截图
介绍

CarianStyle turns the Ashes of War, sorceries, incantations, talismans and Remembrances of Elden Ring into 113 enchantments. You get them like vanilla enchantments, from the enchanting table, the anvil and loot. Effects follow the original game where possible: flame enchantments need you to be on fire to reach full strength, star and moon enchantments are stronger at night, Remembrance enchantments are the rarest and conflict with each other, and some powerful enchantments have drawbacks.
Versions
| 1.21.1 | 1.20.1 | 1.12.2 | |
|---|---|---|---|
| Loader / Java | NeoForge 21.1.265 or newer, Java 21 | Forge 47.x, Java 17 | Forge 14.23.5.2855 or newer, Java 8 |
| Install on | Client and server | Client and server | Client and server |
| Dependencies | None (Cloth Config API for the config screen is bundled) | None (Cloth Config API for the config screen is bundled) | None (uses Forge’s built-in config screen) |
Enchantment Codex (K) |
Yes | Yes | Yes |
Config files: config/carianstyle-common.toml (config/carianstyle-common.cfg on 1.12.2), plus config/carianstyle/enchantment_values.json for every enchantment’s numbers.
All three versions have the same enchantments, numbers, effects and codex; on 1.21.1 and 1.12.2 a few edge cases follow that version’s game rules.
Enchantment types
Enchantments come in five types. Apart from General ones, enchantments of the same type are mutually exclusive, so a piece of gear can only carry one of each:
- General (67): most of the mod: talismans, flames, stars, the Golden Order and more.
- Combat Arts (26): Ashes of War, i.e. weapon skills such as Stamp (Sweep), Repeating Thrust, Parry and Unsheathe. One per weapon.
- Remembrances (15): based on the Remembrance bosses. All of them sit in the rarest tier and are the strongest.
- Death (4): fire when you take a lethal hit (Contagious Fury: a hit that would drop you to 30% HP or lower), such as Scarlet Aeonia and Greatblade Phalanx.
- Laws (1): Stellar Order.
Rarity decides the maximum level: Uncommon enchantments go up to V (26), Rare ones up to III (51), and Very Rare ones only have level I (36). 23 of them are treasure enchantments that never appear at the enchanting table, only in loot. Two are curses.
Full enchantment list
The same texts you see in game. [Level] means the enchantment level.
General (67)
| Enchantment | Max | Applies to | Effect |
|---|---|---|---|
| Carian Phalanx | III | Bow | On an arrow hit, [Level] x 2% chance to summon 9 glintblades that home in on the target, each dealing [Level] x 5% magic damage. |
| Carian Retaliation | III | Shield | Taking magic or ranged damage while guarding summons 3 glintblades that home in on the attacker, each dealing [Level] x 20% magic damage. |
| Lucidity (treasure) | V | Armor | Debuffs you receive are one level higher, but their durations are reduced by [Level] x 15% (levels add up across armor pieces). (Infinite effects are unaffected.) |
| Blessing of the Erdtree (treasure) | III | Chestplate | Attacking or being attacked grants Blessing of the Erdtree [Level] for [Level] x 2.5s: max HP +[Level] x 15%, and restore [Level] x 4% of max HP whenever its remaining duration reaches a multiple of 3s (Level 1 lasts under 3s and never heals). |
| Golden Vow (treasure) | III | Armor | Attacking or being attacked grants Golden Vow [Level] for [Level] x 2.5s: damage dealt +[Level] x 15%, damage negation +[Level] x 10%. (Levels from multiple armor pieces add up, capped at level 9 when attacked and level 5 when attacking.) |
| Protection of the Erdtree (treasure) | III | Armor | Attacking or being attacked grants Protection of the Erdtree [Level] for [Level] x 2.5s: negation against non-creature damage +[Level] x 20%. (Levels from multiple armor pieces add up, capped at level 5; negation tops out at 100%.) |
| Bestial Constitution (treasure) | I | Chestplate | All buff and debuff levels are doubled, but their durations are reduced by 60% (instant and infinite effects are unaffected). |
| Bestial Vitality (treasure) | V | Chestplate | All buff and debuff durations +[Level] x 30% (infinite effects are unaffected). |
| Rejection | III | Leggings | On being attacked by a creature, knock back every creature within ([Level] – 1) x 0.75 + 5 blocks with a force of 0.5 (up to 20). |
