Tutorial:Getting max gear
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
Your sword, armor, and tools should all be made of netherite.
Essentials
Helmet
- Mending

- Protection IV [a]
- Unbreaking III
- Respiration III
- Aqua Affinity
- Thorns III
- Optional
- Consumes extra durability
- May be inconvenient for hostile/neutral mob transport as mobs may die to the effect. Also gives mobs 0.5 seconds of invincibility.
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.
Chestplate
- Mending

- Protection IV [a]
- Unbreaking III
- Thorns III
- Optional
- Consumes extra durability
- May be inconvenient for hostile/neutral mob transport as mobs may die to the effect. Also gives mobs 0.5 seconds of invincibility.
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.
Leggings
- Mending

- Protection IV [a]
- Unbreaking III
- Thorns III
- Optional
- Consumes extra durability
- May be inconvenient for hostile/neutral mob transport as mobs may die to the effect. Also gives mobs 0.5 seconds of invincibility.
- Swift Sneak III

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.
Boots
- Mending

- Protection IV [a]
- Feather Falling IV
- Unbreaking III
- Depth Strider III or Frost Walker II
- Depth Strider is typically preferred, as it is used in more circumstances. Frost Walker can be an inconvenience sometimes.
- Soul Speed III
- Optional
- Consumes extra durability
- Thorns III
- Optional
- Consumes extra durability
- May be inconvenient for hostile/neutral mob transport as mobs may die to the effect. Also gives mobs 0.5 seconds of invincibility.
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.
Sword
- Unbreaking III
- Mending

- 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.
- or Smite V
- Sweeping Edge III
- 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.
- Knockback II
- Optional
- Makes ranged targets more difficult to fight.
- Makes chaining hits together much harder without a wall.
- 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.
Pickaxe
- Unbreaking III
- Mending

- Fortune III
- Incompatible with Silk Touch.
- Multiplies block drops, increases the chances for rare drops.
- Massively increases yield from ores.
- Silk Touch
- Incompatible with Fortune.
- Useful for collecting the base form of blocks rather than what they drop, such as ice, stone or ender chests.
- Efficiency V
- Allows instant mining of many blocks depending on the level.
- Efficiency V combined with Haste II allows the instant mining of stone.
- Allows instant mining of many blocks depending on the level.
Ranged weapon
Bow
- Power V
- Unbreaking III
- Infinity
- Mutually exclusive with Mending.
- Allows for infinite usage of normal arrows.
- Incompatible with tipped arrows and spectral arrows.
- Will require replacing the bow after some time.
- or Mending
- Mutually exclusive with Infinity.
- Allows for infinite durability at the cost of finite arrows.
- Flame
- Punch II
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 orders 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.
Crossbow
- Quick Charge III

- Multishot
- Incompatible with Piercing.
- May unintentionally hit other mobs.
- Cannot hit the same target multiple times in one shot.
- Uses 3 durability per shot.
- Piercing IV
- Incompatible with Multishot.
- May hit other mobs if they're in the path of the arrow.
- Arrows can be retrieved, including tipped arrows.
- Unbreaking III
- Mending

Shield
- Unbreaking III
- Mending
Banners can be applied to shields for vanity. Shields are only essential on Easy Difficulty.
Other
- A large amount of
totems of undying. If you are on Easy Difficulty, then a
shield should be used instead due to the difficulty of obtaining totems of undying. - At least a stack of highly nutritious food, the best being
golden carrots. - 1
arrow if you have Infinity on your bow, at least a stack of arrows if you have Mending on your bow or are using a crossbow. - An
extended potion of Fire Resistance can save you from lava, which is especially useful in the Nether.
Non-Essentials
Axe
- Unbreaking III
- Mending

- Efficiency V
- Sharpness V
- or Smite V
- Allows 1-hit killing of most undead mobs like zombies, wither skeletons and phantoms.
- Allows 1-hit killing a Zombified Piglin without a critical strike, preventing others from attacking.
- It may be worth enchanting an axe with Smite to deal with undead mobs quicker without consuming another hotbar slot.
- or Cleaving III
- Increases damage and extends shield stun duration.
- Useful for PVP.
- or Smite V
- Silk Touch
- Incompatible with Fortune.
- Useful for getting melons, bookshelves, beehives or mushroom blocks.
- Allows collection of leaves, which may be unintentional when cutting trees for wood.
- Fortune III
- Incompatible with Silk Touch.
- Has less versatility due to most blocks that are mined with axes being better off harvested by Silk Touch.
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.
Shovel
- Unbreaking III
- Mending

- Efficiency V
- Silk Touch
- Incompatible with Fortune.
- Allows the collection of gravel without the chance of flint.
- Fortune III
- Incompatible with Silk Touch.
- Useful for getting flint.
Hoe
- Unbreaking III
- Mending

