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Minecraft: Java Edition
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Supported environments
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Details
Made as part of Legacies, with the aim of reimagining the core principles of vanilla Minecraft. Explore, adventure and survive in an all-new world. If you like Enchants and Expeditions, I highly recommend you check out Legacies!
Enchants and Expeditions is a comprehensive reimagining of almost the entire vanilla enchanting system - namely enchanting tables, anvils, bookshelves, enchanted books & even the enchantments themselves.
If you're on v1.4 or earlier of Enchants & Expeditions, please instead refer to the documentation at the bottom of this page. Whilst not required, it is also recommended you also install Legacies and Legends for the complete, intended experience.
Using the Enchanting Table
Enchanting Tables
- requires bookshelves in order to function
- can now re-enchant already enchanted items up to the enchanting limit
- the pool of available enchantments is highly customisable, and determined by a new set of enchanting attributes
Enchanting Attributes
- Mana - primary attribute which represents classic magic & enchantments (ie sharpness, efficiency, physical protection)
- Frost - primary attribute which represents cold magic (ie icebound, frostbite, chilled)
- Scorch - primary attribute which represents fire magic (ie smiting, flame, blazing)
- Flow - sub-attribute of mana & frost which represents water & movement (ie depth strider, respiration, quickstep)
- Chaos - sub-attribute of frost & scorch which represents an unpredictable combination of elements (ie thorns, elemental protection, entropy)
- Greed - sub-attribute of scorch & mana which represents a need for treasure (ie fortune, looting, luck of the sea)
- Might - sub-attribute of all 3 primary attributes which represents strength (ie knockback, riptide, cleaving)
- Corruption - represents the chance to receive a curse, defaults to 0
- Divinity - represents the chance to receive a blessing, defaults to 0
Bookshelves
- the vanilla Bookshelf slightly increases all attributes, excluding Corruption & Divinity
- the Arcane Bookshelf increases Mana & its sub-attributes and is crafted with calcite
- the Glacial Bookshelf increases Frost & its sub-attributes and is crafted with packed ice
- the Infernal Bookshelf increases Scorch & its sub-attributes and is crafted with blackstone
- full details can be found in-game on the tooltip of each block
Altar & Tomes
- the Altar is crafted from Deepslate & Amethyst, and is used in order to place Tomes which can significantly influence the Enchanting Table and allows you to receive Blessings
- 7 main tomes (Mana, Frost, Scorch, Flow, Chaos, Greed, Might) which each increase Divinity and Corruption simultaneously, alongside increasing their respective attribute & decreasing opposing ones
- 2 modification tomes (Stability & Power) which reduces Corruption and increases enchanting power respectively
- full details on the exact properties of each Tome can be found in-game as part of their item tooltips
Where to find Tomes
Structures in rounded brackets are part of Legacies & Legends integration
- Tome of Mana: found in Strongholds (and Ruined Libraries or Simple Dungeons)
- Tome of Frost: found in Igloos or Shipwrecks (and Frozen Dungeons)
- Tome of Scorch: found in Fortresses (and Spires or Infernal Dungeons [with Wilder Wild])
- Tome of Flow: found from slain Elder Guardians [and in Remnants' ominous vaults]
- Tome of Chaos: found in Woodland Mansions (and Verdant Dungeons)
- Tome of Greed: found in Ancient Cities (and Arid Dungeons)
- Tome of Might: found in Trial Chambers ominous vaults (and Deep Dungeons)
- Tome of Stability: traded from max level Librarians (requires VillagerConfig) and found in Mineshafts [and Remnants' library barrels]
- Tome of Power: traded from max level librarians (requires VillagerConfig) and found in Trial Chambers [and Remnants' library barrels]
Using an Anvil
Anvils
- repairing or renaming items no longer requires XP
- combining enchanted items uses a new experience formula, which is static based on the enchantments being combined and the final output item
- as such, there is no XP limit on the Anvil, you can do what you want so long as you do not exceed the enchantment cap
Enchanted Books
- now have 4 durability, and only lose 1 when applied to an item
- can be repaired with lapis lazuli
- this makes treasure enchantments useable indefinitely, and allows you to create enchantment build templates to share with other players or apply on multiple copies of equipment
Systems
Experience Improvements
Enchants and Expeditions adds a new, rebalanced experience formula (toggle-able in the config). The rebalance keeps level 1-30 balance very close to vanilla, whilst higher levels only increase slightly, ensuring players are not punished for collecting XP beyond level 30.
