I have been away from minecraft for a while. So maybe I missed something. How does enchanting work now? I had 30 levels, enchanted a too, noticed it takes 3 lapiz lazuli. Noticed it only removed one level instead of all 30. I don't get how it works now. Could someone please explain?
"It's just like the story of the grasshopper and the octopus. All year long, the grasshopper kept burying acorns for the winter, while the octopus mooched off his girlfriend and watched TV. But then the winter came, and the grasshopper died, and the octopus ate all his acorns. And also he got a racecar. Is any of this getting through to you?"
It takes either 1, 2 or 3 lapis, depending on the tier you're enchanting with. It will also use 1, 2 or 3 levels. But you're required to meet whatever level it shows on the bar. So it if for example you're enchanting at level 30 and you're level 37, you can enchant three items with 9 lapis. On the final enchant you'll fall to level 28, you're then required to reach 30 again before you can enchant.
Tier two - two levels, 2 lapis.
Tier one - one level, 1 lapis.
If you don't meet the said level you can't enchant.
I honestly think you are best to read the official documentation for enchanting on the wiki (linked in my first post) - THEN if you need clarification or further information then to ask follow up questions.
asking how enchanting works is such a loaded question you are bound to get distracted by mechanics or information that is irrelevant, misinterpreted or likely to cause you to draw incorrect conclusions on enchanting.
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"It's just like the story of the grasshopper and the octopus. All year long, the grasshopper kept burying acorns for the winter, while the octopus mooched off his girlfriend and watched TV. But then the winter came, and the grasshopper died, and the octopus ate all his acorns. And also he got a racecar. Is any of this getting through to you?"
Sword: Sharpness IV? but take Unbreaking III if you can find it.
Bow: Infinity or Power IV but take Unbreaking III if you can find it.
Pick/Shovel/Axe: Unbreaking III (Efficiency is almost a given.)
Book: A book might be useful but using a book is worse for the lifespan of the target than enchanting the target directly.
If I don't find a cool enchantment after trying out multiple items on the enchantment table, then I recycle the enchantments by enchanting a wood shovel (or other worthless thing) at level 1. Then a whole new array of possible enchantments is available.
By the way I would 100% advocate looking for Unbreaking on tools/weapons because the life of a tool/weapon is limited now (cannot be repaired forever.) Power and Sharpness are very easy to get but Unbreaking is a find - Unbreaking III makes a tool/weapon last 4x as long.
Thanks for the replies. So are mob farms to get level 30 pretty much obsolete as far as xp grinding goes? Because you don't seem to be drained of all of your levels.
Book: A book might be useful but using a book is worse for the lifespan of the target than enchanting the target directly.
By the way I would 100% advocate looking for Unbreaking on tools/weapons because the life of a tool/weapon is limited now (cannot be repaired forever.) Power and Sharpness are very easy to get but Unbreaking is a find - Unbreaking III makes a tool/weapon last 4x as long.
Using a book to put Unbreaking III on an item is worth it though; you'll lose one repair, from 6 to 5, but the item will still last 5/6 x 4 = 3.33 times longer, although armor will only last about 1.2 times longer. It is also best to use diamond whenever you can since it lasts much longer than iron or any other tier; playing on older versions I find it way too easy to get XP to repair items just by using them normally that I've never seen the need for extra XP sources (XP farms); for example, I average about 1 XP per block mined with my pickaxe while caving, giving me 6-7,000 XP before the next repair (costing 1,032 XP (pre-1.8) for a full repair of an Efficiency V, Unbreaking III diamond pickaxe); of note, getting back up to level 30 from 27 in 1.8 costs 306 XP - so you can repair that pickaxe until it can no longer be repaired and still be able to enchant around 20 times before it breaks; by contrast, an iron pickaxe wouldn't even give you enough XP to do the last repair.
Note also that repair costs now only depend on the type of repair and number of previous repairs or other anvil operations, not enchantments or durability, so diamond costs the same as iron; the repair cost roughly doubles with every repair, the "prior work penalty" goes from 0, 1, 3, 7, 15, 31, 63 ("too expensive") and a repair adds 2 levels for a new item repair or 1 per unit; the latter is only useful for armor where you can use up to 50% less materials this way.
