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Tutorial:Getting max gear

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This tutorial page needs to be rewritten.
 [discuss]
It may contain inappropriate or inaccurate information. Please help us by rewriting it.
Reason: The actual getting max gear part is a bit clunky, also doesn't include the End, or answers questions such as is going to the end to get highly enchanted gear worth it compared to villagers, should include more options. Also it is a bit PvP-centric in some parts, it is kinda outdated

Getting max gear is incredibly important especially when you're on a war-type server. This tutorial will show you how to obtain max gear.

Max gear

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Your sword, armor, and tools should all be made of netherite. However, if you are on Bedrock Edition, and are planning to rely on wind charges or the Wind Burst enchantment, then you should use diamond armor instead, due to the fact that netherite armor nerfs the wind.

Essentials

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There are multiple enchantment orders with the same cost in levels. At the same total costs in levels the cost in XP can still be different. For example two steps costing 2 and 4 levels require more XP than two steps costing 3 levels each. The optimal enchantment order with Thorns III is {[(Helmet + Thorns III)@12 + (Respiration III + Unbreaking III)@3]@11 + [(Protection IV + Mending)@2 + Aqua Affinity]@3}@14 with a cost of 12 + 3 + 11 + 2 + 3 + 14 = 45 levels. The optimal enchantment order without Thorns III is {[(Helmet + Respiration III)@6 + (Protection IV + Mending)@2]@8 + (Unbreaking III + Aqua Affinity)@2}@9 with a cost of 6 + 2 + 8 + 2 + 9 = 27 levels.

The optimal enchantment order with Thorns III is {[(Chestplate + Thorns III)@12 + (Unbreaking III + Mending)@2]@7 + Protection IV}@7 with a cost of 12 + 2 + 7 + 7 = 28 levels. The optimal enchantment order without Thorns III is [(Chestplate + Protection IV)@4 + (Unbreaking III + Mending)@2]@7 with a cost of 4 + 2 + 7 = 13 levels.

The optimal enchantment order with Thorns III is {[(Leggings + Swift Sneak III)@12 + (Thorns III + Mending)@2]@16 + (Protection IV + Unbreaking III)@3}@11 with a cost of 12 + 2 + 16 + 3 + 11 = 44 levels. The optimal enchantment order without Thorns III is {[(Leggings + Swift Sneak III)@12 + (Unbreaking III + Mending)@2]@7 + Protection IV}@7 with a cost of 12 + 2 + 7 + 7 = 28 levels.

There are multiple enchantment orders with the same cost in levels. At the same total costs in levels the cost in XP can still be different. For example two steps costing 2 and 4 levels require more XP than two steps costing 3 levels each. The optimal enchantment order with Thorns III is {[[(Boots + Soul Speed III)@12 + (Thorns III + Mending)@2]@16 + (Depth Strider III + Feather Falling IV)@4]@14 + (Protection IV + Unbreaking III)@3}@15 with a cost of 12 + 2 + 16 + 4 + 14 + 3 + 15 = 66 levels. The optimal enchantment order without Thorns III is {[(Boots + Depth Strider III)@6 + (Protection IV + Unbreaking III)@3]@9 + (Feather Falling IV + Mending)@2}@10 with a cost of 6 + 3 + 2 + 9 + 10 = 30 levels.

  • Unbreaking III
  • Mending πŸ‘ BlockSprite anvil.png: Sprite image for anvil in Minecraft
  • Sharpness V (for general use)
    • or Smite V
      • For fighting undead mobs, such as wither and wither skeleton farms.
      • Allows for the one hit killing of most common undead mobs.
  • Sweeping Edge III β€Œ[Java Edition only]
    • Deals more damage to multiple mobs while standing still, useful for XP farms.
    • May deal high amounts of damage to friendly mobs if they're too close to what's being attacked.
  • Looting III
    • Massively increases the amount of loot from fighting mobs; very useful for farming.
  • Fire Aspect II
    • Optional
    • Makes endermen more difficult to fight due to the constant teleporting as a result of the fire.
    • Zombies and their variants will ignite the player if aflame when hitting their target.
    • Cooks the meat dropped by all mobs, even if they're underwater.
    • Useful against players due to the obscuring effects of fire.
    • Causes a 0.5 second invincibility period.
  • Knockback II
    • Optional
    • Makes ranged targets more difficult to fight.
    • Makes chaining hits together much harder without a wall, but can be used to chain players in netherite if using Knockback I.
    • Can assist targets who are already running away get far out of reach but can aid bow use.
    • May push targets into environmental hazards such as lava.
    • Effective against pressuring melee attackers such as creepers and piglin brutes.

