Extract, transfer, and combine enchantments through Magic Cards — now with colored cards, attachable modules, and an XP conversion system.
Requires: Fabric Loader and Fabric API · Minecraft 26.2 | 1.21.11
Languages: English · Español · Português (Brasil)* · Русский* · 简体中文* (*pending review)
CurseForge · Modrinth · GitHub · Issues
Enchant Transfer adds a craftable block — the Transfer Table — that lets you extract enchantments from any item into individual Magic Cards, apply those cards to other compatible items, and combine two cards of the same enchantment and level to upgrade them. All operations are free (no XP cost), and vanilla enchantment compatibility rules are respected.
Version 2.0 introduced the Module System: specialized blocks that attach to the Transfer Table on any face, extending its capabilities.
Version support
New features and modules are developed for Minecraft 26.x only. The 1.21.11 version (v2.0.x) is in maintenance mode and will only receive critical bug fixes.
The central block of the mod. Place it and right-click to open the enchantment interface — or attach modules to extend its functionality.
Gold Ingot
Gold Ingot
Gold Ingot
Redstone
Redstone
Redstone
Coal / Charcoal
Diamond
Coal / Charcoal
Transfer Table
Requires an iron pickaxe or better to mine (the same applies to the Infusion Coil and the Zinc Smelter).
The 3D model reflects its recipe — gold on the outer edge, redstone in the middle ring, carbon-black inner layer, and a blue diamond core that glows from every angle.
Remove enchantments from any enchanted item or book. Each enchantment becomes its own Magic Card, color-coded by category.
Place a Magic Card and a target item in the Transfer Table. The enchantment transfers instantly, respecting vanilla incompatibility rules.
Two cards of the same enchantment and level produce one card of the next level, up to vanilla maximum. Stacks work too — 5 + 6 cards yields 5 upgraded and 1 remainder.
All Transfer Table operations — extraction, application, and combination — are completely free. No XP, no materials consumed.
The Transfer Table now works as a hub. Specialized module blocks can be placed on any of its 6 faces. Right-click the Transfer Table to open the Selector Screen — a visual hub showing all connected modules with their real-time status.
Selector
Transfer Table
Left: Selector hub with module sockets. Right: Transfer Table core for enchantment operations. Dynamic elements are drawn by code at runtime.
Magic Cards are now color-coded by enchantment category. When you extract an enchantment, the Transfer Table automatically produces a card of the matching color.
Protection
Nature
Combat
Utility
Arcane
Curse
| Card | Category | Enchantments |
|---|---|---|
Blue |
Protection | Protection, Fire Protection, Blast Protection, Projectile Protection, Feather Falling |
Green |
Nature | Respiration, Aqua Affinity, Depth Strider, Silk Touch, Fortune, Luck of the Sea, Lure |
Red |
Combat | Sharpness, Smite, Bane of Arthropods, Impaling, Fire Aspect, Looting, Thorns, Sweeping Edge, Knockback, Density, Breach, Lunge |
Yellow |
Utility | Efficiency, Unbreaking, Infinity, Power, Punch, Flame, Multishot, Piercing, Quick Charge |
Purple |
Arcane | Channeling, Riptide, Loyalty, Frost Walker, Wind Burst, Mending, Swift Sneak, Soul Speed |
Black |
Curse | Curse of Vanishing, Curse of Binding |
Brass-bound decks that store Magic Cards of one type. Place them in a Deck Lectern near an Enchanting Table and the table gains power and starts favoring what you've stored.
Protection
Nature
Combat
Utility
Arcane
Rarity
Brass Ingot
Leather
Card of the deck's type
Leather
Brass Ingot
Card Deck
The card is consumed and sets the deck's type. The Rarity wildcard uses a Curse (black) card.
The block that holds your decks: a low brass base with a tilted velvet tray for 3 decks, under a glass bell. Place lecterns where regular bookshelves would go around an Enchanting Table; one ring of 16 at table height already reaches the cap of 15.
Glass
Amethyst
Glass
Brass Ingot
Redstone
Brass Ingot
Planks
Planks
Planks
Deck Lectern
| Effect | How it works |
|---|---|
| Power | A full Deck Lectern counts as two bookshelves — the two that would stack in its column (every 3 decks holding cards = 2). They add up with regular bookshelves; the vanilla cap of 15 still applies, so 8 full lecterns alone reach level 30 |
| Category decks | Favor their category, and even more the exact enchantments stored as max-level cards (Efficiency V, Fortune III, Silk Touch I…) — the category up to ×3, the exact enchantment up to ×15 in all. Strength builds up with the points stored: fast at first, in full with one full deck (64 points). A library with every category in equal parts barely changes anything |
| Rarity wildcard | Favors rare enchantments (weight ≤ 2), the rarer the more (Silk Touch, Thorns, Infinity…) |
| Wear | Decks pay, in card reserve, only for what their bonus brings in. Each card holds as much reserve as its points (a full deck: 64); each marked enchantment costs 20% of a max-level card of it, scaled by the level obtained — in full for an exact bonus, half for a category or Rarity bonus — split among the deck kinds that boosted it and taken from a started card, then the lowest-level ones. Options the decks can't pay for are disabled. Worn cards show a bar, work normally at the Transfer Table, and combining two adds up what they had left |
| Influence mark | Options changed by the decks show a small card in their top-right corner and an Influenced by card decks line in their tooltip |
No marks? That's normal
Decks tilt the odds, they don't pick for the table: when it would have rolled the same enchantment anyway, the option isn't marked and costs no card. Some rolls show no marks at all — you'll see more with fuller, more specialized decks and higher table levels. The rolls only change after you enchant something, so re-placing the item shows the same options.
