Additional Enchantments
Adds new enchantments to the game
Additional Enchantments

FAQ
Versions / Loaders
- Fabric is not planned - Backports are not being considered at the moment
Known problems
- The player transparency rendering of the `Hunter` enchantment has some issues with transparent blocks (e.g. water)
Configuration
- All enchantments are configurable - There might be some enchantment-related extra configuration
Enchantments
Enchantment Categories
- Digger: Sword, Axe and Trident - Digger: Bow and Crossbow - Digger: Entries from Digger and Tridents - Note that these are enchantments for projectiles, meaning for Tridents they only apply when thrown (and are therefor incompatible with the `Riptide` enchantment) - Digger: Vanilla category and contains things like pickaxes or shovels
Faster Attacks (Melee)
- Default max. level: 4 - Increases attack speed - Enchantment level increases the amount
Plague (Melee)
- Default max. level: 6 - Applies a poison effect to entities which deals magic damage - Also has a chance to spread to nearby targets (does not affect players or Tamable Animals owned by players) - Targets can be blacklisted with the tag `additional_enchantments:plague_blacklist` - Enchantment level increases the duration, damage, application chance and reduces the time between damage ticks - In addition, it also increases the chance and range for the spread - Not compatible with the `Wither` enchantment
Wither (Melee)
- Default max. level: 6 - Applies a wither effect to entities which deals wither damage - Enchantment level increases the duration, damage, application chance and reduces the time between damage ticks - Not compatible with the `Poison` enchantment
Confusion (Melee)
- Default max. level: 5 - Has a chance to cause the attacked target to retaliate against a randomly chosen nearby entity, dropping the attacker as a target - Targets can be blacklisted with the tag `additional_enchantments:confusion_blacklist` - Enchantment level increases the chance of this effect to occur and also the range to check against possible retaliation targets
Voiding (Digger)
- Max. level: 1 - Causes certain terrain blocks (specified by the tag `additional_enchantments:voiding`) to no longer drop their block as loot - Other loot added to these blocks is not affected (e.g. Flint from Gravel) - This behaviour can be enabled or disabled through the keybind (default being `G`)
Hydro Shock (Trident)
- Default max. level: 5 - Deal increased damage to targets on fire, in water, weak to water or if it is raining at the position - When the Trident is thrown it may cause a lightning bolt to occur at the target position - The lightning bolt itself will not damage the player, items or experience orbs - The fire will still damage the player - there is some safety to make items and experience orbs fire immune if the target dies within a second of getting hit by the lightning bolt - Enchantment level scales the damage multiplier and chance for the lightning bolt to occur
Explosive Tip (Ranged and Trident)
- Default max. level: 4 - Causes an explosion on impact (which does not damage the shooter, their allies, experience orbs or items) - Enchantment level increases explosion radius - It's possible to switch between two modes (NONE and BREAK (which breaks blocks)) with the keybind (default being `J`)
Homing (Ranged and Trident)
- Default max. level: 4 - Projectiles fly towards a chosen target - Targets can be blacklisted with the tag `additional_enchantments:homing_blacklist` (`minecraft:villager` and `minecraft:iron_golem` are added by default) - Invisible entities are only targeted if they're glowing (server-side (`Perception` is client-only)) - Enchantment level increases the radius in which a target gets picked (+ it slightly increases velocity of the arrow) - It's possible to switch between various modes with the keybind (default being `H`) - Priority: MONSTER, ANIMAL, BOSSES (`forge:bosses`), ANY and NONE (homing effect is not being applied) - Priority: (when `Shift` is also pressed): CLOSEST, LOWEST_HEALTH, HIGHEST_HEALTH and RANDOM
Straight Shot (Ranged and Trident)
- Default max. level: 4 - Disables gravity for shot projectiles and has a chance to hit `Enderman` - Enchantment level increases the chance to hit `Enderman`
Tipped (Ranged and Trident)
- Default max. level: 4 - Applies random effects to the arrow (and in turn to the target it hits) - Enchantment level increases the amount, amplifier and duration of the effects - It's possible to switch between effect categories (HARMFUL, BENEFICIAL and NEUTRAL (can apply all)) with the keybind (default being `G`) - Effects can be blacklisted with the tag `additional_enchantmetns:tipped_blacklist`
Shatter (Ranged)
- Default max. level: 4 - Allows the usage of `Amethyst Shards` as projectiles - There is a high chance for them to break on impact which will deal damage in an area (the projectile and area damage are `Magic`) - Targets can be blacklisted with the tag `additional_enchantments:shatter_aoe_blacklist` (`minecraft:villager` and `minecraft:iron_golem` are added by default) - Enchantment level increases the shatter area of effect and damage
Perception (Helmet)
- Default max. level: 4 - Outlines nearby entities and distinguishes them by color - DARK_PURPLE: `forge:bosses`, RED: Monsters, DARK_GREEN: Tamable Animals, GREEN: Animals, BLUE: Other - Items are colored depending on the color of their display name (GOLD if none is available) - Enchantment level increases the range - It's possible to switch between different modes (ALL, NO_ITEMS and NONE) with the keybind (default being `U`) - If `Shift` is pressed it will cycle through options for items, filtering them by rarity (COMMON, UNCOMMON, RARE, EPIC) - Entities can be blacklisted with the tag `additional_enchantments:perception_blacklist` - It's configurable whether invisible entities are outlined or not (`true` by default) - Not compatible with the `Ore Sight` or `Treasure Finder` enchantment
Ore Sight (Helmet)
- Default max. level: 4 - Outlines nearby ore blocks (even through walls) with different colors - Blocks, required enchantment level, range and color are handled by the server configuration - Not compatible with the `Perception` or `Treasure Finder` enchantment
Note: The required enchantment level is an explicit check - This means if you only configure up to enchantment level 4 and have some mod that increases the level to 5, it won't highlight anything anymore - This allows you to hide common ores at a higher enchantment level
Treasure Finder (Helmet)
- Default max. level: 4 - Spawns particle at the position of nearby blocks - Has extra logic to also spawn particles around treasure blocks - meaning containers with loot tables that have yet to generate said loot - Blocks, required enchantment level, range and color are handled by the server configuration - Not compatible with the `Perception` or `Ore Sight` enchantment
Note: The required enchantment level is an explicit check - This means if you only configure up to enchantment level 4 and have some mod that increases the level to 5, it won't highlight anything anymore - This allows you to hide common ores at a higher enchantment level
Bracewalk (Legs)
- Default max. level: 4 - Reduces the effectiveness of knock back while also breaking certain blocks which slow you down (specified by the tag `additional_enchantments:bracewalk`) (e.g. Cobwebs) - Enchantment level scales the knock back reduction
Hunter (Boots)
- Default max. level: 6 - Causes you to become invisible (gaining hunter stacks) when you're walking on plant related blocks (or while you're inside them) - Once you walk outside of those blocks you will slowly start to become visible again (losing hunter stacks) - Becoming fully invisible will cause mobs to drop their focus on you, and they will no longer target you - Attacking while being fully invisible will deal a critical strike - this will use up all of your hunter stacks - The blocks are based on plant related material and the block tag `additional_enchantments:hunter_relevant` (e.g. flowers, crops or leaves) - Enchantment level increases the critical damage, the rate at which you gain hunter stacks and reduces the rate at which you lose them - It will also reduce the amount of stacks needed to be considered at full stacks
Misc
