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CurseForge · Minecraft mod

Enchant Transfer

Extract enchantments from items into Magic Cards, apply them to other compatible items, and combine cards of the same level to upgrade them — all through a craftable Transfer Table block.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Enchant Transfer release should I use?

Updated 3 days ago
Latest stable file Enchant Transfer Mod v3.1.2
Game version 26.2
Loader Fabric

Enchant Transfer Mod v3.1.2 targets 26.2 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.

Where it goes

Is Enchant Transfer required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Fabric
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Enchant Transfer Mod v3.1.2 need?

Enchant Transfer Mod v3.1.2. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Fabric API first. We found matching files for this game-version and loader setup.

Fabric API Needed by Enchant Transfer Mod v3.1.2
required
Matching file found Matched file: [26.2] Fabric API 0.161.0+26.2

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Enchant Transfer without breaking your instance.

Built for Enchant Transfer Mod v3.1.2. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Enchant Transfer Mod v3.1.2. It targets 26.2 with Fabric; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Fabric API first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside Enchant Transfer Mod v3.1.2. It opens that exact file at the source.

About this project

What does Enchant Transfer add?

Enchant Transfer

Transfer Table

Version Minecraft Fabric Java License CurseForge Modrinth

Extract, transfer, and combine enchantments through Magic Cards — now with colored cards, attachable modules, and an XP conversion system.

Website · CurseForge · Modrinth · Issues


Enchant Transfer adds a craftable block — the Transfer Table — that lets you extract enchantments from any item into individual Magic Cards, apply those cards to other compatible items, and combine two cards of the same enchantment and level to upgrade them. All operations are free (no XP cost), and vanilla enchantment compatibility rules are respected.

Version 2.0 introduced the Module System: specialized blocks that attach to the Transfer Table on any face, extending its capabilities. The first module — the Infusion Coil — converts Magic Cards into stored XP and fills glass bottles into Bottles o' Enchanting.

Version support: New features and modules are developed for Minecraft 26.x only. The 1.21.11 version (v2.0.x) is in maintenance mode and will only receive critical bug fixes.

Mod version Minecraft Status
3.1.x 26.2 Active development
2.0.x 1.21.11 Maintenance (critical bug fixes only)

Requires: Fabric Loader and Fabric API

Languages: English · Español · Português (Brasil)* · Русский* · 简体中文*

* Pending review by a native speaker. Do you speak one of them? Help us review the translations or add your own language: open an issue or a pull request editing the language files.


Core Features

Extract

Place any enchanted item or book in the Transfer Table to strip its enchantments into individual Magic Cards, each one color-coded by category.

Apply

Place a Magic Card and a target item in the Transfer Table. The enchantment transfers instantly, respecting vanilla incompatibility rules.

Combine

Two cards of the same enchantment and level produce one card of the next level (up to vanilla maximum). Stacks work too — 5 + 6 cards yields 5 upgraded and 1 remainder.

Zero Cost

All Transfer Table operations — extraction, application, and combination — are completely free. No XP, no materials consumed.


Typed Magic Cards

Blue Card Green Card Red Card Yellow Card Purple Card Black Card

Magic Cards are now color-coded by enchantment category. When you extract an enchantment, the Transfer Table automatically produces a card of the matching color.

Card Category Enchantments
🔵 Blue Protection Protection, Fire Protection, Blast Protection, Projectile Protection, Feather Falling
🟢 Green Nature Respiration, Aqua Affinity, Depth Strider, Silk Touch, Fortune, Luck of the Sea, Lure
🔴 Red Combat Sharpness, Smite, Bane of Arthropods, Impaling, Fire Aspect, Looting, Thorns, Sweeping Edge, Knockback, Density, Breach, Lunge
🟡 Yellow Utility Efficiency, Unbreaking, Infinity, Power, Punch, Flame, Multishot, Piercing, Quick Charge
🟣 Purple Arcane Channeling, Riptide, Loyalty, Frost Walker, Wind Burst, Mending, Swift Sneak, Soul Speed
⚫ Black Curse Curse of Vanishing, Curse of Binding

Card Decks

Protection Deck Nature Deck Combat Deck Utility Deck Arcane Deck Rarity Deck

A Card Deck is a brass-bound case that stores Magic Cards of one type. Place decks in a Deck Lectern within an Enchanting Table's normal bookshelf range (same positions and air gap as regular bookshelves, but at the table's own height) and the table's rolls shift according to what you've stored.

