| What can be enchanted | An item that has an enchantability value (see the table) and no enchantments yet. A Book becomes an Enchanted Book. |
| Bookshelf spots | 32 spots count: the ring of blocks exactly 2 blocks away from the table (the outer edge of a 5 by 5 square with the table in the middle), on the table's own layer and on the layer above. |
| Which blocks count | Only the Bookshelf. |
| The gap | The block halfway between a Bookshelf and the table (one block inward, diagonally inward for a corner spot) must be one of: Air, Water, Lava, Short Grass, Fern, Dead Bush, Bush, Red Shrub, Short Dry Grass, Tall Dry Grass, Seagrass, Tall Seagrass, Fire, Soul Fire, Snow, Vines, Glow Lichen, Resin Clump, Light, Tall Grass, Large Fern, Structure Void, Bubble Column, Warped Roots, Nether Sprouts, Crimson Roots, Leaf Litter, Hanging Roots. Air includes Cave Air and Void Air. |
| Bookshelf limit | Up to 32 Bookshelves can stand in valid spots, but at most 15 are counted. |
| Base number | For each slot the game rolls a base number: 1 to 8, plus half the Bookshelf count rounded down, plus 0 to the Bookshelf count. Each slot rolls its own base number. |
| Top slot level | One third of the base number, rounded down, but at least 1. |
| Middle slot level | Two thirds of the base number, rounded down, plus 1. If this is below 2 the slot stays empty. |
| Bottom slot level | The base number or twice the Bookshelf count, whichever is higher. If this is below 3 the slot stays empty. |
| Cost of each slot | Top slot: 1 Lapis Lazuli and 1 level. Middle slot: 2 Lapis Lazuli and 2 levels. Bottom slot: 3 Lapis Lazuli and 3 levels. |
| Level needed | The player needs at least the level shown on the slot, but only 1, 2 or 3 levels are taken. Players in Creative mode need no Lapis Lazuli and no levels. |
| Same offers | Each player has a stored enchanting number. It changes only when that player enchants at a table, so taking an item out and putting it back shows the same offers and gives the same enchantments. |
| Modified level | The slot level is raised by 1, plus two separate rolls of 0 to a quarter of the item's enchantability (rounded down). The result is then changed by a random amount of up to 15% up or down (small changes are most likely), rounded, and is at least 1. |
| Which enchantments can appear | Only enchantments that are not treasure enchantments: on an item, only those meant for that item; on a Book, all of them. Never offered: Curse of Binding, Curse of Vanishing, Frost Walker, Mending, Soul Speed, Swift Sneak, Wind Burst. |
| Level of each enchantment | For each possible enchantment the game takes the highest level whose range in the last table contains the modified level. If no range contains it, that enchantment cannot appear. |
| First enchantment | One enchantment is picked from the possible ones at random by weight: an enchantment with weight 10 is 10 times as likely as one with weight 1. |
| Extra enchantments | After each pick there is a chance of (modified level + 1) in 50 to add another. Enchantments that conflict with the last pick are removed from the choices first, and the modified level is halved (rounded down) after each extra pick. |
| Books | If a Book would get more than one enchantment, one of them is removed at random. |
| The hint | Hovering over a slot shows one enchantment and its level followed by ". . . ?". It is always one of the enchantments that slot gives, picked at random from them. |