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Apollo's Enchantment Rebalance

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Apollo's Enchantment Rebalance

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A thoughtful and thorough rebalance to the vanilla enchantments and their underlying systems.

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Adventure/Exploration
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NeoForge
Fabric
Minecraft
26.2

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Description

Apollo's Enchantment Rebalance (AER)

This experimental mod is designed to alter and address issues with Minecraft's enchantment system. The enchanting system is flawed, but I do not believe its core mechanics are unsalvageable.

The goal of AER is to improve the enchanting experience while being minimally destructive. Only a handful of enchantments were either removed or entirely rebuilt with new names.

Important Notes

This mod is incomplete! I still have changes and additions I plan to make, so this is by no means a finished product. It will likely remain in beta until at least the release of 1.22.

Core Changes

Anvils Repair costs have been greatly simplified.
  • Renaming and repairing items is free.
  • Enchanting an item with a normal enchantment costs 3 levels for each enchantment level added. Some examples of costs with this system:
    • Unenchanted sword + Sharpness 2 book would cost 6 levels (Sharpness 0 -> 2).
    • Efficiency 2 pickaxe + Efficiency 2 book would cost 3 levels (Efficiency 2 -> 3).
    • Enchanting an item with a treasure enchantment costs 15 levels.
    • The invisible repair_cost data on items that made repairing/enchanting them more expensive in the future is no longer used.
Grindstones Across the board, grindstones give more XP for disenchanting items. Treasure enchantments now give a lot of bonus XP, making them useful to save up if you need a lot of XP in a pinch.
Enchanted Books All enchantments on books have icons indicating what gear the enchantment can be applied to. For example, the Feather Falling enchantment uses a boots icon.
  • If the enchantment applies to multiple types of gear, it cycles through the icons one at a time.

  • If the enchantment applies to most gear/items like Unbreaking and Curse of Vanishing, it uses a book icon instead.

Enchanted books now stack to 16.

Enchantment Levels & Incompatibilities The max level of each enchantment in vanilla is arbitrary and confusing to remember. AER simplifies this by making curses and treasure enchantments cap at 1 level and all other enchantments cap at 3 levels. Numerous enchantments have been altered to work with the 3-level max structure.

(In the future, there may be some rare item/mechanic allowing you to unlock a level 4 enchantments. No promises, though.)

In addition to this, the incompatibility mechanic has been modified.

  • There are no incompatibilities between non-treasure enchantments.
  • Only one treasure enchantment can be applied on an item.
Treasure Enchantments Treasure enchantments now have a gold color! :3

Gear Changes

These changes are relatively small and meant to supplement the enchanting changes.

Changes
  • Golden tool durability increased from 32 to 120.

  • Trident durability increased from 250 to 500.

  • Horse armor has durability.

  • Maces disable shields.

  • Base shield downtime reduced from 5 to 1.5 seconds.

  • Tridents have unlimited piercing through mobs.

Individual Enchantment Changes

There's a lot of changes to get into.

Every enchantment with a ⭐ next to it is a treasure enchantment, being limited to 1 level and not being acquirable via the enchanting table.

Aqua Affinity
  • Merged with Respiration.
  • Each level increases submerged mining speed by 200%, with the max level being stronger than vanilla Aqua Affinity 1.
Bane of Arthropods
  • Renamed to Exterminator.
  • Removed original effect of increasing damage and applying effects to arthropods.
  • When a mob is killed with Exterminator, nearby mobs of the same type get a short Slowness and Weakness effect, making them easier to attack.
Blast Protection
  • Damage protection from explosions per level increased from 8% to 12%.
Breach
  • Applicable to axes.
  • Removed original effect of bypassing 15% * level of armor.
  • The victim's shield downtime is increased by 1 * level seconds.
Channeling ⭐
  • Effects apply in rain, not just thunderstorms.
Depth Strider ⭐
  • Applicable only to leggings.
  • Water movement speed is only 90% as efficient as vanilla's Depth Strider 3.
  • Movement speed in fluids when travelling up/down without swimming significantly increased.
Efficiency
  • Mining efficiency values adjusted to account for lower max level of 3. Efficiency 3 is equivalent to vanilla's Efficiency 5.
Feather Falling
  • Prevents trampling of crops when jumping on them.
Fire Aspect
  • Time victim is ignited reduced from 4 * level seconds to 3 * level seconds.
Fire Protection
  • Renamed to Fire Guard.
  • Applicable only to chestplates.
  • Damage protection from fire per level increased from 8% to 12%.
  • Burning time reduction increased from 15% * level to 25% * level.
  • Fire overlay opacity is now decreased by (20% * level) + 10%, maxing out at 70% opacity reduction.
Flame
  • Applicable to crossbows.
  • Instead of igniting the victim for a consistent 5 seconds, burning time is 3 * level seconds minus the time the arrow spent flying.
Fortune ⭐
  • Fortune 1 is equivalent to vanilla's Fortune 3.
Frost Walker ⭐
  • Frosted Ice spawns under the user's boots even while jumping, making sprint jumping while wearing them viable.
Impaling
  • Damage increase against aquatic mobs changed to damage increase against anything when the trident is thrown.
  • Damage increase reduced from 2.5 * level to 2 * level.
Infinity
  • Applicable to crossbows.
  • No longer literally infinite arrows provided you have a single arrow. The chance for projectiles to not be consumed when used is the same as Unbreaking: 50% on level 1, 66% on level 2, and 75% on level 3.
  • Effect applies to all projectiles, not just normal arrows.
Knockback
  • Applicable to axes, tridents, and maces.
  • Knockback amount reduced from 1 * level to 0.75 * level.
Looting
  • Applicable to axes, tridents, and maces.
Loyalty
  • Return speed increased by one level compared to vanilla, e.g. Loyalty 2 is equivalent to vanilla's Loyalty 3.
Mending ⭐
  • XP effectiveness in repairing durability halved.
Multishot
  • Applicable to bows.
  • Each level adds one projectile shot, with Multishot 3 shooting 4 projectiles.
Piercing
  • Piercing amount raised from 1 * level to (2 * level) - 1, making the Arbalistic advancement still obtainable.
Power
  • Renamed to Bolt.
  • Applicable to crossbows.
  • Damage increase reduced from (0.5 * level) + 0.5 to 0.4 * level.
  • Projectile uncertainly is reduced by 25% * level.
Projectile Protection
  • Renamed to Projectile Plating.
  • Damage reduction from projectiles reduced from 8% * level to 2% * level.
  • Knockback from projectiles is reduced by 12.5% * level
Protection
  • Damage reduction reduced from 4% * level to (2% * level) + 4%, capping out at 40% damage reduction for a full set.
Punch
  • Knockback amount reduced from 1 * level to 0.75 * level.
Respiration
  • Removed.
Riptide
  • No longer works in rain.
  • Trident can be used as normal if Riptide wouldn't apply.
  • Added a short grace period of a few ticks after leaving water where Riptide can still apply.
Sharpness
  • Applicable to tridents.
Silk Touch ⭐
  • No change except becoming a treasure enchantment.
Smite
  • Renamed to Reaper.
  • A short Wither effect is applied to undead mobs upon being hit.
Soul Speed ⭐
  • Increases step height by 0.5 when active on soul sand/soil.
Swift Sneak ⭐
  • Slightly more effective than vanilla's Swift Sneak 3.
Thorns
  • Applicable only to chestplates.
  • Damage against victim changed from a random value between 1 and 5 to a random value between 1 and level.
  • On top of being damaged, the victim will receive a short Poison effect that deals an extra point of damage.
  • Damage and poison effects will only apply if the damage against the chestplate wearer is direct. Ranged attacks will no longer trigger it from afar.