Knockback's various usages may lead to enchanting with Knockback I to reduce the negative impacts or forgoing it altogether.

The optimal enchantment orders is {[(Sword + Looting III)@6 + (Sweeping Edge III + Unbreaking III)@3]@11 + (Sharpness V + Knockback II)@2}@11 + (Fire Aspect II + Mending)@2>@14 with a cost of 6 + 3 + 11 + 2 + 11 + 2 + 14 = 49 levels.

Ranged weapon

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  • Power V
    • Makes many common targets a one-shot and significantly increases damage.
  • Unbreaking III
  • Infinity
    • Mutually exclusive with Mending.
    • Allows for infinite usage of normal arrows.
    • Will require replacing or repairing the bow after some time.
    • Infinity is generally better than Mending because an Unbreaking III bow can shoot around 1536 times when 2 inventory slots are allocated to it, and can be easily repaired in an anvil with another bow, while the Mending bow can only shoot 64 times when 2 inventory slots are allocated to it, and it needs extra valuable inventory slots for each stack of arrows.
  • or Mending πŸ‘ BlockSprite anvil.png: Sprite image for anvil in Minecraft
    • Mutually exclusive with Infinity.
    • Allows for infinite durability (through collecting XP) at the cost of finite arrows.
  • Flame
    • Optional
    • Increases damage by doing extra damage after the initial shot.
    • The 0.5 second invincibility period caused by the fire can hamper follow up attacks if using the bow at close range.
  • Punch II
    • Optional
    • Knocks approaching attackers back far enough that you can charge your bow.
    • Can knock the target into lava.
    • If your target is already running away, this will quickly cause them to leave shooting range.

There are multiple enchantment orders with the same cost in levels. At the same total costs in levels the cost in XP can still be different. For example two steps costing 2 and 4 levels require more XP than two steps costing 3 levels each. The optimal enchantment order is {[(Bow + Power V)@5 + (Infinity (or Mending) + Unbreaking III)@3]@9 + (Punch II + Flame)@2}@10 with a cost of 5 + 3 + 2 + 9 + 10 = 29 levels.

Banners can be applied to shields for vanity. Shields are only essential on Easy Difficulty.

Other

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Non-Essentials

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The optimal enchantment order is {[(Axe + Sharpness V)@5 + (Efficiency V + Unbreaking III)@3]@10 + (Silk Touch + Mending)@2}@10 with a cost of 5 + 3 + 10 + 2 + 10 = 30 levels.

Riptide tridents are incredibly useful for quick travel when paired with a water bucket or when in a large body of water.

Other

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Optional

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A Loyalty trident is generally only useful for raiding ocean monumentsβ€Œ[JE only] or for fights in the water or rainβ€Œ[BE only]. These situations are rather rare, thus making this optional.

High-Damage Weapons

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Generally only useful for PvP, given how other weapons can easily handle most PvE (Player versus Environment) situations. These will need quite a bit of practice to be effective.

These are by far the cheapest high-damage weapons, requiring only 5 iron ingots and 1 TNT per TNT minecart, as well as rails. Their main downsides are that they are the hardest weapons to utilize and that they are unstackable. TNT minecarts explode instantly when shot with a flaming projectile, typically created using a bow enchanted with Flame. On Java Edition, their explosion power increases with the speed of the TNT minecart, the speed of the flaming projectile, and the distance that the cart has fallen, with a maximum explosion power of 11.5. This mechanic can be utilized by using a crossbow and either a flint and steel or a lava bucket to ignite the arrow.

End crystals are probably the most expensive option, due to the variety of needed resources. You'll need to gather ender pearls, blaze rods, ghast tears, and a lot of glass. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions.

To be practical, respawn anchors require a gold farm, bartering farm, and either a way to farm emeralds (such as the rotten flesh from the gold farm) to trade with clerics, or a witch farm. Respawn anchors, when given a piece of glowstone, can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it.

