Enchanting 2

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Enchanting 2

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Enchanting the way it should be.

Mod Loaders
Minecraft
26.3 26.2

About

Description

Biggest features:
 
  • Levels past 30 stop getting more expensive. Every level after 30 costs the same small amount of XP, with a new lvl cap of ~2,147,000,000
  • Hold Ctrl over any item to see enchantment descriptions
  • Full Anvil configuration, with default set to never break.
  • Almost everything is adjustable in-game, from max levels to prices to which enchantments exist at all.
  • Optionally Multiply Mob health across the board so you can enjoy all of your new enchants!
  • No new blocks, so it's 100% safe to add/remove at any time!
  • Mending is now a normal (but costly) enchant! No more hunting for villagers!
  • No limits on combining tons of enchants!
Vanilla Enchantment Enhancements:
 
  • Fortune works on far more blocks: logs, dirt, sand, gravel, clay, snow, leaves, mushroom blocks and more.
  • Blocks you placed yourself never count, so there's no infinite place-and-mine trick.
  • Silk Touch picks up mob spawners, keeping their mob.
  • Infinity on a water or lava bucket** keeps it full forever (well, for 256 uses, and Mending works on it).
  • Axes take Knockback, Looting and Fire Aspect. **Crossbows** take Flame and Infinity.
All 49 new enchantments:
Helmet:
  • **Vision**: Night Vision while worn.
  • **Calm Gaze**: Endermen don't get angry when you look at them.
  • **Clarity** (I–III): Blindness, Darkness and Nausea wear off faster. 
  • **Phantom Ward**: phantoms leave you alone.
  • **Sustenance** (I–V): you get hungry more slowly, up to 20% at V.
Chest:
  • **Cushion** (I–III): less damage from flying into walls with an elytra. Also works directly on elytra.
  • **Last Stand** (I–III): a hit that would kill you leaves you at half a heart instead. Recharges over a few minutes, with a timer next to your hotbar.
Legs:
  • **Step Assist**: walk up full blocks without jumping.
  • **Anchored** (I–V): get knocked back less when you're hit.
  • **Endurance** (I–V): sprinting costs less hunger, up to 25% at V.
  • **Sure Footing** (I–III): soul sand, honey and powder snow stop slowing you down.
Boots:
  • **Swiftness** (I–V): walk faster.
  • **Double Jump**: jump once more in mid-air. It also breaks your fall, and with an elytra the third jump takes off.
  • **Lava Walking**: walk on lava like solid ground. Sneak to sink. (Bring Fire Resistance, it still burns.)
  • **Snow Walker**: walk on powder snow without sinking or freezing, in any boots.
Any armor piece:
  • **Toughness** (I–V): extra armor toughness, so big hits hurt less.
  • **Health** (I–V): extra hearts.
Elytra:
  • **Speed** (I–V): fly up to 50% faster, and firework rockets push harder.
  • **Flight** (I–V): hold jump while gliding for a rocket-style boost, no rockets needed. Uses elytra durability.
Shields:
  • **Deflect** (I–III): arrows and fireballs you block can fly straight back at whoever shot them.
  • **Shield Bash** (I–III): attack with your shield up to shove enemies back and slow them.
  • **Steadfast** (I–III): axes disable your shield for less time. 
  • **Spiked** (I–V): Thorns for shields: melee attackers you block get hurt.
  • **Bulwark** (I–III): blocking a hit gives you a few extra hearts for 5 seconds.
  • **Riposte** (I–V): your next hit after a block does extra damage.
  • **Steady Stance**: walk at full speed while holding your shield up.
Melee weapons (swords, axes, spears, mace, trident):
  • **Vampirism** (I–V): heal for part of the damage you deal.
  • **Beheading** (I–V): a chance for mobs to drop their heads.
  • **Attack Speed** (I–V): swing faster, up to 25% at V.
  • **Quick Strike** (I–V): a chance for a hit to land twice.
Melee weapons and bows:
**Withering** (I–V): hits apply Wither.
**Poisoning** (I–V): hits apply Poison.
**Freezing** (I–V): hits slow the target.
**Critical Strike** (I–V): a chance for +50% damage.
Bow and crossbow:
**TrueShot Aura**: arrows fly dead straight for 5 seconds before dropping.
Tools:
**Smelting**: ores, sand and logs drop already smelted, with the furnace XP.
**Area Mining**: pickaxes and shovels break a 3×3 area. Sneak to mine a single block.
**Replant** (hoe): harvesting a fully grown crop replants it automatically.
**Tiller** (hoe, I–III): till a whole patch at once, up to 7×7.
Tools and weapons:
**Reach** (I–III): reach blocks and mobs from farther away.
**XP Boost** (I–V): more XP from mining and kills.
**Magnetic**: drops and XP go straight into your inventory.
**Ender Link**: drops go straight into your ender chest.
Anything with durability:
**Keep on Death**: the item stays with you when you die, back in the same slot.
Curses (each one makes enchanting the item cheaper):
- **Curse of Fragility** (I–V): the item wears out faster.
- **Curse of Weight** (I–V): armor that slows you down.
- **Curse of Greed** (I–V): less XP from kills and mining.
- **Curse of Fumbling** (I–V): mine more slowly.
- **Curse of Hunger** (I–V): armor that makes you hungry faster.
 
 
With Mod Menu Mod and YACL installed you get a full settings screen (both optional).
You can:
- turn any enchantment off, or keep it out of the table, loot chests or villager trades,
- change any enchantment's max level (up to 255) and price,
- bring back vanilla's "can't combine" rules for any group,
- set an anvil cost cap, bring back anvil wear, or keep the vanilla XP curve,
- multiply every mob's health (1× to 100×) if you want a real challenge.
 
**Adding it to an existing world is safe.** Your items and levels stay as they are.
**Removing it later?** Back up first: the new enchantments disappear from your items (the items themselves stay),
and vanilla enchantments above their normal max keep working.
 
 
 
 
 

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