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Celestial Enchantments

Celestial Enchantments

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Celestial Enchantments - Heavenly Enchantments for Minecraft

This modification expands the enchanting possibilities in Minecraft by adding 81 unique spells focused on combat skills and world exploration. All of them are available through a special Celestial Enchanting Table that uses a fundamentally new working mechanic.

Celestial Enchantments Interface

Level and Group System

All enchantments are distributed across three difficulty categories:

  • Basic - can be found on discovered equipment or created through the Celestial Table
  • Advanced - available exclusively through the Celestial Enchanting Table
  • Legendary - the highest category, also created only in a special way

Enchantments are grouped by similar effects. It's important to know that spells from the same group conflict with each other, so it's optimal to use one representative from each category.

Enchantment Groups

Working Features

With the Enchantment Descriptions modification installed, tooltips display the enchantment level and group affiliation. Pressing the Alt key reveals detailed information about effect calculations depending on the level.

For game balance, enchantments above the maximum level are counted as the maximum possible. For example, if you received a level V spell with a maximum of III, it will work as level III.

Celestial Table Mechanics

Instead of lapis, the table uses special catalysts of three types corresponding to enchantment levels. Each level requires a catalyst of appropriate quality.

Higher level enchantments carry an increased risk of curses. For protection, use bookshelves with books around the table - they block unwanted spells but reduce the level of each blocked enchantment by one.

Equipment with high enchantment affinity increases the number and quality of available spells while reducing the probability of curses.

Damage Calculation Features

Damage bonuses are summed, not multiplied. For example, a sword with base damage 10 and enchantments of +50% and +100% will give final damage: 10 × (1 + 0.5 + 1.0) = 25, not 10 × 1.5 × 2.0 = 30.

Damage Calculation Example

Project members
lcy0x1

lcy0x1

xiaoyue5202

xiaoyue5202

Created: 15 Jun 2024

ID: 38121