Overview#
The game keeps almost everything about an enchantment to itself. You learn that Sharpness will not sit next to Smite when the anvil refuses the book, and you learn what level 3 costs when the table asks for it. EMI Enchants moves all of that into the recipe viewer.
It adds one new EMI category, Enchantment, holding a page for every enchantment the game knows about. Each page is built from the enchantment data the server actually sends, so the numbers on screen are the numbers the game is using - not a copy that can drift out of date.
Reading an Enchantment Page#
Each card is laid out the same way. Down the left edge are up to three slots:
| Slot | What it holds |
|---|---|
| Top | The enchanted book at the enchantment's maximum level |
| Middle | Every item the enchantment can be applied to |
| Bottom | Every enchantment it conflicts with (only shown when there is a conflict) |
To the right of the slots are four lines of text:
- Name and level range - the enchantment's display name, followed in purple by its minimum and maximum level. An enchantment with a single level shows no range.
- Namespace - which content pack the enchantment came from. Vanilla enchantments read
minecraft. - Slots - the equipment slots the enchantment actually works in: main hand, off hand, boots, leggings, chestplate, helmet, or the whole armour set.
- Rarity - common, uncommon, rare or very rare, derived from the enchantment's selection weight.
Underneath sits a row of five icons, each with a plain YES or NO in green or red.
The Five Icons#
| Icon | Question it answers |
|---|---|
| Enchanting table | Can this come out of an enchanting table at all? |
| Villager | Will librarians offer it as a trade? |
| Chest | Does it appear on gear found in generated loot? |
| Emerald | Is it treasure - obtainable only outside the table? |
| Lock | Is it a curse? |
Green means the answer is the good one for that question, red means it is not. A curse showing red on the lock icon simply means it is not a curse; the colouring follows what a player usually wants, not a fixed true/false.
The Info Tooltip#
The small i badge beside the rarity line is the interesting part. Hover it and the tooltip breaks the enchantment's economy down:
- Weight - how often the enchantment is picked relative to its rivals when the game rolls an enchantment. A weight of 10 is picked ten times as often as a weight of 1.
- Anvil cost - the multiplier applied when the enchantment is combined at an anvil. This is the number that quietly makes a piece of gear "too expensive".
- Level N cost - one line per level, giving the enchanting-power window that level needs. This is why a level 3 roll refuses to appear on a table surrounded by too few bookshelves: the window has not opened yet.
Reading the per-level lines before you spend levels is the fastest way to work out whether a bookshelf or two more would change what the table offers.
Conflicts#
When an enchantment belongs to a group whose members refuse to share an item, the third slot appears and holds a book for every rival at its own maximum level.
The slot cycles through them on its own; hovering it shows a tooltip headed Conflicts with a hint to click for the full list. Clicking opens the ingredient list so you can page through every conflicting enchantment and jump to any of their pages.
This is the fastest answer to the anvil's flat refusal: instead of finding out that two books will not merge, you can see the whole exclusive group before you spend anything.
Looking Up an Item#
The category is only half of it. Because every enchantment page lists its applicable items as an input, EMI's Uses key works in reverse:
- Point the cursor at any tool, weapon, piece of armour, bow, trident or fishing rod - in your inventory or in EMI's item list.
- Press the Uses key.
- Open the Enchantment tab in the results.
You now have every enchantment that item accepts, one card per page, with their costs and conflicts already filled in. Pointing at an enchanted book and pressing the Recipes key does the same thing from the other direction.
Modded Enchantments#
Nothing about the pages is hard-coded to vanilla. They are generated from the enchantment registry, so an enchantment added by any other content in the pack gets a page with the same detail - its own items, its own conflicts, its own cost table - and its namespace line names where it came from.
If the pack that added it also ships a description, that description is rendered at the bottom of the card. Enchantments without one simply show nothing there.
Notes#
- The pages are client-side only. Nothing is added to the world, no blocks, items or recipes are registered, and no data is stored in a save.
- Pages rebuild themselves whenever the game reloads its data, so an enchantment changed by a datapack shows its new numbers straight away.
- The rarity word is a reading of the underlying weight rather than a separate value, which keeps the familiar common/uncommon/rare/very rare vocabulary even though the game now stores only a number.
- The enchanted books shown in the slots are real stacks: with cheat mode on they can be pulled straight out of the viewer.