Deck Stores Effect on nearby Enchanting Tables
Protection / Nature / Combat / Utility / Arcane Cards of that color Favors that category, and even more the exact enchantments stored
Rarity (wildcard) Curse cards Favors rare enchantments (weight ≤ 2)

Crafting Recipe

Brass Ingot
Brass Ingot
Leather
Leather
Card of the deck's type
Card of the deck's type
Leather
Leather
Brass Ingot
Brass Ingot

→ Card Deck Card Deck × 1 — the card is consumed and sets the deck's type (Rarity: a Curse card)

How it works

  • Storing: right-click a card onto the deck (or the deck onto a card), like a bundle. Right-click with an empty cursor to take the last stack back out.
  • Deck screen: right-click with a deck in hand to open it — its cards in a grid, with a points bar and a reserve bar — and move cards in and out at a glance (Shift + click works). The 64-point limit still applies. The deck's tooltip also shows its reserve and each worn card's.
  • Points: a level N card is worth 2^(N-1) points (same ratio as combining). Each deck holds up to 64 points.
  • Enchanting power: a full Deck Lectern counts as two bookshelves — the two that would stack in its column (every 3 decks holding cards = 2 bookshelves). They add up with regular bookshelves, and the vanilla cap of 15 still applies — so higher enchantment levels come from power, just like with bookshelves; 8 full lecterns alone reach level 30.
  • Balance: the bias is relative — a library with every category in equal parts barely changes anything; a specialized one makes its category up to ×3 more likely. Every card favors its category; only max-level cards (Efficiency V, Fortune III, Silk Touch I…) also favor their exact enchantment, up to ×15 in all. Strength builds up with the points stored — fast at first, so even a few level I cards show, and in full with one full deck (64 points); more decks don't raise it further, but add reserve and power.
  • Location affinity: some decks resonate with where the table is — Combat ×2 in the Nether (Fire Aspect ×3), Fire/Blast Protection and Flame ×1.5 in the Nether, Rarity ×1.5 in the Nether, Arcane ×2 in the End, Nature's water enchantments ×1.5 in oceans and rivers and Fortune/Silk Touch ×1.5 in forests, jungles and taigas. It scales the deck's extra effect (capped at ×3). Rules are datapack JSON in data/<namespace>/enchanttransfer/library_affinity/, so modpacks can add their own dimensions and biomes (deck, optional dimension, biome, enchantments, and multiplier); they reload with /reload.
  • Wear: decks pay, in card reserve, only for what their bonus brings in — not for what the table would have rolled anyway, nor for what comes from the decks' power. Each card holds as much reserve as the points it takes (a level V card holds 16, so a full deck always holds 64); worn cards show it as a bar. Each marked enchantment costs 20% of a max-level card of it, scaled by the level obtained (Efficiency V: 3.2, Efficiency III: 1.92, Silk Touch I: 0.2): in full when max-level cards of it are in the decks, half for a category or Rarity bonus. It's split among the deck kinds that boosted it, in proportion to their boost, and taken first from a card already started, then from the lowest-level ones. An option the decks can't pay for is disabled. Worn cards work normally at the Transfer Table, and combining two adds up what they had left.
  • Influence mark: options changed by the decks show a small card in their top-right corner and an Influenced by card decks line in their tooltip.

No marks? That's normal. Decks tilt the odds, they don't pick for the table: when it would have rolled the same enchantment anyway, the option isn't marked and costs no card. Some rolls show no marks at all — you'll see more with fuller, more specialized decks and higher table levels. The rolls only change after you enchant something, so re-placing the item shows the same options.

Deck Lectern

Deck Lectern

The block that holds your decks: a low brass base with a tilted velvet tray for 3 decks, under a glass bell.

  • Placement: only counts at the same height as the enchanting table. Its glass bell fills the whole column, so nothing can be placed on top of it (and it can't go under a block) — that's why it's worth two bookshelves.
  • Right-click opens a small screen with 3 deck slots. Hovering the amethyst gem shows what the lectern gives a table on its own, next to each maximum: each category's and max-level enchantment's factor, the power and the wear reserve.
  • Lamps: one per slot — dark brown (no deck), light (deck without cards), emerald (deck with cards).
  • Off by default. Shift + right-click switches it on (it needs at least one deck with cards) or off, so you choose which lecterns count; the amethyst on top of the bell glows while it's on. It switches itself off when its decks run out of cards, but never on.
  • While active, runes fly from the lectern to the enchanting table, like with bookshelves.
  • Place lecterns where regular bookshelves would go around an Enchanting Table (same positions and air gap). One ring of 16 at table height already reaches the cap of 15, so they don't need to be stacked.
Glass
Glass
Amethyst Shard
Amethyst Shard
Glass
Glass
Brass Ingot
Brass Ingot
Redstone
Redstone
Brass Ingot
Brass Ingot
Planks
Planks
Planks
Planks
Planks
Planks

→ Deck Lectern Deck Lectern × 1


Module System

The Transfer Table now works as a hub. Specialized module blocks can be placed on any of its 6 faces. Right-click the Transfer Table to open the Selector Screen — a visual hub showing all connected modules with their real-time status.

