Description
Roguelike enchanting for the vanilla enchanting table. Instead of gambling on one hidden result, you pay experience and lapis up front, then reveal three cards and pick the one you want. Items can be enchanted over and over — each enchant costs more than the last, and picking an enchantment the item already has upgrades its level.
Only the menu behind the table is swapped out. The block, its block entity and the book animation are untouched, and a single config flag restores vanilla enchanting entirely.
You can choose to enable enchantment modifications for this mod, or only enable the mod's addon enchantments; each option can be modified via the config settings.
Pay, reveal, pick. Put an item on the vanilla enchanting table, pay the experience and lapis cost, and three face-down cards flip over. Each shows one enchantment, coloured by rarity — white, green, blue and purple for regular offers, red for curses, gold for treasure. Take exactly one.
Repeatable, with rising stakes. There is no "one roll per item". The more enchantment levels an item already carries, the more the next enchant costs — anvil work and loot books count too, so there is no way to sneak past the curve. Lapis lowers the experience price up to a cap.
Rarity that opens up as you invest. Offers are drawn without replacement from everything that can go on the item, weighted by each enchantment's built-in rarity. On a fresh item the offers are mostly common; as the item accumulates enchantments, rare and very-rare offers grow steadily more likely. Rarity is handled purely by weighting — nothing is ever hard-locked away.
Treasure cards. Occasionally one slot is replaced by a gold treasure card drawn from a pool the vanilla table can never produce — Mending and friends, plus this mod's own treasure enchantments. The chance grows slowly with investment. Vanilla's two pure curses can be added to that pool by config.
No rerolling. Each item mints a hidden seed the first time it is paid for and keeps it forever. Reopening the menu, walking to another table or grindstoning the item shows the same offers again — what you saw is what there is.
Bookshelves still matter. Deeper enchants require more bookshelf power around the table, up to the familiar full ring. Modded bookshelves report their own power and are counted. The requirement scales (or disables) via config.
The mod ships over 80 new enchantments covering melee weapons, ranged weapons, tools, fishing rods, armor, elytra and shields — from mundane commons to build-defining treasures and double-edged curses.
The full list, with descriptions and rarities, is in docs/ENCHANTMENTS.md.
Descriptions use the enchantment.<namespace>.<id>.desc key convention shared with the Enchantment Descriptions mod: this mod's enchanting screen shows them in its tooltips out of the box, and with EnchDesc installed vanilla enchantments get description lines there too.
Localised in English, Traditional Chinese and Simplified Chinese.
All files live in config/:
| File | What it controls |
|---|---|
enchantroguelite-server.toml |
The mechanic itself (synced to clients): master switch, enchant cap, cost curve, lapis discount, how curses count, rarity weighting, treasure chance, bookshelf requirement. |
enchantroguelite-enchantments.toml |
Per-enchantment toggles — disable any added enchantment individually. |
enchantroguelite-client.toml |
Cosmetics: the runic mystery text on face-down cards and its fade animation. |
Set enableMechanic = false in the server file to get the vanilla enchanting screen back without removing the mod.
- The enchanting table block is not replaced, so mods that interact with the block itself keep working; only the opened menu differs.
- Modded bookshelves are supported through NeoForge's enchantment power API.
- Added enchantments are plain data-driven enchantments — they obey vanilla tag and compatibility rules and can be tuned or disabled per entry.


