Apothic Enchanting

by Shadows_of_Fire15.9M downloadsNeoForge

A total overhaul to Minecraft's enchanting system

Mods1.21.xArmor, Tools, and WeaponsAdventure and RPGMagicCurseForgeSource

Apothic Enchanting Mod Guide: Mastering the Overhauled Enchanting System

Apothic Enchanting completely overhauls Minecraft's enchanting system with three new stats, over 20 custom bookshelves, 20 new enchantments, and the Enchantment Library for organized storage. Build increasingly powerful enchanting setups to reach level 100 and unlock rare, high-level enchantments that vanilla Minecraft could never offer.

Overview

Apothic Enchanting is the enchanting module of the Apotheosis mod suite, and it transforms the Enchanting Table from a simple set-and-forget block into a deep, customizable system. Instead of just stacking 15 Bookshelves and calling it done, you now have three primary stats to balance: Eterna (enchanting power), Quanta (randomness), and Arcana (rarity weighting). The maximum enchanting level is raised from 30 to 100, and most vanilla enchantments can exceed their normal max levels.

The mod adds over 20 specialized Bookshelves, each contributing different stat combinations to your Enchanting Table. You will also find Tomes for targeted enchanting, the Enchantment Library for mass enchantment storage, and 20 new enchantments ranging from Miner's Fervor to Berserker's Fury. You can browse every item and recipe this mod adds using the tabs at the top of this page.

Apothic Enchanting requires Placebo and Apothic Attributes as dependencies. It is highly recommended to also install Enchantment Descriptions, JEI, Jade, and Patchouli (for the Chronicle of Shadows in-game guide book).

Getting Started

  1. 1

    Craft a Vanilla Enchanting Table

    Apothic Enchanting overhauls the existing Enchanting Table rather than adding a new one. Craft a standard Enchanting Table with Diamonds, Obsidian, and a Book. Once placed, you will notice the GUI now shows three colored stat bars below the enchantment slots: green for Eterna, red for Quanta, and purple for Arcana.

  2. 2

    Place Your First Bookshelves

    Vanilla Bookshelves still work and provide 2 Eterna each with a max of 30. There are 32 valid positions around the Enchanting Table: the ring on the same Y-level (including corners) and one level above. An air block must exist between the shelf and the table. Start with standard Bookshelves, then replace them with specialized shelves as you progress.

  3. 3

    Learn the Three Primary Stats

    Hover over the stat bars in the Enchanting Table GUI. Eterna determines the enchantment level (higher Eterna means higher-level enchantments, up to 100). Quanta adds randomness, which can make enchantments stronger or weaker. Arcana shifts enchantment rarity weighting, making rare enchantments appear more often at high values. All three stats cap at 100.

  4. 4

    Check Block Tooltips for Stats

    Every block that provides enchanting stats shows those stats in its item tooltip. Look for Eterna, Quanta, Arcana, Max Eterna, and Clue values. The Max Eterna value is the ceiling that block can contribute to; a step-ladder system counts lowest-max blocks first, so you do not need to remove low-tier shelves when adding high-tier ones.

  5. 5

    Experiment with Mixed Shelf Setups

    The real power of the system comes from mixing different shelf types. You might use Hellshelves for Quanta, Seashelves for Arcana, and Endshelves for raw Eterna. Try different combinations and watch the stat bars change in real time. There is no single "best" setup because different enchanting goals require different stat balances.

Understanding the Enchanting Stats

Eterna (Green Bar)

Eterna is the primary measure of enchanting power. It replaces the old "bookshelf power" system and scales from 0 to 100. In vanilla Minecraft, 15 Bookshelves give you level 30 enchantments. With Apothic Enchanting, you can push far beyond that by using specialized shelves. Each block has a Max Eterna value, which caps how much total Eterna that block type can contribute. The system uses a step-ladder approach: blocks with the lowest Max Eterna are counted first, so adding a Hellshelf (Max Eterna 45) next to 15 standard Bookshelves (Max Eterna 30) will push your Eterna past 30.

Quanta (Red Bar)

Quanta introduces randomness into your enchantments. The base Quanta value starts at 15% from the item being enchanted. At 0% Quanta, you get exactly the enchantment power matching your Eterna level. As Quanta increases, the actual power used is multiplied by a random factor. Without Stability, this factor follows a Gaussian distribution clamped between -100% and +100% of your Quanta value, meaning high Quanta can both boost and reduce enchantment power. With Stability (provided by Geode Shelves), the factor is always positive, guaranteeing that Quanta can only help, never hurt.

