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Enchanting
Minecraft enchantments
All 42 enchantments, their maximum levels, conflicts and what they apply to.
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Enchantments
Aqua Affinity
max 1
Removes the underwater mining-speed penalty. Without it, breaking blocks while submerged takes five times as long, so it is effectively mandatory for underwater building.
Bane of Arthropods
max 5
Adds damage against spiders, cave spiders, silverfish, endermites and bees, and slows them on hit. The narrowest of the three damage enchantments.
Blast Protection
max 4
Reduces explosion damage and knockback from creepers, TNT, beds in the Nether and end crystals. A niche pick that shines in the Nether and against raids.
Breach
max 4
Reduces the effectiveness of the target’s armour, so the mace hits armoured mobs and players far harder.
Channeling
max 1
Summons lightning where a thrown trident lands, but only during a thunderstorm and only on a target in the open sky. The standard way to make a charged creeper.
Curse of Binding
max 1
curse
treasure
Prevents you from removing the armour piece once it is worn — it comes off only when it breaks or you die. A trap enchantment, mostly used on adventure maps.
Curse of Vanishing
max 1
curse
treasure
Destroys the item when you die instead of dropping it. Purely a downside, and it cannot be removed by a grindstone.
Density
max 5
Increases the mace’s bonus damage per block fallen. Added with the Mace in 1.21, it turns a well-timed drop attack into the highest single hit in the game.
Depth Strider
max 3
Increases how fast you move through water. It does not help you swim upward, but it transforms travel across oceans and flooded caves.
Efficiency
max 5
Increases mining speed. It is the first enchantment most players want, because it compounds with every block you will ever break.
Feather Falling
max 4
Reduces fall damage only. It stacks with Protection, which makes it one of the most valuable boot enchantments in the game — a fall that would kill you outright becomes survivable.
Fire Aspect
max 2
Sets the target on fire on hit, adding damage over time and automatically cooking any meat the mob drops. Do not use it on a mob farm where you want the drops intact.
Fire Protection
max 4
Cuts fire, lava and burning damage specifically, and shortens how long you stay on fire. Useful for Nether trips, but it cannot be combined with Protection, Blast Protection or Projectile Protection.
Flame
max 1
Sets arrows on fire, adding burn damage on top of the impact. It also lights TNT and campfires from a distance.
Fortune
max 3
Multiplies the drops from ores and some plants — diamonds, coal, redstone, lapis, emeralds, glowstone, melons and carrots. Mutually exclusive with Silk Touch.
Frost Walker
max 2
treasure
Freezes water into frosted ice beneath your feet, letting you walk across oceans. It is a treasure enchantment, so an enchanting table will never give it to you.
Impaling
max 5
Adds damage against aquatic mobs — and, since 1.13, against any mob standing in water or in the rain. Best paired with a drowned farm.
Infinity
max 1
Lets the bow fire ordinary arrows without consuming them, as long as you carry at least one. It does not work with tipped or spectral arrows, and it conflicts with Mending.
Knockback
max 2
Pushes mobs further away on hit. Excellent for keeping creepers at a distance, and for shoving mobs into drops — but it also scatters mobs you were trying to group up.
Looting
max 3
Increases the quantity of mob drops and the chance of rare drops. The single most valuable sword enchantment for anyone farming resources from mobs.
Loyalty
max 3
Returns a thrown trident to your hand. Without it, throwing a trident means walking to pick it up, which is why almost every trident carries Loyalty.
Luck of the Sea
max 3
Improves the odds of pulling treasure rather than junk while fishing. Combined with Lure, it turns fishing into a genuine source of enchanted books.
Lure
max 3
Reduces the wait between bites. It speeds fishing up considerably but slightly lowers the treasure rate, so pair it with Luck of the Sea.
Mending
max 1
treasure
Spends collected experience on repairing the item instead of filling your XP bar. It effectively makes gear permanent, which is why it is the most sought-after enchantment in the game.
Multishot
max 1
Fires three arrows at once for the cost of one. It conflicts with Piercing, and only the centre arrow can be picked back up.
Piercing
max 4
Lets bolts pass through multiple mobs and shields, and the arrows can still be recovered. Excellent against raids and mob corridors.
Power
max 5
Adds percentage damage to every arrow fired from the bow. A Power V bow kills most mobs in one fully charged shot.
Projectile Protection
max 4
Reduces damage from arrows, tridents, shulker bullets and blaze fireballs. Worth considering for pillager outposts and woodland mansions, where ranged attackers dominate.
Protection
max 4
Reduces most incoming damage — melee, arrows, fire, explosions and falls alike. It is the general-purpose armour enchantment, and because it is mutually exclusive with the three specialised protections, most players simply take it on all four pieces.
Punch
max 2
Adds knockback to arrows. Handy for keeping mobs off you at range, and for launching mobs off ledges.
Quick Charge
max 3
Shortens crossbow reload time. It closes the gap between the crossbow and the bow in sustained fights.
Respiration
max 3
Extends how long you can stay underwater before drowning, and improves underwater visibility. Combine it with Aqua Affinity for any serious ocean monument work.
Riptide
max 3
Launches you with the trident when it is thrown in water or rain, turning it into a movement tool. It conflicts with both Loyalty and Channeling.
Sharpness
max 5
Adds flat extra damage to every melee hit, against every mob. The default damage enchantment: it is not the strongest against any single mob type, but it never does nothing.
Silk Touch
max 1
Makes blocks drop themselves instead of their normal drop — glass, ice, ore blocks, grass blocks, bee nests and budding amethyst all keep their original form. It does not work on spawners in Java Edition. Mutually exclusive with Fortune.
Smite
max 5
Adds heavy extra damage against undead mobs — zombies, skeletons, wither skeletons, drowned, phantoms and the Wither itself. Against anything living it does nothing at all.
Soul Speed
max 3
treasure
Makes you move faster on soul sand and soul soil instead of slower, at the cost of boot durability. Essential for anyone who builds roads through the Nether.
Sweeping Edge
max 3
Increased the damage of the sweeping attack that hits every mob around you when you swing a fully charged sword. Removed from Java Edition in 1.21.2, where sweeping damage became a property of the sword itself; existing enchanted swords keep it.
Swift Sneak
max 3
treasure
Lets you crouch at close to walking speed. Introduced with the Deep Dark, where sneaking past a Warden is the difference between escaping and dying.
Thorns
max 3
Reflects damage back at anything that hits you, at the cost of extra armour durability. Divisive: it kills mobs you wanted to farm and wears your gear down faster.
Unbreaking
max 3
Gives each use a chance not to consume durability, so a tool lasts several times longer. It goes on essentially every tool, weapon and armour piece worth keeping.
Wind Burst
max 3
treasure
Launches you back into the air after a mace smash attack, letting you chain drops together. It conflicts with Density and Breach.