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Enchant Evolution
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This mod adds one more layer on top of "maxed": take a maxed-out vanilla enchantment to the Divine Altar and permanently evolve it into one of three mutually exclusive branches, each with 3 levels.
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1. What it is
In vanilla, an enchantment is finished the moment it hits max level. This mod adds one more layer on top of "maxed": take a maxed-out vanilla enchantment to the Divine Altar and permanently evolve it into one of three mutually exclusive branches, each with 3 levels.
- 26 vanilla enchantments covered → 78 branches → 234 unlockable levels.
- Evolution does not touch the vanilla
maxLeveland adds no new enchantments — the only gate is "is this enchantment at max level". - The evolution record lives on the item's own NBT, so it travels with the item: tradeable, storable, droppable.
- The choice is irreversible. The only way back is a respec at a smithing table (Curse-Cleansing Stone).
Core rules
| Rule | Detail |
|---|---|
| Prerequisite | The item (not an enchanted book) must carry at least one maxed enchantment that has a registered evolution path |
| One of three | Only one branch per enchantment; a wrong pick needs a respec |
| Levels | Each branch goes 1 → 3, unlocked step by step |
| Cost | Enchant Essence 8 / 16 / 32 (configurable via essenceCosts) |
| Session | Right-clicking the altar opens a session; walking more than 8 blocks away, destroying the altar, or logging out ends it — right-click again |
| Feedback | The tooltip shows Evolution · <enchantment>: <branch> <level>; a maxed enchantment with no branch yet shows a grey "evolve it at a Divine Altar"; branches that spend charges also show how many are left |
| Server-authoritative | The client only sends an intent packet ("I want branch X"); EvolutionService re-validates max level, session, branch lock and essence count on the server before writing anything and charging the cost |
2. Recipes
2.1 New items and blocks
| Item / Block | Detail |
|---|---|
Divine Altar divine_altar |
The evolution screen itself. Light level 7, hardness 4 / blast resistance 8, needs a pickaxe (added to mineable/pickaxe). Right-click to open the evolution screen |
Enchant Essence enchant_essence |
The only currency for evolving (fire-resistant, produced by burning enchanted books). Sources: burning enchanted books (1–3 each), 1% drop from ordinary mob kills, guaranteed 3–6 from bosses, 10% from structure chests (1–3) |
Curse-Cleansing Stone divine_respec_stone |
The smithing-table respec material. Rare rarity, stacks to 16 |
2.2 Recipe table
| Recipe | Content |
|---|---|
| Divine Altar (shaped) | O=obsidian, A=amethyst shard, T=enchanting table, shape OAO / ATA / OAO (obsidian ×6 + amethyst shard ×4 + enchanting table ×1) |
| Stone duplication (shapeless) | Curse-Cleansing Stone + Enchant Essence ×8 → Curse-Cleansing Stone ×2 |
| Respec (smithing table) | Template slot = the stone, base slot = the evolved item, addition slot must be empty → the same item with its entire evolution record wiped (requires respec.allowRespec=true) |
3. Branch details
Every number below comes from the implementation, not from the language files. The Mechanic column says when and through which hook a branch actually fires.
