Enchantments & Curses

This page lists the effects of all non-vanilla enchantments and curses included within the modpack.

*(For those familiar with the listed mods; several enchantments have been removed for balancing, and others may be missing/appear different than on their respective modpages due to the Aberrant SMP currently being confined to 1.18.1 and thus unable to use newer versions)*

## Sword Enchantments

### Beheading

*Mod: Fabric Enchantments /// Levels: I*

Has a 5% chance for Creepers, Zombies, and Skeletons to drop their head when killed.

### Consume

*Mod: Fabric Enchantments /// Levels: I-III*

Upon killing an entity, there is a 10-30% chance that some of your hunger will be replenished. Percentage scales with level of enchantment.

### Dueling

*Mod: Combat Enchantments /// Levels: I*

Knocks all nearby entities within a certain radius away.

### Experience

*Mod: Fabric Enchantments /// Levels: I-II*

Grants the user additional experience when killing entities. This experience goes directly into the user's xp bar and does not require pickup.

### Fervor

*Mod: Combat Enchantments /// Levels: I-V*

Hitting entities will gain the user increasing attack speed, up to a certain amount. Potency scales with level of enchantment.

### Ice Aspect

*Mod: Fabric Enchantments /// Levels: I-II /// Incompatible with Poison/Fire Aspect*

Slows the targeted entity down for a few seconds. Potency of slowness scales with level of enchantment.

### Inferno

*Mod: Combat Enchantments /// Levels: I-II /// Incompatible with Fire Aspect*

Sets the ground under the user on fire within a certain radius. Size of radius scales with enchantment level.

### Inspire

*Mod: Combat Enchantments /// Levels: I-V*

Grants buffs to all nearby tamed animals after hitting an entity. Potency of buffs scales with enchantment level.

### Lethality

*Mod: Combat Enchantments /// Levels: I-III*

Deals additional damage to enemies with more/higher tier armour than the user.

### Lifesteal

*Mod: Combat Enchantments /// Levels: I-V*

Steals a minor amount of hp from targeted enemies, with a short cooldown. Amount of hp stolen scales with level of enchantment.

### Paralysis

*Mod: Fabric Enchantments /// Levels: I /// Incompatible with Ice/Poison/Fire Aspect*

The targeted entity will be frozen in place and have extremely low attack speed for 2 seconds.

### Poison Aspect

*Mod: Fabric Enchantments /// Levels: I /// Incompatible with Ice/Fire Aspect*

Poisons the targeted entity for a few seconds.

### Pyromania

*Mod: Combat Enchantments /// Levels: I-II /// Incompatible with Fire Aspect*

Deals additional damage to entities that are on fire. Damage scales with level of enchantment.

### Rampage

*Mod: Combat Enchantments /// Levels: I-III /// Incompatible with Triumph*

Briefly gain strength, speed, and temporarily apply weakness on hit upon killing an entity.

### Triumph

*Mod: Combat Enchantments /// Levels: I-III /// Incompatible with Rampage*

Regain a minor amount of health and hunger upon killing an entity. Amount of health/hunger restored scales with enchantment level.

### Suicide

*Mod: Combat Enchantments /// Levels: I*

Hitting an entity causes a non-environmentally destructive explosion and kills the user instantly. This ignores all enchantments/potion effects and is akin to a /kill command. The entity on the receiving end only experiences the effects of a regular creeper/TNT explosion.

## Bow Enchantments

### Barrage

*Mod: Combat Enchantments /// Levels: I*

For every 3 arrows that hit an entity, a 4th fully-charged arrow will be fired instantly.

### Hunter

*Mod: Combat Enchantments /// Levels: I-II*

Hitting an entity will 'mark' them with the glowing effect for a few seconds. If a marked entity is hit again, the user will be granted with speed and jump boost. Potency of buffs scales with level of enchantment.

### Knockup

*Mod: Combat Enchantments /// Levels: I-II /// Incompatible with Punch*

Launches entities upwards upon hitting them. Height gained scales with enchantment level.

### Rejuvinate

*Mod: Combat Enchantments /// Levels: I-II /// Incompatible with Punch*

Hitting an entity will grant protective buffs to all nearby players and tamed animals. Potency of buffs scales with level of enchantment.

### Rise

*Mod: Fabric Enchantments /// Levels: I -III /// Incompatible with Flame*

The targeted entity is inflicted with levitation for a short duration. Potency and duration of the effect scales with level of enchantment.

### Sniper

*Mod: Fabric Enchantments /// Levels: I -II /// Incompatible with Punch*

Does more damage the further the user is from their target. Damage scales with level of enchantment.

