Additional Enchantments

Additional Enchantments

Mod

Adds new enchantments to the game

Client and server Game Mechanics

1,498 downloads
13 followers
Follow Save
90% of ad revenue goes to creators. Go ad-free while supporting creators with Modrinth Plus. Subscribe today!

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 (between 0 and 255)

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)
  • 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
  • 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
  • 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 and minecraft:iron_golem are added by default)
    • Invisible entities are only targeted if they're glowing (server-side (Perception is client-only))
  • 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

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

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 and minecraft:iron_golem are added by default)
  • 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)
  • 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)

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


Project members

Cadentem

Member

Details

Licensed MIT
Published 8 months ago
Updated 3 months ago