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Adds over 20 enchantments: Hammer (3×3 mining), Vein Miner, Smelting Touch, Wisdom, Double Jump, Lava Walker, Frostbite, Lifesteal, Tree Decapitator, Bulwark, Second Wind, Adrenaline, and more.
MCPEDL

MCPEDL

Description

Adds over 20 enchantments: Hammer (3×3 mining), Vein Miner, Smelting Touch, Wisdom, Double Jump, Lava Walker, Frostbite, Lifesteal, Tree Decapitator, Bulwark, Second Wind, Adrenaline, and more.

New enchantmenting table

Recipe

Hold the item you want to enchant in your hand and right-click (Use button).
The available enchantments will vary depending on the item type.

 

What is “Transfer”?
It allows you to transfer an enchantment from one item to another (for example, moving Wisdom from your old pickaxe to a new one), respecting the addon's compatibility and maximum levels.
How to use it (step by step)
1. Open the addon's enchantment table (Use button).
2. Go to the Transfer tab.
3. Choose the “destination” item (the one that will receive the enchantment).
4. The panel will show transferable enchantments. Incompatible ones will appear disabled with the reason.
5. Check the cost (XP and lapis lazuli) and click Confirm.
Rules and limits
•    Only enchantments compatible with the target item type can be transferred.
•    If the target already has that enchantment, it is combined/upgraded to the level cap defined by the addon.
•    Conflicts (e.g., two enchantments that cannot coexist) prevent the transfer until they are resolved.
•    The maximum levels of the addon are not exceeded.
•    The durability and name of your items do not change when transferred.
Costs
•    The price in XP/Lapis depends on the level of the enchantment and how many you are transferring.
•    It is only deducted upon confirmation.

 

Enchantments

Armor

 

Armor enchantments: how do they work?
Pieces and levels

Most armor enchantments can be applied to four pieces: helmet, chestplate, pants, and boots.

Each piece has its own level (e.g., Helmet III, Boots I). You can mix levels.

Power sum (general rule)

The add-on combines what you are wearing: it counts how many pieces have the enchantment and their levels.

Think of power as a percentage between 0% and 100%:

Mental formula: Power ≈ (sum of levels) / (max. level per piece × 4).

If the max level per piece is III:

1×III ≈ 25%

2×III ≈ 50%

3×III ≈ 75%

4×III = 100%

Mixes also add up: Helmet III + Boots I = 4/12 ≈ 33%.

How does this “power” affect things?

It depends on the enchantment, but it usually scales one or more of these things:

Potency (damage reduction, healing, resistance, etc.).

Duration of effects.

Probability of activation.

Range/radius.

Thresholds and activation

Some enchantments require a minimum number of pieces or power to activate (e.g., 2 pieces for the “medium” version, 4 pieces for the “maximum” version).

Others always work, but improve with more pieces/level.


Level difference between pieces


They are not replaced: they accumulate. A high level in one piece and a low level in another do add to the total.


The overall level cap of the enchantment is never exceeded.
Cooldowns and balance


Many effects use cooldowns to prevent abuse.


More power can reduce cooldown, increase duration, or raise probability (depending on the enchantment).

 

Magnetism

Magnetism

Pulls nearby dropped items toward you, streamlining collection while exploring or mining. Each equipped armor piece enhances both range and pulling strength. Crouching (sneak) temporarily disables the effect.

Applies to: Armor (all pieces)
Mechanics:

  • Active when not sneaking and wearing at least one Magnetism-enchanted armor piece.
  • Every tick interval, searches for dropped items within range and applies a small directional impulse toward the player.
  • The attraction strength and detection radius scale with the number of enchanted pieces equipped.
  • Items within close range are ignored to prevent excessive jitter.
  • Automatically limits the number of items processed per tick for performance efficiency.

Formula:

  • Base Radius: 4 blocks
  • +2 blocks per equipped piece (max ≈12)
  • Base Pull: 0.06
  • +0.02 per piece, with distance falloff (up to 0.12 maximum pull)

Levels:

  • Single functional level. Effect scales dynamically with the number of enchanted armor pieces equipped.

 

Adrenaline (Armor)

 Adrenaline

When taking damage, grants Speed for a few seconds. Duration, amplifier, and cooldown scale with the number of equipped pieces, total enchantment level, and damage intensity.