Also, while one intent of the enchanting change is to reward players for not dying, it is actually very easy to offset the increase in XP needed to reach level 30 the first time; compared to the old system, the XP required to make a given number of enchantments is as follows:
First enchantment:
Pre-1.8: 825 XP (level 0-30)
1.8: 1,395 XP (level 0-30) (loss of 570 XP)
Second enchantment:
Pre-1.8: 825 XP (level 0-30); total spent: 1,650 XP
1.8: 306 XP (level 27-30); total spent: 1,701 XP (loss of 51 XP)
Third enchantment:
Pre-1.8: 825 XP (level 0-30); total spent: 2,475 XP
1.8: 306 XP (level 27-30); total spent: 2,007 XP (savings of 468 XP)
As you can see, if you can make just three enchantments without dying you end up spending far less XP over time; even just two nearly breaks even.
Thanks for the replies. So are mob farms to get level 30 pretty much obsolete as far as xp grinding goes? Because you don't seem to be drained of all of your levels.
Mob farms are somewhat obsolete (it's easy to get the levels you need for enchanting stuff just by mining stuff and running around) but I note that you can still chew through levels pretty quickly if you try to continue repairing your gear (instead of making new gear.) That's because repairs escalate from 2 to 4, 8, 16, 32 levels.
I was originally going to make a thread of my own, but seeing as this is already being discussed it should be OK here too...
When do the enchantment options reset? With the old system it happened every time you put the item into its slot, IIRC, but now each item (not individual items, but for example all every diamond pickaxe) is "locked" to the three given options until something happens. But what, exactly?
The only way I know of to reset all the options (reset the current enchantment seed if you like) is to perform an enchantment. I like to enchant a wooden shovel at level 1, using one XP level and one piece of lapis.
So I'm not sure if this is a bug or if I'm just stupid... but I can't seem to get any enchantments with this new system other than Unbreaking I and Efficiency I (I occasionally get II, but very rarely.) I've got my enchanting table and all my bookshelves... and I'm level 30. Also cheated and gave myself 400 levels just to be sure. Yet I can't get any enchantments other than the ones I mentioned. Am I doing something wrong?
Through an anvil, combining duplicate items with different existing enchantments into a single item that has the enchantments of both.
Through an anvil, combining an enchanted book with an item, which also costs experience points.
Items can also be enchanted using commands such as /enchant for OPs on a server, or in a singleplayer world with cheats enabled, which allows enchantments unavailable via normal enchanting. In Creative Mode, items can be enchanted via an anvil and enchanted books, with no experience or lapis lazuli required. Enchanted books are available in the Creative Mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab.
Enchantment table
An item can be enchanted by right-clicking on an enchantment table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three randomized options will appear on the right of the GUI. The glyphs here are meaningless, but hovering over a presented enchantment will show one enchantment that will be applied. Only choices with a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table can be chosen. Each option will imbue the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g.: a level 1 enchantment can give a pickaxe the "Efficiency I" enchantment); the actual level cost and the number of lapis lazuli required has no effect.
So I'm not sure if this is a bug or if I'm just stupid... but I can't seem to get any enchantments with this new system other than Unbreaking I and Efficiency I (I occasionally get II, but very rarely.) I've got my enchanting table and all my bookshelves... and I'm level 30. Also cheated and gave myself 400 levels just to be sure. Yet I can't get any enchantments other than the ones I mentioned. Am I doing something wrong?
Sounds like the bookshelves are in the wrong place or there is something blocking the way from the bookshelf to the enchanting table. Even a torch blocks the ability of a bookshelf to boost the enchanting table
Standard layout for me, # = book shelf, X = table, . = air:
First layer: ##### #...# #.X.# Second layer: ##.## #...# ..... Yes, the enchanting table can still see bookshelves hidden in the corner with 2 other bookshelves next to them, don't know how that works.
"It's just like the story of the grasshopper and the octopus. All year long, the grasshopper kept burying acorns for the winter, while the octopus mooched off his girlfriend and watched TV. But then the winter came, and the grasshopper died, and the octopus ate all his acorns. And also he got a racecar. Is any of this getting through to you?"
Tier two - two levels, 2 lapis.
Tier one - one level, 1 lapis.
If you don't meet the said level you can't enchant.
Got it?
If you want a level 30 enchant it requires you have 30 levels of experience but to preform the enchantment it will cost you 3 plus 3 lapis
at least that's what i think all I know is I feel it is a little overpowered but i like it.
asking how enchanting works is such a loaded question you are bound to get distracted by mechanics or information that is irrelevant, misinterpreted or likely to cause you to draw incorrect conclusions on enchanting.
"It's just like the story of the grasshopper and the octopus. All year long, the grasshopper kept burying acorns for the winter, while the octopus mooched off his girlfriend and watched TV. But then the winter came, and the grasshopper died, and the octopus ate all his acorns. And also he got a racecar. Is any of this getting through to you?"
