Compatibility
Minecraft: Java Edition
1.21.5
Platforms
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Details
Licensed ARR
Published last month
Updated last week
Changelog
Initial Modrinth release. Contains just vanilla enchantment changes and some feature additions, with plans for brand new enchantments later on.
Contains the following changes to vanilla enchantments:
- All enchantments have tweaked anvil costs depending on their max level. Those with max level of 1 have an anvil cost of 3. Max level of 2 now have an anvil cost of 2. Those with max levels of 3 to 5 now have an anvil cost of 1.
- Damage enchantments are classed into two groups: basic and special. All items that can recieve damage enchantments can have one basic and one special enchantment. Basic damage enchants include Sharpness, Breach, and Impaling (tridents only). Special damage enchants include Smite, Bane of Arthropods, and Density (maces only)
- Sharpness is changed to 0.5 damage per level, and Smite / Bane of Arthropods is changed to 1 damage per level. Impaling is 1 + 0.75 damage per level, and Density now adds 0.2 damage per level per fallen block instead of 0.5.
- Breach is now applicable to all weapons instead of just the Mace.
- Breach's armor penetration effect is reduced to 7% per level, but each level of Breach now adds 0.1 attack speed to the weapon, allowing for full-power attacks more frequently.
- Sharpness, Breach, Smite, and Bane of Arthropods can now be found in the enchanting table for Axes, Tridents, and Maces.
- Smite now inflicts Weakness 1 to all mobs upon direct hit, but at a 20 + 5 per level chance of occurring.
- Bane of Arthropods now does boosted damage to Creepers, Shulkers, Striders, and any entity with the Infested or Weaving effect. It also occurs for any mob trapped in cobwebs.
- Bane of Arthropods now inflicts Slowness 1 to all mobs upon direct hit, at a 20 + 5 per level chance.
- Wind Burst's height boost is cut in half compared to vanilla to allow for easier combos.
- One can now hit a block with a Wind Burst item to summon a wind charge at the block's location. This can allow for combo setups, though using this effect will attempt to damage the item for 2 durability each time it hits a block.
- Protection enchantments are now classed into two groups: basic and special. One can have one basic protection and one special protection on an armor piece. In addition, all Protection pieces are now compatible with Horse Armors in survival.
- Protection and Thorns are considered basic protections, which means they are mutex with each other. Special protections include Fire / Blast / Projectile Protection.
- Thorns can now be found for all armor types in the enchantmenting table, and at max level. It's max level is also raised to 4.
- Thorns no longer directly reduces the armor's durability when applying it's effects.
- Thorns damage now ignores invulnerability, allowing multiple pieces to stack their damage effects properly.
- Thorns has a 15% chance per level to trigger upon any attack, and deal 1 to 2 damage. Melee attacks have a lower 8.5% chance per level to trigger, but deals 3 to 5 damage. The damage dealt is doubled if the effect triggers on Horse Armor.
- Thorns now also boosts the user's movement speed per level when slowed by various blocks that impede movement, such as cobwebs, sweet berry bushes, lava, and honey blocks. The effect stacks with multiple Thorns pieces, and is stronger on Horse Armor.
- The EPF of all protection enchantments is reduced to 0.5 per level for Protection, and 0.75 per level for Fire / Blast / Projectile Protection. EPF however is raised when on Horse Armor due to having only one single slot for effects.
- Fire Protection now lowers damage from magic, indirect magic, freezing, and dragon's breath.
- Fire Protection's burning time reduction tweaked so that having all four armor pieces with Fire Protection 4 now sets burning time to 0.
- Blast Protection now also lowers damage from lightning, sonic booms, and dragon's breath.
- Blast Protection now also provides slight knockback resistance per level.
- Projectile Protection now also lowers damage from dragon's breath, fireworks, cactuses, llama spit, and bee stings.
- Projectile Protection now provides very slight boosts to entity interaction range per level and piece.
- Respiration now also lowers the damage from cramming, drowning, drying out, ender pearls, being outside the world border, and falling out of the world.