3.1 Paths at a glance
| # | Vanilla enchantment (path id) | Branch 1 | Branch 2 | Branch 3 |
|---|---|---|---|---|
| 1 | Channeling channeling |
Thunder Might | Divine Judgment | Thunder Pool |
| 2 | Loyalty loyalty |
Telekinesis | Soul Link | Boomerang |
| 3 | Sharpness sharpness |
Razor Edge | Execution | Bloodletting |
| 4 | Power power |
Mighty | Divine Power | Marrow Piercer |
| 5 | Protection protection |
Hymn of Vitality | Dauntless | Tenacity |
| 6 | Fire Aspect fire_aspect |
Flame | Scorch | Flame Lord |
| 7 | Unbreaking unbreaking |
Eternal | Repayment | Affection |
| 8 | Thorns thorns |
Blood Siphon | Painful Lament | Self-Preservation |
| 9 | Feather Falling fall_protection |
Barren Descent | Mountaineer | Hover |
| 10 | Silk Touch silk_touch |
Perfect Preservation | Sincerity | Block Duplication |
| 11 | Efficiency efficiency |
Metal Breaker | Chain Reaction | Rapid Breach |
| 12 | Fire Protection fire_protection |
Phoenix Rebirth | Guardian Flame | Blazing Sprint |
| 13 | Smite smite |
Holy Verdict | Purifying Light | Second Dawn |
| 14 | Bane of Arthropods bane_of_arthropods |
Anatomist | Specialist Hunter | Ascendance |
| 15 | Looting looting |
XP Plunder | Demon Dancer | Life Extraction |
| 16 | Fortune fortune |
Abundance | Treasure Hunter | Gear of Fate |
| 17 | Punch punch |
Heavy Hammer | Shockwave | Shattering Impact |
| 18 | Quick Charge quick_charge |
Drill | Repeater | Tactical Reload |
| 19 | Respiration respiration |
In One's Element | Effortless Drift | Tidal Ward |
| 20 | Riptide riptide |
Death Thrust | Overdrive | Merciful Rain |
| 21 | Frost Walker frost_walker |
Frost Prison | Ice Glide | Stone Cold |
| 22 | Knockback knockback |
Heavy Strike | Concussive Blow | Relentless Pursuit |
| 23 | Sweeping Edge sweeping |
Sprinting Sweep | Spinning Sweep | Quick Sweep |
| 24 | Impaling impaling |
Rain Song | Laceration | Maelstrom |
| 25 | Mending mending |
Blessing | Practice Makes Perfect | Silent Companion |
| 26 | Aqua Affinity aqua_affinity |
Deep Drill | Wave Guard | Erosion |
3.2 Branch-by-branch
3.2.1 Channeling
Shared prerequisite: thunderstorms only (level.isThundering()), and only when the trident is really thrown — never on a melee swing.
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Thunder Might thunder_power |
radius 3 / 2 s | 5 / 4 s | 7 / 6 s | On hitting an entity, shocks nearby enemies (40 × level ticks): they cannot move or attack. Electric-spark particles |
Divine Judgment divine_judgment |
blast power 1 | 2 | 3 | Detonates on hitting an entity or a block, but once per projectile for its whole life (entity NBT ee_evo_judgment). When no entity was hit, lightning still falls at the landing spot (needs open sky). Self-damage and terrain damage are both configurable |
Thunder Pool thunder_pool |
8 damage + 3 bolts | 16 + 6 | 24 + 9 | The pool strikes the impact for lightning damage (radius 2.5) and sets it alight for 4 s; extra bolts ring the spot where the sky is open |
3.2.2 Loyalty
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Telekinesis telekinesis |
pickup radius 5 | 8 | 11 | On the way home the weapon pulls nearby drops along with it and deposits them into the thrower's inventory on arrival (within 2.5 blocks); within 1.5 blocks they orbit the weapon instead. A non-player owner keeps them orbiting forever |
Soul Link soul_link |
homing radius 10 | 15 | 20 | The outbound flight ignores blocks (noPhysics phase-through) and homes in on the nearest enemy in radius; turn rate capped at 30°/tick; past soulLinkMaxDistance (default 32) or after connecting, it flies back to your hand. Inside correctionRange it drops the forward cone and turns straight at the target (a second chance after overshooting). Runs on both sides (the client carries a synced level byte, SoulLinkSync) |
Boomerang boomerang |
return damage 50% | 75% | 100% | Only on the trip home, hits every living thing it passes (AABB inflated by 0.8); each entity is damaged once per return leg |
3.2.3 Sharpness
All three fire on a melee hit with the main-hand item.