| Blessed Dew | V | Chestplate | While your hunger bar is full, restore [Level] x 0.2% of your max HP per second. |
| Blue-Feathered Branchsword | V | Sword | At 20% HP or below, gain [Level] x 10% negation against damage from creatures. |
| Concealing Veil | I | Armor | While sneaking, enter stealth: other players can’t see you and no creature can track you. Attacking or taking damage prevents stealth for 3s. |
| Daedicar’s Woe (treasure, curse) | I | Armor | Curse Damage taken x3. I-frames after being hit -50%. |
| Dragoncrest Greatshield | I | Armor | Each instance of physical damage taken adds a stack: armor and armor toughness +7.5%, movement speed -1%, lasting 30s (refreshed on each hit), up to 20 stacks. At full stacks, gain an additional 25% physical damage negation. |
| Godskin Swaddling Cloth | III | Sword | Every 4 fully charged hits restore ([Level] – 1) x 1% + 3% of your max HP. |
| Gold Scarab | V | Sword | Experience dropped by slain targets +[Level] x 30%. |
| Green Turtle | V | Armor | Healing received +[Level] x 7.5%, and each heal restores up to [Level] x 0.15 extra HP, scaling with the share of HP you’ve lost. Levels on multiple armor pieces add up. |
| Longtail Cat | III | Armor | Immune to fall damage below ([Level] – 1) x 25% + 50% of your max HP (levels on multiple armor pieces add up). |
| Magic Scorpion Charm | V | Chestplate | Magic damage +[Level] x 10%, and dealing magic damage restores [Level] x 1% of lost HP. Cost: physical damage taken +[Level] x 10%. |
| Red-Feathered Branchsword | V | Sword | At 20% HP or below, damage dealt +[Level] x 20%. |
| Rigid Arrow | V | Bow | Bow damage +[Level] x 80%. Cost: while any other creature is within 12 blocks, damage taken from creatures +[Level] x 80% and knockback taken +[Level] x 75%. |
| Realm of Sorcery (treasure) | I | Armor | Magic damage dealt by every creature of your kind within 6 blocks, including yourself, +50% (worn by a player, this means every nearby player). |
| Thops’s Barrier (treasure) | I | Armor | No creature within 6 blocks, including yourself, can deal or take magic damage. |
| Immutable Shield | III | Shield | While guarding: damage that gets past the shield -[Level] x 10%. Each time the shield fully blocks an attack, restore [Level] x 1% of your max HP and clear all buffs and debuffs from the attacker. |
| Law of Causality | III | Armor | After taking damage from creatures 5 times, deal retaliatory damage equal to [Level] x 75% of that damage to every creature within [Level] x 3 blocks (at most 10). (1s cooldown; [Level] is the total across all worn armor.) |
| Law of Regression (treasure) | III | Armor | Frequently (about once per second) clears all buffs and debuffs from every creature within [Level] x 3 blocks (at most 8), including yourself. ([Level] is the total across all worn armor.) |
| Sacred Order | I | Armor | You cannot be healed. The first time you enter a world each life, gain a damage-absorbing shield worth 100% of your max HP if you have none (changing dimensions or logging back in won’t grant it again). Killing a creature grants a damage-absorbing shield worth 10% of your max HP (capped at 300% of max HP). While you have a shield, damage dealt +50% and damage taken -25%; hits that leave your shield standing reflect magic damage equal to 5% of the remaining shield. |
| Crucible Feather (treasure) | III | Armor | Damage taken x(total level across your armor x 50% + 100%). I-frames after being hit +[Level] x 150%, and gain Speed [Level] and Jump Boost [Level] for [Level] x 2s (these two use your highest piece and do not stack). |
| Crucible Knot | III | Chestplate | Damage taken from attackers standing higher than you -[Level] x 25%. |
| Crucible Scale | III | Armor | When a single hit deals at least your max HP, that damage is reduced by [Level] x 15% (levels from multiple armor pieces add up, up to -90%). |
| Flame, Devour Them All | III | Sword | While ablaze: fully charged attacks deal fire damage equal to [Level] x 15% of the damage to up to 16 other creatures within [Level] blocks of the target (sparing other players, teammates and your pets), setting them ablaze for 10s. |