Loot Changes

Random/generic enchanted books are sorted into two tiers: weak and strong.

  • Weak books have 1-3 enchantments (favoring 1) at levels 1-3 (favoring 1). There is a 25% chance of rolling 1-2 treasures/curses on top of that.
  • Strong books have 1-4 enchantments (favoring 2-3) at levels 1-3 (favoring 2). There is a 40% chance of rolling 1-2 treasures/curses on top of that.

The treasure enchantments that can be rolled in these books are Fortune, Silk Touch, Frost Walker, and Mending.

With all further entries, this is alongside removing the existing enchanted book rolls from the respective loot table.

Elder Guardian
  • 40% chance of Depth Strider book
Ancient City
  • 10% chance of generic strong book
  • 20% chance of Swift Sneak book, 20% chance of being cursed
  • 10% chance of Mending book, 20% chance of being cursed
Desert Temple

2 rolls of the following:

  • 40% chance of nothing
  • 20% chance of generic strong book
  • 20% chance of Blast Protection 2-3 book
  • 20% chance of Unbreaking 2-3 book
Dungeon
  • 25% chance of generic weak book
  • 50% chance of book with random levels of random combination of Fire Guard, Reaper, and Exterminor
Jungle Temple

2 rolls of the following:

  • 40% chance of nothing
  • 20% chance of generic strong book
  • 20% chance of Thorns 2-3 book
  • 20% chance of Unbreaking 2-3 book
Mineshaft
  • 20% chance of generic weak book
  • 20% chance of Efficiency 1-3 book
  • 20% chance of Fortune book
Ocean Ruins
  • 25% chance of generic weak book
  • 25% chance of book with random levels of random combination of trident and fishing rod exclusive enchantments
Ominous Vaults

Other book rolls are not removed!

  • ~25% chance of Wind Burst 1 book
Pillager Outpost
  • 25% chance of generic strong book
  • 25% chance of book with random levels of random combination of Quick Charge, Bolt, Infinity, and Piercing
Ruined Portal
  • 33% chance of generic weak book
  • 33% chance of Silk Touch book

In addition to the book rolls:

  • 60% chance of 3-6 nether gold ore
Stronghold Corridor
  • 20% chance of generic weak book
Stronghold Crossing
  • 40% chance of undyed bundle
  • 10% chance of generic strong book
Stronghold Library

2 rolls of the folloing:

  • 40% chance of nothing
  • 60% chance of generic strong book
Trial Chambers Supply
  • 1-2 randomly colored bundles
Woodland Mansion

2 rolls of the following:

  • 35% chance of randomly colored bundle
  • 65% chance of generic book at a level above Strong.
    • 1-5 enchantments, all amounts have equal chance
    • Levels favor 2 and 3 over 1
    • 50% chance of rolling treasure or curse, favoring treasure

Other Changes

  • Added a supply room to trial chambers. It is a common room, but capped at one per structure. It has an anvil, a smithing table, a supply chest, and a hallway entrance/exit.

  • Added an advancement for killing two fish with one trident throw, Spear Fishing.

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  • Random book from Woodland Mansion
    Random book from Woodland Mansion
  • Fully enchanted diamond axe
    Fully enchanted diamond axe
  • Anvil repair cost changes
    Anvil repair cost changes
  • Lowered fire opacity with Fire Guard
    Lowered fire opacity with Fire Guard
  • Smite and Bane Of Arthropods replacements
    Smite and Bane Of Arthropods replacements

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