Other

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Using a village

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See also: Tutorial:Trading

Villages are one of the most important structures in the game as they contain villagers. Villagers can trade the player various items, such as enchanted books, including treasure enchantments like Mending; and diamond gear. They also allow the player to trade them a wide variety of resources for emeralds, such as sticks, glass panes, wool, iron ingots, and clay balls.

When you spawn in the world, after gathering a full set of stone tools, it's feasible to head in a random direction and just wait until you find a village. If PvP is a factor though, it's better to set up camp at least 2,000 blocks away (preferably in a non-cardinal and non-ordinal direction) from spawn to prevent other players from griefing your base and stealing valuables. You can also find suitable locations using either websites such as Chunkbase, or by creating another world with the same seed and using cheats such as the /locate command to find a suitable location. Kill all loot-dropping animals on sight for food, leather, and wool; harvest any sugar cane you see; mine all ores that you see; and loot any structures. If you come across a taiga, dark forest, or jungle biome, take 4 of those saplings as the 2Γ—2 trees are the best trees for gathering wood in the game. Upon arriving at a village, make sure to secure those resources if you haven't already, and start smelting your ores. With those ores craft a shield and a lightning rod. You may also craft copper armor, however you will be building an iron farm, so crafting copper armor is optional.

In the village, herd villagers into one area. Make sure to place your lightning rod to prevent lightning from striking your villagers. To do this, relocate all the beds, workstations, and bells to the desired area. The villagers go to the beds at nighttime. After that's done, farm carrots and/or wheat and sugarcane and breed villagers (can be done by placing more beds and giving each villager at least 3 bread or 12 carrots, potatoes, or beetroots). Use the villagers to make an iron farm with a trading hall. Make some of the villagers librarians or fletchers. Make at least 1β€Œ[JE only]/2β€Œ[BE only] armorers, 1 toolsmith, and 1 weaponsmith. Make a couple farmers to buy bread (to breed villagers), golden carrots, and apples (to make golden apples) from as well.

You will need a large supply of emeralds, and there are many trades that can supply you with those emeralds. Those trades include, but are not limited to, sticks to fletchers; iron to armorers, toolsmiths, and weaponsmiths; wool to shepherds; clay (from lush caves or a clay farm) to masons; paper to librarians; glass panes to cartographers; and rotten flesh to clerics.

Now, you will need to get diamond gear, either mine for them or trade with the villagers. For the villager method, trade with the weaponsmiths, toolsmiths, and armorers until you max them out and buy the diamond equipment they sell. In Bedrock Edition, you will most likely need to get more toolsmiths and armorers to get every piece of diamond gear. For the mining method, you need a villager that sells Fortune II or III books (just combine two level 2 books to get level 3 in an anvil) and once you have a Fortune III book, apply it to a pickaxe in an anvil. Find diamonds either by strip mining or caving. Also, mine redstone, gold, lapis lazuli, and iron.

You may go to the Nether or handle enchantments first.

To get fully enchanted diamond gear, you will need to reroll librarians and get the following enchantments. Make sure to trade with any finished librarians. Using sticky pistons to reroll multiple librarians at once is highly recommended.

