Ultra Enchantment
Give vanilla enchantments a growth path.
In vanilla, enchantments stop at max level. This mod lets every enchantment keep going: Native → Advanced → Super → Ultra. Each tier isn't just bigger numbers — it adds new behavior.
What It Does
- Every enchantment has its own lineage. Sharpness has its own line, Unbreaking has its own. They don't interfere. Multiple enchantments on the same sword can be at different stages.
- Ascending changes what the tier gives, not just its numbers. Sharpness at Super starts scaling with total attack damage, and at Ultra additionally weakens the target's armor. Fire Protection at Super becomes full fire immunity (you won't even catch fire).
- Ascended enchantments are locked in. Grindstones can't remove them, crafting repair can't wipe them, and anvil merging won't lose them. The only way to strip one is with a Cursebreaker Stone of the matching tier.
- Lines can be long or short. Some enchantments have only one tier (Feather Falling, Respiration, Unbreaking, Mending, Punch, Flame, Infinity), some stop at Super (Fire Protection, Blast Protection, Projectile Protection), and the rest go all the way to Ultra.
A visible curve (Sharpness, damage bonus per level):
| Level 1 | Max (Level 5) | |
|---|---|---|
| Native | +1 | +3 |
| Advanced | +3 | +7 |
| Super | +6 | +12 (plus +30% total attack damage) |
| Ultra | +10 | +20 (plus +50% total attack damage, -0.25 target armor effectiveness) |
| Tier | Meaning |
|---|---|
| Native | The vanilla enchantment, not yet ascended |
| Advanced | First ascension |
| Super | Second ascension |
| Ultra | Third ascension (current endpoint) |
Two Items, Four Jobs
In your inventory you'll find the Ascension Book and the Cursebreaker Stone. Their tooltips explain what they do.
Ascension Book
One item, four faces, told apart by the tooltip:
| Tooltip says | What it does |
|---|---|
| Enchantment Ascension | Pushes an existing enchantment up one tier. Three grades: Native→Advanced / Advanced→Super / Super→Ultra |
| Targeted Ascension | Same push, but locked to one specific enchantment (the book says which). For precise control |
| Advanced Enchantment · Advanced Sharpness IV | Carrier Book: holds an ascended enchantment directly. Can be applied to gear, or merged with other books |
| Advanced Upgrade III | Upgrade Book: raises an already-Advanced enchantment to a specific level |
Cursebreaker Stone
Comes in Advanced / Super / Ultra grades. Does one thing: removes the protection from enchantments of the same tier. Reusable, consumes durability. If the item has no matching-tier enchantment, it won't waste a charge.
A Full Playthrough Route
- Level up an enchantment the vanilla way (enchanting table, villager trades, loot, fishing).
- Use a "Native → Advanced" Ascension Book to push it to Advanced. The ascension level restarts from 1 — this is a new curve, not the old level.
- Use Upgrade Books to raise the level. How high you go determines how strong this tier is.
- To go further, repeat steps 2 and 3: Advanced → Super → Ultra.
- To reroll or change direction, use a matching-tier Cursebreaker Stone to remove protection, then wash and rebuild.
You'll see names like "Advanced Sharpness 3" — that number is the ascension level. The original Sharpness 5 on the item is untouched; it only decides whether you meet the threshold to enter this tier.
Ascension threshold = that enchantment's vanilla max level: Sharpness needs max 5, Knockback needs max 2, Mending's max is 1.
What the Anvil Can Do
| Put in anvil | Result |
|---|---|
| Gear + Ascension / Upgrade / Carrier Book | Ascend, level up, or inscribe the book's enchantment onto gear |
| Carrier Book + Ascension / Upgrade Book | Push the book itself up a tier, or raise the enchantment level inside it |
| Carrier Book + Carrier Book | Merge: same enchantment and same level → level +1. Different enchantments merge into one book |
| Vanilla Enchanted Book + Ascension Book | Transcribe into a Carrier Book (the legit survival way to get one) |
| Same-name Gear + Same-name Gear | Enchantments on the same lineage and tier get level +1, and durability is repaired together |
| Gear + Repair Material | Normal durability repair; ascended enchantments are preserved |
When a Carrier Book is applied to gear, entries that don't fit (wrong tier, gear doesn't support that enchantment) aren't wasted — they return in a "half-used" book you can use elsewhere.
Supported Enchantments (26)
The "Max" column shows what you get when that tier is fully leveled (tier caps differ per enchantment).
