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MINECRAFT ENCHANTMENTS

Complete guide to every vanilla enchantment. Max levels, effects per level, compatible items, and how to obtain them.

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How enchanting works

Minecraft Java Edition has 43 enchantments. 36 of them come out of an enchanting table, and the other seven are treasure that a table never offers: Frost Walker, Soul Speed, Swift Sneak, Mending, Curse of Vanishing, Curse of Binding and Wind Burst.

A table works from three things: the experience level you spend, the bookshelves around it and the enchantability of the item. Up to 15 bookshelves count when they stand two blocks from the table with a clear gap in between, and with all 15 in place the bottom slot asks for level 30 while it only takes 3 levels and 3 lapis lazuli. The enchantment shown on a slot is a preview of one of them; more can come with it.

An anvil puts books on gear and merges two of the same item, which makes it the only way to add a treasure enchantment and the usual way to reach a top level the table will not roll. The max levels overview lists which top levels those are and what the last merge costs. A grindstone goes the other way: it strips every enchantment except the curses and pays back part of the experience.

Treasure has to be found. Librarians sell Mending, Frost Walker and both curses; Soul Speed comes from bastion chests and piglin bartering, Swift Sneak from ancient city chests, and Wind Burst only from ominous vaults, as a level I book.

Enchantments that can't be combined

Some enchantments shut each other out. Java Edition has seven of these exclusive sets, and one item keeps at most one enchantment from each. Once an enchanting table picks one of them, the rest of that set leaves the draw, and an anvil drops the clashing enchantment from the item you add while still charging a level for it.

The exclusive sets in the Java Edition 26.2 game files, and the items where each one matters.
SetEnchantmentsWhere it matters
ProtectionProtection, Blast Protection, Fire Protection and Projectile ProtectionEvery armor piece takes only one of the four.
DamageSharpness, Smite, Bane of Arthropods, Density, Breach and ImpalingA sword, spear or axe gets one of the first three, and a mace one of Smite, Bane of Arthropods, Density and Breach. Impaling is in the set too, but a trident takes none of the others.
BootsFrost Walker and Depth StriderBoots carry one of the two at most.
MiningFortune and Silk TouchAny pickaxe, shovel, axe or hoe keeps one of the two.
BowInfinity and MendingOnly a bow takes both, so a bow is the one place this set shows up.
CrossbowMultishot and PiercingA crossbow gets one of the two.
RiptideRiptide against Loyalty and ChannelingRiptide goes with neither, but Loyalty and Channeling can share a trident.

Enchantment weights and how the table picks

Every enchantment has a weight, and the enchanting table draws with it. Of the enchantments an item can get at the enchanting power it rolled, each one is picked first with a chance of its weight divided by the weights of all of them added up.

Weights of the 36 enchantments an enchanting table can give, from the Java Edition 26.2 game files. Treasure enchantments have weights too, but a table never offers them.
WeightEnchantments
10Efficiency, Piercing, Power, Protection and Sharpness
5Bane of Arthropods, Density, Feather Falling, Fire Protection, Knockback, Loyalty, Lunge, Projectile Protection, Quick Charge, Smite and Unbreaking
2Aqua Affinity, Blast Protection, Breach, Depth Strider, Fire Aspect, Flame, Fortune, Impaling, Looting, Luck of the Sea, Lure, Multishot, Punch, Respiration, Riptide and Sweeping Edge
1Channeling, Infinity, Silk Touch and Thorns

A pickaxe shows how that works out. At a power from 15 to 65, four enchantments are in the draw: Efficiency with weight 10, Unbreaking 5, Fortune 2 and Silk Touch 1. Efficiency comes up first 10 times in 18, and Silk Touch once in 18.

After that first pick, the enchantment and everything in its set leave the draw. The table then rolls a chance of the power plus one in 50: if that fails it stops, and if not it halves the power and picks again from what is left. At power 30 a second enchantment follows 62% of the time, and a third comes after it in 32% of those cases. A book from the table then loses one of them at random if it got more than one.

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