How to enchant objects in Minecraft 1.9 with cheats. Enchantment and charms in new versions of minecraft

Enchanting in Minecraft- this is the process of imposing special properties on objects in order to improve their playing qualities. To do this, use an enchanting table, which is created by combining 4 obsidian blocks, 2 diamonds and a book.

How to cast enchantments in Minecraft

To cast an enchantment, you must place the item on which the spell will be cast on the enchantment table, after which a list of spells that can be cast on the item will appear in the right window. Hieroglyphs instead of names will cause confusion at first, but these symbols do not carry any semantic load. To understand what spell we will cast, you need to point the arrow at the corresponding inscription. The consumables for enchanting will be the player's experience and ultramarine, depending on the level of the enchantment being applied.

Almost all spells have a multi-level structure. Spell levels are numbered from 1 to 5 (For example: Indestructible 1, Effectiveness 5). The level of maximum enchantment of items depends on only one criterion: the number of bookshelves located at a distance of no more than one block from the table.

The possibilities and options for applying enchantment in Minecraft are very diverse, and if the player’s experience points are not enough, then it will be possible to temporarily disable the effect of some cabinets using torches, lowering the level of enchantment of objects.

Alternative ways to enchant items are to use the appropriate enchantment book, an anvil, or enchant an item from the librarian in the village.

The enchanting mechanism using an anvil is similar in appearance to repair, but instead of a resource used for restoration, an enchantment book is added to the slot. The anvil, in addition, allows you to combine different properties of 2 identical objects into one.

Minecraft enchantment books You can also get it by trading with villagers, found in chests, or fished out of the river while fishing.

Unfortunately, not all properties can be combined in one item. Enchantments in Minecraft will conflict with each other if they both belong to the same category of causing additional damage, protection, or are the same. In addition, silk touch cannot be combined with luck, and when you receive such an item, it will not give the desired effect. The exception is Lightness, which, related to defense, is successfully combined with other spells of its group.

Using enchantment, the player can improve the properties of weapons, tools and armor. To enchant objects, the player uses his existing experience; more powerful enchantments are possible at a higher level. You can enchant an item from villagers by paying with emeralds, but experience is not required in this case. For the "enchantment" operation, the player uses the enchantment table.

The power of the enchantment depends on the location of the bookshelves.

How to enchant

The item must be placed in a cell in the interface of the enchanting table. Right click on the table to open.

On the right you will see three enchantment options. The number on the right is the required experience level. The player chooses any option that can pay with the experience he has (in creative mode, no experience is required).

Elements of armor, bows and swords, picks, axes, and shovels are enchanted.
The more experience the player has spent, the more valuable properties the enchanted item will have - there may be enchantments of several levels, or the result will be an item with several enchantments. The most expensive enchantment table action will give the best combination of enchantments.

Placing bookshelves around an enchanting table will enhance the enchantment.
Bookcases are placed 1 block away from the enchanting table. You will need no more than 15 cabinets (the rest will not be counted) placed at table level or one block higher, with a distance of 1 block from the table. You will get a square of 5x5 blocks with a table in the center. There should be no foreign blocks between the table and cabinets, including torches, snow, etc. Otherwise, these cabinets will not be taken into account. If the player does not have enough level, using torches you can “turn off” the cabinets, lowering the level of the enchantment.

After 1.3, the cost of enchantments is calculated using the formula - base level (base) = (1...8 +b \2 +0...b), where b is the number of bookcases.

Level table

Number of cabinets 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Minimum level (in the top slot) 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2
Maximum level (in the bottom slot) 8 9 11 12 14 15 17 18 20 21 23 24 26 27 29 30

Possible enchantments

Enchant Armor

EIDItemNameoriginal nameEffectMax. levelWhen improvingNotes
0 ProtectionProtectionConverts all damage from all sources (except Void, Hunger, and /kill) to armor damage.IVenchantment enhancementMutually incompatible
1 Fire resistanceFire ProtectionProtection from fire, lava and efreet fireballs. Reduces the player's burn time.IVenchantment enhancementMutually incompatible
3 Explosion
sustainability
Blast ProtectionExplosion protection. Reduces the recoil from explosions.IVenchantment enhancementMutually incompatible
4 Projectile
durability
Projectile ProtectionProtection from projectiles (arrows and fireballs).IVenchantment enhancementMutually incompatible
2 EaseFeather fallingProtection against fall damage.IVwill gain additional efficiencyworks with pearl edge.
5 BreathRespirationReduces air loss underwater.III+15 secondsNo
6 Affinity with waterAqua AffinityIncreases speed underwater.INoNo
7 SpikesThornsHas a chance to cause damage to the attacker.IIIIncreases the chance of dealing damage.No

