#Enchanting and Disenchanting

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young rover
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The Enchantment Table has a lot more potential than just making early game weapons. If you combine it with the Disenchantment Table, it can make 95% of a maxed weapon all by itself. This guide will teach you how to obtain almost every single enchant for every type of gear without the need of Librarians.

Creator: @young rover
Contributors: @short cipher @tame quartz

---------------Table of Contents----------------

(Advanced) How the Enchantment Table Works

(Basic) How the Enchantment Table Works

  • Basic Facts
  • Why It Is Useful Compared to Villagers
  • Enchants Compared to Each Other
  • Material and Enchantability
  • Which Enchants the Enchantment Table can give

How the Disenchantment Table Works

  • Basic Facts and USe

Rerolling and Using Experience Efficiently

  • Basic Process
  • How the Enchantment Table Uses Experience

Item Cataloguing

Dragging Enchants to the Top

  • Combining Two Items in an Anvil
  • How Levels in Enchantments Combine

The Complete Process

  • Full Step Process
  • Combining Enchants onto a Single Weapon
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Advanced Explanation: How The Enchantment Table Works

(courtesy of @short cipher, edited by @young rover)

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Enchanting table mechanics are complex. Even if you have a full 15 bookshelf setup, there is a lot of things that factor into what enchants you can get.

Preliminary
A problem when talking about the enchanting table is that there is multiple different things that are called "level".

  • There is the enchantment level (Prot I, Prot II etc),
  • there is the enchantability level of each enchantment('s level) and the range of that (min enchantability lvl and max enchantability lvl of Prot I)
  • and there is the shown level on the enchanting table which is an intermediate value that doesnt have its own name.
    I will try my best to distinguish them, but you will have to pay attention. This is how Mojang named things and we will just have to deal with that.
  1. Each enchantment on each enchantment level has a range of so called enchantability levels.

For example, Advanced Protection 1 has a range between 32 and 82, Adv Prot 2 a range of 43-93, Adv Prot 3 is 54-104.
You can already see, each increase of the enchants lvl increases the whole enchantability range by 11 ("lvlspan"), the width of each range is 50 ("range"). Both range and lvlspan are different for every enchantment

  1. Each time you use the Enchantment Table, it rolls an enchantability level depending on
  • the shown level (for example 30 for max setup)
  • and the material enchantability of the item you are enchanting.

For example, a Gold tool/weapon (tier 5) on a max table can roll any enchantability level between 26 and 47, with 36 being the most common and 90% of the rolls being between 31 and 41, the other lvls being outliers (a lvl 47 roll is exceedingly rare with a chance of 1/6450).

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There is 6 (or 7) different tiers of material enchantabilities, with Witch Hat being the only item in tier 7.
Gold and Tide Guardian armor is in tier 6, Gold/Silver/Umbrium/Dragonbone tools and weapons are in tier 5 (highest tier for tools/weapons).
The higher the tier, the higher the enchantability levels you can roll. Gold armor for example rolls a range of 26 to 49 instead of 26-47.

  1. The rolled enchantability level is compared with all of the item's available enchantments and its enchantability levels. Only the enchants whose ranges include the rolled lvl are kept. From these remaining enchants and enchantment lvls, a set of inter-compatible enchants is chosen randomly for the item to be enchanted with. If two enchantment levels of the same enchant (Prot3 and Prot4) both include your rolled level, the higher enchantment level is chosen.

  2. The randomisation to choose enchantments from all available ones is not equally weighted, but weighted with the rarity of the enchantment. Enchantments can be common, uncommon, rare or very rare. Those have weights 10, 5, 2 and 1. So a common enchantment has 10 times higher weight than a very rare enchantment. The majority of enchantments in RLCraft are rare or very rare (48.5% of the enchantments are rare, 32% are very rare) though, so you still often get a rare or very rare enchantment, just probably not the one you want right now.

