PnK Enchantments - Wabbit0101/mods_hoardercraft GitHub Wiki
As of: mc1.12.2-4.0b7 (Aug-2018)
Table of Contents
New Enchantments
The table below gives a quick overview of the mod's custom enchantments. Most of the enchantments are rare to very rare, are limited in the armor pieces you can put them on using an anvil, and require pretty high experience levels. They are also most uniquely effective against hostiles and not other players; adjustments for Ancient Warfare's hostile NPCs will come soon-ish.
Most of enchantments will combine well with standard and other server enchantments without much feature duplication. The enchantments have been tested using standard Minecraft armor and weaponry, but should work with modded items provided the items permit the enchantments.
Levels Matter!
Note that for these enchantments, the level matters, a lot. Unlike the standard enchantments, where the higher level usually just means more of the same behavior, for these enchantments, the highest levels tend to unlock additional awesomer features. The mod's enchantments also often work together in new ways different from what the individual enchantments will do.
It Ain't Free Always
Many of the defense enchantments when triggered will cause damage to the armor piece bearing the enchantment. For example, every time a helmet with the Warding enchantment causes a wither attack to be dispelled, it can take a small additional damage as a consequence. Player armor pieces will never be destroyed this way (if an item might be destroyed, the damage is not applied).
Finding Books
Because of the way the standard game works, one guaranteed source of these enchantments is villager trading. You can get enchanted books that you normally could not get in any form from an enchanting table. Another good source is Beanstalk junk chests as our enchantments are specifically featured there; be sure to drink a luck potion or put on your lucky pants before opening the chests!
Special Note (to server members who know who they are):
All of the enchantments pay attention to and respect the absolute attribute of incoming damage sources. Soooo while you can get really really really good protection with certain combinations, there isn't any enchantment-only combination that will allow you to basically be impervious to all kinds of damage from any source forever. Besides, what fun would that be anyway?!
| Name | For? | In a Nutshell | Description |
|---|---|---|---|
| Jack's Luck I-III | Looting | Lucky Lucky You | Very Rare. Gives a bit of Jack's luck when storming your nearest Beanstalk or seeking a master reforger's services. Downside: does NOT affect the standard luck attribute; try some Golden Lucky Pants instead. |
| Bane of Witches I-V | Attack | Unlucky Unlucky Witches | Rare. Like Smite but targeted at witches including modded ones. Is not exclusive and can be combined with any of the other damage enchantments like Sharpness or Smite. |
| Frost Aspect I-III | Attack | Fire Aspect, but backwards | Very Rare. Really puts a chill on the target's activity especially for hostile mobs that are immune to fire like blazes or mobs that hate water like endermen. The highest level will do permanent frost damage to hostile mobs leaving them in a confused stupor. Very effective against creepers and zombie pigmen. Downside: less effective against withers, dragons, and modded bosses. |
| Damage Recoil I-IV | Defense | Thorns done smart | Very Rare. Called the "Booyah!" of enchantments because of the urge to yell "Booyah!" (back at yah) at the mobs it affects. When you are attacked, recoil will reflect some damage back at the attacker without causing additional damage to your armor. The enchantment also does not trigger the "call for reinforcements!" behavior of silverfish, zombies, etc. The amount of recoiled damage is usually based on the incoming damage; however the higher level enchantments will ensure a non-trivial response by including the attacker's own health and armor attributes in its computation. Downside: possibly triggering the 'call my buddies' in modded hostiles and killing things you'd like to kill directly. |
| Damage Dispersion I-V | Defense | Just like it never happened... | Very Rare. Disperses a portion of incoming indirect physical damage based on your combined armor levels and condition. Designed to protect against ranged attacks that damage via fireballs, arrows, shulker bullets, laser beams, and the like. Although very difficult to achieve, you can disperse upwards of 60-90% of incoming damage if you have III or IV levels on every piece of standard armor (each level represents at most 4% dispersal). Downside: ineffective against direct damage and damage done via potion effects aka magic like dragon's breath and wither skeleton skulls unless combined with a Warding enchantment. |