| Flame, Grant Me Strength | V | Sword | Attacks set you ablaze for 10s. While ablaze: damage dealt +[Level] x 7.5%, and gain [Level] x 3.75% negation against non-magic damage. |
| Flame, Heal Me | V | Armor | While ablaze: on being attacked, [Level] x 2.5% chance to remove one debuff (levels on all armor pieces add up). Each removal grants a permanent damage-absorbing shield worth 10% of your max HP. |
| Flame, Protect Me | V | Armor | While ablaze: gain [Level] x 2% damage negation and restore [Level] x 0.1% max HP per second (each armor piece applies separately). |
| Starcaller Cry | III | Bow | Where the arrow lands, creatures within [Level] x 2 blocks are pulled toward the center; 1s later lightning strikes every creature within [Level] blocks, dealing [Level] x 30% of the arrow’s base damage (x3 at night). |
| Dung Eater | V | Sword | After dealing damage with a fully charged melee hit: you are nauseated for [Level] x 1.5s; the target is nauseated for [Level] x 4s and defiled for [Level] x 4s, reducing healing received by 75%. |
| Honed Bolt | III | Armor | When hit by a ranged attack, call down [Level] lightning bolts on the attacker (levels add up across armor pieces), each dealing 30% of the damage taken (x2 in rain, x4 in thunderstorms). |
| Vyke’s Dragonbolt | III | Sword | Lightning damage negation +[Level] x 15%. After dealing damage with a fully charged melee attack, [Level] x 5% chance to call down lightning (chance x2 in rain, guaranteed in thunderstorms) dealing [Level] x 50% damage (x2 in rain, x4 in thunderstorms). |
| Ekzykes’s Decay | III | Bow | Where the arrow lands, every creature within [Level] x 2 blocks – including yourself – receives Scarlet Rot [Level] for [Level] x 5s: 3% of current HP plus 0.075% of max HP as magic damage per second (ignores armor, +33% per level), healing received -25%, armor -[Level] x 50%. |
| Scarlet Rot | III | Sword | Fully charged attacks inflict Scarlet Rot 1 for [Level] x 20s: 3% of current HP plus 0.075% of max HP as magic damage per second (ignores armor and Resistance, +33% per level), healing received -25%, armor -50%. |
| Hoarfrost Stomp | III | Armor | Triggers when a single hit from a creature deals at least 25% of your max HP (levels on all armor pieces add up): launch up to 20 grounded creatures within 3 + ([Level] – 1) x 2 blocks (max 10) with a force of [Level] x 0.35 and inflict Frostbite [Level] for [Level] x 5s: movement speed -[Level] x 7.5%, and [Level] x 0.25% of max HP as physical damage every 0.5s. |
| Frenzied Burst | III | Bow | Arrow hits burn you for 10% of your max HP over 3s, and burn the target for [Level] x 0.2 times that self-inflicted damage. While burning, healing received -90%. |
| Howl of Shabriri | III | Sword | Fully charged attacks burn you for 5% of your max HP over 3s (your healing received -90% meanwhile) and inflict Madness on the target for [Level] x 3s: armor and armor toughness -15% and healing received -10% per stack, up to 6 stacks. Targets at full stacks take an extra [Level] x 15% damage. |
| Shabriri’s Calamity (curse) | I | Chestplate | Curse Damage taken x1.5. Hostile creatures strongly prefer to target you. |
| Unendurable Frenzy | III | Sword | Fully charged attacks burn you for 20% of your max HP over 3s, and burn the target for [Level] x 0.1 times that self-inflicted damage. While burning, healing received -90%. |
| Sleep Mist | V | Sword | After a fully charged attack, [Level] x 2% chance to inflict Sleep [Level] for [Level] x 3s: blindness, unable to move, jump or attack. The first hit from a creature awakens the target, dealing +75% + [Effect Level] x 25% damage and clearing Sleep. |
| St. Trina’s Arrow | V | Bow | On an arrow hit, [Level] x 3% chance to inflict Sleep [Level] for [Level] x 3s: blindness, unable to move, jump or attack. The first hit from a creature awakens the target, dealing +75% + [Effect Level] x 25% damage and clearing Sleep. |
| Blood Tax | III | Sword | On fully charged hits: damage dealt +[Level] x 0.15% for every 1% of HP lost. After dealing damage, restore [Level] x 2% of lost HP. (If the main-hand weapon has Bloody Slash: healing is doubled.) |
