
Inscription
A Confluence writes an enchantment of the world into a thing — any one, at the level you need. Read an enchanting table or an enchanted book.
How to open it
- Read with the Loupe:
minecraft:enchanting_tableorminecraft:enchanting_tableor Enchanted Book - Notes: Confluence — 8, Alchemy — 2
- After the entries:
Confluence
Pages of the entry
Inscription gives any enchantment of the game at the level you want — exactly, without the enchanting table's lottery. A Confluence altar writes it like this: lay a thing the enchantment suits, or a book, on the central plinth, the inscription's things around it, vessels of its distillate nearby, and touch the Heart with the Conduit. A book comes out enchanted: an anvil lays it onto a thing. To begin: Sharpness I on a sword — two flints, an iron ingot and two parts each of Bane, Edge and Lattice.
The level of an enchantment is how much opaline lies on the plinths: the inscription's things give the first, each opaline beyond them one level more. Opaline remembers a level as it remembers the cut of a lens. Each level costs twice the distillate: Sharpness I is six parts, Sharpness V ninety-six. Raising Sharpness II to IV costs only the difference.
The higher the level, the more things on the plinths and the more distillate — and the heavier the Confluence: Sharpness I is simple, a bare altar holds it steady; Sharpness V is great and needs weirs and calm stones. The Heart tells you before you begin whether the calm will hold.
Inscription does not get around the rules of the world. Enchantments that contend will not lie on one thing: Sharpness, Smite and Bane of Arthropods; the protections among themselves; Fortune and Silk Touch; Mending and Infinity. Nothing goes above its highest level, and every other enchantment on the thing makes the price a quarter higher. The Heart tells you if the thing will not take the inscription.
The blade: Sharpness, Smite and Bane of Arthropods — on swords and axes, by Bane, Grave and Fang.
The blow: Knockback by Gale, Fire Aspect by Ember, Looting by Want.
Sweeping Edge — on swords; Lunge — on spears.
The tool: Efficiency by Edge, Fortune by Want, Silk Touch by Shift (it contends with Fortune).
Unbreaking — by Strata and Lattice: on anything that wears.
Armor: the four protections contend among themselves — choose what to guard against.
Projectile Protection and Thorns — on any armor; Feather Falling — on boots.
Underwater: Respiration and Aqua Affinity — on a helmet, Depth Strider — on boots.
The bow: Power, Punch, Flame.
Infinity (it contends with Mending) — on a bow; Multishot and Piercing contend — on a crossbow.
Quick Charge — by Tempo.
The trident: Loyalty, Riptide and Channeling — Riptide contends with the other two.
Impaling — on a trident; Luck of the Sea and Lure — on a fishing rod.
The mace: Density and Breach — they contend with Sharpness and with each other. Next: "Forgotten Enchantments".