Enchantments
Enchantment Description Importance[e]
All Equipment
Mending Repairs the item when obtaining experience. Extremely High
Unbreaking III Greatly increases the durability of the item. Extremely High
All Armor Pieces
Protection IV Greatly increases the amount of damage the armor absorbs. Extremely High
Thorns III Significantly decreases armor durability, in exchange for dealing 1HPπŸ‘ πŸ’”
to 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
damage to the attacker each time the player is hit.
Optional
All Tools
Efficiency V Greatly increases mining speed. Extremely High
Fortune III Greatly increases yield from ores and crops. Mutually exclusive with Silk Touch. High
Silk Touch Causes blocks to drop themselves when mined instead of their usual drops. Mutually exclusive with Fortune. Medium
Helmet
Respiration III Quadruples breathing time underwater, and quarters the frequency of drowning damage. Medium
Aqua Affinity Removes the drastic mining speed reduction underwater. Medium
Boots
Feather Falling IV Drastically reduces fall damage. High
Depth Strider III Causes the player to move at the same speed in water as they would on land. Depth Strider is generally better than Frost Walker due to it being more useful and because Frost Walker can be an inconvenience. Mutually exclusive with Frost Walker. High
Frost Walker II Allows the player to walk on water by freezing the water around them. Mutually exclusive with Depth Strider. Medium
Sword and Axe
Sharpness V Increases damage dealt by 3HPπŸ‘ ❀️
πŸ‘ πŸ’”
β€Œ[JE only]/6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
β€Œ[BE only]. In Java Edition, Sharpness is better for PvP, while Smite is better for general mob fighting. In Bedrock Edition, Sharpness is generally always better than Smite. Mutually exclusive with Smite.
High
Smite V Increases damage dealt to undead mobs by 12.5HPπŸ‘ ❀️
Γ— 6.25
. In Java Edition, Smite is better for general mob fighting, while Sharpness is better for PvP. In Bedrock Edition, Smite is generally always worse than Sharpness, it is only useful if you are planning to fight a lot of withers.
Mediumβ€Œ[JE only]/Lowβ€Œ[BE only]
Sword
Sweeping Edge IIIβ€Œ[Java Edition only] Greatly increases sweeping damage. Extremely High
Looting III Significantly increase the amount of items mobs drop. Extremely High
Fire Aspect II Sets the attacked entity on fire. Optional
Knockback II Causes the sword to deal about 6.5 blocks of knockback. Optional
Bow
Power V Massively increases arrow damage. Extremely High
Infinity Removes any need to worry about running out of regular arrows. Does not apply to spectral arrows or tipped arrows. Mutually exclusive with Mending. High
Punch II Makes arrows deal around 9 blocks of knockback. Optional
Flame Makes arrows set entities on fire. Optional
Crossbow
Quick Charge III Significantly decreases reloading speed. Extremely High
Multishot Shoots 3 arrows per shot. Cannot hit the same target multiple times in one shot. Useful for spreading tipped arrow effects to players. Mutually exclusive with Piercing. High
Piercing IV The fired arrow can hit up to 5 entities. The arrow can also pierce shields. Mutually exclusive with Multishot. Medium
Trident
Impaling V When the attacked enemy is an aquatic mob (the only hostile mobs are elder guardians and guardians, as drowneds are not considered aquatic)β€Œ[JE only]/is touching water or rainβ€Œ[BE only]. Lowβ€Œ[JE only]/Highβ€Œ[BE only]
Riptide III Replaces the throw attack with a dash that throws the player around 20 blocks. This enchantment only works when touching water or rain. Mutually exclusive with Loyalty and Channeling. High
Loyalty III Returns the trident to the player when the trident lands after being thrown. Mutually exclusive with Riptide. Medium
Channeling Summons a lightning bolt when an entity or a lightning rod is hit by the thrown trident if there is an ongoing thunderstorm. Mutually exclusive with Riptide. Low
Mace
Density V Greatly increases the damage dealt by smash attacks. Mutually exclusive with Breach. Extremely High
Breach IV Subtracts 60% from the effectiveness of armor (doesn't include Protection). Best for PvP. Extremely High

You should construct an XP farm because of the high XP costs of enchanting, preferably a gold farm, given how you will be needing gold for netherite, golden foods, and bartering. If you wish, you can raid an ancient city for Swift Sneak, barter with piglins for Soul Speed, and/or raid a trial chamber for Wind Burst. Once you've gotten all of the desired librarians, trade with the librarians and use an anvil to enchant your gear.

Going to the Nether is essential. Gather nether wart, soul sand, blaze rods, and at least one netherite upgrade. Nether wart and blaze rods can be found in a nether fortress. Nether wart can also be found in bastion remnants' "Housing Units" substructures. Soul sand can be found in soul sand valleys, along the shores of lava oceans, and it is also found where nether wart grows. Netherite upgrades are found in any type of bastion. Nether wart and blaze rods will be used for potion brewing, and soul sand will be used to grow nether wart. Blaze rods are also needed to go to the End and to make end crystals. Get enough ancient debris to upgrade your gear as well.

