Module

Arcanum

A complete custom-enchantment guide for server owners: setup, scroll risk, loot, permissions, conflicts, item tags, and all 100 enchantments.

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Enchant module

Arcanum custom enchantments

Arcanum adds configurable custom enchants, scrolls, enchanted books, guide books, world-loot drops, recall points, satchels, and combat feedback. The defaults are ready to use, but every important server-owner lever is documented below.

100Total enchantments
7Categories
6Default item cap
Plain rule: players get enchant scrolls or books, apply them to matching gear, and pay XP. The server controls success chances, item destruction on failure, conflict groups, PvP behavior, and world-loot drops.

Owner Setup

Files to know

  • plugins/OBX/enchants/config.yml controls the module, caps, PvP rules, conflicts, lore styling, anti-forge mode, and combat feedback.
  • plugins/OBX/enchants/scrolls.yml controls success rates, XP costs, Success scroll boost, Protection scroll save chance, and trading by rarity.
  • plugins/OBX/enchants/loot.yml controls world-generated chest drops. It ships with enabled: false, so owners opt in.
  • plugins/OBX/enchants/*.yml defines the roster by category: combat, cursed, defense, farming, mystic, tools, and utility.

Commands and access

  • /enchants opens the read-only player browser. Alias: /scrolls. Permission: obx.enchants.browse.
  • /enchants settings toggles personal combat banners and action-bar feedback.
  • /obxench admin opens the admin GUI. Permission: obx.enchants.admin.
  • /obxench give, givebook, apply, remove, list, info, reload, loot, and debug cover staff operations.
  • /recall and /satchel are player commands for Beacon's Memory and Satchel. Permission: obx.enchants.use.

Scrolls and Risk

RaritySuccessAnvil XPDrag/drop XPTradeable
Common95%58Yes
Uncommon85%1015Yes
Rare70%1827Yes
Epic55%2842Yes
Legendary40%4060Yes
Mythic30%5583No

How scrolls behave: Enchantment scrolls and enchanted books apply to a matching single item. Success scrolls add +20 percentage points to the next application. Protection scrolls save the item on failure, with the default save chance set to 100%. If apply.destroy_item_on_failure is true and no protection saves it, the target item is destroyed. Extraction removes one removable enchant and returns it as a scroll one level lower. Transmutation rerolls one enchant into a different fitting enchant from the same category.

World Loot

World-loot injection uses Minecraft's loot-generation event, so it only runs on 1.13+ servers. The master switch is off by default. When enabled, each generated chest rolls against global_roll_chance: 0.5, then uses that chest type's weight, max-per-chest cap, allowed categories, and rarity distribution. By default, 35% of injected drops are ready-made enchanted books instead of scrolls.

ancient_cityominous_vaultend_city_treasurestronghold_libraryburied_treasurevillage_weaponsmithvillage_toolsmithvillage_armorerdungeonnether_fortress

Admin shortcut: use /obxench loot reload after editing loot settings, or /obxench loot toggle <chest> to flip one chest type from in game.

Compatibility Rules

Item caps and conflicts

Items can hold up to apply.max_enchants_per_item: 6 custom enchants by default. Cursed enchants do not count toward that cap unless apply.cursed_count_toward_cap is set to true. Conflict groups block strong combinations such as fire/frost effects, lifesteal families, area-break tools, recall/blink boots, and combo systems.

PvP and feedback

pvp.cursed_in_pvp and pvp.mystic_in_pvp can make those families PvE-only. Combat feedback is controlled by combat_global: damage numbers, kill banners, particles, sounds, action-bar messages, hologram limits, and Bloodletter gravestones.

TagMatches
WEAPONSwords, Axes, Tridents, Maces
RANGEDBows, Crossbows, Tridents
ARMORHelmets, Chestplates, Leggings, Boots
TOOLPickaxes, Axes, Shovels, Hoes, Shears
CROP_SEEDSeeds and plantable crops, including carrots, potatoes, nether wart, cocoa beans, sweet berries, and newer crop seeds when present
ANYAny non-air item

Enchantment Catalogue

Each entry lists the command id, rarity, max level, target items, plain effect summary, per-level scaling, and a quick owner test.

53 enchantments

Combat

Damage, ranged pressure, kill rewards, crowd control, and combat feedback.

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Apex Predator

apex_predator
Mythic / Lv 1

Applies to: any Weapon (Swords, Axes, Tridents, Maces)

What it does
The ultimate capstone - raw power, lethal crits, and a chance to harvest scrolls from the slain. Only one Apex Predator can be active per player.
Effect details
+15% damage, +10% crit chance, +10% crit damage, killstreak buffs amplified x1.5, and a 5% chance on kill to drop a random Rare/Epic scroll. Gold burst on every kill. Carrying a second Apex item is inert and warns you (throttled).
Levels
1 only (fixed values above).
Quick test
Apply to a sword and attack mobs - expect noticeably higher, frequently-critical damage and gold sparks on kills. Kill ~20 mobs to see a scroll drop. Put a second Apex weapon in your inventory and hit something to get the "only one can be active" warning.

Battle Roar

battle_roar
Epic / Lv 3

Applies to: Swords, Axes, Maces

What it does
Sneak + right-click to roar: buff yourself and debuff nearby enemies (on a cooldown).
Effect details
Self Strength (I->II) + Resistance (Lv3), and Weakness/Slowness on enemies within 6->10 blocks. Cooldown 60s -> 45s -> 30s. Affected foes show a floating Weakness/Slowness readout (level + remaining time) above their head.
Levels
3 - radius 6/8/10, buff 100/120/160 ticks, debuff 60/80/120 ticks, cooldown 60/45/30s.
Quick test
Apply to a sword, stand near mobs/another player, sneak and right-click. You gain Strength (and Resistance at Lv3); nearby foes get Weakness/Slowness; a roar sound + shockwave plays. Re-trigger immediately to confirm the cooldown action-bar message.

Berserker's Rage

berserkers_rage
Epic / Lv 4

Applies to: Axes, Maces

What it does
Damage scales as your own HP drops.
Effect details
+damage per missing 20% of your health, up to a cap (+20%->+60%). Grants Strength while fighting with it (refreshed each hit) - Strength I normally, Strength II once below the Lv4 25% HP threshold. A damage-% action-bar HUD and the target's floating health bar show during the ~6 s combat window.
Levels
4 - per-missing-fifth 0.05/0.08/0.12/0.15, cap +20/32/48/60%.
Quick test
Apply to an axe, take damage to drop low on HP, then hit a mob at full vs. low HP and compare damage - it should rise as you get hurt. At Lv4, drop below 25% HP and check for a Strength effect.