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Razor Edge razor_edge |
melee damage +50% | +100% | +150% | Scales the damage directly |
Execution execution |
10% | 20% | 30% | Independent roll per hit; on success deals (current health + absorption) × 100 + 100, punching through armour and resistance |
Bloodletting bloodletting |
Bleeding I (1/s) | II (2/s) | III (3/s) | Applies Bleeding for 100 ticks; magic damage every 20 ticks, ignoring armour |
3.2.4 Power
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Mighty mighty |
full draw in 14 ticks (0.7 s) | 8 ticks (0.4 s) | 2 ticks (0.1 s) | Scales the charge on ArrowLooseEvent, so a partial draw is compressed by the same ratio |
Divine Power divine_power |
launch speed +50% | +100% | +150% | Scales the velocity vector at spawn (vanilla ballistics and spread preserved); damage follows from speed |
Marrow Piercer marrow_piercer |
Bleeding I | II | III | On an arrow hit, applies Bleeding for 100 ticks (replaces rather than stacks) |
3.2.5 Protection
All three are worn effects: the strongest of the four armour pieces wins, they never stack.
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Hymn of Vitality vitality_hymn |
max health +10 | +20 | +30 | A transient modifier with a fixed UUID on MAX_HEALTH; recomputed on equipment change, login, respawn and dimension change (removed first, then re-added, so it can never accumulate) |
Dauntless dauntless |
damage taken -10% | -20% | -30% | Scales incoming damage (cap 80%) |
Tenacity tenacity |
knockback -25% | -50% | -75% | Scales knockback strength; never reaches zero |
3.2.6 Fire Aspect
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Flame flame |
+2 vs burning targets | +4 | +6 | Flat bonus when the target is already on fire |
Scorch scorch |
burns 6 s | 12 s | 18 s | Lengthens the burn |
Flame Lord flame_lord |
ignite radius 3 | 4.5 | 6 | Every melee hit sets nearby enemies alight for 6 s. No damage, no cooldown |
3.2.7 Unbreaking
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Eternal eternal |
84% no durability loss | 93% | 100% | On success the whole hurtAndBreak call is cancelled |
Repayment repayment |
32 essence on breaking | 48 | 64 | Fires before the stack is shrunk, so the NBT is still readable; overflow drops on the ground |
Affection affection |
0.5 health per durability point | 1.0 | 1.5 | Does not cancel the durability loss — it only heals |
3.2.8 Thorns
Fires when the wearer is hit (broadcast; strongest piece wins).
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Blood Siphon blood_siphon |
heal 2 on being hit | 4 | 6 | Unconditional |
Painful Lament painful_lament |
radius 3 | 5 | 7 | Deals exactly the damage you just took to every living thing in range as thorns damage |
Self-Preservation self_preservation |
10% frightened (radius 8) | 20% (10) | 30% (12) | Fear for 200 ticks (10 s). Whoever landed the blow is always counted and frightened first; the rest are picked at random |
3.2.9 Feather Falling
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Barren Descent crater |
fall damage immune · blast radius 2 | 3.5 | 5 | Landing damage is zeroed; a fall of 3+ blocks deals blast damage equal to the fall distance to everything nearby. It borrows the explosion damage type without actually detonating: no block damage, no crater, armour and blast protection still apply |
Mountaineer mountaineer |
jump height +1 | +2 | +3 | Solved from height, so it still reads as "one block per level" even when stacked with Jump Boost. Every level ignores falls of up to 7 blocks |
Hover hover |