| Bloody Slash | III | Sword | Fully charged attacks consume 10% of your max HP (at 10% HP or less, you die instead) to deal an extra [Level] x 5% of the target’s current HP as damage. On a kill, restore [Level] x 2.5% of your max HP. (If the main-hand weapon has Blood Tax: healing is doubled.) |
| Loretta’s Greatbow | I | Bow | Arrow damage +50%, and arrows explode on impact. |
| Loretta’s Mastery (treasure) | I | Bow | Arrow damage -25%, but arrows produce four large explosions on impact. |
| Ancestral Spirit’s Horn | III | Chestplate | Magic damage negation +25%. After taking magic damage, restore [Level] x 5% of that damage as HP over 10s. |
| Goddess of Rot | I | Sword | While held in the main hand, you constantly have Scarlet Rot 1. Within 32 blocks of you: Scarlet Rot damage is raised to 250%, rot-afflicted creatures have a 25% chance to infect whatever they hit in melee, and when a rot-afflicted creature dies, each creature within 16 blocks has a 50% chance to catch it for 10s. Fully charged attacks on an infected target restore 10% of your max HP. |
| Millicent’s Prosthesis | III | Sword | While empowered, damage dealt +[Level] x 5%. Fully charged attacks add a stack (each: attack damage +[Level] x 1%, attack speed +[Level] x 2%), lasting 1.5s. At 7 stacks the damage bonus doubles, and the next fully charged attack raises it to 16 stacks lasting 3s. |
| Waterfowl Dance (treasure) | III | Sword | Fully charged attacks split their damage evenly into [Level] + 1 strikes landing 0.1s apart (ignoring hit invulnerability). |
| Black Flame Blade (treasure) | III | Sword | Attacks burn the target for [Level] x 15% of the original damage over 5s. |
| Black Flame Protection | III | Chestplate | Physical damage negation +[Level] x 12.5% (armor-ignoring damage still gets through). Cost: healing received -[Level] x 25%. |
| Black Flame Ritual | I | Chestplate | Damage dealt +10% for each buff you have (+20% for each debuff). Cost: while you have any status effect, burns 5% of your current HP per second. |
| Blade of Death (treasure) | I | Sword | Base damage reduced to 50%. Fully charged attacks burn the target for 50% of the original damage over 5s and reduce its max HP by 10% for 45s. Burn damage halved against bosses. |
| Unseen Blade (treasure) | III | Sword, bow, crossbow | After dealing damage, become invisible for [Level] x 1s (3x as long when hitting with an arrow). |
| Bedrock Blast (treasure) | III | Pickaxe | Breaking a block with a pickaxe also breaks every connected block of the same type (within 3x3x3 at level I, 5x5x5 at level II, 7x7x7 at level III), costing 1 durability each. With 1 durability left the pickaxe refuses to mine, so it never breaks. |
| Glintstone Fling | I | Sword | Magic damage you deal is converted to physical damage, and damage +50%. (Also applies to damage converted by Adula’s Moonblade or Forsaken Child of Darkness.) |
| Glintstone Icecrag | V | Bow | Damage is converted to magic damage. Arrow hits inflict Frostbite [Level] for 10s: movement speed -[Level] x 7.5%, and [Level] x 0.25% of max HP as physical damage every 0.5s (+100% per level). |
| Scholar’s Shield | V | Shield | While guarding: damage negation +[Level] x 7.5% (not against environmental damage), and melee attacks reflect [Level] x 10% of their damage back at the attacker (even when blocked). |
| Starlight | V | Armor | Continuously lights up where you stand at a light level of your total Starlight level across your armor x 3, up to 15 (not while standing in water or other blocks). |
| Adula’s Moonblade | III | Sword | Fully charged attacks deal magic damage and inflict Frostbite 1 for 10s on the target and every creature within [Level] blocks of it, sparing your own kind, teammates and pets (+1 level if already applied, up to 10): movement speed -[Level] x 7.5%, and [Level] x 0.25% of max HP as physical damage every 0.5s (+100% per level). (Stacking is twice as fast at night.) |
| Moon of Nokstella (treasure) | I | Armor | At night, each second has a 2.5% chance to make creatures within 32 blocks that are targeting you turn on another kind of creature they can see that is no farther from them than you. |
Combat Arts (26)
| Enchantment | Max | Applies to | Effect |
