ILMUSU'S ENCHANTMENTS MOD
This mod adds more enchantments to Minecraft.
It also includes a new mechanic, referred to as Demonic Enchanting, for making enchanting a little bit more interesting without twisting the game too much.
There is a configuration for the mod at the following path:
[minecraft_folder]/config/musuen/mod.properties
It is possible to disable the enchantments and modify the min and max levels singularly.
This mod provides a configuration file for the enchantments located at the following path:
[minecraft_folder]/config/musuen/enchantments.properties
DEMONIC ENCHANTING
The demonic enchanting mechanic can be triggered by placing three Wither Skeleton Skulls (increasing the number of skulls increases the demonic enchantments probability), around the enchanting table as shown in the following images. Only after the skulls are placed correctly, red glyph particles start to move from the skulls to the enchanting table.
Then, you might discover demonic enchantments while enchanting items or books:
These enchantments require, not only experience levels and lapislazuli, but also a sacrifice in health: around the Enchanting Table, in a radius of 7 blocks, there should be enough living entities to drawn the health requested by the enchantment.
For example in the second image, 40 hearts needs to be consumed and a sheep has only 4 hearts, this means that 10 sheep are necessary to apply the demonic enchantment on the item.
Notice that when there are not enough living entities around the enchanting table, the health is drawn from the player who might also get killed!
If the health requirement is satisfied, you will obtain the demonic enchantment:
LACERATION ENCHANTMENT (V)
The Laceration Enchantment provides additional damage for weapon tools. Since it is a demonic enchantment, attacking an entity with an item containing this enchantment damages also the player: at the maximum level, it provides +16.0 additional damage (assuming the player has 20 maximum health) and consumes 25% of the player maximum health. An important notice is that it never kills the player, leaving him at half a heart.
Details here
This enchantment produces more damage the more health it can consume from the player:
At level 1, it consumes 10.00% of the max health and produces +4.6 additional damage.
At level 2, it consumes 13.75% of the max health and produces +7.0 additional damage.
At level 3, it consumes 17.50% of the max health and produces +9.7 additional damage.
At level 4, it consumes 21.25% of the max health and produces +12.7 additional damage.
At level 5, it consumes 25.00% of the max health and produces +16.0 additional damage.
The previous values assumed the player having 20 maximum health, otherwise, this formula can be used:
additional_damage = (enchantment_level * 0.2) + (consumed_player_health * (2.0 + enchantment_level * 0.2))
This enchantment can be applied to:
- Axe Item
- Sword Item
This enchantment is not compatible with:
- Sharpness Enchantment
- Berserker Enchantment
SKEWERING ENCHANTMENT (V)
The Skewering Enchantment provides additional damage for the trident both in the case of melee attack and ranged attack. Since it is a demonic enchantment, attacking an entity with an item containing this enchantment damages also the player: at the maximum level, it provides +16.0 (assuming the player has 20 maximum health) additional damage and consumes 25% of the player maximum health. An important notice is that it never kills the player, leaving him at half a heart.
Details here
This enchantment produces more damage the more health it can consume from the player:
At level 1, it consumes 10.00% of the max health and produces +4.6 additional damage.
At level 2, it consumes 13.75% of the max health and produces +7.0 additional damage.
At level 3, it consumes 17.50% of the max health and produces +9.7 additional damage.
At level 4, it consumes 21.25% of the max health and produces +12.7 additional damage.
At level 5, it consumes 25.00% of the max health and produces +16.0 additional damage.
The previous values assumed the player having 20 maximum health, otherwise, this formula can be used:
additional_damage = (enchantment_level * 0.2) + (consumed_player_health * (2.0 + enchantment_level * 0.2))
This enchantment can be applied to:
- Trident Item
This enchantment is not compatible with:
- Impaling Enchantment
- Overcharge Enchantment
BERSERKER ENCHANTMENT (V)
The Berserker Enchantment provides additional damage for weapon tools. When the player performs successive attacks, he fills a "rage" indicator that provides more damage. Since it is a demonic enchantment, attacking an entity with an item containing this enchantment damages also the player: at the maximum level and at the max rage, it provides +25.0 additional damage and consumes 10% of the player maximum health per attack. An important notice is that this kills the player if he does not have enough health!
