Apollo's Enchantment Rebalance (AER)
An experimental mod that fundamentally reworks the enchantment system in Minecraft. The developer believes that the core enchantment mechanics have potential but require significant improvements.
The main goal of AER is to make the enchanting experience more balanced and enjoyable while minimally interfering with the basic game mechanics. Only a few enchantments were completely removed or rebuilt with changed names.
Important Information
The mod is under development! The author plans further changes and additions, so this is not the final version. The project will remain in beta until at least the release of update 1.22.
Core Changes
Anvils
The repair cost system has been significantly simplified:
- Renaming and repairing items became free
- Enchanting an item with a normal spell costs 3 experience levels for each enchantment level
- Enchanting with treasure spells costs 15 levels
- The hidden
repair_costparameter that increased the cost of subsequent upgrades is no longer used
Grindstones
Grindstones now give more experience when removing enchantments. Treasure spells provide a significant experience bonus, making them a valuable resource for quickly obtaining XP.
Enchanted Books
All enchanted books received icons indicating the type of equipment the spell can be applied to. For example, the Feather Falling enchantment displays with a boots icon.
- If the spell fits multiple equipment types, the icons cycle through
- Universal spells like Unbreaking and Curse of Vanishing use a book icon
- The maximum stack size of enchanted books increased to 16
Enchantment Levels and Incompatibility
Maximum enchantment levels in vanilla often seem arbitrary and difficult to remember. AER simplifies the system:
- Curses and treasure spells are limited to 1 level
- All other spells are limited to 3 levels
- Many spells have been rebalanced for the new system
- No compatibility restrictions between normal spells
- Only one treasure spell can be applied to an item
Treasure Spells
Treasure spells now have a golden color!
Equipment Changes
These changes complement the main enchantment system overhaul:
- Golden tool durability increased from 32 to 120
- Trident durability increased from 250 to 500
- Horse armor received durability
- Maces disable shields
- Shield recovery time reduced from 5 to 1.5 seconds
- Tridents infinitely pierce through mobs
Individual Enchantment Changes
Each spell with a ⭐ icon is a treasure spell - limited to 1 level and unavailable through the enchantment table.
Aqua Affinity
- Merged with Respiration
- Each level increases underwater mining speed by 200%
Bane of Arthropods
- Renamed to Exterminator
- When killing a mob, applies short Slowness and Weakness effects to nearby mobs of the same type
Blast Protection
- Explosion damage protection increased from 8% to 12% per level
Breach
- Applies to axes
- Increases victim's shield recovery time by
1 levelseconds
Channeling ⭐
- Effects apply in rain, not just thunderstorms
Depth Strider ⭐
- Applies only to leggings
- Water movement efficiency is 90% of vanilla version
- Significantly increased movement speed in fluids during vertical movement
Efficiency
- Rebalanced for maximum level 3 (Efficiency 3 is equivalent to vanilla Efficiency 5)
Feather Falling
- Prevents crop trampling when jumping on them
Fire Aspect
- Victim burning time reduced from
4 levelto3 levelseconds
Fire Protection
- Renamed to Fire Guard
- Applies only to chestplates
- Fire damage protection increased from 8% to 12% per level
- Burning time reduction increased from 15% to 25% per level
- Fire overlay transparency decreased by
(20% level) + 10%
Flame
- Applies to crossbows
- Burning time is
3 levelseconds minus arrow flight time
Fortune ⭐
- Fortune 1 is equivalent to vanilla Fortune 3
Frost Walker ⭐
- Ice blocks spawn under feet even during jumps
Impaling
