So Many Enchantments
A great way to increase enchantments.
Preintroduction:
As all of you know, I am currently on hiatus on modding minecraft. This is because I don't have good reason to continue sacrificing my time for modding when I can simply study for my course. However, if given enough financial support from Patreon, I will continue developing the mod for later versions (1.16.4 and above). 1.12.2 version is for maintenance mode only. For 1.15.2 and above, use Not Enough Enchantments.
Patreon Link: patreon.com/iceweetcream
Introduction:
Are you tired of the old vanilla enchantments? Are you lacking enchantments in vanilla minecraft? Do you feel that vanilla enchantments are too weak because you have many mods that makes them tougher/stronger? Then this mod is for you.
Please use Enchantment Descriptions mod (not my mod but I recommend it) for the Enchantments 0.4.0 and above. It will take a while for me to document the new enchantments here.
Overview:
This mod adds several enchantments in addition to the vanilla minecraft enchantments.
Please undestand that this mod is NOT ANYMORE BEING DEVELOPED, and not yet tested in actual survival word, so expect broken/op enchantments, and bugs.
For suggestions or bug reports, head to one of the issue trackers below:
Some enchantments are self-explanatory (for example, advanced luck of the sea. Usually vanilla enhanced enchantments are self-explanatory) as they don't need to be added in description otherwise stated with an addition/adapted function due to some inaccessible codes.
Some Enchantments in 1.11.2 & 1.12.2:
(V 0.1.0):
Blessed Edge:
Maximum Level: 5
Enchantability: Rare
Category: Extra Weapon Enchantment
Function: Heals you from the percentage of your damage and additionally deals deals extra damage against undead mobs. The heal function heals you regardless if the mob is undead or not.
Butchering:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Enchantment
Function: Deals extra damage to animals.
Cursed Edge:
Maximum Level: 5
Enchantability: Rare
Category: Extra Weapon Enchantment
Function: Deals extra damage to all based on your damage and also damages you by a percentage of your damage.
Defusion:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Enchantment
Function: Deals extra damage against creeper
Extreme Bane of Arthropods:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Deals even more extra damage and applies a slowness against arthropod mobs .
Extreme Sharpness:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Like sharpness, deals even more extra damage to all.
Extreme Smite:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Deals even more extra damage against undead mobs and applies weakness.
Fiery Edge:
Maximum Level: 2
Enchantability: Very Rare
Category: Main Weapon Damage
Function: A very rare variant of fire aspect, burns the enemies for a longer period of time.
Purification:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Damage
Function: Deals extra damage to mobs that are immune to fire and all nether mobs.
Reviled Blade:
Maximum Level: 4
Enchantability: Very Rare
Category: Extra Weapon Damage
Function: Deals extra damage the more lower the health that mob is.
Rune: Piercing Capabilities:
Maximum Level: 4
Enchantability: Very Rare
Category: Enchantment Runes
Function: This rune will allow your attacks to pierce a mob's armor by 25% per level.
Spell Breaker:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Damage
Function: Deals extra damage to witches.
Swifter Slashes:
Maximum Level: 5
Enchantability: Very Rare
Category: Extra Weapon Damage
Function: Gives you an additional attack speed and has a chance to ignore a mob's invulnerability, allowing you to attack rapidly but with the cost of reduced damage.
Water Aspect:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Deals additional damage against fiery opponents (Blazes, Magma Cubes) and Endermen. Your attacks are weaker but has a chance to extinguish a burning mob and you deal bonus damage against a mob that is soaked in water or rain. You also deal bonus damage if you are soaked in water or rain against your opponent.
V 0.2.0:
Combat Veterancy:
Pre V0.4.0:
Maximum Level: 3
Enchantability: Rare
Description: Independent from natural regeneration, heals you while holding a sword (or whatever in creative mode enchanted with this) you are holding. Level 3 grants a slow regenerating absorption that will not vanish if you switch items. (Applicable to swords primarily by natural.)
Post V0.4.0:
Maximum Level: 3
Enchantability: Rare
Description: Amplifies your health regeneration if you are holding an item that has this enchantment in main hand only. May not work on other mods that doesn't fire LivingHealEvent.
Is Treasure: No.
Can be enchanted on: Axe, Swords and Bow.
Counter Attack: Gives you a chance to "counter attack (in other words, you automatically attack them as if you left clicked in your mouse)" against mobs that are directly hitting you. (Applicable to swords primarily by natural.)