Arcana (Purple Bar)

Arcana shifts the rarity distribution of enchantments you receive. The base Arcana value starts at half your item's enchantability. At low Arcana, common enchantments dominate the pool. As Arcana increases, rare and very rare enchantments become progressively more likely. At 50 Arcana, all rarity tiers have equal weight. At 99+ Arcana, very rare enchantments are 10 times more likely than common ones. Arcana also affects the minimum number of enchantments you receive: above 25 Arcana you are guaranteed at least 2 enchantments, and above 75 Arcana you are guaranteed at least 3.

Secondary Stats

Beyond the three primary stats, several secondary stats exist. Clues increase how many enchantments you can preview when hovering over a slot (you start with 1 clue). Stability (from Geode Shelves) ensures Quanta can only be beneficial. Treasure (from Treasure Shelves) allows treasure enchantments like Mending to appear in the table, but also allows curses. Filtering (from Filtering Shelves) lets you blacklist specific enchantments from appearing.

Arcana Rarity Weighting

Arcana uses a threshold system with 11 tiers that progressively shift enchantment rarity weights. At each tier, the relative weights for Common, Uncommon, Rare, and Very Rare enchantments change. Understanding these thresholds helps you fine-tune your setup. At the EMPTY tier (below 10 Arcana), Common enchantments have a weight of 10 while Very Rare has only 1. At the MEDIUM tier (50 Arcana), all rarities are equally weighted at 5. At the MAX tier (99+ Arcana), Very Rare enchantments reach a weight of 10 while Common drops to 1.

Arcana Thresholds & Rarity Weights

Empty (0)Few (20)Medium (50)Extra (80)Max (99)
Common107521
Uncommon55542
Rare24555
Very Rare125710

Early Game: Basic and Nether Shelves

Your first upgrade beyond vanilla Bookshelves will likely be the early-tier shelves that use accessible materials. Standard Bookshelves cap at 30 Max Eterna, so you will quickly want to expand into new territory.

Hellshelf

The Hellshelf is your first stepping stone past vanilla. It provides 3 Eterna and 3 Quanta with a Max Eterna of 45, letting you push past the vanilla ceiling. Crafted from Nether materials, these are available as soon as you have access to the Nether. The added Quanta introduces some randomness, which can result in both stronger and weaker enchantments.

Seashelf

Seashelves provide a balanced 3 Eterna and 3 Arcana with a Max Eterna of 45. They are water-themed and offer the same Eterna progression as Hellshelves but trade Quanta for Arcana, making rare enchantments slightly more common without adding randomness. This makes them a great early complement to Hellshelves.

Stoneshelf

The Stoneshelf is a debuff block, providing -3 Eterna and -7.5 Arcana with a Max Eterna of 0. It is used to deliberately lower your enchanting level, which is useful when you want weaker enchantments or need to hit a specific Eterna range for Infusion Recipes.

Melonshelf

Another debuff shelf, the Melonshelf provides -2 Eterna and -10 Quanta. It is useful for reducing randomness from your table when you have too much Quanta and want more predictable results.

Skulls Provide Quanta

Vanilla mob Skulls placed around the Enchanting Table provide 5 Quanta each (Wither Skeleton Skulls provide 10 Quanta). Amethyst Clusters provide 1.5 Rectification, which reduces negative Quanta effects. These are free stat sources you can use alongside your shelves.

Mid Game: Enhanced and Deep Shelves

As you progress, you will gain access to enhanced variants of the basic shelves and the powerful Deep shelf line.

Enhanced Hellshelves

The Blazing Hellshelf is a powerhouse that provides 10 Eterna and 10 Quanta with a Max Eterna of 65, but costs you 1 Clue. The Glowing Hellshelf provides 5 Eterna, 5 Quanta, and 3.33 Arcana with a Max Eterna of 60, offering a more balanced option. The Infused Hellshelf provides 5 Eterna and 5 Quanta with a Max Eterna of 60. All three let you push well past the basic Hellshelf's cap of 45.

Enhanced Seashelves

The Crystal Seashelf provides 5 Eterna, 3 Quanta, and 5 Arcana with a Max Eterna of 60. The Infused Seashelf provides 5 Eterna and 5 Arcana with the same Max Eterna of 60. The Heart Seashelf is the Arcana specialist, providing a massive 15 Eterna and 20 Arcana with a Max Eterna of 60, making it one of the best blocks for pushing Arcana sky-high.

