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Unidentified Enchants (Reforged)

Hide enchantments behind runes. Use the Runic Cipher to reveal them. EXTENSIVE CONFIG

MEANT TO BE PAIRED WITH Curse Removal

🔮 Unidentified Enchants

Ever found an enchanted item that felt... too predictable?

Unidentified Enchants transforms enchantments into mysterious runic inscriptions that must be deciphered using the Runic Cipher. Loot becomes uncertain, cursed items become dangerous, and every enchanted item becomes something worth inspecting instead of instantly judging.

No more instantly knowing if a chest contains god gear or complete garbage.
Now you have to uncover its secrets. 😈


✨ Features

🜏 Hidden Enchantments

  • Enchantments can be replaced with mysterious rune text
  • Supports both normal enchantments and curses
  • Optional red curse runes
  • Configurable rune lengths and styles
  • Optional consistent runes per enchantment
  • Optional randomized rune ordering

📜 Multiple Reveal Modes

Choose how enchantments are identified:

Mode 0 — Two Step Reveal

Reveal normal enchantments first, then curses

Mode 1 — Full Reveal

Reveal all enchantments at once

Mode 2 — Unknown Curses

Reveal only normal enchantments while curses remain hidden forever

Mode 3 — Knowledge Mode (WIP)

Learn enchantments permanently by studying enchanted books

Mode 4 — Random Reveal

Reveal one random enchantment at a time


🔮 Runic Cipher

A special item used to decipher enchantments.

Features:

  • Configurable charge system
  • Rechargeable with configurable items
  • Floating interaction tooltips
  • Recharge previews
  • Usage previews
  • Not enough charge warnings

⚙️ Highly Configurable

Almost every system can be customized:

  • Hide normal enchantments
  • Hide curses
  • Rune appearance
  • Rune lengths
  • Reveal costs
  • Recharge item
  • Recharge amount
  • Reveal behavior
  • Permanent identification behavior
  • Tooltip behavior
  • Charge system toggles
  • Blacklisted items
  • Rune consistency/randomization

View Config

 
[general]
#If true, normal enchantments are hidden behind rune text until revealed
#Default: true
hide_normal_enchantments = true
#If true, curses are hidden behind rune text until revealed
#Default: true
hide_curse_enchantments = true
#Listed items are completely ignored by this mod and always show their real enchantments
#Default: ["minecraft:enchanted_book", "quark:ancient_tome"]
blacklisted_items = ["minecraft:enchanted_book", "quark:ancient_tome"]
#If true, each enchantment always uses the same rune pattern
#Example: Protection always generates the same rune text
#If false, rune text is generated per item instead
#Default: true
consistent_runes_per_enchantment = true
 
["runic cipher"]
#Does the Runic Cipher use the charge system
#False turns off charge related features but keeps other functionality
#If false, I suggest changing reveal_mode to 1, 2, or 3
#Default: true
enable_charge_system = false
#0 = two step system where you reveal normal enchants first, then curses
#1 = one step system where you reveal all enchants at once
#2 = one step system that only reveals normal enchants
#3 = !WIP, NOT AVAILABLE! knowledge mode, enchantments are revealed by using the cipher on enchanted books
#When using mode 3, remove enchanted books from the blacklist
#4 = reveals a random enchantment one at a time
#Default: 0
#Range: 0 ~ 4
#Range: 0 ~ 4
reveal_mode = 1
#!WIP, PERMANENT REVEAL NOT AVAILABLE!
#Controls how enchantments become permanently identified
#0 = disabled
#1 = identifying enchanted books permanently reveals that enchantment
#2 = identifying any enchanted item permanently reveals those enchantments
#Only applies to knowledge mode
#Default: 0
#Range: 0 ~ 2
#Range: 0 ~ 2
permanent_reveal_mode = 0
 
["runic cipher".charges]
#Maximum number of uses a Runic Cipher can hold
#Default: 32
#Range: 1 ~ 1080
#Range: 1 ~ 1080
runic_cipher_max_uses = 32
#How many uses a newly crafted Runic Cipher starts with
#Default: 4
#Range: 0 ~ 1080
#Range: 0 ~ 1080
starting_cipher_uses = 4
 
["runic cipher".recharge]
#Item used to recharge the Runic Cipher
#Example: minecraft:lapis_lazuli
#Default: minecraft:lapis_lazuli
cipher_recharge_item = "minecraft:lapis_lazuli"
#How many uses are restored per recharge item consumed
#Default: 1
#Range: 0 ~ 1000
#Range: 0 ~ 1000
recharge_item_restore_amount = 1
 