Culling: When attacking using an axe, if the attacked mob has low health, grants you a jump boost and allows you to finish that mob by jumping and attacking while falling. If successful, that mob has a chance to drop its corresponding head. If failed, grants you an extra damage like a critical strike. Overusing of the extra damage method mentioned above depletes your hunger very quickly.
(Applicable to axes primarily by natural.)
Lifesteal: Not to be confused with blessed edge's heal function (in later versions, it will have a significant difference), deals additional extra damage against all and like blessed edge, its heal depends on your attack damage and its level. (Applicable to swords primarily by natural.)
Parry: Similar to counter attack except instead of auto attacking, blocks the damage like you will block it like shield except there is no angle limit. (angle will be added soon) (Applicable to swords primarily by natural.)
Penetrating Edge: Your damage against mobs will increase the more the armor they have. (Doesn't ignore armor, only adds extra damage) (Applicable to axe primarily by natural.)
Rune: Magical Blessing: (Incomplete) Converts your damage into magic and adds extra damage. (the damage when maxed is like sharpness V). (Future function includes the ability to inflict random harmful potion effect) (Applicable to swords primarily by natural.)
Unpredictable: Literally makes your damage unpredictable. Your damage can be negative (heals instead of damaging) or positive. The damage is randomized based on your attack damage.
(Applicable to swords primarily by natural.)
V 0.3.0:
Ash Destroyer: Deals additional damage against burning targets. (Applicable to swords primarily by natural.)
Burning Thorns: In addition to vanilla thorns' damage, burns the attacker. (Applicable to armors primarily by natural.)
Weather Enchantments: These enchantments' effects are basing on the weather. They became weaker if you aren't exposed to the sky, the corresponding weather doesn't match the enchantment. Some have special cases.
#Weather Enchantments
Clearskies' Favor: Attacks deal extra damage to all if the weather is clear. Attacks deal weaker damage if the weather's condition isn't satisfied. (Applicable to swords primarily by natural.)
#Weather Enchantment
Rain's Bestowment: Attacks deal extra damage to all if the weather is raining or thunderstorm. Attacks deal weaker damage if the weather's condition isn't satisfied. (Applicable to swords primarily by natural.)
#Weather Enchantment
Thunderstorm's Bestowment: Attacks deal extra damage to all if the weather is thunderstorm. Attacks deal weaker damage if the weather's condition isn't satisfied unless if its raining which the attacks will deal normal damage (no extra damage). (Applicable to swords primarily by natural.)
#Weather Enchantment
Winter's Grace: Although a part of weather enchantments, you must be in a cold biome in order for its condition to be satisfied. Attacks deal extra damage to all and applies potion effects based on hypothermia if the weather is snowing. Attacks deal weaker damage and applies no potion effect if the weather's condition and biome's condition isn't satisfied. (Applicable to swords primarily by natural.)
Critical Strike: Independent from vanilla critical strike, attacks have a chance to be critical. Critical damage's multiplier is based on the enchantment's level. Uses pseudo-random distribution instead of true random distribution when determining the chance. (Applicable to swords primarily by natural.)
Desolator: Attacks have a chance to apply negative resistance. If the target has resistance, multiplies the attack damage instead. Attacks also applies weakness if the level is equal or higher than II.
Disorientating Blade: Attacks have a chance to disorient. Applies potion effect related to disorient. (Applicable to swords primarily by natural.)
Empowered Defence: While guarding a vanilla shield(temporary), gives the shield a chance to knockback mobs farther, negates damage done to the shield, if ever the attack should've disabled the shield, negate it and damages the attacker for the percentage of its attack damage. (Applicable to shields primarily by natural.)
Envenomed: Attacks apply wither and poison. Duration and level is based on enchantment's level.
(Applicable to swords primarily by natural.)
Levitator: Applies levitation potion effect to targets. Duration and level is based on enchantment's level. (Applicable to swords primarily by natural.)
Purging Blade: Attacks have a chance to deal additional damage and dispel one active potion from a target. Chance and damage dealt is based on enchantment's level. (Applicable to swords primarily by natural.)
Rune: Revival: Tools/weapons/shields that are about to be destroyed (except armor) have a chance to resurrect. Chance and durability restored is based on enchantment's level.
Smelter: Smelts every block you mine if its smeltable in furnace. Works with fortune. (Applicable to tools primarily by natural.)
Strafe: Increases bow's drawing speed. (Applicable to bows primarily by natural.)
Viper: Attacks deal extra damage if the target has poison and/or wither potion effect. If the two potion effect mentioned above is present, attacks deals even more damage. (Applicable to swords primarily by natural.)
