⚠️ Penchant is still in beta. Please report any bugs or balance issues to help improve the mod!
The core feature of Penchant is that all enchantments start off from level one and players must level up their enchantments through usage.
For most items, usage means any action that would normally reduce durability, such as mining, attacking, and taking damage (for shield & armor). Shield and armor can additionally level up by killing hostile mobs.
You can view a progress bar for each enchantment by holding Left Ctrl (configurable). Once the bar is filled, the enchantment increases by one level and the bar resets, until the enchantment is maxed out.
This means that instead of grinding for a ton of XP and hoping for good RNG, all you need to do to improve your tools is go out and use them, like you were going to do anyway.
Modules
The remaining features of Penchant are organized into modules that can be disabled individually per-world via datapacks.
Configuring Modules
Datapacks can be enabled and disabled in the world creation menu, and after world creation using the /datapack command. You can also install Datapack/Gamerule Menus to configure datapacks with a menu after world creation.
Note: Some modules don't make sense without other modules enabled, these soft dependencies are listed at the start of each module.


Table Rework
Strongly recommend Bookshelf Placement. This module includes advancements to guide you through the reworked enchanting.
The enchanting table now lets you choose individual enchantments. Each enchantment has an xp cost and a required number of books near the table, and costs 1 lapis lazuli.
Enchantments that are not in the table by default can be unlocked by placing enchanted books in nearby bookshelves.
If you place a grindstone within the bookshelf radius, you can remove enchantments from items onto books. This makes enchanted equipment you find more useful as you can unlock more rare enchantments.

Bookshelf Placement
Chiseled bookshelves and lecterns count towards the enchanting table bookshelf count depending on how many books they hold. 3 books = 1 vanilla bookshelf.
Additionally, there is no longer a requirement to have no blocks between the shelf & table, and shelves can be placed in a 7x4x7 area centered on the table (1 below, 2 above).

Durability Rework
Mending is removed. Instead, Unbreaking has 5 levels and Unbreaking V makes the tool unbreakable (but you have to work your way there!)

| Level | Damage chance |
|---|---|
| None | 100% |
| 1 | 100% |
| 2 | 75% |
| 3 | 50% |
| 4 | 25% |
| 5 | 0% (unreakable) |
Items in the world that already have Mending don't lose it but it no longer functions.

Loot Rework
Recommend Table Rework
Reorganizes enchantments and where they can be acquired so that basic enchantments are readily avaiilable but more important and special ones are harder to get. Enchantments are organized into the following categories:
Common
- The basic enchantments that directly increase the effectiveness of the tool
- In enchanting table by default
- Can be found on random loot equipment
- Can be found on traded equipment
- Can be found on mob equipment
All Common Enchantments
- Efficiency
- Protection
- Sharpness
- Unbreaking
- Power
- Piercing
- Quick Charge
- Impaling
- Loyalty
- Lure
- Density
Uncommon
- More specialized or auxiliary functions
- Can be purchased from villagers
- Can be found on traded equipment
- Can be found on random loot equipment
- Can be found on random loot books
- Can be found on mob spawn equipment
All Uncommon Enchantments
- Aqua Affinity
- Feather Falling
- Fire Protection
- Blast Protection
- Projectile Protection
- Smite
- Bane of Arthropods
- Sweeping Edge
- Knockback
- Punch
- Looting
- Luck of the Sea
Rare
- More unique or magical abilities
- Can be found in specific structure loot
- Can be found on random loot equipment
- Can be found on random loot books
- Can be found on mob equipment
All Rare Enchantments
- Frost Walker (Igloo)
- Fire Aspect (Nether Fortress, Ruined Portal)
- Flame (Nether Fortress, Ruined Portal)
- Silk touch (Mineshaft, Dungeon)
- Fortune (Mineshaft, Dungeon)
- Lunge (Bastion)
- Respiration (Ocean Ruins, Shipwrecks, Buried Treasure)
- Depth Strider (Ocean Ruins, Shipwrecks, Buried Treasure)
- Channeling (Buried Treasure)
- Riptide (Buried Treasure)
- Thorns (Desert Temple)
- Infinity (Jungle Temple)
- Multishot (Pillager Outpost)
Unique
- Can only be found in specific places
- Soul Speed (Piglin bartering)
- Swift Sneak (Ancient City loot)
- Wind Burst (Trial Chamber Ominous Vault)
- Breach (Trial Chamber Vault)
Curse
- All curse enchantments
- Can be found on random loot equipment
- Can be found on mob spawn equipment
Additionally, zombies can spawn with iron pickaxes that have the same chance to be enchanted as shovels and swords.

