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Fixed by Design

Enchanting

The enchanting table opens the Catalogue. There are no random offers, no lapis, and no rerolling.

Building the room

The table reads the same fifteen positions vanilla always used: two rings of blocks around it, with a clear path so nothing blocks the connection.

What sits in those positions matters now.

Chiseled bookshelves are your spellbook. Any enchanted book stored in one becomes selectable in the Catalogue. A chiseled bookshelf holds six books, so a single shelf can teach six enchantments.

Regular bookshelves are a discount. Each one cuts reagent cost by 3.33%, capped at fifteen shelves for 50% off.

A good room is a mix: chiseled shelves for the enchantments you actually want, regular shelves in the remaining slots for the discount.

Chiseled bookshelf contents are synced to every player, so the Catalogue works correctly in multiplayer and the hover labels show what is inside without opening the shelf.

Using the Catalogue

The screen has three slots and a list.

  1. Item slot. Put in the thing you want to enchant.
  2. Reagent slot. Put in the material the enchantment demands.
  3. The list. Each row is one enchantment, with a clickable Roman numeral per level.

Row colours tell you where you stand: green means the item already has that level, bright means you can afford it, dimmed means you cannot.

Hovering a level shows the full cost: reagent count, experience levels, and how many slots it will take.

Reagents

Every enchantment has its own reagent. Lapis Lazuli is the fallback for Mending and anything not listed.

ReagentEnchantments
Blaze PowderFire Aspect, Flame
Lightning RodChanneling
Packed IceFrost Walker
CactusThorns
EmeraldFortune
Rabbit's FootLooting, Step-Up
CobwebSilk Touch
Nautilus ShellLuck of the Sea
Spectral ArrowInfinity
Prismarine ShardDepth Strider
Soul SandSoul Speed
Echo ShardSwift Sneak
Heart of the SeaRiptide
Iron ChainLoyalty, Curse of Binding
Firework RocketMultishot
ArrowPiercing
Breeze RodWind Burst, Breach
PufferfishRespiration
Prismarine CrystalsAqua Affinity
Iron NuggetSweeping Edge
PistonKnockback
SnowballPunch
FeatherFeather Falling
StringQuick Charge
Tropical FishLure
Phantom MembraneVanishing Curse, Wraith
Spider EyeVenom
Golden AppleLast Stand
Fermented Spider EyeVeil
HoneycombBurnishing
Iron BarsParry
Lapis LazuliMending, and anything unlisted

Quantity is the level times two: two reagents at level I, ten at level V. The bookshelf discount reduces that, never below one. Upgrading an existing enchantment charges only the difference.

Experience is 2, 4, 7 or 10 levels for I through IV, and 10 for anything above. Mending is a flat 8. Upgrades pay the delta.

Slots

Every item has a budget. Enchantments cost slots equal to their level.

SlotsItems
3Wood, stone, copper, leather, bow, fishing rod, shield
4Iron, chainmail, crossbow
5Diamond, netherite, elytra, turtle helmet, mace, trident
6All gold gear

Mending always costs 3. Curses cost 0 and each one grants a bonus slot.

The pip bar at the bottom of the Catalogue shows the budget: filled pips are used, blinking pips are what you are about to spend, red pips are slots the grindstone took away.

The grindstone strips everything including curses, and permanently removes one maximum slot each time you use it. An anvil can buy one slot back with the item's repair material, but it is never free.

Getting books in the first place

Enchanted books are found, not made.

  • Structure chests across the world each carry a themed pool. Ancient cities hold Veil, Wraith, Swift Sneak and Curse of Binding. Nether fortresses hold Fire Aspect, Flame, Venom and Looting. End city treasure is where Mending lives.
  • Villager trades. Librarians sell Feather Falling and Knockback at tier 1. Clerics sell Frost Walker and Luck of the Sea. Weaponsmiths sell Step-Up.
  • The stronghold library has been rebuilt around four chiseled bookshelves holding one book each.

New enchantments

EnchantmentApplies toEffect
Step-UpBootsWalk up full blocks, disabled while sneaking
VenomSword, spearMelee hits apply Poison
Last StandChestplateBelow 20% health, 10% less damage per level
VeilHelmetMobs notice you only within 25% of their normal range
BurnishingAxeStrip every oxidation stage of copper in one click
WraithArmorThe piece is not rendered while you are invisible
ParryShieldA hit within 15 ticks of raising knocks the attacker back for free
Curse of FragilityAnything damageableDouble durability damage
Curse of HungerArmorEach piece raises food exhaustion

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