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
maxLeveland 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_essenceThe 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_stoneThe 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_powerradius 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_judgmentblast 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 configurableThunder Pool thunder_pool8 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 telekinesispickup 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_linkhoming radius 10 15 20 The outbound flight ignores blocks ( noPhysicsphase-through) and homes in on the nearest enemy in radius; turn rate capped at 30°/tick; pastsoulLinkMaxDistance(default 32) or after connecting, it flies back to your hand. InsidecorrectionRangeit 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 boomerangreturn 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_edgemelee damage +50% +100% +150% Scales the damage directly Execution execution10% 20% 30% Independent roll per hit; on success deals (current health + absorption) × 100 + 100, punching through armour and resistanceBloodletting bloodlettingBleeding 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 mightyfull 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 ratioDivine Power divine_powerlaunch speed +50% +100% +150% Scales the velocity vector at spawn (vanilla ballistics and spread preserved); damage follows from speed Marrow Piercer marrow_piercerBleeding 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_hymnmax 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 dauntlessdamage taken -10% -20% -30% Scales incoming damage (cap 80%) Tenacity tenacityknockback -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 scorchburns 6 s 12 s 18 s Lengthens the burn Flame Lord flame_lordignite 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 eternal84% no durability loss 93% 100% On success the whole hurtAndBreakcall is cancelledRepayment repayment32 essence on breaking 48 64 Fires before the stack is shrunk, so the NBT is still readable; overflow drops on the ground Affection affection0.5 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_siphonheal 2 on being hit 4 6 Unconditional Painful Lament painful_lamentradius 3 5 7 Deals exactly the damage you just took to every living thing in range as thorns damage Self-Preservation self_preservation10% 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 craterfall 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 mountaineerjump 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 hoverhover 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_preserve50% 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 twiceSincerity sincerity10% 20% 30% Mining yields one extra Enchant Essence Block Duplication block_duplication1 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_breakerharvest 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_reaction2×2×2 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 hastemining speed +50% +100% +150% Scales BreakSpeed12 Fire Protection
Branch Lv1 Lv2 Lv3 Mechanic Phoenix Rebirth phoenix_rebirthfire heals 2 instead of hurting 4 6 Fire damage is zeroed and converted into healing Guardian Flame guardian_flameattacker 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_sprint33% · 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_lightbrightness 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_dawnrebirth 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_hunterSlowness I · Weakness I · 5 s II · 10 s III · 15 s Applied whenever you strike an arthropod Ascendance ascendanceSpeed 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 orbsDemon Dancer demon_dancerguaranteed 1 essence 2 3 Drops on every kill (either hand counts) Life Extraction life_extractionheal 25% of damage 50% 75% Heals on every melee hit 16 Fortune
Branch Lv1 Lv2 Lv3 Mechanic Abundance abundance25% double drops 50% 75% Appends a copy of the whole drop list — this stacks with vanilla Fortune rather than replacing it Treasure Hunter treasure_hunter5% 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_hammerknockback ×2 ×3 ×4 Scales the arrow's stored knockback (capped at 32 so nothing is flung out of loaded chunks) Shockwave shockwaveradius 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 shatteringblast 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_shatteredplus a re-entrancy latch) so it can never re-trigger off its own blast. Terrain damage and shooter damage are both configurable18 Quick Charge
Branch Lv1 Lv2 Lv3 Mechanic Drill drillload time -5 ticks (0.25 s) -10 -15 Injected into getChargeDurationby a mixin; floor of 2 ticksRepeater repeater2 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_reloadno 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_driftswim speed +50% +100% +150% Re-applies a transient modifier on ForgeMod.SWIM_SPEEDevery tick (never written to disk)Tidal Ward tidal_ward10% 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_thrustramming damage +50% +100% +150% Only while the spin attack is active ( isAutoSpinAttack)Overdrive overdrivelaunch 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_rain1 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_prisonradius 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.ICEStone Cold stone_coldradius 1 2 3 Every 10 ticks, lava within one block below to one block above the feet hardens into basalt

