Minecraft Enchantments
All 42 enchantments in the current version — pick one for its max level, what it goes on, best uses and how to get it.
Armor
Removes the underwater mining speed penalty, allowing the wearer to mine blocks at the same speed underwater as on land. There is only one level; there is no benefit to having multiple copies.
Reduces explosion damage by 8% per level per armor piece, and reduces explosion knockback by 15% per level. As of Java 1.21, the knockback reduction now stacks across multiple armor pieces wearing the enchantment.
Prevents the cursed item from being removed from its armor slot by the player in Survival mode. The item can only leave the slot if the player dies, the item breaks, or they switch to Creative mode.
Increases underwater movement speed by one-third of the difference between normal underwater speed and walking speed per level. At level III, the player moves underwater as fast as on land.
Reduces fall damage and ender pearl teleportation damage by 12% per level (48% at max level IV). It does not prevent fall damage entirely at max level but stacks with Protection's general damage reduction to get closer to the cap.
Reduces fire damage by 8% per level per armor piece, and reduces the duration of the on-fire status effect. As of Java 1.21, the burn-time reduction now stacks across multiple armor pieces wearing the same enchantment.
Converts water blocks beneath the player's feet into frosted ice as they walk, allowing the player to walk on water. Higher levels freeze a larger radius of water around the player.
Reduces damage from projectiles (arrows, tridents, ghast fireballs, shulker bullets, etc.) by 8% per level per armor piece, stacking toward the 80% cap across the full armor set.
Reduces all incoming damage by 4% per level on each armor piece, stacking across the full set up to a combined cap of 80% damage reduction. It is the most versatile protection enchantment, covering every damage type.
Extends underwater breathing time by 15 seconds per level (45 seconds extra at level III) and gives a level/(level+1) chance per second to avoid drowning damage while out of air. It also slightly improves underwater visibility.
Increases movement speed when walking on soul sand or soul soil, with higher levels providing greater speed boosts. Each step on soul material slowly damages the durability of the boots.
Increases the player's movement speed while sneaking by 15% per level (up to 45% faster sneaking at level III). It applies exclusively to leggings and cannot be placed on any other armor piece.
Gives attackers a Level × 15% chance of suffering 1–5 HP of reflected damage when they hit the wearer, regardless of whether the attack was melee or ranged. Each armor piece with Thorns rolls independently, so stacking it across slots increases proc chance.
Sword
Adds 2.5 extra damage per level against arthropod mobs (spiders, cave spiders, bees, silverfish, endermites) and inflicts Slowness IV on them for 1–1.5 seconds at level I, scaling up to a maximum of 3.5 seconds at level V.
Sets the target on fire when hit. Each level adds 4 seconds of burning (80 fire ticks), so Fire Aspect II causes 8 seconds of total burn time and deals significant additional fire damage.
Increases the distance enemies are knocked back when hit by a sword. Knockback I pushes mobs approximately 3 blocks; Knockback II pushes them approximately 6 blocks.
Increases the quantity and rarity of drops when killing mobs with the enchanted sword. Each level raises the maximum drop count by 1 and increases the chance of rare drops (e.g., wither skeleton skulls, ender pearls).
Increases melee damage dealt by the weapon. Each level adds 0.5 * level + 0.5 extra damage in Java Edition (e.g., Sharpness V adds 3 extra damage).
Adds 2.5 extra damage per level specifically against undead mobs, including zombies, skeletons, wither skeletons, phantoms, drowned, husks, strays, zombie horses, skeleton horses, zombified piglins, zoglins, and the Wither.
Java Edition exclusive. Increases the damage dealt to mobs hit by a sword's sweep attack to 50% / 67% / 75% of the sword's full attack damage at levels I / II / III respectively.
Tool
Increases mining and digging speed for the tool it is applied to. When applied to an axe, it also increases the chance (by 5% per level, starting from a 25% base) of stunning a shield on hit.
