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Ma

EID

Name

x
Lev

Primary Secondary
Items

Effect

Items

el

Reduces most damage[note 2]

Protectio
0

IV

[note 1]

Exceptions: doesn't reduce damage from the Void, the /kill command, and
hunger damage.

Reduces fire damage[note 2]


Also reduces burn time when set on fire. Every Level will reduce the initiated
Burn time by 15%.

Fire
1

Protectio
n

IV

[note 1]

At Level VII for example you can't be lit on fire through Fire Aspect
Enchantments. The only way to burn is staying inLava or a Firesource. The
initiated Fireticks (Lava=300, Fire=150) will be canceled, and only the remaining
time in the firesource will be added to the Fireticktimer. However, this Level can
not be achieved without editing.

Feather
Falling

Reduces fall damage[note 2]


IV

Blast
3

Protectio
n

Also reduces the damage from ender pearl teleportations.

Reduces explosion damage[note 2]


IV

Also reduces explosion knockback.

[note 1]

Projectile
4

Protectio

Reduces projectile damage[note 2]


IV

Respiratio III

Includes damage from arrows, ghast/blaze fire charges, etc.

[note 1]

Extends underwater breathing time

Increases underwater breathing time by +15 seconds per level

Increases time between suffocation damage by +1 second per level

Improves underwater vision

Levels above III (which require editing to achieve) don't work, as they
increase visibility over 100% which resembles swimming in ice slush.

Increases underwater mining rate


6

Aqua
Affinity

Breaking blocks underwater is allowed at regular speed, though the player


cannot be floating to get the full effect. Different levels (through editing) are no
different from lvl 1.
Damages attackers
(Level 15)% chance of inflicting 1 ( )-4 (

III
7

Thorns

) (or Level - 10 if Level > 10)

damage on anyone who attacks wearer. In addition to the normal durability

[note

reduction for being hit, reduces durability by 3 points when inflicting damage and

3]

1 point otherwise. If present on multiple pieces of armor, only the "bottommost"


piece of armor counts.
Increases underwater movement speed

Every level reduces the amount water slows you by .

Level 3 will make you swim as fast as you walk on land. (Any level
beyond that will have no effect on speed.)

Depth
Strider

III

Speed potions will affect your swimming the same way as your walking at
level 3.

Does not increase vertical speed.

If editing is used to put it on other pieces of armor (such as a helmet) it


works normally.

Not currently in console versions

Ma
EID

Name

x
Lev
el

Primary Secondary
Items

Items

Effect

16

Sharpnes

[note

[note 4]

5]

Increases damage
Each level separately adds 1.25 extra damage ( 1 1/4) to each hit.
Increases damage to "undead" mobs (skeletons, zombies, withers, wither

17

Smite
[note 4]

skeletons, and zombie pigmen)


V

Each level separately adds 2.5 ( 2 1/2) extra damage to each hit, to "undead"
mobs only
Increases damage to "arthropod" mobs (spiders, cave
spiders, silverfish and endermites)
Each level separately adds 2.5 ( 2 1/2) extra damage to each hit, to

Bane of
18

Arthropod
s

"arthropods" only. The enchantment will also cause "arthropods" to have the
Slowness IV effect when hit. The duration of the effect is a random value

between 1 and 1.5 seconds at level I, increasing the max duration by 0.5

[note 4]

seconds each level, up to 3.5s with Bane of Arthropods V.

Notably, the slowness effect applies not only to kills with the sword but to
any "arthropod" kills while holding the sword.

Increases knockback
19

Knockbac
k

II

Increases knockback by 3 blocks at level I, and +3 blocks with every additional


level. Does combine slightly with knockback caused by attacking while sprinting.
Sets the target on fire
Fire Aspect adds 80 Fireticks (4 seconds of burning) per Level to the target.
Because the first hit is caused by the item with this enchantment, the 1st second
of Firedamage will not be recognized. Targets will be dealt 3 (

Fire
20

Aspect

)/ 7 (

)damage on level I/II.


II

[note 6]

You can use this formula to calculate the Firedamage: Firedamage in 1 ( ) =


(Level*4)-1
When possible, dropped meat will be cooked if the mob is killed while on fire. XP
will only be dropped if non-fire damage was dealt by the player within 5 seconds
of the death.

21

Looting

III

Mobs can drop more loot

Increases maximum loot drop by +1 per level.

Increases chance of rare drops by +1 percentage points per level (i.e.,


3.5% at level I, 4.5% at level II, and 5.5% at level III).

Notably, this applies not only to kills with the sword but to any kills while
holding the sword. For example, a player can fire an arrow at a target and
then switch to a looting sword before the arrow hits to get the looting effect.

