ECEnchantCalcCalculator

Best Mace Enchantments & Optimal Anvil Order

The mace (added in 1.21) is a smash-attack weapon whose damage scales with fall distance, and it has two exclusive enchantments built around that mechanic: Density (more damage per block fallen) and Breach (ignore armor). Wind Burst launches you back up after a smash. Use the calculator above with Mace pre-selected.

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Books are assumed to be max level, with zero prior work. Solver runs locally in your browser.

Recommended Mace Enchantments

Density V

More smash damage per block fallen - the mace's core damage enchantment. (Density, Breach, Smite and Bane are mutually exclusive.)

Breach IV

Alternative to Density: reduces the target's armor effectiveness on hit - great vs armored mobs.

Wind Burst III

Launches you upward after a smash attack - chains smashes and softens landing.

Unbreaking III

Durability lasts about 3x longer.

Mending I

XP repairs the mace - important since maces need a heavy core and are costly to replace.

Fire Aspect II

Optional: extra fire damage on hit - a familiar sword-style extra.

FAQ

What are the best mace enchantments?
Density V (or Breach IV), Wind Burst III, Unbreaking III and Mending. Density, Breach, Smite and Bane of Arthropods are mutually exclusive.
Density or Breach on a mace?
Density V for raw smash damage (scales with fall distance); Breach IV to ignore up to 60% of the target's armor. Pick based on whether you fight unarmored or armored mobs.
What does Wind Burst do?
After a smash attack, Wind Burst launches you back into the air, letting you chain consecutive smashes and negate most fall damage.
How do I get a mace in Minecraft?
Craft it with a heavy core (from ominous vaults in trial chambers) plus a breeze rod - then enchant it carefully, because the heavy core is rare.
What are the max enchantment levels on a mace?
Density V, Breach IV, Wind Burst III, Smite V, Bane of Arthropods V, Fire Aspect II, Unbreaking III and Mending I. A maxed vanilla mace runs Density V + Wind Burst III + Unbreaking III + Mending - the others are alternatives or situational extras.
Why is enchanting a mace so expensive?
The mace is not craftable - it needs a heavy core from an ominous vault - so a wasted anvil order means another trip to the trial chambers. Its books are also heavy, and a bad order stacks prior work penalties fast. Merge the books with each other first, then apply to a fresh mace in a single pass; the calculator plans that exact tree.

The maxed-out god mace: the full vanilla set

A maxed-out mace in vanilla Minecraft (added in 1.21, unchanged since) is four enchantments: Density V, Wind Burst III, Unbreaking III and Mending. That is the whole god set - there is no fifth must-have slot. The rest of the mace pool is made of alternatives, not additions: Breach IV instead of Density V, Smite V or Bane of Arthropods for undead or arthropod builds, and Fire Aspect II as an optional extra. Because Density, Breach, Smite and Bane of Arthropods are mutually exclusive, a mace carries exactly one damage enchantment - and it has no Sharpness, no Looting and no Efficiency to squeeze in, so four books genuinely max it. Tick the set in the calculator above (Mace pre-selected) to get the exact anvil order and total level cost.

Density V vs Breach IV vs Smite V: the damage slot

  • Density V is the default: it scales smash damage with fall distance, so it rewards exactly what the mace is built for - hitting things from higher up.
  • Breach IV is the anti-armor pick: each level makes the target's armor less effective (Breach IV ignores up to 60% of armor), which wins against armored mobs and players.
  • Smite V is the undead specialist: a Smite V smash two-shots most undead mobs. Bane of Arthropods works the same way against spiders and silverfish.
  • All four are mutually exclusive - one damage enchantment per mace. Wind Burst, Fire Aspect, Unbreaking and Mending stack with any of them.

Mace enchantment order: the anvil math

The mace punishes a bad anvil order more than most items, because you cannot easily replace it: heavy cores only come from ominous vaults in trial chambers. The rules are the same as for any god item - never apply books to the mace one at a time. Every anvil use doubles the mace's prior work penalty (1, 3, 7, 15, 31...), and the mace's books are heavy, so the enchantment costs stack on top. Merge the books with each other first to build one combined book, then apply it to a fresh mace in a single pass - that keeps the mace's penalty at one use and the total comfortably under the 39-level 'Too Expensive' cap. If you also want Fire Aspect II, bundle it into the book tree rather than adding it later. The calculator solves the cheapest tree for whichever set you tick.

How to get the mace and its books

  • The mace itself: heavy core (ominous vaults in trial chambers, opened with ominous trial keys) + breeze rod (dropped by the breeze) - it is not craftable any other way.
  • Density V, Breach IV, Smite V, Bane of Arthropods V: enchanting table, librarian villagers and trial-chamber loot chests.
  • Wind Burst III: ominous vault loot only - it never appears at the enchanting table and cannot be bought from villagers, making it the rarest book in the set.
  • Unbreaking III and Mending: standard librarian trades (Mending is a treasure enchantment - reroll a librarian's lectern for it).
  • Fire Aspect II: enchanting table or librarian villagers.

More enchantment guides