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Enchant Evolution

This mod adds one more layer on top of "maxed": take a maxed-out vanilla enchantment to the Divine Altar and permanently evolve it into one of three mutually exclusive branches, each with 3 levels.

In vanilla, an enchantment is finished the moment it hits max level. This mod adds one more layer on top of "maxed": take a maxed-out vanilla enchantment to the Divine Altar and permanently evolve it into one of three mutually exclusive branches, each with 3 levels.

  • 21 vanilla enchantments covered → 63 branches → 189 unlockable levels.
  • Evolution does not touch the vanilla maxLevel and adds no new enchantments — the only gate is "is this enchantment at max level".
  • The evolution record lives on the item's own NBT, so it travels with the item: tradeable, storable, droppable.
  • The choice is irreversible. The only way back is a respec at a smithing table (Curse-Cleansing Stone).

    Rules

    Rule Detail
    Prerequisite The item (not an enchanted book) must carry at least one maxed enchantment that has a registered evolution path
    One of three Only one branch per enchantment; a wrong pick needs a respec
    Levels Each branch goes 1 → 3, unlocked step by step
    Cost Enchant Essence 8 / 16 / 32 (configurable via essenceCosts)
    Session Right-clicking the altar opens a session; walking more than 8 blocks away, destroying the altar, or logging out ends it — right-click again
    Feedback The tooltip shows Evolution · <enchantment>: <branch> <level>; a maxed enchantment with no branch yet shows a grey "evolve it at a Divine Altar"; branches that spend charges also show how many are left

    What the mod adds

    1. Items

    Item Detail
    Enchant Essence enchant_essence The only currency for evolving. Carries the enchantment glint and is fire-resistant (it is produced by burning enchanted books, so the same flame must not eat the reward)
    Curse-Cleansing Stone divine_respec_stone The smithing-table respec material. Rare rarity, stacks to 16, glints, carries an explanatory tooltip

    Branch details

    Every number below comes from the implementation, not from the language files. The Trigger column says when a branch actually fires.

    1 Channeling

    Shared prerequisite: thunderstorms only (level.isThundering()), and only when the weapon is really thrown — never on a melee swing.

    Branch Lv1 Lv2 Lv3 Mechanic
    Thunder Might thunder_power radius 3 / 2 s 5 / 4 s 7 / 6 s On hitting an entity, shocks nearby enemies (40 × level ticks): they cannot move or attack. Electric-spark particles
    Divine Judgment divine_judgment blast power 1 2 3 Detonates on hitting an entity or a block, but once per projectile for its whole life (entity NBT ee_evo_judgment). When no entity was hit, lightning still falls at the landing spot (needs open sky). Self-damage and terrain damage are both configurable
    Thunder Pool thunder_pool 8 damage + 3 bolts 16 + 6 24 + 9 The pool strikes the impact for lightning damage (radius 2.5) and sets it alight for 4 s; extra bolts ring the spot where the sky is open

    2 Loyalty

    Branch Lv1 Lv2 Lv3 Mechanic
    Telekinesis telekinesis pickup radius 5 8 11 On the way home the weapon pulls nearby drops along with it and deposits them into the thrower's inventory on arrival (within 2.5 blocks); within 1.5 blocks they orbit the weapon instead. A non-player owner keeps them orbiting forever
    Soul Link soul_link homing radius 10 15 20 The outbound flight ignores blocks (noPhysics phase-through) and homes in on the nearest enemy in radius; turn rate capped at 30°/tick; past soulLinkMaxDistance (default 32) or after connecting, it flies back to your hand. Inside correctionRange it drops the forward cone and turns straight at the target (a second chance after overshooting). Runs on both sides (the client carries a synced level byte, SoulLinkSync)
    Boomerang boomerang return damage 50% 75% 100% Only on the trip home, hits every living thing it passes (AABB inflated by 0.8); each entity is damaged once per return leg

    3 Sharpness

    All three fire on a melee hit with the main-hand item.

