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Penchant Reforged

Rework enchanting around leveling up enchantments through usage. Unofficial NeoForge port of Penchant by ThePotatoArchivist.
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penchant-neoforge-26.3-1.8

File namepenchant-neoforge-26.3-1.8.jar
Uploader
WoXayZWoXayZ
Uploaded
Oct 26, 2026
Downloads
17
Size
1.3 MB
Mod Loaders
NeoForge
File ID
9331607
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:penchant-reforged-1602528:9331607"

Learn more about Curse Maven

What's new

1.8:

  • The default progress cost factor is no longer clamped to a maximum of 8
    • This significantly increases the levelup costs for diamond & netherite equipment
    • More configurability will come in the future
    • The config multiplier (progression.multiplier) is still applied afterwards, so it stacks with this factor, the bow/crossbow tag, and the datapack progress_cost_factor
    • On 26.1.2, 26.2.0 and 26.3 this default is stored as an item component and is only written when the component is absent. Items that already have the old clamped value keep it
    • On 1.21.1-1.21.11 and Forge 1.20.1 there is no per-item component, so the unclamped cost applies to existing items immediately
  • The Guaranteed Drops module is now disabled by default pending further revision
    • If you have played Penchant before, neither the per-world datapack nor the config will be updated, so you will need to modify it yourself
  • Armor gains progress equivalent to the amount of durability damage it takes
    • Controlled by item tag #penchant:proportional_enchantment_progress
    • On Forge 1.20.1 this tag uses #forge:armors and #forge:tools/shields
  • Killing a monster will add progress to equipped armor & shields (thank you @pajic for the idea!)
    • Controlled by item tag #penchant:level_up_by_killing
    • Any mob that extends Enemy or is in the entity tag #penchant:kill_levels_up_equipment counts
    • On Forge 1.20.1 the item tag uses #forge:armors and #forge:tools/shields
  • Decrease the progress cost factor for bows & crossbows to 1 because they require spending ammo
    • Controlled by item tag #penchant:default_progress_cost_factor_one
    • On 26.x this will not override manually setting the component
    • On 1.21.x and Forge 1.20.1 the tag is the factor itself, since there is no component to preserve
    • On Forge 1.20.1 this tag uses #forge:tools/bows and #forge:tools/crossbows
  • Add command /penchant add_progress to add enchantment progress to an item
    • On 26.1.2, 26.2.0, 1.21.x and Forge 1.20.1: /penchant add_progress (block <pos> | entity <targets>) <slot> [amount=1]
    • On 26.3 the command follows the vanilla 26.3 slot-source syntax
  • Items in the #penchant:level_up_by_use tag gain progress after a successful use (i.e. right click)
    • Currently contains the Mirror from Enderscape
  • Fix enchantment buttons staying enabled when your experience drops below the required level

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