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Enchanting

Vanilla Minecraft's enchanting system is well-known, iconic, and arguably flawed. Legacies aims to tackle these inherent design flaws in Enchanting and Repairing without making them unrecognisable - a rebalance doesn't mean the core people enjoy has to be abolished.

The Core of Enchanting

In Minecraft, enchanting revolves around 3 key pillars - enchanting tables, anvils, and enchanted books. Enchantments themselves can be obtained through either enchanted books and items obtained from the table, villagers, or world loot, and books and items can be combined in the anvil to further build up enchantments.

In Minecraft, it is arguable that the "core" of enchanting is the Enchantment Table - you can spend experience to enchant your gear, and place bookshelves to increase the likelihood of more powerful enchantments.

You've the anvil for repairs, and to combine these enchanted items.

And you've got villagers and world loot to obtained pre-enchanted items and books, books primarily the more important of the two, as you can insert powerful enchantments into your already-upgraded gear.

Legacies doesn't remove these sources or senses of familiarity, it simply rethinks them.

These changes culminate in more enchantment variety, without any additional clutter, and makes using and upgrading lower-tier weapons with low-level enchants a great, viable choice earlier on, alongside the late-game enchanting having less of a focus on min-maxxing while maintaining full customisability and existing systems.

The Enchanting Table

Once again, the true core of enchanting is the Enchantment Table, where you can use an enchanting table to enchant your weapons, tools, armour and more. Legacies expands on the foundation of the Enchanting Table, re-asserting its place as the centrepiece of all enchanting procedures.

Back to Basics

The default pool of available enchantments has been heavily simplified to just the bare essentials, which is coupled with Chiseled Bookshelves to add new books, allowing you to fine-tune your enchanting experience in lieu of pure RNG or vanilla's anvil enchanting.

Expanded Enchanting

Chiseled bookshelves now maintain an essential use, alongside the regular bookshelf, allowing you to insert discovered enchanting books to add them to the possible pool of enchantments - providing a way for you to focus your available enchants on just the ones you want, and have discovered, minimising clutter and giving more power to the table.

The Anvil

The anvil has had one of the biggest, and simplest changes. It can no longer combine enchanted items, and is used solely for repairing. Repairing and renaming incurs no xp fee, so you can easily repair your items infinitely. No need to worry if you can't, or don't want to, find mending, and no need to worry about wasting time enchanting earlier gear such as copper, gold, rose or iron, as they can be cheaply repaired at no xp cost.

Alongside this, remnant, netherite and featherzeal can be repaired using scrap - no need to waste an entire ingot on repairing if you don't want to.

These two changes ensure that both pre-diamond gear and gear without mending is still easy and viable to maintain and use.

The Enchanted Book

With the entirely reworked enchanting system explained above, you may be beginning to wonder what's actually happening with books - and how you're meant to get all the other enchantments with such a simple and small default pool. It's actually quite simple! As enchanted books can be inserted into chiseled bookshelves around an enchanting table, allowing you to customise your available enchantments, enchantments and their books are split into unique, exclusive availability from 3 main sources - the default table, villagers, and world loot/structures.

Don't forget that the new Boomerangs, Katanas, Knives and Hooks have their own unique enchantments!

It is important to note that you'll still find items throughout the world with a wide variety of enchantments applied.

Sharpness and Protection

Smite/Arthropods/Sharpness and Protection/Blast/Projectile aren't great. Nonetheless, most of us don't want to part with Sharpness or Protection - and Legacies introduces a solution.

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

Enchantment Tweaks and Max Levels

An odd question to those playing vanilla, but a common one in modded. Really, max levels don't make all that much sense - and Legacies fixes that.

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

Other New Enchantments

  • 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 Verdant Dungeons, 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
  • Collection (Chestplate enchant, non-treasure) - all nuggets collected are sent into the void rather than your inventory, appearing as their full combined counterparts once you reach 9 nuggets, to de-clutter your inventory on long, late-game mining expeditions
  • Reforge (Pickaxe enchant, treasure, found in Bastion Treasure, incompatible with Fortune and Silk Touch) - Reforge is a very unique enchant in the sense that it smelts certain blocks into their smelted counterparts when mined - but that it also gives a chance to give special bonus loot (eg scrap, ingots, alloy) when mining relevant blocks, making this enchant a rare, but viable alternative to the other pickaxe enchants. As an example, Reforge has a 1/4 chance to give you Iron Ingots or Iron Alloy (Deepslate only) when mining Iron Ore, or a 1/8 chance of getting a second item from non-ores (eg Scrap from Debris, Charcoal from logs etc). Reforge works on all ores which can be smelted, alongside Debris, logs, clay, sand, and even select blocks from other supported mods
  • Relentless | Rapidly chaining Katana attacks builds up cycles of knockback, and even bonus damage at full force
  • Dueling | Increases knockback resistance whilst holding the Katana. Incompatible with Relentless
  • Rebrush - brush enchantment that adds a chance of receiving extra loot from archaeology
  • Reaping - weapon enchantment that increases XP dropped by slain mobs, incompatible with Looting

Enchantments, and Where to Find Them

Enchantments are now acquired in specific ways, such as from the table by default, else from villager trading or world exploration.

Do note that once you acquire a book, you must still add it to a Chiseled Bookshelf beside an Enchanting Table for it to be added to the possible pool of enchantments.

Basic Enchants (found in the Enchanting Table)

  • Physical Protection
  • Sharpness
  • Sweeping Edge
  • Efficiency
  • Unbreaking
  • Power
  • Lure
  • Loyalty
  • Quick Charge
  • Piercing
  • Density
  • Shatter
  • Striking
  • Rebound
  • Dueling

Special Enchants (found from Villager trading)

  • Elemental Protection
  • Arcane Protection
  • Aqua Affinity
  • Smiting
  • Chilled
  • Knockback
  • Silk Touch
  • Punch
  • Breach
  • Multishot
  • Impaling
  • Extraction
  • Collection

World Enchants (found from various structures throughout the world)

  • Curse of Binding
  • Curse of Vanishing
  • Curse of Fragility
  • Frost Walker (more frequently from Frozen Dungeons)
  • Mending (more frequently from Deep Dungeons)
  • Infinity (more frequently from Simple Dungeons)
  • Luck of the Sea (more frequently from Fishing)
  • Respiration (more frequently from Fishing)
  • Thorns (more frequently from Jungle Temples and Verdant Dungeons)
  • Depth Strider (more frequently from Shipwrecks)
  • Fortune (more frequently from Desert Pyramids and Arid Dungeons)
  • Flame (more frequently from Nether Fortresses, Ruined Portals and Infernal Dungeons)
  • Riptide (more frequently from Underwater Ruins)
  • Looting (more frequently from Desert Pyramids and Arid Dungeons)

Treasure Enchants (found from specific structures throughout the world)

  • Swift Sneak (Ancient Cities)
  • Soul Speed (Piglin Trading and Bastions)
  • Wind Burst (Trial Chambers)
  • Channeling (Woodland Mansions)
  • Feather Falling (End Cities)
  • Tangled (Jungle Temples and Verdant Dungeons)
  • Rejuvenate (Simple Dungeons)
  • Decay (Verdant Dungeons)
  • Featherweight (Arid Dungeons)
  • Freeze (Frozen Dungeons)
  • Reforge (Bastion Treasure)
  • Relentless (Remnants)
  • Reaping (Catacombs)
  • Rebrush (Catacombs)