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 Breach at 2, so on an item that takes both, Density is drawn two and a half 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 six enchantments at once out of the nine it can take.
An enchanting table never offers Wind Burst: that one is treasure and turns up elsewhere. Wind Burst from ominous vaults.
| 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% |
What each special enchantment does, level by level
Density only counts on a smash, the attack you land while falling onto a target with a mace. The smash on its own adds 4 damage for each of the first 3 blocks and less for every block after that, 24 after a 10 block drop, and Density V puts another 25 on top. Breach works on every mace hit instead: it makes the target's armor count 15% less per level, so it gains nothing against a target without armor points.
Wind Burst fires after a smash from at least 1.5 blocks up and throws you back into the air, so one mace can land smash after smash. Ominous vaults only ever give it as a level I book, which leaves the anvil for the higher levels.
On a fishing rod the two enchantments work on different halves of a catch. Lure takes 5 seconds per level off the countdown before a fish starts swimming to the bobber, and Luck of the Sea only changes what the catch turns out to be. Treasure is in that draw only while the bobber sits in open water, with nothing but water and air around it, so a rod in a one block hole never pulls up treasure at any level. The two do not exclude each other, and both share the rod with Unbreaking, Mending and the Curse of Vanishing.
| Enchantment | Goes on | Each level | At the top level |
|---|---|---|---|
| Density | Mace | +0.5 smash damage per block fallen | Density V: +2.5 per block fallen |
| Breach | Mace | The target's armor counts 15% less | Breach IV: Armor counts 60% less |
| Wind Burst | Mace | About 8 blocks of lift after a smash | Wind Burst III: About 24 blocks of lift |
| Luck of the Sea | Fishing Rod | +1 luck on the fishing draw | Luck of the Sea III: 11.3% treasure and 4.1% junk in open water |
| Lure | Fishing Rod | 5 seconds off the wait for a bite | Lure III: A bite every 7 seconds on average |
| Lunge | Spear | 0.458 blocks per tick of push and 4 exhaustion | Lunge III: 1.374 blocks per tick and 12 exhaustion |
Lunge is the only one of the six that goes on a spear: a jab pushes you forward, at a cost of hunger and a point of durability each time. The spear page covers when it switches off, and the mace and fishing rod pages list everything else those two take.