  3. Higher chance to lose for better enchants: The amount of enchants you get increases with the rolled level. This means that the best enchants you can get from the enchanting table have the highest chance to come with multiple other enchantments. Since the enchantment that is shown on the table is just an (equally likely) randomly chosen one, the chance that the shown enchantment is not the top enchantment (and thus cannot be easily disenchanted) increases with how good it is.

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Basic Explanation: How The Enchantment Table Works

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Basic Facts:

  • The Enchantment Table requires Magic 12 in order to place and use.
  • At least 15 bookshelves are needed to upgrade the Enchantment Table to the max level 30. the bookshelves should surround the E-Table with a one block distance. Search for an image on Google if you don't know what it looks like.
  • Lapis and experience levels are needed in order to enchant.
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Why the Enchantment Table is Useful:
Enchantments contain the largest distribution of power in RLCraft. They account for roughly 50%-60% of a player's total damage and defense capabilities.
Librarians remain the best method of obtaining enchantments but the Enchantment Table is a close competitor.

Librarian Positives:

  • Infinite and renewable source of enchantments.
  • Main method for getting super rare and treasure enchants like Supreme Sharpness and Mending.
  • Provides every enchantment in the game.
  • Relatively simple to understand and setup.

Librarian Negatives:

  • Prone to dying.
  • Requires lots of exploration and/or setting up a librarian reroller (or villager breeder).
  • Lower tier enchantments are equally likely as very rare enchantments, so you may have Supreme Sharpness but be stuck with no Lifesteal.

Enchantment Table Positives:

  • Early and Midgame accessible.
  • Easy to get common and useful enchantments like Lifesteal, Double Jump, Protection etc.
  • Ease of access in your own home.

Enchantment Table Negatives:

  • Requires a lot of experience and lapis.
  • Can be inconsistent like Villagers but doesn't provide a definite source of one enchant once you find it.
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Enchants Compared to Each Other:
The Enchantment Table will give you enchants based on the item's material (which is called enchantability), the amount of levels used and the rarity of the enchantment.

Basically, the better the item's enchantability/30 levels used/random enchantment roll, the item will gain a certain quantity of enchants.
Enchantments are categorized from Common to Very Rare. Not all Common enchants are useless and not all Very Rare enchants are top tier. The enchantments in RLCraft come from a variety of sources and all do their own technical thing. Did you know that Lifesteal is MILES better than Vampirism because it heals HP based off damage dealt while Vampirism is a chance to heal HALF A HEART per hit? They both seem to do the same thing but technically work differently. The ingame description of the enchantment covers the basic idea but are not always 100% accurate. Also, while Lifesteal is better than Vampirism, they can still be used together on the same weapon at no detriment.

For the most part, the max enchant guides by @lapis sigil cover all useful combat related enchants in the game.

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Material and Enchantability:
Each material has a different level of enchantability. The higher the enchantability, the higher level, rarity and quantity of enchants you will get.
Gold is typically your go-to for enchanting due to it's quantity and high enchantability.

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Which Enchants the Enchantment Table Can Give
The Enchantment Table can provide almost all enchants available in the game except for a few.
The Enchantment Table can NEVER give Supreme Enchants, Treasure Enchants and Curses.

In regards to the max enchantment guide, you will never be able to get Supreme Sharpness, Mending/Advanced Mending, and Adept

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How the Disenchantment Table Works

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Basic Facts and Use:
The Disenchantment Table takes an item's topmost enchant off and puts it onto a book, sacrificing the item in the process.

  • Requires 2 Golden Bookwyrm scales to craft. Does not naturally spawn in any structure.
  • Requires Magic 24 to place and use.
  • Disenchanting resets the "anvil usage" of the enchantment book which is very useful for saving on EXP costs.
  • You can disenchant an enchanted book into another book to reset the anvil usages of that book, thus saving on costs.

Unfortunately no, there is no grindstone in RLCraft (or at least not yet).