- Levels 1-30 increase requirements every 5 levels, with level 30 requiring slightly more than vanilla (1500 vs 1395 cumulative)
- Levels 31-90 increase requirements every 10 levels, with the overall increase being much slower than vanilla (lvl 90 requires 9000 cumulative XP rather than vanilla's 20393)
- Levels 91+ have a spike in experience requirements, as beyond this point is intended to serve as recognition for player survival and grinding, rather than being efficient for enchanting. Lvl 95 requires 10000 cumulative XP, lvl 100 requires 15000 cumulative, and each level beyond 100 requires exactly 5000 xp per level
Together, these serve to make it much more viable to earn XP beyond level 30 for enchanting, whilst still having a jump at 90-100 to avoid the level number being over-inflated.
Blessings
- Blessings are the opposites of Curses
- cannot be grindstoned
- appear at the top of enchantment tooltips as golden/orange
- maximum 1 per item
Curses
- new maximum of 1 per item
Enchantment Cap
- there is a cap of 3 enchanments per item, excluding a Blessing & Curse
- this can be configured to any number you'd like in the config (including being disabled entirely)
Enchantment Levels
- all enchantments have been rescaled to have a maximum level of either I or III
- this doesn't mean they've been nerfed - their levels (and thus usefulness per level) has been rescaled for consistency's sake
Enchantment Descriptions
- all enchantments now have descriptions visible when holding shift over their item's tooltip
- enchantments also have descriptions visible in the enchanting table
Enchantable Animal Armor
- horse & wolf armor can be enchanted with many new and existing enchantments
Repair & Enchant
- all vanilla items without repair materials now have one (ie bow with string or trident with prismarine shard)
- additionally, all enchantable items which previously could not (ie Elytra or Shield) can now be enchanted at the Enchanting Table
Misc
- All Compasses can be enchanted with Blessing of Bounding or Curse of Vanishing
Useful Enchantment Tags
#enchants_and_expeditions:disabled_enchantments
can be used to disable any enchantments you don't want#enchants_and_expeditions:not_on_axes
can be used to dictate which enchantments are unobtainable on axes#enchants_and_expeditions:not_on_horse_armor
can be used to dictate which enchantments are unobtainable on horse armor- many vanilla tags have been replaced by equivalent Enchants & Expeditions ones. For the full list, check here
Useful Item Tags
#enchants_and_expeditions:unboundable
blacklists items from working with the Blessing of Bounding- for the full list, check here
Enchantments
Damage & Protection Enchantment Reworks Blast Protection, Fire Protection, Protection, Bane of Arthropods, Smite and Fire Aspect have all been removed. This is due to them being reworked into replacements as shown below, to compensate for their uselessness in vanilla.
- Arcane Protection | Gives protection against magical damage, including potion effects and sharpness damage
- Elemental Protection | Gives protection against environmental damage, including fire and freeze
- Physical Protection | Gives protection against physical damage, including standard melee and ranged damage
- Chilled | Attacks provide a chance to freeze an enemy. Deals additional damage against cold-weak mobs such as arthropods
- Smiting | Attacks light targets on fire. Deals additional damage against fire-weak mobs such as the undead
- Sharpness | Unchanged
Reworked Vanilla Enchantments
- Thorns -> Now Chestplate-only, but far more useful
- Feather Falling -> Now a treasure enchantment found in End Cities
- Channeling -> Blessing of Channeling
- Infinity -> Blessing of Infinity
- Mending -> Blessing of Mending
- Frost Walker -> Blessing of Frost
- many other vanilla enchantments have had changes to improve them, or changes to their incompatible enchantment lists. There are too many changes for me to bother listing here, but they still behave as you'd expect, with some tweaks & improvements here and there
Blessings
- Blessing of Mending (any tome) - as per vanilla, uses collected experience to mend equipped items (any)
- Blessing of Infinity (Tome of Mana) - provides infinite arrows, and you don't need any in your inventory (bows)
- Blessing of Frost (Tome of Frost) - turns water to ice as you travel (boots, horse armor)
