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Mojang finally added smithing, but I made this mod before then, and still think my version is better, so here we are.


Smithing Templates can be found scattered throughout the world in naturally generated structures, as per Mojang's wishes. However, instead of meager cosmetic modifications, different templates can be used in combination with different ingredients to make both cosmetic and gameplay Modifications to tools, weapons, and armor. There are 14 different templates total, (more with dyed variants), each with a unique appearance, abilities, and specialties, ranging from improved stats to death-defiance, item cycling, and more. Templates are no longer renewable- original templates found in structures have a limited number of uses; and copied templates made from originals only get a single use. Monopolize rare templates and annoy your friends, or forget about exploring and buy more common templates from traders and villagers.


Modifications for your tools are compatible with Enchantments- and on the subject of enchantments, you can now make use of five new enchantments I also took it upon myself to add. (Curse of Severing, Vengeance, Throwback, Lunar Effigy, and Life Sink)


In the latest version of the mod, Mob Loot has been overhauled as well. Depending on the difficulty, mobs will spawn with various armor and equipment with different enchantments and/or modifications based on the enemy. (Humanoids such as zombies, skeletons, piglins, etc.) In general, enemies are also far more likely to drop items they're wielding or wearing. (Albe them heavily damaged). 


…Also, as I was designing and testing the over 900 unique items you can make with this, (most of them dyed variants of leather-bound items), I happened to notice that the crafting table, (Unlike, say, every other crafting station in the game), has no sound effects. So I added those too.



  • echoGuarantee ~ Determines whether or not echoing items are guaranteed to return to the player on death. By default, the chance decreases by about 8% for each additional echoing item in the player's inventory, with items lower in the hotbar being given higher priority.
  • moddedSmithing ~ Determines whether or not Minthemood's modded smithing interface is used. Enabled by default, replacing vanilla smithing tables with a modded variant that includes a fancier recipe book, display model, and durability/enchantment transfer between items. Disabling this instead uses the vanilla interface, and removes the requirement for modded smithing templates. (For mod compatibility.)
  • equipmentDropChance ~ Chance of enemies dropping items held in their hands, out of 100.
  • helmetDropChance, chestplateDropChance, leggingsDropChance, bootsDropChance ~ Same thing for each armor piece.



The Smithing Table can now be used to ‘modify’ armor, weapons, and tools, to give ambient benefits and visual tweaks based on the material used. 

  • All modified equipment can be enchanted; and conversely, you can modify equipment that has already been enchanted. (Keep in mind though that the Grindstone removes both.)
  • All Modifications can be removed using a grindstone. This leaves the base equipment, but not the actual item used to modify it. (Also, the Grindstone GUI has been overhauled to accommodate this. Which is to say I’ve added a button.)
  • Specifically, Swords, Axes, Pickaxes, Shovels, Hoes, Helmets, Turtle Shells, Boots, Chestplates, and Leggings can currently be modified using a Smithing Table. (Possibly with more in the future if I can figure out how to do bows and tridents)
  • Modified items can be repaired on an anvil using either of their component ingredients. (If you modify a Diamond item with copper, you can repair it with Copper in addition to Diamonds.) 
  • You can only have one modification per item, so choose wisely! 

Different Materials have different ambient benefits- there isn’t one in particular that’s better than the rest. 

      • Use Leather to create Bound equipment. This has some small improvements towards speed and toughness- but more importantly, allows you to dye normally non-dyeable equipment any of the game’s 16 colors. (At least partly.) In addition, Leather armor is by far the easiest to repair, and offers protection from freezing.
      • Use Copper to create Reinforced equipment. This solely improves durability.
      • Use Iron to create Riveted equipment. This improves efficiency, damage, and durability; at the expense of speed and enchantability. Better for armor than for tools.
      • Use Gold to create Gilded equipment. Gilded armor doesn’t aggravate piglins, and gilding dramatically increases the enchantability and efficiency of the item, at the expense of durability.
      • Use Diamonds to create Jeweled equipment. This enhances damage, protection, toughness, and speed, and essentially improves everything but durability.
      • Use Netherite Scrap to create Forged equipment. This grants fire immunity to the item, and dramatically increases durability and toughness, as well as damage. 
      • Use Echo Shards to create Echoing equipment, which can be retained upon death.
      • Use Phantom Membrane to create Phased equipment. While extremely fast and efficient, providing a speed boost and high efficiency, with a dramatic cost to durability.
      • Use Nautilus Shells to create Conched equipment, which is more proficient underwater. A full set of armor will grant a swimming boost.
      • Use Redstone to create Charged equipment, which periodically shifts between a powered and unpowered state, getting buffs and debuffs respectively.
      • Use Lapis to create Mystic equipment, which receives random enchantments on a daily basis. (Sometimes helpful, sometimes less so.)
      • Use Shulker Shells to create Shelled equipment, which grants resistance/slowness/slow falling when sneaking, and warps to your hand/body automatically when needed.
  • Lastly, with a Nether Star and a rare template unique to the end, players can upgrade Netherite Items into Ethereal armor and equipment. All are more durable and slightly more powerful than Netherite; Ethereal armor glows, sparkles, and causes the player to draw from their experience bar instead of their healthbar when taking physical damage.