### Volley

*Mod: Combat Enchantments /// Levels: I-II*

Causes a volley of arrows to rain down upon the targeted entity. Amount of arrows that fall scales with level of enchantment.

## Crossbow Enchantments

### Antiheal

*Mod: Combat Enchantments /// Levels: I*

Prevents the targeted entity from healing from all sources for 4 seconds.

### Frost

*Mod: Combat Enchantments /// Levels: I-II /// Incompatible with Tranquilizer*

Applies the powdered snow freezing effect to the targeted entity, damaging them and slowing them down. Duration of effect scales with enchantment level.

### Homing

*Mod: Fabric Enchantments /// Levels: I /// Incompatible with Shotgun*

Fired projectiles will home in on the nearest entity.

### Hook

*Mod: Combat Enchantments /// Levels: I-II*

Pulls the targeted entity towards the user instead of knocking them back. Intensity of the pull scales with level of enchantment.

### Shotgun

*Mod: Fabric Enchantments /// Levels: I-III /// Incompatible with Piercing*

Does more damage the closer the user is from their target. Damage scales with level of enchantment.

### Tranquilizer

*Mod: Combat Enchantments /// Levels: I-II /// Incompatible with Frost*

Will put targeted entities to sleep for a few seconds after a brief delay. Duration of effect scales with enchantment level.

## Trident Enchantments

### God of the Sea

*Mod: Fabric Enchantments /// Levels: I /// Treasure Enchantment*

Grants waterbreathing while the user holding the enchanted item.

### Inking

*Mod: Combat Enchantments /// Levels: I-II*

Chance to inflict blindness on the targeted entity for a few seconds. Chance of proc increases with level of enchantment and the weather.

### Loyalty IV

*Mod: Impaled*

An additional tier of loyalty that permanently binds the trident to the user. Only the user is able to pick up the thrown trident, and the trident can be recalled from any distance.

### Snap of the Deep

*Mod: Combat Enchantments /// Levels: I*

Summon evoker fangs under the targeted entity. Amount of evoker fangs summoned is dependant on the weather.

## Tool Enchantments

### Auto Smelting

*Mod: Fabric Enchantments /// Levels: I /// Pickaxe/Axe/Shovel Exclusive*

Allows the user to receive smelted versions of any block they break. Works with every block that can be smelted, and works in additional conjunction with Silk Touch (eg. Mining stone with a pickaxe that has both Silk Touch and Auto Smelting on it will give you smooth stone).

### Deepfry

*Mod: Combat Enchantments /// Levels: I /// Fishing Rod Exclusive*

Instantly cooks any fish that are caught. Does not work with fish from the Go Fish mod.

### God of Thunder

*Mod: Fabric Enchantments /// Levels: I /// Axe Exclusive /// Treasure Enchantment*

Has a 5% chance to summon lighting upon the targeted entity.

### Replenish

*Mod: Fabric Enchantments /// Levels: I /// Hoe Exclusive*

Instantly consumes seeds and replants a crop when broken.

## Armour Enchantments

### Deflect I-II

*Mod: Combat Enchantments /// Levels: I-II*

Random chance to deflect arrows. Chance of proc scales with enchantment level.

### Double Jump

*Mod: Double Jump /// Levels: I-III /// Boots Exclusive*

Grants an additional jump. Amount of jumps granted scales with level of enchantment.

### Ender Mind

*Mod: Fabric Enchantments /// Levels: I /// Helmet Exclusive /// Incompatible with Nocturnal and Pumpkin Head*

When the user is hit and is below 4 hearts of health, they are teleported a short distance away.

### Flame Walker

*Mod: Combat Enchantments /// Levels: I /// Boots Exclusive*

The user leaves behind a trail of fire for a few seconds after taking damage.

### Glimmering

*Mod: Fabric Enchantments /// Levels: I /// Boots Exclusive /// Incompatible with Frost Walker*

Stops piglins from attacking the user on sight.

### Lifeline

*Mod: Combat Enchantments /// Levels: I /// Chestplate Exclusive*

Gain absorption hearts after falling below half hp. Amount of absorption hearts gained scales with the amount of nearby enemies. Once the enchantment procs, it has a 1 minute cooldown before it can proc again.

### Nocturnal

*Mod: Fabric Enchantments /// Levels: I /// Helmet Exclusive /// Incompatible with Pumpkin Head and Ender Mind*

If the user is hit during the night, they become invisible for a short duration.

### Pumpkin Head

*Mod: Fabric Enchantments /// Levels: I /// Helmet Exclusive /// Incompatible with Ender Mind and Nocturnal*

The user can stare at enderman directly without aggrivating them.

