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ARMOR ENCHANTMENTS

Enchantments for helmets, chestplates, leggings, and boots that provide defense and mobility. 12 enchantments in this category.

How the armor enchantments fit together

The 12 armor enchantments below go on boots, helmets, leggings and chestplates. At full strength they are Protection IV, Fire Protection IV, Blast Protection IV, Projectile Protection IV, Thorns III, Respiration III, Aqua Affinity I, Depth Strider III, Frost Walker II, Soul Speed III, Swift Sneak III and Feather Falling IV.

Boots take nine of them, helmets seven, leggings six and chestplates five.

Weight decides how often the table offers one rather than another: Protection sits at 10 and Thorns at 1, so on an item that takes both, Protection is drawn ten times as often.

Some of them refuse to share an item: Blast Protection, Fire Protection, Projectile Protection and Protection rule each other out, so one item carries exactly one of the four; Depth Strider and Frost Walker are mutually exclusive. An anvil turns the second one down instead of overwriting the first.

Room is the other limit. Counting everything that fits and not just the armor ones, a pair of boots holds nine enchantments at once out of the 13 it can take.

An enchanting table never offers Frost Walker, Soul Speed and Swift Sneak: those are treasure and turn up elsewhere. Frost Walker from loot chests and villager trades; Soul Speed from piglin bartering and bastion remnants; Swift Sneak from ancient city chests.

Draw weight per enchantment. The share is within this page; a real draw also includes everything else the item accepts.
EnchantmentMax levelWeightShare
ProtectionIV1026.3%
Feather FallingIV513.2%
Fire ProtectionIV513.2%
Projectile ProtectionIV513.2%
Aqua AffinityI25.3%
Blast ProtectionIV25.3%
Depth StriderIII25.3%
Frost WalkerII25.3%
RespirationIII25.3%
Soul SpeedIII12.6%
Swift SneakIII12.6%
ThornsIII12.6%

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