Details here
This enchantment produces more damage the more health it can consume from the player:
At level 1, it consumes 5.00% of the max health, 4 attacks for full rage, and produces +5.0 additional damage.
At level 2, it consumes 6.25% of the max health, 6 attacks for full rage, and produces +10.0 additional damage.
At level 3, it consumes 7.50% of the max health, 7 attacks for full rage, and produces +15.0 additional damage.
At level 4, it consumes 8.75% of the max health, 8 attacks for full rage, and produces +20.0 additional damage.
At level 5, it consumes 10.00% of the max health, 9 attacks for full rage, and produces +25.0 additional damage.
This enchantment can be applied to:
- Axe Item
- Sword Item
This enchantment is not compatible with:
- Sharpness Enchantment
- Laceration Enchantment
UNEARTHING ENCHANTMENT (V)
The Unearthing Enchantment makes a digger tool dig tunnels with depth and area depending on the level of the enchantments. Since it is a demonic enchantment, digging with an item containing this enchantment damages also the player: the tunnel will be complete only if the player has enough life. An important notice is that it never kills the player, leaving him at half a heart.
Details here
This enchantment creates a bigger tunnel the more health it can consume from the player:
At level 1, it consumes 20.0% of the max health and the tunnel will be of 3x3 blocks and 1 blocks depth.
At level 2, it consumes 22.5% of the max health and the tunnel will be of 3x3 blocks and 3 blocks depth.
At level 3, it consumes 25.0% of the max health and the tunnel will be of 3x3 blocks and 4 blocks depth.
At level 4, it consumes 27.5% of the max health and the tunnel will be of 3x3 blocks and 6 blocks depth.
At level 5, it consumes 30.0% of the max health and the tunnel will be of 5x5 blocks and 7 blocks depth.
This enchantment can be applied to:
- Axe Item
- Hoe Item
- Pickaxe Item
- Shovel Item
This enchantment is not compatible with:
- Veinminer Enchantment
OVERCHARGED ENCHANTMENT (V)
The Overcharged Enchantment makes the chargeable items to be overchargable and perform additional damage. Since it is a demonic enchantment, overcharging an item containing this enchantment damages also the player: after the item is normally charged, the player starts to take damage every 0.5 seconds and the projectile makes additional damage depending on the total health absorbed by the player. An important notice is that this kills the player if he does not have enough health!
Details here
The projectile will make additional damage depending on the level of the enchantment and the health absorbed:
At level 1, the additional damage is +0.50 per heart absorbed.
At level 2, the additional damage is +0.70 per heart absorbed.
At level 3, the additional damage is +0.90 per heart absorbed.
At level 4, the additional damage is +1.10 per heart absorbed.
At level 5, the additional damage is +1.30 per heart absorbed.
This enchantment can be applied to:
- Bow Item
- Crossbow Item
- Trident Item
This enchantment is not compatible with:
- Skewering Enchantment
- Laceration Enchantment
- Impaling Enchantment
- Power Enchantment
- Damage Enchantments
PHASING ENCHANTMENT (V)
The Phasing Enchantment makes the player able to teleport: it provides the ability of both teleporting where the player is looking at and teleporting behind walls. Since it is a demonic enchantment, activating this ability damages also the player. An important notice is that this kills the player if he does not have enough health!
The phasing enchantment ability is activated through the related keybinding.
Details here
When the ability is activated, the logic performs a raycasting in the direction the player is looking at and, if a wall is found, it tries to teleport the player behind that wall. Instead, if a wall is not found, the player is teleported in the direction he was looking at with a distance depending on the current level of the enchantment:
At level 1, it consumes 20.00% of the max health and the maximum travel distance is 5 blocks.
At level 2, it consumes 22.50% of the max health and the maximum travel distance is 10 blocks.
At level 3, it consumes 25.00% of the max health and the maximum travel distance is 15 blocks.
At level 4, it consumes 27.50% of the max health and the maximum travel distance is 20 blocks.