Increases the number of items dropped when mining certain blocks. At Fortune III, ore blocks like diamond ore can drop up to 4 raw diamonds, and it also boosts drops from gravel (flint), crops, leaves, and more.
Causes mined blocks to drop themselves instead of their usual items — for example, stone drops stone (not cobblestone), glass drops glass, and ice drops ice. Shears with Silk Touch allow collecting items like cobwebs and leaves intact.
Bow
Sets arrows on fire, causing them to deal an additional 5 points of fire damage over 5 seconds to any non-fire-resistant mob they hit. Arrows also light TNT and campfires on impact.
Shooting a bow enchanted with Infinity consumes no regular arrows as long as the player has at least one arrow in their inventory. Does not work with tipped or spectral arrows.
Increases arrow damage by 25% × (level + 1), rounded up to the nearest half-heart. At Power V, arrows deal roughly 12.5 extra damage on a fully-charged shot.
Increases the horizontal knockback dealt by arrows, pushing hit mobs or players further away. Punch II adds roughly 6 extra blocks of knockback.
Crossbow
Causes the crossbow to fire three arrows (or firework rockets) at once in a spread, consuming only one arrow or rocket from the inventory. The two extra arrows cannot be retrieved.
Arrows fired from the crossbow pass through up to (level) entities, hitting a total of (level + 1) targets per shot. Arrows that pass through entities can still be retrieved.
Reduces the crossbow's charging time by 0.25 seconds per level, from the default 1.25 seconds down to 0.5 seconds at Quick Charge III.
Trident
During a thunderstorm, throwing the trident at a mob or a lightning rod summons a lightning bolt at the target's location. The trident must be thrown and strike a target for the effect to trigger.
Deals 2.5 extra damage per level to aquatic mobs (axolotls, dolphins, guardians, squid, fish, turtles, etc.) on each hit, both in melee and when thrown. In Java Edition this bonus applies only to aquatic mobs, not to all mobs in water.
Causes a thrown trident to return to the player after hitting a block or entity, with higher levels making it return faster. At Loyalty III the trident returns at up to 50 blocks per second.
When thrown (or used) while the player is in water or rain, launches the player in the direction they are aiming, dealing damage to any entity struck during the launch. At Riptide III the player travels the farthest per throw.
Fishing
Increases the chance of catching treasure items (enchanted books, bows, fishing rods, name tags, nautilus shells, saddles) by about 2% per level, while reducing junk catches by about 2% per level and slightly reducing fish catches. Does not stack with the Luck potion effect in a multiplicative way — it directly shifts the loot table weights.
Decreases the wait time before a fish or other item bites the hook by 5 seconds per level. At Lure III the minimum wait time can drop to 5 seconds (down from 5–30 seconds without the enchantment), though the loot quality itself is unchanged.
Mace
Reduces the effectiveness of a target's armor by 15% per level when struck with a smash attack. At Breach IV, 60% of the target's armor value is bypassed, making it extremely powerful against heavily armored players or mobs.
Increases smash attack (fall-damage) bonus by 0.5 hearts per block fallen per enchantment level. At Density V, every block of fall height adds 2.5 hearts of damage on top of the base smash attack, enabling enormous damage from height.
After landing a successful smash attack with the mace, launches the player upward by 7 blocks per enchantment level (7 / 14 / 21 blocks at levels I / II / III). This negates fall damage from the smash and sets up the next aerial smash attack.
Other
Causes the cursed item to disappear permanently when the player dies, instead of dropping on the ground. The item is completely destroyed on death and cannot be recovered.
Repairs the item's durability using experience orbs collected by the player. Each XP orb collected while the item is equipped (main hand, off-hand, or armor slot) repairs 2 durability points per XP point consumed.
Gives each use of a durable item a chance to not consume durability, effectively multiplying the item's lifespan. At Unbreaking III, tools and weapons last approximately four times longer than normal.
See also: Nether Portal Calculator →