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Using the Enchantment and Disenchantment Table Together:
In RLCraft, you are expected to combine anywhere from 5 to 20 enchants on a single item. Creating a refined armor/tool/weapon without breaking the anvil usage requires the use of enchantment books.
The Enchantment Table will provide enchanted items for the Disenchantment table to drag off onto a book. You can amass enchantment books without Librarians using the two tables and then combine onto gear of your choosing.

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Rerolling Enchantments + Using Experience Efficiently

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Basic Process:
The Enchantment Table won't always give you what you want on the first try. Fortunately, you can refresh ALL of your items' enchant catalogues into new ones by enchanting any other item. Let's learn the most EXP efficient and fastest way to do this.

Step 1) Surround the Enchantment Table with Torches/Carpet/similar item to block it off from the bookshelves and reduce it to the lowest level
Step 2) Lower your experience level as low as possible (down to lvl 1 or 2 if you can) using empty XP Tomes.
Step 3) Enchant a Book, Wooden Dagger or any other cheap item of your choosing with the lvl 1 or 2 enchant.
Step 4: Break the Torches/Carpet and check the lvl 30 enchants for all of your items again. Rinse and repeat until you find the desired enchant.

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How the Enchantment Table uses Experience:
There are 3 options whenever you put an item in the Enchantment Table with a least, middle and most expensive option. The experience level shown on the option is the level required in order to select that option. When you select that option, the Enchantment Table will consume the numerical amount of levels equal to the option's number.
Example:

Option 1, Level 9
Option 2, Level 17
Option 3, Level 30

Option 1 requires you to be at least at experience level 9 in order to choose. If you enchant it, then it reduces your level by -1. If you're at lvl 9, you go to lvl 8. If you're at lvl 200, you go to lvl 199. Same thing goes for Options 2 and 3.

Experience levels do not increase linearly. Going from experience level 10 -> 15 is only 1000 experience while going from 85 -> 100 is 600,000 experience.
If you enchant at lvl 100 and go down to lvl 97, you're losing 200,000 levels compared to going from 30 -> 27 which is only a couple thousand.
This is why you want to reduce your level as low as possible before selecting an option.

You cannot select the exact amount of XP you want to dump into XP Tomes so sometimes you're enchanting at higher levels than 1 or 2. This is fine as you're still being as EXP efficient as possible, but you can use Bottles O' Enchanting to be even more efficient.
Dump all your levels into XP Tomes and then use Bottles O' Enchanting to increase your experience by a small amount. Then use 1-2 levels to reroll and use the EXP tomes only for level 30 enchants.
Using Bottles O' Enchanting is so efficient that you can enchant an entire set of armor with Protection 4 with only 2 XP Tomes and have some to spare.

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Item Cataloguing

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What is Item Cataloguing?
Item Cataloguing is the process of using multiple different types of items while using the Enchantment Table. This is used to save time and EXP.

Most of these are melee items with slightly different enchantment pools. This essentially means they will contain the same important melee enchantments but result in different options each enchantment cycle.

For example, you can slot in a Sword, Hammer and Rapier and they can all have Viper, Ash Destroyer, Swifter slashes and whatnot but will show different options. You can see more options per enchantment cycle.

For the case of Wolf Armor, it contains enchantments from almost every pool of item type so it is useful for every type of enchant.

You can use different types of weapons in different types of materials to look at each unique and slightly different enchantment pool. Certain pools can have more Swifter Slashes 4 while others have a lot of Viper 3.

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Dragging Enchants to the Top

The Disenchantment Table unfortunately only allows you disenchant the item on top of the item into a book. If Ash Destroyer 5 is the second enchant and the first is Lesser Sharpness 3, is the Ash Destroyer 5 useless? With this method, not at all

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Combining Two Items in an Anvil:
When you combine two swords in the anvil, their enchants also get smooshed together into a single weapon. This is not entirely simple, however, and there are certain rules as to how things work. What happens if the weapon has conflicting enchants or the same enchant with different levels?

