Enchanting

This chapter teaches the pack’s deep enchanting overhaul (built on the Eterna/Quanta/Arcana stat system) — from a basic Enchanting Table up to an Enchanting Library holding every enchant, plus tomes, charms, and infusions. See Accessories & Enchanting and EMI Enchanting.

The Enchanting Table stats

The table shows three bars:

  • Eterna — the table’s level (and cost). Your required XP level is 2× Eterna (50 Eterna = 100 levels).
  • Quanta — pure randomness; the more you add, the more chaotic results get. Not recommended to max.
  • Arcana — rarity and number of enchants. Don’t max it if you want plain enchants like Protection or class enchants like Sunfire — lower Arcana for those.

Bookshelf progression

You build power by surrounding the table with increasingly exotic bookshelves. The rough ladder:

  1. Seashelves / Hellshelves — your first stat shelves; you need ~15 total (a mix is fine) to get started.
  2. Infused shelves — infuse the above with Crystaline/Heartforged Seashelves or Blazing/Glowing Hellshelves (need ≥2 of the higher ones). Following the chapter’s counts gets you to ~30 Eterna.
  3. Echoing / Deep Dark shelves — need Ancient City loot (Echo Shards); make ~8. This is where players “learn to love or hate” the grind.
  4. Draconic Endshelves (Ender Dragon Heads from End ships) and Endshelves (End Rods) — the last mile; make several spares.

Set up an infusion setup to upgrade shelves and infuse Tomes and Charms.

Tomes, charms & the Library

  • Tomes — scrapping/extraction tomes pull enchants off items; gear-specific tomes get enchants only possible on certain gearsets (e.g. Feather Falling). Read a tome before using it — some destroy the item. Infused tomes work with an Anvil enchanted with Splitting to break a big enchanted book into its components.
  • Anvil enchants — Obliteration and Splitting (the latter is one of the only ways to extract some enchants from a weapon/book).
  • Enchanting Library — the payoff: stores all your enchants (and curses) in one block, mineable, and AE2-compatible (face a Storage Bus at it). A bigger/fancier version exists (“Library of Alexandria”).
  • Charms — crafted from 3 of the same potion for longer effects; they have durability. Make them last with Unbreaking + Mending, a Hardening Catalyst, or Infusion (learned later). The final quests show how to make charms Unbreakable.

Odds & ends flagged in-quest

  • Special Cobweb removes curses that can’t be removed normally.
  • Infused Dragon’s Breath — take it from the dragon (bring bottles), buy from Alchemist Villagers (higher-tier trade), or loot dungeons.
  • Ghast Tears — from Journeyman Alchemist trades or Nether dungeons.
  • Getting levels — Looting, Scavenger, Soul Devourer, and Knowledge of the Ages (converts items to XP — don’t use on bosses), plus the Bag of Souls armor enchant. Bulk-haunt items with an Encased Fan over soul fire for some materials.

Anticipated questions

  • Why am I getting bad/random enchants? Too much Quanta (chaos) or Arcana (rarity). Lower Arcana for plain enchants like Protection/Sunfire.
  • How much XP do I need? 2× your Eterna value in levels.
  • How do I move an enchant off a bad weapon? An Anvil enchanted with Splitting + extraction tomes.
  • Best endgame storage for enchants? The Enchanting Library — it holds everything and hooks into an AE2 Storage Bus.