Applies to: Armor (all pieces)
Mechanics:

  • Triggers on incoming damage, applying Speed for a short duration.
  • Maximum of 3 activations per 12 seconds (internal limit).
  • Dynamic cooldown between 4 and 18 seconds, scaling with your armor “score” and slightly increasing for stronger hits (up to +20% of base CD).
  • At higher total levels, Speed may apply with an amplifier.

Levels:

  • Base duration: 3 s + number of equipped pieces + tier bonus from total score (typical thresholds: 3 / 7 / 12 sum).
  • Speed amplifier is unlocked in the highest tier. Scales with armor pieces (1–4) and per-piece level (up to III).

 

 

 

 

 

Aether Step

Aether Step

Reduces fall damage by converting a portion of the damage into healing and granting Slow Falling for a short time.

Applies to: Boots
Mechanics:

  • Activates only from fall damage.
  • Converts ≈12%–60% of fall damage into healing (scales with armor/boots score).
  • Grants Slow Falling for ≈0.75–3.5 seconds (scales with level and score).
  • Global cooldown: ≈1.5 seconds.

Levels:

  • Up to IV. Each level increases healing ratio and Slow Falling duration according to total armor normalization/score.

 

Bulwark

Bulwark

Upon taking damage, instantly converts a portion of the damage into healing and grants short Resistance. Reduced effect against projectiles or environmental damage, with internal limits to prevent abuse.

Applies to: Armor (all pieces)
Mechanics:

  • Heals ≈6%–24% of the incoming damage (≈85% efficiency vs projectiles, ≈50% vs environmental).
  • Applies a minimum healing value if the hit was ≥2 hearts (≈1.0 heart, ≈0.7 with 3+ pieces).
  • PvP window cap: can’t heal more than ≈12% of max HP within ≈2 s; PvE cap ≈20% within the same period.
  • Grants Resistance for 16–22 ticks + 6 ticks per piece (longer vs direct hits). Resistance amplifier = pieces − 1 (max II).
  • Applies a small knockback to the attacker on melee hits.

Levels:

  • Scales with equipped pieces (1–4) and per-piece level (up to III). Increases healing ratio, Resistance duration, and minimum recovery per piece.

 

Second Wind

Second Wind

Activates an emergency recovery when taking heavy damage and your post-hit health drops below a dynamic threshold. Grants instant healing and temporary survival effects based on how many armor pieces and enchantment levels you have equipped.

Applies to: Armor (all pieces)
Mechanics:

  • Evaluated on every incoming hit. Requires the hit to deal at least 2–5 hearts of raw damage depending on armor pieces and level.
  • Triggers when post-hit health falls below a threshold that scales with equipped pieces and average level (≈12%–38% of max health).
  • Effects on activation (scale with your total armor “score”): instant healing (up to ≈2 hearts), Regeneration (≈3–10 s, possibly with amplifier), Absorption (≈5–14 s, possibly with amplifier), and Resistance (up to ≈4 s).
  • Cooldown between ≈18 and 55 seconds, decreasing with higher armor coverage and level.

Levels:

  • Scales with the number of equipped pieces (1–4) and per-piece level (up to III). More pieces and higher levels improve the activation threshold, recovery effects, and cooldown reduction.

 

Miner Helmet (Helmet)

Miner Helmet

Automatically provides dynamic lighting by placing an invisible light block near the player’s head, adjusting brightness level with enchantment tier and removing old light sources when moving.

Applies to: Helmet
Mechanics:

  • Spawns and updates an invisible light block at head height whenever the player moves, removing the previous one to prevent buildup.
  • Periodically cleans residual lights in a small area around the player.
  • Disabled in Creative/Spectator mode (configurable).
  • Light level is slightly reduced underwater.
  • Properly cleans up light sources when switching dimensions.

Levels:

  • I: Light level ≈12.
  • II: Light level ≈14.
  • III: Light level ≈15 (maximum Minecraft brightness).

 

Double Jump (Boots)

Double Jump

Allows a second jump mid-air by pressing jump twice within a short window, giving vertical and forward boost.