["runic cipher"."reveal costs"]
#Uses consumed per hidden normal enchantment when revealing
#Default: 1
#Range: 0 ~ 1000
#Range: 0 ~ 1000
normal_enchantment_reveal_cost = 1
#Uses consumed per hidden curse when revealing
#Default: 2
#Range: 0 ~ 1000
#Range: 0 ~ 1000
curse_reveal_cost = 2
#Uses consumed when reveal mode 4 reveals one random enchantment
#Default: 4
#Range: 0 ~ 1000
#Range: 0 ~ 1000
random_enchantment_reveal_cost = 4
 
[tooltips]
 
[tooltips."rune display"]
#If true, rune text is shown in place of hidden normal enchantments
#If false, hidden enchantments are completely hidden instead of replaced with runes
#Default: true
show_rune_replacements_for_normal = true
#If true, rune text is shown in place of hidden curses
#If false, hidden curses are completely hidden instead of replaced with runes
#Default: true
show_rune_replacements_for_curses = true
#Minimum rune length used for hidden enchantment text
#Default: 6
#Range: 1 ~ 50
#Range: 1 ~ 50
min_rune_length = 6
#Maximum rune length used for hidden enchantment text
#Default: 10
#Range: 1 ~ 50
#Range: 1 ~ 50
max_rune_length = 10
#If true, hidden curse rune text is colored red
#If false, curse rune text uses normal enchantment coloring
#Default: true
red_curse_runes = false
#If true, hidden rune tooltip order is randomized
#Prevents rune positions from hinting at enchantment order
#Default: false
randomize_rune_order = true
 
[tooltips."cipher interaction"]
#If true, shows an extra Runic Cipher interaction tooltip beside valid enchanted items
#Default: true
toggle_cipher_interaction_tooltip = true
#If true, the interaction tooltip shows the Runic Cipher uses before and after revealing
#Example: Cost: 32 -> 27 / 32
#Default: true
show_cipher_interaction_cost_preview = true
#If true, the interaction tooltip shows how many uses will be consumed when revealing
#Example: Consumes: 5 uses
#Default: true
show_cipher_interaction_consumes = true
 
[tooltips."cipher recharge"]
#If true, shows an extra Runic Cipher recharge tooltip beside the configured recharge item
#Default: true
toggle_cipher_recharge_tooltip = true
#If true, the recharge tooltip shows the Runic Cipher uses before and after recharging
#Example: Charge: 27 -> 32 / 32
#Default: true
show_cipher_recharge_preview = true
#If true, the recharge tooltip shows how many recharge items will be consumed
#Example: Consumes: 5 items
#Default: true
show_cipher_recharge_item_cost = true
 

🧩 Compatibility

Includes direct support for:

  • Clean Tooltips (HIGHLY suggested)
  • Held Item Tooltips
  • Curse Removal

💡 Why?

Minecraft enchantments are usually solved instantly:

  • Sharpness III? Ok
  • Curse of Binding? Trash.
  • Protection IV? Keep it.

This mod brings back:

  • mystery
  • risk
  • experimentation
  • excitement from unidentified loot

You no longer know exactly what you're holding until you investigate it.


🚧 Planned Features

  • Creating knowledge mode (mode 3)
  • Creating permanent reveal mode
  • Possibly multiplayer knowledge syncing
  • Reveal cost scaling
  • Using XP to charge cipher
  • Config toggles for when the runes are applied

🔥 Recommended For

  • RPG modpacks
  • Roguelikes
  • Loot-focused packs
  • Hardcore progression
  • Dungeon exploration
  • Magic-themed packs
  • Curse-heavy gameplay

⚠️ Note

If using knowledge mode:

  • remove enchanted books from the blacklist

❤️ Credits

While working on my modpack I had the idea for a system where enchantments are hidden until they are revealed. When I looked to see if something like this already existed, I discovered the mod Unidentified Enchantments.

That mod implements the same core concept and deserves credit for it. Unfortunately, it would not load correctly in my setup, so I wasn’t able to use it.

Because of that, I created Unidentified Enchants as my own implementation of the idea so I could use the mechanic in my pack.

Because my mod implements a similar idea though, I chose a similar name to reflect the concept and acknowledge the original Unidentified Enchantments mod that inspired it.

The Unidentified Enchants (Reforged) Team

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