Curses+
Vanilla Minecraft has two curses. This mod adds 47 more. Every kind of gear can now carry a curse: weapons, armor, tools, bows, crossbows, tridents, maces, shields, fishing rods and elytra. Most of them are the mirror image of a vanilla enchantment, so a cursed item might hit softer, wear out faster, or turn against you in ways a normal enchantment never would.
Curses vs. Enchantments
Most curses work directly against the enchantment they invert. Dullness reduces attack damage by the same amount Sharpness adds, so a sword with Sharpness V and Dullness V hits about like an unenchanted one. Brittle fights Unbreaking, Scarcity fights Looting, Brittle Bones fights Feather Falling, and so on. A cursed item isn’t automatically junk. It depends on what else is on it.
Like vanilla curses, these are never offered at the enchanting table. You’ll find them on gear and books in loot chests and in librarian trades, and a grindstone won’t remove them.
The Anvil Discount
Curses come with an upside. When you combine an item with an enchanted book that carries curses, the anvil’s XP cost drops. Every level of a curse that will actually go onto the item takes 3 levels off the price, up to 75% off, and the cost never drops below 1. The discount is applied before the “Too Expensive!” check, so a cursed book can make a combination possible that otherwise couldn’t be done at all.
Books that carry only curses also don’t raise the item’s prior work penalty, so adding curses won’t make future anvil work more expensive.
The Curses
Universal (anything with durability)
Brittle (I–III): the item loses extra durability whenever it’s damaged. Cancels out Unbreaking.
Draining (I): while the item is damaged, it repairs itself by draining your health. It stops at 2 hearts, so it can’t kill you by itself.
Weapons
Dullness (I–V): reduces attack damage. Cancels out Sharpness.
Heavy Swing (I–III): reduces attack speed.
Recoil (I–II): striking an enemy knocks you backwards.
Blunt Edge (I–III): weakens sweeping attacks and can stop them from happening at all. Cancels out Sweeping Edge.
Death Coil (I–V): less damage to undead. Cancels out Smite.
Arachnophobia (I–V): less damage to arthropods. Cancels out Bane of Arthropods.
Glancing Blows (I–III): hits have a chance to glance off for half damage.
Scarcity (I–III): mobs you kill drop less loot. Cancels out Looting.
Armor
Vulnerability (I–IV): more damage from all sources. Cancels out Protection.
Flammability (I–IV): more fire damage and longer burning, and fire hits set you alight. Cancels out Fire Protection.
Thin (I–IV): more damage from projectiles. Cancels out Projectile Protection.
Volatility (I–IV): more damage from explosions. Cancels out Blast Protection.
Featherweight (I–III): more knockback from attacks, explosions and wind.
Corrosive Armor (I–III): taking damage wears down the armor pieces next to this one.
Drowning (helmet, I–III): you run out of air faster. Cancels out Respiration.
Waterlogged (helmet, I): mining underwater is twice as slow. Fights Aqua Affinity.
Lumbering (leggings, I–III): slower sneaking. Fights Swift Sneak.
The Anchor (boots, I–III): you’re slightly slower everywhere and fall faster.
Sinking (boots, I–III): slower movement in water. Cancels out Depth Strider.
Brittle Bones (boots, I–IV): more fall damage. Cancels out Feather Falling.
Soul Snare (boots, I–III): soul sand and soul soil slow you down much more and wear down your boots.
Elytra
Stalling (I–III): you lose speed faster while gliding, so rockets carry you less far.
Tools
Toil (I–III): slower mining on every block. Cancels out Efficiency.
Shattering (I): glass, ice, spawners and other delicate blocks shatter without dropping anything, even with Silk Touch.
Misfortune (I–III): fewer drops from ores and crops. Cancels out Fortune.
Bows and Crossbows
Soft (bows, I–II): arrows knock targets back less. Cancels out Punch.
Drag (I–III): arrows fly slower and deal less damage.
Strain (I–III): bows take longer to draw and crossbows take longer to load. Cancels out Quick Charge.
Waste (I–II): each shot uses extra arrows.
Dissipation (I): arrows put out fires and deal less damage to burning targets. Cancels out Flame.
Misfire (I–III): shots sometimes veer off in a random direction.
Tridents
Hydrophobia (I): the trident can’t be thrown or used for Riptide while you’re in water or rain.
Aquatic Drag (I–V): less damage to aquatic mobs and anything standing in water. Cancels out Impaling.
Static (I): during a thunderstorm, a thrown trident that hits a target calls lightning down on you.
The Rebound (I–III): a trident returning with Loyalty hurts you when it arrives.
The Backlash (I–III): throwing the trident hurts you.
Maces
Cushioning (I–III): smash attacks gain much less damage from falling. Cancels out Density.
Heavy Impact (I–II): dampens the launch from Wind Burst and from your own wind charges. Cancels out Wind Burst.
Dull Edge (I–III): the target’s armor protects better against your hits. Cancels out Breach.
Shields
Instability (I–III): blocking an attack has a chance to disable the shield.
Deflection Failure (I–III): part of every blocked hit still gets through to you.
Weight (I–III): greatly slows you while the shield is raised.
Fishing Rods
Snagging (I–III): longer wait for a bite. Cancels out Lure.
Tangled Line (I–III): more junk and less treasure. Cancels out Luck of the Sea.
Snap (I–III): reeling in costs extra durability, and the line can snap and lose the catch.
Configuration
The anvil discount can be adjusted in the config file or in-game under Mods → CodeBadger: Curses+ → Config. You can turn the discount off, change how many levels each curse level removes, set the maximum discount, and choose whether cursed gear, not just cursed books, also counts toward the discount.
Compatibility
Every curse in this mod is a standard data-driven enchantment, so other mods that read or display enchantments should see them like any vanilla curse. If you hit a conflict, please report it.
Additional Mod Recommendations
Curses+ was made to pair with CodeBadger: Hidden Enchants. In Hidden Enchants, hidden curses with multiple levels act one level higher until they’re revealed. Vanilla curses only have one level, but most of the curses in this mod have several, so a hidden Dullness III or Vulnerability II hits harder than its real level until you reveal it at the Runescribers Altar. Together the two mods make every piece of loot a real gamble.
Curses+ works fine on its own and doesn’t require Hidden Enchants.

