Minecraft 1.21, 1.21.120 కోసం more enchantments యాడాన్
20కి పైగా ఎన్చాంట్మెంట్లను జోడిస్తుంది: హామర్ (3×3 మైనింగ్), వెయిన్ మైనర్, స్మెల్టింగ్ టచ్, విజ్డమ్, డబుల్ జంప్, లావా వాకర్, ఫ్రాస్ట్బైట్, లైఫ్స్టీల్, ట్రీ డెకాపిటేటర్, బుల్వార్క్, సెకండ్ విండ్, అడ్రినలిన్ మరియు మరిన్ని.
more enchantments యాడాన్ గురించి
Adds over 20 enchantments: Hammer (3×3 mining), Vein Miner, Smelting Touch, Wisdom, Double Jump, Lava Walker, Frostbite, Lifesteal, Tree Decapitator, Bulwark, Second Wind, Adrenaline, and more.
New enchantmenting table
Recipe

Hold the item you want to enchant in your hand and right-click (Use button). The available enchantments will vary depending on the item type.



What is “Transfer”? It allows you to transfer an enchantment from one item to another (for example, moving Wisdom from your old pickaxe to a new one), respecting the addon's compatibility and maximum levels. How to use it (step by step)
- Open the addon's enchantment table (Use button).
- Go to the Transfer tab.
- Choose the “destination” item (the one that will receive the enchantment).
- The panel will show transferable enchantments. Incompatible ones will appear disabled with the reason.
- Check the cost (XP and lapis lazuli) and click Confirm.
Rules and limits • Only enchantments compatible with the target item type can be transferred. • If the target already has that enchantment, it is combined/upgraded to the level cap defined by the addon. • Conflicts (e.g., two enchantments that cannot coexist) prevent the transfer until they are resolved. • The maximum levels of the addon are not exceeded. • The durability and name of your items do not change when transferred. Costs • The price in XP/Lapis depends on the level of the enchantment and how many you are transferring. • It is only deducted upon confirmation.
Enchantments
Armor
Armor enchantments: how do they work? Pieces and levels
Most armor enchantments can be applied to four pieces: helmet, chestplate, pants, and boots.
Each piece has its own level (e.g., Helmet III, Boots I). You can mix levels.
Power sum (general rule)
The add-on combines what you are wearing: it counts how many pieces have the enchantment and their levels.
Think of power as a percentage between 0% and 100%:
Mental formula: Power ≈ (sum of levels) / (max. level per piece × 4).
If the max level per piece is III:
1×III ≈ 25%
2×III ≈ 50%
3×III ≈ 75%
4×III = 100%
Mixes also add up: Helmet III + Boots I = 4/12 ≈ 33%.
How does this “power” affect things?
It depends on the enchantment, but it usually scales one or more of these things:
Potency (damage reduction, healing, resistance, etc.).
Duration of effects.
Probability of activation.
Range/radius.
Thresholds and activation
Some enchantments require a minimum number of pieces or power to activate (e.g., 2 pieces for the “medium” version, 4 pieces for the “maximum” version).
Others always work, but improve with more pieces/level.
Level difference between pieces
They are not replaced: they accumulate. A high level in one piece and a low level in another do add to the total.
The overall level cap of the enchantment is never exceeded. Cooldowns and balance
Many effects use cooldowns to prevent abuse.
More power can reduce cooldown, increase duration, or raise probability (depending on the enchantment).
Magnetism
Magnetism
Pulls nearby dropped items toward you, streamlining collection while exploring or mining. Each equipped armor piece enhances both range and pulling strength. Crouching (sneak) temporarily disables the effect.
Applies to: Armor (all pieces) Mechanics:
- Active when not sneaking and wearing at least one Magnetism-enchanted armor piece.
- Every tick interval, searches for dropped items within range and applies a small directional impulse toward the player.
- The attraction strength and detection radius scale with the number of enchanted pieces equipped.
- Items within close range are ignored to prevent excessive jitter.
- Automatically limits the number of items processed per tick for performance efficiency.
Formula:
- Base Radius: 4 blocks
- +2 blocks per equipped piece (max ≈12)
- Base Pull: 0.06
- +0.02 per piece, with distance falloff (up to 0.12 maximum pull)
Levels:
- Single functional level. Effect scales dynamically with the number of enchanted armor pieces equipped.

Adrenaline (Armor)
Adrenaline
When taking damage, grants Speed for a few seconds. Duration, amplifier, and cooldown scale with the number of equipped pieces, total enchantment level, and damage intensity.
Applies to: Armor (all pieces) Mechanics:
- Triggers on incoming damage, applying Speed for a short duration.
- Maximum of 3 activations per 12 seconds (internal limit).
- Dynamic cooldown between 4 and 18 seconds, scaling with your armor “score” and slightly increasing for stronger hits (up to +20% of base CD).
- At higher total levels, Speed may apply with an amplifier.
Levels:
- Base duration: 3 s + number of equipped pieces + tier bonus from total score (typical thresholds: 3 / 7 / 12 sum).
- Speed amplifier is unlocked in the highest tier. Scales with armor pieces (1-4) and per-piece level (up to III).

