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Extra Enchantry short

extra enchantry

Basic Combat / Defense (1–19)

  1. Wither Protection: Reduces wither duration based on total equipment level (-15% per level, cap at 90%). LivingEntityMixin intercepts addEffect.

  2. Flame Walker: Purely data-driven (damage_immunity + location_changedreplace_disk lava solidification), isomorphic to Frost Walker; fire trail particles under feet are a purely visual branch.

  3. Unbound (single level): ① Ignores enchantment table mutual exclusivity (EnchantmentHelperMixin). ② Raises protection damage reduction cap from 80% to 100% (EPF 20 → 25, redirects to CombatRules). ③ Unbound leggings can be anvil-enchanted with vanilla Feather Falling (EnchantmentEvents.ALLOW_ENCHANTING). ④ Cannot be removed by grindstone (GrindstoneMenuMixin). ⑤ Disables the cap of Vitality on armor with Unbound. ⑥ Anvil fusion with Unbound input ignores "Too Expensive" and costs a fixed 10 levels (AnvilMenuMixin). Obtainment: Warden 0.05% / Charged Creeper kill proxy 0.5% book drop (source component distinguishes hidden challenges).

  4. Tier Extension: +1 mining level per level; Netherite pickaxe with Tier Extension III can mine bedrock (with drop + speed boost). Rules defined in rules/TierBreakRules, ItemStackMixin (drops / speed) + BlockBehaviourMixin (bedrock breakability).

  5. Reach: +0.5 block per level to both entity and block interaction range (purely data-driven attribute effect); particle feedback on hits beyond 3 blocks.

  6. Decoy: Chance to spawn decoy armor stands when attacked by players (replicates skin and gear, wanders, can be destroyed), aggro immediately transfers to the decoy. I/II/III → 25%/40%/50% trigger chance, 1/1/2 decoys; includes Asimov (0.5%) and nested decoy (5%) easter eggs.

  7. Leech: Heals 1 heart per level on successful damage dealt, halved for ranged attacks.

  8. Life Erosion: Deals additional damage equal to 14%/15%/17% of target's max health on hit, ×0.75 for ranged; obtainable in Ancient Cities.

  9. Vitality: +4 max health per total enchantment level on armor, capped at +50 (disabled by Unbound); works normally on horse armor / wolf armor.

  10. Bulwark: Chestplate Bulwark caps single incoming damage after defense reduction to 11 → 2 HP (levels I–X); excludes instant death / void / starvation damage.

  11. Afterglow: Upon Totem of Undying activation, restores full health + 10 seconds of damage immunity + 5 absorption golden hearts; effect icon acts as immunity timer.

  12. Oath: Items with Oath do not drop or vanish on death (Curse of Vanishing ineffective), return to original slot on respawn; full 4-piece set also retains experience and score.

  13. Air Jump: I → 1 mid-air jump / II → 2 mid-air jumps; detected via key press edge, resets on ground contact / water entry / climbing; client-authoritative (LocalPlayerMixin).

  14. Phalanx Breaker: Melee splash damage of 45%/55%/65% to 1/2/3 additional targets (within 2-block radius, closest by distance).

  15. Windrider: 50%/75% chance to skip gliding durability consumption + firework propulsion boost ×1.5/×1.75.

  16. Stealth: Level I muffles footstep sounds and step/landing vibrations; Level II reduces mob detection range by ×0.7.

  17. Guillotine: Instantly executes targets with ≤10%/20% health (damage amplified to lethal amount, still capped by Bulwark); does not execute bosses, instead deals ×1.75 damage; 5-second cooldown.

  18. Gale: +5% movement speed per level on leggings (disabled while sneaking); two Level II books combine to Level III in anvil.

  19. Ember: Gold chestplate grants death immunity (retains 1 heart + 5 seconds damage immunity + 60 seconds Weakness, consumes 50% durability, 60-second cooldown); gold horse armor shares effect with rider, vanishes on trigger.

Four Shield Enchantments (20–23)

As of 26.2, shields use the BlocksAttacks data component; injecting component methods covers all shields.

  1. Shield Charge: +4/6/8 damage and strong knockback (0.9/1.1/1.3) on sprinting melee hit while holding shield, 1-second cooldown.

  2. Unyielding: Level I halves shield break duration + grants equal-length Resistance; Level II grants immunity to shield breaks but doubles blocking durability cost.

  3. Sanctuary: Heals players within 8 blocks for 1/2/4 HP every 2 seconds while blocking, consumes 1 shield durability per tick; line-of-sight check applies.

  4. Rampart: Reduces bypasses_shield damage taken while blocking by 30/45/60%.

Ranged / Gathering (24–29)

  1. Returning Fletch: Missed arrows fly back after 1 second (I 50% / II 100%); not returned if they hit an entity / used with Infinity bow; includes "Deadeye" 40-block range challenge.

  2. Falling Star: Crossbow firework explosion base damage 5→9, radius 5→6 (threshold 25→36 scaled accordingly) + star-shaped scatter particles.

  3. Storm Spark: +2/+4 damage on thrown trident hits in rain / water, chains to 1 nearest target within 2 blocks (halved damage).

  4. Hidden Edge: +2/+4/+6 damage on first melee hit after 5 seconds out of combat; 10-second cooldown indicator when not ready.

  5. Abyssal Breath: Oxygen cap increased from 300 to 600/900/1200 ticks (30/45/60 seconds); Level III grants full underwater mining speed (SUBMERGED_MINING_SPEED +0.8).

  6. Fertile Soil: 20%/35%/50% chance for double drops from mature crops; Level III enables 3×3 area harvesting (only adjacent mature crops of same type, 1 durability per block).

Eight Accessory Enchantments (30–37)

All capped at Level II, player-only; logic centralized in accessory/AccessoryManager.

# Enchantment Slot Effect (per level)
30 Soul Chime Earring Restores 2 hunger + saturation level per hostile mob kill
31 Shield Pendant Earring -3% to all damage taken
32 Thunder Clasp Necklace +4% damage dealt during thunderstorms (self-damage not boosted)
33 Verdant Drop Necklace Reduces natural regeneration interval from 80 ticks to minimum 40 ticks
34 Blade Ring Ring +5% attack speed
35 Plume Ring Ring -6% projectile damage taken
36 Ember Bracelet Bracelet -10% fire damage taken; dropped items immune to burning
37 Tide Bracelet Bracelet +8% swimming efficiency
  • Ember Bracelet belongs to the fire family (#extra-enchantry-short:family_fire): items enchanted with Ember Bracelet and accessories socketed with Ember Core are immune to fire / lava destruction as drops ("Ember Fire Immunity").

Three Wolf Armor Enchantments (38–40)

slots: [body], logic centralized in combat/WolfArmorManager (transient attribute modifiers, cleared on armor removal).

# Enchantment Effect (per level)
38 Sharp Fang +10% wolf attack damage
39 Vigil +25% wolf aggro / follow range
40 Renewal Wolf regenerates 1 HP every 4 seconds (global beat, skips at full health)

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