| Attack Amplify I-V | Attack | Damage++ | Very Rare. Works as a general amplifier for all kinds of melee attacks and is not limited to a particular mob category like Smite or Bane of Witches. Amount of amplication, by damage points, is configurable; defaults to 3pts per level for a total of +15pts per hit. Set to 0 to disable this enchantment's effect completely. |
| Uncrossing | Utility | Curses erased! | Very Rare; only book form useful. Use in an anvil to wipe away ALL cursed enchantments, including modded ones, from a single item. Downside: some "curses" can have unique positive side-effects or useful applications which you lose as a consequence of the cleanse. |
| Keepsake I-III | Utility | Unvanished | Uncommon; only book form useful. A very specific uncrossing for the strong Curse of Vanishing enchantment found on many of this mod's loot items. Note that you MUST use at least a level III book on a cursed reforger's sword to keep that item from disappearing on your death. |
| Unenchanting | Utility | Pristine | Uncommon; only book form useful. Use in an anvil to remove ALL enchantments from a regular item. Is not a replacement for the required Keepsake enchantment on vanishing loot items! Use to wipe loot items that are pre-enchanted so you can try for your own set of enchantments at an enchanting table. |
| Warding I-III | Defense | Evil Eye cure | Uncommon. Disperses a portion of incoming magic-based damage such as that done by potions and secondary mob attacks. Warding III is even effective against afflictions like bad luck, slowness, and weakness provided they are affected by at least one curative. Warding will diminish the negative effects of holding a Haunted Talisman. Warding III eliminates the possibility of withering all together. If Damage Dispersion is present, Warding extends the type of damage the dispersion affects to include magic sources. Downside: ineffective against blunt force trauma-related effects such as bleeding and shock. |
| Force of Undying I-II | Defense | Totem Schmoetem | Very Rare. Works as a full armor level-up for Damage Dispersion and as a damage shield of last resort. If present, the minimum effect is as if every piece of your armor and your main weapon were enchanted with Damage Dispersion I at least. If dispersion is already present on the armor or weapon, its effective level is increased by 1. If the incoming damage would deal a death blow, the Undying enchantment will shield as much of the damage as is necessary to keep you at 1 heart of life. However, 1 heart of life ain't much...jumping off a few blocks will kill you, so it's really just a tiny bit of breathing space so you can maybe retreat to regroup. |
| Corrupting Taint I-III | Varied | Ooooh... | Very Rare; Dark Tome book form most useful. Use tainted tomes in an anvil to transform special loot items, into alternate "darker" variants. For example, you use a level III dark tome to convert a Heart Harvester into a Spawner Harvester or a Golden Egg into one of Mr. G's Eye of Giants. Use the standard enchanted book to add a damage amplifier to many of the mod's custom swords like the Macuahuitl and Venomous sword. Downside: the required level III tomes are rarer than fossilized unicorn poop in the ocean. |
| Parasitic Mending I-III | Defense | My armor eats? | Uncommon. Applicable to any breakable item equipped in any primary slot including your hotbar, armor slots, and bauble slots. Siphons off a percent of any form of healing applied to the wearer in order to heal itself. For players, parasitism is throttled if wearer is at less than 30% full health. See Scavenger Heal for a nicer sibling to this enchantment. |
| Bludgeoning I-III | Attack | Xp doubler | Rare. When in effect on a hacking type sword or bludgeoning tool like an axe, hammer, or club, causes the victim to "bleed" their own experience and occasionally their own health in the form of pick-up-able instant health and Xp droplets on every hit. Bludgeoning also increases your critical hit chances by ~2.5% per level up to a max of 8%. Downside: if you're in full health, any dropped instant health evaporates unless you carry a Barren Talisman to absorb the life essence the drops contain. |
| Sensate Protection I-II | Defense | All-in-one | Very Rare. Protection enhancer that magnifies the best variant of the standard protection enchantments for incoming damage which usually results in a better outcome than if those enchantments had been used alone. Importantly, can also detect direct damage from sources masquerading as unblockable or magical in nature and protect against those as well. Note that it does not matter what kind of other protection enchantment is present, the sensate matches the incoming damage not the existing protection. |