Aether Step
Aether Step
Reduces fall damage by converting a portion of the damage into healing and granting Slow Falling for a short time.
Applies to: Boots Mechanics:
- Activates only from fall damage.
- Converts ≈12%-60% of fall damage into healing (scales with armor/boots score).
- Grants Slow Falling for ≈0.75-3.5 seconds (scales with level and score).
- Global cooldown: ≈1.5 seconds.
Levels:
- Up to IV. Each level increases healing ratio and Slow Falling duration according to total armor normalization/score.

Bulwark
Bulwark
Upon taking damage, instantly converts a portion of the damage into healing and grants short Resistance. Reduced effect against projectiles or environmental damage, with internal limits to prevent abuse.
Applies to: Armor (all pieces) Mechanics:
- Heals ≈6%-24% of the incoming damage (≈85% efficiency vs projectiles, ≈50% vs environmental).
- Applies a minimum healing value if the hit was ≥2 hearts (≈1.0 heart, ≈0.7 with 3+ pieces).
- PvP window cap: can’t heal more than ≈12% of max HP within ≈2 s; PvE cap ≈20% within the same period.
- Grants Resistance for 16-22 ticks + 6 ticks per piece (longer vs direct hits). Resistance amplifier = pieces − 1 (max II).
- Applies a small knockback to the attacker on melee hits.
Levels:
- Scales with equipped pieces (1-4) and per-piece level (up to III). Increases healing ratio, Resistance duration, and minimum recovery per piece.

Second Wind
Second Wind
Activates an emergency recovery when taking heavy damage and your post-hit health drops below a dynamic threshold. Grants instant healing and temporary survival effects based on how many armor pieces and enchantment levels you have equipped.
Applies to: Armor (all pieces) Mechanics:
- Evaluated on every incoming hit. Requires the hit to deal at least 2-5 hearts of raw damage depending on armor pieces and level.
- Triggers when post-hit health falls below a threshold that scales with equipped pieces and average level (≈12%-38% of max health).
- Effects on activation (scale with your total armor “score”): instant healing (up to ≈2 hearts), Regeneration (≈3-10 s, possibly with amplifier), Absorption (≈5-14 s, possibly with amplifier), and Resistance (up to ≈4 s).
- Cooldown between ≈18 and 55 seconds, decreasing with higher armor coverage and level.
Levels:
- Scales with the number of equipped pieces (1-4) and per-piece level (up to III). More pieces and higher levels improve the activation threshold, recovery effects, and cooldown reduction.

Miner Helmet (Helmet)
Miner Helmet
Automatically provides dynamic lighting by placing an invisible light block near the player’s head, adjusting brightness level with enchantment tier and removing old light sources when moving.
Applies to: Helmet Mechanics:
- Spawns and updates an invisible light block at head height whenever the player moves, removing the previous one to prevent buildup.
- Periodically cleans residual lights in a small area around the player.
- Disabled in Creative/Spectator mode (configurable).
- Light level is slightly reduced underwater.
- Properly cleans up light sources when switching dimensions.
Levels:
- I: Light level ≈12.
- II: Light level ≈14.
- III: Light level ≈15 (maximum Minecraft brightness).

Double Jump (Boots)
Double Jump
Allows a second jump mid-air by pressing jump twice within a short window, giving vertical and forward boost.
Applies to: Boots Mechanics:
- Detects double-tap jump within ≈0.7 s; if airborne and charged, performs a second jump.
- Vertical boost ≈0.66, forward boost ≈0.38; limits max vertical velocity to avoid stacking.
- Cooldown between jumps: ≈1.0 s.
- Refreshes when landing on the ground.
Levels:
- Designed as a single functional level. Variants can adjust timing or window behavior via configuration.

Lava Walker (Boots)
Lava Walker
వెర్షన్లు
| Minecraft | లోడర్ | ఫైల్ | తేదీ | చర్యలు |
|---|---|---|---|---|
| 1.21.30 | — | More enchants BP v1.0.1620 KB |
FAQ
Which Minecraft versions does more enchantments work on?
There are files for 1.21–1.21.120, 29 versions in total. The newest is 1.21.120.
Where can I download more enchantments safely?
On this page: the file More enchants BP v1.0.1.mcaddon (620 KB) is stored on Millida’s server, with no link shorteners. SHA-1 checksum: cc942cdacbd400e12bf866a83143424062ec37b3.
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