Bloodletter

bloodletter
Rare / Lv 5

Applies to: Swords, Axes

What it does
Hits cause bleeding - damage over time that ignores armor.
Effect details
Applies a bleed DoT (1->3 dmg per tick interval) over 80->200 ticks; Lv5 has a 25% refresh chance to re-apply. Spawns red blood shards on hit and each tick, floats a live blood-loss HUD (health bar + -X/s) above the target, and erupts a blood splatter + a SLAIN SLAIN title to the killer on death.
Levels
5 - damage 1/1/2/2/3, period 40/40/40/30/30 ticks, duration 80/120/120/160/200 ticks.
Quick test
Apply to a sword, hit a mob once, then stop hitting - it keeps taking periodic damage (with blood particles) until the bleed expires. Works through armor.

Bloodthirst

bloodthirst
Uncommon / Lv 4

Applies to: Swords, Axes

What it does
Heal a portion of the damage you deal.
Effect details
Heals 5%->20% of damage dealt; Lv4 also restores +1 heart on a kill. While actively healing in combat, an animated "Restoring +N%" action-bar bar shows; the Lv4 kill bonus fires a HEART BLOODTHIRST title.
Levels
4 - heal 5/10/15/20%, kill bonus 0/0/0/1 heart.
Quick test
Take some damage, apply to a sword, then attack mobs - your health ticks up as you deal damage. At Lv4, secure a kill at low HP and watch for the extra heart.

Bonecrusher

bonecrusher
Rare / Lv 4

Applies to: Maces, Axes

What it does
Devastates the undead and shatters armor durability on critical hits.
Effect details
+25%->+80% damage vs. undead; crits chip 5->25 durability off the target's armor. Lv3+ adds brief Weakness; Lv4 has a 30% shield-disable chance. Shows the swing damage on your action bar, a chat popup when a shield is shattered, and the target's health bar + a live Weakness cooldown on the floating HUD.
Levels
4 - undead bonus 0.25/0.40/0.60/0.80, crit durability 5/10/15/25.
Quick test
Apply to an axe and hit zombies/skeletons for clearly higher damage. Crit (fall onto) an armored target and inspect their armor durability dropping. At Lv4, hit a shield-raised player to test the disable.

Brawler's Grit

brawlers_grit
Uncommon / Lv 4

Applies to: Swords, Axes

What it does
Taking a hit briefly empowers your next attack.
Effect details
After being hit, your next attack within the window deals +10%->+45%. Lv3 adds Speed, Lv4 adds Resistance on that empowered swing.
Levels
4 - window 3/4/4/4s, bonus 0.10/0.20/0.30/0.45.
Quick test
Apply to a sword, let a mob hit you, then immediately strike back - that hit lands harder (and grants Speed/Resistance at Lv3/4). Wait past the window and the bonus is gone.

Chain Lightning

chain_lightning
Epic / Lv 4

Applies to: Swords, Tridents

What it does
Strikes arc to nearby enemies on hit.
Effect details
Lightning jumps to 1->4 nearby enemies within 3->6 blocks, each dealing 25%->60% of the hit; Lv4 adds particles.
Levels
4 - jumps 1/2/3/4, range 3/4/5/6, damage 25/35/45/60%.
Quick test
Apply to a sword, gather 3+ mobs close together, and hit one - damage should arc to the neighbors (visible arcs at Lv4).

Cleave

cleave
Rare / Lv 3

Applies to: Axes, Swords

What it does
Strikes carve a forward cone, hitting everything in front of you.
Effect details
Damages all enemies in a 60 deg->90 deg cone out to 3->5 blocks for 50%->80% of the hit; Lv3 also applies bleed. Conflicts with Whirlwind/Pulverize.
Levels
3 - cone 60/75/90 deg, range 3/4/5, damage 50/65/80%.
Quick test
Apply to an axe, line up several mobs in front of you, and swing once - all foes in the forward arc take damage.

Combo Strike

combo_strike
Rare / Lv 4

Applies to: Swords

What it does
Consecutive hits on one target build to a powerful finisher.
Effect details
Each hit on the same target ramps damage; at the hit threshold (3->6) a finisher bursts (+50%->+150%) and resets. Conflicts with Killstreak/Soulreaver.
Levels
4 - hits 3/4/5/6, step +0/25/20/20%, finisher +50/75/100/150%.
Quick test
Apply to a sword and repeatedly hit the same mob - watch the combo counter on the action bar climb, then the finisher hit. Switching targets resets the combo.

Concussion

concussion
Uncommon / Lv 4

Applies to: Maces, Axes

What it does
Hits may daze the target with Slowness and Mining Fatigue.
Effect details
20%->50% chance to apply Slowness + Mining Fatigue for 40->80 ticks; Lv4 adds Nausea.
Levels
4 - chance 20/30/40/50%, slow I/I/II/II, fatigue I/I/I/II.
Quick test
Apply to a mace/axe and hit a mob repeatedly; expect frequent Slowness/Mining Fatigue (and Nausea on a player at Lv4).

Crit Mastery

crit_mastery
Rare / Lv 5

Applies to: any Weapon

What it does
Increased critical hit chance and critical hit damage.
Effect details
+5%->+30% bonus crit chance and +10%->+60% crit damage, stacking on top of vanilla crits.
Levels
5 - crit chance 0.05/0.10/0.15/0.20/0.30, crit bonus 0.10/0.15/0.25/0.40/0.60.
Quick test
Apply to a weapon and attack a target dummy/mob - crits (gold sparks + sound) should land far more often and hit harder than vanilla.

Devastator

devastator
Legendary / Lv 4

Applies to: Maces

What it does
Falling smash attacks hit far harder and shake the ground on impact.
Effect details
While falling, +50%->+150% smash damage plus a ground shockwave (radius 2->5, 2->6 damage) with knockback.
Levels
4 - smash bonus 0.50/0.75/1.00/1.50, shockwave radius 2/3/4/5.
Quick test
Apply to a mace (1.21+), jump/fall onto a mob - the smash deals bonus damage and knocks back nearby enemies with a shockwave.

