Enchantments: Luminous

24 enchantments that add on to vanilla Minecraft ones. Nocturne sharpens at night, Abyssal in the deep, Tempest in storms. Glass Cannon trades health for damage. Excavation mines 3x3. Soulbound survives death.

Enchantments: Luminous

24 enchantments vanilla+ enchantments for Minecraft

Most enchantment mods hand you bigger numbers. This one asks a question instead: what if an enchantment's strength depended on the situation, and what if the strong ones cost you something real?

A sword enchanted with Nocturne carves through mobs at midnight and goes noticeably dull at noon. Abyssal wakes up below sea level and gets meaner past y=0. Tempest only matters when the sky is already trying to kill you. Glass Cannon hits like a truck and takes three hearts off your maximum to do it.


Attuned enchantments — pick one, not all

Seven enchantments are attuned: each ties its power to a specific context, and they are mutually exclusive with one another. A weapon commits to an identity instead of stacking every conditional bonus at once.

Enchantment Weapon What it does
Nocturne Melee Bonus damage at night. Weaker under the sun.
Sunforged Melee Bonus damage in daylight. Dulls after dusk.
Abyssal Melee Stronger below sea level, stronger still below y=0.
Frostborn Melee Bites hardest in frozen biomes. Falters in the Nether.
Tempest Melee Bonus damage while a thunderstorm rages.
Last Stand Melee The closer you are to death, the harder you hit.
Executioner Sword / Axe Bonus damage against badly wounded foes.

They also cap Sharpness. While an attuned enchantment is on your weapon, Sharpness, Smite and Bane of Arthropods are limited to level III. Attunement is meant to be a build choice, not a free bonus layered on top of a maxed-out sword.


Weapons

Enchantment Weapon What it does
Glass Cannon Melee Large damage bonus, reduced maximum health while held.
Ravenous Sword / Axe More damage, but the weapon wears twice as fast.
Siphon Sword / Axe Striking a foe knits your own wounds closed.
Frostbite Sword / Axe Chills what you hit, slowing it in its tracks.
Thunderclap Sword / Axe Your blows may burst with a crack of thunder.
Volley Bow Sprays a cone of arrows — up to seven at level III.

Volley is a shotgun, not an upgrade. Point-blank it is devastating; past a dozen blocks most of the cone sails past. It also burns one durability per arrow, and it will not sit alongside Power.


Armor

Enchantment Slot What it does
Vigor Chestplate Increases your maximum health.
Emberheart Chestplate Immunity to fire and lava — but no other protection.
Prospector Helmet Senses nearby ore.
Momentum Boots Quickens your step.
Verdant Boots Grass and flowers bloom in your footsteps.
Trailblazer Boots Packs the earth into a path as you walk.
Curse of Weight Armor Harder to move — and slower to move yourself.

Tools

Enchantment Tool What it does
Excavation Pickaxe Mines the full 3x3 face you are looking at. Sneak to mine a single block.
Telekinesis Mining tool Mined blocks go straight to your inventory.
Scholar Mining tool Blocks yield far more experience.
Soulbound Most items The item stays with you through death.

Excavation reorients to whatever face you are looking at — floor, ceiling or wall — and refuses to break blocks far harder than the one you aimed at, so mining dirt at a cave mouth will not quietly clear the obsidian next to it. It also stops before your pickaxe breaks rather than after.


Where to find them

✦ marks a treasure enchantment: loot chests and villager trades only, never the enchanting table. The nine unmarked ones roll normally at a table.

That split is deliberate. Capability jumps — area mining, keeping gear through death, lightning on hit — should be discoveries, not something you grind an enchanting table for. Treasure weights are kept low so the pool stays readable and Mending remains findable.


Compatibility

  • Enchantment Descriptions and Gliscowo's Idwtialsimmoedm are supported out of the box, with a written description for every enchantment. No dependency required.
  • Every enchantment targets item tags, not hardcoded item lists, so modded tools and weapons are eligible automatically.
  • Land-claim mods are respected: Excavation asks permission for every block it breaks, not just the one you clicked.
  • What Prospector detects, where Frostborn applies, and which enchantments the Sharpness cap covers are all defined as tags — retunable by any datapack without touching the mod.

Requirements

  • Minecraft 26.2
  • NeoForge 26.2.0.43-beta or newer

A couple of honest notes

  • Prospector is not an x-ray. It marks ore veins exposed to open air, and pulses more strongly the more ore is buried near you. It will not draw ore through solid stone.
  • Vigor's extra hearts start empty and vanish the moment the chestplate comes off. That is how Minecraft handles bonus health generally, which is why it is capped at two levels.

FAQ

Will this be updated to a newer Minecraft version?

Possibly, but I am not promising a timeline. This is a personal project and it gets worked on when I have the time and the interest. Major Minecraft releases may get a port — I would like to keep it current — but treat every update as something that happens when it happens rather than something scheduled. If a version you want is missing, it is not abandoned, it just has not come around yet.

Will you backport it to older versions?

No. The mod leans on the data-driven enchantment system and on APIs that only exist in recent versions; older builds would need a substantial rewrite rather than a recompile.

Are you taking feature requests / bug reports?

Bug reports are welcome and useful — especially anything involving item loss or duplication, which I take seriously. Feature requests I will read, but I build this to a fairly specific design idea, and "add an enchantment that does X" will usually only land if X fits the context-and-tradeoff theme.

Fabric / Forge port?

Not planned. It is built on NeoForge-specific APIs, so this would be a rewrite rather than a port.

Can I use this in a modpack?

Yes. It is MIT licensed — pack it, tune it, redistribute it. No permission needed and no credit required, though it is always appreciated.

Do players need it installed, or just the server?

Both. Enchantments are synced from the server's registries, so clients need the mod too.

Is there a config file?

No config screen, by design. The things worth tuning are exposed as datapack tags — what Prospector detects, where Frostborn applies, which enchantments the Sharpness cap covers, what Verdant and Trailblazer can grow on. A small datapack can retune the mod without touching a config or waiting on me.

Something broke after a NeoForge update.

Likely, and not surprising — NeoForge for this Minecraft version is still in beta, so the API underneath this mod is still moving. Report it and include your NeoForge version.

The Enchantments: Luminous Team

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A small passionate developer who creates cool mods.

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