Deepshelves

The Deepshelf is a solid mid-tier option providing 5 Eterna, 5 Quanta, and 5 Arcana with a Max Eterna of 70, making it the most balanced high-tier shelf. The Dormant Deepshelf is a weaker variant at only 2 Eterna and a Max Eterna of 30. The Echoing Deepshelf specializes in Arcana at 5 Eterna and 15 Arcana (Max Eterna 75), while the Soul Touched Deepshelf focuses on Quanta at 5 Eterna and 15 Quanta (Max Eterna 75).

Sculkshelves

Sculkshelves are among the most powerful shelves available. The Echoing Sculkshelf provides 10 Eterna, 10 Quanta, 15 Arcana, and +1 Clue with a Max Eterna of 80. The Soul Touched Sculkshelf provides 10 Eterna, 15 Quanta, 10 Arcana, and +1 Clue with the same Max Eterna of 80. Both are excellent all-around shelves that also grant bonus Clues. Note that Sculkshelves occasionally make Sculk Catalyst sounds (configurable in the config).

Late Game: End Shelves and Specialty Blocks

Endshelves

The Endshelf provides 5 Eterna, 5 Quanta, and 5 Arcana with a Max Eterna of 90, making it a direct upgrade to the Deepshelf. The Pearl Endshelf is even stronger at 10 Eterna, 7.5 Quanta, and 7.5 Arcana with a Max Eterna of 90. For pure Eterna, the Draconic Endshelf reigns supreme, providing a whopping 20 Eterna with a Max Eterna of 100, but zero Quanta and zero Arcana. The Draconic Endshelf is the only shelf that can reach the absolute maximum Eterna cap of 100.

Geode Shelf

The Geode Shelf provides 5 Eterna and -15 Quanta with a Max Eterna of 60 and grants the Stability secondary stat. Stability ensures that Quanta can only boost your enchantments, never reduce them. This is extremely valuable in high-Quanta setups because it removes the downside entirely. The negative Quanta from the shelf itself also helps offset excessive randomness from Hellshelves.

Treasure Shelf

The Treasure Shelf provides 5 Eterna, -15 Quanta, and -15 Arcana with a Max Eterna of 70 and enables the Treasure secondary stat. When Treasure is active, treasure-only enchantments like Mending become available in the Enchanting Table. Be warned, however, that Curses are also classified as treasure enchantments, so they may appear as well. The negative Quanta and Arcana are the tradeoff for accessing these powerful enchantments.

Sightshelves

Sightshelves are pure utility blocks that provide only Clues. The basic Sightshelf grants +1 Clue, while the Sightshelf T2 grants +2 Clues. More Clues means you can see more enchantments before committing to an enchant, helping you make informed decisions. They contribute no Eterna, Quanta, or Arcana.

Filtering Shelf

The Filtering Shelf is a modified Chiseled Bookshelf that accepts only single-enchantment Enchanted Books. Each book placed in it (up to 6) blacklists that enchantment from appearing in the Enchanting Table. It also provides 0.5 Eterna and 1 Arcana per book inserted. Use this to remove unwanted enchantments like Knockback from your pool to increase the odds of getting enchantments you actually want.

Beeshelf

The Beeshelf is an extreme specialty block providing -30 Eterna and +100 Quanta. It is used when you want maximum randomness and low enchanting levels, which can be useful for specific Infusion Recipes or when combined with Stability for a guaranteed power boost at low levels.

Bookshelf Comparison

HellshelfSeashelfDeepshelfEchoing SculkshelfPearl EndshelfDraconic Endshelf
Max Eterna4545708090100
Eterna335101020
Quanta305107.50
Arcana035157.50
Clues000+100
Treasure Shelf Enables Curses

The Treasure Shelf allows treasure-tier enchantments like Mending to appear in the Enchanting Table, but curses (Curse of Vanishing, Curse of Binding) are also treasure enchantments. Consider using a Filtering Shelf loaded with cursed books to blacklist curses when using Treasure Shelves.

Tomes

Tomes are specialized books that can only receive enchantments for a specific equipment type. When placed in the Enchanting Table, a Tome restricts the enchantment pool to only those applicable to its type, making it much easier to get the enchantments you want. There are nine type-specific Tomes: Helmet Tome, Chestplate Tome, Leggings Tome, Boots Tome, Weapon Tome, Pickaxe Tome, Bow Tome, Fishing Tome, and the catch-all Other Tome (for enchantments that don't fit on any of the others).