- Efficiency V
- Allows instant mining of all blocks mineable with a hoe
- Silk Touch (useful for obtaining leaves or blocks in the sculk family)
Elytra
- Unbreaking III
- Mending
Other
Potions of Strength II are very useful as they greatly increase your damage output when using melee weapons. In PvP,
Speed II potions are also very useful.- At least half a stack of
golden apples. - At least a stack of
Ender Pearls.
Bottles o' Enchanting can be used to repair your equipment.
Firework Rockets that are crafted with 3 gunpowder, for use with the Elytra.
Firework Rockets that are crafted with as many firework stars as possible, for use with the crossbow to deal high multi-target damage. However, due to MCPE-52675, fireworks do not explode on contact with entities on Bedrock Edition, making it much harder to hit mobs with the explosions of the fireworks, making arrows generally superior to fireworks on Bedrock Edition.
Optional
Trident
- Mending
(Highly recommended as tridents can otherwise only be repaired with other tridents.) - Unbreaking III
- Loyalty III
- Channeling
- Large crowd control while a thunderstorm is occurring.
- May unintentionally lead to some mobs transforming into more powerful versions of themselves.
- Large crowd control while a thunderstorm is occurring.
- Riptide III
- Incompatible with Loyalty and Channeling.
- Replaces the throw attack with a dash that allows rapid transport while touching water.
- Rain counts as water for these purposes, allowing incredibly fast transport while using an elytra.
- Snow does not count as water for these purposes.
- Rain counts as water for these purposes, allowing incredibly fast transport while using an elytra.
- Impaling V
It is better to get Riptide rather than Loyalty and Channeling because the trident is worse than the sword and bow at melee and ranged combat, respectively, while the Riptide enchantment has almost no competition in what it does.
Mace
- Unbreaking III
- Density V
- 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.
- or Breach IV
- Reduces the effectiveness of armor by 60%
- For fighting other players, as most other entities do not have strong enough armor for it to make a difference compared to the other damage enchantments
- or Smite V
- Mending

- Wind Burst III
- Optional
- Very difficult to obtain.
- Creates a wind charge when a mob is hit by the player after falling from a high height
- Fire Aspect II
- Optional
- Causes immunity to be applied to the mob, which may cause the Wind Burst enchantment to not activate.
Other
Jump Boost II potions can be useful in some situations, but are generally less useful than Fire Resistance and Strength
Potions of the Turtle Master are useful when you are low on health by making you take 80% less damage for 20 seconds.
Enchanted Golden Apple are very powerful, but may be an inconvenience to obtain.
Using a village
Villages are one of the most important structures in the game as they contain villagers. Villagers can trade many items, ranging from enchanted books to Ender Pearls and even diamond gear.
When you spawn in the world, it's feasible to head in a random direction and just wait until you find a village. If you're on a semi-anarchy / anarchy server though, it's better to set up camp more than 2,000 blocks away from spawn to prevent other players from griefing your base and stealing valuables. Upon arriving at a village, make sure to secure sugarcane, leather, wool, and food. Kill cows, donkeys, mules, horses and llamas on sight. Another method is to create a new world using the current world seed, scout out the world, and, once you pick a suitable location, go there and while travelling, loot structures along the way. Also, get wool, leather, food and sugarcane. If you come across a Taiga, Dark Forest, or Jungle biome, take 4 of those saplings as the 2×2 trees give the most wood per any tree in the game.
In the village, herd villagers into in one area. To do this, relocate all the beds to the desired area. The villagers go to the beds at nighttime. After that's done, farm carrots/potatoes and sugarcane and breed villagers (can be done by placing more beds and giving each villager at least 3 bread loaves or 12 vegetables). Make some of them librarians or fletchers.
If you don't have diamond gear yet, 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. 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. While caving, also mine Redstone, gold, lapis lazuli, and iron ores.
For the diamond gear, buy Protection IV, Unbreaking III, Mending, Feather Falling IV, Sharpness V, Looting III, Fire Aspect II, Efficiency V, and Silk Touch from librarians. Apply Protection, Unbreaking, and Mending (Feather Falling IV on the boots to reduce fall damage) to the armor. Apply Sharpness, Looting, Unbreaking, Mending, and Fire Aspect to the sword. Use Efficiency, Unbreaking, Mending, and either Silk Touch or Fortune on your shovels, pickaxes and hoes. Secure Efficiency, Sharpness, Unbreaking, and Mending for your axe. Clerics are a good source of Ender Pearls or Bottles o' Enchanting.
With the advanced gear, head to the Nether. Locate Nether Wart, Blaze Rods and Ancient Debris. Nether Wart and Blaze Rods can be found in a Nether Fortress. (Nether Wart can also be found on Bastion Remnants' "Housing Units" substructures). These two resources will be used for potion brewing. Get Ancient Debris on the way back to the portal. There are 2 ways to get the debris without using TNT: simply strip-mining at y=15 or using beds at y=15.
Back at the camp, start brewing potions to prepare for a fight. The most important potions in PvP combat are Strength II, Swiftness II, and Fire Resistance (8:00 minutes). However, you need to secure at least a few Totems of Undying. Either raid a Woodland Mansion or start a Raid at the village or another nearby. Starting a Raid is much easier than raiding a mansion due to the fact that mansions are the rarest structure in the game. Kill an Evoker to receive totem(s). You cannot get totems on Easy mode, you can only get 1 on Normal mode, but you can get at least 4 totems on Hard mode. Once totems are acquired, you're PvP ready!
Without using a village
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). Once above the nether roof, break the piece of bedrock you teleported from using a glitched exploit (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
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
- ↑ 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.