|---|---|---|---|
| Holy Ground | III | Shield | While guarding: every player within 16 blocks, including yourself (friend or foe), takes [Level] x 5% less damage. Every 3s, each of them also restores [Level] x 1.5% of max HP and gains a permanent damage-absorbing shield worth [Level] x 3% of max HP (capped at [Level] x 33%). |
| Prayerful Strike (treasure) | I | Sword | In combat, charges once every 4s (the charge is lost if you don’t strike within 4s of it filling, or if a creature hits you while it is ready). Your next attack deals an extra 2.5% of your max HP plus 7.5% of the target’s current HP (at most 10% of the target’s max HP), restores the same amount of HP, and permanently raises your max HP by half that value (at most 5% of your current maximum per hit; all of it is lost on death). |
| Sacred Blade | V | Sword | Damage against non-undead -80%. Against undead: deal up to an extra [Level] x 25% damage scaling with the target’s current HP. On fully charged hits, also restore 20% of that bonus damage as HP (at most 10% of your max HP) and permanently weaken the target’s attack damage by [Level] x 5% (stacks, up to 99%). |
| Vow of the Indomitable (treasure) | I | Chestplate | Scaling with lost HP, incoming damage has up to a 75% chance to be negated entirely. |
| Assassin’s Gambit (treasure) | III | Sword | After taking a melee hit from a creature, become invisible for [Level] seconds. A melee hit while invisible breaks stealth and deals an extra [Level] x 25% damage (on a critical hit, the critical multiplier is doubled instead: 1.5x -> 3x). |
| Barrage | I | Bow | Bow draw speed x5. Arrow damage -50%. |
| Corpse Piler (treasure) | III | Sword | Melee kills have a 50% chance to grant a Corpse Pile stack: on fully charged attacks, each stack grants +[Level] x 1% damage and restores [Level] x 0.05% of max HP, up to 50 stacks (all stacks are lost after 5 minutes without gaining one; half are lost on death). |
| Cragblade | III | Sword | For 10s after dealing damage (dealing damage again restarts the timer): you cannot jump; attack power, armor and armor toughness +[Level] x 10% each; knockback resistance +[Level] x 10% (flat; 100% means full immunity). |
| Double Slash | III | Sword | Fully charged attacks have a [Level] x 5% + 20% chance to trigger a follow-up strike dealing [Level] x 20% damage (magic damage that ignores armor). |
| Endure | III | Sword | When struck in melee, store [Level] x 10% of the damage (capped at max HP x [Level] x 40%). Your next attack releases the entire stored amount as bonus damage. |
| Gravitas | V | Sword | Attacks reduce the target’s attack, movement and flight speed by 10% + [Level] x 4% for [Level] x 2s, and create a gravity field centered on you for [Level] x 4s: every creature within 12 blocks suffers -10% attack, movement and flight speed and cannot jump. |
| Lion’s Claw | III | Sword | Attacks have a 20% chance to ignore armor and deal an extra [Level] x 15% damage. |
| Offering Blade | V | Sword | At full HP, attacks deal an additional [Level] x 10% damage. |
| Parry | V | Shield | A counterattack within 0.5s of taking a frontal melee hit on your shield deals an extra [Level] x 25% damage (2s cooldown). |
| Quickstep | V | Boots | Movement speed +[Level] x 20% at most, scaling with your current lost HP (rises and falls as your HP changes). |
| Repeating Thrust | V | Sword | Each fully charged hit on the same target adds a stack, and each stack gives +[Level] x 5% damage (no cap; stacks clear after 10s without a fully charged hit, or when you switch targets). |
| Seppuku | I | Sword | Triggers on a fully charged hit at or above 75% HP: spend 50% of your max HP to enter Seppuku for 10s – lose 12.5% of max HP per second (can be fatal), movement speed +120% (decaying to +30%), damage +40%, attack speed +80%, armor and armor toughness -75%, healing received +60%. While in Seppuku, fully charged hits restore 25% of the damage as HP (at most 25% of your max HP) and inflict blood loss for 1.5s, draining 7% of the target’s max HP. A melee kill extends Seppuku by 5s (up to 10s), refreshes the speed bonus and restores 10% of your missing HP. |