Enchant Weapon

EIDItemNameoriginal nameEffectMax. levelWhen improvingNotes
16 AcuitySharpnessExtra DamageV+ - to damagedamage is calculated randomly
17 Heavenly punishmentSmiteExtra damage to zombies, zombie pigs, skeletons, wither and wither skeletonsV+ - to damagedamage is calculated randomly
18 bane of arthropodsBane of ArthropodsExtra damage to spiders, cave spiders and silverfishV+ - to damagedamage is calculated randomly
19 DroppingKnockbackKnocks back mobs and playersIIIncreases distancethe bonus does not stack while running
20 Aspect of FireFire aspectSets the target on fireIIlonger burningloot fried meat
21 MaraudingLootingIncreases loot from mobsIIIeven more lootchance of rare loot
48 ForcePowerExtra DamageVIncreases damage by 0.25Base damage is multiplied (1.25 + 0.25 x level)
49 Shock wavePunchKnockback targetIIIncreases distanceNo
50 IgnitionFlameSets fire to arrowsINoSets targets on fire
51 InfinityInfinityArrows are not wasted. But to shoot you need at least one arrow.INoNo

Enchant Tools

EIDItemNameoriginal nameEffectMax. levelWhen improvingNotes
32 EfficiencyEfficiencyFaster resource extractionV+50% to mining speedEfficiency V speeds up mining by 250%, allowing you to mine some blocks instantly. The enchantment only affects those blocks that match the tool and those that can be mined by hand.
33 Silk touchSilk TouchOnly the best materials will drop from blocks (for example, stone will drop from stone, not cobblestone).IAllows you to mine usually inaccessible blocks, such as ores, mycelium, grass, huge mushrooms, ice and cobwebs. Incompatible with Luck.
34 IndestructibilityUnbreakingWith some chance, the tool life will not decrease.IIINoThe tool will lose one hit point with a chance of (100/(X+1))%, where X is the enchantment level. For example, with Indestructibility III, the chance of losing the safety margin is 25% of the initial one (100%/(3+1)=25%). That is, the strength of the tool will increase approximately 4 times.
35 LuckFortuneGives a chance to drop more resources.IIII: 33% more
II: 75% more
III: 120% more
Works with non-metallic ores, glowstone, tall grass, wheat (for seeds only), hellish growths and watermelons. Also increases the chance of flint dropping, up to 100% at level III. Incompatible with Silk Touch.

Enchanting process

Enchantment level calculations

The type and level of enchantment will depend on the number of experience points spent. The player invests experience points and the game scripts inside perform calculations - converting experience points into enchantment points, initially assuming their numbers are equivalent.

Two modifiers are then used in the calculation. Each modifier is a random number from a certain range, selected using a triangular distribution algorithm.

The first modifier is determined by the enchantability of the item, which will be selected depending on the type of item and the material from which it is made. For books and bows, enchantability is one. A number between 0 and half of the table digit is randomly selected and one is added. The resulting number is added to the enchantment points.

Modified enchantment points = base enchantment points + Rand (0...modifier/4) x2 +1

After this, a random selection of numbers from 0.85 to 1.15 using the triangular distribution method. Modified enchantment points are multiplied by this number and rounded to the nearest whole number.

Final Enchantment Points = Modified Enchantment Points x Rand (0.85...1.15)

Selecting Enchantments

The possible enchantments for a given final number of points are selected using a table.

To get the desired enchantment, you need to have a number of points that are in the range of the points of the given enchantment, but this does not guarantee that this particular enchantment will appear. Enchantments may fall within the range of numbers that include the calculated number of points, the result is chosen randomly, usually in the direction of enchantments with a higher weight.

Multiple Enchantments

After selecting one enchantment, a check is made for further enchantment. The exception is books that only have one enchantment. Modified enchantment points are divided by two and enchanting continues. From the list of available enchantments, those compatible with the first enchantment are selected, those available by the number of points are selected at random, and the enchantment is selected. Then the algorithm is repeated from the beginning.

Incompatible Charms

Some spell combinations conflict with each other. Or they repeat one effect. Protection spells and increased damage spells conflict with each other. Silk touch and luck are not compatible, even if you get a pickaxe with such a combination using mods or inventory editors, it will not give the “infinite resources” effect. Luck will not work on a pickaxe with silk touch and when mining ores - blocks will simply fall out in normal quantities.

Dependence of possible enchantments on the level on diamond tools.