Melee Weapons
| Enchantment | Tiers | Max effect |
|---|---|---|
| Sharpness | Advanced / Super / Ultra | +7 / +12 plus 30% total attack damage / +20 plus 50% total attack damage, -0.25 target armor |
| Smite | Advanced / Super / Ultra | +27.5 vs undead / +45 vs undead plus unconditional +7 / +75 vs undead plus unconditional +12, -0.25 target armor |
| Knockback | Advanced / Super / Ultra | Knockback 5 / Knockback 9 plus bonus damage / Knockback 15 plus more damage, inflicts Slowness on hit (5s base, +5s per level) |
| Fire Aspect | Advanced / Super / Ultra | Extra 40–60 ticks of fire / additional damage / stacks two layers of fire plus damage |
| Looting | Advanced / Super / Ultra | Drop +0.07 / +0.12 plus XP / +0.20 plus more XP |
| Sweeping Edge | Advanced / Super / Ultra | Sweep damage +1 / plus Knockback 0.55 / plus -0.06 target armor |
Armor
| Enchantment | Tiers | Max effect |
|---|---|---|
| Protection | Advanced | All damage reduction 5 (even the damage types vanilla excludes) |
| Fire Protection | Advanced / Super | Fire reduction 5, burn time -85%, plus vanilla Protection 4 / full fire immunity (you won't even catch fire) |
| Blast Protection | Advanced / Super | Explosion reduction 5, knockback resistance 0.6, plus vanilla Protection 4 / full explosion immunity |
| Projectile Protection | Advanced / Super | Projectile reduction 5, plus vanilla Protection 4 / full projectile immunity |
| Feather Falling | Advanced (level 1 only) | Full fall damage immunity |
| Thorns | Advanced / Super / Ultra | Reflect 2–10 / 4–20 / 8–40; trigger chance scales with level (Advanced +30% per level, Super +45%, Ultra +60%); durability cost per reflect 2 → 1 → 0 |
General & Tools
| Enchantment | Tiers | Max effect |
|---|---|---|
| Respiration | Advanced | Oxygen bonus +12 |
| Unbreaking | Advanced | Extra 20% chance to negate 1 durability point (armor's vanilla reduction still applies) |
| Mending | Advanced | Repair efficiency ×8 |
| Efficiency | Advanced / Super / Ultra | Extra mining efficiency +6 / plus block XP / adds another mining efficiency line (+12 total) plus block XP |
Bows & Crossbows
| Enchantment | Tiers | Max effect |
|---|---|---|
| Power | Advanced / Super / Ultra | Conditional damage +5.5 / +9 plus knockback / +15 plus knockback |
| Punch | Advanced | Knockback 5 plus bonus damage |
| Flame | Advanced | Arrows ignite for an extra 60 ticks (vanilla 100 ticks still applies) |
| Infinity | Advanced | No arrow is consumed, any type (tipped and spectral included) |
| Multishot | Advanced / Super / Ultra | 6 arrows, 15° spread / 12 arrows, 30° spread plus damage / 20 arrows, 50° spread plus damage and piercing |
| Piercing | Advanced / Super / Ultra | Piercing 9 plus damage / Piercing 15, damage and knockback / Piercing 25, higher damage and knockback |
Tridents & Fishing
| Enchantment | Tiers | Max effect |
|---|---|---|
| Impaling | Advanced / Super / Ultra | +27.5 / +45 / +75 vs aquatic mobs |
| Riptide | Advanced / Super / Ultra | Spin attack strength 6 / 12 / 24 (cap stays at level 1, strength doubles per tier) |
| Lure | Advanced / Super / Ultra | Bite time -35 / -60 plus fishing luck / -100 plus fishing luck |
| Luck of the Sea | Advanced / Super / Ultra | Fishing luck 7 / 12 plus faster bite / 20 plus faster bite |
Not ascended (not included in this version): Depth Strider, Swift Sneak, Loyalty, Channeling, Quick Charge. Deliberately excluded: Fortune, Silk Touch (ascending them isn't safe), and the two curses (ascending them is meaningless). Channeling, Flame, Infinity, Mending, Multishot have a vanilla cap of level 1, so Upgrade Books and merging don't apply — their strength comes entirely from the tier itself.
Deliberate Design Choices
- Ascended items never become "Too Expensive" on the anvil. Pure ascension and pure leveling don't inflate the repair cost either.
- When using Ascension and Carrier Books, the anvil's name field is ignored (same-name gear merging does use it, as in vanilla).
- Creative mode can give a blank item a tier directly, including jumping straight to Ultra — for display builds and comparisons.
- After ascension, only a Cursebreaker Stone can remove protection. This is a deliberate trade-off, not an oversight.
FAQ
Q: Why does the ascension level start at 1? A: Each tier is a new curve, and starting at level 1 makes the strength easiest to read. The original enchantment level on the item doesn't change — it only decides whether you can enter this tier.
Q: How do I undo an ascension? A: Use a matching-tier Cursebreaker Stone. It doesn't destroy the item, only removes the protection; after that, vanilla methods like the grindstone work again.
Q: Will it conflict with other enchantment mods or modpacks? A: This mod only takes over the 26 enchantments it supports; other enchantments and other mods are unaffected. It has targeted compatibility with Legendary Tooltips / Prism / MmmMmmMmmMmm.
Q: Will ascended gear become too strong? A: Each tier is designed as "vanilla tier, then one notch up", and the cost rises with each tier (anvil cost increases per tier). Exact numbers are in the Supported Enchantments section above.
Q: Does it work in multiplayer? A: Yes, but the server must also have the mod installed, otherwise ascended enchantments won't resolve correctly.
Q: Can I make only some enchantments ascend? A: This version supports the 26 listed above; other enchantments stay vanilla.
For Data Pack Authors
The growth curve is not hard-coded — it's meant to be adjusted via data packs, without touching the mod itself.
What you can tune:
- Level cap per enchantment (independent per entry: Unbreaking 3, Protection 4, Sharpness 5 each their own)
- Ascension threshold per tier (how many levels needed to be allowed up)
- Anvil cost per tier
- Shape of the ascension chain: make a line stop at Advanced, or don't open ascension for a given enchantment at all
- Effects and numbers per tier (how much extra damage, how much knockback, whether to add a new effect)
- Display names ("Advanced Sharpness" can be renamed to "Skyrender")
That means you can build: a lightweight pack that only opens ascension for three enchantments, a power pack that pushes Ultra Sharpness higher, a "two tiers but each is a huge leap" short chain, or a completely new naming scheme for an entire modpack.
The exact syntax and the per-entry number tables live in the repo's docs/ folder — that part is for authors. Regular players can stop reading here and go play.
License
MIT license.