hover 3 s | 6 s | 9 s | Hold sneak in mid-air to switch gravity off and lock the starting height while still moving sideways; releasing or running out resumes the fall at the interrupted speed. Sneak must be released before it can re-arm |
3.2.10 Silk Touch
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Perfect Preservation perfect_preserve |
50% NBT kept | 75% | 87.5% | One independent roll per level; the block entity data is attached to the drop as BlockEntityTag (chest contents, spawner mob, hive bees…). On success the original container is cleared so nothing spills twice |
Sincerity sincerity |
10% | 20% | 30% | Mining yields one extra Enchant Essence |
Block Duplication block_duplication |
1 charge per day | 2 | 3 | Sneak-mining spends a charge and doubles the block's drop; charges refill each game day, and the tooltip shows what is left |
3.2.11 Efficiency
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Metal Breaker metal_breaker |
harvest tier +1 | +2 | +3 | Moves the tool's tier up the sorted tier list (so it works with modded tiers). Separately it can chew through hardness -1 blocks (bedrock / barriers / end portal frames) at roughly 5.5 / 2.8 / 1.7 s at mining speed 1 — behind a config switch |
Chain Reaction chain_reaction |
2×2×2 | 3×3×3 | 4×4×4 | Breaking a block takes a cube around it as well; skips the origin block, air, bedrock, and anything you lack the correct tool for |
Rapid Breach haste |
mining speed +50% | +100% | +150% | Scales BreakSpeed |
3.2.12 Fire Protection
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Phoenix Rebirth phoenix_rebirth |
fire heals 2 instead of hurting | 4 | 6 | Fire damage is zeroed and converted into healing |
Guardian Flame guardian_flame |
attacker burns 4 s · +2 fire damage | 8 s · +4 | 12 s · +6 | Being hit by a mob sets that mob alight and adds direct fire damage |
Blazing Sprint blazing_sprint |
33% · radius 3 | 66% · 3.5 | 100% · 4 | While sprinting, rolls every tick and sets nearby mobs alight for 3 s |
3.2.13 Smite
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Holy Verdict holy_verdict |
+30% vs undead | +60% | +90% | Judged by MobType.UNDEAD (wither excluded) |
Purifying Light purifying_light |
brightness 12 · 5 s | 14 · 10 s | 15 · 15 s | A slain undead leaves a temporary lamp at its feet (searches up to 2 blocks for a free spot, so a corpse in water gets a lamp above the surface) |
Second Dawn second_dawn |
rebirth cooldown 30 s | 20 s | 10 s | The blow stops hurting the undead and restores them to what they were: zombified piglin → piglin, zoglin → hoglin, zombie/skeleton horse → horse, stray → wandering trader, everything else → villager; wither skeletons die on the spot and always drop their skull. During the cooldown the weapon deals no damage to the undead at all |
3.2.14 Bane of Arthropods
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Anatomist anatomist |
+30% vs arthropods | +60% | +90% | Judged by MobType.ARTHROPOD (works with modded spiders) |
Specialist Hunter specialist_hunter |
Slowness I · Weakness I · 5 s | II · 10 s | III · 15 s | Applied whenever you strike an arthropod |
Ascendance ascendance |
Speed I · Strength I · 6 s | II · 12 s | III · 18 s | Refreshed on every arthropod kill (either hand counts) |
3.2.15 Looting
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
XP Plunder xp_plunder |
+100% XP (×2) | +200% (×3) | +300% (×4) | Scales the value inside LivingExperienceDropEvent — no second wave of hand-spawned orbs |
Demon Dancer demon_dancer |
guaranteed 1 essence | 2 | 3 | Drops on every kill (either hand counts) |
Life Extraction life_extraction |