Applies to: Boots
Mechanics:

  • Detects double-tap jump within ≈0.7 s; if airborne and charged, performs a second jump.
  • Vertical boost ≈0.66, forward boost ≈0.38; limits max vertical velocity to avoid stacking.
  • Cooldown between jumps: ≈1.0 s.
  • Refreshes when landing on the ground.

Levels:

  • Designed as a single functional level. Variants can adjust timing or window behavior via configuration.

 

 

Lava Walker (Boots)

Lava Walker

Creates a temporary solid path over lava while walking, which reverts back after a few seconds. The block type depends on the dimension.

Applies to: Boots
Mechanics:

  • Works only while moving on the ground.
  • Spawns solid blocks over lava beneath the player if the upper block is air.
  • Each placed block reverts to lava after a few seconds, with slight random offset for natural timing.
  • Block type by dimension: Overworld → Cobblestone; Nether → Basalt; End → End Stone.

Levels:

  • I: Radius ≈3; block lasts ≈3 s.
  • II: Radius ≈4; block lasts ≈4 s.
  • III: Radius ≈5; block lasts ≈5 s.

 

Decapitator (Axe)

Decapitator

Automatically fells entire trees, removing both logs and leaves in a single action.
Efficient for large-scale wood gathering and clearing forests.

Applies to: Axes
Mechanics:

  • When breaking a log with an axe, it detects all connected logs of the same tree family (oak, birch, spruce, jungle, acacia, mangrove, etc.).
  • Breaks every connected log in a 3D search pattern, respecting a maximum count per level.
  • Once the trunk is cleared, removes surrounding natural leaves within the canopy area to simulate full tree felling.
  • Includes support for giant trees (dark oak, jungle, mangrove) and nether variants (crimson, warped).
  • Prevents breaking while using non-axe tools.
  • Plays proper breaking sounds and generates saplings based on tree type and fortune level.
  • Sneaking disables the effect.

Levels:

  • Level I: Breaks up to 64 connected logs and a small leaf radius.
  • Level II: Breaks up to 128 connected logs and a moderate leaf radius.
  • Level III: Breaks up to 192 connected logs and performs complete canopy clearing with wide leaf coverage.

Tool Durability:
Consumes 1 durability per block broken.

 

Cultivator (Hoe)

Cultivator

Automatically tills multiple blocks of soil into farmland when using the hoe.
Ideal for preparing large crop fields quickly.

Applies to: Hoes
Mechanics:

  • When used on dirt, grass, coarse dirt, or similar blocks, it converts them into farmland.
  • Affects an area around the clicked block depending on enchantment level.
  • Only activates if the block above is air or replaceable (grass, tallgrass, snow layer, etc.).
  • Works both when using the hoe directly on a block or when using it in hand while looking at a block within range.

Levels:

  • Level I: Tills a 3×3 area (radius 1).
  • Level II: Tills a 5×5 area (radius 2).

Tool Durability:
Consumes 1 durability per block converted.

 

Green Thumb

Green Thumb

Automatically replants harvested crops and can harvest additional nearby mature plants depending on the enchantment level.
Allows large-scale crop maintenance with minimal effort.

Applies to: Hoes
Mechanics:

  • Triggers when breaking a mature crop (wheat, carrots, potatoes, beetroot, etc.).
  • Replants the crop automatically if the player has seeds in inventory.
  • Higher levels extend the harvest radius.
  • Works with Harvest Chain to replant automatically after chain harvesting.
  • Sneaking disables the effect.

Levels:

  • Level I: Harvests and replants the clicked crop only.
  • Level II: Harvests a 3×3 area of mature crops and replants each if seeds are available.
  • Level III: Harvests a 5×5 area and automatically replants all valid crops.

Tool Durability:
Consumes 1 durability per harvested crop.

 

Harvest Chain

Harvest Chain

Automatically harvests all connected mature crops of the same type in a chain reaction.
Designed for large farm automation.

Applies to: Hoes
Mechanics:

  • When breaking a mature crop, automatically searches nearby for connected mature crops of the same kind.
  • Continues harvesting in all directions within a range limit per level.
  • Uses block adjacency rather than radius, allowing harvest of irregular-shaped farms.
  • Sneaking disables the effect.
  • Works with Green Thumb to automatically replant harvested crops.

Levels:

  • Level I: Chains up to 16 connected crops.
  • Level II: Chains up to 32 connected crops.
  • Level III: Chains up to 64 connected crops.

