HomeJavaModsReworked Enchanting
Reworked Enchanting
ModsJava

Reworked Enchanting

by hydrophobis · on Modrinth

A heavy rebalance for Minecraft's enchanting system to make it a late-game commodity that requires exploration.

⬇ Download on Modrinth
Reworked Enchanting — screenshot 1

All block and item assets were done by malcolmriley (on GitHub), I have made no modifications and you can find them in this repository. Major thanks to him for the publicization of his amazing textures!

Playing Reworked Enchanting

Intro image~~~~

What you'll notice

Every enchantment name is written in the world's own script, item tooltips, enchanted books, the enchanting table result, anvil previews. The letters are the Standard Galactic Alphabet you already know from enchanting tables, but they no longer say what they used to: each world seed permutes the alphabet, so sharpness is spelled differently in every world.

Some words carry a logogram, a symbol standing for a run of 4 or more of the word's own letters (weighted toward 6), not the whole word. protection might have letters 3–9 replaced by one opaque symbol while pr and n are still spelled out around it. The symbol itself carries no letter information, but the letters outside it do, so a symbolised word is a partial black box, not a total one.

Names are written with no spaces between words, and every inscription is padded to the same width with meaningless glyphs called null marks.

Null marks are scattered through the word. Learn a null mark and it stops being drawn, which is the moment the uniform blocks collapse back into words of their real length. It's one of the biggest single steps forward in the language.

Hold Alt to preview any tooltip as a totally blind player would see it, regardless of your real progress.

Level

The level is written as a single symbol fused onto the end of the name.

Enchantments belong to a dialect

Every enchantment is written in a "dialect". Fire Aspect is a Nether word wherever the sword carrying it came from.

A handful are static:

Most enchantments aren't pinned, they're picked randomly once per world, from whichever dialects make sense for them. Sharpness might be an Overworld word in one world and a Nether word in the next, but within a single world it's always one or the other, forever. Mining and weapon enchantments (Efficiency, Fortune, Silk Touch, Unbreaking, Sharpness, Fire Protection) roll between Overworld and Nether, the End has no ore and no creatures, so it's excluded from that draw. Everything else not listed above can land in any of the three.

This is what actually makes Nether and End show up live, not just in the codex: hover a sword with Fire Aspect and it renders in Nether's script, in Nether's colour, checked against your Nether literacy, regardless of what dialect you've been training in. Inscribing an enchantment also needs rune tablets of that enchantment's dialect: writing Fire Aspect takes Nether tablets.

A short list of the most sought-after enchantments can go further and demand more than one dialect at once, Mending, Fortune, Protection. Each is resolved per world, independently: usually one dialect (70% of the time), sometimes two (25%), rarely all three (5%, where the enchantment's candidates allow it). Mending might come out Nether-only in one world, Nether-and-End in the next, and every dialect at once in a rare one, you find out which by trying to read it.

Same 3 enchantments across 3 seeds

Fire Aspect and Breach never move. Sharpness lands on Nether in two of these three example seeds and Overworld in the third, same enchantment, same command, different world.

Three scripts, three looks

Overworld, Nether and End are not just different ciphers -- they are drawn differently. Each dialect's word symbols, level marks and null marks come from their own font, built with a different stroke bias, and render in their own colour:

Letters are still drawn from the same underlying Standard Galactic shapes in all three, what differs is the cipher (unrelated per dialect, as always) and the colour they render in. Symbols (logograms, level marks, null marks) get their own distinct visual family per dialect, so an inscription is recognisably which script it's in before you've read a glyph of it.

All 3 dialects

Rune tablets

Slate tablets turn up in chest loot, in three colours matching their dialect. Right-click one and it crumbles, uncovering a random piece of that tablet's own script you can't yet read, a letter, a word symbol, a level mark or a null mark, drawn evenly from everything unknown to you in that dialect. A red Nether tablet only ever teaches Nether.

Letters can eventually be cracked by cryptanalysis. Logograms, level marks and null marks can't, they carry no statistical signal at all.

The carving on a tablet is decoration. There are twenty-six variants so a chest full of them doesn't look like a stack of clones, but the carving doesn't tell you what the tablet will teach, three of the four things it can teach aren't letters and couldn't be drawn as one.

E and M tabelts across dimensions

A world's script has roughly 58 readable pieces: 26 letters, ~17 logograms, 10 level marks and the null marks. One tablet, one piece.

Where Chance Dialect
Stronghold library 100% (1–3) Overworld
End City treasure 100% (1–3) End
Ancient city 85% (1–3) Overworld
Woodland mansion 75% (1–3) Overworld
Bastion treasure 65% (1–3) Nether
Desert/jungle temple 60% Overworld
Trial chamber reward 55% Overworld
Dungeon, buried treasure, stronghold corridors 50% Overworld
Nether fortress 55% Nether
Igloo, pillager outpost 45% Overworld
Bastion (other chests) 45% Nether
Mineshaft 40% Overworld
Village temple 35% Overworld
Ruined portal 30% Overworld
Shipwreck supply 25% Overworld

End tablets come from only one loot table in the whole dimension, but it's a sure thing now, every End City treasure room drops at least one.