No Anvil Books
Strongly recommend Table Rework
Enchanted books can no longer be applied to items in the anvil, as chiseled bookshelves are the intended way to use enchanted books. Tools can still be combined.

Guranteed Drops
Disabled by default, makes more sense with Loot Rework
Mobs that spawn with enchanted equipment are guranteed to drop that equipment (if killed by player/wolf, as in vanilla), allowing you to move those enchantments onto books and apply them to your own gear. Also applies to all tridents.

Randomized Librarians
Disabled by default due to being experimental, makes more sense with Loot Rework
Librarian villagers will sell an enchanted book that is randomized each time you buy it, since duplicate enchanted books aren't useful.
The trades' max uses, cost, and xp are adjusted as follows:
| Level | Emerald Cost | Max Uses | Villager XP |
|---|---|---|---|
| 1 | 15 | 1 | 6 |
| 2 | 18 | 1 | 15 |
| 3 | 20 | 2 | 25 |
| 4 | 24 | 3 | 45 |
Recommended
I highly recommend adding these mods to make your experience more complete:
- Bookshelf Inspector or equivalent to see what books are on your shelves
- Menderman, Simple Smithing Overhaul, or similar to make anvil repairing more fair, especially if the durability tweak is enabled
- Datapack/Gamerule Menus to configure enabled modules for existing worlds
- McQoy for a config GUI
Additionally, these mods will enhance your experience:
- Enchanted Bookshelves to see which books are enchanted
- Item Descriptions to view enchantment descriptions in the enchanting table
- A resourcepack adding unique textures for enchanted books (there are many!)
- Mods rebalancing specific enchantments, as Penchant only directly modifies unbreaking & mending. Examples include ReArm and Enchiridion
Compatibility
- Most modded enchantments should work fine in this system
- The Loot Rework module has categorized enchantments from these mods:
- Mods that alter enchanting may or may not be compatible, although I would like to eventually add compatibility. In most cases disabling modules should allow the other mods' functionality to work as normal.
- Supports Item Descriptions
-
- ReArm and Simple Smithing Overhaul have added compatibility
- See the datapacking wiki for further customization
With other enchanting mods
Enchiridion
Note: Enchiridion compat is still WIP
You can play with Penchant's enchanting table or Enchiridion's enchanting table. If you play with Enchiridion's, it is recommended to disable leveling up enchantments in the table, as usage should do that.
Modest Magic
Tablet smithing and altar enchanting are modified to only allow enchanting to level 1, since usage is required to level up further. It is recommended to disable most modules since Modest Magic's system is entirely separate from the enchanting table.
As with most of my mods, only 26.1.2 and latest are actively updated. This mod page may not accurately reflect the features available in unsupported versions.
Roadmap
(in no particular order)
- ✔
Data-driven way to override costs & book requirements - ✔
Configurable levelup cost - ✔
Datapack documentation - Categorize some modded enchantments
- Improvements to loot locations
- Enchanted books on lecterns (tentative)
- Way to freeze the level of an enchantment
- More customizability for various parameters
- Level certain enchantments in different ways (distant)
Credits
- This mod was inspired by a listener email from episode 375 of The Spawn Chunks podcast
- Special thanks to Enchancement and Enchiridion for being cool enchanting reworks that I took inspiration from
- Thank you to Sisby folk for the mod name
- Thank you to several of my friends as well as users on the Fabric discord for providing feedback and suggestions
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- The default progress cost factor is no longer clamped to a maximum of 8
- This significantly increases the levelup costs for diamond & netherite equipment
- More configurability will come in the future
- The Guaranteed Drops module is now disabled by default pending further revision
- If you have played Penchant before, neither the per-world datapack nor the config will be updated, so you will need to modify if yourself
- Armor gains progress equivalent to the amount of durability damage it takes
- Controlled by item tag
#penchant:proportional_enchantment_progress - Killing a monster will add progress to equipped armor & shields (thank you [@pajic](https://modrinth.com/user/pajic) for the idea!)
- Controlled by item tag
#penchant:level_up_by_killing - Any mob that extends
Enemyor is in the entity tag#penchant:kill_levels_up_equipmentcounts - Decrease the progress cost factor for bows & crossbows to
1because they require spending ammo - Controlled by item tag
#penchant:default_progress_cost_factor_one - This will not override manually setting the component
- Add command
/penchant add_progressto add enchantment progress to an item - Format:
/penchant add_progress (block <pos> | entity <entities>) <slot> [amount=1] - Items in the
#penchant:level_up_by_usetag gain progress after a successful use (i.e. right click) - Currently contains the Mirror from Enderscape