| Damage Ghosting (WIP) | Attack | Nobody home | Rare. Removes you as the true damage source from bows, slingshots, and thrown projectiles which prevents the hit mob from targeting you for a revenge attack. Support for more modded weapons like cross-bows and portable cannons may come some day. Note that you must enable the ghost_all_projectiles config option to have ghosting affect generic thrown projectiles and not just arrows and squishy ammo. |
| Damage Dodging I-V | Defense | Missed me! | Uncommon. Gives the bearer a small chance of dodging an incoming attack using a power similar to that of "The Flash" superhero (it happens so fast, you don't actually seem to move at all to those observing you). Each level adds up to 5% to your overall dodge chances, with a max dodge chance of 60% (including boosts from potions like speed and luck or from over-leveling). A dodge represents physical movement, so its efficacy is affected by your location; for example if you're stuck in a narrow tunnel, your ability to dodge is less than if you were in a more open space. Depending on the source of the dodging power, a successful dodge can give a player short bursts of additional buffs like damage resistance or speed. |
| X-Amplify | Utility | Smashing barriers | Very Rare; only book form useful. Lets you over-level single enchantment books or increase, by one, every enchantment on an existing item provided there is at least one enchantment already at or over the maximum level. Requires very large amounts of experience to X-amplify items with the cost depending on the item's current enchantment profile, its material, its durability, its category (tool vs weapon vs other), etc. In general, you'll only be able to X-amplify an item once before the Xp-cost is too high for a standard anvil (anything over 39 levels). |
| Economical I-IV | Utility | Cheap is good | Rare. Custom made for use with the Squishy Ammo Pouch and large volume but expensive ammo like marbles and strikers. For each level, the enchantment adds a 10% chance that the ammo will not be consumed by the shot. |
| Scavenger Heal I-II | Defense | Tastes like chicken | Rare. Applicable to any breakable attacking item. Scavenges some of the remains of HOSTILE creatures killed by its bearer to repair the enchanted item, up to 6%. For direct player kills, if enough level II items scavenge from the event, the player himself can be healed up to one full heart. Downside: does not stack with Mending. |
| Sponging I-III | Attack | Sluuurp! | Very Rare. Usable on most melee weapons but incompatible with the various hacking swords especially the Corrupted Ender sword. Depending on the level has a chance to remove one or more buff potions on the hit target. Level I removes all potion effects; Level II removes a random good effect; Level III removes all good effects. Depending on your situation, a level I enchant may be superior to the higher levels (which you DO need if you're using other attacks that themselves inflict debuffs). |
Enchantment Stripping
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Enchantment stripping is a mod feature that lets you use writable books to strip an enchantment from one item and transfer it to another. However, this stripping is not free. The stripped enchantment is stored in a new item called a Locked Enchantment Book that, for a price, you can convert to a regular enchanted book to use as normal. To be clear, the locked book's price does NOT include the price of actually using the represented enchanted book; it's the price for stripping out the individual enchantment from its original source. Locked enchantment books will stack if both the enchantment and the price is the same.
Manual Stripping (books only)
You can use a crafting table to manually strip enchantments from an enchanted book. The book must contain at least two enchantments for this to work. Example: ever get a fun combination like this:
Basically useless (or wasteful if used as-is)
To separate the enchantments, put a blank Book&Quill along with the enchanted book on a crafting grid. The first enchantment (as seen in the tooltip menu) is stripped off into a new locked book. You can only strip one enchantment at a time in the order seen in the tooltip. The payment is computed based on the enchantment's category and rarity, the book's level, and the number of other enchantments present.

