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RANGED ENCHANTMENTS

Enchantments for bows, crossbows, and tridents that improve projectile performance. 11 enchantments in this category.

How the ranged enchantments fit together

The 11 ranged enchantments below go on bows, tridents and crossbows. At full strength they are Power V, Punch II, Flame I, Infinity I, Multishot I, Piercing IV, Quick Charge III, Loyalty III, Riptide III, Channeling I and Impaling V.

Bows take four of them, tridents four and crossbows three.

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

Some of them refuse to share an item: Multishot and Piercing are mutually exclusive; Riptide rules out both Channeling and Loyalty. 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 ranged ones, a bow holds six enchantments at once out of the seven it can take.

All 11 come straight out of an enchanting table, so none of them needs a chest or a trade first.

Draw weight per enchantment. The share is within this page; a real draw also includes everything else the item accepts.
EnchantmentMax levelWeightShare
PiercingIV1023.8%
PowerV1023.8%
LoyaltyIII511.9%
Quick ChargeIII511.9%
FlameI24.8%
ImpalingV24.8%
MultishotI24.8%
PunchII24.8%
RiptideIII24.8%
ChannelingI12.4%
InfinityI12.4%

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