
A rework of enchanting, centered around leveling up enchantments through usage
⚠️ Penchant is still in beta. Please report any bugs or balance issues to help improve the mod!
The core feature of Penchant is that all enchantments start off from level one and players must level up their enchantments through usage. Usage means any action that would normally reduce durability, such as mining, attacking, and taking damage (for armor).
You can view a progress bar for each enchantment by holding Left Ctrl (configurable). Once the bar is filled, the enchantment increases by one level and the bar resets, until the enchantment is maxed out.

This means that instead of grinding for a ton of XP and hoping for good RNG, all you need to do to improve your tools is go out and use them, like you were going to do anyway.
The remaining features of Penchant are organized into modules that can be disabled individually per-world via datapacks.
Configuring ModulesDatapacks can be enabled and disabled in the world creation menu, and after world creation using the /datapack command. You can also install Datapack/Gamerule Menus to configure datapacks with a menu after world creation.

Note: Some modules don't make sense without other modules enabled, these soft dependencies are listed at the start of each module.


Strongly recommend Bookshelf Placement. This module includes advancements to guide you through the reworked enchanting.
The enchanting table now lets you choose individual enchantments. Each enchantment has an xp cost and a required number of books near the table, and costs 1 lapis lazuli.

Enchantments that are not in the table by default can be unlocked by placing enchanted books in nearby bookshelves.


If you place a grindstone within the bookshelf radius, you can remove enchantments from items onto books. This makes enchanted equipment you find more useful as you can unlock more rare enchantments.



Chiseled bookshelves and lecterns count towards the enchanting table bookshelf count depending on how many books they hold. 3 books = 1 vanilla bookshelf.

Additionally, there is no longer a requirement to have no blocks between the shelf & table, and shelves can be placed in a 7x4x7 area centered on the table (1 below, 2 above).


Mending is removed. Instead, Unbreaking has 5 levels and Unbreaking V makes the tool unbreakable (but you have to work your way there!)

| Level | Damage chance |
|---|---|
| None | 100% |
| 1 | 100% |
| 2 | 75% |
| 3 | 50% |
| 4 | 25% |
| 5 | 0% (unreakable) |
Items in the world that already have Mending don't lose it but it no longer functions.

Recommend Table Rework
Reorganizes enchantments and where they can be acquired so that basic enchantments are readily avaiilable but more important and special ones are harder to get. Enchantments are organized into the following categories:




Additionally, zombies can spawn with iron pickaxes that have the same chance to be enchanted as shovels and swords.

Strongly recommend Table Rework
Enchanted books can no longer be applied to items in the anvil, as chiseled bookshelves are the intended way to use enchanted books. Tools can still be combined.


Makes more sense with Loot Rework
Mobs that spawn with enchanted equipment are guranteed to drop that equipment (if killed by player/wolf, as in vanilla), allowing you to move those enchantments onto books and apply them to your own gear. Also applies to all tridents.


Disabled by default, makes more sense with Loot Rework
Curse enchantments can only be found on mob equipment.
I highly recommend adding these mods to make your experience more complete
(in no particular order)