V 0.4.0: (Lacks more info, WIP)
Adept:
Maximum Level: 3
Enchantability: Rare
Description: Amplifies the potency of xp dropped from entities. Bonuses are halved if the entity is a boss. Is compatible with Looting (For now).
Is Treasure: No.
Can be enchanted on: Sword
Rune: Sealed Curses
Maximum Level: 1
Enchantability: Very Rare, with minimal value from 120 and 360 as its maximum value.
Is Treasure: Yes though obtaining one is asking for an impossible without help from other mods.
Description: Although mistaken as a rune, this enchantment is an ancient one. Each attacks have a chance to apply curse enchantments (modded ones are supported so long as they are applicable to to that item) to the main hand, off hand, and armor inventories to entities.
Can be enchanted on: Swords.
Enchantments that aren't mentioned above except if self-explanatory:
Rusted: W.I.P, for now currently continuously damages the player's item until it breaks off.
Heavy Weight: Reduces attack speed. (Applicable to swords primarily by natural.)
Inefficient: Opposite of efficiency.
Physical Protection: Melee attacks are reduced. (Applicable to armors primarily by natural.)
Bluntness: Opposite of sharpness.
Note to all users: Starting in 1.13 and above, this mod will be divided in two different mods. The first mod will contain the upgraded vanilla enchantments only and the second mod will contain the custom enchantments and vanilla-variation enchantments. Please refer to Enchantment Descriptions mod for the functionality of the enchantments in V0.4.0+.
i wish this mod would have more precise enchantment description x.x
its a pain to find out that the weather enchantments has 3 to 4 conditions. Or the Advanced Protection has idk how many % dmg reduction, could be 6% or 8% idk..
instead of a description like: "Advanced Version of Protection" it would be nice if it is "[Level x ???%] reduced Damage taken"
It makes the Mod hard to balance without precise Enchantment Description.. Like i tested all the Damage making enchantments to get near the formula like from Thunderstorm's Bestowment it has 4 conditions.
Don't consider updating this mod a waste of time, you did a great job. So many people want this mod to get bug fixes and updates.
can't wait for this to be updated to 1.16.5
In reply to simonsam0890:
It wont lol
is there any similar mods to so many enchantments for forge or fabric 1.16.x that include the Piercing Capabilities? i really want to play with these epic enchantments. Thanks
epic mod :D
Do you have a discord link that works? the one you shared is invalid.
I'm trying to use a crate plugin which will give players an enchanted book but the command seems to give a book of protection 1?
minecraft:enchanted_book 1 0 {StoredEnchantments:[{somanyenchantments:upgrade,lvl:1}]}
will this be at latest versions like 1.17.1 and 1.16.5?
In reply to decrioden:
Have you read the top of the description
In reply to decrioden:
idk know yet but we must stay tuned!
Hello, i was wondering if theres anyway to make it so only lets say a max of 5 enchants be able to applied to an item?
also can i make it so lets say advanced sharpness 1 cant be added to another advanced sharpness 1 to make advanced sharpness 2? Or is there a way i can rename the enchantments.
basically im making a modded factions server and want to make it so they spin a crate either a (tier1 tier2 or tier3) and based on which crate they open they will get that level so tier 1 would have jumpboost1 for example and tier2 would have jumpboost2 so on. But i wanna be able to change the name to have the colour of the tier so for example (tier1- would be - &eJumpboost I - Tier2 would be - &6Jumpboost II - Tier3 would be - &4Jumpboost III if i just rename them and throw them in the crate and they combine with another jumpboost 1 it will revert the name to the default non coloured which isnt what i want
In reply to youngvisions:
also last question, is there a way to make enchantments not in the enchanting table so i can use the system im talking about for your enchants and still just default mc enchants in the enchant table
In reply to youngvisions:
It sounds like you want to override a lot of vanilla mechanics, I think you'll need a specialized mod to do that.
I'm not sure how server owners do it, but I assume they get a programmer to help them make server specific stuff (e.g. hypixel and wynncraft)
I don't think these are doable / in the scope of this particular mod
In reply to Charles445:
i mean it shouldnt be too hard
1.) make a max amount of Custom Enchants (ie, not regular mc enchants) per item.
2.) make it so u can enable these enchants to enter into minecrafts enchanting table loot table or not.
3.) add a config option to change the display name of the enchantment
everything else is just a crates mod/plugin
1.16.5
what is the command? (ex. /enchant @s ________:ancient_sword_mastery 3)
In reply to thedepartmentofyeets:
swiper
What does Pandora's Curse do?
Can anyone fork this please?
is for forge?