- Fix enchantment buttons staying enabled when your experience drops below the required level
- The default progress cost factor is no longer clamped to a maximum of 8
- This significantly increases the levelup costs for diamond & netherite equipment
- More configurability will come in the future
- The Guaranteed Drops module is now disabled by default pending further revision
- If you have played Penchant before, neither the per-world datapack nor the config will be updated, so you will need to modify if yourself
- Armor gains progress equivalent to the amount of durability damage it takes
- Controlled by item tag
#penchant:proportional_enchantment_progress - Killing a monster will add progress to equipped armor & shields (thank you [@pajic](https://modrinth.com/user/pajic) for the idea!)
- Controlled by item tag
#penchant:level_up_by_killing - Any mob that extends
Enemyor is in the entity tag#penchant:kill_levels_up_equipmentcounts - Decrease the progress cost factor for bows & crossbows to
1because they require spending ammo - Controlled by item tag
#penchant:default_progress_cost_factor_one - This will not override manually setting the component
- Add command
/penchant add_progressto add enchantment progress to an item - Format:
/penchant add_progress (block <pos> | entity <entities>) <slot> [amount=1] - Items in the
#penchant:level_up_by_usetag gain progress after a successful use (i.e. right click) - Currently contains the Mirror from Enderscape
- Fix enchantment buttons staying enabled when your experience drops below the required level
- Add [Modest Magic](https://modrinth.com/mod/modest-magic) compat
- Altar enchanting and tablet smithing will only enchant up to level 1, you must use your equipment to gain higher levels
- Curse of Binding and the Durabilty Tweak module may have balance issues due to not being able to repair your armor, you may want to disable one or the other in your pack
- Add [Modest Magic](https://modrinth.com/mod/modest-magic) compat
- Altar enchanting and tablet smithing will only enchant up to level 1, you must use your equipment to gain higher levels
- Curse of Binding and the Durabilty Tweak module may have balance issues due to not being able to repair your armor, you may want to disable one or the other in your pack
- FIx previous release breaking on neoforge
- More Enchiridion compatibility
- Enchantments are now grouped and colored by category in Penchant's enchanting table
- Enchantments now show an error message for incompatible due to category, like vanilla incompatibility
- Fix crash when enchanting using Enchiridion's enchanting table
- Fix enchanting table spawning particles at every valid bookshelf location regardless of if a bookshelf is present
- Enchiridion is not available on 26.3 yet but hopefully it will work properly when it updates
- [26.1.2] Lecterns & chiseled bookshelves no longer provide fractional enchantment power for the vanilla table to match 26.2+
- New API event to for showing incompatibility messages in Penchant table
- Enchanted loot now only has up to 50% progress (previously up to 100%)
- More Enchiridion compatibility
- Enchantments are now grouped and colored by category in Penchant's enchanting table
- Enchantments now show an error message for incompatible due to category, like vanilla incompatibility
- Fix crash when enchanting using Enchiridion's enchanting table
- Fix enchanting table spawning particles at every valid bookshelf location regardless of if a bookshelf is present
- Enchiridion is not available on 26.3 yet but hopefully it will work properly when it updates
- [26.1.2] Lecterns & chiseled bookshelves no longer provide fractional enchantment power for the vanilla table to match 26.2+
- New API event to for showing incompatibility messages in Penchant table
- Enchanted loot now only has up to 50% progress (previously up to 100%)
- Support Neoforge via Sinytra Launchpad
- Neoforge support is in alpha, and support may be slower than for Fabric. Nevertheless, please report any bugs you find.
- FAPI is only required on Fabric, and Launchpad & FFAPI are only required on Neoforge
- Fix random enchantments not applying when shift-clicking villager output slot
- Fix random enchantments not applying when shift-clicking villager output slot
- Fix random enchantments not applying when shift-clicking villager output slot
- [Guaranteed Drops] Equipment drop is only guaranteed if any non-common enchantments are present
- Controlled by tag
#penchant:ignore_guaranteed_drop - Fix non-leveled enchantments showingg a "MAX" progress bar
- Experimental port to 26.3
- [Guaranteed Drops] Equipment drop is only guaranteed if any non-common enchantments are present
- Controlled by tag
#penchant:ignore_guaranteed_drop - Fix non-leveled enchantments showingg a "MAX" progress bar
- Experimental port to 26.3
- [Guaranteed Drops] Equipment drop is only guaranteed if any non-common enchantments are present
- Controlled by tag
#penchant:ignore_guaranteed_drop - Fix non-leveled enchantments showingg a "MAX" progress bar