At level 5, it consumes 30.00% of the max health and the maximum travel distance is 25 blocks.
This enchantment can be applied to:
- Leggings Item
GUILLOTINING ENCHANTMENT (III)
The Guillotining Enchantment adds a small probability of dropping a head when killing a mob or a player. Since it is a demonic enchantment, when a mob head is dropped, this enchantment damages the player. An important notice is that this kills the player if he does not have enough health!
It is possible to add a custom head for a mob using data packs. Examples can be found here.
Details here
The probability of dropping a head increases with the level of the enchantment:
At level 1, it consumes 20.00% of the max health and the drop probability is 5.0%.
At level 2, it consumes 25.00% of the max health and the drop probability is 10.0%.
At level 3, it consumes 30.00% of the max health and the drop probability is 15.0%.
This enchantment can be applied to:
- Sword item
DEMONCTION ENCHANTMENT (V)
The Demonction Enchantment is the only enchantment that is able to protect the user against demonic damage: this applies only to the demonic damage inflicted by the enchantments and not by demonic enchanting.
Details here
The protection provided by the demonction enchantment increases with the level:
At level 1, the damage reduction is 0.25 hearts.
At level 2, the damage reduction is 0.50 hearts.
At level 3, the damage reduction is 0.75 hearts.
At level 4, the damage reduction is 1.00 hearts.
At level 5, the damage reduction is 1.25 hearts.
This enchantment can be applied to:
- Helmet Item
- Chestplate Item
- Leggings Item
- Boots Item
REACHING ENCHANTMENT (IV)
The Reaching Enchantment increases player's reach making him able to interact with blocks and entities that would normally be out of reach: at the maximum level, it extends the player's reach by 7 blocks.
Details here
The reaching enchantment increases the player reach by one block for every level:
At level 1, the reach distance is 4 blocks.
At level 2, the reach distance is 5 blocks.
At level 3, the reach distance is 6 blocks.
At level 4, the reach distance is 7 blocks.
This enchantment can be applied to:
- Axe Item
- Hoe Item
- Pickaxe Item
- Shovel Item
- Sword Item
- Triden Item
POCKETED ENCHANTMENT (V)
The Pocketed Enchantment adds pockets to leggings to provide additional inventory storage for the player: at the maximum level, it increases the player's inventory by 24 slots.
Details here
The size of the pockets increases with the level of the enchantment:
At level 1, the pockets provide 4 slots.
At level 2, the pockets provide 8 slots.
At level 3, the pockets provide 12 slots.
At level 4, the pockets provide 16 slots.
At level 5, the pockets provide 24 slots.
This enchantment can be applied to:
- Leggings Item
VEIN MINER ENCHANTMENT (V)
The Vein Miner Enchantment increases the amout of blocks that the player breaks every time he digs a block: it allows the player to mine entire veins of the same type of block with just breaking a single block: at the maximum level, it breaks 110 additional blocks at maximum.
Details here
The amount of blocks that will be broken increases with the level of the enchantment:
At level 1, the enchantment will break 14 additional blocks.
At level 2, the enchantment will break 26 additional blocks.
At level 3, the enchantment will break 46 additional blocks.
At level 4, the enchantment will break 74 additional blocks.
At level 5, the enchantment will break 110 additional blocks.
This enchantment can be applied to:
- Axe Item
- Hoe Item
- Pickaxe Item
- Shovel Item
This enchantment is not compatible with:
- Unearthing Enchantment
ATTRACTION ENCHANTMENT (III)
The Attraction Enchantment makes the items, that are lying on the ground near the player, move toward him: at the maximum level, the attraction distance is 8 blocks.
Details here
The attraction distance increases with the level of the enchantment:
At level 1, the attraction reach is 2 blocks.
At level 2, the attraction reach is 4 blocks.
At level 3, the attraction reach is 8 blocks.
This enchantment can be applied to:
- Chestplate Item
METEORITY ENCHANTMENT (III)
The Meteority Enchantment increases the maximim flyight speed of the elytra applied when using a firework. The speed increases with the level of the enchantment and notice that after the effect of the firework is expired, the maximum speed is reset to normal: normally, the maximum speed is 1.0 m/s, instead while using this enchantment at the maximum level, the speed is 3.1 m/s.
