Boots carry more enchantments than any other piece of armor, and they’re the piece that changes how you move. Feather Falling, Depth Strider, Frost Walker and Soul Speed don’t go on anything else, and between them they decide how you deal with a big fall, an Ocean, and a
Soul Sand Valley. There are 13 enchantments available for Boots, and some of them can’t be applied together.
Below, all 13 are ranked, with what each level actually does for you. After that you’ll find the pair most players end up wearing, a second pair built around Frost Walker, and a calculator that works out the cheapest Anvil order for both.
All 13 Boots Enchantments, Ranked
Every enchantment that fits on Boots is listed here, ranked by how much it changes the pair. Protection sits at the top, as it works against nearly everything and adds to the rest of the set, and Feather Falling comes straight after it, as armor does nothing against fall damage.
Enchantments Explained
Protection (I to IV)
Protection cuts the damage you take from nearly everything, after the armor itself has already done its part. On the Boots alone each level is worth 4% off, so Protection IV is 16%, and it adds up with the same enchantment on the other 3 pieces.
With Protection IV on all 4 you take 64% less, and the game caps the whole set at 80%. The 3 specialized types, Fire, Blast and Projectile Protection, are worth 8% per level against their own kind of damage, and none of the 4 can share a pair of Boots.
Feather Falling (I to IV)
Feather Falling is worth 12% off fall damage per level, so Feather Falling IV cuts it by 48% on its own, and it’s added to whatever Protection the whole set gives. With Protection IV on the other 3 pieces it hits the 80% cap, and a fall that would kill you from full health does 4 damage in that set, which is 2 hearts. It doesn’t conflict with anything, so there’s no reason to leave it off.
| Fall | No Feather Falling | Feather Falling IV | Feather Falling IV in a Protection IV set |
|---|---|---|---|
| 10 blocks | 7 | 3.6 | 1.4 |
| 15 blocks | 12 | 6.2 | 2.4 |
| 23 blocks | 20 | 10.4 | 4 |
| 30 blocks | 27 | 14 | 5.4 |
| 50 blocks | 47 | 24.4 | 9.4 |
Depth Strider and Frost Walker
These 2 can’t be on the same pair of Boots, so most players pick Depth Strider for the pair they wear every day. Each level makes you faster in water, and at Depth Strider III you move through the sea almost as fast as you do on land. That’s what makes Ocean Monuments and shipwreck diving bearable.
Frost Walker turns the water under your feet into Frosted Ice as you walk, in a circle around you that’s wider at level II. It also stops
Magma Blocks and lit
Campfires hurting you when you stand on them.
Soul Speed (I to III)
Soul Speed removes the slowdown from
Soul Sand, then adds speed on Soul Sand and
Soul Soil alike, so at Soul Speed III you cross a Soul Sand Valley faster than you walk on grass. The catch is that the Boots lose durability as you use it, which is why it’s normally paired with Mending.
Thorns (I to III)
Thorns gives the Boots a 15% chance per level to deal 1 to 5 damage back to whatever hit you. Each time it triggers, the Boots lose 2 extra durability, and Thorns is one of the most expensive books to combine on an Anvil, which pushes the rest of the pair towards Too Expensive. Boots already carry more books than any other piece, so Thorns is the one to leave off.
Unbreaking and Mending
A pair of
Netherite Boots has 481 durability, and every hit you take costs it some. Unbreaking does less on armor than it does on a tool, as it only skips 3 durability hits in 10 at level III rather than 3 in 4, so the Boots last about 1.4 times as long. It’s still worth having, but Mending is what keeps the pair alive, as it repairs the Boots with the experience orbs you pick up at 2 durability for every point.
The 2 curses
The Curse of Binding stops the Boots being taken off once they’re worn, until they break or you die, and the Curse of Vanishing destroys them when you die rather than dropping them. Both turn up on Boots found in loot chests, so a found pair is worth reading the tooltip on, and a
Grindstone can’t remove either.
How to Enchant Boots
The
Enchanting Table is a good start for Boots, and Netherite rolls slightly higher than Diamond. With 15 Bookshelves around the table, the level 30 slot can offer Protection IV, Depth Strider III and Unbreaking III, and more than a third of rolls give you 2 of them together. Feather Falling IV almost never shows up at level 30, but with 11 Bookshelves the bottom slot costs 22 to 24 levels and offers it about 1 time in 3.
The 3 treasure books, Mending, Soul Speed and Frost Walker, go on at an Anvil, and so does anything the table didn’t give you. Boots take more books than any other piece, so the order you combine them in matters. Enchantments survive the
Smithing Table, so a Diamond pair can be enchanted and upgraded to Netherite afterwards without losing anything.
