 10 1–11 12–22 23–33 34–44 45–65
Smite 5 5–12 13–20 21–28 29–36 37–57
Blast Protection Incompatible
with each other
2 5–12 13–20 21–28 29–37
Fire Protection 5 10–17 18–25 26–33 34–42
Projectile Protection 5 3–8 9–14 15–20 21–27
Protection 10 5–12 13–20 21–28 29–37
Channeling Incompatible
with Riptide
1 25–50  
Loyalty 5 12–18 19–25 26–50  
Riptide Incompatible
with Channeling
and Loyalty
2 17–23 24–30  31–50   
Depth Strider Incompatible
with Frost Walker
2 10–19 20–29 30–45
Fortune Incompatible
with each other
2 15–23 24–32 33–83  
Silk Touch 1 15–65      
Infinity Incompatible
with Mending
1 20–50    
Multishot Incompatible
with each other
2 20–50      
Piercing 10 1–10 11–20 21–30 31–50

History

Java Edition
1.18.222w07a Bookshelf enhancing changed from requiring a free block at the height of the table and a free block above to only requiring a free block at the height of the bookshelf. The position of the free block for slightly offset bookshelves changed from being next to the bookshelf to being next to the bookshelf.

References

  1. ↑ MC-92803
  2. ↑ In the game's code, there are overlaps between some ranges and some other ranges have negative sizes, however in cases of overlaps the higher level always wins, and negative ranges make the level impossible to receive, so the overlaps and negative ranges have been removed for simplicity, which does not affect outcomes in any way.

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