When you return from the Nether, you should set up clerics. They can sell you ender pearls and bottles of enchanting, as well as redstone and glowstone. If PvP is a factor, then you should brew Strength II with blaze powder, Speed II with sugar, and extended Fire Resistance with magma cream. Use glowstone dust to brew more potent potions and redstone dust to brew extended potions. Once you have fully enchanted gear, duplicate your netherite upgrade with diamonds, and then upgrade all of your gear to netherite. Do note that in Bedrock Edition, netherite armor nerfs wind charges and the Wind Burst enchantment, so don't upgrade your armor if you are planning to rely heavily on those things. Optionally, you can find your favorite armor trims and then trim your armor.

If you are on Normal or Hard difficulty, then you should gather totems of undying. Raids are by far the best way to get totems, so you should either do a couple raids or preferably construct a raid farm. If you are on Easy difficulty, then you should stick with your shield, as totems are too hard to get in Easy difficulty to be practical.

Without using a village

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This tutorial is exclusive to Java Edition.
 

Unlike the aforementioned method, this one doesn't use a village, but instead uses a Gold XP Farm to get good enchantments. To get the Mending books, we'll need to cure an Infected Villager first to make the prices lower while to get Soul Speed III, we'll need to either raid Bastions or barter with Piglins. This method isn't really efficient in large servers as other players fill up the mob cap instead, rendering the farm useless.

When we spawn in the world, we can go right into caving. And then we need 3 things, leather, sugarcane and food. The fastest way to get leather and sugarcane is just kill the naturally-generating cows, donkeys, horses, mules and llamas while picking up sugarcane near rivers. We'll need around 90 leather while we'll need approximately 7 stacks of sugarcane so it'll require some farming.

At night, we can hunt some mobs, specifically Creepers and Endermen. We'll need 1 pearl and 10 gunpowder to craft 2 TNT (you can craft extra in case you made a mistake later on). We'll also need to go in the caves to acquire some materials, including building blocks, Lapis Lazuli to enchant, some diamonds and most importantly 2-3 stacks of Iron. To be as efficient as possible, you'd want to do this:

  • Mine for around 20 minutes.
  • Return to the sugarcane, break the grown ones and replant them.

When we have the materials, we can craft a Diamond Pickaxe and an Enchanting Table (save up the others for later use), enchant the pickaxe with Unbreaking I and smelt the iron for something else (don't craft it for gear). We then need to get obsidian to make a portal and chop around 4 stacks of wood for our build. After getting the rest of the materials, break the sugarcane and go to the nether. Once at the nether, break the portal, go to the Nether Wastes biome and erect a temporary camp for we'd need around 29 stacks of Magma Blocks and this is why we'd need an Unbreaking I pickaxe. The easiest way to get those magma blocks is at the nether sea level and they're found in huge clumps.

Once we have the required materials, go to the nether roof, teleport there using an ender pearl (make sure you have a flint and steel, 10 pieces of obsidian, the pistons, TNT, a trapdoor and a lever; also make sure to mark the piece of bedrock). Once above the nether roof, construct a nether portal there or break the piece of bedrock you teleported from using a Tutorial:Breaking bedrock (Link: https://www.youtube.com/watch?v=aZ5Edj0RYts, NOTE: Custom server software such as Paper, Spigot and Purpur patches bedrock breaking exploits so check if your server has a custom software installed, to know, press F3 and it'll show you on the top left if you're either on "Integrated Server" or other custom server).

Once there, we can finally start on the construction of the Gold Farm (Link: https://www.youtube.com/watch?v=AXKLMYXbxYY&t=211s). This XP farm however only uses 1 layer as opposed to the usual 2 or 3 layers. To start the farm, hurt one of the Zombified Piglins so that the others try to kill you. Go back to the center and the 24 minecarts kill the piglins for XP (in vanilla Minecraft, the default number of entity cramming is 24 and custom software can alter this mechanics). First thing to do with the XP is to enchant a Fortune III pickaxe and if the Diamond pickaxe from earlier is almost broken, just enchant an Iron one but if you pick up extra diamonds earlier, craft a new pickaxe and enchant it with Fortune.

Once we have Fortune, we'd need to return to the Overworld, find a cave and acquire the remaining diamonds. We'd also need some more Lapis and more Iron for anvils and for hoppers to collect drops from the farm. Once we have the equipment, we then need to enchant it and it's pretty simple. For the armor, get at least Protection IV and Unbreaking III (boots must also have Feather Falling IV as a bonus to reduce fall damage). For the tools, get at least 2-3 essential enchantments such as Sharpness, Efficiency and Unbreaking. The rest of the enchantments are applied with books.

