Overview
The air bar gives you about fifteen seconds underwater before drowning damage starts, and Respiration multiplies that — at level III you have roughly a minute, which is the difference between a dive and a working visit. It also slows the rate of drowning damage once the bar runs out, so a bad situation degrades more gently, and it clears up underwater visibility noticeably, which matters more than the numbers suggest when you are trying to find a doorway in a monument. It goes on the helmet, which is a slot with little competition: Aqua Affinity is the other underwater helmet enchantment, and the two belong together. A turtle shell is the natural carrier if you have collected five scutes, because its own ten seconds of air stack on top. Respiration does not replace Water Breathing — a potion or a conduit still beats it for any serious underwater project — but it is what covers you when the potion runs out mid-swim or when you did not plan to be underwater at all. For an ordinary player who occasionally dives into a flooded ravine, it is the enchantment that makes those moments survivable rather than frantic.
Staying underwater long enough to finish what you started — exploring a flooded cave, opening a shipwreck, or swimming out of a monument when the potion timer has run out.
Extends how long you can stay underwater before drowning, and improves underwater visibility. Combine it with Aqua Affinity for any serious ocean monument work.
III is as high as Respiration goes. It is a standard enchantment, which means the enchanting table can roll it for you.
It carries a weight of 2, which is roughly 6% of everything a table can roll for gear that takes it — so that is about how often you should expect to see it.
How to get it
Enchant a helmet at a table with 15 bookshelves, or combine 2 level II books on an anvil for level III. Weight 2 makes it an uncommon roll, and level III takes you from about 15 seconds of air to roughly 60.
Tips
- Put it on a Turtle Helmet if you have 5 scutes; the shell's own extra air stacks with it.
- Pair it with Aqua Affinity, which fixes mining speed rather than breath.
- It also slows drowning damage after the bar empties, which buys real seconds in an emergency.
- For planned work a conduit or Water Breathing potion is better; this is the fallback.
What each level does
Level by level, this is what you get. Most of the gain is in reaching III, and two II books on an anvil make one III.
Respiration III takes you from 15 seconds of air to about 60.
| Level | Effect |
|---|---|
| I | 15 extra seconds underwater before drowning starts, and drowning damage every 2 seconds |
| II | 30 extra seconds underwater before drowning starts, and drowning damage every 3 seconds |
| III | 45 extra seconds underwater before drowning starts, and drowning damage every 4 seconds |
Properties
A table offers it as it stands, and a librarian's book is usually the cheaper route, with a lectern reroll to get the offer.
- Maximum level
- III
- Type
- Standard
- From enchanting table
- Yes
- Villager trading
- Yes
- Weight
- 2 (6%)
What it can be applied to
Respiration can be applied to Helmet.
- Helmet
Gear it goes on
How to get it
Enchanting table, or a turtle shell enchanted on an anvil.
Fifteen bookshelves and the level-30 slot is the fastest route; anything less lowers both the level and the pool you draw from.
Command
With cheats enabled the first line puts Respiration III on the held item, and the second gives you one that is already enchanted. From 1.20.5 onward the item syntax uses the "enchantments" component.
Apply it
/enchant @s minecraft:respiration 3Give an enchanted item
/give @s turtle_helmet[enchantments={levels:{"minecraft:respiration":3}}]Guides and tools that cover this
Frequently asked questions
What is the maximum level of Respiration?
Respiration goes up to level 3. Respiration III takes you from 15 seconds of air to about 60.
How do you get Respiration in Minecraft?
Enchanting table, or a turtle shell enchanted on an anvil.
What does Respiration III do?
Respiration III 45 extra seconds underwater before drowning starts, and drowning damage every 4 seconds.