- Frost Walker's rate of creating frosted ice is now boosted as to allow sprinting jumping while using it's effects.
- Frost Walker now converts powder snow beneath your feet into snow blocks.
- Frost Walker can now be applied to Horse Armor.
- Soul Speed now has slightly boosted movement speed and slightly lowered chance of durability loss each step.
- Fire Aspect now has a max level of 3, and each level does 4 + 3 seconds of fire duration to hit targets.
- Looting can now be applied to Axes, Bows, Crossbows, Tridents, and Maces.
- Looting's boosted chance for equipment drops raised to 3% per level.
- Axes with any level of Looting now take 1 less durability damage when attacking entities.
- Knockback can now be applied to Axes, Tridents, Maces, Pickaxes, Shovels, and Hoes.
- Knockback and Punch are made mutex for technical purposes.
- Silk Touch now doubles the mining efficiency of the tool it's on. This of course stacks with Efficiency and the Haste effect.
- Efficiency now has a base addition of 10 as well as the level bonus. This means that Efficiency 5 now provides +35 mining efficiency to the tool it's on. Notably, with Efficiency 5, Silk Touch, and Haste 2, this allows for insta-mining deepslate in this datapack.
- Swift Sneak now boosts sneaking speed by 30 + 20 per level, meaning Swift Sneak 3's sneaking speed is equal to walking speed.
- Luck of the Sea now provides +2 luck per level.
- Lure now has a max level of 5.
- Power can now be applied to Crossbows.
- Power's damage boost to all arrows is nerfed to 0.5 + 0.25 per level. However, if the hit target has the Glowing effect, there is an additional 0.5 + 0.5 per level damage boost. This incentivizes the use of Spectral Arrows.
- Punch can now be applied to Crossbows.
- Infinity now has a max level of 5, and is now compatible with Crossbows AND the Mending enchantment. Infinity is made incompatible with Multishot, however.
- Each level of Infinity does 17% odds of not using up an arrow upon firing, and it now works with all arrows except for Spectral Arrows.
- Flame now has a max level of 3, and levels higher than 1 now does 1 extra damage to ignited targets.
- Piercing now has a starting value of 2, meaning up to 6 mobs can be hit at once at max level.
- Piercing is now compatible with Multishot.
- Arrows now ignore invulnerability frames, allowing all three arrows from Multishot to hit a target at once.
- Channeling now has a max level of 3, and each level determines the environment that can allow for summoning of lightning from tridents. Channeling 1 is like vanilla and is only in thunderstorms 100% of the time. Channel 2 adds an additional 50% chance for lightning if thrown under rain. Channeling 3 ups the rain chance to 66%, and adds a 33% chance to summon lightning at night.
- Tridents with any level of Loyalty now return to the player if ever thrown into the End dimension's void.
- Curse of Vanishing now longer makes the item vanish upon death. It instead vanishes 1 exp point from the holder each second per held/equipped piece with Curse of Vanishing.
- In exchange, each held/equipped copy of Curse of Vanishing now boosts your damage by 1. The user must have at least 1 experience level for this effect to occur.
- Curse of Binding no longer binds itself to the user's slot when equipped. It now simply causes the user to take 1 heart of damage each time they attack an entity.
- In exchange, each Curse of Binding equipped now raises the user's armor toughness by 2.
- Unbreaking now has a max level of 5. It's durability loss prevention for armor is slightly boosted.
- Unbreaking now has it's effects boosted by 50% if used on Golden armor or tools.
Also includes the following features to support the enchanting economy. More will be added in the future:
- Echo shards are now craftable at 4 at a time, via 8 amethyst shards and 1 sculk shrieker.
- Echo shards can now be used as a substitute repair material for all items with a repair material. Netherite's base repair material is now changed to Netherite Scrap.
- Deepslate can now be put through the stonecutter to turn into cobbled deepslate.
Files
Metadata
Release channel
AlphaVersion number
0.2Loaders
Game versions
25w09a–25w09bDownloads
3Publication date
February 27, 2025 at 6:50 PMPublisher

MiziraGamez
Member