This mod adds a couple of enchantments that attempt to spice up your gameplay in both vanilla and heavily modded environment. Each enchantment aims to have a clear use cases without being plain stat stick.
All enchantments are expected to work on not just the player.
List of enchantments:
Shadow Walker (boots)
- Gains buffs while in the shadow.
- Higher level gives more buffs and raises the light level threshold required to activate the effect.
- Is a treasure enchantment and incompatible with Frost Walker.
Combat Engineer (digging tools)
- Has a chance to repair the tool in main hand when attacked.
- Higher level increases the chance as well as the durability repaired.
- Strictly only works on tools.
Crime (shield)
- Blocking an attack inflicts Judgement on the attacker.
- Higher level inflicts higher level of Judgement.
Punishment (sword, axe or trident)
- Deals more damage against target afflicted with Judgement.
- Damage scales with the level of Judgement (effectively Crime) or Punishment, whichever is smaller.
Sacred Corona (bow or crossbow)
- Grants Sancta Potentia during sunrise and day.
- Is a treasure enchantment and incompatible with Power.
- "Looks like it is missing something though…"
Shining Maria (bow or crossbow)
- Grants Mare Potentia during sunset and night.
- Is a treasure enchantment and incompatible with Power.
- "Looks like it is missing something though…"
Afterburner (elytra)
- Firework rockets used to boost elytra will have their minimum flight duration increased.
- Minimum flight duration of 2/3/4 at level 1/2/3. Is a treasure enchantment.
- "Save up to 67% gunpowders when using Endvidia products."
Rocket Specialist (crossbow)
- Can no longer load arrows, but shot firework rockets are vastly improved.
- Damage increased by +25% and splash radius by +15% per level. Splash damage drop-off is fully negated starting at level 1.
- "Soldier, you must fight in this war of Mann vs. Machine."
Defiance (shield)
- Reduces shield cooldown when disabled. Knocks back and slows the disabler.
- Incompatible with Crime.
Puzzle (everything)
- Grants different effects depending on how many armor pieces and hand items that have this enchantment.
- Is a treasure enchantment.
1: Halves the levels consumed when using anvil or enchanting table. Still requires the full level cost to perform the action.
2: Breeding cooldown of nearby animals is reduced. Nearby villager conversion also takes less time. (hint: try armor stand)
3: Grants Luck 3.
4: When being attacked from range of 4 or more blocks away, applies Glowing, Slowness and Judgement IV.
5: Drinking potion doubles effect duration for positive or neutral effects. When you have 5 or more effects on you, movement exhausts hunger half as fast.
6: Reduce damage taken from attackers with more max health than you depending on how much more max health they have.
Commander (helmet)
- Increases your attack damage attribute for every nearby pet, up to a cap.
- A vanilla wolf counts as 2 pets.
Curse of the Dragon Palace (helmet)
- While underwater, time since last rest accumulates faster.
- Is a curse and a treasure enchantment.
- "Why put what might as well be called a curse in a box and call it a treasure box? Better find a turtle and have it explain."
When the curse is put on a certain item, drinking Turtle Master potion significantly extends Resistance's duration and prevents Slowness from being applied, repairs your helmet while underwater and grants Water Breathing.
All chestplate enchantments are incompatible with everything else in this category. You can only pick 1.
Fortress (chestplate)
- Increases ALL damage dealt based on the wearer's max health, and even more when barehanded.
- Higher level increases the max health ratio.
- "Extremely potent with health-stacking effects from other mods. Has been nerfed somewhat since this is always active."
Multiplate (chestplate)
- Damage taken from attacks is capped to deal only a portion of the wearer's max health, but the chestplate takes extra durability damage that ignores Unbreaking proportional to the damage mitigated this way.
- Higher level lowers the cap on max health.
- "Say goodbye to getting one-shotted, and also your chestplate if left unchecked."
Awareness (chestplate)
- Every once in a while, completely negates the next instance of damage.
- Higher level lowers the cooldown.
Preparation (chestplate)
- When being the one initiating combat, grants a number of buffs for a very short while. Needs to stay out of combat to recharge.
- Higher level extends the effects' duration and lowers the cooldown.
Wolf Pack (chestplate)
- When there are at least 2 pets nearby, grants them Strength and Resistance I. When there are 4 or more, grants them Strength and Resistance II, as well as Regeneration I and Fire Resistance instead.
- A vanilla wolf counts as 2 pets.
List of effects: