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Internally, Minecraft uses a pseudorandom number generator (RNG for short) to determine which enchantments will be applied to an item. The state of this RNG is completely determined by a single 32-bit number, which means that there are over 4 billion possible sets of enchantments that can be applied.
On all Armor: Protection 4. Mending. Unbreaking 3. Thorns 3 (optional, don't normally get hit enough for it to matter) Slot Specific Enchantments: Boots. Feather Falling 4. Depth Strider 3. Helmet. Aqua Affinity 1. Respiration 3. Chest and Legs. No extra enchantments, as these two pieces of armor are boring and have no slot specific enchantments.
renamed mod from Wonderful Enchantments to Majrusz's Enchantments; added Gold-Fuelled enchantment; added Curse of Breaking; reworked Curse of Fatigue (it now reduces movement speed, attack speed, mining speed, drawing a bow speed, swing speed and is applicable to all items) reworked Curse of Corrosion
It is also much easier to get Protection IV, at least prior to 1.8 (don't try this in 1.8 if you intend on repairing your gear at least once); what I do is just enchant a bunch of books for 1 level each, then combine Protection I books to get Protection IV, which isn't that expensive due to 1 level being only 17 XP if your current level is less ...
It should be possible to put 6 enchantments on an item; by using books taken from the Creative menu (or books bought or enchanted at their maximum levels - this is important, no combining e.g. 2x Protection III to get Protection IV) and applying them one by one I was able to make a maxed-out sword with all 6 possible enchantments for only 33 levels for the final book (which was Mending).
Other enchantments I like: Sharpness V, Power V, Protection IV, Feather Falling IV, Fortune III and Silk Touch. If you're interested, this is my villager breeding system. There is a handy chart you may have seen that shows all the trades that villagers can offer as well as the best prices. For example, the cheapest trade for a Level I ...
/give @p minecraft:iron_sword{Enchantments:[{id:"minecraft:sharpness",lvl:1}]} 1 If you want an item that has some durability damage on it, whereas before you would specify this in the data value, you now do so within the NBT using the "Damage" tag.
As a Minecraft rookie (or noob), I'm still trying to figure out the mechanics of enchantments. Since the pictographs are hard to read, I just have to randomly appoint an enchantment to my tools. I have normally stuck with enchantments at the 10-20 range, but do you all know what the lv 25-30 enchantments are like?
Please note that under 1.13pre1, that all enchantments can be ID'd through their actual names. Also, when giving yourself an enchanted item, there is a different NBT name for it. Here is a few examples: /give @p trident{Enchantments:[{id:"minecraft:riptide",lvl:5s}]} 1 /give @p enchanted_book{StoredEnchantments:[{id:"minecraft:sharpness",lvl ...
Minecraft: Hexalobular. Member Details You can also try lowering the enchantment level a bit by placing torches, for instance, between the enchanting table and the bookshelves.