Scrapping Tomes

The mod includes three tiers of scrapping Tomes for removing enchantments from items. The Tome of Scrapping (Uncommon rarity) is used in an Anvil with an enchanted item and extracts roughly half of the enchantments into an Enchanted Book, destroying the original item. The cost is 6 experience levels per enchantment. The Tome of Superior Scrapping (Rare rarity) extracts all enchantments, but still destroys the item, costing 10 levels per enchantment. Finally, the Tome of Extraction (Epic rarity) is the ultimate scrapping tool, extracting all enchantments while keeping the original item intact, at a cost of 16 levels per enchantment.

The Enchantment Library

The Enchantment Library is the ultimate enchantment storage solution. Instead of filling Chests with Enchanted Books or cluttering storage systems, you deposit books into the Library and it breaks them down into a point-based system. Each enchantment level is stored as points using the formula: Level 1 = 1 point, Level 2 = 2 points, Level 3 = 4 points, Level 4 = 8 points, and so on (each level costs 2^(level-1) points). This means the Library effectively allows free combination of lower-level enchantments into higher ones.

To use the Library, insert Enchanted Books into the blue input slot. The Library will absorb the enchantments and display them in a searchable grid. Left-clicking an enchantment slot extracts one level, while Shift-left-clicking extracts the maximum available level. You can also search by name using the search bar at the top, and filter by item type using the filter slot in the top right.

There is one important caveat: the maximum extractable level for any enchantment is the highest level you have ever directly inserted. If you have only ever deposited Sharpness I and Sharpness II books, you cannot extract Sharpness III even if you have enough points (4 or more). You must first insert a Sharpness III book to "teach" the Library that level.

Library Tier Comparison

Basic LibraryMax Level 16, stores up to 65,536 points per enchantment
Ender LibraryMax Level 31, stores up to 2,147,483,648 points per enchantment
Library Retains Data When Broken

Breaking an Enchantment Library preserves all stored enchantment data in the dropped item. You can safely pick it up and move it without losing any stored points. The item tooltip even shows how many enchantments are stored inside.

The Infusion System

Infusion is a special recipe system that uses the Enchanting Table itself as a crafting station. Certain items, when placed in the Enchanting Table with specific stat requirements met, will show the Infusion enchantment in the third (bottom) slot. Clicking this slot does not enchant the item normally; instead, it transforms the input item into a completely different output item.

Each Infusion Recipe has minimum stat requirements (Eterna, Quanta, Arcana) that must be met, and some have maximum stat requirements as well. This means you sometimes need to carefully tune your enchanting setup to fall within a specific stat window. If an Infusion Recipe matches but the stats are outside the valid range, the third slot will show a failed Infusion indicator. Items like the Stoneshelf and Melonshelf are particularly useful for reducing stats to meet maximum requirements.

Some Infusion Recipes use the "Keep NBT" variant, which preserves the input item's data components (like existing enchantments or custom names) when transforming it. Check JEI for all available Infusion Recipes, as they are data-driven and modpacks can add their own.

New Enchantments

Apothic Enchanting adds 20 new enchantments across weapons, tools, armor, and utility items. Most require high enchanting levels (45+) and are weighted as rare, so you will need a well-built enchanting setup with good Arcana to reliably obtain them.

Weapon Enchantments

Knowledge of the Ages (Swords, max level 3) converts mob drops into experience orbs. At level 1, each drop has a base chance of being converted to 25 XP, scaling by 25 per level. Scavenger (Swords, max level 3) grants an extra loot roll per kill, with a 2.5% chance per level (so 7.5% at level 3). Both are rare enchantments requiring a minimum enchanting power of 55.

Tool Enchantments

Miner's Fervor (Mining tools, max level 5) increases mining speed by 12.0 at level 1 plus 4.5 per additional level, reaching 30.0 at level 5. It is mutually exclusive with Efficiency. Chainsaw (Axes, max level 1) is a rare enchantment that allows rapid tree felling. Boon of the Earth (Pickaxes, max level 5) gives a small chance per level to receive bonus drops when mining.

Armor Enchantments

Berserker's Fury (Chestplates, max level 3) triggers when you take damage, consuming 2.5 HP (scaling exponentially) to grant Resistance, Strength, and Speed for 500 ticks. It has a 900-tick cooldown. Icy Thorns (Chestplates, max level 3) has a 50% chance to inflict Slowness on attackers for 100 to 500 ticks, with amplifier increasing per level. It is mutually exclusive with Thorns. Rebounding (Chestplates/Leggings, max level 3) knocks back nearby entities when you are hit, with horizontal strength of 2.0 (+2 per level) and vertical strength of 3.0 (+3 per level). Stable Footing (Boots, max level 1) prevents mining speed reduction when not standing on the ground. Life Mending (Any durable item, max level 3) repairs items by consuming your health instead of experience, and is mutually exclusive with Mending.

