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Enchanted Charms
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Adds four charms that can be enchanted to give different abilities when equipped.
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Description
This mod adds four charms which give different active abilities when enchanted and equipped.

Enchantments:
Each charm has a unique set of possible enchantments depending on the material. These can only be obtained through the enchanting table.
Copper charms provide utility bonuses.
Masterwork: Anvil and mending repairs are increased. Anvils don't break or increase work cost.
Ordnance: TNT power is doubled when ignited by the player.
Golemancer: Iron golems built within 5 blocks gain +12 armor. Snow golems gain +6 health and don't melt.
Grappler: Fishing rods can be used as a grappling hook. Hooked mobs can be pulled much further.
Obsidian charms grant combat/survival related bonuses.
Hunter's Mark: Deal 20% more damage to glowing targets and ranged attacks have a 40% chance to apply glowing.
Defusing: Chance of defusing explosions within 5 blocks. Base chance of 30% at 5 blocks, 100% within 1 block.
Bulwark: Shields take no damage if blocking 8 or less damage. Gain resistance I for 5s if shield is disabled or blocks more than 8 damage.
Focus: Dealing damage grants a stack of 6% bonus damage, up to 30%. One stack is lost when taking damage.
Amethyst charms boost the efficacy of consumables and potions.
Survivalist: Eaten food gains 40% more saturation and heals for 40% of the hunger restored.
Potency: Beneficial potion effects gain 40% more duration.
Antidote: Drinking a harmful potion immunizes the user to the effect 4 times.
Cluster Brew: Splash and lingering potions split into 2 additional potions upon impact.
Emerald charms improve resource collection.
Repository: The charm absorbs XP, which can be retrieved using a grindstone. Enchanting upgrades a random enchant by one level (Up to one level above the maximum) or adds an additional enchant. Charm level must be equal or greater and consumes XP equal to one level at the requirement.
Prospecting: Broken blocks emit colored particles if there is ore within a 3x3x5 area behind the block.
Angler's boon: Fishing has a chance of giving the luck status effect, and items are often doubled or in better condition.
Gilded: Golden items have a chance of dropping from various sources. Gold tools aren't damaged if breaking "common" blocks* or hitting enemies with less health than 2x the damage.
*Common materials currently only include stone/sand/gravel/dirt variants as well as netherrack.
There is also a chance that enchanting a charm will grant it an extra passive stat. This chance is increased at higher enchantment levels.
+2 HP
+1 Knockback resist
+5% Movement speed
+5% Attack Speed
+1 Armor toughness
+1 Luck
Compatibility:
Mod is currently compatible with Forge. No guarantee it will ever be ported to Fabric, and if so will be done at my own discretion.
I will update to 1.20 when possible. 1.18.2 will receive limited support.
Modpacks:
This can be included in any Curseforge modpack. Do be aware this mod is a beta and may receive drastic changes.
Other mods:
Enchanted Charms
This mod adds four charms which give different active abilities when enchanted and equipped.
Crafting Recipe

Enchantments
Copper charms provide utility bonuses.
- Masterwork: Anvil and mending repairs are increased. Anvils don't break or increase work cost.
- Ordnance: TNT power is doubled when ignited by the player.
- Golemancer: Iron golems built within 5 blocks gain +12 armor. Snow golems gain +6 health and don't melt.
- Grappler: Fishing rods can be used as a grappling hook. Hooked mobs can be pulled much further.
Obsidian charms grant combat/survival related bonuses.
- Hunter's Mark: Deal 20% more damage to glowing targets and ranged attacks have a 40% chance to apply glowing.
- Defusing: Chance of defusing explosions within 5 blocks. Base chance of 30% at 5 blocks, 100% within 1 block.
- Bulwark: Shields take no damage if blocking 8 or less damage. Gain resistance I for 5s if shield is disabled or blocks more than 8 damage.
- Focus: Dealing damage grants a stack of 6% bonus damage, up to 30%. One stack is lost when taking damage.
Amethyst charms boost the efficacy of consumables and potions.
- Survivalist: Eaten food gains 40% more saturation and heals for 40% of the hunger restored.
- Potency: Beneficial potion effects gain 40% more duration.
- Antidote: Drinking a harmful potion immunizes the user to the effect 4 times.
- Cluster Brew: Splash and lingering potions split into 2 additional potions upon impact.
Emerald charms improve resource collection.
- Repository: The charm absorbs XP, which can be retrieved using a grindstone. Enchanting upgrades a random enchant by one level (Up to one level above the maximum) or adds an additional enchant. Charm level must be equal or greater and consumes XP equal to one level at the requirement.
- Prospecting: Broken blocks emit colored particles if there is ore within a 3x3x5 area behind the block.
- Angler's boon: Fishing has a chance of giving the luck status effect, and items are often doubled or in better condition.
- Gilded: Golden items have a chance of dropping from various sources. Gold tools aren't damaged if breaking "common" blocks* or hitting enemies with less health than 2x the damage.
*Common materials currently only include stone/sand/gravel/dirt variants as well as netherrack.
Extra stat
There is also a chance that enchanting a charm will grant it an extra passive stat. This chance is increased at higher enchantment levels.
- +2 HP
- +1 Knockback resist
- +5% Movement speed
- +5% Attack Speed
- +1 Armor toughness
- +1 Luck
Compatibility:
- Mod is currently compatible with Forge. No guarantee it will ever be ported to Fabric, and if so will be done at my own discretion.
- I will update to 1.20 when possible. 1.18.2 will receive limited support.
Modpacks:
- This mod can be included in any Modrinth modpack. Do be aware this mod is a beta and may receive drastic changes.
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