Tepox More Enchantments

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Tepox More Enchantments

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A simple mod that adds 24 new enchantments to Minecraft

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tepox_more_enchantments-1.0.0.jar
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Description

Tepox More Enchantments

Tepox More Enchantments expands Minecraft with 24 new enchantments for armor, boots, melee weapons, bows, crossbows, and tools.

The mod introduces new combat mechanics, equipment bonuses, ranged weapon improvements, automatic resource processing, utility effects, and powerful enchantments with unique risks and rewards.

It also includes an optional feature that allows all four vanilla Protection enchantments to coexist on the same armor piece.

Main Features

  • 24 new enchantments.
  • Enchantments for armor, boots, swords, axes, melee weapons, bows, crossbows, and tools.
  • Support for compatible equipment added by other mods.
  • Optional compatibility between all four vanilla Protection enchantments.
  • Configurable through the mod configuration and server commands.
  • Full support for Enchantment Descriptions.
  • English and Spanish translations ( Support for all English and Spanish language variants available in Minecraft).

Armor and Boots Enchantments

Radiant I–III

Increases the experience gained while the enchanted armor piece is equipped.

  • Level I: ×1.2 experience.
  • Level II: ×1.5 experience.
  • Level III: ×2 experience.

Radiant is exclusive to players.

Photosensitive

When all four armor pieces are enchanted with Photosensitive, the wearer receives Regeneration during the day.

The effect stops being renewed at night or when one of the enchanted armor pieces is removed.

Photosensitive works on players and other living entities capable of wearing a complete armor set.

Moonlight

When all four armor pieces are enchanted with Moonlight, the wearer receives Regeneration during the night.

The effect stops being renewed during the day or when one of the enchanted armor pieces is removed.

Moonlight works on players and other living entities capable of wearing a complete armor set.

Juggernaut I–III

Increases maximum health for every enchanted armor piece equipped.

  • Level I: +1 heart per piece.
  • Level II: +1.5 hearts per piece.
  • Level III: +2 hearts per piece.

Juggernaut works on players, mobs, training dummies, and other living entities that use normal equipment attributes.

Lead Feet I–II

A boot enchantment that reduces incoming knockback.

  • Level I: 10% less knockback.
  • Level II: 20% less knockback.

It works on players and other living entities wearing the enchanted boots.

Moon Walker

A boot enchantment that grants Slow Falling and increases jump height while equipped.

It greatly reduces falling speed and allows the wearer to jump approximately two blocks high.

Melee Weapon Enchantments

Death Pact

A powerful one-use enchantment with an extreme cost.

The next successful hit:

  • Deals 1,000 damage to players.
  • Deals 190 damage to other living entities.
  • Immediately destroys the enchanted weapon, regardless of its durability or enchantments.
  • Instantly kills the wielder.
  • Creates an explosion that deals 50 damage to nearby entities.
  • Excludes the original target from the explosion damage.
  • Does not destroy blocks.

Death Pact uses repeated death checks designed to consume Totems of Undying and prevent the wielder or a killed player from surviving through common revival mechanics.

Compatibility with every resurrection mod cannot be guaranteed, as some mods may use completely custom revival systems.

Life Steal I–II

Heals the wielder based on the final melee damage actually dealt after the target’s defenses are applied.

  • Level I: Heals 25% of the damage dealt.
  • Level II: Heals 40% of the damage dealt.

Life Steal cannot heal the wielder beyond their maximum health.

Swift Blade I–II

Increases the attack speed of the enchanted weapon.

  • Level I: +15% attack speed.
  • Level II: +20% attack speed.

Long Blade I–II

Increases the weapon’s attack range against entities.

  • Level I: +1 block.
  • Level II: +1.5 blocks.

It does not increase block interaction or mining range.

Critical Strike I–IV

Gives normal attacks a chance to become critical hits.

Critical hits triggered by this enchantment use the same base damage multiplier as vanilla critical hits.

  • Level I: 10% chance.
  • Level II: 15% chance.
  • Level III: 20% chance.
  • Level IV: 25% chance.

Critical Damage I–II

Increases the total damage multiplier of critical hits.

It affects both vanilla critical hits and critical hits triggered by Critical Strike.

  • Level I: ×2 total critical damage.
  • Level II: ×2.5 total critical damage.

God of Thunder I–III

Gives melee attacks a chance to summon lightning directly on the target.

  • Level I: 5% chance.
  • Level II: 10% chance.
  • Level III: 20% chance.

The wielder is protected from the lightning summoned by their own weapon.

True Damage I–III

Deals additional damage directly to the target’s health.

This extra damage bypasses armor, enchantment protection, Resistance, and other standard damage reductions.