Ranged Enchantments

Endless Quiver (Bows, max level 1) provides infinite arrows, similar to Infinity but implemented as a separate enchantment and mutually exclusive with it. Crescendo of Bolts (Crossbows, max level 5) fires additional projectiles with each consecutive shot, adding 1 base bolt plus 1 per level.

Utility Enchantments

Shield Bash (Shields, max level 4) deals 3.5 damage per level when blocking and is part of the damage exclusivity set. Reflective Defenses (Shields, max level 5) has a 15% (+10% per level) chance to reflect 15% (+15% per level) of blocked damage back at the attacker. Nature's Blessing (Hoes, max level 3) gives a bonemeal-like growth effect when using the Hoe, with the radius decreasing per level for more targeted growth. Tempting (Hoes, max level 1) attracts animals toward you. Chromatic (Shears, max level 1) causes sheared Wool to be a random color. Growth Serum (Shears, max level 1) gives a 50% chance for Sheep to regrow their Wool immediately after shearing. Worker Exploitation (Shears, max level 1) doubles the items dropped from shearing but deals 2 damage to the Sheep.

Experience Cost Changes

Apothic Enchanting normalizes experience costs across the Enchanting Table and the Anvil. In vanilla Minecraft, the level-based cost system means spending levels at high XP totals wastes far more experience than the same levels at low XP. This mod deducts the actual experience point value instead, so you always pay the "true" cost. This means you no longer need to micromanage your experience bar or enchant at specific levels to avoid wasting XP.

Configuration

Apothic Enchanting has a small configuration file with two client-side options. The first, showEnchantedBookMetadata, controls whether Enchanted Book tooltips show extra metadata like whether the enchantment is a treasure enchantment, tradeable, and so on (default: true). The second, sculkShelfNoiseChance, sets the 1-in-N chance per client tick that a Sculkshelf plays its ambient sound (default: 200, set to 0 to disable). Beyond these options, the enchanting stats for every block are fully data-driven and can be modified through datapacks, allowing modpack authors to adjust shelf stats, add stats to blocks from other mods, or create entirely new stat-providing blocks.

Frequently Asked Questions

How do I get Mending from the Enchanting Table?

Place at least one Treasure Shelf near your Enchanting Table. This enables treasure enchantments (including Mending) to appear in the enchantment pool. Combine this with high Arcana to increase the chances of rolling Mending, and use Filtering Shelves loaded with curse books to blacklist Curse of Vanishing and Curse of Binding.

What is the maximum enchanting level I can reach?

The maximum Eterna (and therefore enchanting level) is 100. The only shelf with a Max Eterna of 100 is the Draconic Endshelf. To reach level 100, you need multiple Draconic Endshelves providing 20 Eterna each. Five of them in valid positions would give you the full 100 Eterna.

What does Stability do and how do I get it?

Stability ensures that Quanta can only boost your enchantment power, never reduce it. Without Stability, high Quanta uses a Gaussian distribution that can swing both positive and negative. With Stability, it uses a flat random distribution that only goes up. Geode Shelves are the primary source of Stability.

How does the Enchantment Library point system work?

Each enchantment level is worth 2^(level-1) points. Level 1 = 1 point, Level 2 = 2 points, Level 3 = 4 points, Level 5 = 16 points. To extract a Level 3 enchantment, you need at least 4 points stored, which means depositing four Level 1 books, two Level 2 books, or one Level 3 book. However, you can only extract a level that you have previously inserted at least once to 'teach' the Library.

Can I add enchanting stats to blocks from other mods?

Yes. Apothic Enchanting's stat system is fully data-driven. You can create a datapack with JSON files in data/apothic_enchanting/enchanting_stats/ to assign stats to any block. The format supports individual blocks, lists of blocks, and block tags. Any block that normally provides vanilla enchanting power but does not have custom stats will automatically provide equivalent Eterna with a Max Eterna of 30.

What is the Infusion enchantment that appears in the third slot?

When you place an item in the Enchanting Table and your stat configuration matches an Infusion Recipe, the third enchantment slot will show 'Infusion' instead of a normal enchantment. Clicking this transforms the input item into the recipe's output item rather than enchanting it normally. If the slot shows a failed Infusion indicator, it means a recipe exists for that item but your current stats are outside the required range. Check JEI for exact stat requirements.

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