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UNIVERSAL ENCHANTMENTS

Enchantments that can be applied to almost any item, including durability and repair. 4 enchantments in this category.

How the universal enchantments fit together

The four universal enchantments below go on boots, chestplates, elytra, helmets, leggings, axes, bows, crossbows, fishing rods, hoes, maces, pickaxes, shovels, spears, swords and tridents. At full strength they are Unbreaking III, Mending I, Curse of Vanishing I and Curse of Binding I.

Unbreaking fits all 16 item types on this page; Curse of Binding only five of them.

Of these four, only Unbreaking comes out of an enchanting table, so weight never decides between them there. The weights of the others still count when loot rolls a random enchantment, such as a book fished up as treasure.

Nothing here clashes: all four can sit on one item at the same time, provided the item takes them.

An enchanting table never offers Mending, Curse of Vanishing and Curse of Binding: those are treasure and turn up elsewhere. Mending from villager trades, loot chests, fishing and trial chamber vaults; Curse of Vanishing from loot chests, villager trades and fishing; Curse of Binding from loot chests, villager trades and fishing. Curse of Vanishing and Curse of Binding are curses, which a grindstone leaves behind while it strips everything else off.

Draw weight per enchantment. The share is within this page; a real draw also includes everything else the item accepts.
EnchantmentMax levelWeightShare
UnbreakingIII555.6%
MendingI222.2%
Curse of BindingI111.1%
Curse of VanishingI111.1%

How Unbreaking, Mending and the curses work

Unbreaking never adds durability. Each time an item would lose a point, it rolls to skip that loss, and the odds depend on what the item is. Tools, weapons, bows, shields, elytra and everything else that is not armor skip it with a chance of the level over the level plus one, which comes to 50%, 67% and 75% for levels I, II and III, so Unbreaking III makes them last about four times as long. Armor gets its own, much weaker roll of 20%, 27% and 30%, and Unbreaking III stretches a piece to only about 1.43 times its durability.

How far durability stretches with Unbreaking III in Java Edition, on average. Helmets, chestplates, leggings and boots use the armor roll, everything else the tool roll.
ItemDurabilityWith Unbreaking III
Netherite Pickaxe2,031about 8,124
Diamond Sword1,561about 6,244
Iron Pickaxe250about 1,000
Bow384about 1,536
Crossbow465about 1,860
Trident250about 1,000
Fishing Rod64about 256
Mace500about 2,000
Elytra432about 1,728
Netherite Helmet407about 581
Netherite Chestplate592about 846
Diamond Boots429about 613

Mending turns experience into repairs at 2 durability per experience point. Every orb you pick up goes to one damaged Mending item in your hands or armor slots, picked at random, and whatever that repair does not use goes to your experience bar. A netherite pickaxe worn down to its last point needs 1,015 experience to be whole again, a little more than it takes to go from level 0 to level 26.

Neither curse comes off at a grindstone. Curse of Vanishing deletes the item when you die, unless keepInventory is on or the item sits in a shulker box or a bundle, and it fits almost anything that can be enchanted, compasses and carved pumpkins included. Curse of Binding keeps an item in its armor slot until the item breaks, you die or you switch to creative mode. A carved pumpkin or a mob head sheds either curse once you place it and break it again.

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