  • Up to 6 modules per Transfer Table (one per face)
  • Each module type adds different functionality
  • Navigate between the hub and any module using the dot navigation bar
  • Modules show live status in the Selector — processing progress, tank levels, and connection state

GUI Screens

Selector Screen Core Screen Infusor Screen

From left to right: Selector (hub with module sockets), Transfer Table Core (enchantment operations), Infusion Coil (XP conversion). Dynamic elements like wires, tank fills, and module icons are drawn by code on top of these backgrounds.


Infusion Coil

The first module for the Transfer Table. A vertical flask made of copper, brass, and glass that converts Magic Cards into XP.

How it works

  1. Insert a Magic Card into the card slot — the coil processes it over ~10 seconds
  2. XP is stored in an internal tank (1,000 XP capacity)
  3. Place glass bottles in the bottle slot to extract XP as Bottles o' Enchanting (7 XP per bottle)

Unenchanted cards yield a minimum of 5 XP; enchanted cards yield more based on their enchantment.

Tip: The Infusion Coil stays vertical regardless of which face it's attached to. The copper connector stub always points toward the Transfer Table.

Crafting Recipe

Brass Ingot
Brass Ingot
Amethyst Shard
Amethyst Shard
Brass Ingot
Brass Ingot
Copper Ingot
Copper Ingot
Glass Block
Glass Block
Copper Ingot
Copper Ingot
Copper Ingot
Copper Ingot
Copper Ingot
Copper Ingot
Copper Ingot
Copper Ingot

→ Infusion Coil Infusion Coil × 1


Zinc Smelter

A standalone steampunk furnace for zinc processing and brass alloy creation. An ornate kiln made of copper, brass, and iron with a glass viewport and chimney.

New Materials

Zinc Oxide Zinc Sheet Brass Ingot

Processing Chain

Three smelting recipes form a material chain that produces Brass Ingots — required to craft the Infusion Coil.

Step Input(s) Output
1. Calcination Calcite Zinc Oxide ×2
2. Reduction Zinc Oxide + Coal Zinc Sheet
3. Alloying Copper Ingot + Zinc Sheet Brass Ingot

Crafting Recipe

Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Copper Ingot
Copper Ingot
Glass Pane
Glass Pane
Copper Ingot
Copper Ingot
Copper Ingot
Copper Ingot
Blast Furnace
Blast Furnace
Copper Ingot
Copper Ingot

→ Zinc Smelter Zinc Smelter × 1

Fuel

The Zinc Smelter only accepts Lava Buckets and Blaze Rods as fuel — no coal or wood. Lava Buckets return an empty bucket after consumption.

GUI

Zinc Smelter GUI

Steampunk-themed interface with copper input slots, a lava-bordered fuel slot, and brass output slot.


Transfer Table

Crafting Recipe

Gold Ingot
Gold Ingot
Gold Ingot
Gold Ingot
Gold Ingot
Gold Ingot
Redstone Dust
Redstone Dust
Redstone Dust
Redstone Dust
Redstone Dust
Redstone Dust
Coal / Charcoal
Coal / Charcoal
Diamond
Diamond
Coal / Charcoal
Coal / Charcoal

→ Transfer Table Transfer Table × 1

Requires an iron pickaxe or better to mine (the same applies to the Infusion Coil and the Zinc Smelter).

The 3D model reflects its recipe — gold on the outer edge, redstone in the middle ring, carbon-black inner layer, and a blue diamond core that glows from every angle.


Compatibility

Worlds from 3.0.x are fully compatible: nothing in them changes, and an Enchanting Table without Deck Lecterns nearby works exactly like vanilla. Cards extracted before 3.1 keep their color (e.g. yellow Mending, green Soul Speed, or blank Knockback cards) but still go into the deck of their current category — decks check the enchantment, not the card color.

Worlds from 1.0.x are fully compatible. Existing Transfer Tables keep working — the block ID hasn't changed. Old Magic Cards stored in chests retain their enchantment data. They will appear as the generic (blank) card variant; their functionality is unchanged. New cards extracted after updating will automatically use the color-coded system.