Smithing Templates can be found throughout the world in different structures. They replace the vanilla templates.

  • Original Templates, (found in structures), can be used three times before breaking, or up to nine times to produce copied templates.
  • Copied Templates are consumed on use, and cannot themselves be used to craft copies. 
  • Original Templates can be repaired using Mending, but lose the enchantment if used in the smithing table. (I couldn't think of a better way to balance this, I'm open to suggestions.)
  • Leather Binding and Copper Reinforcement templates replace trail ruin templates; Riveting templates can be found in shipwrecks and pillager towers; Gilding Templates in Nether Fortresses, Jeweling Templates in ancient cities and pillager towers, Forging Templates and Netherite Upgrades in Bastions, Mystic Templates in Desert Pyramids, Charged Templates in jungle temples, Phased Templates in Woodland Mansions, Conched Temples in Ocean Monuments and Shipwrecks, and Echoing Templates exclusively in ancient cities. Shelled Templates and Ethereal Upgrades are exclusively found in End Cities.
  • Copied Binding/Reinforcement/Riveting Templates can all be obtained occasionally from villager trades, and Copied Mystic/Charged templates can rarely be purchased from the Wandering Trader.
  • ...This is slightly different if you're playing with Mindthemood's Bits Bobs and Buildings, which rebalances structure loot further.


The Grindstone has been tweaked to be a bit more useful, and handy for modification.

  • The Grindstone can repair any two items of the same type- however, it does so far more efficiently than other crafting stations; regardless of the damage of input items, the resulting item is randomly assigned about 80 to 90% durability, (consuming both of the input items.)
        • If one of the items is enchanted, the enchantments have a 50% chance of carrying over. If both are enchanted, one of the item’s enchantments are chosen at random. (This is currently the only way to remove curses.)
        • The Grindstone removes any non-curse enchantments, with the exception of bane of arthropods, which is now a curse. When an enchantment or modification is removed from an item, it usually regains a fair amount of durability, and generates some experience orbs.
        • If an item is unenchanted, the Grindstone removes any modifications instead, returning the base item- which retains its current level of damage. This damages the item with however much damage it has currently sustained, plus an additional 5-20% of the item’s max durability.


Several new Enchantments have been added:

  • Lunar Effigy Is a unique treasure enchantment; it comes in 3 levels, and can be applied to any weapons. Weapons enchanted with Lunar Effigy do additional magical damage when the moon is full or waxing; and deal magic damage to the wielder when the moon is waning or new. In both instances, they do more damage at night than during the day.
    • Life Sink can be applied to any piece of armor or weapon. When the wielder kills another entity, they regain half a heart per level per enchanted item; for a maximum of 4.5 hearts healed per kill.
    • Throwback can be applied to shields, and causes them to launch all nearby entities away from the wielder when an attack is blocked. The effect increases in power for each of 3 levels.
    • Vengeance can be used to applied exclusively to shields- when an attack is blocked by such a shield, the damage is stored, and is added to the wielder's attacks for a brief period after blocking. (Blocking a 4 damage attack stores that damage, and each attack the player performs deals an additional 4 damage until the effect wears off.)
    • Hotfoot is a lava equivalent of frost walker. (Which I guarantee no one has ever thought of before.) It comes in 2 levels, and temporarily converts lava to pummice beneath the player.
    • Frost Aspect is a freezing equivalent of fire aspect that inflicts frost damage and slowness on enemies.
    • Chill is a freezing equivalent of flame that inflicts frost damage and slowness on enemies, and can be applied to bows.
    • Spite is a weapon enchantment that adds missing hearts to the wielder's attack damage. If the player is below 8 hearts, 75% of their missing hearts are added to their attack damage.
    • Momentum is a tool enchantment that initially causes a tool to mine slower, but gradually increases the speed with each block mined. The level determines the max speed of the t
    • Curse of Severing simply increases the item’s chances of breaking when held. It can exclusively be found on loot.
  • And lastly, Curse of Justice is a new curse that multiplies damage output dramatically... at a price. Half of the resulting multiplied damage is also dealt to the wielder. (If you attack for 10 damage, and deal an additional ten damage, you'll also take 5 damage from the attack.) The highest level deals an additional x3 damage, and redirects x1.5 of the initial attack at the wielder.