| Shield Bash | V | Shield | When a melee attack hits you while your shield is raised, knock the attacker back with an additional force of [Level] x 0.25. |
| Sky Shot | III | Bow | Shots against targets at least 5 blocks above you deal an extra [Level] x 100% damage plus about 30% of the target’s current HP (at full draw; scales with arrow speed). Cost: triggering it inflicts Slowness II on you for 5s. |
| Stamp (Sweep) | III | Sword | Fully charged sprinting attacks become a spinning slash: this hit deals +[Level] x 10% damage, and every other creature within 3 blocks (teammates excluded) takes the same damage (up to 20). |
| Stamp (Upward Cut) | III | Sword | A fully charged sprinting attack cancels the sprint into a charged upward slash, launching the target with a force of [Level] x 0.3 and dealing an extra [Level] x 15% damage. |
| Sword Dance (treasure) | I | Sword | Targets you attack receive no i-frames. Cost: your damage is further multiplied by your attack charge (minimum 40%). |
| Unsheathe | III | Sword | Each fully charged attack has a 1% chance to trigger an unsheathing strike: damage x[Level] x 330%, followed by [Level] x 3.3s of -75% attack speed. If it does not trigger, the chance increases by 0.5% (stacking, and resetting to 1% once triggered). |
| Vow of Vengeance | III | Sword | Damage dealt +[Level] x 2.5% for each creature within [Level] x 2 blocks (target included, up to 20), plus a further [Level] x 5% against the last creature that attacked you within 5s. |
| Blood Blade | III | Sword | Fully charged attacks consume 15% of your max HP (if you can’t pay it you die, though a Totem of Undying can save you) to deal extra damage of up to [Level] x 33% plus [Level] x 3.3% of the target’s current HP, scaled by your current HP ratio. |
| Rotten Winged Sword | V | Sword | Fully charged attacks add a stack (up to 20; each stack fades after 15s). Each stack: damage dealt +[Level] x 0.75%. |
Remembrances (15)
| Enchantment | Max | Applies to | Effect |
|---|---|---|---|
| Golden Order | I | Sword | Damage dealt +15%, scaling with lost HP up to +60%. Gain 15% damage negation. Immune to any hit dealing 15% or less of your current HP, and fully negate one hit every 5s. |
| Blasphemy | I | Sword | On killing a creature with a melee hit, drain 10% of its max HP and restore 10% of your max hunger. |
| Warrior | I | Sword | Melee damage dealt +25%. On killing a creature in melee, restore 25% of lost HP. Half of the damage you take is converted into a slow drain over 3s. |
| Giantsflame Take Thee | I | Chestplate | Gain 0.25% damage negation for every 1% of HP remaining. Immune to fire damage, converting it to healing instead (at most twice per second). While ablaze: melee attackers take fire damage equal to 50% of the damage they deal to you. |
| Starscourge | I | Sword | At or above 50% HP: damage dealt +50%. Below 50% HP: gain 25% damage negation. (Both effects are doubled at night.) |
| Omen | I | Sword | Fully charged attacks inflict Omen for 10s: damage taken +25%, healing received -50%, attack power and attack speed -20%. On a fully charged hit against an Omen-afflicted target, half of the damage cannot be negated (killing the target outright if that half is lethal). Hits that are not fully charged deal 50% less damage to Omen-afflicted targets. |
| Placidusax’s Rewind | I | Chestplate | Upon lethal damage, prevents death and grants 5s of invulnerability. Damage taken during that time is stored and reflected back at attackers; burns and bleeding drain no HP during it and aren’t stored. When it ends, restore HP equal to 25% of the stored damage (300s cooldown). |
| Rapture of Blood | I | Sword | Every third fully charged hit (on any target) drains 12% of the target’s current HP (restoring at most 18% of your max HP) and inflicts blood loss for 1.5s, draining 7% of its max HP. (If the main-hand weapon also has Bloody Slash and Blood Tax: blood loss +7%.) |
| Ancestral Spirit | I | Chestplate | Gain 50% magic damage negation. After taking damage, restore 5% of lost HP over 10s. |
| Miquella’s Blade | I | Sword | Base damage -60%. Each fully charged attack grants a stack (no limit): damage dealt +20%, damage taken +10%. All stacks are lost if you go 2s without a fully charged attack. |