Details here
The speed of the elytra increases differently at different levels of the enchantment:
Normally, the maximum speed is 1.0 m/s.
At level 1, the maximum speed is 1.7 m/s.
At level 2, the masimum speed is 2.4 m/s.
At level 3, the maximum speed is 3.1 m/s.
This enchantment can be applied to:
- Elytra Item
WINGSPAN ENCHANTMENT (III)
The Wingspan Enchantment applies knockback on all the living entities near the player after landing with the elytra. The force of the knockback and the range increases with the level of the enchantment: at the maximum level, the application distance is 6 blocks and the force depends on the velocity of the player.
Details here
The range of the enchantment increases with the level of the enchantment:
At level 1, the reach distance is 3 blocks.
At level 2, the reach distance is 4 blocks.
At level 3, the reach distance is 6 blocks.
The force of knockback increases with the level of the enchantment and the speed of the player when landing:
```bash
power = (level * 0.25) + min(3.0, player_speed * 1.4)
```
This enchantment can be applied to:
- Elytra Item
ALIGHTING ENCHANTMENT (V)
The Alighting Enchantment reduces the fall damage taken by the player when the elytra are equipped: at the maximum level, it completely cancels the fall damage, making the landing completely safe.
Notice that it does not cancel wall damage!
Details here
The damage reduction increases with the level of the enchantment:
At level 1, the damage reduction is 1.5 half-hearts.
At level 2, the damage reduction is 3.0 half-hearts.
At level 3, the damage reduction is 4.5 half-hearts.
At level 4, the damage reduction is 6.0 half-hearts.
At level 5, the damage reduction completely cancels the damage.
This enchantment can be applied to:
- Elytra Item
TELEKINESIS ENCHANTMENT (I)
The Telekinesis Enchantment teleports the loot dropped by entities at the player position only if the player killed that entity using a weapon equipped with this enchantment: the range of this enchantment is unlimited.
Details here
The range of this enchantment is unlimited, which means that every drop will be teleported at the player position.
This enchantment can be applied to:
- Trident Item
- Bow Item
- Crossbow Item
SKY JUMP ENCHANTMENT (V)
The Sky Jump Enchantment allows the player to perform multiple jumps while already in mid-air: the number of jumps increases with the level of the enchantment and a Leaping Effect can be used to perform higher jumps: at the maximum level, it allows the player to perform 10 mid-air jumps.
Details here
The number of available jumps increases with the level of the enchantment:
At level 1, the player can perform 2 mid-air jumps.
At level 2, the player can perform 4 mid-air jumps.
At level 3, the player can perform 6 mid-air jumps.
At level 4, the player can perform 8 mid-air jumps.
At level 5, the player can perform 10 mid-air jumps.
This enchantment can be applied to:
- Boots Item
This enchantment is not compatible with:
- Feather Falling Enchantment
- Long Jump Enchantment
LONG JUMP ENCHANTMENT (V)
The Long Jump Enchantment allows the player to perform longer jumps when jumping while sprinting: the distance of the jump increases with the level of the enchantment and a Leaping Effect can be used to perform higher jumps.
Details here
The distance of the jumps increases with the level of the enchantment:
```bash
strength = level*0.2
player_velocity.add(normal_jump_velocity * strength)
```
This enchantment can be applied to:
- Boots Item
This enchantment is not compatible with:
- Feather Falling Enchantment
- Sky Jump Enchantment
SKYHOOK ENCHANTMENT (IV)
The Skyhook Enchantment introduces a new movement mechanic which connects the player and an arrow with a lead: the player is attached to the arrow and flies following the arrow. Because of this reason, the player needs to have a lead in the inventory for this to work. The player is able to disconnect the lead by unequipping the crossbow or by shooting another arrow (but this requires having another lead inside the inventory). The amount of time the player is attached to the arrow increases with the level: at the maximum level, the duration is 8 seconds.
Details here
The amount of time the player is attached to the arrow increases with the level:
At level 1, the player is attached to the arrow for 2 seconds.