Changelog — 3.1.x

3.1.2

  • Card reserve — Decks no longer lose whole cards at random: each card holds a reserve (its points) that marked enchantments wear down gradually, in proportion to the level obtained and to how much each deck kind boosted it. Options the decks can't pay for are disabled
  • Exact bonus from max-level cards — Every card favors its category; only max-level cards favor their exact enchantment
  • Rarity wildcard — Only favors and is only worn by rare enchantments (Fortune, Looting, Silk Touch, Thorns…)
  • Stronger deck bonus — The category part and the exact-enchantment part now multiply (category up to ×3, exact up to ×15 in all), and strength builds up with the points stored — fast at first, so even a few level I cards show, and in full with one full deck
  • Deck screen — Right-click with a deck in hand to open it and organize its cards at a glance; the deck's tooltip shows its reserve and each worn card's
  • Lectern contribution — The amethyst gem's tooltip in the lectern screen shows what its decks give a table, next to each maximum
  • Deck Lectern = two bookshelves — A full lectern now counts as the two bookshelves stacked in its column. It only counts at the table's own height, and nothing can be placed on top of it
  • Influence mark — Enchanting Table options changed by the decks show a small card and an "Influenced by card decks" tooltip line

3.1.1

  • Translatable tooltips — Module tooltips in the Selector, Transfer Table and Infusion Coil screens (empty sockets, directions, XP level, Idle/Infusing) are no longer hardcoded in English
  • New languages — Simplified Chinese (zh_cn), Brazilian Portuguese (pt_br) and Russian (ru_ru)

3.1.0

  • Card Decks — New brass-bound decks that store Magic Cards of one type: Protection, Nature, Combat, Utility, Arcane, and a Rarity wildcard filled with Curse cards. Crafted with 2 Brass Ingots, 2 Leather and 1 card of the deck's type (the card is consumed). Store and take cards with right-click, like a bundle
  • Deck Lectern — New block that holds 3 decks on a tilted tray under a glass bell. A lamp per slot shows whether each deck has cards, and Shift + right-click toggles it (the amethyst on top glows while active). Every 3 decks holding cards count as one bookshelf of enchanting power, adding up with regular bookshelves (vanilla cap of 15 still applies)
  • Steered enchanting — Decks make the table favor their category, and even more the exact enchantments stored (up to ×3 with a specialized library). The Rarity wildcard favors rare, low-weight enchantments
  • Location affinity — Decks resonate with where the table is: Combat ×2 in the Nether (Fire Aspect ×3), fire protections and Flame ×1.5 in the Nether, Arcane ×2 in the End, Nature's water enchantments in oceans and rivers, Fortune and Silk Touch in forests, jungles and taigas
  • Datapack-driven affinities — Affinity rules are JSON files in data/<namespace>/enchanttransfer/library_affinity/, so modpacks can add rules for any dimension or biome; they reload with /reload
  • Deck wear — Each enchantment the library helps with has a 20% chance to consume the cheapest matching card
  • 26.2 enchantments categorized — Knockback, Density, Breach, Lunge, Flame, Multishot, Piercing, Quick Charge, Luck of the Sea, Lure and Wind Burst now have card colors
  • Arcane = rare magic — All treasure enchantments (Mending, Swift Sneak, Soul Speed, Frost Walker, Wind Burst) are now Arcane cards. Cards already extracted keep their color and still go into the matching deck
  • Lighter website — 3D block previews are now static images, much faster on phones

Older versions: see the full changelog.


Installation

Minecraft 26.2 — mod v3.1.x

  1. Make sure Minecraft runs with Java 25
  2. Install Fabric Loader ≥ 0.19.3 for Minecraft 26.2
  3. Download Fabric API for 26.2 and place it in the mods/ folder
  4. Download the Enchant Transfer 3.1.x JAR and place it in mods/ as well
  5. Launch Minecraft with the Fabric profile

Minecraft 1.21.11 — mod v2.0.x (maintenance)

  1. Make sure Minecraft runs with Java 21
  2. Install Fabric Loader ≥ 0.19.2 for Minecraft 1.21.11
  3. Download Fabric API for 1.21.11 and place it in the mods/ folder
  4. Download the Enchant Transfer 2.0.x JAR and place it in mods/ as well
  5. Launch Minecraft with the Fabric profile

Fabric API is required. The mod will not start without it. Make sure the mod JAR, Fabric API, and Fabric Loader all match your Minecraft version.


Requirements

Dependency Minecraft 26.2 (v3.1.x) Minecraft 1.21.11 (v2.0.x)
Java 25 21
Fabric Loader ≥ 0.19.3 ≥ 0.19.2
Fabric API 0.158.0+26.2 0.141.4+1.21.11

License

This project is distributed under the CC0-1.0 license. You may use, modify, and distribute the code without restrictions.

Project description from CurseForge.

Pick your setup

Enchant Transfer by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

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Recent files

Enchant Transfer versions and loaders

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Looking for an older file? The official CurseForge project page is in Resources.