| Destined Death | I | Sword | Fully charged attacks burn the target for 2% of its max HP plus 20% of the original damage over 2s, and reduce its max HP by 10% for 45s. Burn damage halved against bosses. |
| Those Who Live in Death | I | Chestplate | Upon lethal damage, prevents death and fully restores HP, then bleeds out rapidly and dies. (Dying while bleeding does not revive you again; 240s cooldown.) |
| Dark Moon | I | Sword | At night: magic damage taken -25%, fully charged melee magic damage +25%, healing received +25%, and gain Night Vision. When such a hit strikes a creature targeting you, it deals an extra 5% of the creature’s current HP and restores 5% of the total damage as HP (at most 5% of your max HP). (If your armor has Full Moon: all values +50%.) |
| Forsaken Child of Darkness | I | Sword | Fully charged attacks are converted to magic damage, ignore armor, and steal one random buff from the target. At night: gain 10% damage negation and restore 1.5% max HP per second. |
| Full Moon | I | Chestplate | At night: healing received +25%. Upon lethal damage, prevents death and restores 10% max HP per second for 10s, with 50% damage negation during that time (180s cooldown, halved at night). (If the main-hand weapon has Dark Moon: the restoration and negation last twice as long.) |
Death (4)
| Enchantment | Max | Applies to | Effect |
|---|---|---|---|
| Greatblade Phalanx | III | Armor | Upon lethal damage, summon 3 greatblade glintblades that home in on the attacker, each dealing magic damage equal to [Level] x 10% of the attacker’s lost HP and producing a massive explosion (uses your highest armor piece; 300s cooldown). |
| Ancient Dragons’ Lightning Strike | III | Chestplate | Upon lethal damage, call down up to [Level] x 100 lightning bolts on every creature within 60 blocks, at most [Level] x 15 per target. Each bolt deals 5% of current HP plus 0.5% of max HP (the latter x2 in rain, x4 in thunderstorms). (90s cooldown.) |
| Scarlet Aeonia | III | Armor | Upon lethal damage, prevents death: push away creatures within [Level] x 4 blocks and become invulnerable but immobile for 1.5s. When it ends, creatures within [Level] x 2 blocks lose [Level] x 5% of their current HP, receive Scarlet Rot [Level] for [Level] x 10s and are knocked back with a force of [Level] x 0.75 – then you die. (Uses your highest armor piece; 90s cooldown.) |
| Contagious Fury | III | Armor | When a hit would drop you to 30% HP or lower: negate it, set your HP to 30%, knock back every creature within [Level] x 4 blocks, and stay invulnerable but immobile until you die. After 1.5s those creatures burn for [Level] x 60% of your max HP over 3s – then you die. (Uses your highest armor piece; 90s cooldown.) |
Laws (1)
| Enchantment | Max | Applies to | Effect |
|---|---|---|---|
| Stellar Order | I | Sword | At night: healing received +50%, movement speed +25%. Fully charged hits inflict Frostbite 1 on the target, and taking physical damage inflicts it on the attacker, for 10s (+1 level if already applied, up to 10). Fully charged magic damage against frostbitten targets +[Frostbite Level] x 7.5%. |
In-game screenshots
Many enchantments come with their own effects: magic circles, lightning, flames, a full moon, a blooming rot flower… All shots below are taken in game (with a shader pack).
Full Moon: cheats death and raises a full moon overhead, then keeps restoring health
Realm of Sorcery: players inside the circle, you included, deal 50% more magic damage
Thops’s Barrier: nobody inside the barrier can deal or take magic damage
Holy Ground: while guarding, players in range take less damage, heal and gain a shield
Law of Regression: repeatedly clears every buff and debuff in range
Vyke’s Dragonbolt: attacks call down red lightning, and in a thunderstorm every fully charged hit does
Unendurable Frenzy: every fully charged attack sets you ablaze, and the target with you
Scarlet Aeonia: on a lethal hit, a rot flower blooms and infects everything nearby
Enchantment Codex
Press K in game (rebindable in Controls) to open the codex:
- Browse and search every enchantment by name or effect text, grouped by type and theme.
