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Inscription

Chapter: Confluence

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_table or minecraft:enchanting_table or Enchanted Book
  • Notes: Confluence — 8, Alchemy — 2
  • After the entries: Confluence

Pages of the entry

1

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.

WeaveCraft

2

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.

3

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.

4

The blade: Sharpness, Smite and Bane of Arthropods — on swords and axes, by Bane, Grave and Fang.

5

The blow: Knockback by Gale, Fire Aspect by Ember, Looting by Want.

6

Sweeping Edge — on swords; Lunge — on spears.

7

The tool: Efficiency by Edge, Fortune by Want, Silk Touch by Shift (it contends with Fortune).

8

Unbreaking — by Strata and Lattice: on anything that wears.

9

Armor: the four protections contend among themselves — choose what to guard against.

10

Projectile Protection and Thorns — on any armor; Feather Falling — on boots.

11

Underwater: Respiration and Aqua Affinity — on a helmet, Depth Strider — on boots.

12

The bow: Power, Punch, Flame.

13

Infinity (it contends with Mending) — on a bow; Multishot and Piercing contend — on a crossbow.

14

Quick Charge — by Tempo.

15

The trident: Loyalty, Riptide and Channeling — Riptide contends with the other two.

16

Impaling — on a trident; Luck of the Sea and Lure — on a fishing rod.

17

The mace: Density and Breach — they contend with Sharpness and with each other. Next: "Forgotten Enchantments".

What it teaches

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