BEST ENCHANTMENTS FOR MACE
The optimal enchantment setup for your Minecraft mace.9 enchantments are compatible with this item.
Recommended Combination
Essential
Recommended
Optional
Density V maximizes smash attack damage based on fall distance. Wind Burst allows chain attacks by launching you back up. Breach replaces Density rather than joining it, since the two exclude each other, and it pays off against armored players. Fire Aspect only goes on a mace as a book.
All Compatible Enchantments (9)
Increases damage dealt to arthropod mobs (spiders, cave spiders, bees, silverfish, endermites).
Reduces the effectiveness of the target's armor, allowing the mace to ignore a portion of armor.
Causes the item to disappear (be deleted) upon the player's death instead of dropping.
Increases the damage dealt by the mace based on fall distance, adding extra damage per block fallen.
Sets the target on fire when hit, dealing fire damage over time.
Uses experience orbs to repair the item instead of adding to the player's experience bar.
Increases damage dealt to undead mobs (zombies, skeletons, wither, phantoms, etc.).
Increases item durability by giving a chance to not consume durability on use.
Creates a burst of wind on successful mace smash attack, launching the player back into the air.
Which mace to enchant
Of these 9, 6 fit on a mace at the same time. The rest of the list is alternatives, not extras.
There is one mace in the game and it carries enchantability 15, so a table rolls up to 6 points on top of your experience level. It takes 500 uses before it breaks.
| Item | Durability | Enchantability |
|---|---|---|
| Mace | 500 | 15 |
Picking the mace's damage enchantment
Density, Breach, Smite and Bane of Arthropods share one exclusive group, so a mace carries one of the four. Density adds half a point of damage per level for every block you fall before a smash attack. Breach cuts the protection the target's armor gives by 15% per level. Smite and Bane of Arthropods add 2.5 damage per level against undead and arthropods on any hit, smash or not.
The smash itself adds 4 damage for each of the first 3 blocks fallen, 2 for each of the next 5 and 1 for every block after that. Density grows with the drop on top of that, while Breach only pays off against a target that wears armor.
Only Density and Breach come out of an enchanting table on a mace. Its enchantability of 15 lets the level 30 slot roll a power of up to 43: enough for Density V, which starts at 37, and only just enough for Breach IV, which starts at 42. A book from the same slot stops at 36, so it brings Density IV or Breach III at most.
Smite, Bane of Arthropods and Fire Aspect go on a mace only as books, because the table offers those three for swords and spears. Fire Aspect sits outside the damage group, so it fits next to Density or Breach. Wind Burst is treasure, and ominous vaults hand it out as a level I book and nothing higher, so Wind Burst III takes four of those books merged on an anvil. Each smash then throws you back up, roughly 8 blocks at level I, 16 at II and 24 at III.
Enchanting Cost Notes
Anvil Costs: Each time you combine items on an anvil, the prior work penalty increases. Plan your enchantment order to minimize total XP cost.
Order Matters: Combine the most expensive enchantments first, then add cheaper ones. This keeps anvil costs lower overall.
XP Limit: Anvil operations are capped at 39 levels in survival mode. If the cost exceeds this, you need to restructure your combination order.