- Detail page: what it does, which items accept it, what it conflicts with, where to get it, and every tunable number.
- Insert an item: pick a piece of gear from your inventory and instantly see which enchantments it can still take, which it already has, which are blocked by its current enchantments, and whether you need the enchanting table or an anvil.
- Other enchantments: vanilla and other mods’ enchantments can be looked up here too.
- Effect toggles: particles, circles and on-screen indicators can be turned off per enchantment; this only changes your own screen.
Detail page: click a level to turn the formulas into actual numbers
Conflicts link to each other; tunable values list their defaults and allowed ranges
Insert an item: the list is grouped by what it can still take, and each entry says whether you need the enchanting table or an anvil
Other enchantments: vanilla and other mods’ enchantments, with the same item check
Effect toggles: switch particles, circles and on-screen indicators off one by one; only your own screen changes
Getting enchantments
- Enchanting table: they show up alongside vanilla enchantments, weighted by rarity.
- Anvil: apply enchanted books to your gear.
- Loot: chests, fishing and mob-dropped enchanted books. Treasure enchantments only come from here.
- Villagers: by default they are kept out of librarian book trades, so a hundred-odd new entries do not bury Mending and the other vanilla books. This can be enabled in the config.
For server owners and modpack makers
- Config screen: select CarianStyle in the Mods list and click Config, or edit
config/carianstyle-common.tomldirectly. - Disable enchantments: add their IDs (e.g.
doomed_death) to the disable list. - Tune numbers:
config/carianstyle/enchantment_values.jsonlists every number of every enchantment with its allowed range. In single player, press Reload values in the codex to apply changes right away; on a server, restart it. Values the client needs for drawing (such as the size of a range circle) are synced to players when they join. Description texts do not change automatically, so update the language file if you want them to match. - How hard they are to get: turn a whole rarity tier into treasure enchantments, change the enchanting-table difficulty multiplier, choose whether rarity weights apply, and allow or block villager trades.
- Mobs: mobs wearing enchanted gear trigger the effects too by default. Death-triggered enchantments and near-death revives such as Full Moon and Those Who Live in Death are off for mobs by default, so bosses do not revive or retaliate when you finish them. On servers with many enchanted mobs you can turn mob triggers off completely to save performance.
- Very high levels: if commands or other mods push enchantments far beyond their maximum level, enable Level limit or High-level decay so each extra level gives less (both off by default).
- PvP: stealth enchantments hide the hitbox too, so F3+B does not reveal invisible players. This follows the server’s config.
FAQ
Too many enchantments to remember? Press K for the in-game codex. MC百科 (mcmod.cn) also has a page for every enchantment, in Chinese.
Does it work with other weapon or combat mods? Most effects are percentage-based, so they stay balanced with modded weapons. Conflicts are shown in the in-game codex.
Do servers need it? Yes, install it on both the client and the server.
Can I put it in a modpack? Yes, no need to ask. Please credit the author; commercial use is not allowed (see the license below).
License and credits
- Licensed under CC BY-NC-SA 4.0: free to use, modify and include in modpacks; no commercial use; redistributed or modified versions must credit the original author (Roinflam), state what was changed, and use the same license.
- ELDEN RING is a trademark of FromSoftware, Inc. / BANDAI NAMCO Entertainment Inc. The names, concepts and artwork from Elden Ring referenced in this mod belong to their respective owners. This is an unofficial fan-made mod and is not affiliated with or endorsed by them.
- The 1.20.1 and 1.21.1 versions bundle Cloth Config API by shedaniel (GNU LGPLv3), unmodified, only for the config screen.
常见问题
CarianStyle 支持哪些 Minecraft 版本?
CarianStyle 支持 Minecraft Java 版 1.12.2–1.21.1,共 3 个版本,可用的加载器:Forge / NeoForge。下载时注意选择和你游戏版本一致的文件。
CarianStyle 怎么安装?
先用 PCL2 或 HMCL 启动器安装对应版本的 Forge / NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。
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An enchantment type mod based on the Elden Ring game
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