- Damage increase applies to all targets when throwing trident
- Damage increase reduced from
2.5 levelto2 level
Infinity
- Applies to crossbows
- Projectile preservation chance matches Unbreaking: 50% at level 1, 66% at level 2, 75% at level 3
- Effect applies to all projectile types
Knockback
- Applies to axes, tridents, and maces
- Knockback force reduced from
1 levelto0.75 level
Looting
- Applies to axes, tridents, and maces
Loyalty
- Return speed increased by one level compared to vanilla version
Mending ⭐
- Durability repair efficiency with XP halved
Multishot
- Applies to bows
- Each level adds one projectile (Multishot 3 shoots 4 projectiles)
Piercing
- Number of piercings increased from
1 levelto(2 level) - 1
Power
- Renamed to Bolt
- Applies to crossbows
- Damage increase reduced from
(0.5 level) + 0.5to0.4 level - Projectile uncertainty reduced by
25% level
Projectile Protection
- Renamed to Projectile Plating
- Projectile damage reduction decreased from 8% to 2% per level
- Projectile knockback reduced by
12.5% level
Protection
- Damage reduction changed from
4% levelto(2% level) + 4% - Maximum full set protection is 40%
Punch
- Knockback force reduced from
1 levelto0.75 * level
Respiration
- Removed
Riptide
- No longer works in rain
- Trident can be used normally if Riptide doesn't apply
- Added short grace period after leaving water when Riptide still works
Sharpness
- Applies to tridents
Silk Touch ⭐
- No changes except treasure spell status
Smite
- Renamed to Reaper
- Applies short Wither effect to undead upon hit
Soul Speed ⭐
- Increases step height by 0.5 when active on soul sand/soil
Swift Sneak ⭐
- Slightly more effective than vanilla Swift Sneak 3
Thorns
- Applies only to chestplates
- Damage to victim changed from random 1-5 to 1-
level - Victim also receives short Poison effect
- Effect triggers only on direct contact
Loot Changes
Random enchanted books are divided into two tiers: weak and strong.
- Weak books contain 1-3 spells (more often 1) of levels 1-3 (more often 1) with 25% chance of 1-2 treasure spells or curses
- Strong books contain 1-4 spells (more often 2-3) of levels 1-3 (more often 2) with 40% chance of 1-2 treasure spells or curses
Treasure spells in these books: Fortune, Silk Touch, Frost Walker, and Mending.
Elder Guardian
- 40% chance of Depth Strider book
Ancient City
- 10% chance of strong book
- 20% chance of Swift Sneak book (20% curse chance)
- 10% chance of Mending book (20% curse chance)
Desert Temple
2 drops from:
- 40% nothing
- 20% strong book
- 20% Blast Protection 2-3 book
- 20% Unbreaking 2-3 book
Dungeon
- 25% weak book
- 50% book with random levels of random combination of Fire Guard, Reaper, and Exterminator
Jungle Temple
2 drops from:
- 40% nothing
- 20% strong book
- 20% Thorns 2-3 book
- 20% Unbreaking 2-3 book
Mineshaft
- 20% weak book
- 20% Efficiency 1-3 book
- 20% Fortune book
Ocean Ruins
- 25% weak book
- 25% book with random levels of random combination of trident and fishing rod exclusive spells
Ominous Vaults
Other books not removed!
- ~25% chance of Wind Burst 1 book
Pillager Outpost
- 25% strong book
- 25% book with random levels of random combination of Quick Charge, Bolt, Infinity, and Piercing
Ruined Portal
- 33% weak book
- 33% Silk Touch book
- 60% chance of 3-6 nether gold ore
Stronghold Corridor
- 20% weak book
Stronghold Crossing
- 40% undyed bundle
- 10% strong book
Stronghold Library
2 drops from:
- 40% nothing
- 60% strong book
Trial Chambers Supply
- 1-2 randomly colored bundles
Woodland Mansion
2 drops from:
- 35% randomly colored bundle
- 65% book above strong level
- 1-5 spells with equal probability
- Levels more often 2 and 3
- 50% chance of treasure spell or curse
Other Changes
- Added supply room to trial chambers (maximum one per structure) with anvil, smithing table, supply chest, and exit
- Added "Spear Fishing" achievement for killing two fish with one trident throw