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CurseForge · Minecraft mod

enchant everything x dragonkind evolved

makes it so you can enchant everything with everything and adds custom respawned dragons

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Updated yesterday
Latest stable file update yaai
Game version 26.3
Loader Fabric

enchant everything x dragonkind evolved update yaai targets 26.3 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

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Is enchant everything x dragonkind evolved 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 everything x dragonkind evolved update yaai need?

update yaai. Change the file and its required mods may change too.

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This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

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Built for enchant everything x dragonkind evolved update yaai. Pick another file and the loader, install side or required mods may change.

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About this project

What does enchant everything x dragonkind evolved add?

remember i dont upload every update thats why theres version issues i made the mod (not the description

A **one-time automatic enchantment wheel** is scheduled after 10 minutes of server uptime. Its five-second preview gives players time to choose which item to hold. OperUnique enchantments. Unusual combinations. Custom loot in the Nether and the End.**

Turn your world into an enchantment-driven SMP where every original enchantment level is a limited resource. Apply enchantments to unexpected items, combine different levels for stronger effects, and compete for 34 structure-exclusive custom enchants hidden in the Nether and the End.

Server-wide unique enchantments

Each **enchantment + original level** can have only one active physical owner on the server. Sharpness I and Sharpness II are separate uniques, so different players can own different levels of the same enchantment.

Combine those levels in an anvil to add their effects together. **Sharpness I + II + III + IV + V produces an effective Sharpness XV**, while retaining the five original levels and their separate ownership claims. Combined levels remain visible on the item.

  • Apply vanilla, custom and registered modded enchantments to any item through the unrestricted anvil system.
  • Combine enchantments that are normally incompatible, with expanded support for held items and offhand effects.
  • Generated enchantments are removed from looted equipment; enchanted books remain usable.
  • Duplicate books for an already-taken original level trigger a TNT-strength explosion.
  • When an enchanted item is genuinely destroyed or despawns, its enchantments become available again.
  • Books left in normal or trapped chests stop reserving their enchantments after 30 minutes. Picking them up rechecks availability.
  • Enchanting tables are disabled.ators can also start a manual roll.

Purple Nether structure — 14 exclusive enchants

Explore the **purple Nether structure**, containing **five chests with one custom enchanted book each**. Its loot contains only these fourteen enchantments:

Enchantment What it does
**Snow Slice** Reusable enchanted snowballs erase a square, one-block-thick layer along their flight. Higher levels increase width and speed. Chests and shulkers are protected; an optional server rule changes it to a single-use, narrow-path version.
**Eternal Feast** Eat an enchanted golden apple carrying this enchant to permanently keep your hunger bar full, even after death or relogging. You can still eat for saturation; higher ranks grant bonus saturation per meal.
**Endless Shulker** Gives a shulker unlimited paged storage, search and a Take Shulker button. Higher ranks collect nearby matching stackable materials while held. Sneaking pauses collection.
**Rift Strike** Sneak + left-click to move safely behind a nearby enemy and empower your next melee hit. Higher ranks improve range, damage bonus and cooldown.
**Ore Echo** Mining ore can also mine one adjacent block of the same ore. Higher ranks improve the chance, with native drops and durability and no chain reaction.
**Enchantable** Makes later book applications to that item cost zero XP. Higher ranks also restore durability when a book is applied. Initial installation still costs the normal level.
**Bounce Back** Press jump again in the air for one extra jump. Higher ranks improve height and cooldown. You must land before reusing it; fall damage is not reset.
**Grapple** Adds a Grapple action to any enchanted item. Cast a visible hook, then reel in for a short pull toward a solid block. Higher ranks improve range, pull strength and cooldown.
**Quick Step** Sneak + jump from solid ground for a short directional dash. Higher ranks increase strength and reduce cooldown.
**Magnet** Routes your own mining drops directly into available inventory space. Higher ranks increase collection range; a full inventory leaves normal drops.
**Prospector** Mining ore briefly highlights nearby connected blocks of the same ore through terrain. Higher ranks increase range, duration and the number of markers.
**Second Wind** Killing another non-allied player grants temporary Speed. Higher ranks improve the buff and cooldown. Mob kills do not trigger it.
**Soft Landing** Reduces fall damage. Higher ranks improve protection without granting complete fall immunity on its own.
**Trailblazer** Three seconds of continuous sprinting grants extra speed. Higher ranks improve the bonus. Stopping, attacking or taking a hit resets it.

