Qa Enchants
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Adds a series of interesting enchantments for Minecraft, including some cursed enchantments.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Features content that solely expands on Vanilla mechanics and gameplay.
Introduces new enchantments and/or changes the vanilla enchantment system.
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Armor Enchantments
Disciplinary Flash
Applicable to: Any Armor | Max Level: I
When an entity wears armor with this enchantment, takes damage, and its health drops below 35% of its maximum health, it will restore (8 + Number of Armor Pieces with this Enchantment × 1.5)% of its maximum health.
Anvil Falling
Applicable to: Boots | Max Level: IV (Cursed Enchantment)
When an entity wears boots with this enchantment, its safe fall height is significantly reduced, and the damage taken from falling is greatly increased. The higher the enchantment level, the lower the safe fall height and the higher the multiplier of fall damage.
Aqua Antipathy
Applicable to: Helmets | Max Level: I (Cursed Enchantment)
When an entity wears a helmet with this enchantment, its mining efficiency underwater is drastically reduced (nearly slowing down mining speed significantly).
Depth Stayer
Applicable to: Boots | Max Level: III (Cursed Enchantment)
When an entity wears boots with this enchantment, its movement speed underwater is noticeably decreased. The higher the enchantment level, the more significant the movement speed reduction.
Suffocation
Applicable to: Helmets | Max Level: III (Cursed Enchantment)
When an entity wears a helmet with this enchantment, its oxygen consumption rate underwater is accelerated. The higher the enchantment level, the faster the oxygen is consumed.
Enchantment of Absolute Failure
Applicable to: Any Armor | Max Level: I (Cursed Enchantment)
When an entity wears armor with this enchantment and takes damage, it will randomly trigger one of the following effects:
- Greatly increases the movement speed of the entity that dealt damage to it, lasting for 3 seconds;
- Applies a 3-second immobilization effect to the wearer;
- Applies a 3-second effect of "melee base attack power reduced by 1024" to the wearer;
- Applies a 6-second laceration effect to the wearer;
- Deals an additional damage equal to 50% of the wearer's maximum health to the wearer;
- Resets the wearer's hunger and saturation to zero, and simultaneously applies a 3-second hunger effect.
If the entity wears multiple pieces of armor with this enchantment, the number of triggered effects will increase; if the same effect is randomly selected multiple times, the duration or intensity of that effect will stack.
Weapon Enchantments
Break Effect
Applicable to: Any Weapon | Max Level: V
When dealing damage with a weapon enchanted with this (held in the main hand), it applies a "Toughness Reduction" effect to the target entity. When "Toughness Reduction" stacks to a specified number of times, it triggers a "Weakness Break" effect on the target that lasts for a certain duration.Entities under "Weakness Break" first take an additional "Break Damage", then become unable to move and have their melee attack power reduced by 1024. Targets will not receive new "Toughness Reduction" stacks until the "Weakness Break" effect ends. The higher the enchantment level, the higher the "Break Damage" value and the longer the "Weakness Break" duration.
Radiant Transmutation
Applicable to: Any Weapon | Max Level: III (Cursed Enchantment)
When dealing damage with a weapon enchanted with this (held in the main hand), it consumes (Current Health of the Wielder × Enchantment Level × 10%) of the wielder's health, and simultaneously deals additional damage to the target equal to (Lost Health of the Wielder × (2 + Enchantment Level) × 10%).
Blade of Laceration
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply a laceration effect to the target entity that lasts for a certain duration. During the laceration effect, periodic damage is continuously dealt based on the target's maximum health.
Blade of Weakness
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply a weakness effect (reducing the target's attack power) to the target entity that lasts for a certain duration.
Blade of Immobilize
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply an immobilization effect (preventing the target from moving) to the target entity that lasts for a certain duration.
Blade of Lifesteal
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it restores health to the wielder in proportion to the actual damage dealt to the target (the higher the damage, the more health restored).
Armor Enchantments
-Disciplinary Flash
Applicable to: Any Armor | Max Level: I
When an entity wears armor with this enchantment, takes damage, and its health drops below 35% of its maximum health, it will restore (8 + Number of Armor Pieces with this Enchantment × 1.5)% of its maximum health.
-Anvil Falling (Cursed Enchantment)
Applicable to: Boots | Max Level: IV
When an entity wears boots with this enchantment, its safe fall height is significantly reduced, and the damage taken from falling is greatly increased. The higher the enchantment level, the lower the safe fall height and the higher the multiplier of fall damage.
-Aqua Antipathy (Cursed Enchantment)
Applicable to: Helmets | Max Level: I
When an entity wears a helmet with this enchantment, its mining efficiency underwater is drastically reduced (nearly slowing down mining speed significantly).
-Depth Stayer (Cursed Enchantment)
Applicable to: Boots | Max Level: III
When an entity wears boots with this enchantment, its movement speed underwater is noticeably decreased. The higher the enchantment level, the more significant the movement speed reduction.
-Suffocation (Cursed Enchantment)
Applicable to: Helmets | Max Level: III
When an entity wears a helmet with this enchantment, its oxygen consumption rate underwater is accelerated. The higher the enchantment level, the faster the oxygen is consumed.
-Enchantment of Absolute Failure (Cursed Enchantment)
Applicable to: Any Armor | Max Level: I
When an entity wears armor with this enchantment and takes damage, it will randomly trigger one of the following effects:
1.Greatly increases the movement speed of the entity that dealt damage to it, lasting for 3 seconds;
2.Applies a 3-second immobilization effect to the wearer;
3.Applies a 3-second effect of "melee base attack power reduced by 1024" to the wearer;
4.Applies a 6-second laceration effect to the wearer;
5.Deals an additional damage equal to 50% of the wearer's maximum health to the wearer;
6.Resets the wearer's hunger and saturation to zero, and simultaneously applies a 3-second hunger effect.
If the entity wears multiple pieces of armor with this enchantment, the number of triggered effects will increase; if the same effect is randomly selected multiple times, the duration or intensity of that effect will stack.
Weapon Enchantments
-Break Effect
Applicable to: Any Weapon | Max Level: V
When dealing damage with a weapon enchanted with this (held in the main hand), it applies a "Toughness Reduction" effect to the target entity. When "Toughness Reduction" stacks to a specified number of times, it triggers a "Weakness Break" effect on the target that lasts for a certain duration.Entities under "Weakness Break" first take an additional "Break Damage", then become unable to move and have their melee attack power reduced by 1024. Targets will not receive new "Toughness Reduction" stacks until the "Weakness Break" effect ends. The higher the enchantment level, the higher the "Break Damage" value and the longer the "Weakness Break" duration.
-Radiant Transmutation (Cursed Enchantment)
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it consumes (Current Health of the Wielder × Enchantment Level × 10%) of the wielder's health, and simultaneously deals additional damage to the target equal to (Lost Health of the Wielder × (2 + Enchantment Level) × 10%).
-Blade of Laceration
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply a laceration effect to the target entity that lasts for a certain duration. During the laceration effect, periodic damage is continuously dealt based on the target's maximum health.
-Blade of Weakness
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply a weakness effect (reducing the target's attack power) to the target entity that lasts for a certain duration.
-Blade of Immobilize
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it has a chance to apply an immobilization effect (preventing the target from moving) to the target entity that lasts for a certain duration.
-Blade of Lifesteal
Applicable to: Any Weapon | Max Level: III
When dealing damage with a weapon enchanted with this (held in the main hand), it restores health to the wielder in proportion to the actual damage dealt to the target (the higher the damage, the more health restored).
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