At level 2, the player is attached to the arrow for 4 seconds.
At level 3, the player is attached to the arrow for 6 seconds.
At level 4, the player is attached to the arrow for 8 seconds.
This enchantment can be applied to:
- Crossbow Item
This enchantment is not compatible with:
- Zero Gravity Enchantment
REFLECTION ENCHANTMENT (III)
The Reflection Enchantment makes the shield more reflective towards the projectiles by reflecting them back toward the shooter entity: the reflection force of the shield increases with the level of the enchantment and at the maximum level it provides an almost complete reflection of the projectile.
Details here
The reflection force of the shield increases with the level of the enchantment:
At level 1, the reflection force is 3 times the default one.
At level 2, the reflection force is 6 times the default one.
At level 3, the reflection force is 9 times the default one.
This enchantment can be applied to:
- Shield Item
SHOCKWAVE ENCHANTMENT (III)
The Shockwave Enchantment adds a new mechanic for the shield by creating a shockwave that starts from the player and propagates in the direction he is looking at. The shockwave pushes away and damages entities but is stopped when encountering solid blocks and non-solid ground: the size, duration, and damage of the shockwave increase with the level of the enchantment.
The shockwave enchantment ability is activated through the related keybinding while the player is using the shield.
Details here
The size, duration, and damage of the shockwave increase with the level of the enchantment:
```bash
size = (1+level) [blocks]
damage = (1.0+level*0.7) [half-hearts]
duration = (1+level) [seconds]
```
This enchantment can be applied to:
- Shield Item
COVERAGE ENCHANTMENT (V)
The Coverage Enchantment increases the coverage ability of the shield by increasing the angles at which the shield is able to protect the player: at the maximum level, this enchantment provides full coverage from enemy attacks.
Details here
The coverage ability of the shield increases linearly with the level of the enchantment:
Normally, the shield covers angles from -90° to +90° from the user's look direction.
At level 1, the shield covers angles from -108° to +108° from the user's look direction.
At level 2, the shield covers angles from -126° to +126° from the user's look direction.
At level 3, the shield covers angles from -144° to +144° from the user's look direction.
At level 4, the shield covers angles from -162° to +162° from the user's look direction.
At level 5, the shield covers angles from -180° to +180° from the user's look direction.
This enchantment can be applied to:
- Shield Item
EVERLASTING ENCHANTMENT (I)
The Everlasting Enchantment makes the enchanted item never despawn.
Details here
The everlasting enchantment makes an item never despawn but it is still possible that the item might be destroyed in other ways (lava).
This enchantment can be applied to:
- Any breakable item
ZERO GRAVITY ENCHANTMENT (I)
The Zero Gravity Enchantment makes the shot projectiles have no gravity.
Details here
Since the shot projectile has no gravity, they fly in a straight line allowing for more accuracy. Notice that Minecraft adds a bit of randomized inaccuracy to the shot projectiles which is the reason why they might not land exactly where the player is looking at.
This enchantment can be applied to:
- Bow item
- Crossbow item
This enchantment is not compatible with:
- Sky Hook Enchantment
DREAMLIKE ENCHANTMENT (III)
The Dreamlike Enchantment decreases the probability of Phantoms spawning because of player insomnia: the insomnia reduction increases with the level of the enchantments and at the maximum level prevents completely the spawning of Phantoms.
Details here
The insomnia amount decreases with the level of the enchantment.
At the maximum level, the reduction is total and the Phantoms cannot spawn:
At level 1, the insomnia reduction amount is 33.3%.
At level 2, the insomnia reduction amount is 66.6%.
At level 3, the insomnia reduction amount is 100.0%.
This enchantment can be applied to:
- Helmet item
GLUTTONY ENCHANTMENT (III)
The Gluttony Enchantment makes the player automatically eat food from the inventory when hungry: the level of enchantments determines the efficiency of enchantment in terms of consumed foot level. When food is not available, it makes a stomach-rumbling sound to inform the player.
Details here
When the level of the enchantment is not the maximum, the food amount obtained by the food item is reduced.