Spells

Spells are chosen by a random selection of words chosen from a list of words. The names are random and do not reflect the item or enchantment set. The spell appears in the window of the magic table and is more of a romantic accessory to the game.

Peculiarities

Other enchanting methods are possible:

  • Can be enchanted by villagers.
  • You can enchant a book or find an enchanted book in the treasury, use an anvil to transfer enchantments.
  • Books are enchanted by the librarian, all other items by the priest.

A glow appears near enchanted objects, similar to the glow of a golden apple.
If an enchanted item is repaired, the enchantment placed on it disappears; on the contrary, when forging an item on an anvil, the enchantment can be preserved and strengthened.

Enchanting is the imposition of special properties on weapons, tools or armor using the enchanting table. Since version 1.8, lapis lazuli is required for enchanting. Enchantments cost experience and lapis lazuli, with more powerful enchantments requiring more experience and more lapis lazuli.

To enchant an item, place it in a cell in the interface of the enchanting table (RMB on the table to open). After placing an item on the right, three random enchantment options will appear, with the cost in experience levels indicated by the number on the right. The player can choose any of them, if he has enough experience for this, for enchanting to the maximum level, 3 lapis lazuli is required, when enchanting to the maximum level from lvl 30, only 3 lvl is taken for enchanting.

You can enchant any elements of armor, swords, bows, pickaxes, axes, shovels, hoes, scissors, shields, elytras, lighters, fishing rods. Some items can only be enchanted using an anvil.

Level affects what enchantments can be obtained. Many enchantments have several levels. It is also possible to enchant an item for multiple enchantments. As the cost increases, the likelihood of obtaining a more valuable enchantment increases. Typically, the most expensive item on the menu will yield the best enchantment combination.

Enchanted books and identical items can be combined at an anvil to obtain the highest level of enchantment and combine several enchantments into one item.

And now about new enchantments, completely new enchantments have appeared in the newest versions, I will now tell you how to get them and where to apply them.

Ice drift- turns water into frozen ice, which allows you to walk on the surface of the reservoir (feel like a god: Angelic. Ice melts over time, so you shouldn’t stand in one place for a long time if you don’t want to plunge into the water.
Enchantment level: Ice drift I, Ice drift II.
You can catch it or buy it from a librarian resident.

Curse of Loss- an item with this enchantment will self-destruct if the player dies; it cannot be thrown away, this only happens if the player dies.

Curse of Removability- this enchantment on an item will not allow you to throw it away or remove it from the slot; it drops out of the player only if he dies.

You can catch it or buy it from a librarian resident, or enchant it on the table.

These are all new enchantments added by versions 1.9 - 1.11; no new enchantments were added in 1.12.

Well, I wouldn’t be Needle if I didn’t show you interesting ways to design an enchantment table, maybe this will help someone.

Enchanting Table Window

Window up to 1.8

Re-enchanting an ax

Enchantment(English) Enchanting) - imposing special properties on weapons, tools or armor. These properties themselves are called charms. Among players, these properties are often called "enchantments"(sometimes “enchantment” is the very process of imposing these properties), but this is not entirely correct from the point of view of the Russian language.

Basics

To enchant an item, place it in a cell in the interface of the enchanting table (RMB on the table to open). After placing an item on the right, three random enchantment options will appear, with the cost in experience levels indicated by the number on the right. The player can choose any of them if he has enough experience for this (in creative mode, experience is not required), and thus give the item a set of properties associated with this item.

You can enchant any elements of armor, swords, bows, picks, shovels, axes, scissors (up to 1.9) and fishing rods.

Level affects what enchantments can be obtained. Many enchantments have several levels. It is also possible to enchant an item for multiple enchantments. As the cost increases, the likelihood of obtaining a more valuable enchantment increases. Typically, the most expensive item on the menu will yield the best enchantment combination.

Almost perfect placement of bookshelves around an enchanting table

The maximum experience level at which an item can be enchanted increases when bookcases are placed one block away from the enchanting table. After 1.3, the cost of enchantments is calculated using the formula:

A basic level of (base)= (1..8 + (b/2) + 0..b),

Level in top slot = max ( base/ 3, 1) Level in the middle slot = ( base× 2) / 3 + 1 Level in the bottom slot = max ( base, b × 2)

Where b- number of nearby bookcases. No more than 15 cabinets are taken into account, standing at table level or 1 block higher with a gap of one block from the table (5x5 square with the table in the center), there should be no blocks between the table and cabinets (not even snow, torches, etc.). etc.), otherwise the corresponding cabinets will not be used. Thus, if you need to enchant something, but the character’s level is not enough, using torches you can temporarily “turn off” the cabinets and lower the enchantment level.

