Blessed Edge:
Maximum Level: 5
Enchantability: Rare
Category: Extra Weapon Enchantment
Function: Heals you from the percentage of your damage and additionally deals extra damage against undead mobs. The heal function heals you regardless if the mob is undead or not.
Butchering:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Enchantment
Function: Deals extra damage to animals.
Cursed Edge:
Maximum Level: 5
Enchantability: Rare
Category: Extra Weapon Enchantment
Function: Deals extra damage to all based on your damage and also damages you by a percentage of your damage.
Defusion:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Enchantment
Function: Deals extra damage against creeper
Extreme Bane of Arthropods:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Deals even more extra damage and applies a slowness against arthropod mobs.
Extreme Sharpness:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Like sharpness, deals even more extra damage to all.
Extreme Smite:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Deals even more extra damage against undead mobs and applies weakness.
Fiery Edge:
Maximum Level: 2
Enchantability: Very Rare
Category: Main Weapon Damage
Function: A very rare variant of fire aspect, burns the enemies for a longer period of time.
Purification:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Damage
Function: Deals extra damage to mobs that are immune to fire and all nether mobs.
Reviled Blade:
Maximum Level: 4
Enchantability: Very Rare
Category: Extra Weapon Damage
Function: Deals extra damage the lower the health that the mob is.
Rune: Piercing Capabilities:
Maximum Level: 4
Enchantability: Very Rare
Category: Enchantment Runes
Function: This rune will allow your attacks to pierce a mob’s armor by 25% per level.
Spell Breaker:
Maximum Level: 5
Enchantability: Common
Category: Main Weapon Damage
Function: Deals extra damage to witches.
Swifter Slashes:
Maximum Level: 5
Enchantability: Very Rare
Category: Extra Weapon Damage
Function: Gives you additional attack speed and has a chance to ignore a mob’s invulnerability, allowing you to attack rapidly but with the cost of reduced damage.
Water Aspect:
Maximum Level: 5
Enchantability: Very Rare
Category: Main Weapon Damage
Function: Deals additional damage against fiery opponents (Blazes, Magma Cubes) and Endermen. Your attacks are weaker but have a chance to extinguish a burning mob and you deal bonus damage against a mob that is soaked in water or rain. You also deal bonus damage if you are soaked in water or rain against your opponent.
Combat Veterancy: Independent from natural regeneration, heals you while holding a sword (or whatever in creative mode enchanted with this) you are holding. Level 3 grants a slow regenerating absorption that will not vanish if you switch items. (Applicable to swords primarily by natural.)
Counter Attack: Gives you a chance to “counter attack (in other words, you automatically attack them as if you left clicked in your mouse)” against mobs that are directly hitting you. (Applicable to swords primarily by natural.)
Culling: When attacking using an axe, if the attacked mob has low health, grants you a jump boost and allows you to finish that mob by jumping and attacking while falling. If successful, that mob has a chance to drop its corresponding head. If failed, grants you extra damage like a critical strike. Overusing of the extra damage method mentioned above depletes your hunger very quickly. (Applicable to axes primarily by natural.)
Lifesteal: Not to be confused with blessed edge’s heal function (in later versions, it will have a significant difference), deals additional extra damage against all and like blessed edge, its heal depends on your attack damage and its level. (Applicable to swords primarily by natural.)
Parry: Similar to counter-attack except instead of auto attacking, blocks the damage like you will block it like shield except there is no angle limit. (angle will be added soon) (Applicable to swords primarily by natural.)
Penetrating Edge: Your damage against mobs will increase the more the armor they have. (Doesn’t ignore armor, only adds extra damage) (Applicable to axe primarily by natural.)
Rune: Magical Blessing: (Incomplete) Converts your damage into magic and adds extra damage. (the damage when maxed is like sharpness V). (Future function includes the ability to inflict random harmful potion effect) (Applicable to swords primarily by natural.)
