Minecraft Enchantments Guide: Every Enchantment, Max Level and Best Setup
Every enchantment for every tool with its max level and what it actually does, the best full-set loadouts, and how to build a bookshelf table and anvil combos without wasting levels.
The short answer
- Level 30 table
- 15 bookshelves, one block of air between them and the table, nothing in that gap. That unlocks the best enchantments.
- Put these on everything
- Unbreaking III and Mending. Together they make a diamond or netherite item effectively last forever.
- Mending is not on the table
- It is a treasure enchantment. Get it from a librarian villager, fishing or chest loot.
- Some pairs are exclusive
- Sharpness/Smite/Bane; Fortune/Silk Touch; Infinity/Mending; the four Protections; Riptide/Loyalty; Multishot/Piercing.
- Anvil limit
- Anything over 39 levels is “Too Expensive”. Plan your combines so the item is touched as few times as possible.
On this page
How enchanting works
There are four ways to get an enchantment onto an item, and a good player uses all of them. The enchanting table spends experience levels and lapis lazuli to apply a random selection of enchantments, with better results at higher levels; it cannot give treasure enchantments. Enchanted books carry a specific enchantment and are applied to items in an anvil, which is also how two enchanted items are combined. Villager librarians sell enchanted books for emeralds, including treasure ones. And loot — chests, fishing, raids and mob drops — occasionally provides enchanted items or books directly.
Enchantments have levels written in Roman numerals. Sharpness V is the maximum obtainable in survival; a higher level shown on a commands-created item is not something you can craft. Some enchantments are mutually exclusive and cannot coexist on one item, and the anvil silently drops the second one if you try.
Building the enchanting table setup
The table on its own offers enchantments up to level 8. Each bookshelf placed correctly around it adds to the maximum, and fifteen shelves take it to the level 30 cap. The rules for “correctly”:
- The bookshelf must be exactly one block away from the table horizontally, with an air block between them.
- It must be at the same height as the table or one block higher.
- The air gap must actually be air. A torch, carpet, item frame, sign or even a snow layer in the gap disqualifies that shelf. Light the room from the walls or ceiling instead.
The standard layout is a 5×5 ring of shelves around the table with a gap for the door: fifteen shelves fits in a single-height ring with one opening, or a two-high ring with more openings. Each bookshelf costs six planks and three books; three books cost three leather and nine paper, so the full setup is roughly 90 planks, 135 sugar cane worth of paper and 45 leather. Cows are the bottleneck; a small cow farm pays for itself here.
Level 30 enchantments cost three lapis and three levels to apply (they require you to have 30 levels but only deduct three), so the real cost of a top-tier enchant is getting to level 30 in the first place. Our XP calculator shows that level 30 is 1,395 points — about half of it is in the last ten levels.
Armour enchantments
| Enchantment | Max | Pieces | What it does |
|---|---|---|---|
| Protection | IV | All | Reduces almost all damage. The default choice. Exclusive with the three specialised protections. |
| Fire Protection | IV | All | Big reduction to fire and lava damage and shorter burn time. Useful on Nether-specific armour. |
| Blast Protection | IV | All | Reduces explosion damage and knockback. Niche. |
| Projectile Protection | IV | All | Reduces arrow, trident and fireball damage. Niche. |
| Thorns | III | All | Damages attackers, at the cost of extra durability loss. Skip unless you have Mending and enjoy it. |
| Respiration | III | Helmet | Longer breath underwater and slightly better underwater vision. |
| Aqua Affinity | I | Helmet | Normal mining speed underwater. Essential for ocean monuments. |
| Swift Sneak | III | Leggings | Faster movement while sneaking. Treasure; found only in Ancient Cities. |
| Feather Falling | IV | Boots | Large reduction to fall damage. The most useful boots enchantment. |
| Depth Strider | III | Boots | Faster movement in water. Exclusive with Frost Walker. |
| Frost Walker | II | Boots | Freezes water under you as you walk. Treasure. Fun, occasionally annoying. |
| Soul Speed | III | Boots | Faster on soul sand and soul soil, drains durability. Treasure from bastions and piglin bartering. |
| Unbreaking | III | All | Each level gives a chance that a use costs no durability; at III an item lasts roughly three to four times longer. Always. |
| Mending | I | All | Repairs the item with XP you collect. Always, if you can get it. |
| Curse of Binding | — | All | Cannot be removed once worn (until it breaks or you die). Avoid. |
| Curse of Vanishing | — | All | Item disappears on death. Avoid. |
Protection IV on all four pieces is what most players end up with, and it is the right answer. The specialised protections give more against their damage type, and a dedicated Fire Protection set for Nether trips is a reasonable luxury once you have a librarian selling it, but it is a second set, not a replacement.
