Allurement Mod — Guide
Mechanics and Interactions
Allurement enchantments are designed with specific technical behaviors to ensure balance and synergy with vanilla mechanics.
Alleviate Mechanics
Alleviate triggers specifically on the death of a mob caused by the player. - Level I: Restores 1 Health Point (0.5 Hearts). - Level II: Restores 2 Health Points (1 Heart). - Level III: Restores 3 Health Points (1.5 Hearts).
Shockwave Mechanics
Shockwave requires the player to fall at least 3 blocks to trigger. The radius of the shockwave is determined by the enchantment level, while the damage is determined by the fall distance. The player still takes fall damage unless they have Feather Falling or other protections, but the shockwave can be used offensively to clear space upon landing.
Reeling Mechanics
Reeling is particularly effective for melee-ranged hybrid builds. By pulling a target closer with a crossbow, players can quickly switch to a sword to finish the enemy. It is mutually exclusive with the Piercing enchantment to prevent technical issues with multiple entities being pulled at once.
Reform Mechanics
Reform acts as a "passive Mending." It repairs 1 durability point every 20 seconds (400 ticks). While slower than Mending, it does not require experience orbs, making it ideal for long exploration trips where mob farming is infrequent.
Enchantments
The core of Allurement is its collection of enchantments. These can be obtained through the standard Enchanting Table, found in loot chests, or acquired via trading with Villagers.
Weapon Enchantments
| Enchantment | Max Level | Applicable To | Description |
|---|---|---|---|
| Alleviate | III | Sword, Axe | Restores a portion of the user's health upon killing a mob. Higher levels increase the amount of health restored. |
| Launch | II | Sword | Knocks the target upward into the air. Useful for setting up aerial combos or dealing fall damage. |
| Reeling | I | Crossbow | Pulls the entity hit by a bolt toward the shooter. Incompatible with Piercing. |
Armor Enchantments
| Enchantment | Max Level | Applicable To | Description |
|---|---|---|---|
| Shockwave | III | Boots | Creates a damaging shockwave and knockback effect when the player lands from a height of at least 3 blocks. Damage scales with fall distance. |
| Vengeance | III | Chestplate | Has a chance to reflect a portion of incoming damage back at the attacker. Unlike Thorns, this does not consume extra durability. |
Utility Enchantments
| Enchantment | Max Level | Applicable To | Description |
|---|---|---|---|
| Reform | I | Any Tool/Armor | Slowly repairs the item's durability over time while it is in the player's inventory. This is a passive alternative to Mending. |
Recipes
Allurement does not add new crafting recipes for items or blocks. All features are integrated into the vanilla mechanics of the Enchanting Table and the Anvil.
To apply Allurement enchantments: 1. Enchanting Table: Place a valid tool or armor piece in the table with Lapis Lazuli. The new enchantments will appear randomly based on the level of the table. 2. Anvil: Combine a tool or armor piece with an Enchanted Book containing an Allurement enchantment. This is also the method used to upgrade enchantment levels (e.g., combining two Alleviate I books to create Alleviate II).