So Many Enchantments

So Many Enchantments

17M Downloads

So Many Enchantments

A great way to increase enchantments.

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Update:

This mod will be maintained by Rikka_Kitani starting 1.18 and above. This mod will only support Fabric modloader so any comments about porting to Forge will be ignored. This is due to the original owner's request. Information regarding the enchantments is planned out but not yet available as the mod is currently unfinished. I ask for your understanding regarding this.

Now available in modrinth: https://modrinth.com/mod/so-many-enchantments

Requires Fabric API.

Work in progress spreadsheet (Fabric, 1.18.2): Click here

TODO list:

1.) Enchantment Description Support.

2.) Config System

3.) Way to obtain such enchants in survival

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Extra Notes

This mod is a divided version of the original so many enchantments, which will contain advanced and supreme version of most vanilla enchantments (and even modded ones, if spare time is available to make one). The second mod will contain enchantments that are similar to vanilla and the third one will contain enchantments that function differently from the vanilla one.

Donations are accepted through PayPal and Ko-fi only (for now) and highly appreciated. 

To donate to paypal, just click the donate button near the total downloads number.

Ko-fi link: ko-fi.com/iceweetcream

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 Legacy:  

Introduction:

Are you tired of the old vanilla enchantments? Are you lacking enchantments in vanilla minecraft? Do you feel that vanilla enchantments are too weak because you have many mods that makes them tougher/stronger? Then this mod is for you.

Please use Enchantment Descriptions mod (not my mod but I recommend it) for the Enchantments 0.4.0 and above. It will take a while for me to document the new enchantments here.

Overview:

This mod adds several enchantments in addition to the vanilla minecraft enchantments. 

For suggestions or bug reports, head to one of the issue trackers below:

CurseForge Issues

GitHub Issues

Some enchantments are self-explanatory (for example, advanced luck of the sea. Usually vanilla enhanced enchantments are self-explanatory) as they don't need to be added in description otherwise stated with an addition/adapted function due to some inaccessible codes.

Some Enchantments in 1.11.2 & 1.12.2:

 (V 0.1.0):

Blessed Edge:

Maximum Level: 5

Enchantability: Rare

Category: Extra Weapon Enchantment

Function: Heals you from the percentage of your damage and additionally deals deals extra damage against undead mobs. The heal function heals you regardless if the mob is undead or not.

Butchering:

Maximum Level: 5

Enchantability: Common

Category:  Main Weapon Enchantment

Function: Deals extra damage to animals.

Cursed Edge:

Maximum Level: 5

Enchantability: Rare

Category: Extra Weapon Enchantment

Function: Deals extra damage to all based on your damage and also damages you by a percentage of your damage.

Defusion:

Maximum Level: 5

Enchantability: Common

Category: Main Weapon Enchantment

Function: Deals extra damage against creeper

Extreme Bane of Arthropods:

Maximum Level: 5

Enchantability: Very Rare

Category: Main Weapon Damage

Function: Deals even more extra damage and applies a slowness against arthropod mobs .

Extreme Sharpness:

Maximum Level: 5

Enchantability: Very Rare

Category: Main Weapon Damage

Function: Like sharpness, deals even more extra damage to all.

Extreme Smite:

Maximum Level: 5

Enchantability: Very Rare

Category: Main Weapon Damage

Function: Deals even more extra damage against undead mobs and applies weakness.

Fiery Edge:

Maximum Level: 2

Enchantability: Very Rare

Category: Main Weapon Damage

Function: A very rare variant of fire aspect, burns the enemies for a longer period of time.

Purification:

Maximum Level: 5

Enchantability: Common

Category: Main Weapon Damage

Function: Deals extra damage to mobs that are immune to fire and all nether mobs.

Reviled Blade:

Maximum Level: 4

Enchantability: Very Rare

Category: Extra Weapon Damage

Function: Deals extra damage the more lower the health that mob is.

