
Modrinth · Minecraft mod
Absolute Enchantments
Adds enchantments that are based on games like MC Dungeons or DooM. And tweaks vanilla enchants.
Quick answer
Which Absolute Enchantments release should I use?
Absolute Enchantments 1.1.0 targets 1.20.1 with Forge. Installation on the client is optional. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Absolute Enchantments required on the client, server, or both?
Installation on the client is optional. Installation on the dedicated server is optional.
The source marks this as usable on both the client and server.
What else does Absolute Enchantments 1.1.0 need?
1.1.0. Change the file and its required mods may change too.
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.
Before you install it
Add Absolute Enchantments without breaking your instance.
Built for Absolute Enchantments 1.1.0. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.1.0. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
Installation on the client is optional. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.1.0. It opens that exact file at the source.
About this project
What does Absolute Enchantments add?
This mod adds a variety of enchantments inspired by other games, like Minecraft Dungeons and DOOM Eternal, as well as a few other mods:
Quick showcase:
Full review:
As a developer, YOUR FEEDBACK HELPS ME A LOT! If you have questions, need help, or want clarification about my mod, you are welcome to join my Discord and i'll give you a detailed explanation as soon as i'm able to:
[Ground Pound]
Inspired by the Falling Attack mod, this is a weapon enchantment that triggers when you are at least 3 blocks in the air. If you crouch and press left-click, you’ll plummet towards the ground like a meteor in whatever direction you're looking.
When you land, the screen shakes, and you unleash a devastating shockwave. The damage, radius, and cooldown of this attack all scale based on how far you fall! For example, a 16-block fall will create a massive 16x16 block radius. At Level 1, it adds 0.5 bonus damage per block fallen, scaling all the way up to 2.5 bonus damage per block at Level 5.
After using it, you'll receive a 'Pound Recovery' cooldown effect. A small 3-block drop gives a short 20-second cooldown, while a massive 16-block drop gives a 60-second cooldown. However, you can speed this up by killing mobs! Any standard kill reduces the timer by 1 second, but if you kill a mob while holding your weapon enchanted with Ground Pound, it reduces the cooldown based on the enchantment level. So, killing a mob while holding a sword with a Level 5 Ground Pound enchantment will instantly shave 5 seconds off your timer! When the cooldown finally ends, a sound cue and a circle of particles will let you know that you're ready to slam again.
[Pain Cycle]
Iinspired by the Minecraft Dungeons enchantment of the same name. This weapon enchantment requires a blood sacrifice: every time you hit an entity, you take a small, unblockable amount of damage to build up a stack. On your 6th hit, you unleash a devastating attack! The damage multiplier scales with the enchantment level, dealing up to 5 times your normal damage at level 3.
These stacks are unique to the specific weapon you are holding, and you can track your current combo by looking at the Pain Cycle effect icon in your inventory. It features an ominous smiling face on a black background. As you get closer to that 6th hit, the smile and eyes of this face get bigger and more intense!
After landing the 6th hit, you'll receive a negative effect called 'Deep Wounds,' which reduces all incoming healing by 20% per level. This prevents players from instantly healing back their sacrificed health using life-steal or high healing builds. Just like Pain Cycle, this effect has a custom icon of an ominous face that appears to bleed more and more as the effect level gets higher. If you put the weapon away, the Deep Wounds effect hides from your screen, but the timer keeps running in the background. Once the penalty expires, a distinct sound and particle cue will let you know you are ready to start the cycle again.
[Take Back]
Based on the DOOM Eternal rune of the same name. This is an enchantment for chestplates. If an enemy pops your Totem of Undying, that enemy will start glowing, and a spectral Totem particle will hover above their head for 10 seconds. This is your revenge window. If you manage to kill that specific entity before the 10 seconds run out, they will 'return' your Totem of Undying by dropping it on death!
The returned totem glows and acts like a magnet, flying directly into your inventory. It also cannot be destroyed by explosions or fire. Once successfully triggered, this enchantment goes on a 20-minute (24,000 tick) cooldown, which you can track by checking the chestplate's tooltip.
[Snowball]
Inspired by the Minecraft Dungeons enchantment of the same name. This chestplate enchantment automatically fires snowballs at any enemy within a 5-block radius every few seconds, briefly stunning them. While stunned, the enemy will emit snow particles and completely stop attacking. At Level 3, the fire rate increases to one snowball every single second! If you manage to get it past Level 3, it stops shooting faster and instead increases the targeting radius by 2 blocks per level. This enchantment is meant for crowd control, so it won't target boss mobs with more than 50 health.
[Longshot Fury]
Enchantment for tridents that will boost its next melee damage after it has hit a mob at long range. The further it traveled the stronger the boost will be. It also increases movement speed and air mobility while in any hotbar slot for a brief time.
[Lock In]
Inspired by the 'Despise' enchantment from the Mob AI Tweaks mod. This enchantment can be applied to any trident-like weapon, such as spears. If you aim at an entity before throwing your weapon, the weapon will glow and relentlessly chase after that specific target, ensuring you will never miss. And if you combine this with the Riptide enchantment, it turns you into the homing missile, automatically launching you directly at your locked-on target!
[Gravity]
This enchantment is inspired on the Minecraft Dungeons enchantment of the same name. When you attack an entity with a sword with Gravity, a 5x5 block Gravity Well spawns at their exact position. Any other enemies caught in this radius will be continuously pulled toward the center. The enchantment forcefully pins them to the floor, preventing them from jumping or flying out of the well! The well lasts for 1 second at Level 1, and 2 seconds at Level 2, with custom particles highlighting the center and edges of the suction zone.
