Abyssal Enchanter
Enchants books and items to the exact enchantment you pick, paid for with a reagent, liquid experience and a laser beam.
Placing It
The Enchanter is one item that fills a 3x3 space two blocks tall, centered on the block you place it in. Every block in that space has to be empty first, so it can be built underwater too. Breaking any part of it takes the whole Enchanter down as a single item, along with whatever is inside.
While it works, the ring of broken stone around it lifts and turns, the core in its pillar lights up and a column of light rises over the pedestal.
Enchanting
- Put a book, or any item that can take the enchantment, in the top slot.
- Put the reagent in the slot below it. The reagent decides the enchantment: quartz for Sharpness, redstone for Efficiency, obsidian for Unbreaking and so on. JEI lists every one under Laser Enchanting.
- Pick the level with the arrows in the screen. It starts at the highest level.
- Fill the tank with liquid experience, then aim a beam at any outside face of any block of the Enchanter.
Each level needs one set of reagent, so Sharpness V takes five times the quartz of Sharpness I. When it finishes, the book or item goes to the output slot. An item that already has the enchantment at a lower level is raised to the new level.
If more than one enchantment uses the same reagent, the » button switches between them.
Overenchanting
The Enchanter can go up to five levels past an enchantment's normal max, so Sharpness can reach X. Raise the level past the max with the arrows and the level shows in gold.
Each level past the max costs four times the total AP and liquid experience of the level before it: Sharpness VI costs 4x, Sharpness VII 16x and Sharpness X 1,024x. The beam it needs keeps rising on its usual curve, and the reagent stays at the amount for the normal max.
Only items can be overenchanted. With a book in the top slot the level stops at the normal max, so put the sword, pickaxe or armor piece itself in the Enchanter.
Liquid Experience
The tank takes any liquid experience (the c:experience fluid tag), including Experience Algae and the experience fluids of other mods, and nothing else. It holds about 2.1 million buckets, and pipes can pull it back out if you put in too much. 20 mB counts as one experience point.
Beam Power
An enchantment has two costs in AP:
- The beam it needs before it starts at all.
- The total it has to take in before it finishes. A stronger beam than the minimum finishes sooner.
Both rise steeply with the level and with how rare the enchantment is. Sharpness I needs a 10 AP beam, Sharpness V a 250 AP beam and 250,000 AP in total, and Thorns III a 720 AP beam. Treasure enchantments such as Mending cost double. The screen and JEI show the exact figures.
Purity
At a beam purity of 3.0 or more, you always get exactly the enchantment and level you picked. Below that the result can change, more often the lower the purity:
- The level can drift, usually down by one and sometimes up by one.
- It can become a different enchantment that fits the same item.
- It can give you the enchantment you picked plus a random extra one at level I.
Below purity 0.5 there is also a chance of a curse being added on top. The book or item is never destroyed, and the screen shows how stable the current beam is.
Crafting
The power, experience, purity, curse and overenchanting settings are in config/nautec-common.toml. Pack makers can add their own reagents with nautec:laser_enchanting recipes.
To keep an enchantment out of the Enchanter, list its id in abyssalEnchanterBlacklist in that config (modid:* blocks a whole mod), or add it to the nautec:abyssal_enchanter_blacklist enchantment tag. A blocked enchantment can't be made, never comes out of a low purity result and is hidden from JEI. Ars Elemental's Soulbound is blocked by default.