Endless Hunger

endless_hunger
Mythic / Lv 3

Applies to: Swords, Axes

What it does
Feeds on every kill - each milestone grants a permanent +1% damage stack on the weapon (persists across logins).
Effect details
Every 10/8/5 kills = a permanent +1% damage stack, capped at +15%/+25%/+40%. The weapon's name shows [Hunger xN]; a milestone fires a flame aura + banner.
Levels
3 - kills/stack 10/8/5, cap +15/25/40%.
Quick test
Apply to a sword and farm kills; every Nth kill the [Hunger xN] suffix increments (milestone aura plays). Relog and confirm the count/name persists, then verify higher damage.

Executioner

executioner
Rare / Lv 5

Applies to: Axes, Maces

What it does
Deal bonus damage to wounded targets.
Effect details
+10%->+60% damage to targets below the HP threshold (50%->25%); Lv5 adds a heavy bonus to targets under 10% HP.
Levels
5 - threshold 50/50/40/30/25%, bonus +10/15/25/40/60%.
Quick test
Apply to an axe, wound a mob below the threshold, then hit it - the finishing blows deal extra damage vs. low-HP targets.

Executioner's Cry

executioners_cry
Legendary / Lv 3

Applies to: Axes, Maces

What it does
Each kill lets out a terrifying cry that weakens and slows nearby foes.
Effect details
On kill, foes within 4->8 blocks get Slowness (and Weakness at Lv2+) for 60->140 ticks, with a smoke shockwave, fear sound, and an EXECUTIONER banner.
Levels
3 - radius 4/6/8, duration 60/100/140 ticks, slow I/I/II, weakness 0/I/I.
Quick test
Apply to an axe, gather a group of mobs, and kill one - survivors nearby are slowed/weakened and an EXECUTIONER banner shows over you.

Frostbite

frostbite
Rare / Lv 5

Applies to: any Weapon

What it does
Hits chill the target, stacking slowness and eventually mining fatigue. Conflicts with Soulfire.
Effect details
20%->60% chance on hit to apply Slowness (I->III) for 40->100 ticks; Lv4+ adds Mining Fatigue.
Levels
5 - chance 20/30/40/50/60%, slow I/I/II/II/III, fatigue at Lv4+.
Quick test
Apply to a weapon and hit a mob repeatedly - it should frequently gain Slowness (chill particles); at Lv4-5 also Mining Fatigue.

Frostbrand

frostbrand
Rare / Lv 4

Applies to: Swords

What it does
Adds frost damage and chills the target, bypassing fire resistance. Conflicts with Soulfire/Frostbite/Hellforged.
Effect details
+1->+4 flat frost damage + Slowness; Lv2+ applies freeze ticks (powder-snow shiver on 1.17+).
Levels
4 - frost dmg 1/2/3/4, slow ticks 20/40/40/60, freeze 0/60/80/100.
Quick test
Apply to a sword and hit a mob - extra frost damage lands and the target slows; on 1.17+ watch for the freeze/ice overlay at Lv2+.

Glasscutter

glasscutter
Rare / Lv 4

Applies to: Swords, Axes

What it does
Armor penetration - ignores part of the target's armor.
Effect details
Ignores 15%->55% of armor mitigation; Lv4 has a 10% chance to shatter a worn armor piece's durability.
Levels
4 - pierce 0.15/0.25/0.40/0.55, shatter chance at Lv4 (10%).
Quick test
Put armor on a test player/armor stand target, apply to a sword, and compare damage vs. an unarmored target - armor should matter much less. At Lv4, hit repeatedly to see armor durability shatter.

Headhunter

headhunter
Rare / Lv 3

Applies to: any Weapon

What it does
Chance to drop the target's head on kill.
Effect details
On kill, drops the victim's head - players 2%->10%, mobs 5%->20%.
Levels
3 - player chance 2/5/10%, mob chance 5/10/20%.
Quick test
Apply to a weapon and kill many mobs (e.g., zombies/skeletons/creepers) - their heads occasionally drop.

Headsplitter

headsplitter
Rare / Lv 3

Applies to: Axes

What it does
Higher head-drop chance and bonus damage to bare-headed foes.
Effect details
Increased head-drop chance (5%->18%) and +10%->+35% damage to targets with no helmet.
Levels
3 - head chance 5/10/18%, bare-head bonus +10/20/35%.
Quick test
Apply to an axe; hit a helmetless mob/player for extra damage, and kill many for head drops. Equip a helmet on the target and the bonus damage goes away.

Hellforged

hellforged
Rare / Lv 4

Applies to: Swords, Axes

What it does
Ignites foes and burns harder against non-Nether mobs. Conflicts with Frostbrand.
Effect details
Sets the target on fire 3->6s and deals +10%->+45% to non-Nether mobs.
Levels
4 - fire 3/4/5/6s, overworld bonus +10/20/30/45%.
Quick test
Apply to a sword; hit an overworld mob (e.g., cow) - it ignites and takes the bonus. Hit a Nether mob (e.g., blaze) to confirm no overworld bonus applies.

Hunter's Mark

hunters_mark
Rare / Lv 4

Applies to: Bows, Crossbows

What it does
Marked targets glow and take more damage from all sources.
Effect details
A hit marks the target (glow) for 5->12s; while marked it takes +10%->+30% from any attacker.
Levels
4 - duration 5/7/10/12s, bonus +10/15/20/30%.
Quick test
Apply to a bow, shoot a mob - it glows and a "Marked" message shows. Hit it with anything during the window and confirm increased damage.

Killstreak

killstreak
Rare / Lv 5

Applies to: any Weapon

What it does
Chaining kills builds a streak that boosts your damage - RAMPAGE at x5. Conflicts with Combo Strike/Soulreaver.
Effect details
Each kill within 8s adds a streak (max 3->10); damage scales by per-step (0.05->0.08) x streak. Banner at x2+, RAMPAGE at x5+.
Levels
5 - max streak 3/4/5/7/10, per-step 0.05/0.05/0.06/0.07/0.08.
Quick test
Apply to a weapon and kill mobs rapidly (within 8s of each) - the KILLSTREAK xN banner climbs and your damage rises; reach x5 for the RAMPAGE banner. Pause >8s to reset.

Lifesteal

lifesteal
Common / Lv 5

Applies to: Swords

What it does
Heal a percentage of the damage you deal. Conflicts with Bloodthirst/Vampiric Edge.
Effect details
Heals 3%->15% of final damage dealt (heart particles + sound).
Levels
5 - percent 3/5/7/10/15%.
Quick test
Take damage first, apply to a sword, and attack mobs - your HP recovers proportionally to damage dealt.