Tool Durability:
Consumes 1 durability per harvested crop.

 

Hammer

Hammer

Expands mining to a large cubic area in front of the player, breaking multiple blocks per swing.
Designed for large-scale excavation and tunnel creation.

Applies to: Pickaxes
Mechanics:

  • Digs a rectangular area depending on enchantment level and direction faced.
  • Excludes ore blocks automatically to prevent accidental loss of resources (they can be mined later with Vein Miner).
  • Sneaking disables the effect.
  • Uses realistic block-facing detection to shape the area.

Levels:

  • Level I: Mines a 3×3×1 area (single layer).
  • Level II: Mines a 3×3×2 area (two layers deep).

Tool Durability:
Consumes normal durability per block broken.

 

Smelting Touch

Smelting Touch

Automatically smelts ores when mined, dropping their refined items instead of the raw form.
For example, iron ore drops iron ingots instead of raw iron.

Applies to: Pickaxes
Mechanics:

  • Converts ore drops into their smelted equivalents immediately.
  • Incompatible with Silk Touch (if present, Silk Touch takes priority).
  • Works with block-breaking effects such as Vein Miner or Hammer.
  • Plays the correct break sound and replaces the block with air.
  • Does not grant additional experience (balances gameplay).

Levels:
Single-level enchantment (no scaling).

Tool Durability:
Consumes 1 durability per affected block.

 

Vein Miner

Vein Miner

Automatically mines all connected ore blocks of the same type when breaking one of them.
Ideal for fast ore collection without missing hidden veins.

Applies to: Pickaxes
Mechanics:

  • Detects connected ore blocks of the same type (iron, gold, diamond, etc.).
  • Breaks all connected ores up to a limit based on enchantment level.
  • Sneaking (crouching) disables the effect.
  • Works with any smelting or XP enchantments present on the tool.
  • Only affects natural ore blocks, not stone or deepslate alone.

Levels:

  • Level I: Breaks up to 8 connected ores.
  • Level II: Breaks up to 16 connected ores.
  • Level III: Breaks up to 24 connected ores.

Tool Durability:
Consumes normal durability for each block mined automatically.

 

Wisdom

Wisdom

Grants bonus experience when mining ore blocks.
The amount of XP increases with enchantment level.

Applies to: Pickaxes
Mechanics:

  • Triggers when breaking any ore-like block.
  • Adds a fixed amount of mining experience based on enchantment level.
  • Works with Vein Miner and Hammer; XP is applied per ore mined.
  • Does not interfere with other drop-related enchantments.

Levels:

  • Level I: Adds +2 XP per ore.
  • Level II: Adds +4 XP per ore.
  • Level III: Adds +7 XP per ore.

 

Excavator

Excavator

Excavates large soil areas in a single action, digging a wide patch of dirt-like materials in front of the player.
Perfect for landscaping and flattening terrain.

Applies to: Shovels
Mechanics:

  • Affects dirt, coarse dirt, grass blocks, rooted dirt, mud, and similar soil-like materials.
  • Breaks multiple blocks in a rectangular area based on facing direction.
  • Works both horizontally and vertically, depending on where the player looks.
  • Sneaking disables the enchantment.

Levels:

  • Level I: Breaks a 3×3 area, 1 block deep.
  • Level II: Breaks a 3×3 area, 2 blocks deep.

Tool Durability:
Consumes roughly 1 durability per 6 additional blocks broken.

 

Path Master

Path Master

Creates dirt paths over grass blocks more efficiently.
Converts a 3×3 area into grass paths when sneaking while using a shovel on grass.

Applies to: Shovels
Mechanics:

  • When using the shovel on a grass block, it creates a path as usual.
  • If the player is sneaking, it applies the path effect to all grass blocks in a 3×3 area centered around the clicked block.
  • The enchantment includes a short cooldown to prevent excessive block updates (≈0.25 seconds).
  • Plays shovel and grass flattening sounds when applying the effect.
  • Will not convert blocks if the space above is obstructed.

Levels:
Single-level enchantment (no scaling).

Tool Durability:
Consumes 1 durability for every 3 blocks converted to path.