Rune: Piercing Capabilities:

Maximum Level: 4

Enchantability: Very Rare

Category: Enchantment Runes

Function: This rune will allow your attacks to pierce a mob's armor by 25% per level.

Spell Breaker:

Maximum Level: 5

Enchantability: Common

Category: Main Weapon Damage

Function: Deals extra damage to witches.

Swifter Slashes:

Maximum Level: 5

Enchantability: Very Rare

Category: Extra Weapon Damage

Function: Gives you an additional attack speed and has a chance to ignore a mob's invulnerability, allowing you to attack rapidly but with the cost of reduced damage.

Water Aspect:

Maximum Level: 5

Enchantability: Very Rare

Category: Main Weapon Damage

Function: Deals additional damage against fiery opponents (Blazes, Magma Cubes) and Endermen. Your attacks are weaker but has a chance to extinguish a burning mob and you deal bonus damage against a mob that is soaked in water or rain. You also deal bonus damage if you are soaked in water or rain against your opponent. 

 V 0.2.0: 

Combat Veterancy: 

Pre V0.4.0:

Maximum Level: 3

Enchantability: Rare

Description: Independent from natural regeneration, heals you while holding a sword (or whatever in creative mode enchanted with this) you are holding. Level 3 grants a slow regenerating absorption that will not vanish if you switch items. (Applicable to swords primarily by natural.)

Post V0.4.0:

Maximum Level: 3

Enchantability: Rare

Description: Amplifies your health regeneration if you are holding an item that has this enchantment in main hand only. May not work on other mods that doesn't fire LivingHealEvent. 

Is Treasure: No.

Can be enchanted on: Axe, Swords and Bow.

Counter Attack: Gives you a chance to "counter attack (in other words, you automatically attack them as if you left clicked in your mouse)" against mobs that are directly hitting you. (Applicable to swords primarily by natural.)

Culling: When attacking using an axe, if the attacked mob has low health, grants you a jump boost and allows you to finish that mob by jumping and attacking while falling. If successful, that mob has a chance to drop its corresponding head. If failed, grants you an extra damage like a critical strike. Overusing of the extra damage method mentioned above depletes your hunger very quickly.

(Applicable to axes primarily by natural.)

Lifesteal: Not to be confused with blessed edge's heal function (in later versions, it will have a significant difference), deals additional extra damage against all and like blessed edge, its heal depends on your attack damage and its level. (Applicable to swords primarily by natural.)

Parry: Similar to counter attack except instead of auto attacking, blocks the damage like you will block it like shield except there is no angle limit. (angle will be added soon) (Applicable to swords primarily by natural.)

Penetrating Edge: Your damage against mobs will increase the more the armor they have. (Doesn't ignore armor, only adds extra damage) (Applicable to axe primarily by natural.)

Rune: Magical Blessing: (Incomplete) Converts your damage into magic and adds extra damage. (the damage when maxed is like sharpness V). (Future function includes the ability to inflict random harmful potion effect) (Applicable to swords primarily by natural.)

Unpredictable: Literally makes your damage unpredictable. Your damage can be negative (heals instead of damaging) or positive. The damage is randomized based on your attack damage.

 (Applicable to swords primarily by natural.)

V 0.3.0: 

Ash Destroyer: Deals additional damage against burning targets. (Applicable to swords primarily by natural.)

Burning Thorns: In addition to vanilla thorns' damage, burns the attacker. (Applicable to armors primarily by natural.)

Weather Enchantments: These enchantments' effects are basing on the weather. They became weaker if you aren't exposed to the sky, the corresponding weather doesn't match the enchantment. Some have special cases.

#Weather Enchantments

Clearskies' Favor: Attacks deal extra damage to all if the weather is clear. Attacks deal weaker damage if the weather's condition isn't satisfied. (Applicable to swords primarily by natural.)