- Experimental port to 26.3
- Support FAPI enchantment power provider api
- Modded blocks that provide a fractional enchantment power will count as
3 * powerbooks for the reworked enchanting table - Chiseled bookshelves and lecterns will no longer provide fractional enchantment power for the vanilla enchanting table, this is another mod's job to do
- Fix every slot in enchanting menu showing tooltip
This is a one-time-update by request and it will not be maintained
- Fix renaming items in anvil having a cost when Easy Anvils is installed
- Fix renaming items in anvil having a cost when Easy Anvils is installed
- Fix some bugs with Enchiridion
- Enchantments would disappear from the enchanting table menu if the item has an enchantment in the same category
- Tooltips not working correctly
- Note: Enchiridion compat is neither complete nor balanced yet, more to come in future updates
- Respect FAPI's
canBeEnchantedWithtooltip flag - Add config
penchant/server.tomlfor modpack developers to adjust which modules should be enabled by default - Modules can still be configured per-world and the config will not affect existing worlds
- If you are an end user, prefer configuring modules per-world using the vanilla datapack menu
- Client config format was changed, you will need to readjust your client configuration
- Fix some bugs with Enchiridion
- Enchantments would disappear from the enchanting table menu if the item has an enchantment in the same category
- Tooltips not working correctly
- Note: Enchiridion compat is neither complete nor balanced yet, more to come in future updates
- Respect FAPI's
canBeEnchantedWithtooltip flag - Add config
penchant/server.tomlfor modpack developers to adjust which modules should be enabled by default - Modules can still be configured per-world and the config will not affect existing worlds
- If you are an end user, prefer configuring modules per-world using the vanilla datapack menu
- Client config format was changed, you will need to readjust your client configuration
- Fix crash when viewing progress tooltip ([JakeBreathild](https://github.com/JakeBreathild))
This is a one-time-update by request and it will not be maintained
- [Loot Rework] Uncategorized enchantments are now not in the enchanting table by default, meaning you need to find the book first
- The Reduced Curses module has been merged into the Loot Rework module, and now curses are only removed from villager trades & loot books (but not loot equipment)
- [Loot Rework] Recategorize Density as Common (used to be Unique)
- [Loot Rework] Loot equipment can now have Common enchantments (but not loot books)
- [Loot Rework] Traded equipment can now have Common & Uncommon enchantments, but not Rare or Unique
- Fix enchantment button not using enchantment font for locked enchantments that conflict with an existing enchantment on the item
- [Loot Rework] Uncategorized enchantments are now not in the enchanting table by default, meaning you need to find the book first
- The Reduced Curses module has been merged into the Loot Rework module, and now curses are only removed from villager trades & loot books (but not loot equipment)
- [Loot Rework] Recategorize Density as Common (used to be Unique)
- [Loot Rework] Loot equipment can now have Common enchantments (but not loot books)
- [Loot Rework] Traded equipment can now have Common & Uncommon enchantments, but not Rare or Unique
- Fix enchantment button not using enchantment font for locked enchantments that conflict with an existing enchantment on the item
- [Enderscape](https://modrinth.com/mod/enderscape) compat
- Make the Mirror and Magnia Attractor receive max level enchantments since they have no durability
- Categorize enchantments
- Unique: Rebound, Transdimensional
- Rare: Stun Burst
- Uncommon: Bundling
- Common: Resonance
- Fix crash when viewing progress tooltip for item without durability
- [26.1.2] Fix incorrect datapack version format
- [Enderscape](https://modrinth.com/mod/enderscape) compat
- Make the Mirror and Magnia Attractor receive max level enchantments since they have no durability
- Categorize enchantments
- Unique: Rebound, Transdimensional
- Rare: Stun Burst
- Uncommon: Bundling
- Common: Resonance
- Fix crash when viewing progress tooltip for item without durability
- [26.1.2] Fix incorrect datapack version format
- Bookshelf Placement: Include bookshelves from [More Chiseled Bookshelf Variants](https://modrinth.com/mod/more-chiseled-bookshelf-variants) as enchantment power providers
- Fix missing tag translation
- Bookshelf Placement: Include bookshelves from [More Chiseled Bookshelf Variants](https://modrinth.com/mod/more-chiseled-bookshelf-variants) as enchantment power providers
- Fix missing tag translation
- Update
ru_ruanduk_uatranslations ([@megatocha](https://github.com/megatocha))
- Update
ru_ruanduk_uatranslations ([@megatocha](https://github.com/megatocha))
- Breach & Density are now considered Unique and can only be found in normal & ominous vaults
- Fix fallback progress cost factor component overriding items that already have the component set