Once all are enchanted, we still needed some things, most importantly, we needed Blaze Rods, Nether Wart, Ancient Debris, Soul Speed 3 and Mending. First, go to the fortress, kill the Blazes and get the nether wart (not all nether fortresses have nether wart gardens though, there are some alternatives, loot the fortress chests or loot a Bastion Housing Unit type). While going back to our hole, it's the perfect time to look for Ancient Debris, go to y= 15 along a chunk border and strip-mine there but you can also use beds if you have some wool.

Once we get back to our hole in the nether, wait for some piglins to spawn and try to barter with them for Soul Speed III, this might take some time depending on your RNG so be patient.

Once we've acquired our Soul Speed III, get a brown mushroom, go back to our portal and go to the Overworld. Plant sugarcane until we have enough paper to trade with our future villager. The brew a Splash Potion of Weakness, craft a Golden Apple and it's now based on luck. Zombie Villagers have a 5% chance of spawning in substitute of a regular zombie. If you're on a server, tell the other online players to not sleep. Once we have the villager, cure him, craft a lectern and once cured, put it near him (put a bed near him if he doesn't accept his new job). Then reroll his trades until we have a Mending book, trade with him, craft some books to get the mending book and there.

After that, smelt the debris and apply the mending books on our gear. And once our debris is smelted, craft the ingots and there we go, we're finally ready.

Mix of both methods

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A mix of both methods is also a good strategy to get good gear, here is the way.

When we spawn in the world, we'd need to go to a village that's quite far away from spawn and while travelling, loot shipwrecks, buried treasures and any village we can ransack. Once at our destination, we'll then trade with the villagers for a Fortune 3 book, apply it on our pickaxe (preferably a diamond one) and mine for the diamonds. You can either strip-mine for them or find huge caves that go below y= 0 to get the full diamond gear. Strip-mining has huge ore veins and gives you a ton of building blocks (very important later on) while caving is more reliable, gives more ores but diamond ores only has veins of one and two and doesn't really give you as much building blocks.

Once we have the full gear, we can then start construction of the farm. In Java, make a new diamond pickaxe, enchant it with Unbreaking I and mine for the magma blocks we're gonna need and build the farm. Once finished, we can then gather the lapis and books we need and start enchanting our items. Then go to a fortress, get the nether wart and the blaze rod we need, collect the ancient debris, smelt them, brew some pots for PVP and convert our diamond gear into netherite, get a mending villager and get 9 mending books and apply them to our gear. Then start a raid and we're officially PVP ready. In Bedrock, however, since we can't build above the nether roof, we'll make this design instead by navynexus (Link: https://www.youtube.com/watch?v=NuG6rhaTtxg). If you don't have a trident yet, you will have to use your sword to attack the zombified piglins instead. You can then start enchanting your gear, get mending, apply them on our gear, go to the nether, find a fortress, get the blaze rods and nether wart, go back to the overworld, brew pots, start mining for the ancient debris, smelt it, convert our gear to netherite grade, start a raid, collect a totem and we're now ready to fight.

References

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  1. ↑ a b c d While putting Protection IV on all armor pieces is generally the best way to enchant your armor, it may be worth it to put Blast Protection IV, Projectile Protection IV, or Fire Protection IV on one armor piece while putting Protection IV on all other armor pieces if you will take frequent damage from explosions (such as in Crystal PVP), projectiles, or fire and lava.

    In the 19w02a snapshot for Java Edition 1.14, all four enchantments could be combined. In 1.14.3 Pre-Release 2 these enchantments became impossible to combine again and cannot be combined since this version. Hence the player could downgrade their world to 19w02a, enchant a full set of diamond armor, upgrade to the latest version, add Swift Sneak and Soul Speed to the leggings and boots, and then upgrade their armor to netherite to get an armor set with all four Protection enchantments.
  2. ↑ One has to walk on 1,625 blocks of soul sand/soil to break a pair of leather boots without Unbreaking, and 17,179 blocks to break a pair of Unbreaking III netherite boots.
  3. ↑ With Riptide
  4. ↑ With Loyalty
  5. ↑ This doesn't factor in how important the piece of equipment is, just how important it is to put the enchantment on that piece of equipment.

Navigation

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