Game Development Reference
In-Depth Information
1. Create and place an enchantment table. Leave a clear perimeter of two clear spaces
between the table and any walls for future bookshelves, as shown in Figure 10.1 .
As you approach the table, the topic flips through a few pages in a rather nice an-
imation.
2. Right-click the table to view the enchantment interface.
3. Place the item you want to enchant (a weapon, a tool, armor, or a book) in the
empty slot beneath the topic. You'll see a list of three possible enchantments ap-
pear to the right, as shown in Figure 10.5 .
FIGURE 10.5 Enchanting a diamond sword.
4. The actual enchantments listed are unreadable and randomly generated. The only
information provided is the bright green numbering that shows the number of en-
chantment levels that will be expended for each enchantment. The enchantment
you get is, essentially, up to a roll of the dice. An enchantment can run up 30 XP in
cost, but the higher the level, the better the chance you have for gaining a more
powerful enchantment. Any enchantments for which you don't have sufficient XP
are grayed out, and an enchant table without nearby bookshelves can only offer en-
chantments up to level 8.
5. Select an enchantment from the list. Stay at the lower levels for now, saving your
experience for additional enchantments. You can also use the anvil to repair an
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