
Aqua Affinity
Removes the underwater mining-speed penalty. Mining while floating is still slower.
- Maximum level
- 1
- Treasure enchantment
- No
- Java Edition
- 1.20.1

Removes the underwater mining-speed penalty. Mining while floating is still slower.

Increases damage against spiders, cave spiders, silverfish, endermites and bees, and applies Slowness IV to them.

Reduces explosion damage and explosion knockback while the enchanted armor is worn.

A thrown trident can summon lightning when it hits a mob exposed to the sky during a thunderstorm; it also works on lightning rods.

Prevents removal of the cursed item from an armor slot until it breaks or the wearer dies, except in Creative mode. A grindstone does not remove the curse.

Destroys the cursed item when its holder dies instead of dropping it, unless keepInventory is enabled. A grindstone does not remove the curse.

Reduces the slowdown from moving through water. Level III allows horizontal swimming at normal walking speed.

Increases mining speed when using a tool that can mine the block efficiently. On axes it also increases the chance of disabling a shield.

Reduces fall and ender-pearl teleportation damage. Does not slow the fall itself and can coexist with Protection.

Sets targets on fire when struck with the enchanted sword. Higher levels extend the burning duration.

Reduces fire and lava damage and shortens burning time while the enchanted armor is worn.

Makes arrows fired from the bow burn, igniting targets and allowing arrows to light TNT and campfires.

Increases the quantity or chance of drops from supported blocks, such as diamond ore. Does not multiply every block drop.

Freezes nearby water into temporary frosted ice while walking and protects against damage from magma blocks and campfires.

Adds damage against aquatic mobs when attacking with a trident. In Java 1.20.1, being wet alone does not make a target vulnerable; drowned are not aquatic targets.

Allows a bow to fire ordinary arrows without consuming them while at least one arrow is in the inventory. Tipped and spectral arrows are still consumed.

Increases the knockback dealt by melee attacks with the enchanted sword.

Increases common drop counts and rare-drop chances for supported mobs killed while the enchanted sword is held. Does not increase experience drops.

Returns a thrown trident to its owner after it hits a block or entity. Higher levels make it return faster.

Increases the chance of treasure and reduces junk when fishing. Treasure fishing still requires suitable open water.

Reduces the wait for a fish to bite by five seconds per level. Does not itself improve loot quality.

Uses collected experience to repair a damaged item held in either hand or worn in an armor slot, repairing two durability per experience point.

Fires three projectiles from a crossbow for the ammunition cost of one, at increased durability cost.

Allows crossbow arrows to pass through multiple entities and shields. The number of entities an arrow can hit is the enchantment level plus one.

Increases the damage of arrows fired from the enchanted bow.

Reduces damage from supported projectile attacks, including arrows and thrown tridents, while the enchanted armor is worn.

Reduces most incoming damage while the enchanted armor is worn. It does not protect against every damage source, such as the void.

Increases the knockback of arrows fired from the enchanted bow.

Shortens crossbow loading time by 0.25 seconds per level, reaching 0.5 seconds at level III.

Extends underwater breathing time by 15 seconds per level and gives a chance to avoid drowning damage after air runs out.

Launching the trident propels its wielder while in water or rain instead of throwing it. Higher levels propel the wielder farther.

Adds melee damage to swords and axes: 0.5 times the enchantment level plus 0.5 damage in Java Edition.

Makes supported blocks drop themselves instead of their usual drops. It does not make every block obtainable.

Adds 2.5 damage per level against undead mobs when attacking with the enchanted sword or axe.

Increases movement speed on soul sand and soul soil while the boots are worn, with a chance to consume boot durability.

Increases the damage dealt to nearby secondary targets by a sword's sweep attack. This is a Java Edition enchantment.

Increases movement speed while sneaking. Level III raises sneaking speed to 75% of normal walking speed.

Gives worn armor a chance to damage attackers in return, at an increased durability cost.

Gives items a chance to avoid durability loss. Armor uses a different durability-saving chance from tools and weapons.