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Items, enchants & XP

Giving items

Command Effect
give @s diamond 64 a stack of diamonds
give Alice netherite_sword count defaults to 1
give @a golden_apple 8 8 to every player
clear Alice empty entire inventory
clear @s dirt remove all dirt only

Pre-enchanted gear uses the component syntax (1.20.5+):

give @s diamond_sword[enchantments={sharpness:5,unbreaking:3}]

For ≤ 1.20.4 use NBT instead:

give @s diamond_sword{Enchantments:[{id:sharpness,lvl:5}]}

1.21.0 – 1.21.4

The flattened enchantments={sharpness:5} form is 1.21.5+; earlier 1.21 releases use enchantments={levels:{sharpness:5}}.

Useful items

Item IDs worth knowing for give — gear sets combine a material prefix (netherite_, diamond_, iron_, golden_, stone_, wooden_, plus leather_/chainmail_ for armor) with the piece:

Category Items
Gear sets sword pickaxe axe shovel hoe · helmet chestplate leggings boots
Ranged bow · crossbow · arrow 64 · trident · mace
Survival shield · totem_of_undying · golden_apple · enchanted_golden_apple · cooked_beef 64 · golden_carrot 64
Mobility elytra · firework_rocket 64 · ender_pearl 16 · saddle
Utility water_bucket · lava_bucket · flint_and_steel · torch 64 · name_tag · lead · compass · recovery_compass · spyglass · experience_bottle 64
Storage shulker_box · ender_chest · bundle

God gear

Fully-enchanted kit, one command per piece (component syntax):

give @s netherite_sword[enchantments={sharpness:5,looting:3,sweeping_edge:3,fire_aspect:2,unbreaking:3,mending:1}]
give @s netherite_pickaxe[enchantments={efficiency:5,fortune:3,unbreaking:3,mending:1}]
give @s netherite_axe[enchantments={efficiency:5,sharpness:5,unbreaking:3,mending:1}]
give @s netherite_helmet[enchantments={protection:4,respiration:3,aqua_affinity:1,unbreaking:3,mending:1}]
give @s netherite_chestplate[enchantments={protection:4,unbreaking:3,mending:1}]
give @s netherite_leggings[enchantments={protection:4,unbreaking:3,mending:1}]
give @s netherite_boots[enchantments={protection:4,feather_falling:4,depth_strider:3,unbreaking:3,mending:1}]
give @s bow[enchantments={power:5,infinity:1,unbreaking:3}]
give @s trident[enchantments={loyalty:3,channeling:1,impaling:5,unbreaking:3,mending:1}]
give @s elytra[enchantments={unbreaking:3,mending:1}]
  • Swap fortune:3 for silk_touch:1 on a second pickaxe.
  • Mending + Infinity don't combine on bows — pick one.
  • Mace enchants: density:5 or breach:4 (exclusive), plus wind_burst:3.
  • Diamond instead of netherite? Just swap the netherite_ prefix for diamond_ — the enchantments are identical. Diamond is the early/mid-game pick (no ancient-debris grind); netherite is actually more durable (e.g. 2031 vs 1561 uses on tools) and survives lava — but with Unbreaking III + Mending, both effectively never wear out.

Enchanting & effects

Command Effect
enchant @s sharpness 5 enchant held item
effect give @s speed 120 2 seconds, amplifier (= level 3)
effect give @s night_vision infinite permanent until cleared
effect clear @s remove all effects
  • enchant respects normal enchantment limits (level caps, item compatibility) — for over-the-top gear use give with components.
  • Effect amplifier is zero-based: amplifier 2 = level III.

Experience

Command Effect
xp add @s 30 levels also: points
xp set Alice 0 points zero out partial bar
xp query @s levels check current level