Enchanting

The Best Enchantments for Every Item

Enchanting is the difference between barely surviving a single Trial Chamber and farming them in your sleep. The wrong enchant order, though, will lock you out of further upgrades thanks to the dreaded “Too Expensive!” message. This guide covers everything: which enchants matter, which conflict, and the anvil order that actually works.

The Two Enchants You Want on Everything

Before we talk specifics, two enchants belong on almost every piece of gear you ever own:

Mending

Mending repairs your item using XP orbs that would otherwise go to your level bar. A Mending tool that you actively use lasts forever — you literally never have to replace it. The catch is that you cannot enchant Mending at an enchanting table; you have to find a Mending book from a librarian villager, fishing, or a chest loot pool.

Unbreaking III

Unbreaking III on a piece of armor only makes it last about 43% longer, but for a tool or weapon, its effective durability is quadrupled. Combined with Mending, you get an item that effectively cannot break under normal play.

An anvil interface combining enchanted books
The anvil is where you bind multiple enchanted books into a single item — order matters more than people realize.
728 × 90 Advertisement

Armor: Defending Your Hearts

Protection IV (or a Protection Variant)

Protection IV is the workhorse enchant for every armor piece. Each level grants damage reduction against most sources except poison and status effects. Putting Protection IV on all four pieces is the standard endgame loadout.

However, the four Protection variants — Protection, Fire Protection, Blast Protection, Projectile Protection — cannot stack on the same piece. Specialized protections reduce that specific damage type by twice as much per level. The trade-off:

EnchantEPF / LevelBest Used Against
Protection1General damage
Fire Protection2Lava, Blaze, fire ticks
Blast Protection2Creepers, beds in Nether, ghasts
Projectile Protection2Skeletons, Pillagers, Bogged
THE EPF CAP Total Enchantment Protection Factor caps at 20. Stacking more is wasted. A mix of Protection IV on chest+legs and Blast Protection IV on helmet+boots is a classic anti-creeper PvP build.

Per-Piece Specialties

Helmet: Add Respiration III (longer breath underwater) and Aqua Affinity (full mining speed underwater). Both fit together since neither competes with Protection.

Chestplate: Just Protection + Unbreaking + Mending. There’s nothing else to add.

Leggings: Add Swift Sneak III, which is one of the rarest enchants in the game — only found in Ancient City chests. It lets you sneak almost at walking speed, essential for Warden runs.

Boots: Multiple choices that conflict:

Weapons: Dealing the Damage

Sword

The textbook end-game sword loadout: Sharpness V, Unbreaking III, Mending, Looting III, Sweeping Edge III, Fire Aspect II. In Bedrock there’s no Sweeping Edge, so you slot in something else.

Sharpness, Smite, and Bane of Arthropods cannot combine. Pick one based on what you fight most.

Bow

Bows boil down to one key decision: Infinity or Mending. You cannot have both. Pick Mending for endgame use (one arrow stack lasts forever); pick Infinity if you have no Mending book yet.

Full kit: Power V, Punch II, Flame I, Unbreaking III, Infinity OR Mending.

Crossbow

Crossbows compete with bows for the projectile slot. They fire slower but hit harder, and they accept a unique enchant pair: Multishot (3 arrows in a spread) or Piercing IV (single arrow penetrates up to 5 mobs). Pick Piercing for the Wither fight, Multishot for crowd control. Always pair with Quick Charge III, which slashes reload from 1.25s to under 0.4s.

Trident

Tridents are versatile but split into two roles you can’t combine: Loyalty (it returns to your hand when thrown) and Riptide (it launches you forward through water/rain). Most veterans craft two tridents: one Loyalty for combat, one Riptide for travel.

Loyalty trident: Loyalty III, Channeling, Impaling V, Unbreaking III, Mending. Channeling spawns lightning on hit during thunderstorms — a great mob-head farm trick when paired with charged-creeper explosions.

Mace (1.21+)

The Mace is its own beast. See our dedicated Mace guide for full builds. Short version: Density V + Breach IV + Mending + Unbreaking III, then dive from height.

Tools: Mining and Building Faster

Pickaxe (Make Two!)

Silk Touch and Fortune cannot coexist. You need both. The standard loadout for each:

Axe

Axes can be used as weapons too, accepting Sharpness/Smite/Bane just like swords. A common second-weapon kit: Sharpness V, Efficiency V, Unbreaking III, Mending. The axe’s slower swing trades for higher per-hit damage and shield disabling.

Shovel

Same template as pickaxe minus Fortune (Fortune only affects gravel-flint drops here): Efficiency V, Unbreaking III, Mending. Optional Silk Touch for grass paths and snow blocks.

Fishing Rod

If you AFK fish at all: Luck of the Sea III, Lure III, Unbreaking III, Mending. Luck of the Sea reduces junk drops and increases treasure odds. Lure III cuts catch time roughly in half.

Anvil Order: The Real Trap

Every time you use the anvil it adds a “work penalty” to the item. After enough operations the next combination becomes “Too Expensive!” (more than 39 levels). The fix is to combine books with books first in a tournament-bracket pattern, then apply the final mega-book to the item.

Stage 1 (combine books):
  Sharp V book + Looting III book = combined book A
  Unbreaking III + Mending      = combined book B
  Fire Aspect II + Sweep Edge III = combined book C

Stage 2:
  Book A + Book B = mega-book AB

Stage 3:
  Mega-book AB + Book C = final book ABC

Stage 4:
  Sword + final book ABC = fully enchanted sword
WHY THIS WORKS Combining two items adds work cost equal to the higher of the two, then increments. If you keep both sides equally “heavy”, you minimize how fast the cost grows. Apply many small books one-by-one and you’ll cap out at three or four.

For tools/armor you plan to push to full enchants, always start with the best base item you can get from villager trading or a high-level enchanting table — combining lower-level books up to V is much more expensive than starting with a Sharpness V book directly.

Where to Get Enchantment Books

The Enchants You Should Skip

TL;DR Cheat Sheet

ItemEnchantments
HelmetProt IV, Respiration III, Aqua Affinity, Unbr III, Mending
ChestplateProt IV, Unbr III, Mending
LeggingsProt IV, Swift Sneak III, Unbr III, Mending
BootsProt IV, Feather Falling IV, Depth Strider III, Soul Speed III, Unbr III, Mending
SwordSharp V, Looting III, Sweep Edge III, Fire Aspect II, Unbr III, Mending
BowPower V, Punch II, Flame, Infinity OR Mending, Unbr III
CrossbowQuick Charge III, Piercing IV or Multishot, Unbr III, Mending
Trident (Loyalty)Loyalty III, Channeling, Impaling V, Unbr III, Mending
Trident (Riptide)Riptide III, Impaling V, Unbr III, Mending
Pickaxe AEfficiency V, Fortune III, Unbr III, Mending
Pickaxe BEfficiency V, Silk Touch, Unbr III, Mending
AxeSharp V, Efficiency V, Unbr III, Mending
ShovelEfficiency V, Unbr III, Mending
Fishing RodLuck of the Sea III, Lure III, Unbr III, Mending

Print this, screenshot it, or memorize it — either way, your gear progression is now solved. Up next, put that gear to work in our Trial Chambers guide or get ready for the Nether with our Nether survival manual.

300 × 250
300 × 250