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FAQ
General
- Duplicate keybinds work but only make sense if multiple player-configurable enchantments cannot be active at the same time
- e.g. multiple bow-related enchantments or armor enchantments + main hand enchantments
Versions / Loaders
- Fabric is not planned
- Backports are not being considered at the moment
Known problems
- The player transparency rendering of the
Hunter
enchantment has some issues with transparent blocks (e.g. water)
Configuration
- All enchantments are configurable
- There might be some enchantment-related extra configuration
Client
There is a configuration for the time the Ore Sight
cache is kept (affects how quickly the lines appear or disappear)
There is also a configuration for the colors of to be rendered (and blocks to be grouped) - format: [<rarity>;<block>;<red>;<green>;<blue>]
rarity
:- Affects the hotkey which can be used to only render certain rarities (and hide others)
- It also affects the color chosen for the block - the config entry with the highest rarity will be tested first (and its color will be chosen)
- This also means that if you define two rarities for the same block the color with the higher rarity will be displayed
block
: Can be a block tag if it starts with#
(e.g.#forge:ores/gold
) or it can be a block (e.g.minecraft:ancient_debris
)red
,green
,blue
: Colors to be used (between0
and255
)
The server can prevent blocks from being rendered by adding said blocks to the blacklist (additional_enchantments:ore_sight_blacklist
)
Enchantments
Enchantment Categories
- Melee: Sword, Axe and Trident
- Ranged: Bow and Crossbow
- Ranged and Trident: Entries from Ranged and Tridents
- Note that these are enchantments for projectiles, meaning for Tridents they only apply when thrown (and are therefor incompatible with the
Riptide
enchantment)
- Note that these are enchantments for projectiles, meaning for Tridents they only apply when thrown (and are therefor incompatible with the
- Digger: Vanilla category and contains things like pickaxes or shovels
Faster Attacks (Melee)
- Default max. level: 4
- Increases attack speed
- Enchantment level increases the amount
Plague (Melee)
- Default max. level: 6
- Applies a poison effect to entities which deals magic damage
- Also has a chance to spread to nearby targets (does not affect players or Tamable Animals owned by players)
- Targets can be blacklisted with the tag
additional_enchantments:plague_blacklist
- Enchantment level increases the duration, damage, application chance and reduces the time between damage ticks
- In addition, it also increases the chance and range for the spread
- Not compatible with the
Wither
enchantment
Wither (Melee)
- Default max. level: 6
- Applies a wither effect to entities which deals wither damage
- Enchantment level increases the duration, damage, application chance and reduces the time between damage ticks
- Not compatible with the
Poison
enchantment
Confusion (Melee)
- Default max. level: 5
- Has a chance to cause the attacked target to retaliate against a randomly chosen nearby entity, dropping the attacker as a target
- Targets can be blacklisted with the tag
additional_enchantments:confusion_blacklist
- Targets can be blacklisted with the tag
- Enchantment level increases the chance of this effect to occur and also the range to check against possible retaliation targets
Voiding (Digger)
- Max. level: 1
- Causes certain terrain blocks (specified by the tag
additional_enchantments:voiding
) to no longer drop their block as loot- Other loot added to these blocks is not affected (e.g. Flint from Gravel)
- This behaviour can be enabled or disabled through the keybind (default being
G
)
Hydro Shock (Trident)
- Default max. level: 5
- Deal increased damage to targets on fire, in water, weak to water or if it is raining at the position
- When the Trident is thrown it may cause a lightning bolt to occur at the target position
- The lightning bolt itself will not damage the player, items or experience orbs
- The fire will still damage the player - there is some safety to make items and experience orbs fire immune if the target dies within a second of getting hit by the lightning bolt
- When the Trident is thrown it may cause a lightning bolt to occur at the target position
- Enchantment level scales the damage multiplier and chance for the lightning bolt to occur
Explosive Tip (Ranged and Trident)
- Default max. level: 4
- Causes an explosion on impact (which does not damage the shooter, their allies, experience orbs or items)
