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Enchantments+ is a meticulously crafted mod designed to elevate the enchantment system within minecraft, introducing a collection of 34 novel and distinctive enchantments. This innovative addition to the game serves to not only diversify the enchanting experience but also opens up a realm of new possibilities for players seeking to further customize their items.
Thanks everyone who downloaded and played with my mod
Gives a wither effect
Gives a poison effect
Paralyzes players/mobs
If your HP drops below 10 hearts, you will get a regeneration effect
CONCEPT BY Spamton
While crouching, collects items in the area
Higher jump
Gives a fire resistance effect
During the day, gives a strength effect
XP gives you hearts
Reflects 40/60% damage to players/mobs
Strikes with lightning
Dig 3x3
Autosmelt
Chance of invisibility after attack
Gives a darkness & blind vision effect
Arrows are explosive
Arrows now teleport player to target
During the night, arrows deal more damage
Bone meal grow crops on instant
Gives a night vision effect
Frost walker but on lava
attack is only as strong as your level [MAX 50]
While crouching, gives a slow falling effect
players/mobs hit by the arrow are struck by lightning
Flame on crossbow
Deals more damage to phantoms
Deals more damage to all nether mobs
With lifesteal you can take the lives of other players/mobs
Repulsion will repel all players and mobs that attacked you
With dive you will run faster on the sand
Double Jump
Stops the time if you're below 5 hearts
Never fall in the void again
Amplifies your damage based on the target's armor value
ChangleLog (3.0.0):
- Support For 1.20.4
Source Code / Workspace
ChangleLog (3.0.1):
- Mod lost his support
-
If you want to download working file, just get " Enchantments+ (2.4.4 - PreFinal V4 - New Enchantment ) " (NOT FOR 1.20.4!) but this verison should have every enchant working
ChangleLog (3.2.1):
- Mod got back his support
- Deleted Twin Arrow Enchantement
- Deleted Cloud Jump Enchantement
ChangeLog (3.3.1)
Fixed:
- Pyro Path: Now it only works on fluid sources, not flowing ones. The shape is now similar to Frost Walker and should be less buggy and less of an FPS drain.
- Cloud Jump: It's back! Now it feels like a proper double jump. While in the air, hit space again to perform a second jump. Once you hit the ground, you will not take any fall damage.
Added:
- Hourglass: When your health drops below 5 hearts, time will stop, allowing you to heal, eat, or run. The hourglass will activate again after 500 in-game ticks (12.5 seconds).
- Void's Embrace: If you fall into the void, this enchantment will push you upward and grant you a slow-falling effect.
I'll optimize and balance more enchantments in the next update
ChangeLog (3.3.2)
Fixed:
- Explosive Barrage: Fixed an issue where the arrow would jump off its target after exploding, creating an infinite enchantment effect when used without the Infinity enchantment on the bow.
- Paralyzehex:
- The stun chance is now 30%, reduced from 100% (previously overpowered).
- The stun duration is now 60 ticks (3 seconds), reduced from 80 ticks (4 seconds).
- This enchantment will now close any opened GUI after the initial hit.
- The effect will only apply if the target does not already have the Paralyzehex effect active.
- Venomweave & Withering Strike: These enchantments now apply their effects only if the target does not already have the respective effect active.
- Lifesteal: The maximum level of this enchantment has been reduced from 5 to 3.
- Attracting:
- Adjusted the range for each level of the enchantment:
- Attracting I: Range reduced from 7 to 6.
- Attracting II: Range reduced from 13 to 12.
- Attracting III: Range reduced from 16 to 14.
- Adjusted the range for each level of the enchantment:
- Molten Armor: The effects of this enchantment will no longer apply while in Creative mode.
- Thunderstrike:
- Lightning will only strike if it is raining or storming (thundering).
- Eclipse: The effect duration has been reduced to 60 ticks (3 seconds), down from 80 ticks (4 seconds).
- Stellar Surge:
- Reduced the power for each level of the enchantment:
- Stellar Surge I: Power reduced from 11 to 6.
- Stellar Surge II: Power reduced from 17 to 12.
- Reduced the power for each level of the enchantment:
- Pyro Path: This enchantment will no longer work in Spectator mode.
- Stormseeker: Lightning will only strike if it is raining or storming (thundering).
- Flare Marksmanship:
- Adjusted the fire duration for each level of the enchantment:
- Flare Marksmanship I: 4 seconds (unchanged).
- Flare Marksmanship II: Reduced from 9 seconds to 6 seconds.
- Flare Marksmanship III: Reduced from 14 seconds to 10 seconds.
- Adjusted the fire duration for each level of the enchantment:
- Bane of Phantoms: Now deals 8 additional damage, reduced from 10.
- Bane of Soulbound: Now deals 8 additional damage to Nether mobs, reduced from 12.
Next Steps?:
- Implement the Iceblade enchantment. [✅]
- Implement the Moltenblade enchantment.
- Rework the Safefall enchantment.
- Add more enchantments for secondary equipment (e.g., shields, fishing rods, etc.).
- Introduce new mace enchantments (1–2 planned).
ChangeLog (3.3.3)
Added:
- Iceblade: Amplifies your damage based on the target's armor value, turning their defense into your strength
Hmm, I never intended to add anything else besides enchantments; this mod was supposed to focus on enchantments only. However, I see your point. I'll add some dungeons or another way to acquire new enchantments. I can experiment with this. Thanks for your opinion!
Enchantment ideas
Heartbeat: if you run or if your health is low, you will get regenaration. (chestplate)
Soul Steal: if you kill a humanoid thats not undead you will get its soul. (if its a player it has to wait 10 seconds to go from spectator to survival after respawning) ( you basically steal all of their hearts)
I like the variety of enchantments, but this makes finding the enchantment you actually want insanely hard in survival - vanilla enchantments can be hard enough to get sometimes and now they compete with all the ones you added. Maybe introduce new ways to get them - new places to explore and find them as loot, trades. I'm sure you can come up with more than just how vanilla handles it though, but I think that would improve this mod's experience by a lot :D