- Blessing of Inferno (Tome of Scorch) - damaging a burning entity deals bonus damage and extends the fire duration (weapon)
- Blessing of Tempering (Tome of Scorch) - repairs your armor whilst in fire (armor)
- Blessing of Fluidity (Tome of Flow) - regenerates health whilst submerged in water (helmet)
- Blessing of Channeling (Tome of Chaos) - summons lightning during both rain & thunderstorm (trident)
- Blessing of Bounding (Tome of Greed) - retains the item after death (any)
- Blessing of Vengeance (Tome of Might) - increases attack damage at low health (weapon)
New Enchantments
Attributes ensure that you are never cluttered with enchantments, as you're able to fine-tune your prefered enchantment pools. Due to the sheer amount of enchantments in both this mod & vanilla, I won't list which attribute each is found under. Instead, you should refer to the full tag lists here
Many enchantments may be incompatible with each other - such as Depth Strider / Blazing, Entropy / Sharpness, Quickstep / Swift Sneak or Frostbite / Thorns
Enchantments have been designed for interesting buildcrafting and synergy with one another (ie Quickstep + Blodlust, Smiting + Blessing of Inferno, or Icebound + Blessing of Frost)
- Blazing - grants immunity to and increased movement speed in fire (boots)
- Bloodlust - regenerates health on entity kill (weapon)
- Cleaving - increases damage and shield disable duration (axe)
- Entropy - randomly modifies the amount of damage dealt (weapon)
- Equestrian - stops horse bucking (horse armor)
- Extraction - increases XP from mined blocks (helmet)
- Ferocity - increases wolf damage (wolf armor)
- Frostbite - freezes entities which attack you whilst you're at full health (chestplate)
- Galloping - increases horse movement speed (horse armor)
- Icebound - increases movement speed on ice (boots)
- Leaping - increases horse jump height (horse armor)
- Parry - adds a chance to deflect an attack which would otherwise disable your shield (shield)
- Quickstep - increases movement speed for a short while on entity kill (leggings)
- Recovery - allows wolves to passively regenerate health (wolf armor)
- Velocity - increases projectile speed & accuracy (bow / crossbow)
Curses
- Curse of Fragility - increases durability damage taken (any)
- Curse of Faltering - reduces projectile accuracy (bow or crossbow)
- Curse of Shattering - blocks have a chance to drop nothing when broken (tool)
- Curse of Displacement - taking damage displaces active effects to your attacker (chestplate)
- Curse of Sliding - makes all blocks slippery, like ice (boots)
Misc
Ice Shard
- acquired from breaking Packed or Blue ice without Silk Touch, which allows for the crafting of Glacial Bookshelves in the early-game
Craftable XP Bottles
- allows for the crafting of experience bottles by surrounding a water bottle with lapis lazuli
- also makes water bottles stackable
Configurability
Full config descriptions are available with Mod Menu
{
"general": {
"enchantment_limit": 3,
"repeat_table_enchanting": true,
"experience_rebalance": true,
"anvil_break_chance": 0.12,
"craftable_experience_bottles": true
},
"misc": {
"ordered_enchantment_tooltips": true,
"enchant_function_fallback": true,
"loot_table_injects": true
},
"integrations": {
"item_tooltips_overrides": true,
"legacies_and_legends_integration": true,
"trailier_tales_integration": true,
"remnants_integration": true,
"enderscape_integration": true
},
"disable_enchantments": "INFO"
}
Specific enchantments can be disabled with the #enchants_and_expeditions:disabled_enchantments tag
v1.4 & Earlier
Mod configuration options can be found in-game when using Mod Menu, alongside descriptions detailing what they do.
The Enchanting Table
- now starts with a smaller pool of available enchantments
Chiseled Bookshelves
- placed around the enchanting table. Books within a Chiseled Bookshelf are added to the Enchanting Table's enchantment pool, allowing you to renewably expand and fine-tune the enchantments you'd like to receive
- balancing for this is highly configurable
Anvils
- repairs are now free
- you can no longer combine enchanted items or books, as this functionality has been replaced by the updated Enchanting Table and Chiseled Bookshelves
Overhauled Protection and Damage Enchantments Blast Protection, Fire Protection, Protection, Bane of Arthropods, Smite and Fire Aspect have all been removed. This is due to them being reworked into replacements as shown below.