This means that if the food would give 10 food levels, at level 1, it will provide only 7 food levels.
At level 1, the food amount obtained is 70.0%.
At level 2, the food amount obtained is 85.0%.
At level 3, the food amount obtained is 100.0%.
This enchantment can be applied to:
- Helmet item
MULTI ARROW ENCHANTMENT (V)
The Multi Arrow Enchantment makes the bow fire multiple arrows in the same shot: the number of arrows that are shot simultaneously increases with the level of enchantment. The player must have the additional arrows in the inventory.
Details here
The number of arrows per shot increases with the level of the enchantment:
At level 1, there is 1 additional arrow.
At level 2, there are 2 additional arrows.
At level 3, there are 3 additional arrows.
At level 4, there are 4 additional arrows.
At level 5, there are 5 additional arrows.
This enchantment can be applied to:
- Bow item
SCYTHING ENCHANTMENT (III)
The Scything Enchantment makes the enchanted tool break crops in a square: the side of the square increases with the level of the enchantment.
Details here
The side of the square increases with the level of the enchantment:
At level 1, the side of the square is 3 blocks.
At level 2, the side of the square is 5 blocks.
At level 3, the side of the square is 7 blocks.
This enchantment can be applied to:
- Hoe item
EVOLVING ENCHANTMENT (V)
The Evolving Enchantment makes the enchanted tool evolve with correct usage: for example, pickaxes get upgrades on break speed while breaking blocks while swords get upgrades on damage while killing entities. The evolving process is really slow because of the advantage provided by this enchantment. At the maximum level, it provides +25.0 additional damage and +50.0 dig speed which should provide insta-mining.
Details here
The evolving amount increases with the level of the enchantment:
At level 1, the evolving_amount increases by inflicted_damage * 0.000005 per hit to a maximum value of 10.0.
At level 2, the evolving_amount increases by inflicted_damage * 0.000010 per hit to a maximum value of 20.0.
At level 3, the evolving_amount increases by inflicted_damage * 0.000015 per hit to a maximum value of 30.0.
At level 4, the evolving_amount increases by inflicted_damage * 0.000020 per hit to a maximum value of 40.0.
At level 5, the evolving_amount increases by inflicted_damage * 0.000025 per hit to a maximum value of 50.0.
At level 5, the evolving_amount increases by inflicted_damage * 0.000025 per hit to a maximum value of 50.0.
The additional attack damage is computed as:
additional_damage = evolving_amount * 0.5
The additional break speed is computed as:
break_speed = evolving_amount * 1.0
This enchantment can be applied to:
- Sword
- Pickaxe
- Axe
- Shovel
- Hoe
- Trident
- Bow
- Crossbow
This enchantment is not compatible with:
- Overcharge Enchantment
- Skewering Enchantment
- Any Other Damage Enchantment
- Impaling Enchantment
- Power Enchantment
- Efficiency Enchantment
- VeinMiner Enchantment
- Unearthing Enchantment
EXPERIENCING ENCHANTMENT (III)
The Experiencing Enchantment makes the enchanted tool drop xp when hitting (and not just killing) an entity or when digging a block.
Details here
The evolving amount increases with the level of the enchantment:
At level 1, the experience drop probability is 5% and the experience dropped is 1.
At level 2, the experience drop probability is 10% and the experience dropped is 2.
At level 3, the experience drop probability is 15% and the experience dropped is 2.
This enchantment can be applied to:
- Sword
- Pickaxe
- Axe
- Shovel
- Hoe
- Trident
- Bow
- Crossbow
COLOSSUS ENCHANTMENT (III)
The Colossus Enchantment gives another ability to the sword: it can create copies of itself in the world that damage entities and are solid, which means that they provide collisions and the player can walk on them. The item is temporarily removed from the inventory of the user when creating the colossus and then it is returned to the inventory after the colossus disappears.
Details here
The size and the damage of the colossus increases with the level of the enchantment:
At level 1, it performs 2.0x the base damage of the sword.
At level 2, it performs 4.0x the base damage of the sword.
At level 3, it performs 6.0x the base damage of the sword.
This enchantment can be applied to:
- Sword