                     

#Weather Enchantment                        

Rain's Bestowment: Attacks deal extra damage to all if the weather is raining or thunderstorm. Attacks deal weaker damage if the weather's condition isn't satisfied.  (Applicable to swords primarily by natural.)

             

#Weather Enchantment                                 

Thunderstorm's Bestowment: Attacks deal extra damage to all if the weather is thunderstorm.  Attacks deal weaker damage if the weather's condition isn't satisfied unless if its raining which the attacks will deal normal damage (no extra damage).  (Applicable to swords primarily by natural.)

#Weather Enchantment                                          

Winter's Grace: Although a part of weather enchantments, you must be in a cold biome in order for its condition to be satisfied. Attacks deal extra damage to all and applies potion effects based on hypothermia if the weather is snowing. Attacks deal weaker damage and applies no potion effect if the weather's condition  and biome's condition isn't satisfied.  (Applicable to swords primarily by natural.)

Critical Strike: Independent from vanilla critical strike, attacks have a chance to be critical. Critical damage's multiplier is based on the enchantment's level. Uses pseudo-random distribution instead of true random distribution when determining the chance.  (Applicable to swords primarily by natural.)

Desolator: Attacks have a chance to apply negative resistance. If the target has resistance, multiplies the attack damage instead. Attacks also applies weakness if the level is equal or higher than II.

Disorientating Blade: Attacks have a chance to disorient. Applies potion effect related to disorient.  (Applicable to swords primarily by natural.)

Empowered Defence: While guarding a vanilla shield(temporary), gives the shield a chance to knockback mobs farther, negates damage done to the shield, if ever the attack should've disabled the shield, negate it and damages the attacker for the percentage of its attack damage.  (Applicable to shields primarily by natural.)

Envenomed: Attacks apply wither and poison. Duration and level is based on enchantment's level.

 (Applicable to swords primarily by natural.)

Levitator: Applies levitation potion effect to targets. Duration and level is based on enchantment's level.  (Applicable to swords primarily by natural.)

Purging Blade: Attacks have a chance to deal additional damage and dispel one active potion from a target. Chance and damage dealt is based on enchantment's level.  (Applicable to swords primarily by natural.)

Rune: Revival: Tools/weapons/shields that are about to be destroyed (except armor) have a chance to resurrect. Chance and durability restored is based on enchantment's level. 

Smelter: Smelts every block you mine if its smeltable in furnace. Works with fortune. (Applicable to tools primarily by natural.)

Strafe: Increases bow's drawing speed.  (Applicable to bows primarily by natural.)

Viper: Attacks deal extra damage if the target has poison and/or wither potion effect. If the two potion effect mentioned above is present, attacks deals even more damage.  (Applicable to swords primarily by natural.)

V 0.4.0: (Lacks more info, WIP)

Adept:

Maximum Level: 3

Enchantability: Rare

Description: Amplifies the potency of xp dropped from entities. Bonuses are halved if the entity is a boss. Is compatible with Looting (For now).

Is Treasure: No.

Can be enchanted on: Sword

 Rune: Sealed Curses

Maximum Level: 1

Enchantability: Very Rare, with minimal value from 120 and 360 as its maximum value.

Is Treasure: Yes though obtaining one is asking for an impossible without help from other mods.

Description: Although mistaken as a rune, this enchantment is an ancient one. Each attacks have a chance to apply curse enchantments (modded ones are supported so long as they are applicable to to that item) to the main hand, off hand, and armor inventories to entities.

Can be enchanted on: Swords.

Enchantments that aren't mentioned above except if self-explanatory: 

Rusted: W.I.P, for now currently continuously damages the player's item until it breaks off.

Heavy Weight: Reduces attack speed. (Applicable to swords primarily by natural.)

Inefficient: Opposite of efficiency.

Physical Protection: Melee attacks are reduced. (Applicable to armors primarily by natural.)

Bluntness: Opposite of sharpness.