    Branch Lv1 Lv2 Lv3 Mechanic
    Razor Edge razor_edge melee damage +50% +100% +150% Scales the damage directly
    Execution execution 10% 20% 30% Independent roll per hit; on success deals (current health + absorption) × 100 + 100, punching through armour and resistance
    Bloodletting bloodletting Bleeding I (1/s) II (2/s) III (3/s) Applies Bleeding for 100 ticks; magic damage every 20 ticks, ignoring armour

    4 Power

    Branch Lv1 Lv2 Lv3 Mechanic
    Mighty mighty full draw in 14 ticks (0.7 s) 8 ticks (0.4 s) 2 ticks (0.1 s) Scales the charge on ArrowLooseEvent, so a partial draw is compressed by the same ratio
    Divine Power divine_power launch speed +50% +100% +150% Scales the velocity vector at spawn (vanilla ballistics and spread preserved); damage follows from speed
    Marrow Piercer marrow_piercer Bleeding I II III On an arrow hit, applies Bleeding for 100 ticks (replaces rather than stacks)

    5 Protection

    All three are worn effects: the strongest of the four armour pieces wins, they never stack.

    Branch Lv1 Lv2 Lv3 Mechanic
    Hymn of Vitality vitality_hymn max health +10 +20 +30 A transient modifier with a fixed UUID on MAX_HEALTH; recomputed on equipment change, login, respawn and dimension change (removed first, then re-added, so it can never accumulate)
    Dauntless dauntless damage taken -10% -20% -30% Scales incoming damage (cap 80%)
    Tenacity tenacity knockback -25% -50% -75% Scales knockback strength; never reaches zero

    6 Fire Aspect

    Branch Lv1 Lv2 Lv3 Mechanic
    Flame flame +2 vs burning targets +4 +6 Flat bonus when the target is already on fire
    Scorch scorch burns 6 s 12 s 18 s Lengthens the burn
    Flame Lord flame_lord ignite radius 3 4.5 6 Every melee hit sets nearby enemies alight for 6 s. No damage, no cooldown

    7 Unbreaking

    Branch Lv1 Lv2 Lv3 Mechanic
    Eternal eternal 84% no durability loss 93% 100% On success the whole hurtAndBreak call is cancelled
    Repayment repayment 32 essence on breaking 48 64 Fires before the stack is shrunk, so the NBT is still readable; overflow drops on the ground
    Affection affection 0.5 health per durability point 1.0 1.5 Does not cancel the durability loss — it only heals

    8 Thorns

    Fires when the wearer is hit (broadcast; strongest piece wins).

    Branch Lv1 Lv2 Lv3 Mechanic
    Blood Siphon blood_siphon heal 2 on being hit 4 6 Unconditional
    Painful Lament painful_lament radius 3 5 7 Deals exactly the damage you just took to every living thing in range as thorns damage
    Self-Preservation self_preservation 10% frightened (radius 8) 20% (10) 30% (12) Fear for 200 ticks (10 s). Whoever landed the blow is always counted and frightened first; the rest are picked at random

    9 Feather Falling

    Branch Lv1 Lv2 Lv3 Mechanic
    Barren Descent crater fall damage immune · blast radius 2 3.5 5 Landing damage is zeroed; a fall of 3+ blocks deals blast damage equal to the fall distance to everything nearby. It borrows the explosion damage type without actually detonating: no block damage, no crater, armour and blast protection still apply
    Mountaineer mountaineer jump height +1 +2 +3 Solved from height, so it still reads as "one block per level" even when stacked with Jump Boost. Every level ignores falls of up to 7 blocks
    Hover hover hover 3 s 6 s 9 s Hold sneak in mid-air to switch gravity off and lock the starting height while still moving sideways; releasing or running out resumes the fall at the interrupted speed. Sneak must be released before it can re-arm

