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Universal Enchants allows you to put any enchantment you like on your preferred weapon or tool of choice. No longer will you have to give tridents a pass just because they can't accept looting.
Also some enchantments have received much needed buffs, and any compatibility restriction between enchantments can be removed (or even added), such as between infinity and mending.
Item Compatibility for many vanilla enchantments is much expanded upon, meaning you can now apply a lot more enchantments to a lot more items. This offers a number of new compatibilities.
- Sword: Impaling
- Axe: Sharpness, Smite, Bane of Arthropods, Knockback, Fire Aspect, Looting, Sweeping Edge, Impaling
- Trident: Sharpness, Smite, Bane of Arthropods, Knockback, Fire Aspect, Looting, Sweeping Edge, Quick Charge, Piercing
- Bow: Piercing, Multishot, Quick Charge, Looting
- Crossbow: Flame, Punch, Power, Infinity, Looting
- Horse Armor: Protection, Blast Protection, Fire Protection, Projectile Protection, Feather Falling, Respiration, Thorns, Depth Strider, Frost Walker, Curse of Binding, Soul Speed, Curse of Vanishing
- Shield: Thorns, Knockback
Changes to Enchantment Compatibility make a few enchantments no longer mutually exclusive, specifically mending and infinity, piercing and multishot. Furthermore specialized damage and protection enchantments (e.g. smite and blast protection) are now compatible with the respective base enchantment (sharpness and protection).
Item Compatibility and Enchantment Compatibility are fully configurable for every enchantment (even modded, although not officially supported) using an extensive system of
json config files. Compatible items and incompatible enchantments can be individually controlled for all enchantments. To read more on how this system works check out the GitHub source repository.
Additionally with some Enchantment Improvements infinity no longer requires even a single arrow to be present, and projectiles grant no more temporary damage immunity, making multishot a lot more useful. Any level of feather falling prevents trampling farmland, and last but not least looting boosts xp drops in addition to item drops.
Universal Enchants also includes an option (which is disabled by default) to Overhaul The Mending Enchantment: Gear is no longer repaired using xp. Instead, items with mending can be repaired in any crafting grid by combining the durability with another item of the same kind, or by adding repair material. This works similarly to repairing in an anvil, all enchantments are preserved and no xp is taken. This does not work for combining the enchantments of two items though, only the enchantments from the item with mending are kept.
/enchant Command receives a much needed overhaul. Enchantments can be applied with any level, and existing enchantments can be overriden or even removed (by setting the level to 0). Even better: The command finally allows for enchanting books.
Roman Numerals are dynamically generated for enchantment levels and mob effect amplifiers when no language keys are present. This means the full range of valid numerals (1-255) is supported, opposed to vanilla which doesn't support numerals past 10. If roman numerals just aren't for you, all numerals can also be switched to normal numbers.
|All enchants can be directly applied using enchanting tables or anvils||All newly compatible sword enchantments|
|All newly compatible axe enchantments||All newly compatible trident enchantments|
|All newly compatible bow enchantments||All newly compatible crossbow enchantments|
Q: How do I configure this mod on Forge?
A: Install my Config Menus for Forge mod and do it directly in-game!
Q: How do I configure this mod on Fabric?
A: Editing configs directly in-game has not yet been implemented. Instead when in a world run the
/config showfile <modid> command by choosing either
SERVER (depending on the mod), then click the file name (ending with .toml) that appears in chat to be able to manually edit the config file in a separate editor. After saving the file, the config will automatically reload in-game after a couple of seconds, so no game restart required.
Q: Aren't all those new enchantment combinations kinda overpowered?
A: I guess that depends. Some new combinations are extremely useful and should definitely be in vanilla (e.g. infinity crossbows and looting tridents), but yeah, some others might be a bit much. But that has not have to be, since you can disable all enchantments individually in the config. The config includes everything by default for demonstrating all the enchants that are guaranteed to be compatible, fell free to remove any you think are too much.
Q: I can no longer enchant some items added by other mods when Universal Enchants is installed! How can I fix this? (only an issue on Forge)
A: Enchanting a few modded items (e.g. Farmer's Delight's skillet) is broken by the internal changes Universal Enchants makes to enchantments. To fix this you'll have to do two things: After installing the mod with the problematic item, delete the universalenchants config folder (found in .minecraft/config) to let it regenerate. It will automatically have additional entries for those problematic items now. Then in the server config enable the
Q: Where can I download this mod for Fabric on versions of Minecraft before 1.19?
A: Older downloads are found on the old project page.
Q: Where can I download this mod for Forge on versions of Minecraft before 1.17?
A: The content of Universal Enchants used to be part of my old Sneaky Magic mod (which has now been renamed).