- Enchantment level increases explosion radius
- It's possible to switch between two modes (NONE and BREAK (which breaks blocks)) with the keybind (default being
J
)
Homing (Ranged and Trident)
- Default max. level: 4
- Projectiles fly towards a chosen target
- Targets can be blacklisted with the tag
additional_enchantments:homing_blacklist
(minecraft:villager
andminecraft:iron_golem
are added by default) - Invisible entities are only targeted if they're glowing (server-side (
Perception
is client-only))
- Targets can be blacklisted with the tag
- Enchantment level increases the radius in which a target gets picked (+ it slightly increases velocity of the arrow)
- It's possible to switch between various modes with the keybind (default being
H
)- Type: MONSTER, ANIMAL, BOSSES (
forge:bosses
), ANY and NONE (homing effect is not being applied) - Priority: (when
Shift
is also pressed): CLOSEST, LOWEST_HEALTH, HIGHEST_HEALTH and RANDOM
- Type: MONSTER, ANIMAL, BOSSES (
Straight Shot (Ranged and Trident)
- Default max. level: 4
- Disables gravity for shot projectiles and has a chance to hit
Enderman
- Enchantment level increases the chance to hit
Enderman
Tipped (Ranged and Trident)
- Default max. level: 4
- Applies random effects to the arrow (and in turn to the target it hits)
- Enchantment level increases the amount, amplifier and duration of the effects
- It's possible to switch between effect categories (HARMFUL, BENEFICIAL and NEUTRAL (can apply all)) with the keybind (default being
G
)- Effects can be blacklisted with the tag
additional_enchantmetns:tipped_blacklist
- Effects can be blacklisted with the tag
Shatter (Ranged)
- Default max. level: 4
- Allows the usage of
Amethyst Shards
as projectiles- There is a high chance for them to break on impact which will deal damage in an area (the projectile and area damage are
Magic
)- Targets can be blacklisted with the tag
additional_enchantments:shatter_aoe_blacklist
(minecraft:villager
andminecraft:iron_golem
are added by default)
- Targets can be blacklisted with the tag
- There is a high chance for them to break on impact which will deal damage in an area (the projectile and area damage are
- Enchantment level increases the shatter area of effect and damage
Perception (Helmet)
- Default max. level: 4
- Outlines nearby entities and distinguishes them by color
- DARK_PURPLE:
forge:bosses
, RED: Monsters, DARK_GREEN: Tamable Animals, GREEN: Animals, BLUE: Other - Items are colored depending on the color of their display name (GOLD if none is available)
- DARK_PURPLE:
- Enchantment level increases the range
- It's possible to switch between different modes (ALL, NO_ITEMS and NONE) with the keybind (default being
U
)- If
Shift
is pressed it will cycle through options for items, filtering them by rarity (COMMON, UNCOMMON, RARE, EPIC) - Entities can be blacklisted with the tag
additional_enchantments:perception_blacklist
- It's configurable whether invisible entities are outlined or not (
true
by default)
- If
Ore Sight (Helmet)
- Default max. level: 5
- Outlines nearby ore blocks (even through walls) with different colors based on their rarity group
- Enchantment level increases the range
- It's possible to decide which outlines to display with the keybind (default being
U
) - Blocks can be blacklisted with the tag
additional_enchantments:ore_sight_blacklist
Bracewalk (Legs)
- Default max. level: 4
- Reduces the effectiveness of knock back while also breaking certain blocks which slow you down (specified by the tag
additional_enchantments:bracewalk
) (e.g. Cobwebs) - Enchantment level scales the knock back reduction
Hunter (Boots)
- Default max. level: 6
- Causes you to become invisible (gaining hunter stacks) when you're walking on plant related blocks (or while you're inside them)
- Once you walk outside of those blocks you will slowly start to become visible again (losing hunter stacks)
- Becoming fully invisible will cause mobs to drop their focus on you, and they will no longer target you
- Attacking while being fully invisible will deal a critical strike - this will use up all of your hunter stacks
- The blocks are based on plant related material and the block tag
additional_enchantments:hunter_relevant
(e.g. flowers, crops or leaves)
- Enchantment level increases the critical damage, the rate at which you gain hunter stacks and reduces the rate at which you lose them
- It will also reduce the amount of stacks needed to be considered at full stacks
Misc
Links
Details
Licensed MIT
Published a year ago
Updated 2 months ago