Each Nether enchantment name has the same **1/14 chance per chest**. Levels I, II and III are equally likely, so each of the **42 name-and-level variants has a 1/42 chance**. The Nether pool keeps these fourteen books; the new End books have their own separate pool.

Prismatic End Sanctum — 20 new exclusive enchants

Discover a **red, blue and purple structure on the outer End islands**, in End Highlands and End Midlands. The **Prismatic End Sanctum** has **five separate chests, each containing exactly one enchanted book** from its own twenty-book pool.

Every End enchantment type has exactly **5% chance per chest**. Its level is then rolled equally between I, II and III, making a specific type-and-level combination **1/60, approximately 1.67%**. Chest rolls are independent, so the same enchantment can appear more than once in a structure. These twenty books are exclusive to the End structure's survival loot pool and do not appear in the purple Nether structure.

Enchantment What it does
**Starfall** Falling melee hits deal 10–35% extra damage. Six-second cooldown; grounded hits stay normal.
**Astral Guard** Reduces projectile damage by 10–30%, scaling with rank.
**Blast Ward** Reduces explosion damage by 10–30%, scaling with rank.
**Ender Veil** Taking damage briefly grants Invisibility, with longer duration and shorter cooldown at higher ranks. Held items and armor follow normal invisibility rules.
**Rift Leech** Successful melee hits restore a little health, up to 1.5 hearts at VI. Higher ranks improve healing and cooldown; being at full health does not spend it.
**Crystal Harvest** Mob kills grant 1–6 additional XP points, with a two-second cooldown. Player kills do not count.
**Heavy Orbit** Successful melee hits briefly apply Slowness I. Higher ranks increase duration. Eight-second cooldown.
**Ender Mark** Successful melee hits make the target glow through terrain for 3–8 seconds. Five-second cooldown.
**Dragon Chill** Successful melee hits briefly apply Weakness I. Higher ranks increase duration. Twelve-second cooldown.
**Updraft** Successful melee hits briefly lift the target with Levitation I. Higher ranks increase duration. Twelve-second cooldown; normal fall damage still applies.
**Orbit Guard** Increases knockback resistance while equipped. Higher ranks make you harder to push back.
**Moonbound** Increases native jump strength while equipped. Higher ranks let you jump higher without removing fall damage.
**Starforged** Harvesting blocks such as stone grants a short Haste burst. Ranks I–III give Haste I; IV–VI give Haste II. Four-second cooldown, with normal tool, drop and durability rules.
**Ender Gills** Increases the chance of conserving air underwater. Higher ranks improve the bonus without granting unlimited air.
**Dragon Scales** Reduces fire-type damage by 10–30%. Does not prevent ignition or grant complete fire immunity.
**Satiated Soul** Mob kills restore some hunger and saturation when your food bar is not full. Higher ranks improve the reward. Ten-second cooldown; player kills do not count.
**Pearl Guard** Reduces self-damage from ender pearls by 15–90%, scaling with rank.
**Dragonheart** Adds 0.5–3 maximum hearts while equipped. Does not heal on equip; removing it also removes the extra capacity.
**Dusk Miner** Crouch to gain Night Vision. Higher ranks shorten activation from 4.5 to 2 seconds and extend the lingering effect after you stop crouching.
**Void Anchor** Can rescue you from void damage to a recent safe grounded position in the same dimension. The destination must still be loaded and safe. Higher ranks extend memory and shorten the cooldown from 180 to 80 seconds. It does not rescue ordinary falls.