    10 Silk Touch

    Branch Lv1 Lv2 Lv3 Mechanic
    Perfect Preservation perfect_preserve 50% NBT kept 75% 87.5% One independent roll per level; the block entity data is attached to the drop as BlockEntityTag (chest contents, spawner mob, hive bees…). On success the original container is cleared so nothing spills twice
    Sincerity sincerity 10% 20% 30% Mining yields one extra Enchant Essence
    Block Duplication block_duplication 1 charge per day 2 3 Sneak-mining spends a charge and doubles the block's drop; charges refill each game day, and the tooltip shows what is left

    11 Efficiency

    Branch Lv1 Lv2 Lv3 Mechanic
    Metal Breaker metal_breaker harvest tier +1 +2 +3 Moves the tool's tier up the sorted tier list (so it works with modded tiers). Separately it can chew through hardness -1 blocks (bedrock / barriers / end portal frames) at roughly 5.5 / 2.8 / 1.7 s at mining speed 1 — behind a config switch
    Chain Reaction chain_reaction 2×2×2 3×3×3 4×4×4 Breaking a block takes a cube around it as well; skips the origin block, air, bedrock, and anything you lack the correct tool for
    Rapid Breach haste mining speed +50% +100% +150% Scales BreakSpeed

    12 Fire Protection

    Branch Lv1 Lv2 Lv3 Mechanic
    Phoenix Rebirth phoenix_rebirth fire heals 2 instead of hurting 4 6 Fire damage is zeroed and converted into healing
    Guardian Flame guardian_flame attacker burns 4 s · +2 fire damage 8 s · +4 12 s · +6 Being hit by a mob sets that mob alight and adds direct fire damage
    Blazing Sprint blazing_sprint 33% · radius 3 66% · 3.5 100% · 4 While sprinting, rolls every tick and sets nearby mobs alight for 3 s

    13 Smite

    Branch Lv1 Lv2 Lv3 Mechanic
    Holy Verdict holy_verdict +30% vs undead +60% +90% Judged by MobType.UNDEAD (wither excluded)
    Purifying Light purifying_light brightness 12 · 5 s 14 · 10 s 15 · 15 s A slain undead leaves a temporary lamp at its feet (searches up to 2 blocks for a free spot, so a corpse in water gets a lamp above the surface)
    Second Dawn second_dawn rebirth cooldown 30 s 20 s 10 s The blow stops hurting the undead and restores them to what they were: zombified piglin → piglin, zoglin → hoglin, zombie/skeleton horse → horse, stray → wandering trader, everything else → villager; wither skeletons die on the spot and always drop their skull. During the cooldown the weapon deals no damage to the undead at all

    14 Bane of Arthropods

    Branch Lv1 Lv2 Lv3 Mechanic
    Anatomist anatomist +30% vs arthropods +60% +90% Judged by MobType.ARTHROPOD (works with modded spiders)
    Specialist Hunter specialist_hunter Slowness I · Weakness I · 5 s II · 10 s III · 15 s Applied whenever you strike an arthropod
    Ascendance ascendance Speed I · Strength I · 6 s II · 12 s III · 18 s Refreshed on every arthropod kill (either hand counts)

    15 Looting

    Branch Lv1 Lv2 Lv3 Mechanic
    XP Plunder xp_plunder +100% XP (×2) +200% (×3) +300% (×4) Scales the value inside LivingExperienceDropEvent — no second wave of hand-spawned orbs
    Demon Dancer demon_dancer guaranteed 1 essence 2 3 Drops on every kill (either hand counts)
    Life Extraction life_extraction heal 25% of damage 50% 75% Heals on every melee hit