Possible enchantments

Enchant Armor

EID Item Name Effect Max. level When improving Notes
0






Protection
Protection
Converts melee and ranged attack damage into armor damage. IV See article Armor Mutually incompatible.
1






Fire resistance
Fire Protection
Protection from fire, lava and efreet fireballs. Reduces the player's burn time. IV
3






Explosion resistance
Blast Protection
Explosion protection. Reduces the recoil from explosions. IV
4






Projectile protection
Projectile Protection
Protection from projectiles (arrows, fireballs and drowned tridents). IV
2
Weightlessness
Feather Falling
Fall protection IV Also works when teleporting with ender pearls.
5
Underwater breathing
Respiration
Reduces air loss under water, increases the time between attacks of suffocation. III +15 seconds to the time of breathing underwater, +1 second to the time between attacks of suffocation
6
Submariner
Affinity with water
Aqua Affinity
Allows you to destroy blocks underwater at normal speed, just like on land I
7






Spikes
Thorns
Has a chance to damage the attacker III Increases chance of dealing damage Armor wears out faster depending on damage transmitted and received.

Level III is available only by combining two items/things and a book with the “Thorns II” enchantment.

8
Underwater walking
Conqueror of the Deep
Depth Strider
Increases walking speed underwater III Speed ​​increases Mutually incompatible.
9
Ice Walk
Walking on water
Frost Walker
Turns water into frozen ice, which allows you to walk on the surface of the reservoir II The freezing radius of water increases
70






























Repair
Mending
Uses experience to repair an item in your hands or armor slots. I

Enchant Weapon

EID Item Name Effect Max. level When improving Notes
16

Acuity
Sharpness
Extra Damage V + - damage Additional damage is determined randomly with each hit. Mutually incompatible. The ax can only be cast using an anvil.
17

Heavenly punishment
Smite
Additional damage to zombies (cadavers, zombie pigmen and drowned people), skeletons (skeleton withers and winterhorses), withers, and phantoms. V + - damage
18

bane of arthropods
Death of insects
Bane of Arthropods
Extra damage to spiders, cave spiders, silverfish, and edge silverfish. V + - damage
19
Recoil
Dropping
Knockback
Knocks back mobs and players II Stronger knockback This bonus does not stack with the knockback bonus while running.
20
The plot of fire
Fire aspect
Sets the target on fire II Burning time increases When you kill a mob, instead of raw meat, fried meat will immediately drop out.
21
Production
Marauding
Looting
Increases loot from mobs, increases the chance of rare drops III +1 to the upper limit of possible drops, +0.5% to the chance of a rare drop, +10% to the chance of an enchanted rare drop Rare drops have a default 2% chance of dropping, and a 20% chance that a drop from this amount will drop enchanted. "Loot" can increase the chance of rare drops to 3.5%, and up to 50% the chance of enchanted items from this amount.
22
Slashing Blade
Sweeping Edge
Increases damage to mobs standing next to the target III Increases damage by n/(n + 1) + 1 times, where n is the enchantment level
48
Force
Power
Extra Damage V Increases damage by 25% Increases damage by 25% × (level + 1), that is, by 50% at Strength I and 150% at Strength V. Strength V allows you to kill almost any mob with one shot (2.5 × 4.5 = 11.25 hearts).
49
Reclining
Dropping
Punch
Knockback target II Knockback increases
50
Burning Arrow
Ignition
Flame
Sets fire to arrows I Ignites fired arrows, setting the target on fire upon impact. Burning arrows do not set fire to surrounding objects or emit light, but can activate TNT.
51
Infinity
Infinity
Arrows are not wasted. But to shoot you need at least one arrow. Does not work with enchanted arrows I Can be useful in the battle against the Ender Dragon. Shot arrows cannot be picked up.
65
Loyalty
Loyalty
Returns the trident after being thrown III The trident returns faster
66
Impaler
Impaler
Deals additional melee and ranged damage to water mobs. V Each level adds 2.5 (×1⁄4) additional damage per hit. The group of “Water” mobs includes dolphins, guards, ancient guards, fish, octopuses, turtles and the player, but not drowned people, since they are undead.
67
Tyagun
Riptide
An enchanted trident will pull the player along with it when thrown III The trident will pull the player further Works only under water or during rain, otherwise the trident will not be able to attack.
68
Thunderer
Channeling
When an entity is hit, it will be struck by lightning I Only works during thunderstorms.

Enchant Tools

EID Item Name Effect Max. level When improving Notes
32




Efficiency
Efficiency
Faster resource extraction V Increases mining speed. Level V will result in blocks with durability of 1 or less (for example, hellstone and earth) being mined almost instantly, even with stone tools, at a speed of 1 block per beat.