The exact drop chances depend on the type of drop.

Using codes to get higher levels than 3 works as expected, adding higher
numbers with a weight of 1. High enough numbers however (like level 1000)
may crash the game due to too many dropped item entities.

Ma
EID

Name

x
Lev

Primary Secondary
Items

Effect

Items

el
Increases mining speed
V
32 Efficiency

[note
5]

Increases mining speed +30% over the previous level: I=130%, II=169%,
III=220%, IV=286%, V=371%. One must use the proper tool for a block in order
to receive the speed. Does not matter if you mine it with the incorrect tier. The
speed increase applies to all blocks that when mined, will drop an item.
Mined blocks drop themselves instead of the usual items
Allows collection of blocks that are normally unobtainable.
Items which can be obtained legitimately only through use of Silk Touch: coal

Silk
33

Touch

[note 7]

ore, cobweb, diamond ore, emerald ore,grass block, huge mushrooms, ice, lapis
lazuli ore, mycelium, podzol, packed ice, nether quartz ore and redstone ore.
Doesn't work on: cake, carrots, cocoa pod, double slabs, fire, farmland, melon
stems, monster spawner, nether wart,potatoes, pumpkin stems, snow, sugar
cane, wheat and inverted daylight sensors.

34 Unbreakin III
g

Increases durability
For most items, (100/(Level+1))% chance a use reduces durability. On
average, lifetime is (Level+1) times as long.
For armor, (60 + (40/(Level+1)))% chance a use reduces durability. (In
other words, each durability hit against unbreaking armor has a 20%/27%/30%
chance of being ignored.) Thus, on average, armor lasts 25%/36%/43% longer.
When durability is reduced by multiple points (e.g. hooking a mob with a fishing
rods or Thorns armor), Unbreaking is applied for each point of reduction.

Increases block drops


For coal, diamond, emerald, nether quartz, and lapis lazuli, level I gives a 33%
chance to multiply drops by 2 (averaging 33% increase), level II gives a chance
to multiply drops by 2 or 3 (25% chance each, averaging 75% increase), and
level III gives a chance to multiply drops by 2, 3, or 4 (20% chance each,
averaging 120% increase). 1 drop has a weight of 2, and each number of extra
drops has a weight of 1.
For redstone, carrots, glowstone, sea lanterns, melons, nether wart, potatoes,
and wheat (seeds only), each level increases the drop maximum by +1
(maximum 4 for glowstone, 5 for sea lanterns, and 9 for melons). For tall grass,
each level increases the drop maximum by +2.
Fortune increases the probability of flint dropping from gravel,
35

Fortune
[note 7]

and saplings and apples dropping from leaves:


III

Drops

unenchante
level I level II level III
d

Flint

10%

Saplings

5%

14%

25%

6.25% 8.33%

Name

x
Lev
el

Primary Secondary
Items

Items

10%

Saplings (Jungle)

2.5%

2.78%

3.125
%

4.17%

Apples

0.5%

0.556%

0.625
%

0.833%

Ma
EID

100%

Effect

Increases damage
Increases arrow damage by 25% (level + 1), rounded up to nearest halfheart.

V
48

Power

[note

Arrow entities have an NBT tag damage, which for an unenchanted bow is 2, and
increments by 0.5 per enchantment level.

5]

[show]Damage by Level and Bow Charge


Increases knockback
49

Punch

II

Mobs and players are knocked back further.


Flaming arrows
Arrows are on fire when shot and deal 5 (

50

Flame
[note 6]

) fire damage over 5 seconds.

Unlike flint and steel, flaming arrows onlyaffect players, mobs, and TNT. No
other blocks catch fire, and they do not produce light. Fire damage applies after
initial damage, similar to Fire Aspect. Creatures killed by fire only drop XP if a
player dealt non-fire damage to it within the past 5 seconds.
Shooting consumes no arrows

51

Infinity

Allows user to fire infinite arrows as long as they have 1 arrow in their inventory.
Fired arrows cannot be retrieved except in creative mode (where they are erased
instead of added to your arrows).

Ma
EID

Name

x
Lev

Primary Secondary
Items

Effect

Items

el
Decreases odds of catching worthless junk
61

Luck of
the Sea

III

Lowers chance of "junk" catches by 2.5% per level, and increases chance of
"treasure" catches by 1% per level.
Increases rate of fish biting your hook
Decreases wait time until a catch by 5 seconds per level. Also decreases

62

Lure

III

chances of both "junk" and "treasure" catches by 1% per level. At Level VIII, the
fish-catching particle effects start almost instantly. At Level IX, you are not able to
catch anything. Neither level can be achieved without editing.

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