Manaburn

manaburn
Rare / Lv 3

Applies to: Swords

What it does
Drains the target and banks the energy into your next swing.
Effect details
Drains target hunger (players) and stores a next-swing bonus (+5%->+20%); Lv3 also applies brief Weakness.
Levels
3 - drain 1/2/3, next-swing +5/10/20%, weakness at Lv3.
Quick test
Apply to a sword, hit a target once (banking the bonus), then hit again - the second swing is stronger. Against a player, watch their hunger drop.

Mirror Edge

mirror_edge
Epic / Lv 3

Applies to: Swords

What it does
A landed hit may ready a mirror that reflects the next blow you take.
Effect details
8%->18% chance on hit to "ready" a reflect; the next incoming blow is reflected at 100%->200% back to the attacker.
Levels
3 - chance 8/12/18%, reflect x1.0/1.5/2.0.
Quick test
Apply to a sword, hit a mob until "Mirror Edge > ready" shows, then let a mob/player hit you - the damage bounces back to them.

Momentum

momentum
Uncommon / Lv 4

Applies to: Swords, Axes, Maces

What it does
Damage scales with how long you've been sprinting before the hit.
Effect details
+per-second damage (0.05->0.10) while sprinting, up to +20%->+60%.
Levels
4 - per-second 0.05/0.06/0.08/0.10, cap +20/30/40/60%.
Quick test
Apply to a sword, sprint in a straight line for several seconds, then strike - damage is higher than a standing hit (and peaks once you hold sprint long enough).

Phantom Edge

phantom_edge
Epic / Lv 3

Applies to: Swords

What it does
Chance for hits to phase through armor.
Effect details
5%->15% chance to fully ignore armor on a hit; Lv3 adds +50% damage on the phasing hit.
Levels
3 - chance 5/10/15%, extra damage at Lv3 (+50%).
Quick test
Put armor on the target, apply to a sword, and attack repeatedly - occasional hits ("* Phase" feedback) ignore armor entirely (and hit extra hard at Lv3).

Phantom Volley

phantom_volley
Epic / Lv 3

Applies to: Bows

What it does
Firing summons ghostly arrows at nearby visible enemies. Conflicts with Volley.
Effect details
On firing, launches 1->3 spectral arrows at nearby visible enemies within 15 blocks, each at 50%->70% damage.
Levels
3 - arrows 1/2/3, range 15, damage 50/60/70%.
Quick test
Apply to a bow, stand near several mobs, and fire one arrow - extra ghostly arrows seek nearby enemies.

Piercing Shot

piercing_shot
Rare / Lv 3

Applies to: Bows, Crossbows

What it does
Arrows pass through multiple targets. Conflicts with Ricochet.
Effect details
Sets arrow pierce level 1->3 (1.14+ servers).
Levels
3 - pierce 1/2/3.
Quick test
Apply to a bow (1.14+), line up several mobs, and fire through the row - one arrow hits multiple in a line.

Plunderer

plunderer
Rare / Lv 4

Applies to: any Weapon

What it does
More mob loot, with a chance at extra drops and enchant scrolls. Conflicts with Curse of Greed.
Effect details
+20%->+100% common drops, 5%->25% rare extra-drop chance; Lv3+ adds a scroll-drop chance (5%->10%).
Levels
4 - common +20/40/60/100%, rare chance 5/10/15/25%.
Quick test
Apply to a weapon and farm a stack of mobs - noticeably more drops, occasional rare extras, and (Lv3+) the rare enchant scroll.

Predator

predator
Epic / Lv 3

Applies to: Bows, Swords

What it does
Paints a tracking line to your last target. Higher levels read their HP and speed.
Effect details
Draws a red tracking line to your last-hit target for 5/8/12s; Lv2 shows the target's HP on your action bar, Lv3 adds its speed. (Trails show through walls.)
Levels
3 - duration 100/160/240 ticks, +HP at Lv2, +speed at Lv3.
Quick test
Apply to a bow/sword, hit a mob, then move away - a red line points to it (visible through walls), with HP/speed read-outs at Lv2/3.

Pulverize

pulverize
Rare / Lv 4

Applies to: Maces, Axes

What it does
Deal area damage around the target on hit.
Effect details
Hits splash 20%->50% damage to enemies within 2->3.5 blocks of the target; Lv4 adds knockback.
Levels
4 - radius 2.0/2.5/3.0/3.5, damage 20/30/40/50%.
Quick test
Apply to a mace, hit one mob in a cluster - neighbors take splash damage (and get knocked back at Lv4).

Quickdraw

quickdraw
Uncommon / Lv 3

Applies to: Swords, Axes

What it does
Your first hit after drawing this weapon strikes harder.
Effect details
The first hit within 2->3s of switching to the weapon deals +25%->+60%; Lv3 also grants brief Speed.
Levels
3 - window 2/2.5/3s, bonus +25/40/60%.
Quick test
Apply to a sword, switch to it from another hotbar slot, then immediately hit a mob - that first strike is empowered ("Quickdraw"). Wait past the window to lose it.

Quickshot

quickshot
Uncommon / Lv 4

Applies to: Bows, Crossbows

What it does
Rapid fire - right-click looses a fully charged arrow on a short cooldown.
Effect details
Right-click instantly fires a fully-charged arrow; cooldown 30->8 ticks by level (Lv4 adds slight spread). Consumes one arrow (free in Creative / with Infinity). On-hit bow enchants still apply.
Levels
4 - cooldown 30/20/14/8 ticks, spread at Lv4.
Quick test
Apply to a bow with arrows in inventory, then rapidly right-click - each click fires an instant charged arrow on the cooldown. During cooldown, the normal hold-to-draw shot still works.

Reaper's Toll

reapers_toll
Epic / Lv 4

Applies to: Swords, Axes

What it does
Kills release a soul that heals you when collected.
Effect details
25%->100% chance on kill to drop a soul orb; walk over it to heal 1->4 hearts (Lv4 grants Absorption).
Levels
4 - chance 25/40/60/100%, heal 1/2/3/4 hearts.
Quick test
Apply to a sword, kill mobs, and walk into the dropped soul marker ("Arcanum Soul") to heal. At Lv4 every kill drops one and grants Absorption.