- Arcane Protection | Gives protection against magical damage, including potion effects and sharpness damage
- Elemental Protection | Gives protection against environmental damage, including fire and freeze
- Physical Protection | Gives protection against physical damage, including standard melee and ranged damage
- Chilled | Attacks provide a chance to freeze an enemy. Deals additional damage against cold-weak mobs such as arthropods
- Smiting | Attacks light targets on fire. Deals additional damage against fire-weak mobs such as the undead
- Sharpness | Damage from sharpness now counts as magical damage, rather than normal damage
Further Enchantment Changes
All enchantments have been rebalanced to either have a maximum level of I or III, to ensure consistency throughout the game. Don't fear! The enchantments themselves have been adjusted to compensate - so they aren't nerfed at max level, eg Sharpness III is as good as the old Sharpness V. Due to this, many enchantments have received smaller tweaks which are not listed below.
- Thorns is now chestplate-exclusive. The enchantment itself now deals more damage per level and deals reduced durability damage to armor to compensate
- Soul Speed is now incompatible with Frost Walker and Depth Strider, and deals less durability damage to your boots
- added the Curse of Fragility. This curse is exclusive to tools, and increases the durability damage taken by the item. Furthermore, the Curse of Fragility is incompatible with the Unbreaking enchantment
New Enchantments
Whilst an optional install, it is intended that you use Legacies and Legends alongside Enchants and Expeditions to experience the full breadth of new enchantments, which are listed below.
- Featherweight - Boomerangs fly further, faster and ramp up damage quicker. Found in Arid Dungeons, exclusive to Boomerangs
- Decay - Boomerangs poison targets when thrown. Found in Deep Dungeons (or Verdant Dungeons when Variants & Ventures is installed), incompatible with Rejuvenate
- Rejuvenate - Boomerangs give regeneration to targets when thrown. Found in Simple Dungeons, exclusive to Crossbows and Boomerangs, incompatible with Decay
- Extraction - grants more experience from mined blocks. Exclusive to Helmets, incompatible with Aqua Affinity
- Freeze - ranged attacks afflict targets with freeze for a short time. Found in Frozen Dungeons, incompatible with Flame
- Striking - increases hit speed and damage against certain passive or neutral mobs, specifically animals with some sort of hide-like skin. Exclusive to Knives, incompatible with other damage enchantments
- Shatter - hits apply Freezing for a short duration. Hitting frozen enemies causes them to shatter, dealing bonus damage. Exclusive to Hooks, incompatible with other damage enchantments
- Tangled - allows you to traverse blocks and similar items which would otherwise slow you down at a faster speed. Found in Jungle Temples, Leggings exclusive, incompatible with Swift Sneak
Experience Improvements
Enchants and Expeditions adds a new, rebalanced experience formula (toggle-able in the config). The rebalance keeps level 1-30 balance very close to vanilla, whilst higher levels only increase slightly, ensuring players are not punished for collecting XP beyond level 30.
- Levels 1-30 increase requirements every 5 levels, with level 30 requiring slightly more than vanilla (1500 vs 1395 cumulative)
- Levels 31-90 increase requirements every 10 levels, with the overall increase being much slower than vanilla (lvl 90 requires 9000 cumulative XP rather than vanilla's 20393)
- Levels 91+ have a spike in experience requirements, as beyond this point is intended to serve as recognition for player survival and grinding, rather than being efficient for enchanting. Lvl 95 requires 10000 cumulative XP, lvl 100 requires 15000 cumulative, and each level beyond 100 requires exactly 5000 xp per level
Together, these serve to make it much more viable to earn XP beyond level 30 for enchanting, whilst still having a jump at 90-100 to avoid the level number being over-inflated.
Reimagined Enchantment Acquisition
With these major reworks to enchanting, enchanted books are now lumped into a few categories. Base enchantment table, villager traded, random loot and treasure. Whilst an optional install, many of the enchantments listed below are added as loot to the enchantment-centric Dungeon overhaul present in Legacies and Legends, and as such it is highly recommended to have it installed for the best experience.
- Base Enchantments | these are always available from the enchantment table. View the full list here
- Villager Traded | these are enchantments which may be traded by villagers. View the full list here
- Random Loot | these enchantments must be found from structures throughout the world. This may either be a specific structure which contains them more commonly, otherwise they have a chance to be found on any random enchanted book or item. View the full list here
- Treasure Enchantments | these are only found from specific structures. Swift Sneak from Ancient Cities, Soul Speed from Bastions, Wind Burst from Trial Chambers, Channeling from Woodland Mansions, Feather Falling from End Cities, etc. View the full list here
To ensure compatability with other loot tables, any vanilla or modded loot table which fails to provide a tag or pool for its enchanted items will fallback to the Random Loot tag.