  • Level I: 0.5 extra hearts.
  • Level II: 1 extra heart.
  • Level III: 1.5 extra hearts.

The additional true damage is not multiplied by critical hits.

Wither I–II

Applies Wither for five seconds when the weapon hits an enemy.

  • Level I: Wither I.
  • Level II: Wither II.

Additional hits refresh the effect duration.

Venomous Blade I–III

Applies Poison for five seconds when the weapon hits an enemy.

  • Level I: Poison I.
  • Level II: Poison II.
  • Level III: Poison III.

Additional hits refresh the effect duration.

Heavy Blade

Available for swords, axes, and compatible melee weapons.

Heavy Blade:

  • Doubles the weapon’s attack damage.
  • Reduces its attack speed by half.

Heavy Blade is incompatible with Swift Blade.

Bow and Crossbow Enchantments

Hunter I–III

Functions like Looting, but for bows and crossbows.

Enemies killed using projectiles fired from the enchanted weapon can produce additional loot.

  • Level I: Equivalent to Looting I.
  • Level II: Equivalent to Looting II.
  • Level III: Equivalent to Looting III.

Hollow Point I–V

A crossbow enchantment that increases projectile damage using the same progression as Power.

  • Level I: +1 damage.
  • Level II: +1.5 damage.
  • Level III: +2 damage.
  • Level IV: +2.5 damage.
  • Level V: +3 damage.

Reserve Arrows

Functions similarly to Infinity, but for crossbows.

Normal arrows are not consumed when the crossbow is loaded, although the player must still have at least one arrow available.

Spectral arrows and tipped arrows are still consumed normally.

Explosive Charges

Arrows fired from the enchanted crossbow create a small explosion when they hit.

The explosion:

  • Damages nearby entities.
  • Does not destroy blocks.
  • Works with Multishot.
  • Activates only once per projectile.

When tipped arrows are used, their potion effects are also applied to nearby entities within the impact area.

The shooter is excluded from the area potion effect.

Tool Enchantments

Telekinesis

Sends mined block drops directly into the player’s inventory.

When the inventory is full, the remaining items are dropped next to the player.

Telekinesis preserves compatible effects such as Fortune and can work together with the mod’s automatic processing enchantments.

Smelting

Automatically smelts compatible materials when they are mined.

Examples include:

  • Raw ores becoming ingots.
  • Compatible logs becoming charcoal.
  • Other materials with valid smelting results being automatically processed.

Fortune is calculated before the items are smelted, and the player receives the experience that would normally be produced by a furnace.

Smelting does not process Ancient Debris and cannot be applied to hoes.

Ancestral Mining

A special pickaxe enchantment designed for Ancient Debris.

Ancient Debris is converted directly into Netherite Scrap using an internal Fortune III roll, allowing a single block to produce more than one scrap.

Ancestral Mining is incompatible with:

  • Fortune.
  • Silk Touch.
  • Smelting.

It can be combined with Telekinesis to send the resulting Netherite Scrap directly into the player’s inventory.

All Protection Enchantments

Tepox More Enchantments includes an optional feature that allows all four vanilla Protection enchantments to coexist on the same armor piece:

  • Protection.
  • Fire Protection.
  • Blast Protection.
  • Projectile Protection.

Their vanilla effects work simultaneously and continue to respect Minecraft’s normal enchantment protection limit.

This feature is enabled by default and can be changed through the mod’s server configuration.

It can also be controlled using the following commands.

Enable all Protection enchantments:

/tepox_enchantments enableAllProtections true

Disable all Protection enchantments:

/tepox_enchantments enableAllProtections false

Check the current setting:

/tepox_enchantments enableAllProtections

The command requires operator permission level 2.

Disabling the feature restores the normal incompatibility for future enchantment combinations. It does not remove enchantments from armor pieces that already contain multiple Protection enchantments.

Enchantment Descriptions Support

Tepox More Enchantments includes full support for the Enchantment Descriptions mod.

When Enchantment Descriptions is installed, every enchantment added by Tepox More Enchantments displays a tooltip explaining its effects, levels, values, and special behavior.

Enchantment Descriptions is optional and is not required for the mod to work.

Language Support

The mod includes complete English and Spanish translations.

It supports all English and Spanish regional language variants available in Minecraft, including:

  • English (United States).
  • English (United Kingdom).
  • English (Canada).
  • English (Australia).
  • English (New Zealand).
  • Spanish (Spain).
  • Spanish (Mexico).
  • Spanish (Argentina).
  • Spanish (Chile).
  • Spanish (Ecuador).
  • Spanish (Uruguay).
  • Spanish (Venezuela).
  • Other supported regional variants.

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