Decks resonate with where the table is. Affinity multiplies the deck's extra effect (capped at ×3) and never affects a table without that kind of deck.
| Where | Deck | Boost |
|---|---|---|
| Nether | Combat | ×2 (Fire Aspect ×3) |
| Nether | Protection | Fire & Blast Protection ×1.5 |
| Nether | Utility | Flame ×1.5 |
| Nether | Rarity | ×1.5 |
| End | Arcane | ×2 |
| Oceans & rivers | Nature | Water enchantments ×1.5 |
| Forests, jungles & taigas | Nature | Fortune & Silk Touch ×1.5 |
Affinities are datapack JSON files in data/<namespace>/enchanttransfer/library_affinity/ and reload with /reload. Add rules for any dimension or biome, including other mods':
{
"deck": "enchanttransfer:card_deck_purple",
"dimension": "twilightforest:twilight_forest",
"enchantments": ["minecraft:loyalty"],
"multiplier": 2.0
}
deck and multiplier are required; dimension, biome (id, list or #tag) and enchantments are optional.
A standalone steampunk furnace for zinc processing and brass alloy creation. The Zinc Smelter is an ornate kiln made of copper, brass, iron, and glass with a viewport, decorative bands, and a chimney that emits smoke and lava particles when lit.
Iron Ingot
Iron Ingot
Iron Ingot
Copper
Glass Pane
Copper
Copper
Blast Furnace
Copper
Zinc Smelter
Zinc Oxide
Zinc Sheet
Brass Ingot
The Zinc Smelter accepts up to two inputs and one fuel source. Three smelting recipes form a material chain that produces Brass Ingots — required to craft the Infusion Coil.
Calcite
Zinc Oxide ×2
Zinc Oxide
Coal
Zinc Sheet
Copper Ingot
Zinc Sheet
Brass Ingot
Lava Bucket
Blaze Rod
The Zinc Smelter only accepts Lava Buckets and Blaze Rods as fuel — no coal or wood. Lava Buckets return an empty bucket after consumption.
Zinc Smelter
Steampunk-themed interface with copper input slots, a lava-bordered fuel slot, and brass output slot. Fire indicator and progress arrow animate during smelting.
The first module for the Transfer Table. A vertical flask made of copper, brass, and glass that converts Magic Cards into XP.
Brass Ingot
Amethyst
Brass Ingot
Copper
Glass
Copper
Copper
Copper
Copper
Infusion Coil
Tip
The Infusion Coil stays vertical regardless of which face it's attached to. The copper connector stub always points toward the Transfer Table.
Infusion Coil
Card input slot, XP tank with fill level, and bottle slot for extracting Bottles o' Enchanting.
| Mod version | Minecraft | Java | Fabric Loader | Fabric API | Status |
|---|---|---|---|---|---|
| 3.1.x | 26.2 | 25 | ≥ 0.19.3 | 0.158.0+26.2 | Active development |
| 2.0.x | 1.21.11 | 21 | ≥ 0.19.2 | 0.141.4+1.21.11 | Maintenance (critical bug fixes only) |
mods/ foldermods/ as wellFabric API is required
The mod will not start without it. Make sure the mod file, Fabric API, and Fabric Loader all match your Minecraft version.
The mod is available in English, Español, Português (Brasil), Русский and 简体中文. The Portuguese, Russian and Chinese translations are pending review by a native speaker.
Do you speak one of them? Help us review the translations or add your own language: open an issue or a pull request editing the language files.
Worlds created with Enchant Transfer 3.0.x are fully compatible: nothing in them changes, and an Enchanting Table without Deck Lecterns nearby works exactly like vanilla.
Cards extracted before 3.1 keep their color (e.g. yellow Mending, green Soul Speed, or blank Knockback cards) but still go into the deck of their current category — decks check the enchantment, not the card color.
Worlds created with Enchant Transfer 1.0.x are fully compatible. Existing Transfer Tables keep working — the block ID hasn't changed.
Old Magic Cards stored in chests retain their enchantment data. They will appear as the generic (blank) card variant; their functionality is unchanged. New cards extracted after updating will automatically use the color-coded system.
data/<namespace>/enchanttransfer/library_affinity/, so modpacks can add rules for any dimension or biome; they reload with /reloadfabric-api mod id (26.2 no longer provides the legacy fabric id)