Sword, axe and mace
| Enchantment | Max | Items | What it does |
|---|---|---|---|
| Sharpness | V | Sword, axe | More damage to everything. Exclusive with Smite and Bane. Axes take it via anvil on Java. |
| Smite | V | Sword, axe, mace | Much more damage to undead (zombies, skeletons, withers, phantoms, zoglins). Best for a dedicated Wither-killing weapon. |
| Bane of Arthropods | V | Sword, axe, mace | Extra damage and slowness to spiders, silverfish, endermites and bees. Rarely worth it. |
| Looting | III | Sword | More and rarer mob drops. Essential on the sword you farm with. |
| Fire Aspect | II | Sword, mace | Sets targets on fire. Cooks meat drops; annoying against mobs you want unburnt. |
| Knockback | II | Sword | Knocks targets back further. Great for cliffs, bad for anything you are trying to hit twice. |
| Sweeping Edge | III | Sword (Java only) | Increases the damage of the sweep attack to nearby mobs. Bedrock has no sweep attack. |
| Density | V | Mace | More damage per block fallen before the hit. |
| Breach | IV | Mace | Ignores a portion of the target’s armour. Exclusive with Density. |
| Wind Burst | III | Mace | Launches you upward after a smash attack so you can chain hits. Treasure, from the trial chambers’ ominous vaults. |
| Unbreaking / Mending | III / I | All | As always. |
The mace, added in 1.21, is the exception to “Sharpness on everything”: its damage comes from fall distance, so Density is the choice for general use and Breach for armoured targets and PvP. The axe is the highest-damage-per-hit melee weapon on Java but has a slower cooldown; on Bedrock, where there is no cooldown, the sword’s speed wins.
Pickaxe, shovel, hoe and shears
| Enchantment | Max | Items | What it does |
|---|---|---|---|
| Efficiency | V | Pickaxe, shovel, axe, hoe, shears | Faster mining. Efficiency V on a diamond or netherite pickaxe with Haste II (beacon) instant-mines stone. |
| Fortune | III | Pickaxe, shovel, axe, hoe | More drops from ores, crops, glowstone, gravel flint and more. Diamonds average 2.2 per ore at III. Exclusive with Silk Touch. |
| Silk Touch | I | Pickaxe, shovel, axe, hoe, shears | Drops the block itself: ore blocks, glass, ice, grass blocks, bookshelves, ender chests, mushroom blocks. |
| Unbreaking / Mending | III / I | All | As always. |
You want two pickaxes: Efficiency V, Fortune III, Unbreaking III, Mending for ore, and Efficiency V, Silk Touch, Unbreaking III, Mending for everything else. A Silk Touch pickaxe lets you carry ore blocks home and mine them with Fortune later, once you have the Fortune pickaxe. An Efficiency V shovel is one of the most underrated tools in the game for anyone who terraforms.
Bow, crossbow and trident
| Enchantment | Max | Item | What it does |
|---|---|---|---|
| Power | V | Bow | More arrow damage. Power V roughly doubles a fully charged shot. |
| Punch | II | Bow | Arrow knockback. |
| Flame | I | Bow | Arrows set targets on fire. Also lights TNT and campfires. |
| Infinity | I | Bow | Regular arrows are not consumed (you need one in inventory). Exclusive with Mending. |
| Quick Charge | III | Crossbow | Faster reload. III is close to a bow’s draw time. |
| Multishot | I | Crossbow | Fires three arrows in a spread for one. Exclusive with Piercing. |
| Piercing | IV | Crossbow | Arrows pass through multiple targets and shields. |
| Loyalty | III | Trident | Thrown trident returns to you. Exclusive with Riptide. |
| Channeling | I | Trident | Summons lightning on hit during a thunderstorm. Charged creepers on demand. |
| Riptide | III | Trident | Launches you with the trident when in water or rain. Exclusive with Loyalty and Channeling. |
| Impaling | V | Trident | Extra damage to aquatic mobs (Java) or to any mob in water (Bedrock). |
The classic bow is Power V, Unbreaking III, Infinity (plus Punch or Flame to taste). Because Infinity and Mending are exclusive, dedicated bow users often carry a second Mending bow for grinding. Tridents are rare enough — only from drowned — that the usual advice is Loyalty III, Channeling, Impaling V, Unbreaking III, Mending on the one you find, and a separate Riptide trident only if you get a second.
Fishing rod, elytra, shield
- Fishing rod: Luck of the Sea III (more treasure, fewer junk items), Lure III (faster bites), Unbreaking III, Mending. An AFK fishing setup with this rod is a slow but steady source of enchanted books and name tags.
- Elytra: Unbreaking III and Mending only. With both, an elytra never needs phantom membranes again as long as you collect XP while flying.
- Shield: Unbreaking III and Mending, applied via anvil.