heal 25% of damage | 50% | 75% | Heals on every melee hit |
3.2.16 Fortune
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Abundance abundance |
25% double drops | 50% | 75% | Appends a copy of the whole drop list — this stacks with vanilla Fortune rather than replacing it |
Treasure Hunter treasure_hunter |
5% | 10% | 15% | Mining any block may add one bonus rare item from a configurable pool (diamond / emerald / ancient debris by default). Ids that fail to resolve are dropped; an empty list disables the branch |
Gear of Fate gear_of_fate |
— | — | survives one death | Only level 3 does anything: on a killing blow the damage is zeroed and health set to 1 (matching a Totem of Undying), at the cost of wiping that item's whole evolution for this path (the vanilla enchantment stays; the branch must be rebuilt at the altar) |
3.2.17 Punch
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Heavy Hammer heavy_hammer |
knockback ×2 | ×3 | ×4 | Scales the arrow's stored knockback (capped at 32 so nothing is flung out of loaded chunks) |
Shockwave shockwave |
radius 3 | 4 | 5 | On impact, shoves every mob around the target in the same direction the victim was sent — the arrow's horizontal velocity — with strength = knockback × 0.6, knockback resistance applied by hand |
Shattering Impact shattering |
blast power 1.5 | 2.0 | 2.5 | Detonates on a mob or on the ground, once per arrow for its whole life (entity NBT ee_evo_shattered plus a re-entrancy latch) so it can never re-trigger off its own blast. Terrain damage and shooter damage are both configurable |
3.2.18 Quick Charge
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Drill drill |
load time -5 ticks (0.25 s) | -10 | -15 | Injected into getChargeDuration by a mixin; floor of 2 ticks |
Repeater repeater |
2 extra bolts | 5 | 8 | A loaded crossbow looses a row of zero-spread bolts trailing the real one. Extra bolts are not retrievable (so one shot cannot become nine). Against a wall they bunch up rather than being skipped — the count is a promise, the spacing is not |
Tactical Reload tactical_reload |
no slowdown · -10% damage | -20% | -30% | The client cancels the use-item movement penalty; the server reduces damage taken while the crossbow is being loaded |
3.2.19 Respiration
All three read the helmet slot (strongest piece wins).
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
In One's Element in_ones_element |
+15 s of air | +30 s | +45 s | While the head is submerged the air bar is topped up every tick (a grace period, not slower drain); leaving the water resets the whole budget. Underwater visibility floor 0.5 / 0.75 / 1.0 — clearer with every level |
Effortless Drift effortless_drift |
swim speed +50% | +100% | +150% | Re-applies a transient modifier on ForgeMod.SWIM_SPEED every tick (never written to disk) |
Tidal Ward tidal_ward |
10% less damage in water | 20% | 30% | Applies when any part of the body is in water |
3.2.20 Riptide
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Death Thrust death_thrust |
ramming damage +50% | +100% | +150% | Only while the spin attack is active (isAutoSpinAttack) |
Overdrive overdrive |
launch speed +50% · +0.75 s | +100% · +1.5 s | +150% · +2.25 s | Scales the launch velocity and lengthens the spin window (+25 ticks per level on top of vanilla's 20); in water or rain it also keeps pushing, with speed capped at 1.0 |
Merciful Rain merciful_rain |
1 health / 75 ticks | /50 ticks | /25 ticks | Slowly mends the holder in the rain (half a heart); the counter resets when the rain stops or the weapon leaves the hand |
3.2.21 Frost Walker
All three read the boots slot.
