Description
This mod adds a couple of enchantments that attempt to spice up your gameplay in both vanilla and heavily modded environment. Each enchantment aims to have a clear use cases without being plain stat stick.
All enchantments are expected to work on not just the player.
List of enchantments:
Shadow Walker (boots)
- Gains buffs while in the shadow.
- Higher level gives more buffs and raises the light level threshold required to activate the effect.
- Is a treasure enchantment and incompatible with Frost Walker.
Combat Engineer (digging tools)
- Has a chance to repair the tool in main hand when attacked.
- Higher level increases the chance as well as the durability repaired.
- Strictly only works on tools.
Crime (shield)
- Blocking an attack inflicts Judgement on the attacker.
- Higher level inflicts higher level of Judgement.
Punishment (sword, axe or trident)
- Deals more damage against target afflicted with Judgement.
- Damage scales with the level of Judgement (effectively Crime) and Punishment, as well as the minimum level between them.
Sacred Corona (bow or crossbow)
- Grants Sancta Potentia during sunrise and day.
- Is a treasure enchantment and incompatible with Power.
- "Looks like it is missing something though…"
Shining Maria (bow or crossbow)
- Grants Mare Potentia during sunset and night.
- Is a treasure enchantment and incompatible with Power.
- "Looks like it is missing something though…"
Afterburner (elytra)
- Firework rockets used to boost elytra will have their minimum flight duration increased.
- Minimum flight duration of 2/3/4 at level 1/2/3.
- "Save up to 67% gunpowders when using Endvidia products."
Rocket Specialist (crossbow)
- Can no longer load arrows, but shot firework rockets are vastly improved.
- Damage increased by +25% and splash radius by +15% per level. Splash damage drop-off is fully negated and briefly slows target on impact.
- "Soldier, you must fight in this war of Mann vs. Machine."
Defiance (shield)
- Reduces shield cooldown when disabled. Knocks back and slows the shield disabler.
- Incompatible with Crime.
Puzzle (everything)
- Grants different effects depending on how many armor pieces and hand items that have this enchantment.
- Is a treasure enchantment.
1: Halves the levels consumed when using anvil or enchanting table. Still requires the full level cost to perform the action.
2: Breeding cooldown of nearby animals is reduced. Nearby villager conversion also takes less time. (hint: try armor stand)
3: Grants Luck 3.
4: When being attacked from range of 4 or more blocks away, applies Glowing, Slowness and Judgement IV to the assaulter.
5: Increases effect duration for positive or neutral effects (even more from drinkable potions) and reduces duration of negative effects. When you have 5 or more effects on you, movement exhausts hunger at a much slower rate.
6: Reduce damage taken from attackers with more max health than you depending on how much more max health they have.
Commander (helmet)
- Increases your attack damage attribute for every nearby pet, up to a cap.
- A vanilla wolf counts as 2 pets.
Curse of the Dragon Palace (helmet)
- While underwater, time since last rest accumulates faster.
- Is a curse and a treasure enchantment.
- "Why put what might as well be called a curse in a box and call it a treasure box? Better find a turtle and have it explain."
When the curse is put on a certain item, drinking Turtle Master potion significantly extends Resistance's duration and prevents Slowness from being applied, repairs your helmet while underwater and grants Water Breathing.
Thermoshock (trident)
- When thrown, deals greatly increased damage against target that is already burning or freezing, then clear the burn or freeze.
Thermohex (bow or crossbow)
- Arrows inflict Heat Fragility, increasing burn or freeze damage over time.
All chestplate enchantments are incompatible with everything else in this category. You can only pick 1.
Fortress (chestplate)
- Increases ALL damage dealt based on the wearer's max health, and even more when barehanded.
- Higher level increases the max health ratio.
- "Extremely potent with health-stacking effects from other mods. Has been nerfed somewhat since this is always active."
Multiplate (chestplate)
- Damage taken from attacks is capped to deal only a portion of the wearer's max health, but the chestplate takes extra durability damage that ignores Unbreaking proportional to the damage mitigated this way.
- Higher level lowers the cap on max health.
- "Say goodbye to getting one-shotted, and also your chestplate if left unchecked."
Awareness (chestplate)
- Every once in a while, completely negates the next instance of damage.
- Higher level lowers the cooldown.
Preparation (chestplate)
- When being the one initiating combat, grants a number of buffs for a very short while. Needs to stay out of combat to recharge.
- Higher level extends the effects' duration and lowers the cooldown.
Wolf Pack (chestplate)
- When there are at least 2 pets nearby, grants them Strength and Resistance I. When there are 4 or more, grants them Strength and Resistance II instead, as well as Regeneration I and Fire Resistance.
- A vanilla wolf counts as 2 pets.
List of effects:
Judgement
- Does nothing on its own, used by Crime and Punishment.
Sancta Potentia
- All arrows deal a flat amount of bonus damage.
- Become immune to even-numbered damage below 5 on even-numbered blocks (sum of x and z is even).
Mare Potentia
- All arrows deal percentage bonus damage.
- Become immune to odd-numbered damage below 5 on odd-numbered blocks (sum of x and z is odd).
Forbidden Syzygy
- Has the combined effect of both Sancta Potentia and Mare Potentia.
- Arrows inflict Glowing.
Heat Fragility
- Burn and freeze deal increased damage based on victim's max health.
- This damage is further increased based on the remaining duration of the burn or freeze, up to 50% at 7 seconds or more.


