SNE — Surving's New Enchantments
New combat effects, equipment enchantments and discoverable synergies.
SNE adds 43 enchantments for weapons, shields and armor, built on SEEF's shared categories, compatibility rules and descriptions.
0.3.0-alpha.1 — Arcane Discoveries is the matching early-access companion to SEEF 0.3.0-alpha.1 — Curiosity 2.0. Research pacing, balance and wider mod interactions remain in development.
Alpha status: SNE is in early alpha. Features, research pacing and balance may change. The current project logo is a temporary placeholder and will be replaced.
Features
Fermented spider eyes can be eaten even at full hunger and grant Venom I for two seconds. Their brewing use remains available. Nether wart can also be eaten at full hunger and grants two seconds of Soul Fire. Raw chorus fruit grants two seconds of Shadow Fire alongside its normal behavior; popped chorus fruit is unchanged.
Combat effects
Build around freezing, soul fire, bleeding, poison, lethal venom and fungal infection. Other enchantments add control effects, temporary summons and new projectile behavior.
This alpha uses the unified Fire, Soul Fire, Shadow Fire, Water and Frost names and canonical registry IDs. Existing items and personal knowledge migrate through SEEF. Electrical effects use SEEF's passive water conductivity without adding another enchantment.
Equipment builds
Weapon, shield and armor enchantments offer different ways to fight and survive. Shared categories determine which effects can fit together on your equipment.
Synergies
Some compatible enchantment combinations change their behavior together. Discover combinations through play and inspect supported synergy information through the optional equipment overview.
Shadowflame is violet End fire that persists on End Stone. Shadow Fire I–II burns for 2/4 seconds at one damage every half-second, matching ordinary Fire Aspect's total damage in half the duration. Water and rain do not extinguish it. Soul burning is shared with standalone SEEF; native fire resistance still protects against both.
Getting started
With SEEF Enchantment 2.0 enabled, research individual ranks and apply learned magic through its table. Found items and books provide clues without granting automatic mastery. Hold Shift over enchanted equipment to read descriptions with values for its current rank.
With SGL installed, use SEEF's equipment overview to inspect supported enchantments and category slots.
Configuration
General enchantment settings are managed through SEEF's config/seef/enchantments/<namespace>/<path>.json. These include weight, treasure status, maximum rank, native costs, acquisition sources and enable switches.
Fifteen enchantments are treasures and cannot appear at the enchanting table. Their other acquisition sources remain configurable. Restart the world/server after editing the configuration.
Per-enchantment book locations share the same SEEF files and use the configured enchantment weights without adding extra book entries. SNE supplies themed dimension/table routes; existing settings take precedence. Shared source opportunities are configurable through config/seef/book_pools.json.
config/sne/effects.json configures Bubble effect chance, counts per rank, the player cap and separate Poison/Venom weapon chances. The server synchronizes those values for accurate descriptions; other effect damage/duration values remain unchanged.
Compatibility and integrations
SEEF 0.3.0-alpha.1 or a newer compatible version is required and supplies the shared equipment and enchantment framework.
SGL is optional and enables shared equipment menus and themes. Optional Jade support displays SNE status durations and relevant strength or stack information.
Cordyceps allies retain their creature type but use controlled melee instead of native special attacks; their original equipment is not copied.
With Double Jump and an Elytra equipped, the extra jump takes priority; press Jump again afterwards to start gliding. This also applies to accessory Elytra slots.
When SEEF mastery restrictions are enabled, SNE weapon, armor, shield and synergy queries use the carrier's effective learned ranks. Unknown ingredients cannot activate synergies; partial ingredient ranks determine readable synergy values. Stored enchantments remain unchanged. Disable the restriction through SEEF research configuration to restore unrestricted equipment effects.
Custom equipment must use compatible item tags. Custom combat or rendering systems may require additional integration.
Requirements and installation
Minecraft 26.3 · Fabric · Java 25 · Fabric API · SEEF 0.3.0-alpha.1 or newer compatible version
Install SNE and SEEF on the server and participating clients. Install optional SGL on the client.
This alpha includes the Discovery and Traversal wave, personal rank mastery and themed research support. Book routes and balance remain provisional. Use matching files for Minecraft 26.3.
In this alpha, weapon effects participate in SEEF's use-based mastery: progress follows an actual successful effect, not merely swinging or landing a hit. Chance-based effects must trigger, and Haunted must create a wisp. Original weapon attribution is retained for delayed procs and projectile chains. SEEF now controls one active magical-XP project with optional once-paid challenges. Completion teaches the player a rank without upgrading equipment; actual item upgrades stay at the enchanting table. Armor, jumps, Echo and liquid walking also report supported real outcomes. SGL remains optional presentation.

