Rare enchantments
Ten rare enchantments roll at the enchanting table and turn up in loot, and any book now goes on any gear at the anvil: what each does and what Bedrock players should know.
Ten enchantments that once came only from far-off ruins now turn up where you already look: the enchanting table and the enchanted books in loot chests. They roll less often than the common vanilla ones, so most tables still bring the enchantments you know.
Where they come from
- The enchanting table. Same lapis, same levels, same three choices. The rare ones are part of the draw now, on the gear that can take them. A plain book can roll any of the ten.
- Loot. Enchanted books and enchanted gear in dungeons, mineshafts, temples, shipwrecks, ruined portals, bastions, strongholds, End cities, ancient cities, trial chamber vaults and fishing treasure.
- The ruins themselves. The places these came from still hide them, along with a few that never come from a table (see the end of this page). See Landmarks & structures.
Ordinary villager trades never offer them, and mobs never spawn wearing them. They stay at the level you found; they don't level up with Enchant Mastery.
The ten
| Enchantment | Goes on | Levels | What it does |
|---|---|---|---|
| Aerial's Bane | Swords, axes, spears, maces, tridents, bows, crossbows | I–V | More damage to anything off the ground, and always to breezes, vexes and the wither. Doesn't mix with Sharpness, the other damage enchantments, Power or Might. |
| Illagers Bane | Swords, axes, spears, maces, tridents | I–V | More damage to illagers, vexes, ravagers and witches. Doesn't mix with Sharpness or the other damage enchantments. |
| Spiteful | Swords, axes, spears, maces, tridents | I–III | More damage while you're down to 2½ hearts or less. Taking a hit while you hold it can give you a moment of Strength. |
| Wither Coated | Swords at the table; axes, spears, maces and tridents by anvil | I–III | Your hits inflict Wither: level I is mild and long, level III is strong and short. Each hit costs a little extra durability. Doesn't mix with Fire Aspect. |
| Tri-Shot | Bows | I | Fires three arrows at once. Doesn't mix with Power, Infinity or Blowthrough. |
| Blowthrough | Bows | I–IV | Arrows pass through one more target per level. Doesn't mix with Power, Infinity or Tri-Shot. |
| Might | Crossbows | I–V | More damage from every bolt. Doesn't mix with Piercing, Multishot or Gravity. |
| Gravity | Crossbows | I–III | Where a bolt lands, it drags nearby mobs and players toward the spot. No blocks break. Doesn't mix with Piercing, Multishot or Might. |
| Antidote | Chestplates | I | Poison and Wither stop hurting you. Your chestplate wears down instead while either effect lasts. Doesn't mix with any Protection. |
| Photosynthesis | Anything with durability | I | Slowly repairs itself while you hold or wear it in clear daylight under open sky, or anywhere at light level 9 or brighter. Doesn't mix with Mending or Infinity. |
An anvil combines these books with gear the same way it does vanilla books, and a grindstone strips them like any other enchantment.
Any book, any gear
At an anvil, an enchanted book now goes onto any tool, weapon or piece of armor that can be enchanted, even when the enchantment doesn't normally fit it. Put a Looting III book on a pickaxe by mistake and it lands on the pickaxe instead of being refused. It costs the usual anvil levels.
- If the enchantment has no use on that item, it just sits there. The book is used up either way, so read it before you pay.
- Enchantments that can't share an item still can't (Fortune and Silk Touch, Sharpness and Smite), and every enchantment keeps its usual top level.
- On Bedrock, the anvil works these out on your side of the game, so a book that doesn't normally fit may show no result. Ask a Java player to combine it for you.
On Bedrock
The enchantments themselves work the same for everyone. Three things look different:
- At the table, a rare enchantment's choice shows its level cost but not which enchantment it is. Pick it anyway; you get the real enchantment.
- On the item, a rare enchantment shows as a gray line at the top of the description, not in the usual enchantment list.
- At the anvil, Bedrock may refuse a rare enchanted book. If it does, roll the enchantment at the table instead, or ask a Java player to combine the book for you.
Not at the table
A few stay where they've always been, in the ruins:
- Outreach and Traveler change reach and step height, which Bedrock can't do. A Bedrock player would roll an enchantment that does nothing, so neither is in the draw.
- Ghasted turns crossbow bolts into fireballs, and fireballs start fires.
- Wax Wings is for elytra, and an elytra can't go on a table.
- Hydro Veil and Swift Soar are for a happy ghast's harness, which can't go on a table either.
- Curse of Conductivity is a curse, and curses never come from a table.
See also
- Enchant Mastery: vanilla enchantments level up as you use them
- Landmarks & structures: where the rare ones first turned up
- Combat overview: gear and enchanting
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Enchant Mastery
Enchanted gear earns levels from the work it does, and an enchantment at its last level teaches the item a perk. How to read an item, what /mastery shows, and every perk.
Elytra vault
Find an End Ship vault and claim its elytra with a Shulker Shell, even if another player has already visited the ship.