Ricochet

ricochet
Rare / Lv 3

Applies to: Bows, Crossbows

What it does
Arrows bounce to additional targets on hit, with falloff. Conflicts with Piercing Shot.
Effect details
On hit, the arrow bounces to 1->3 nearby targets within 5->8 blocks at 60%->70% damage, decreasing per bounce.
Levels
3 - bounces 1/2/3, range 5/6/8, damage 60/65/70%.
Quick test
Apply to a bow, gather mobs in a group, and shoot one - the hit chains to nearby targets (visible bounce trail).

Riposte

riposte
Rare / Lv 3

Applies to: Swords

What it does
Counter-attack when struck while holding a sword.
Effect details
20%->40% chance when hit to reflect 25%->60% back at the attacker; Lv3 also applies brief Weakness.
Levels
3 - chance 20/30/40%, reflect 25/40/60%.
Quick test
Hold a sword with Riposte and let a mob/player hit you - sometimes the damage is countered back at them (Weakness at Lv3).

Sniper's Eye

snipers_eye
Rare / Lv 4

Applies to: Bows, Crossbows

What it does
Arrows deal more damage the farther they travel.
Effect details
+per-10-blocks damage (0.05->0.12) up to +25%->+60%; Lv4 adds a long-range crit beyond 30 blocks ("Long Shot").
Levels
4 - per-ten 0.05/0.07/0.10/0.12, cap +25/35/50/60%.
Quick test
Apply to a bow; hit a target point-blank vs. across a large distance and compare damage - far shots hit harder. At Lv4 land a 30+ block shot for the Long Shot crit.

Soul Tether

soul_tether
Legendary / Lv 3

Applies to: Swords, Bows

What it does
Tethers your target: it takes more damage from all, but siphons some of its damage to you.
Effect details
A hit tethers the target for 160/240/300 ticks; while tethered it takes +25%/+40%/+60% from weapon attacks, and 10%/15%/20% of its outgoing damage is siphoned back to you. Lv3 glows the target. Purple tether line.
Levels
3 - duration 160/240/300 ticks, backlash 10/15/20%, vulnerability +25/40/60%.
Quick test
Apply to a sword, hit a target (purple line appears), then hit it again to confirm extra damage. Let the tethered target hit something/you and watch a portion siphon back to your HP.

Soulreaver

soulreaver
Epic / Lv 5

Applies to: Swords

What it does
Each kill grants a stacking damage buff that decays over time. Conflicts with Vampiric Edge.
Effect details
Each kill adds a stack (max 5->10) worth +per-stack damage (0.02->0.06); stacks decay after 10->20s.
Levels
5 - per-stack 0.02/0.03/0.04/0.05/0.06, max 5/5/7/7/10, decay 10/12/15/18/20s.
Quick test
Apply to a sword and kill mobs in quick succession - the Soulreaver stack count climbs (action bar) and damage rises; stop killing and stacks decay away.

Spectral Bind

spectral_bind
Epic / Lv 3

Applies to: Swords, Bows

What it does
Hits chain the target - slowing them and yanking them back when they try to flee. Conflicts with Voidstrike.
Effect details
Applies Slowness (II->IV) for the bind; Lv2+ periodically pulls the target back toward you; Lv3 blocks ender-pearl escapes. Cyan chain line + chain sound.
Levels
3 - duration 60/80/100 ticks, slow II/III/IV, pull at Lv2+, pearl-block at Lv3.
Quick test
Apply to a sword, hit a fleeing mob/player - it slows and (Lv2+) gets yanked toward you via a cyan chain. At Lv3, hit a player and have them try an ender pearl - it's blocked.

Stunlock

stunlock
Rare / Lv 3

Applies to: Maces, Axes

What it does
Chance to briefly stun the target, locking them in place. Conflicts with Petrify.
Effect details
3%->10% chance to stun for 0.75->1.5s; Lv3 adds +25% damage to stunned targets.
Levels
3 - chance 3/6/10%, stun 0.75/1.0/1.5s.
Quick test
Apply to a mace, hit a mob repeatedly until it freezes in place (stun particles). At Lv3, follow up while stunned for bonus damage.

Tempest Strike

tempest_strike
Rare / Lv 4

Applies to: Swords, Axes

What it does
Critical hits release a knockback wave around the target.
Effect details
On a crit, a wave (radius 2->4) knocks back nearby enemies; Lv2+ adds adjacent damage, Lv4 adds Slowness.
Levels
4 - radius 2.0/2.5/3.0/4.0, knockback 0.5/0.7/1.0/1.4.
Quick test
Apply to a sword, land a critical hit (jump-attack) on a mob in a cluster - nearby foes are blown back (and damaged/slowed at higher levels).

Tidecaller

tidecaller
Rare / Lv 3

Applies to: Tridents

What it does
Trident impacts surge water outward, pushing enemies back.
Effect details
A thrown trident's impact pushes nearby enemies outward (radius 1->3, push 0.5->1.5) with water particles; Lv2+ adds Slowness. (Places no water - no griefing.)
Levels
3 - radius 1/2/3, push 0.5/1.0/1.5, slow at Lv2+.
Quick test
Apply to a trident (1.13+), throw it into a group of mobs - on impact they're pushed back (and slowed at Lv2+).

Trident Storm

trident_storm
Epic / Lv 3

Applies to: Tridents

What it does
Thrown tridents call lightning in the rain, or a shockwave when clear.
Effect details
On impact during a storm, calls 1->2 lightning bolts (+follow-ups); when clear, a shockwave (radius 2->4, 2->4 damage) + Slowness at Lv3.
Levels
3 - lightning 1/1/2, shockwave radius 2/3/4.
Quick test
Apply to a trident; throw it during rain/thunder to call lightning, and on a clear day to produce the shockwave instead.

Vampiric Edge

vampiric_edge
Legendary / Lv 5

Applies to: Swords

What it does
Consecutive hits on the same target stack lifesteal.
Effect details
Lifesteal that grows with consecutive hits on one target: base 2%->6% + per-stack 2%->6%, up to 5->8 stacks.
Levels
5 - base 2/3/4/5/6%, per-stack 2/3/4/5/6%, max stacks 5/5/6/7/8.
Quick test
Take damage, apply to a sword, and keep hitting the same mob - your heal-per-hit grows the longer the combo lasts.

Vengeance

vengeance
Rare / Lv 3

Applies to: Swords, Axes

What it does
Deal bonus damage to whoever last hit you.
Effect details
+15%->+40% damage to your last attacker for 10->20s; Lv2+ marks them with a glow; Lv3 guarantees the first crit against them.
Levels
3 - bonus +15/25/40%, duration 10/15/20s.
Quick test
Hold the weapon, let a mob/player hit you, then strike them back - that retaliation deals bonus damage (target glows at Lv2+; first hit always crits at Lv3).