The table column is what the level 30 slot can reach with 15 Bookshelves, and a book that says Anvil only never rolls on the Boots itself, only on a Book or a different item.
| Enchantment | Enchanting Table | Librarian | Elsewhere |
|---|---|---|---|
| Blast Protection | Yes, up to IV | Yes | Loot chests, fishing |
| Depth Strider | Yes, up to III | Yes | Loot chests, fishing |
| Feather Falling | Yes, up to IV | Yes | Loot chests, fishing |
| Fire Protection | Yes, up to IV | Yes | Loot chests, fishing |
| Projectile Protection | Yes, up to IV | Yes | Loot chests, fishing |
| Protection | Yes, up to IV | Yes | Loot chests, fishing |
| Thorns | Anvil only | Yes | Loot chests, fishing |
| Unbreaking | Yes, up to III | Yes | Loot chests, fishing |
| Curse of Binding | No | Yes | Loot chests, fishing |
| Curse of Vanishing | No | Yes | Loot chests, fishing |
| Frost Walker | No | Yes | Loot chests, fishing |
| Mending | No | Yes | Loot chests, fishing, Trial Chamber vaults |
| Soul Speed | No | No | Bastion chests, Piglin bartering |
Java or Bedrock
The numbers on this page come from Java Edition 26.2, and Bedrock Edition can behave differently.
The Best Boots Setup
The pair most players end up wearing carries Protection IV, Feather Falling IV, Depth Strider III, Soul Speed III, Unbreaking III and Mending, which is 6 books and everything Boots can hold that helps. Frost Walker is the only thing left out, as it can’t share a pair with Depth Strider, so it goes on a second pair with Protection IV, Feather Falling IV, Unbreaking III and Mending that comes out for crossing lakes.
| Boots | Enchantments | Use it for |
|---|---|---|
| Standard Boots | Protection IV, Feather Falling IV, Depth Strider III, Soul Speed III, Unbreaking III, Mending | Everything, from Ocean Monuments to the Nether |
| Frost Walker Boots | Protection IV, Feather Falling IV, Frost Walker II, Unbreaking III, Mending | Crossing lakes and rivers, walking on Magma Blocks |
Combining 6 books on an Anvil is where a lot of people hit the Too Expensive wall. Every job done on the Boots before makes the next one cost more. The trick is to pair some of the books up with each other first, rather than adding them to the Boots one at a time. The calculator below opens with the standard pair loaded and shows the cheapest order, and the second button swaps it for the Frost Walker pair.
Give commands for both pairs
On a world with cheats on, or a server where you’re an operator, these hand you each pair already built. The way enchantments are written into a command changed in 1.21.5, so pick the pair that matches your version. These first 2 are for 1.21.5 and everything after it, including the current release.
From 1.20.5 up to 1.21.4 the enchantments sit inside a levels block. Standard pair, then Frost Walker pair:
From 1.13 up to 1.20.4, items use the NBT format:
Where the Books Come From
Protection, Feather Falling, Depth Strider, Thorns and Unbreaking can all be rolled on the table as books, and a Librarian can sell any of them, so the usual
Lectern trick works for the one you’re missing. It’s the 3 treasure books that take some finding. Mending and Frost Walker come from Librarians at double the usual price, from chests in places like Dungeons, Mineshafts and Strongholds, and from fishing. Soul Speed is the odd one, as no Villager sells it, and it only comes from the Bastion Remnant chests or from bartering
Gold Ingots with Piglins.
Piglins hand over Soul Speed books now and again in exchange for Gold Ingots, and a simple bartering setup, with a Piglin in a hole and a
Hopper under it, gives about 2 Soul Speed books for every 3 stacks of Gold Ingots, at a random level from I to III. No Villager sells Soul Speed, so this is the only reliable way to get it.
Frequently Asked Questions
Protection IV, as it cuts nearly every kind of damage and adds to the rest of the set. Feather Falling IV is the best of the ones that only go on Boots, and with a Protection IV set it takes 80% off a fall, so it’s the second book to add.
Depth Strider, for the pair you wear all the time, as moving quickly through water comes up far more often than a frozen path does. Frost Walker stops
Magma Blocks hurting you, but it’s better on a spare pair kept for crossing lakes.
Yes. Feather Falling IV is worth 48% off fall damage on its own, and Protection IV on the other 3 pieces adds another 48%, which the game caps at 80%.
13 can go on Boots in total, but 7 at once. One of the 4 Protection types, one of Depth Strider or Frost Walker, then Feather Falling, Soul Speed, Thorns, Unbreaking and Mending all fit together. The 2 curses would make it 9, and nobody adds those on purpose.

