Slash Enchant
Any item. Any registered enchantment. Levels 1-1000.
Create overpowered weapons, custom rewards and unusual enchanted items with one simple admin command:
/enchant <enchantment> <level>
Hold an item and run /enchant sharpness 1000. Swords, sticks, blocks and modded items can all receive enchantments, even when vanilla would normally reject them.
How it works
- Item in your main hand: applies the enchantment to that item or entire stack.
- Empty main hand: creates an enchanted book directly in your selected hotbar slot.
- Enchanted book in your main hand: updates its stored enchantments.
- Already enchanted: preserves other enchantments. Reapplying the same enchantment sets its exact level, so you can raise or lower it.
- Normally incompatible enchantments: can be stored together, including Sharpness + Smite or Fortune + Silk Touch.
Stack size, custom names, durability and other item data are preserved. Your offhand is left alone.
Commands to try
/enchant sharpness 1000
/enchant efficiency 10
/enchant fortune 1000
/enchant unbreaking 1000
/enchant minecraft:fire_aspect 10
/enchant examplemod:custom_enchantment 100
The last command illustrates a modded ID: replace it with an enchantment that actually exists in your pack. Autocomplete uses the game's enchantment registry on modern versions. Forge 1.7.10 also accepts numeric IDs and legacy names exposed by mods.
How much stronger do enchantments become?
Higher levels feed into the enchantment's existing formula. Slash Enchant unlocks application and storage up to level 1000; each effect still follows Minecraft's rules or the mod that implements it.
These examples are calculated from vanilla Java Edition 26.3 rules. Older versions, datapacks and other mods can change the results. Damage values below are enchantment bonuses before defenses and other combat modifiers; 2 damage points equal 1 heart.
| Enchantment | What changes in practice |
|---|---|
| Sharpness | Level V adds 3 damage points. Level 1000 adds 500.5 damage points, making melee hits enormously stronger when the effect applies. |
| Smite | Level V adds 12.5 damage against susceptible undead. Level 1000 adds 2500 damage against those targets. It does not grant this bonus against every creature. |
| Efficiency | Level V adds 26 mining efficiency; level X adds 101. Higher levels can make suitable blocks extremely quick to mine. In 26.3, the mining-efficiency attribute caps at 1024, so level 1000 reaches that cap. Tool suitability, block hardness and game ticks still matter. |
| Fortune | Under default diamond-ore loot rules, level III can yield up to 4 diamonds. Level 1000 can yield 1-1001 diamonds from one ore block, without Silk Touch. Results are random, and other blocks use their own loot rules. |
| Looting | Can greatly increase eligible mob drops. Each loot table decides which drops increase and by how much; rare drops and guaranteed rewards do not all scale the same way. |
| Unbreaking | On standard non-armor tools, level III gives a 1-in-4 chance of spending each durability point. Level 1000 reduces this to 1 in 1001, averaging about 1001 times the unenchanted lifespan for the same durability-consuming actions. Armor uses a different formula. |
| Fire Aspect | Level II sets the base ignition duration to 8 seconds. Level X sets it to 40 seconds. This extends burning time; it does not multiply damage from each fire tick. Immunity, extinguishing and other effects still apply. |
| Power / Knockback | Higher levels can produce much stronger arrows or knockback. Actual damage and travel distance depend on the attack, target and its defenses. |
Which limits still apply?
A level-1000 label does not guarantee a stronger effect in every case.
- Protection: in 26.3, total effective enchantment protection caps at 20 points, giving up to 80% reduction at that protection stage for applicable damage. Protection 1000 reaches the cap; it does not make you invulnerable.
- Mending, Infinity and Silk Touch: their default effects do not become 1000 times stronger. Mending's repair multiplier remains fixed, while Infinity and Silk Touch enable specific behaviors.
- Equipment and activation rules: an enchantment can be stored on any item, but an effect may require a particular slot, projectile, tool or action. Protection on a held stick does not turn it into worn armor.
- Conflicting combinations: coexistence does not guarantee that every effect activates together. For example, default diamond-ore loot chooses the Silk Touch result before the Fortune result.
- Books and anvils: books store enchantments; they do not bypass normal anvil rules. To set an exact high level on equipment, hold that equipment and use the command directly.
Enchanting tables, anvil progression and naturally generated enchantment levels retain their normal rules. This is an admin tool for direct item editing.
Permissions
Requires operator permission level 2 or higher, or cheats enabled in singleplayer. Run the shorthand as a player; it affects your own main hand and has no target argument.
The original vanilla syntax, /enchant <targets> <enchantment> [level], remains available with vanilla restrictions.
Versions and installation
Download the JAR for your exact Minecraft version and loader, then place it in mods.
| Minecraft | Available loaders |
|---|---|
| 1.7.10, 1.12.2 | Forge |
| 1.16.5, 1.18.2, 1.19.2 | Fabric, Forge |
| 1.20.1, 1.21.1, 1.21.11, 26.1.2, 26.2, 26.3 | Fabric, Forge, NeoForge |
These are separate builds for the listed versions, not a promise of compatibility with every intermediate release.
- 1.16.5 and newer: install on both the server and every client. The mod extends enchantment storage/read limits; clients without it may clamp or reject high-level items.
- Forge 1.7.10 and 1.12.2: the command can run with a server-only installation.
- Fabric API is not required.
- Hybrid servers and plugins that replace
/enchantrequire separate compatibility checks.
Before removing the mod from a modern world, lower enchantments above vanilla's storage/read limits (255) while the mod is still installed.