Voidstrike

voidstrike
Epic / Lv 3

Applies to: Swords, Tridents

What it does
Chance to blink the target a short distance forward, disorienting them. Conflicts with Spectral Bind.
Effect details
5%->15% chance to teleport the target 2->4 blocks forward; Lv2+ adds Nausea, Lv3 adds Blindness.
Levels
3 - chance 5/10/15%, distance 2/3/4.
Quick test
Apply to a sword and hit a mob repeatedly - occasionally it blinks forward (with Nausea/Blindness at higher levels).

Volley

volley
Uncommon / Lv 3

Applies to: Bows, Crossbows

What it does
Fire additional arrows in a spread. Conflicts with Phantom Volley.
Effect details
Fires +1->+4 extra arrows in a 15 deg->30 deg spread; consumes 1->2 arrows.
Levels
3 - extra arrows 1/2/4, spread 15/20/30 deg, arrow cost 1/1/2.
Quick test
Apply to a bow with plenty of arrows and fire - multiple arrows fan out in a spread.

Whirlwind

whirlwind
Rare / Lv 4

Applies to: Swords, Axes

What it does
Sweep attacks deal real damage to everything they touch. Conflicts with Cleave/Pulverize.
Effect details
Makes sweep attacks deal 60%->120% of weapon damage; Lv4 adds a visible ring.
Levels
4 - sweep 60/80/100/120%.
Quick test
Apply to a sword, stand among several mobs, and perform a sweep attack (walk-attack while not crit) - all swept enemies take meaningful damage.

Wrath of the Wild

wrath_of_the_wild
Rare / Lv 4

Applies to: Axes

What it does
Fight harder when outnumbered - damage scales with nearby hostile mobs.
Effect details
+per-mob damage (0.05->0.10) for hostiles within 6 blocks, up to +20%->+60%; Lv4 heals 1 heart on a kill while surrounded.
Levels
4 - per-mob 0.05/0.06/0.08/0.10, cap +20/30/40/60%.
Quick test
Apply to an axe, surround yourself with several hostile mobs, and attack - damage rises with the crowd (and Lv4 heals on kills while outnumbered).
8 enchantments

Cursed

High-risk power. These have drawbacks and usually do not count toward the item cap.

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Curse of Brittleness

curse_of_brittleness
Rare / Lv 3

Applies to: Weapons & Tools

What it does
Wears out faster, but strikes much harder.
Effect details
Durability drains 2x->4x faster in exchange for a flat effective-damage bonus (+1->+3); Lv3 always crits targets below 25% HP.
Levels
3 - durability x2/3/4, effective bonus +1/2/3.
Quick test
Apply to a sword/tool, use it on mobs/blocks - damage/effectiveness is higher but durability falls noticeably faster. At Lv3, hit a low-HP target for a guaranteed crit.

Curse of Echoes

curse_of_echoes
Mythic / Lv 2

Applies to: any Armor

What it does
You bleed when you strike - but all hits crit. Conflicts with Curse of Hunger / Curse of the Sleepless.
Effect details
You take 10%->15% of the damage you deal as recoil, in exchange for a high crit rate (50%->100%); Lv2 makes every hit crit.
Levels
2 - reflect 10/15%, crit rate 50/100%.
Quick test
Equip the cursed armor and attack mobs - your hits crit constantly while you take a little self-damage each strike (Lv2 = all hits crit).

Curse of Greed

curse_of_greed
Rare / Lv 2

Applies to: Weapons

What it does
More loot from kills, but you heal less. Conflicts with Plunderer.
Effect details
+30%->+60% drops, but all your healing is reduced 25%->50%.
Levels
2 - drop bonus +30/60%, healing reduction 25/50%.
Quick test
Apply to a weapon, farm mobs for the extra drops, then try to heal (food/regen) - recovery is clearly slower.

Curse of Hunger

curse_of_hunger
Rare / Lv 3

Applies to: any Armor

What it does
Drains hunger faster, but boosts your damage. Conflicts with Curse of Echoes / Curse of the Sleepless.
Effect details
Hunger depletes 2x->4x faster in exchange for +10%->+35% damage; Lv3 adds +5% crit.
Levels
3 - hunger x2/3/4, damage +10/20/35%.
Quick test
Equip the cursed armor and watch your hunger bar drain quickly while your attacks hit harder.

Curse of Ravenous

curse_of_ravenous
Epic / Lv 3

Applies to: Weapons

What it does
Slain mobs erupt - harming nearby foes and you.
Effect details
Kills detonate (radius 2->4, ~2->4 hearts) hitting nearby enemies and you; Lv3 doubles XP from the kill.
Levels
3 - radius 2/3/4, damage ~2/3/4 hearts.
Quick test
Apply to a weapon, kill a mob inside a group while standing close - the explosion damages neighbors and chips your own HP (extra XP at Lv3).

Curse of the Bound

curse_of_the_bound
Rare / Lv 1

Applies to: Boots

What it does
Cannot be removed and you cannot sprint - but you resist knockback and gain toughness.
Effect details
Boots can't be removed and sprinting is suppressed, in exchange for 50% knockback reduction and +4 armor toughness.
Levels
1 only.
Quick test
Equip the boots - you can't take them off and sprinting gives no speed, but knockback barely moves you and you take less damage. Confirm everything restores cleanly on plugin disable.

Curse of the Glutton

curse_of_the_glutton
Epic / Lv 2

Applies to: Food

What it does
Eating grants strong buffs and a strong debuff.
Effect details
Eating the enchanted food grants Strength (II->III) for 60->90s plus a Hunger debuff (II->III) for 30->45s.
Levels
2 - Strength II/III, Hunger II/III.
Quick test
Apply to an edible item, then eat it - you gain a big Strength boost alongside a strong Hunger drain effect.

Curse of the Sleepless

curse_of_the_sleepless
Rare / Lv 2

Applies to: Helmet

What it does
You cannot sleep, but gain Speed and Night Vision. Conflicts with Curse of Hunger / Curse of Echoes.
Effect details
Blocks sleeping; grants Speed (I->II) and Night Vision while worn; Lv2 also reduces phantom spawns.
Levels
2 - Speed I/II, Night Vision both, phantom reduction at Lv2.
Quick test
Wear the helmet at night - you have Speed + Night Vision but cannot use a bed. At Lv2, confirm fewer phantoms despite not sleeping.
8 enchantments

Defense

Armor, shields, death saves, potion protection, and reactive survival effects.

