SPECIAL ENCHANTMENTS
Enchantments that fit exactly one item, such as the mace and the fishing rod. 6 enchantments in this category.
Increases the damage dealt by the mace based on fall distance, adding extra damage per block fallen.
Reduces the effectiveness of the target's armor, allowing the mace to ignore a portion of armor.
Creates a burst of wind on successful mace smash attack, launching the player back into the air.
Increases the chance of reeling in treasure while fishing and lowers the chance of junk.
Shortens the wait between casting the rod and a fish biting.
Throws you forward after a spear's piercing attack, at the cost of hunger.
How the special enchantments fit together
The six special enchantments below go on maces, fishing rods and spears. At full strength they are Density V, Breach IV, Wind Burst III, Luck of the Sea III, Lure III and Lunge III.
Maces take three of them, fishing rods two and spears one.
Weight decides how often the table offers one rather than another: Density sits at 5 and Wind Burst at 2, so on an item that takes both, Density is drawn three times as often.
Some of them refuse to share an item: Breach and Density 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 special ones, a mace holds five enchantments at once out of the six it can take.
An enchanting table never offers Wind Burst: that one is treasure and turns up elsewhere. Wind Burst from ominous vaults and trial chamber chests.
| Enchantment | Max level | Weight | Share |
|---|---|---|---|
| Density | V | 5 | 27.8% |
| Lunge | III | 5 | 27.8% |
| Breach | IV | 2 | 11.1% |
| Luck of the Sea | III | 2 | 11.1% |
| Lure | III | 2 | 11.1% |
| Wind Burst | III | 2 | 11.1% |