The remaining item (left on the crafting grid), is called a Broken Enchanted Book and can only be used to strip off the other enchantments. You cannot use a broken book to enchant anything. To strip the remaining enchantments just repeat the process above with the Book&Quill but with the broken book.

To unlock the enchantment, use a standard anvil: put the locked book in the left-hand slot and the payment in the right slot. Usually a nominal amount of Xp levels is also required (typically 1-2 levels).

Automated Bulk Stripping
In standard Minecraft, automatic fishing is one way to obtain a steady supply of enchanted books and other enchanted items like bows and fishing rods. You can automatically strip these items into a collection of Locked Enchantment books, by using a Trawl Station set to Librarian mode. You must supply plain books to the station to get the stripping functionality; otherwise, the enchanted books are kept as fished-up. A trawl station is the only way to strip enchantments from non-book items like tools, weapons, armor, and custom enchanted items.

Payment Computation
In bulk stripping, the payment associated with a locked book includes an adjustment for the source of the enchantment, in particular the condition of source items like tools and weapons. Consequently, it's not uncommon to see two books for the same enchantment with very different payment requirements like this:
vs. 
In the first case, the locked book is probably derived from a multi-enchantment book. In the second case, the locked book was stripped from a more costly source, probably a heavily damaged enchanted bow. In these cases, it comes down to how much you want the locked enchantment. If it's an exceedingly rare enchantment, you (or whoever you're bartering with) may find the price worth it to get the prize.

This is an example of a locked book derived from an enchanted book that contained a single enchantment; the payment is merely a token payment of an easily obtained item on the server (oak acorns or apples).
X-Enchantments
X-Enchantments are unusual variants of existing enchantments and sometimes entity or item attributes (like luck or max health or durability). You'll find X-enchantments in book and other forms in the various loot chests of a normal beanstalk only. It is possible to create your own X-enchanted books and even items using the X-Amplify enchanted book; however, it is extremely costly in experience levels to do so.
X-Enchanted Books

The most common and useful X-enchantment form is the X-Enchanted Book which you apply like a standard enchanted book on an anvil. However, an X-enchanted book is NOT the same as an enchanted book. For one, it is much less selective about what enchantments and gear it will combine with so you can create tools and weapons with profiles you normally would not be able to create. Secondly, X-enchanted books are almost always "overleveled" enchantments that surpass the max levels you would normally be able to obtain. For example, you might find an X-Enchanted Book for Unbreaking V, or Efficiency VII, or Looting IX, or even something seemingly odd like Curse of Binding III.
Examples
Most books are over-leveled single enchantment books:

Some books are just useful pre-packaged combinations:

Some books are custom designed for PinklySheep play (this example has an extra price, most X-books do not):

But then again, extreme combination books most likely need unlocking first:

Then then again, sometimes luck is with you (seriously luck helps a lot when hunting for this stuff, hint, hint):

X-Enchanted Gear
All of the golden gear (armor, tools, weapons) you find in a beanstalk's heart loot boxes will be X-enchanted. However, many other items like bows, shields, elytras, even shears can also include bonus exchantments. In general the X-enchantments tweak a golden item so it performs at a level comparable to a diamond counterpart. The golden items almost always come with Mending and an over-level of the Unbreaking enchant, so in combat they actually exhibit very good durability properties.
Examples
Most X-enchanted items are the golden tools, swords, and armor you find in the heart loot boxes of a regular beanstalk. There is a X-enchanted variant of every standard golden tool, weapon, and armor piece (excluding horse armor).

But not all X-enchanted combat gear is golden. This standard shield sure isn't, but it'll last a very long time and gives the player a nice max health and knockback resistance boost as well.

Not all X-enchanted items are cursed. The iron axe stats shown below has been altered to make it dual (or duel) purpose: it can chop and harvest with maximum fortune, but packs a pretty good punch if used as a weapon even including a looting bonus.

X-Enchanted can mean changes to attributes other than enchantments. Below are examples of items that in addition to enchantments are also unbreakable.

Limits
You cannot combine X-Enchanted Books, and most X-enchanted items like armor, tools, and weapons are tagged as unrepairable and cannot be altered further on an anvil. Beanstalk originated gear almost always has a vanishing curse attached so you will need to strip this cursed enchantment to ensure you don't lose your item the next time you die.
Most modded disenchanters produce standard enchanted books. These books when used on an anvil will enforce limits like standard max-levels and combination restrictions. So don't try to disenchant your X-enchanted gear hoping to snag an overleveled book unless you've got a mod that provides a way to retain the bonus levels.