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Aegis

aegis
Uncommon / Lv 5

Applies to: any Armor

What it does
Flat reduction to all incoming damage. Conflicts with Thornmail.
Effect details
Reduces all incoming damage by 3%->15%.
Levels
5 - reduction 3/5/8/11/15%.
Quick test
Equip an Aegis piece, take a measured hit (e.g., set fall, or mob hit), and compare HP loss with and without the armor - damage should be lower.

Hex Ward

hex_ward
Rare / Lv 4

Applies to: any Armor

What it does
Shorten the duration of harmful potion effects.
Effect details
Cuts incoming harmful-effect duration by 15%->75%.
Levels
4 - reduction 15/30/50/75%.
Quick test
Wear a Hex Ward piece and get hit by a Poison/Slowness potion (or /effect) - the debuff wears off noticeably sooner than normal.

Last Stand

last_stand
Epic / Lv 3

Applies to: Chestplate

What it does
Once per life, survive a lethal blow with a burst of resistance and regeneration.
Effect details
A would-be-fatal hit leaves you alive with Resistance + Regeneration for 5->10s; Lv3 adds Absorption. Resets on death.
Levels
3 - Resistance II/II/III, Regen I/II/II, duration 5/7/10s.
Quick test
Wear the chestplate and take lethal damage (e.g., a strong fall) - you survive at low HP with Resistance/Regen. Die and respawn to re-arm it.

Phase Cloak

phase_cloak
Epic / Lv 3

Applies to: Chestplate

What it does
Brief invisibility when you take damage.
Effect details
5%->15% chance when hit to go invisible for 2->4s; Lv3 also grants Speed.
Levels
3 - chance 5/10/15%, invis 2/3/4s.
Quick test
Wear the chestplate and let mobs hit you repeatedly - you occasionally flicker invisible (with Speed at Lv3).

Second Wind

second_wind
Rare / Lv 3

Applies to: Boots, Leggings

What it does
A healing sprint burst when your health drops low.
Effect details
Dropping below 30%->40% HP triggers Speed + a 1->3 heart heal (cooldown 60->40s).
Levels
3 - threshold 30/35/40%, heal 1/2/3 hearts, cooldown 60/50/40s.
Quick test
Equip the boots/leggings, take damage to drop below the threshold - you get a Speed burst and heal. Re-trigger to confirm the cooldown.

Shieldbreaker Resist

shieldbreaker_resist
Uncommon / Lv 3

Applies to: Shield

What it does
Chance to ignore axe shield-disable.
Effect details
30%->100% chance to ignore an axe's shield-disable effect.
Levels
3 - ignore chance 30/60/100%.
Quick test
Hold the shield and have someone axe-hit it (which normally disables the shield) - at higher levels it stays usable.

Soulbound

soulbound
Legendary / Lv 1

Applies to: any Armor

What it does
Item stays with you on death (single use). Consumed when it saves you.
Effect details
On death, the Soulbound item is kept instead of dropped; the enchant is consumed in the process.
Levels
1 only.
Quick test
Apply to an armor piece, equip/carry it, then die - that item stays in your inventory on respawn (and the enchant is spent).

Thornmail

thornmail
Rare / Lv 4

Applies to: Chestplate, Leggings

What it does
Reflect a share of damage taken back at attackers. Conflicts with Aegis.
Effect details
Reflects 10%->35% of melee damage taken back to the attacker; Lv4 also reflects 5% of ranged damage.
Levels
4 - reflect 10/18/25/35%, ranged reflect at Lv4.
Quick test
Wear the armor and let a mob/player melee you - they take a share of the damage back (Lv4 reflects arrows too).
6 enchantments

Farming

Crop growth, harvest area, animal drops, and fishing rewards.

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Angler's Luck

anglers_luck
Rare / Lv 4

Applies to: Fishing Rod

What it does
Better fishing loot, less junk.
Effect details
+15%->+75% treasure chance, 0%->50% less junk; Lv4 has a 5% scroll chance.
Levels
4 - treasure +15/30/50/75%, junk -0/10/25/50%.
Quick test
Apply to a fishing rod and fish for a while - more treasure, less junk, and (Lv4) an occasional enchant scroll.

Beastmaster

beastmaster
Uncommon / Lv 3

Applies to: Shears, Hoes

What it does
Improved yields from animals.
Effect details
+wool/leather/porkchop yields when shearing/breeding/harvesting animals.
Levels
3 - wool +1/2/3, leather +1/2/2, porkchop +0/1/1.
Quick test
Apply to shears, shear sheep - extra wool drops. Apply to a hoe and interact with farm animals to see the bonus yields.

Bountiful Yield

bountiful_yield
Uncommon / Lv 4

Applies to: Hoes, Crop Seeds

What it does
Crops drop extra produce.
Effect details
Chance (25%->75%) to drop +1->+2 extra produce per crop; Lv4 has a 5% golden-produce chance.
Levels
4 - extra +1/1/2/2, chance 25/50/50/75%.
Quick test
Apply to a hoe (or the seed), harvest mature crops - you frequently get extra produce (golden variant at Lv4).

Composter

composter
Uncommon / Lv 2

Applies to: Hoes

What it does
Freshly tilled soil comes pre-fertilized.
Effect details
Tilling soil pre-applies bonemeal to crops planted there; Lv2 has a 25% double-tier (extra growth) chance.
Levels
2 - bonemeal both, double-tier at Lv2.
Quick test
Apply to a hoe, till dirt/grass, and plant a seed - the new crop starts pre-fertilized (occasionally jumping growth stages at Lv2).

Greenthumb

greenthumb
Uncommon / Lv 3

Applies to: Hoes, Crop Seeds

What it does
Speed up crop growth around you while held.
Effect details
While held, accelerates crop growth x1.5->x3 within 4->8 blocks; Lv3 has a 5% instant-grow chance.
Levels
3 - multiplier 1.5/2/3, radius 4/6/8.
Quick test
Plant a field of crops, hold the Greenthumb hoe/seed nearby, and watch them mature faster than normal.