### Shielding

*Mod: Combat Enchantments /// Levels: I-IV /// Incompatible with Sorcery*

Gain several additional absorption hearts after not being damaged for a while. Number of absorption hearts gained scales with level of enchantment.

### Sorcery

*Mod: Combat Enchantments /// Levels: I-IV /// Incompatible with Shielding*

Gain a random positive status effect for a few seconds upon taking damage. Chance of proc scales with enchantment level.

### Tank

*Mod: Fabrics Enchantments /// Levels: I-V /// Chestplate Exclusive*

Protects the user against unblockable damage sources (drowning, cacti, lava, etc).

### Vision

*Mod: Combat Enchantments /// Levels: I /// Helmet Exclusive*

Briefly applies the glowing effect to entities that attack the user.

### Water Protection

*Mod: Origins /// Levels: I-IV /// Incompatible with Standard/Fire/Projectile/Blast Protection*

Grants water immunity to Origins that are damaged by it for a duration. Duration scales with level of enchantment.

## Curses

### Curse of Blindness

*Mod: Cursery /// Levels: I-III /// Armour Exclusive*

User has a chance to be inflicted with blindness upon being hit. Duration of effect scales with level of curse.

* Level I: 5 seconds
* Level II: 12 Seconds
* Level III: 18 Seconds

### Curse of Darkness

*Mod: Combat Enchantments /// Levels: I /// Helmet Exclusive*

The user will gain several buffs while in darkness, but will burn in higher light levels.

### Curse of Illusions

*Mod: Cursery /// Levels: I /// Helmet Exclusive*

Will play sound effects such as cave noises and creeper hisses at random intervals.

### Curse of Indecisiveness

*Mod: Cursery /// Levels: I /// Sword Exclusive*

Chance to switch the item from the user's main hand to their offhand upon use.

### Curse of Laddering

*Mod: Cursery /// Levels: I /// Boots Exclusive*

Has a chance to knock the user off of a ladder or any surface they are climbing.

### Curse of Undead

*Mod: Cursery /// Levels: I-II /// Armour Exclusive*

User has a chance to be set on fire whilst in daylight. Chance of proc scales with level of curse.

### Curse of Weakness

*Mod: Cursery /// Levels: I-III /// Armour Exclusive*

User has a chance to be inflicted with weakness upon being hit. Duration of effect scales with level of curse.

* Level I: 5 seconds
* Level II: 12 Seconds
* Level III: 18 Seconds

### Electrified

*Mod: Cursery /// Levels: I-IV /// Tools Exclusive*

Items with this curse have a change to strike the user with lightning upon being used, only if the user is exposed to open sky. Chance of proc scales with level of curse.

### Explosive

*Mod: Cursery /// Levels: I /// Tools/Sword Exclusive*

Items with this curse have a change to cause an explosion upon being used.

### Hammering

*Mod: Cursery /// Levels: I /// Helmet Exclusive*

Chance to drop an anvil on the user upon being hit. The dropped anvil is extremely damaged and will break upon a single use.

### Heavy

*Mod: Cursery /// Levels: I /// Armour Exclusive*

Random chance to apply slowness to the user.

### Hungry

*Mod: Cursery /// Levels: I-III /// Armour/Sword Exclusive*

User has a chance to be inflicted with hunger upon use (sword) or being damaged (armour). Duration of effect scales with level of curse.

* Level I: 5 seconds
* Level II: 12 Seconds
* Level III: 18 Seconds

### Hurtful

*Mod: Cursery /// Levels: I-II /// Armour Exclusive*

Damage dealt to the user will be increased. Damage scales with level of curse.

### Inefficient

*Mod: Cursery /// Levels: I-IV /// Tools Exclusive*

Inverse efficiency; will make tools less efficient at breaking blocks. Inefficiency scales with level of curse.

### Loose

*Mod: Cursery /// Levels: I /// Tools/Sword Exclusive*

Items with this curse have a chance to be thrown onto the ground upon use.

### Poisonous

*Mod: Cursery /// Levels: I-III /// Armour Exclusive*

User has a chance to be inflicted with poison upon being hit. Duration of effect scales with level of curse.

* Level I: 5 seconds
* Level II: 12 Seconds
* Level III: 18 Seconds

### Recoil

*Mod: Cursery /// Levels: I /// Bow Exclusive*

Chance to knock the user backwards upon firing an arrow.

### Steel Feet

*Mod: Cursery /// Levels: I-III /// Boots Exclusive*

Shortens the distance needed to fall in order to take fall damage to 2 blocks. Damage taken scales with level of curse.

### Stubby Grip

*Mod: Cursery /// Levels: I /// Bow Exclusive*

Chance to fire a very weakly charged arrow instead of a fully charged one.