A couple Loot Tables have been modified to include modded armor and enchantments. 

    • Specifically, Desert Pyramids, Stronghold Libraries, End Cities, certain Villager Trades, Wandering Trader Trades, and Blacksmith/Toolsmith loot.


And lastly, Sound Effects have been added to the crafting table, which play when items are crafted.

  • The material of the item determines which sound effect plays, with distinct sounds for wooden, stone, metallic, glass, and magical items.



  • Modify & Sever ~ Use a Smithing Table to modify something.
  • Questionable Fashion Choices ~ Create and equip a full set of Forged Leather Armor.
  • Can't Take it With You ~ Retain an echoing item upon dying.
  • Really Serious Dedication ~ Craft an Ethereal Hoe. Why? Seriously, why?
  • Cover Me in Stars ~ Equip a full set of Ethereal Armor.



Leather Binding ~ Effects are almost purely visual; items retain their basic properties.

  • Weapons/Tools gain +30% Attack Speed.
  • Armor gains +0.5 Toughness
  • Bound armor provides protection from freezing, and bound boots allow the wearer to walk on Powder Snow.
  • Bound items can be dyed any color. (Color cannot be changed once selected, without the use of a grindstone.)
  • Bound Items can be repaired on an anvil with leather, regardless of material.

Copper Reinforcements ~ Purely increases durability

  • Increases durability by 40% for tools and weapons, and by 30% for armor. Doubles durability for golden items.
  • Reinforced Items can be repaired on an anvil with copper ingots, regardless of material.

Iron Rivets ~ A well rounded array of benefits, with some minor setbacks.

  •  Increases durability by 30%
  • Halves enchantability
  • Increases armor protection values by +1, and knockback resistance by +0.1. 
  • Increases attack damage by +1, but decreases attack speed by -20%. 
  • Increases tool efficiency by +1.
  • Riveted Items can be repaired on an anvil with iron ingots, regardless of material.

Gold Gilding ~ Better efficiency and enchantability at the expense of durability.

  • Decreases maximum durability by 30% for armor and 60% for tools.
  • Increases enchantability by +10. 
  • Increases attack speed by 20%
  •  Increases tool efficiency by +3. 
  • Gilded Armor pacifies piglins, and all Gilded Items count as distracting to piglins.
  • Gilded Items can be repaired on an anvil with gold ingots, regardless of material.

Diamond Jeweling ~ Well rounded benefits w/out much in the way of setbacks.

  • Increases attack damage by +1.
  • Increases attack speed by 30%
  • Increases tool efficiency by +2.
  • Increases enchantability by +5. 
  • Increases armor toughness by +0.5, and armor protection by +1
  • Jeweled Items can be repaired on an anvil with diamonds, regardless of material.

Netherite Forging ~ Tougher, if not necessarily better items.

  • Increases maximum durability by +50%
  • Increases tool/attack damage by +2
  • Increases armor toughness by +1, and Knockback Resistance by +0.2
  • Forged Items are fire resistant in the same way as Netherite.
  • Forged Items can be repaired on an anvil with netherite scrap, regardless of material. (Not sure under what circumstances, if any, this would be useful. 

Sculk Echoing ~ Weird growth and death-defying properties.

  • Items modified with an Echo Shard can be retained upon death. Equipped armor is guaranteed to be retained; and held items are retained with decreasing chances the more you're carrying. (This property can be altered via. a Gamerule.)
    • Decreases attack speed by -0.2
    • Decreases maximum durability by 30%
    • Echoing Tools and Weapons cause enemies to drop slightly more EXP on death. Wearing echoing armor further increases this property.
    • Echoing items can (slowly) repair themselves when damaged.
    • The Echoing Turtle Shell has a unique texture. (But no additional unique properties.)
    • Echoing Items can be repaired on an anvil with echo shards, regardless of material. 