My list of things I am looking for:
Helmet: Protection IV or Respiration III
Chest/Legs: Protection IV?
Boots: Protection IV? Feather Falling? Depth Strider?
Sword: Sharpness IV? but take Unbreaking III if you can find it.
Bow: Infinity or Power IV but take Unbreaking III if you can find it.
Pick/Shovel/Axe: Unbreaking III (Efficiency is almost a given.)
Book: A book might be useful but using a book is worse for the lifespan of the target than enchanting the target directly.
If I don't find a cool enchantment after trying out multiple items on the enchantment table, then I recycle the enchantments by enchanting a wood shovel (or other worthless thing) at level 1. Then a whole new array of possible enchantments is available.
By the way I would 100% advocate looking for Unbreaking on tools/weapons because the life of a tool/weapon is limited now (cannot be repaired forever.) Power and Sharpness are very easy to get but Unbreaking is a find - Unbreaking III makes a tool/weapon last 4x as long.
Using a book to put Unbreaking III on an item is worth it though; you'll lose one repair, from 6 to 5, but the item will still last 5/6 x 4 = 3.33 times longer, although armor will only last about 1.2 times longer. It is also best to use diamond whenever you can since it lasts much longer than iron or any other tier; playing on older versions I find it way too easy to get XP to repair items just by using them normally that I've never seen the need for extra XP sources (XP farms); for example, I average about 1 XP per block mined with my pickaxe while caving, giving me 6-7,000 XP before the next repair (costing 1,032 XP (pre-1.8) for a full repair of an Efficiency V, Unbreaking III diamond pickaxe); of note, getting back up to level 30 from 27 in 1.8 costs 306 XP - so you can repair that pickaxe until it can no longer be repaired and still be able to enchant around 20 times before it breaks; by contrast, an iron pickaxe wouldn't even give you enough XP to do the last repair.
Note also that repair costs now only depend on the type of repair and number of previous repairs or other anvil operations, not enchantments or durability, so diamond costs the same as iron; the repair cost roughly doubles with every repair, the "prior work penalty" goes from 0, 1, 3, 7, 15, 31, 63 ("too expensive") and a repair adds 2 levels for a new item repair or 1 per unit; the latter is only useful for armor where you can use up to 50% less materials this way.
Also, while one intent of the enchanting change is to reward players for not dying, it is actually very easy to offset the increase in XP needed to reach level 30 the first time; compared to the old system, the XP required to make a given number of enchantments is as follows:
First enchantment:
Pre-1.8: 825 XP (level 0-30)
1.8: 1,395 XP (level 0-30) (loss of 570 XP)
Second enchantment:
Pre-1.8: 825 XP (level 0-30); total spent: 1,650 XP
1.8: 306 XP (level 27-30); total spent: 1,701 XP (loss of 51 XP)
Third enchantment:
Pre-1.8: 825 XP (level 0-30); total spent: 2,475 XP
1.8: 306 XP (level 27-30); total spent: 2,007 XP (savings of 468 XP)
As you can see, if you can make just three enchantments without dying you end up spending far less XP over time; even just two nearly breaks even.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Mob farms are somewhat obsolete (it's easy to get the levels you need for enchanting stuff just by mining stuff and running around) but I note that you can still chew through levels pretty quickly if you try to continue repairing your gear (instead of making new gear.) That's because repairs escalate from 2 to 4, 8, 16, 32 levels.
The only way I know of to reset all the options (reset the current enchantment seed if you like) is to perform an enchantment. I like to enchant a wooden shovel at level 1, using one XP level and one piece of lapis.
https://www.youtube.com/channel/UCe3wQb1troJYcksx2dteO_Q
There are four methods of enchanting items:
Enchantment table
An item can be enchanted by right-clicking on an enchantment table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three randomized options will appear on the right of the GUI. The glyphs here are meaningless, but hovering over a presented enchantment will show one enchantment that will be applied. Only choices with a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table can be chosen. Each option will imbue the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g.: a level 1 enchantment can give a pickaxe the "Efficiency I" enchantment); the actual level cost and the number of lapis lazuli required has no effect.Hope it helps!
Sounds like the bookshelves are in the wrong place or there is something blocking the way from the bookshelf to the enchanting table. Even a torch blocks the ability of a bookshelf to boost the enchanting table
Standard layout for me, # = book shelf, X = table, . = air:
First layer:
#####
#...#
#.X.#
Second layer:
##.##
#...#
.....
Yes, the enchanting table can still see bookshelves hidden in the corner with 2 other bookshelves next to them, don't know how that works.