This mod adds three sets of rings and amulets to the game, requiring curios in order to equip and use them. These jewelry can be crafted easily using your gem and metal of choice. The metal choices being Gold, Iron, and Copper. Gold gives a Piglin Neutrality benefit while Iron and Copper gives +1 to Armor Toughness and Knockback Resistance respectfully.
Each metal also have nine gem variations, seven of which are vanilla while the last two are bonus and by default crafted with specific dyes. The variations are as follow:
- Amethyst
- Emerald
- Diamond
- Lapis Lazuli
- Redstone
- Quartz
- Obsidian (Onyx)
- Purple Dye (Shadow) - base on magical gems.
- Pink Dye (Rose) - base on Rose Quartz.
Gem variations do not give any additional benefit. The passive benefit from rings also cannot be stacked but they can be stacked with an amulet. For example, three iron pieces will only yield +2 Armor Toughness, so trading an iron ring for a golden ring or copper ring is recommended.
The main benefit of this mod is that the Jewelry are fully customizable by the player and can fit any story they wish to tell or be used in maps if desired to help tell a story. So the player can craft and enchant as they please, however rules are still applied for balancing reasons, such as the rule for stacking effects on two rings or that certain enchantment benefits are split, but beyond a few rules... Everything works well at allowing customizing your experience and storytelling. There is even some uniquely enchanted jewelry in the world to find with unique names.
~Enchantments~
These lovely pieces of jewelry can be customized with enchantments. Secondary enchantments are named after actual gems and have effects similar to said gem's own lore or use in the real world while be applicable to both Rings & Amulets. There are also unique primary enchantments for amulets and rings. You can only have one primary and secondary enchantment per piece of Jewelry!
However, be mindful of what jewelry enchantments you use... Similar to the base effects, you cannot stack ring enchantments, so if you are using the same enchantment on both rings, one of them is not doing anything. But you can still stack secondary enchantments if one is on the amulet and the other is on a ring, which could be recommended depending on what you're aiming for as some secondary enchantments has their full benefits only if applied to both an amulet and ring.
Secondary Enchantments
- Alexandrite: Grants 0.5 Step, 2.5 (1.5) Reach, and (15% movement speed).
- Heliodor: Grants 1 (1) Luck and +1 to Looting (Fortune).
- Fluorite: Protects the user from Poison, Slowness, Blindness, (Weakness, and Mining Fatigue) and converts those effects.
- Sodalite: Cannot trample crops and heavily improves growth rate of nearby plants (same on both).
Primary Enchantments
~Amulets~
- Magnetic: Causes items within 16 blocks to teleport to you if you have space.
- Satisfication: Your hunger will never go below 12 points and you are immune to the Hunger effect.
- Aquamarine: Grants 85% swimming speed and water breathing.
- Titanite: Consumes a Totem of Undying to protect wearer from death with weakened Totem effects.
~Rings~ - Bloody: Increases damage base on your missing health.
- Empowered: Increases the Critical Damage boost by 50% and also allows for random critz on normal hits at 50% reduction.
- Infused: 25% increased attack speed.
- Regenerative: Heals players, animals, and villagers around the wearer.
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- Removed "Deflect", "Infectious", & "Kyanite"
- These features are moved to Salju's Quill.
- "Regenerative" is now a ring enchantment.
- "Titanite" is now an amulet enchantment.
- Fixed Magnetic Bugs.
- Magnetic now pulls items instead of teleporting them.
- Updated Code.
- Added Two configs for the Deflect Enchantment.
- Added a few more config options...
- Added a Config.
- Aquamarine's Swim Speed default went from 85% to 76%.
- Alexandrite's Block Reach is now 1.5 by default for both the Amulet & Ring.
- Kyanite is now a primary ring enchantment instead of a secondary enchantment for all jewelry.
- Fixed crash with Sodalite.
- Each Enchantment now has it's own calculated cost & rarity.
- Each piece of Jewelry has it's own enchantment value base on material & gem.
- Improved Kyanite by accepting a book in either hand with enchanted item in the opposite hand.
- Added French translation by Laglobule & Knost.
- Clean up & added missing icon.
- Enchantments are now obtainable via Enchantment Table & no longer have an unique drop table for many loot chests.
- Fixed Mixins
- Updated for Forge 47.1.0.
- Added Ukrainian translation by "Unroman"
- Initial 1.20.1 port.
- Fixed the Mixins
- Fixed the Mixins
- Minor tweaks to unique jewelry
- Minor tweaks to unique jewelry
- Jewelry Box & Jewelry Enchantments are now within the Jewelcraft Creative Tab
- Improved code a little bit.
- Fixed more stacking issues.
- Sodalite now affects different type of plants base on the Jewelry type.
- Sodalite now requires Crops to be in an survive-able location.
- Sodalite no longer has a random chance.
- Improved code a little bit.
- Fixed more stacking issues.
- Sodalite now affects different type of plants base on the Jewelry type.
- Sodalite now requires Crops to be in an survive-able location.
- Sodalite no longer has a random chance.
- Fixed many instances where enchantments on rings can stack.
- Kyanite on rings can now work on any size stack on books and will add the enchanted book directly to the player's inventory instead of replacing the book stack.
- Fixed many instances where enchantments on rings can stack.
- Kyanite on rings can now work on any size stack on books and will add the enchanted book directly to the player's inventory instead of replacing the book stack.
- Kyanite will now only work on book stacks of exactly one.
- Fixed Empowered being stackable.
- Fixed Empowered granting less damage on critical hit than intended when it was a random critical hit.
- Kyanite will now only work on book stacks of exactly one.
- Fixed Empowered being stackable.
- Fixed Empowered granting less damage on critical hit than intended when it was a random critical hit.
- Fixed up the Regenerative effect and made it visible on entities but it no longer works on players.
- Fixed up the Regenerative effect and made it visible on entities but it no longer works on players.
- Initial port to 1.19.4
- Kyanite will now always work when in Creative Mode
- Kyanite now only needs and consumes 5 levels of experience instead of 15 levels of experience.
- Kyanite will no longer increase experience gained from kills on Rings and is buffed a bit on Amulets.
- Kyanite will now display a message if you don't have enough levels of experience.