Nautilus Conching ~ Aquatic Abilities

  • Conched Armor always grants resistance while underwater or in rain.
  • In addition, Conched Armor grants Dolphin's Grace, which recharges in air, and depletes while underwater. The duration of the effect is multiplied for each piece of armor, with a full set granting a powerful 16 second underwater speed boost. This effect can be further multiplied with Depth Strider.
  • In rain, Conched Armor grants a speed boost.
  • Conched tools and weapons grant strength and haste when the wielder is in rain or underwater.
  • Conched Items can be repaired on an anvil with nautilus shells, regardless of material.

Membrane Phasing ~ Extreme speed and equally extreme flimsiness.

    • Halves the recharge time of Tools and weapons. (Doubles damage per second.)
    • Increases the efficiency of tools by +6. (Putting an Iron Pickaxe on par with Netherite.)
    • Phased Armor grants an ambient agility boost to its wearer; a single piece of phased armor grant Jump Boost I; two pieces grant Jump Boost I and Speed I; three pieces grants Jump Boost II and Speed I; and a full set of Phased Armor grants Jump Boost II and Speed II; indefinitely while worn.
    • Decreases the durability of tools by 80% and Armor by 70%; (Giving Iron slightly more durability than Gold, and Diamond about the same durability as Iron)
    • Decreases armor protection by 30%.
    • Phased Items can be repaired on an anvil with phantom membrane, regardless of material.

Redstone Charging ~ Alternating Buffs and Debuffs

  • Items remain charged for two minutes, than enter an uncharged state for one minute, indicated by particles and a power-down sound effect.
  • When Unpowered, Charged items recieve -30% attack speed, -2 attack damage, -3 efficiency, and -1 armor protection. (From their default, unmodified levels.)
  • When Powered, Charged items recieve +20% attack speed, +2 attack damage, +4 efficiency, and +2 armor protection. (From their default, unmodified levels.)
  • Charged Items can be repaired on an anvil with redstone dust, regardless of material.

Lapis Mysticism ~ Random Enchantments

  • Mystic Items recieve 1-3 random enchantments each evening, which can include booth treasure and curse type enchantments. The likelihood of each consecutive enchantment being applied decreases; while the rarity of each consecutive enchantment increases.
  • Mystic Items lose any enchantments applied to them whenever this shift occurs.
  • Golden and Ethereal items are more likely to get higher-level enchantments.
  • Mystic Items can be reapired on an anvil with lapis lazuli, regardless of material.

Shulker Shelling ~ Cycling and Protection

  • Shelled Items cycle into your hand when needed- if you attempt to mine something empty-handed or with the wrong tool, a shelled item of the correct type in your inventory will instantly swap with whatever you were holding. Similarly, if you attack an entity without a normal weapon, or are attacked yourself with an empty armor slot; shelled items of the correct type will warp into their respective slots.
  • Shelled items gain +30% durability.
  • Shelled weapons and tools have increased knockback, and inflict levitation briefly on enemies.
  • Shelled armor grants Slowness II and Slow Falling when the wearer is sneaking. If two pieces of shelled armor are worn, sneaking grants Resistance I. With three pieces, sneaking grants Resistance II, and with a full set of shelled armor, sneaking grants Resistance III, but also causes the wearer to levitate. 
  • Shelled items can be repaired on an anvil with shulker shells, regardless of material.

Netherite Upgrade ~ Fire Protection. A rare template unique to the Nether.

  • The vanilla netherite upgrade; requires an unmodified diamond item to be applied to. 
  • Netherite equipment is immune to fire, and armor gains toughness and knockback resistance. (As per usual.)

Ethereal Upgrade ~ The ultimate upgrade, an even rarer template unique to the End.

  • Requires an unmodified netherite item to be applied to.
  • Increases durability substantially, to 1.3 times that of Netherite.
  • Ethereal Tools and Weapons gain a significant efficiency and attack damage boost, and also now make cool noises and particle effects on attack.
  • Ethereal Armor causes the wearer to glow constantly, and generates sparkles in a large radius around the player. 
  • When a player wearing Ethereal Armor takes physical damage, some of it can be converted into a loss of experience instead of a loss of health. Each piece of armor grants two hearts worth of 'soul armor,' nullifying two hearts of damage, and instead draining experience based on the damage blocked. A full set of ethereal armor thus protects the player against almost any attack.
  • Soul Armor is in addition to regular armor, meaning it drains experience even if the armor would have mostly protected the player. It does not defend against magic damage, (potions, evokers, wardens, enchanted weapons, etc), and does not function if the player has insufficent experience.