all the enchantment types
Reduces most damage, can't protect you from void damage, /kill command and hunger damage.
Reduces fire damage, it also reduces burn time by 15xlevel if multiple pieces have it only the highest level burn time reduction is used.
Reduces fall damage, it also reduces ender pearl teleport damage.
Reduces Blast damage and reduces blast knockback by 15xlevel, if you are wearing more than one piece with blast protection it will use the highest level.
Reduces Projectile damage, this includes arrows blaze/ghast fire charge etc.
Increases underwater breathing time by 15 seconds per level, it also increase time between suffocation by 1 second per level and improves underwater vision.
Increases underwater mining rate.
15xlevel% chance of inflicting 1/2 to 2 hearts of damage for a penalty of durability, if thorns is on more than one piece of armour they all take a turn at trying to hit the opponent the penalty for hitting goes on to one piece of armour randomly.
Reduces water slowness by 1/2 per level at level 3 you can swim as fast as you walk, at level 3 speed potion effect you like on land and does not increase vertical speed.
Creates ice blocks undeath the water you walk on.
Adds 1/2 a heart of damage for the first level and a 1/4 a heart for every level after (to get critcals jump amd hit your opponent while in mid air).
Increases Damage to undead mobs (skeletons, Zombies, Withers, Wither Skeletons and Zombie Pigman).
Deals extra damage to Athropod mobs (Spiders, Cave Spiders, Silverfish and Endermites).
adds 3 blocks distance of knockback each level.
sets things on fire for 4xlevel seconds the damage can deal 1 and 1/2 hearts of damage to 3 and 1/2 hearts of damage from enchantments level 1 and 2.
Icreases amount of loot by 1 per level and rare loot drop by 1% per level.
Increases mining speed you must use the proper tool in order to work even if it is a lower tier so use a axe with efficiency to break wood faster use a pickaxe to break ores and stone faster etc.
It lets you collect items you can't collect like if you mine diamond ore you get the diamon not the diamond ore.
Increases durability by for most items 100 divide by level+1% chance to reduce durability For Armour 60+ 40 divide by level+1% chance of loosing durability so on average the level 3 Unbreaking has an average of armour living 43% longer.
lvl 1 gives a 33% chance to multiply drops by 2 level 2 enchantment has a chance to multiply by 2 or 3 25% each averaging 75% increase and level 3 enchantment gives you a chance to multiply 2, 3 or 4 they have a 20% chance each averaging 120% increase. for redstone, carrots, glowstone, sea lanterns, melons, netther wart, potatoes and wheat (seeds only) each level increases the drop maximum by +1 (maximum 4 for glow stone, 5 for sea lanterns and 9 for melons). For tall grass, each level increases the maximum drop by +2. Fortune also increases the chance to find flint from gravel, saplings from leaves, apples from oak and dark oak leaves here is the percentage Flint unenchanted 10%, level1 14%, level2 25% and level3 100%. Jungle Saplings unenchanted 2.5%, level1 2.78%, level2 3.125% and level3 4.17%. Other saplings unenchanted 5%, level1 6.25%, level2 8.33% and level3 10%. Apples unenchanted 0.5% level1 0.556% level2 0.625% level3 0.833%.
Increase damage by 25x(level+1) rounded up to the nearest half heart here is how powerful it can get unenchanted no charge damage = 1/2 a heart, medium charge damage = 3 hearts, full charge damage = 4 1/2 (critical=5) hearts. level 1 no charge damage = 1 heart, medium charge damage = 4 1/2 hearts, full charge damage = 7 (critical=7 1/2) hearts. level 2 no charge damage = 1 heart, medium charge damage = 5 1/2 hearts, full charge damage = 8 (critical=9) hearts. level 3 no charge damage = 1 heart, medium charge damage = 6 hearts, full charge damage = 9 (critical=10) hearts. level 4 no charge damage = 1 1/2 hearts, Medium charge damage = 7 hearts, full charge damage = 10 (critical=11 1/2) hearts. level 5 no charge damage = 1 1/2 hearts, medium charge damage = 7 1/2 hearts, full charge damage = 11 1/2 (critical=12 1/2) hearts. (to get a critical you must hit a opponent really far away).
Increases knockback.
Arrows are on fire and when shot deal 2 hearts of fire damage over 5 seconds unlike flint and steel flaming arrows only affect players, mobs and tnt no other block catches on fire and they don't produce light fire damage aplies after inital damage and similar to fire aspect creatures killd by fire only drop xp if a player dealt non fire damage in the past 5 seconds.
Shooting dosen't consume arrows as long as you have 1 arrow your inventory you can shoot unlimited arrows.
Icrease luck while fishing this lowers the chance of junk catches and increases the chance of treasure by about 2 % points and decreases chance of fish by 0.15% points.
Increase rate of fish Biting your hook Decreases wait time until catch by 5 seconds per level at level 8 the fish catching particle effects start almost instantly at level 9 you can't catch anything it's too fast
Uses xp to increase durability the xp orbs collected repair the item durability by 2 for every xp if more than 1 item is effect by this it picks 1 at random for each xp orb it only effects what you are wearing or holding in main/off hand
Hopefully this has helped go back to the top and select the minecraft logo click on it to return to index