 

Sword

 Frostbite

When you hit an enemy, there is a chance to freeze it in place by applying the Slowness effect.
While frozen, enemies move slower and receive increased melee damage. The freeze effect cannot stack but can be refreshed if re-applied before it expires.

Applies to: Swords
Mechanics:

  • Triggers on hit.
  • Applies Slowness and temporary vulnerability to melee damage.
  • The effect scales with enchantment level.
  • Has a short internal cooldown to prevent spam.

Levels:

  • Level I: 15% chance to apply Slowness II for 3 seconds.
  • Level II: 25% chance to apply Slowness III for 4 seconds.
  • Level III: 35% chance to apply Slowness IV for 5 seconds and increases received melee damage by 20%.

 

Lifesteal

Each successful hit charges a hidden blood meter. When the meter is full, you heal instantly.
The meter resets after activation or if you don’t attack for several seconds.

Applies to: Swords
Mechanics:

  • The meter fills with each melee hit.
  • The healing triggers only when the meter reaches 100%.
  • Healing bypasses natural regeneration cooldown.
  • The meter resets if you stop attacking for too long.

Levels:

  • Level I: Each hit fills 10% of the meter; full meter heals 2 HP (1 heart).
  • Level II: Fills 15% per hit; heals 3 HP (1.5 hearts).
  • Level III: Fills 20% per hit; heals 4 HP (2 hearts).

Rend

Deals a small amount of true damage that ignores part of the target’s armor.
The bonus damage is applied immediately on hit and stacks additively with the base weapon damage.

Applies to: Swords, Axes
Mechanics:

  • Adds true damage that bypasses armor reduction.
  • Damage increases linearly with enchantment level.
  • Works on all entities that can receive melee damage.

Levels:

  • Level I: +1 true damage, ignores 10% armor.
  • Level II: +2 true damage, ignores 20% armor.
  • Level III: +3 true damage, ignores 30% armor.

Shock

Applies an electrical discharge to the target, briefly stunning it and optionally chaining the damage to nearby enemies.
The chain range and number of affected mobs increase per level.

Applies to: Swords
Mechanics:

  • Has a random chance to trigger on hit.
  • Stuns the primary target and deals area chain damage.
  • Each chain hit applies a small delay between arcs.
  • The damage type counts as magic (ignores armor).

Levels:

  • Level I: 10% chance to deal bonus electrical damage to one target.
  • Level II: 20% chance to chain to one additional nearby entity within 3 blocks.
  • Level III: 30% chance to chain up to three nearby entities within 5 blocks and briefly paralyze them.

Smite Plus

Enhanced version of the vanilla Smite enchantment. Increases melee damage against undead and adds area knockback on kill.
The knockback wave can affect multiple undead within range.

Applies to: Swords, Axes
Mechanics:

  • Damage bonus only applies to undead mobs.
  • Adds physical knockback on impact at higher levels.
  • Triggered knockback has a short cooldown to avoid chaining.

Levels:

  • Level I: +3 damage vs undead.
  • Level II: +5 damage vs undead and applies minor knockback.
  • Level III: +7 damage vs undead and creates a 3-block shockwave upon killing an undead.

Bleeding

Applies a bleeding effect that causes the enemy to lose health gradually over time.
Each new strike refreshes the duration instead of stacking damage instances.

Applies to: Swords, Axes
Mechanics:

  • Deals periodic true damage every second.
  • Effect duration refreshes on re-application.
  • Bleeding ignores armor and resistance.
  • Does not affect undead or mechanical entities.

Levels:

  • Level I: 3 true damage over 3 seconds.
  • Level II: 5 true damage over 4 seconds.
  • Level III: 7 true damage over 5 seconds.

Cleave

Allows your attack to hit multiple enemies in a wide arc, distributing part of the weapon’s damage among them.
The attack automatically targets all mobs within a forward cone.

Applies to: Swords, Axes
Mechanics:

  • Affects enemies within a cone in front of the player.
  • Damage decreases slightly with each additional target.
  • Consumes normal weapon durability for each affected mob.

Levels:

  • Level I: Hits up to 2 targets, each for 60% weapon damage.
  • Level II: Hits up to 3 targets, each for 75% weapon damage.
  • Level III: Hits up to 4 targets, each for 90% weapon damage.

 

 

 

 

It is necessary to download the behavior pack and the resource pack for the addon to work correctly.

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