Only affects blocks that the tool can mine. Combines with the rush effect.

33






Silk touch
Silk Touch
Destroying a block (with the right tool) will drop that block, even if it should drop something else (for example, a rock will drop a rock rather than a cobblestone). Since version 12w50a (1.4.6) on an anvil using an enchanted book, the “Silk Touch” enchantment can be cast on scissors and used to extract cobwebs. I Allows you to mine usually inaccessible blocks, such as ores, mycelium, grass, huge mushrooms, ice and cobwebs. Incompatible with Luck.
34






























Strength
Unbreaking
There is a chance that the tool's durability will not decrease III The tool will lose a unit of durability with a chance of 100%/(x+1), where x is the enchantment level. For example, with “Strength III” the chance of losing the safety margin is 25% of the initial one (100%/(3+1) = 25%). That is, the strength of the tool will increase approximately 4 times.
35




Luck
Fortune
Gives a chance to drop more resources III I: 33% * 2 (33% more)
II: 25% * 2, 25% * 3 (75% more)
III: 20% * 2, 20% * 3, 20% * 4 (120% more)
Works with non-metallic ores, glowstone, tall grass, wheat (for seeds only), hellish growths and watermelons. Also increases the chance of flint dropping to 100% at level III. Incompatible with Silk Touch.
61
Lucky fisherman
Sea luck
Luck of the Sea
Increases the chance of catching treasure. Reduces the chance of catching debris (when fishing) III I: 7.5% chance to catch trash, 6% chance to catch treasure.
II: 5% chance to catch trash, 7% chance to catch treasure.
III: 2.5% chance to catch trash, 8% chance to catch treasure.
The effects are cumulative.
62
Bait
Lure
Increases the chance of catching fish. Reduces the chance of catching trash or treasure by 1% per level III I: wait -5 seconds, chance of catching garbage 9%, treasure 4%.
II: wait −10 sec, chance of catching garbage 8%, treasure 3%.
III: wait -15 seconds, chance of catching garbage 7%, treasure 2%.

Notes

Additional Anvil Enchanting Options

  • Every effect conflicts with itself. Thus, you cannot get an instrument with multiple copies of the same effect.
  • All defense enchantments conflict with each other (although Lightness is implemented as a defense, it does not follow this rule).
  • All increased damage enchantments conflict with each other.
  • Silk Touch and Luck conflict with each other. In fact, even if you get a pickaxe with this combination using modifications or inventory editors, it will not give the effect of “infinite resources” - Luck will not work on a pickaxe with Silk Touch and when mining diamond, red, etc. ores, it will blocks just fall out in normal quantities.
  • The Infinity and Bow Repair enchantments conflict with each other.

Reference diagrams

Dependence of possible enchantments on the level on diamond tools from 1.3.1 to 1.8.

The above tables contain technical values ​​from the game code and are of little use in practice.

(English) there is a probability calculator, reference tables, a description of the enchanting mechanism and some other data.

Spells

Spells are composed randomly. Three to four words are selected from the list and combined to form the name of the spell. The names are random and do not depend on the selected item, level or set of enchantments. Thus, the spell is a cosmetic detail that plays no role in the mechanics and is not saved with the item, but only displayed in the magic table window.

the elder scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet ignite snuff embiggen twist shorten stretch fiddle destroy imbue galvanize enchant free limited range of towards inside sphere cube self other ball mental physical grow shrink demon elemental spirit animal creature beast humanoid undead fresh stale

Spells are written in the Galactic Standard Alphabet, which is a simple substitution cipher in the Commander Keen series of games. If you want to quickly decrypt spells, replace alternate.png in .minecraft\versions\ game version\game version.jar\font to default.png . Cipher key:


Other methods of enchanting)

Protection protection 0 0 Fire resistance fire_protection 1 1 Weightlessness feather_falling 2 2 Explosion resistance blast_protection 3 3 Projectile protection projectile_protection 4 4 Spikes thorns 7 5 Breath respiration 5 6 Deep step depth_strider 8 7 Water Affinity (Submariner) aqua_affinity 6 8 Acuity sharpness 16 9 Heavenly punishment smite 17 10 bane of arthropods bane_of_arthropods 18 11 Dropping knockback 19 12 The plot of fire fire_aspect 20 13 Looting (Loot) looting 21 14 Efficiency efficiency 32 15 Silk touch silk_touch 33 16 vanishing_course Java Edition Diamonds!- minecraft:story/enchant_item

Story

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