Imbuence

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Imbuence

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A handful of probably interesting enchantment ideas

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Mod
Latest Version
imbuence-1.1.0+forge1.20.1-all.jar
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Description

This mod adds a couple of enchantments that attempt to spice up your gameplay in both vanilla and heavily modded environment. Each enchantment aims to have a clear use cases without being plain stat stick.

All enchantments are expected to work on not just the player.

List of enchantments:

Shadow Walker (boots)

  • Gains buffs while in the shadow.
  • Higher level gives more buffs and raises the light level threshold required to activate the effect.
  • Is a treasure enchantment and incompatible with Frost Walker.

Combat Engineer (digging tools)

  • Has a chance to repair the tool in main hand when attacked.
  • Higher level increases the chance as well as the durability repaired.
  • Strictly only works on tools.

Crime (shield)

  • Blocking an attack inflicts Judgement on the attacker.
  • Higher level inflicts higher level of Judgement.

Punishment (sword, axe or trident)

  • Deals more damage against target afflicted with Judgement.
  • Damage scales with the level of Judgement (effectively Crime) and Punishment, as well as the minimum level between them.

Sacred Corona (bow or crossbow)

  • Grants Sancta Potentia during sunrise and day.
  • Is a treasure enchantment and incompatible with Power.
  • "Looks like it is missing something though…"

Shining Maria (bow or crossbow)

  • Grants Mare Potentia during sunset and night.
  • Is a treasure enchantment and incompatible with Power.
  • "Looks like it is missing something though…"

Afterburner (elytra)

  • Firework rockets used to boost elytra will have their minimum flight duration increased.
  • Minimum flight duration of 2/3/4 at level 1/2/3.
  • "Save up to 67% gunpowders when using Endvidia products."

Rocket Specialist (crossbow)

  • Can no longer load arrows, but shot firework rockets are vastly improved.
  • Damage increased by +25% and splash radius by +15% per level. Splash damage drop-off is fully negated and briefly slows target on impact.
  • "Soldier, you must fight in this war of Mann vs. Machine."

Defiance (shield)

  • Reduces shield cooldown when disabled. Knocks back and slows the shield disabler.
  • Incompatible with Crime.

Puzzle (everything)

  • Grants different effects depending on how many armor pieces and hand items that have this enchantment.
  • Is a treasure enchantment.

1: Halves the levels consumed when using anvil or enchanting table. Still requires the full level cost to perform the action.

2: Breeding cooldown of nearby animals is reduced. Nearby villager conversion also takes less time. (hint: try armor stand)

3: Grants Luck 3.

4: When being attacked from range of 4 or more blocks away, applies Glowing, Slowness and Judgement IV to the assaulter.

5: Increases effect duration for positive or neutral effects (even more from drinkable potions) and reduces duration of negative effects. When you have 5 or more effects on you, movement exhausts hunger at a much slower rate.

6: Reduce damage taken from attackers with more max health than you depending on how much more max health they have.

Commander (helmet)

  • Increases your attack damage attribute for every nearby pet, up to a cap.
  • A vanilla wolf counts as 2 pets.

Curse of the Dragon Palace (helmet)

  • While underwater, time since last rest accumulates faster.
  • Is a curse and a treasure enchantment.
  • "Why put what might as well be called a curse in a box and call it a treasure box? Better find a turtle and have it explain."

When the curse is put on a certain item, drinking Turtle Master potion significantly extends Resistance's duration and prevents Slowness from being applied, repairs your helmet while underwater and grants Water Breathing.

Thermoshock (trident)

  • When thrown, deals greatly increased damage against target that is already burning or freezing, then clear the burn or freeze.

Thermohex (bow or crossbow)

  • Arrows inflict Heat Fragility, increasing burn or freeze damage over time.

All chestplate enchantments are incompatible with everything else in this category. You can only pick 1.

Fortress (chestplate)

  • Increases ALL damage dealt based on the wearer's max health, and even more when barehanded.
  • Higher level increases the max health ratio.
  • "Extremely potent with health-stacking effects from other mods. Has been nerfed somewhat since this is always active."

Multiplate (chestplate)

  • Damage taken from attacks is capped to deal only a portion of the wearer's max health, but the chestplate takes extra durability damage that ignores Unbreaking proportional to the damage mitigated this way.
  • Higher level lowers the cap on max health.
  • "Say goodbye to getting one-shotted, and also your chestplate if left unchecked."

Awareness (chestplate)

  • Every once in a while, completely negates the next instance of damage.
  • Higher level lowers the cooldown.

Preparation (chestplate)

  • When being the one initiating combat, grants a number of buffs for a very short while. Needs to stay out of combat to recharge.
  • Higher level extends the effects' duration and lowers the cooldown.

Wolf Pack (chestplate)

  • When there are at least 2 pets nearby, grants them Strength and Resistance I. When there are 4 or more, grants them Strength and Resistance II instead, as well as Regeneration I and Fire Resistance.
  • A vanilla wolf counts as 2 pets.

List of effects:

Judgement

  • Does nothing on its own, used by Crime and Punishment.

Sancta Potentia

  • All arrows deal a flat amount of bonus damage.
  • Become immune to even-numbered damage below 5 on even-numbered blocks (sum of x and z is even).

Mare Potentia

  • All arrows deal percentage bonus damage.
  • Become immune to odd-numbered damage below 5 on odd-numbered blocks (sum of x and z is odd).

Forbidden Syzygy

  • Has the combined effect of both Sancta Potentia and Mare Potentia.
  • Arrows inflict Glowing.

Heat Fragility

  • Burn and freeze deal increased damage based on victim's max health.
  • This damage is further increased based on the remaining duration of the burn or freeze, up to 50% at 7 seconds or more.

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