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Smithing Progression
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Expand Minecraft’s smithing progression with craftable Tiered templates, whetstones, material processing, and new Smithing Table upgrades.
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Smithing Progression expands Minecraft’s smithing system into a much deeper progression path built around crafting, exploration, combat, and equipment upgrades. Create unfinished templates from clay and materials, fire them into usable smithing templates, and work your way through multiple equipment tiers using the Primitive Smithing Table and standard Smithing Table.
The mod also adds Whetstones, which can be used in the Grindstone to repair damaged tools, weapons, and armor. Basic Whetstones provide straightforward repairs, while the reusable Obsidian Whetstone offers powerful late-game repairing with its own durability.
Early progression is supported by a craftable Sieve, allowing gravel and dirt to be processed into useful materials such as flint and clay. Later equipment tiers become increasingly adventure-focused, requiring special materials obtained from Pillager Captains, Pillager Outposts, Elder Guardians, Wither Skeletons, Piglin Brutes, Bastions, the Wither, and the Ender Dragon.
Progress from basic equipment through Copper, Chainmail, Iron, Gold, Diamond, and Netherite, collecting unique materials such as the Molten Iron Core, Prismatic Core, Ancient Carbon, and Netherforged Core along the way. At the end of the progression, defeat both the Wither and Ender Dragon to obtain the materials needed to create an Eternal Core and upgrade your equipment to become permanently Unbreakable.
The mod also allows Crying Obsidian to be used alongside regular Obsidian when constructing Nether portals, giving the block a new practical use while fitting naturally into the Nether-focused progression.
Normal shields include the vanilla shield and the mod’s non-spiked shields.
| Enchantment | Max level | What it does |
|---|---|---|
| Bulwark | III | Reduces durability lost from blocking by 20% per level—up to 60%. |
| Deflection | III | Gives blocked projectiles a 20% / 40% / 60% chance to be reflected toward their attacker. The attacker must be visible and within 20 / 28 / 36 blocks, depending on level. |
| Steadfast | II | Adds 10% / 20% knockback resistance while blocking. |
| Quick Guard | III | Shortens shield-disable recovery and bash cooldowns by 10% per level—up to 30%. |
| Ward | III | Reduces incoming explosion damage and certain magic damage while blocking by 8% per level—up to 24%. This includes Wither damage and dragon breath. It does not apply to projectile damage. |
| Guardian | I | Successfully blocking grants Resistance I for 3 seconds to allied entities within 5 blocks that you can see. Has a 5-second cooldown. |
Spiked shields have these offensive enchantments. For the damage values below, 2 damage points equal 1 heart, before armor and other reductions.
| Enchantment | Max level | What it does |
|---|---|---|
| Impaling Spikes | III | Adds 1 damage point per level to shield bashes—up to 1.5 extra hearts at level III. |
| Reprisal | III | When you block a melee attack, deals 0.5 damage points per level back to the attacker. |
| Crushing Blow | III | Increases bash knockback. Level II also applies Slowness I for 0.5 seconds; level III applies Slowness II for 1 second. |
| Momentum | III | Moving before a bash increases its damage and knockback. The damage bonus scales with movement, up to 10% / 20% / 30%. |
| Sundering | II | A successful bash temporarily reduces the target’s armor: 10% for 2 seconds at level I, or 20% for 4 seconds at level II. |
| Vicious Guard | III | When blocking a melee attack, deals 0.75 damage points per level back to the attacker, but increases blocking durability wear by 10% per level. |
| Relentless | I | A bash that successfully damages a target has a 25% shorter cooldown. Missing does not earn the reduction. |
These work on both normal and spiked shields:
| Enchantment | Max level | What it does |
|---|---|---|
| Fortification | III | Reduces shield durability wear from blocking and bashing by 10% per level—up to 30%. |
| Fire Ward | I | Reduces incoming fire damage by 20% while blocking. |
| Blast Ward | I | Reduces incoming explosion damage by 20% while blocking. |
| Enduring Guard | I | After 5 seconds of continuous blocking, gradually reduces blocking durability wear. Reaches its maximum 30% reduction after 15 seconds of continuous blocking. |
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