    16 Fortune

    Branch Lv1 Lv2 Lv3 Mechanic
    Abundance abundance 25% double drops 50% 75% Appends a copy of the whole drop list — this stacks with vanilla Fortune rather than replacing it
    Treasure Hunter treasure_hunter 5% 10% 15% Mining any block may add one bonus rare item from a configurable pool (diamond / emerald / ancient debris by default). Ids that fail to resolve are dropped; an empty list disables the branch
    Gear of Fate gear_of_fate — — survives one death Only level 3 does anything: on a killing blow the damage is zeroed and health set to 1 (matching a Totem of Undying), at the cost of wiping that item's whole evolution for this path (the vanilla enchantment stays; the branch must be rebuilt at the altar)

    17 Punch

    Branch Lv1 Lv2 Lv3 Mechanic
    Heavy Hammer heavy_hammer knockback ×2 ×3 ×4 Scales the arrow's stored knockback (capped at 32 so nothing is flung out of loaded chunks)
    Shockwave shockwave radius 3 4 5 On impact, shoves every mob around the target in the same direction the victim was sent — the arrow's horizontal velocity — with strength = knockback × 0.6, knockback resistance applied by hand
    Shattering Impact shattering blast power 1.5 2.0 2.5 Detonates on a mob or on the ground, once per arrow for its whole life (entity NBT ee_evo_shattered plus a re-entrancy latch) so it can never re-trigger off its own blast. Terrain damage and shooter damage are both configurable

    18 Quick Charge

    Branch Lv1 Lv2 Lv3 Mechanic
    Drill drill load time -5 ticks (0.25 s) -10 -15 Injected into getChargeDuration by a mixin; floor of 2 ticks
    Repeater repeater 2 extra bolts 5 8 A loaded crossbow looses a row of zero-spread bolts trailing the real one. Extra bolts are not retrievable (so one shot cannot become nine). Against a wall they bunch up rather than being skipped — the count is a promise, the spacing is not
    Tactical Reload tactical_reload no slowdown · -10% damage -20% -30% The client cancels the use-item movement penalty; the server reduces damage taken while the crossbow is being loaded

    19 Respiration

    All three read the helmet slot (strongest piece wins).

    Branch Lv1 Lv2 Lv3 Mechanic
    In One's Element in_ones_element +15 s of air +30 s +45 s While the head is submerged the air bar is topped up every tick (a grace period, not slower drain); leaving the water resets the whole budget. Underwater visibility floor 0.5 / 0.75 / 1.0 — clearer with every level
    Effortless Drift effortless_drift swim speed +50% +100% +150% Re-applies a transient modifier on ForgeMod.SWIM_SPEED every tick (never written to disk)
    Tidal Ward tidal_ward 10% less damage in water 20% 30% Applies when any part of the body is in water

    20 Riptide

    Branch Lv1 Lv2 Lv3 Mechanic
    Death Thrust death_thrust ramming damage +50% +100% +150% Only while the spin attack is active (isAutoSpinAttack)
    Overdrive overdrive launch speed +50% · +0.75 s +100% · +1.5 s +150% · +2.25 s Scales the launch velocity and lengthens the spin window (+25 ticks per level on top of vanilla's 20); in water or rain it also keeps pushing, with speed capped at 1.0
    Merciful Rain merciful_rain 1 health / 75 ticks /50 ticks /25 ticks Slowly mends the holder in the rain (half a heart); the counter resets when the rain stops or the weapon leaves the hand

    21 Frost Walker

    All three read the boots slot.

    Branch Lv1 Lv2 Lv3 Mechanic
    Frost Prison frost_prison radius 3 4 5 While sneaking, seals nearby enemies in ice taller than they are (only replaceable blocks are filled, so it cannot reach through walls); the ice shatters after 6 s. The freeze is applied for exactly as long, so the victim thaws when the ice breaks — which gives the branch its own cooldown with no extra bookkeeping
    Ice Glide ice_glide +50% speed on ice +100% +150% Re-applies a movement-speed modifier while standing on BlockTags.ICE
    Stone Cold stone_cold radius 1 2 3 Every 10 ticks, lava within one block below to one block above the feet hardens into basalt

Enchant Evolution Team

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