Ranges above run from **effective rank I to VI**. All twenty End powers activate from an item in **main hand, offhand or equipped armor**. Unequipped inventory items and enchanted books do not activate them. Offensive hit effects honor PvP and team restrictions; active cooldowns survive death, logout and world restart.

The End structure appears in **newly generated chunks**, so existing worlds can find it by exploring new outer End islands.

Three levels — and stronger combinations

All **34 structure-exclusive enchantments** have **levels I, II and III**. Combine different original levels to create stronger effective ranks:

  • **I + II = III**
  • **I + III = IV**
  • **II + III = V**
  • **I + II + III = VI**

The original levels still remain separate for uniqueness and ownership. Combining I and II does not take the original III book away from another player. Equipping the same original level twice does not double these custom powers.

**None of these 34 structure-exclusive enchants appear on the automatic or manual wheel.** They remain available as enchanted books in Creative mode.

Already-filled chest inventories are preserved. Newly added structures appear in newly generated chunks.

More ways to build your loadout

  • **Action modes:** Shift + right-click cycles the actions supported by your item, including Throw, Fish, Riptide, Mend and Grapple.
  • **Manual Mending:** Hold right-click in Mend mode to spend XP repairing your held item, other hand and armor, using the normal 1 XP to 2 durability ratio.
  • **Infinity utility:** Supported consumables and held totems can be reused with a cooldown instead of being consumed.
  • **Expanded vanilla effects:** Features include melee Flame and Channeling, held Thorns and Protection, universal Sweeping Edge, spear/Riptide support and Fortune on ancient debris.
  • **Channeling kill credit:** Custom lightning credits its caster, including Ban kills, and protects dropped loot from its fire and repeated strikes.
  • **Selective grindstone:** Choose one original enchantment level to remove, get its book back, and keep the original item with its remaining enchants.
  • **The Big Mine:** Craftable books add 3x3, 5x5 and 10x10 mining areas. Combined levels above III extend it into a 10x10x10 volume.
  • **Protected Gear:** An End City enchantment that prevents durability loss on progressively more equipment without permanently changing its previous durability.
  • **Orbital Sword:** A craftable purple weapon with a large orbital strike and a narrow TNT-column attack. It supports enchantments and protects chests and shulker boxes from its explosions.
  • **Ban:** Use a dragon egg in an anvil to add a kill-triggered 30-minute player ban. The ban persists across server restarts, and operators can inspect or remove it early.

Registered modded enchantments participate in the original-level ownership and combination systems; their individual effects also follow the mechanics supplied by their mods. The combined release includes Dragonkind Evolved content.

Optional server rules and commands

Enable **keep items, drop enchants** to retain players' equipment on death while dropping their original enchants as books. This also handles carried shulkers, Ender Chests and nested storage. The rule is **off by default**.

Players can use:

/set home  
/tp home  

Home teleporting is blocked for 60 seconds after another player damages you.

Operator controls include:

/uniqueenchants roll  
/uniqueenchants roll @a  
/uniqueenchants end lock 30 minutes  
/uniqueenchants end unlock  
/uniqueenchants end status  
/uniqueenchants bans  
/uniqueenchants unban PlayerName  
/uniqueenchants highlight Sharpness  
/uniqueenchants highlight off  
/uniqueenchants death keepitems true  
/uniqueenchants snowslice nerf true  
/uniqueenchants orbital crafting false  
/locate structure uniqueenchants:prismatic\_end\_sanctum  

Run the End structure locate command while in the End.

Use false to disable the keep-items or Snow Slice nerf rule, and true to re-enable Orbital Sword crafting. The book finder highlights matching books in loaded containers without forcing new chunks to load.

Installation

  • **Minecraft Java Edition 26.3**
  • **Fabric Loader 0.19.5 or newer**
  • **Java 25**
  • Install the combined mod JAR on **the server and every client**, using the same release.
  • **Fabric API and Dragonkind Evolved are bundled** in the combined release.
  • When updating, replace the previous combined JAR and keep one version installed.

Project description from CurseForge.

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Recent files

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