If you already know everything a tablet's dialect could teach, it isn't consumed.

Stone tablets

The jackpot version of a rune tablet. Found in only one chest per dimension: the stronghold library (Overworld), bastion treasure (Nether), the End City treasure room (End). Nowhere else drops them.

Two grades, matching the wear on the stone:

Tablet Grants Chance (in its dimension's richest chest)
Stone Tablet (pristine) 4 random lessons 20%
Weathered Stone Tablet 2 random lessons 35%

One use, several lessons, drawn from the same pool an ordinary tablet uses, never the same lesson twice in one use. Still dialect-locked.

Inscribing an enchantment

Vanilla enchanting is a slot machine. Literacy buys you the other route: if you can read an enchantment, you can write it, with certainty.

Build an Inscribing Table, a deepslate forge that lights when you use it:

O B O     O = obsidian      B = book
O L O     L = lapis block   S = deepslate bricks
S S S

Stand at it, hold the item, carry rune tablets:

/rescript inscribe sharpness 5

(sorry but GUIs are out of my league) Tab-complete the argument and it lists exactly what you can currently read and what the held item will accept, the suggestion list is a readout of your own literacy.

The gate is exactly what you can read. You need the letters (or the logogram) of the name, the mark for that specific level, and the null marks padding that inscription. Someone who reads Unbreaking III but has never seen the level-five mark can write III and not V.

Cost scales off vanilla's own rarity dial, so the enchantments people burn hours fishing for are the expensive ones. These are the costs when the enchantment resolved to one dialect, the usual case even for the grand ones:

Enchantment Levels Tablets
Protection IV 12 1
Sharpness V 15 1
Mending 15 2
Silk Touch 30 3
Infinity 30 3

If a grand enchantment needs more than one dialect this world, both numbers multiply by however many it needs. Mending needing Nether-and-End costs 30 levels and 2 Nether tablets plus 2 End tablets, you pay for the whole word once per tradition it draws from, not once per tablet you're carrying. Needing all three triples everything again. A grand enchantment's tooltip blends glyphs from every required dialect into one word rather than showing several copies side by side, so you can't tell which dialects it needs by counting runs in the tooltip, reading it fully is the only way to find out.

Tablets are the scarce ingredient. Once you can read everything, tablets stop teaching you anything.

Inscribing can go past vanilla's own cap: any enchantment with more than one level can be written up to 2 levels above what an enchanting table could ever roll, capped at level 10 (the highest level this language has a mark for). Sharpness VII or Protection VI are real, guaranteed outcomes if you can read them. One-level enchantments (Mending, Silk Touch, Infinity, the curses) don't get this, there's no "Mending II" to write, so their cap stays at 1.

Vanilla's other rules still apply: no Sharpness on a helmet, no Sharpness beside Smite, no writing a level you already have.

Commands

Command What it does
/rescript or /rescript status Counts and rank at a glance
/rescript inscribe <enchantment> Write an enchantment you can read onto the held item, at an inscribing table
/rescript codex [dialect] Your key. Every mapping you've worked out in that dialect (default Overworld), glyph beside meaning, with copy links for text and image
/codeximage [dialect] Client-side. Renders the real glyphs to a picture and copies it to your clipboard, with a fallback save to your screenshots folder
/rescript letter <letters> Operator only. Record letters directly, e.g. /rescript letter ing
/rescript symbol <term> Operator only. Record a logogram's meaning. Tab-completes to symbols you haven't learned
/rescript level <n> Operator only. Record the symbol that marks level n
/rescript null <i> Operator only. Record null mark i
/rescript everything Operator only. Learn the whole script
/rescript forget Operator only. Wipe a player's progress and start over
/rescript config list|set|reset Operator only. Tune loot chances, logogram/grand odds and the over-enchant bonus

The last six are debug tools.

/rescript symbol only offers terms this world actually symbolises. Ask for one it spells out instead and it'll tell you to crack the letters instead.

Every /rescript subcommand accepts an optional trailing dialect (overworld, nether, or end, defaulting to overworld), e.g. /rescript letter ing nether records letters in the Nether script.

Why an image, not just text? The text codex names what a symbol means but can't show you its shape, a logogram is a private-use codepoint that pastes as a blank box outside the game. /codeximage draws the real pixels, the same glyphs the game renders, onto a plain picture.

Codex image examples

Ranks

Illiterate to Novice to Apprentice to Adept to Loremaster to Archivist, just how much of the script you know, will show in your codex.

Multiplayer

Both sides need the mod. The server seed is not sent to the players don't worry.

Quick Note: The mod doesn't contain any sort of anticheat so it's not terribly hard to bypass with a custom mod so keep that in mind! (Although it will kick any client that doesnt say it has the mod installed[ALTHOUGH this feature can be toggled with the configuration commands])

If enchantment names look normal

The script didn't load. In order of likelihood:

  1. The server doesn't have the mod, /rescript status will say so.
  2. The mixin didn't apply. Check the log for EnchantmentFullnameMixin.
  3. Fabric API is missing.
Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

Explore more