FANDOM


(Undo revision 49343 by 84.174.59.230 (talk))
(Undo revision 49300 by 75.71.146.103 (talk))
Line 1: Line 1:
  +
''This article is about enchantments found in the Hexxit mod pack. For the mod related to enchantments, visit [[Enchanting Plus]].''
   
  +
<!-- Editors Note: Do not link from section headers. People may not notice that the header itself is a link and may not understand why it is a link. The messages about seeing a full article dictate that the information present is but a small bit of information in regards to it and that the header has its own related page. ~Kalbintion -->
  +
  +
Enchanting is a part of vanilla Minecraft, but some mods in the Hexxit mod pack add additional enchantments.
  +
  +
== Armor==
  +
  +
=== Protection ===
  +
{{For|the full article|Protection}}
  +
Take less damage from anything. Cannot be legitamately obtained with fire protection, blast protection, or projectile protection, except through randomly enchanted armor found off of better dungeons mobs.
  +
  +
=== Fire Protection ===
  +
{{For|the full article|Fire Protection}}
  +
Take less damage from fire. Not to be confused with the "fire resistance" buff, which gives you full immunity. Cannot be used with protection, blast protection, or projectile protection, except through randomly enchanted armor found off of better dungeons boss mobs.
  +
  +
=== Blast Protection ===
  +
{{For|the full article|Blast Protection}}
  +
Take less damage from explosions. Cannot be used with protection, fire protection, or projectile protection, except through randomly enchanted armor found off of better dungeons boss mobs.
  +
  +
=== Projectile Protection ===
  +
{{For|the full article|Projectile Protection}}
  +
Take less damage from projectiles, such as arrows, fireball, etc. Cannot be used with protection, fire protection, or blast protection, except through randomly enchanted armor found off of better dungeons boss mobs.
  +
  +
=== Thorns ===
  +
{{For|the full article|Thorns}}
  +
When attacked with physical damage, the attacker takes some damage back.
  +
  +
=== Unbreaking ===
  +
{{For|the full article|Unbreaking}}
  +
Gives a chance to not take any durability damage.
  +
  +
=== Cold Touch ===
  +
{{For|the full article|Cold Touch}}
  +
Freezes still and flowing water, allowing the player to walk on water. Note that it only works on [[Frezarite Armor]].
  +
  +
=== Fiery Aura ===
  +
{{For|the full article|Fiery Aura}}
  +
Causes any mob that deals physical damage to you (like a zombie) to be set on fire.
  +
  +
=== Exude ===
  +
{{For|the full article|Exude}}
  +
Causes the withering effect to cause damage to the player at a slower rate.
  +
  +
=== Vitality ===
  +
{{For|the full article|Vitality}}
  +
4 Ranks: 5%/10%/15%/20% chance to apply damage to hunger bar instead of life.
  +
  +
=== Reading ===
  +
{{For|the full article|Reading}}
  +
Can be put on Helmets. Allows you to "read" various Bibliocraft storage blocks. See [[Reading Glasses]] or [[Tinted Glasses]] for a better understanding.
  +
  +
== Weapons==
  +
=== Soul Stealer ===
  +
Not to be confused with SoulSteal, Soul Stealer is used with [[Soul Shards]].
  +
5 Ranks: 2/3/5/7/9 souls put into the soul shard instead of 1.
  +
  +
=== SoulSteal ===
  +
Not to be confused with Soul Stealer. With SoulSteal {{Sic}},
  +
when a mob dies it releases its [[soul]] to be used with the [[Essence Vessel]] from Harken Scythe mod.
  +
3 Ranks: 33% / 66% / 100% chance upon death to release a [[soul]]
  +
  +
=== Bloodletting ===
  +
*3 Ranks: 33% / 66% / 100% chance for an entity to leave [[blood]] on the ground to be used with the [[Essence Vessel]] from [[Harken Scythe]] mod.
  +
  +
=== Afterlife ===
  +
{{For|the full article|Afterlife}}
  +
3 Ranks: 10% /20% / 30% chance the target will drop a mob egg of its type when killed.
  +
This does not work on all mob types in the game, even though some new entities show spawn eggs in the not enough items menu.
  +
  +
=== Decapitate ===
  +
Applicable to axes through the enchantment table, and all other weapons via an enchanted book and anvil
  +
*3 Ranks: 33% /66% /100% chance on killing of a mob for it to drop its head.
  +
  +
=== Blight ===
  +
Applicable only to bows. Wither the target for several seconds depend on rank.
  +
*3 Ranks: 5/10/15 second wither debuff on target.
  +
  +
== Asgard Shields==
  +
  +
=== Sanguinary ===
  +
  +
When a shield deals damage to a target via thorns enchantment, it will heal the holder depends on rank.
  +
*3 Ranks: {{Heart|hearts=0.5}} / {{Heart|hearts=1}} / {{Heart|hearts=1.5}} health healed. Cannot be directly enchanted to shields, can only be enchanted through an enchanted book and an anvil.
  +
  +
=== Ward ===
  +
When blocking with an Asgard shield, the player has a chance to gain an extra shield charge.
  +
*3 Ranks: 10% /20% / 30% chance on a successful block to regain an extra shield charge
  +
  +
== Other==
  +
  +
=== Soul Attuned ===
  +
{{For|the full article|Soul Attuned}}
  +
When an Amulet or Talisman from [[Harken Scythe]] is soul attuned the cost of souls is doubled while the cost of blood is removed for each use.
  +
  +
=== Blood Attuned ===
  +
{{For|the full article|Blood Attuned}}
  +
When an Amulet or Talisman from [[Harken Scythe]] is blood attuned the cost of blood is doubled while the cost of souls is removed for each use.
  +
  +
=== Soul Tether ===
  +
{{For|the full article|Soul Tether}}
  +
If the player dies, any items enchanted with soul tether will return to the inventory after the player respawns.
  +
  +
=== Magnetization ===
  +
{{For|the full article|Magnetization}}
  +
Causes Items to gravitate towards the player, much like experience does.
 