[Pulling]
A crossbow enchantment that acts as the opposite of Punch. When you shoot an entity, they are forcefully dragged towards you! The pull automatically stops when they are within 6 blocks of you. After the entity reaches this 6 block dead zone, the mob becomes temporarily immune to the effect for 10 seconds. You'll see custom particles flying from the mob to the player to indicate the pull is active.
[Lucky Strike]
This enchantment is inspired on the Minecraft Dungeons 'Critical Hit' enchantment. This works on both melee and ranged weapons. It grants a random chance to trigger a devastating hit, multiplying your total damage by a 100% per level! At Level 1, it has a 5% base chance to trigger. However, this enchantment directly scales with your player's Luck attribute—every single point of Luck you have adds another 5% chance for a Lucky Strike to happen![Experience resonator]
Grants a 5% chance to deal devastating critical damage. Chance increases by 5% every 10 experience levels.
[Exploding]
Makes entities explode after death, dealing 20% damage based on the entities max health per level. Explosion size scales based on the killed entity's max health. Explosions ignore invulnerability frames.
[Precision]
It’s an enchantment for crossbows. Not only does it increase the base speed of your fired arrows, but it also physically tightens the spread arc of the Multishot enchantment, turning your crossbow into a highly accurate shotgun.[Air Control]
This enchantment is inspired by the DOOM Eternal rune of the same name. This enchantment for armors grants the user significantly enhanced maneuverability while airborne, as a side effect it makes your sprint-jumps 10% faster.[Frost Aspect]
This weapon enchantment inflicts the vanilla freezing effect for 8 seconds per level.[First Blood]
This enchantment will cause your weapon to deal double damage if your target is at maximum health.[Health Boost]
This is an armor enchantment that increases the wearer's maximum health by 1 point per level.[Vanilla Overhauls]
That’s all the enchantments this mod adds! However, my mod also overhauls how a couple of vanilla enchantments work to make them scale much better in modded playthroughs:
[Sharpness]
In vanilla Minecraft, Sharpness adds a flat value of 1 extra damage at Level 1, and 0.5 damage for every level after that. That works perfectly fine in a vanilla setting. But if you play modded Minecraft, you've probably noticed that applying a flat +3 damage to a massive late-game weapon that already deals 25 base damage barely makes a difference.To fix this, my mod changes Sharpness to amplify the weapon's base attack damage by 10% per level instead. With this new scaling formula, a weapon's base attack damage is increased by 50% at Sharpness 5. Going back to our 25-damage weapon example, instead of just getting a +3 damage increase, it now gets +12.5 bonus damage!
[Damage Enchantments]
Smite, Bane, and Impaling have % based scaling damage boosts. But this boosts are additive to the weapon's base damage attribute, and not multiplicative to other damage boosts the weapon or player may have. Otherwise it'd be wildly unbalanced?!.[Efficiency]
Similar to Sharpness, this mod overhauls Efficiency so that it increases a tool's base mining speed by 65% per level. This makes applying Efficiency to high-tier tools with great base stats incredibly rewarding. On the flip side, it also means enchanting a cheap tool with terrible base stats won't be nearly as effective.[Infinity]
It's 3 levels now: at level 1 it can shoot standard arrows out of thin air, and has a 16% chance per level to not consume a special arrow, such as tipped or spectral arrows.
[Frost walker]
Allows one to walk on top of powder snow. Turns lava into frosted magma blocks. Frosted blocks don't requiere continuous motion. Frosted blocks melt at any light level. Doesn't requiere the player to be on the ground to generate frosted blocks. Landing on frosted blocks negates fall damage. Crouching prevents it from generating new frosted blocks. Standing still keeps blocks frosted.
[Riptide]
Buffs: Now it can be used anywhere.
Nerfs: Now the trident must be recharged with water contact: Its strength is reduced after use and recharges overtime when the player is under rain or touching water (7.5s to go from 0 to 100%), if the player is holding both a water bucket and trident with riptide (10s), or has a water bucket in the hotbar (13.5 seconds). Riptide can always be used at 100% strength while touching water regardless of charge status. Using riptide while touching water will not deplete charge.
[Aqua Affinity]
Now also removes the airborne mining penalty.
MODDED OVERHAULS.
This mod also does tweaks on some enchantments from other mods:
Alex's Caves:
Shaded Respite
It's 3 levels now: at level 1 it has a 16% chance per level to not consume a special arrow, such as tipped or spectral arrows.
BALANCE:
[Ground Pound + Pain Cycle]
When this combo is performed, a new cooldown similar to Pound Recovery is introduced that prevents Pain Cycle from working on Ground Pound dives. This cooldown can last anywhere between 2 to 10 minutes depending on the height. The cooldown reduction is the same as Pound Recovery: -1 second per mob kill, and reduction based on the enchantment level that the mob was killed, counting regular ground pound kills. + Stack 5 Pain Cycle kills reduce the cooldown based on the Pain Cycle enchantment level, so killing a mob with GP level 5 + 3 levels with a stack 5 PC = -8 second reduction. Ground Pound visuals and audio change when performing this combo.
Project description from Modrinth.
Pick your setup
Absolute Enchantments by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Absolute Enchantments versions and loaders
1.1.0
absolute_enchantments-1.1.0.jar
7 Oct 2026
1.0.4
absolute_enchantments-1.0.4.jar
14 Jun 2026
1.0.3
absolute_enchantments-1.0.3.jar
14 Jun 2026
1.0.1
absolute_enchantments-1.0.1.jar
9 May 2026
1.0.0
absolute_enchantments-1.0.0.jar
5 Apr 2026
Looking for an older file? The official Modrinth project page is in Resources.