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Enchanments overhaul

Adds 267 new enchantments across every enchantable item — tools, weapons, armor, elytra, shields and more. Six rarity tiers, datapack-tunable, server-side friendly. Legendaries have real drawbacks; Mythic takes 50 parrots and lightning.

 


Enchantment Overhaul

267 new enchantments for Minecraft 26.2 (Chaos Cubed) on Fabric, covering every enchantable item in the game — swords, pickaxes, axes, shovels, hoes, bows, crossbows, tridents, all four armor pieces, elytra, shields, fishing rods, shears, brushes, flint & steel, and maces.

Built for survival play. Costs, weights, and rarity all follow vanilla's curves, so it slots into a normal world instead of trivializing it.

Under the hood

197 enchantments are pure data using vanilla's data-driven enchantment system — no code, fully datapack-tunable. The other 70 run on focused server-side systems: area mining, on-kill triggers, shield blocks, drop rewrites.

Server-safe and multiplayer compatible. Only Skybound's double jump uses a client hook, and clients without the mod can still join.

Requires: Fabric Loader 0.19.3+ · Fabric API 0.155.2+26.2 · Java 25+

Finding them

  • Enchanting table — every non-treasure enchantment, vanilla-style costs
  • Librarian trades — biome pools respected, so desert librarians deal in mining and archaeology, swamp librarians in fishing and tridents. Treasure books cost double.
  • Structure loot — ancient cities, trial chambers, end cities, bastions, mansions, strongholds, mineshafts, dungeons, temples, shipwrecks, ocean ruins, buried treasure, outposts, and the fishing treasure table
  • Mob equipment — naturally spawned gear can roll them

Rarity

Common → Uncommon → Rare → Epic → Legendary → Mythic

Common through Epic behave like vanilla enchantments. Epic replaces the old "very rare" band.

Legendary (gold names) never appear in the enchanting table — rarest structure loot only, or an expensive master librarian trade that about 1 in 10 masters can even offer. Anvil costs are steep, and every one of them has a real cost attached:

Enchantment Item The catch
Bloodlust Sword Fury stacks, then burns out into exhaustion
Oblivion Sword Erases dying foes — no bosses, no players, needs a pause
Godslayer Sword Only every fifth strike on a great beast
Infernal Pact Chestplate Total fire immunity; everything else hurts more
Titan's Will Chestplate Survives a killing blow, then must rest
Cataclysm Pickaxe Sneak-break to rupture the earth; long recharge
Voidwalker Boots Blink out of a midair hit; passage closes for a while
Crimson Rage Axe Savage below a third health — and it eats your hunger
Divine Fury Shield Perfect block fires a holy nova; must recharge

...plus Executioner, Phantom Strike, Soul Reaper, Eclipse, Requiem, Chaos, Doomcaller, King's Judgment, Eternal Frost, Shadow Monarch, Black Flame, Celestial Wrath, and Dragon's Wrath.

Mythic (magenta names) is one power: Nubi's Dominion, with a dedicated variant for all 18 equipment types. No drawbacks — and almost no way to get it.

Nubi's Dominion

Every variant carries an ambient particle aura while held or worn, plus a hidden challenge advancement with its own toast, jingle, XP reward, and a server-wide announcement the first time someone earns it.

The Parrot Ritual — gather fifty living parrots close together and let lightning strike one, either naturally in a thunderstorm or called down with a Channeling trident. The flock vanishes in a burst of music and light and leaves a glowing Mythic tome. Flock size and radius are configurable.

The Ender Dragon — 5% chance by default to drop an Awakened Nubi tome. Same per-item design at roughly three-quarters strength, violet-named, mutually exclusive with the true Dominion.

Trading — one master librarian in fifty will sell the Dominion itself, for a full stack of emeralds and a nether star.

Config

config/enchantment_overhaul.json — sneak suppression for area tools, vein miner and timber caps, double jump toggle, whether Disarming works on players, Last Stand cooldown, parrot ritual flock size and radius, dragon drop chance.

Design notes

  • Vanilla-first. Stock enchantment JSON format throughout. Curses are real curses.
  • No broken combos. Elemental effects exclude each other, area-mining effects exclude each other, and overlaps with vanilla lines are declared through exclusive-set tags.
  • Performance. No global entity ticking. Equipment effects use the vanilla tick component on the wearer only, with per-effect intervals. Direct component lookups, cached smelting results, and one empty packet on double jump. 

MIT licensed.

The Enchanments overhaul Team

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