Some examples of conflicting enchants are Ash Destroyer and Fiery Edge, or Arc Slash and Sweeping Edge, or the different tiers of the same enchants like Lesser, Advanced and Supreme. If two weapons with conflicting enchants are combined, only one of the enchants will be prioritized, and the enchant that wins is the one on the LEFT of the anvil. This is because two weapons are not "combined together", but rather the leftmost weapon is being "added onto" using the rightmost weapon.
Fun fact, this means that the quality of the resulting combined weapon will retain the same quality as the leftmost weapon.

What happens if both weapons have the same enchant but at different levels? For example:
(this will look a bit weird if you're on mobile, so the left item will be bolded and right will be italicized)

Supreme Sharpness 2 Unbreaking 2
Unbreaking 3 + Supreme Sharpness 3
Arc Slash 3 Arc Slash 1
Fire Aspect 2

The resulting weapon would be:

Supreme Sharpness 3
Unbreaking 3
Arc Slash 3
Fire Aspect 2

As you can see, the right weapon's Supreme Sharpness 3 got "dragged up" to the top. Now you can disenchant the weapon for Supreme Sharpness 3.

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How Levels in Enchantments Combine
If two of the same enchant at different levels get combined together, either the highest level gets priority or they will combine together and increase by a level. As you can see above, the Supreme Sharpness 2 kinda just "disappeared". There is no stored level or any effect. It simply disappears. If you combine Supreme Sharpness 3 + Supreme Sharpness 3, then the resulting enchantment is Supreme Sharpness 4.
So you can either wait until you have two Supreme Sharpness 3s or sacrifice a lower level Supreme Sharpness to drag the higher level on top.

If the enchantments are already max level, then it will simply stay max level. Combining Unbreaking 3 + Unbreaking 3 only results in Unbreaking 3. Ancient Tomes that upgrade a vanilla enchant's level by +1 past their maximum is something completely different to enchanting.

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The Complete Process

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Combining Enchants onto a Single Weapon
Okay. Now you got 20 different enchants ready to go on a weapon. Just put them all on an anvil and the job is done right? Nope! Be careful with how you combine together your maxed weapon. There is a proper way to do it.

When you combine items on an anvil, the experience costs increase. That much is obvious. What isn't obvious is that the increase is actually exponential. A 28 cost can quickly turn into a 40 and then a 67 and then a 113. By that point, the weapon and the enchants on it is basically lost.

Combining multiple enchants together follows a 1 - 2 - 4 - 4 - 4 - 2 - 2 -2 OR 1 - 2 -4 -8 -4 -4 -2 pattern in order to minimize experience costs. Combine and add enchants from most expensive to least expensive.
For example:
Swifter Slashes V and then add
Supreme Sharpness V and Rune Piercing Capabilities V and then add
Ash Destroyer V, Clearskies Favor IV, Advanced Looting 3, Supreme Fire Aspect 2

Supreme Sharpness and Rune Piercing capabilities would be on one book.
Ash Destroyer, Clearskies, Adv Looting, and Supreme Fire would be on one book.

To further optimize experience costs, combine the books two at a time.
Ash Destroyer + Clearskies into one book. And then
Adv Looting + Supreme Fire into one book. And then
Ash Destroyer, Clearskies + Adv Looting, Supreme Fire into one book.

Upgraded Potentials is a unique enchant that will ALWAYS cost 10 experience levels to add onto an item regardless of how many anvil usages it has. It reduces the experience cost of an item by a large number, so unless your item is just atrociously lost to the void, it will basically reset the costs down to no anvil usages.
Even if you enchanted everything properly, Upgraded Potentials can still save you a lot of levels. It can also save a weapon and allow you to continue adding to it.

Keeping all of this in mind, you can now follow @tame quartz's video guide and understand how it works.