[[Category:Enchantments]]
 
[[Category:Enchantments]]

Revision as of 18:13, December 14, 2013

This article is about enchantments found in the Hexxit mod pack. For the mod related to enchantments, visit Enchanting Plus.


Enchanting is a part of vanilla Minecraft, but some mods in the Hexxit mod pack add additional enchantments.

Armor

Protection

For the full article, see Protection.

Take less damage from anything. Cannot be legitamately obtained with fire protection, blast protection, or projectile protection, except through randomly enchanted armor found off of better dungeons mobs.

Fire Protection

For the full article, see Fire Protection.

Take less damage from fire. Not to be confused with the "fire resistance" buff, which gives you full immunity. Cannot be used with protection, blast protection, or projectile protection, except through randomly enchanted armor found off of better dungeons boss mobs.

Blast Protection

For the full article, see Blast Protection.

Take less damage from explosions. Cannot be used with protection, fire protection, or projectile protection, except through randomly enchanted armor found off of better dungeons boss mobs.

Projectile Protection

For the full article, see Projectile Protection.

Take less damage from projectiles, such as arrows, fireball, etc. Cannot be used with protection, fire protection, or blast protection, except through randomly enchanted armor found off of better dungeons boss mobs.

Thorns

For the full article, see Thorns.

When attacked with physical damage, the attacker takes some damage back.

Unbreaking

For the full article, see Unbreaking.

Gives a chance to not take any durability damage.

Cold Touch

For the full article, see Cold Touch.

Freezes still and flowing water, allowing the player to walk on water. Note that it only works on Frezarite Armor.

Fiery Aura

For the full article, see Fiery Aura.

Causes any mob that deals physical damage to you (like a zombie) to be set on fire.

Exude

For the full article, see Exude.

Causes the withering effect to cause damage to the player at a slower rate.

Vitality

For the full article, see Vitality.

4 Ranks: 5%/10%/15%/20% chance to apply damage to hunger bar instead of life.

Reading

For the full article, see Reading.

Can be put on Helmets. Allows you to "read" various Bibliocraft storage blocks. See Reading Glasses or Tinted Glasses for a better understanding.

Weapons

Soul Stealer

Not to be confused with SoulSteal, Soul Stealer is used with Soul Shards. 5 Ranks: 2/3/5/7/9 souls put into the soul shard instead of 1.

SoulSteal

Not to be confused with Soul Stealer. With SoulSteal [sic], when a mob dies it releases its soul to be used with the Essence Vessel from Harken Scythe mod. 3 Ranks: 33% / 66% / 100% chance upon death to release a soul

Bloodletting

Afterlife

For the full article, see Afterlife.

3 Ranks: 10% /20% / 30% chance the target will drop a mob egg of its type when killed. This does not work on all mob types in the game, even though some new entities show spawn eggs in the not enough items menu.

Decapitate

Applicable to axes through the enchantment table, and all other weapons via an enchanted book and anvil

  • 3 Ranks: 33% /66% /100% chance on killing of a mob for it to drop its head.

Blight

Applicable only to bows. Wither the target for several seconds depend on rank.

  • 3 Ranks: 5/10/15 second wither debuff on target.

Asgard Shields

Sanguinary

When a shield deals damage to a target via thorns enchantment, it will heal the holder depends on rank.

  • 3 Ranks: Heart Half / Heart / HeartHeart Half health healed. Cannot be directly enchanted to shields, can only be enchanted through an enchanted book and an anvil.

Ward

When blocking with an Asgard shield, the player has a chance to gain an extra shield charge.

  • 3 Ranks: 10% /20% / 30% chance on a successful block to regain an extra shield charge

Other

Soul Attuned

For the full article, see Soul Attuned.

When an Amulet or Talisman from Harken Scythe is soul attuned the cost of souls is doubled while the cost of blood is removed for each use.

Blood Attuned

For the full article, see Blood Attuned.

When an Amulet or Talisman from Harken Scythe is blood attuned the cost of blood is doubled while the cost of souls is removed for each use.

Soul Tether

For the full article, see Soul Tether.

If the player dies, any items enchanted with soul tether will return to the inventory after the player respawns.

Magnetization

For the full article, see Magnetization.

Causes Items to gravitate towards the player, much like experience does.

Community content is available under CC-BY-SA unless otherwise noted.