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Frost Prison frost_prison |
radius 3 | 4 | 5 | While sneaking, seals nearby enemies in ice taller than they are (only replaceable blocks are filled, so it cannot reach through walls); the ice shatters after 6 s. The freeze is applied for exactly as long, so the victim thaws when the ice breaks — which gives the branch its own cooldown with no extra bookkeeping |
Ice Glide ice_glide |
+50% speed on ice | +100% | +150% | Re-applies a movement-speed modifier while standing on BlockTags.ICE |
Stone Cold stone_cold |
radius 1 | 2 | 3 | Every 10 ticks, lava within one block below to one block above the feet hardens into basalt |
3.2.22 Knockback
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Heavy Strike heavy_strike |
knockback ×2 | ×3 | ×4 | Scales strength inside LivingKnockBackEvent (vanilla then applies ×0.6, knockback resistance and the half-velocity rule); only when the victim was just struck by this attacker (≤2 ticks ago) |
Concussive Blow stunning |
Shock 1 s | 2 s | 3 s | A melee hit applies Shock (20 × level ticks — the target cannot move or attack); onMeleeHurt |
Relentless Pursuit relentless |
cooldown 3 s | 2 s | 1 s | Marks the last victim on a melee hit; on a left-click while not fully charged and off cooldown, teleports in front of the marked victim (gap = both half-widths + 1.4) and auto-swings at it. Mark lives 100 ticks (5 s). Hitting an entity goes through AttackEntityEvent (cancels the swing); an empty click goes through a client packet. Server-only |
3.2.23 Sweeping Edge
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Sprinting Sweep sprint_sweep |
cap 1.5 | 2.0 | 2.5 | Sprinting on the ground with a sweep-capable sword triggers a sweep; radius = min(1.0 + 0.5 × level, 1.0 + 0.25 × level × (sprint ticks / 20)) (+0.25 × level per second); damage = sweep damage × 2 |
Spinning Sweep spin_sweep |
1 sweep | 2 | 3 | A mid-air left-click starts a spin: a fixed-radius 3.0 ring sweep, 1 / 2 / 3 hits, lasting half a swing cooldown; movement is locked and gravity halved, each left-click adds a sweep and doubles downward speed (initial dive 0.1). The client renders a real world-space geometry ring (client/SpinRingRenderer) — both sides (movement lock + rotation packet) |
Quick Sweep quick_sweep |
needs 60% charge | 30% | 0% (any charge) | Lowers the charge threshold for sweeping below vanilla's 0.9F; PlayerAttackMixin @ModifyConstant edits that constant rather than re-copying the sweep loop |
3.2.24 Impaling
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Rain Song rain_song |
+30% vs wet | +60% | +90% | Bonus versus "wet" targets (MobType.WATER / in water / in rain); the thrown half goes through ThrownTridentDamageMixin (scales the hit at the point where the number is still editable, base 8 + vanilla bonus) |
Laceration laceration |
Bleeding I | II | III | Applies Bleeding for 100 ticks, amplifier = level − 1 (replaces rather than stacks), to wet targets; melee and thrown |
Maelstrom maelstrom |
radius 5 | 10 | 15 | Drags nearby entities toward the victim (excluding victim / source / owner); pull 0.45 × knockback resistance (push, resistance applied by hand). Melee needs the attacker in water; thrown needs the weapon or owner in water |
3.2.25 Mending
Mending has no event of its own, so the branches split across the orb's arrival and the item's departure.
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Blessing blessing |
heal 0.25 × level per XP | 0.5 × level | 0.75 × level | Heals when picking up an orb and there is damaged mending gear to repair, scaled by the orb's value (not by orb count); PlayerXpEvent.PickupXp, strongest of worn/held |
Practice Makes Perfect practice_makes_perfect |
repair ×2 | ×4 | ×8 | Multiplies the experience-to-durability ratio (vanilla 2 durability per XP → up to 16); needs PlayerRepairMixin @Redirect because vanilla reads and multiplies the ratio in one private expression |
Silent Companion silent_companion |
returns 0.5 × durability | 1.0 × | 2.0 × | On break (onItemBroken, before the shrink) returns XP = max durability × {0.5, 1.0, 2.0}; player only |
3.2.26 Aqua Affinity
All three are helmet enchantments about being submerged.
| Branch | Lv1 | Lv2 | Lv3 | Mechanic |
|---|---|---|---|---|
Deep Drill deep_drill |
scan 20 blocks down | 40 | 80 | While mining underwater, scans downward for the first block that is not common rock and reports it (air counts as a find); onBlockBroken, starting from the hole just dug |
Wave Guard wave_guard |
radius 5 | 7 | 9 | While sneaking underwater, pushes nearby monsters away (radius = 3 + 2 × level); push 0.08 × knockback resistance per tick; onWearerTick |
Erosion erosion |
+100% mining speed | +200% | +300% | Underwater mining speed × (1 + level); onBreakSpeed, applied after vanilla's underwater penalty (so it stacks with Aqua Affinity rather than being overwritten) |
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