Unpredictable: Literally makes your damage unpredictable. Your damage can be negative (heals instead of damaging) or positive. The damage is randomized based on your attack damage. (Applicable to swords primarily by natural.)
Ash Destroyer: Deals additional damage against burning targets. (Applicable to swords primarily by natural.)
Burning Thorns: In addition to vanilla thorns’ damage, burns the attacker. (Applicable to armors primarily by natural.)
Weather Enchantments: These enchantments’ effects are basing on the weather. They became weaker if you aren’t exposed to the sky, the corresponding weather doesn’t match the enchantment. Some have special cases.
Clearskies’ Favor: Attacks deal extra damage to all if the weather is clear. Attacks deal weaker damage if the weather’s condition isn’t satisfied. (Applicable to swords primarily by natural.)
Rain’s Bestowment: Attacks deal extra damage to all if the weather is raining or thunderstorm. Attacks deal weaker damage if the weather’s condition isn’t satisfied. (Applicable to swords primarily by natural.)
Thunderstorm’s Bestowment: Attacks deal extra damage to all if the weather is a thunderstorm. Attacks deal weaker damage if the weather’s condition isn’t satisfied unless if it is raining which the attacks will deal normal damage (no extra damage). (Applicable to swords primarily by natural.)
Winter’s Grace: Although a part of weather enchantments, you must be in a cold biome in order for its condition to be satisfied. Attacks deal extra damage to all and apply potion effects based on hypothermia if the weather is snowing. Attacks deal weaker damage and apply no potion effect if the weather’s condition and biome’s condition isn’t satisfied. (Applicable to swords primarily by natural.)
Critical Strike: Independent from the vanilla critical strike, attacks have a chance to be critical. Critical damage’s multiplier is based on the enchantment’s level. Uses pseudo-random distribution instead of true random distribution when determining the chance. (Applicable to swords primarily by natural.)
Desolator: Attacks have a chance to apply negative resistance. If the target has resistance, multiplies the attack damage instead. Attacks also apply weakness if the level is equal to or higher than II.
Disorientating Blade: Attacks have a chance to disorient. Applies potion effect related to disorient. (Applicable to swords primarily by natural.)
Empowered Defence: While guarding a vanilla shield(temporary), gives the shield a chance to knockback mobs farther, negates the damage done to the shield, if ever the attack should’ve disabled the shield, negate it and damages the attacker for the percentage of its attack damage. (Applicable to shields primarily by natural.)
Envenomed: Attacks apply to wither and poison. Duration and level are based on the enchantment’s level. (Applicable to swords primarily by natural.)
Levitator: Applies levitation potion effect to targets. Duration and level are based on the enchantment’s level. (Applicable to swords primarily by natural.)
Purging Blade: Attacks have a chance to deal additional damage and dispel one active potion from a target. Chance and damage dealt are based on enchantment’s level. (Applicable to swords primarily by natural.)
Rune: Revival: Tools/weapons/shields that are about to be destroyed (except armor) have a chance to resurrect. Chance and durability restored are based on enchantment’s level.
Smelter: Smelts every block you mine if its smeltable in the furnace. Works with fortune. (Applicable to tools primarily by natural.)
Strafe: Increases bow’s drawing speed. (Applicable to bows primarily by natural.)
Viper: Attacks deal extra damage if the target has poison and/or wither potion effect. If the two potion effect mentioned above is present, attacks deal even more damage. (Applicable to swords primarily by natural.)
Enchantments that aren’t mentioned above except if self-explanatory:
Heavy Weight: Reduces attack speed. (Applicable to swords primarily by natural.)
Inefficient: Opposite of efficiency.
Physical Protection: Melee attacks are reduced. (Applicable to armors primarily by natural.)
Bluntness: Opposite of sharpness.
Note: Starting in version for MC 1.13 and above, this mod will be divided into two different mods. The first mod will contain the upgraded vanilla enchantments only and the second mod will contain the custom enchantments and vanilla-variation enchantments.