- Shears: Efficiency, Unbreaking, Mending. Silk Touch is possible via anvil but rarely worth a book.
- Flint and steel, carrot on a stick, warped fungus on a stick, brush: Unbreaking and Mending.
The best full loadouts
If you want a checklist to work towards, this is the “god set” most survival players end up with. Every item also has Unbreaking III and Mending.
| Item | Enchantments |
|---|---|
| Helmet | Protection IV, Respiration III, Aqua Affinity |
| Chestplate | Protection IV |
| Leggings | Protection IV, Swift Sneak III |
| Boots | Protection IV, Feather Falling IV, Depth Strider III, Soul Speed III |
| Sword | Sharpness V, Looting III, Fire Aspect II, Sweeping Edge III (Java) |
| Axe | Efficiency V, Sharpness V (Java, via anvil), Silk Touch or Fortune III |
| Pickaxe ×2 | Efficiency V + Fortune III / Efficiency V + Silk Touch |
| Shovel | Efficiency V, Silk Touch (grass, mycelium, snow) or Fortune III (flint) |
| Bow | Power V, Infinity (or Mending), Flame, Punch II optional |
| Trident | Loyalty III, Channeling, Impaling V |
| Elytra | Unbreaking III, Mending |
The cheapest way to get there is not the enchanting table. It is a villager trading hall with librarians locked to the books you want, which our villager trading guide explains step by step. A table gets you random Protection II and Efficiency III; a librarian sells you Protection IV every time.
Anvils, books and “Too Expensive”
The anvil combines two items of the same type, or an item and a book, keeping the higher level of any shared enchantment and bumping the level by one when both have the same level (Sharpness IV + Sharpness IV = Sharpness V). Each operation costs levels based on the enchantments involved plus a prior work penalty that doubles every time an item has been through an anvil: 0, 1, 3, 7, 15, 31. Once a job would cost 40 levels or more, survival-mode anvils display “Too Expensive!” and refuse.
The way around it is to plan the combine order so the final item is touched as few times as possible:
- Combine books with books first, pairing equal-level books to raise levels (two Sharpness IV books → one Sharpness V book).
- Merge the finished books into as few multi-enchantment books as you can, keeping the cheapest books for the last merges.
- Apply the merged book to the item in one or two operations. An item enchanted on the table and then given a single combined book has a penalty of just 1 or 3.
A grindstone removes all non-curse enchantments and resets the prior-work penalty, refunding a little XP — useful for salvaging a mis-enchanted item. Renaming also costs a level and counts as work, so rename in the same operation as a combine. Anvils lose durability with use and eventually break; keep iron on hand.
Frequently asked questions
How many bookshelves do you need for level 30 enchantments?
Fifteen. Place them one block away from the enchanting table with a one-block air gap, on the same level as the table or one block higher, and nothing in the gap — carpet, torches or item frames between the shelves and the table block the bonus.
What is the best enchantment for a sword?
Sharpness V for general use, plus Looting III, Unbreaking III, Mending, and Fire Aspect II or Sweeping Edge III (Java) depending on preference. Smite V does more damage to undead mobs but nothing extra to anything else.
Can you have Mending and Infinity on the same bow?
No. They are mutually exclusive on a bow. Most players choose Infinity for exploring and Mending for a bow they use constantly, or keep two bows.
Why does the anvil say "Too Expensive"?
Every anvil operation on an item raises its prior-work penalty, and once a combination would cost more than 39 levels in survival, the anvil refuses. Combine books together first, then apply the finished book to the item in as few steps as possible.
What is the difference between Fortune and Silk Touch?
Fortune increases the number of drops from ores and crops; Silk Touch drops the block itself. They cannot be on the same tool, so most players keep a Silk Touch pickaxe for glass, ice and ore blocks and a Fortune III pickaxe for diamonds, emeralds and redstone.
How do I get Mending?
Mending is a treasure enchantment: it never appears on the enchanting table. Find it in chests, by fishing, or most reliably by trading with a librarian villager. Our villager trading guide explains how to set a librarian up to sell it.
Need the levels?
Use the XP calculator to see exactly how much experience each enchant costs, and the villager guide for the cheap route to every book on this page.
Read next
Minecraft Villager Trading Guide: Professions, Best Trades and Trading Halls
Every profession and its workstation, the trades worth cycling for, how to zombify-and-cure for cheap prices, and how to build a trading hall that does not fall apart.
Minecraft Nether Guide: Portals, Biomes, Fortresses, Bastions and Netherite
How to build and link portals, what lives in each Nether biome, finding fortresses and bastions, and the fastest safe way to netherite.
How to Beat the Ender Dragon: Stronghold, End Portal and the Fight
Finding the stronghold with Eyes of Ender, what to bring, the crystal phase, the perch phase, and what to do in the End once the dragon is dead.