Harvest Wave

harvest_wave
Rare / Lv 3

Applies to: Hoes

What it does
Harvest (and replant) crops in an area.
Effect details
Breaking one mature crop harvests a 3x3->7x7 area; Lv2+ replants, Lv3 auto-collects drops.
Levels
3 - size 3/5/7, replant at Lv2+, auto-collect at Lv3.
Quick test
Apply to a hoe, break one mature crop in a field - the surrounding crops harvest at once (and replant/auto-collect at Lv2/3).
8 enchantments

Mystic

Revives, summons, blink movement, stun effects, and magical fire.

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Petrify

petrify
Mythic / Lv 3

Applies to: any Weapon

What it does
Chance to fully stun a mob for a short window. Conflicts with Stunlock.
Effect details
3%->8% chance to fully stun a mob for 1.5->3s; Lv3 adds +30% damage to petrified targets.
Levels
3 - chance 3/5/8%, stun 1.5/2.0/3.0s.
Quick test
Apply to a weapon and attack a mob repeatedly until it freezes in place (its AI halts), then strike for bonus damage at Lv3.

Phoenix Feather

phoenix_feather
Legendary / Lv 1

Applies to: Chestplate

What it does
Once per in-game day, revive on death at 50% HP.
Effect details
On a fatal blow, revive in place at 50% HP; cooldown ~24h (one in-game day).
Levels
1 only.
Quick test
Wear the chestplate and take lethal damage - you revive at half health instead of dying. Try again before the cooldown elapses to confirm it's on cooldown.

Soul Harvest

soul_harvest
Epic / Lv 4

Applies to: any Weapon

What it does
Kills grant bonus experience.
Effect details
+25%->+100% XP from kills; Lv4 has a 5% chance for a shard bonus.
Levels
4 - XP +25/50/75/100%, shard at Lv4.
Quick test
Apply to a weapon, note your XP, kill several mobs, and confirm you gain more XP than normal per kill.

Soulfire

soulfire
Epic / Lv 4

Applies to: Swords, Bows, Tridents

What it does
Hits ignite with blue soul-fire. Conflicts with Frostbite.
Effect details
Sets targets ablaze 3->6s, partly ignoring fire resistance (25%->80%); Lv4 adds an explosion.
Levels
4 - duration 3/4/5/6s, ignore 25/40/60/80%.
Quick test
Apply to a sword and hit a mob - it burns with soul-fire. Hit a fire-resistant mob (e.g., blaze) to confirm partial bypass; Lv4 adds an explosive burst.

Summoner's Pact

summoners_pact
Epic / Lv 3

Applies to: any Weapon

What it does
Chance to summon a brief allied iron golem on kill.
Effect details
2%->6% chance on kill to spawn a temporary allied iron golem for 15->30s; Lv3 the golem inherits 25% of your power.
Levels
3 - chance 2/4/6%, duration 15/20/30s.
Quick test
Apply to a weapon and farm many kills - occasionally an allied iron golem appears and fights for you, then despawns.

Time Slip

time_slip
Legendary / Lv 2

Applies to: Boots

What it does
Sneak to slow nearby enemies in a bubble.
Effect details
Sneaking emits a slow-field (Slowness IV->V) within 5->7 blocks for 2->3s; cooldown 90->60s.
Levels
2 - radius 5/7, slow IV/V, cooldown 90/60s.
Quick test
Equip the boots, stand near mobs/players, and sneak - nearby foes are heavily slowed for a moment. Re-trigger to confirm the cooldown.

Voidwalker

voidwalker
Legendary / Lv 2

Applies to: Boots

What it does
Sneak + jump to blink a short distance forward. Conflicts with Beacon's Memory.
Effect details
Sneak + jump teleports you 5->8 blocks forward (cooldown 30->20s); Lv2 grants brief Resistance after the blink.
Levels
2 - distance 5/8, cooldown 30/20s.
Quick test
Equip the boots, then sneak and jump - you blink forward. Re-trigger immediately to confirm the cooldown (Resistance after the blink at Lv2).

Wind Step

wind_step
Epic / Lv 3

Applies to: Boots

What it does
Grants a mid-air double jump.
Effect details
1->2 extra mid-air jumps; cooldown 30->10s.
Levels
3 - extra jumps 1/1/2, cooldown 30/15/10s.
Quick test
Equip the boots, jump, then press jump again in mid-air - you gain extra height. At Lv3, chain two air jumps.
8 enchantments

Tools

Mining, digging, tree cutting, auto-repair, ore reveal, and XP pickup.

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Auto-Repair

auto_repair
Epic / Lv 4

Applies to: Tools, Weapons, Armor

What it does
Slowly mend durability while carried.
Effect details
Restores +1 durability every 30->5s while the item is carried/worn.
Levels
4 - interval 30/20/10/5s.
Quick test
Apply to a damaged tool/weapon/armor, carry it, and watch its durability tick back up over time (faster at higher levels).

Excavator

excavator
Rare / Lv 3

Applies to: Shovels

What it does
Break a wide area of soft blocks at once. Conflicts with Vein Miner/Treecapitator.
Effect details
Breaks a 3x3 plane (Lv1-2) or 3x3x3 cube (Lv3) of soft blocks; Lv2+ faster.
Levels
3 - plane/plane/cube, speed x1.0/1.5/1.5.
Quick test
Apply to a shovel and dig dirt/sand/gravel - a wide area breaks per dig (a cube at Lv3).

Fortune Strike

fortune_strike
Rare / Lv 3

Applies to: Pickaxes

What it does
Chance to double ore drops (stacks with Fortune).
Effect details
10%->28% chance to double an ore's drops, on top of vanilla Fortune.
Levels
3 - chance 10/18/28%.
Quick test
Apply to a pickaxe and mine a vein of ore - drops occasionally double (stacking with a Fortune enchant if present).

Geologist

geologist
Rare / Lv 2

Applies to: Pickaxes

What it does
Reveal nearby ores with outline particles when held.
Effect details
While held, highlights ores within 6->10 blocks with particles; Lv2 includes rare ores.
Levels
2 - radius 6/10, rare ores at Lv2.
Quick test
Hold the Geologist pickaxe underground near ores - outline particles mark nearby ore blocks (rare ores included at Lv2).

Smelter

smelter
Uncommon / Lv 1

Applies to: Pickaxes

What it does
Auto-smelt ore drops as you mine.
Effect details
Mined ores drop their smelted form (with a small XP bonus).
Levels
1 only.
Quick test
Apply to a pickaxe and mine iron/gold ore - you receive ingots directly instead of raw ore.

Treecapitator

treecapitator
Rare / Lv 3

Applies to: Axes

What it does
Fell an entire tree from a single log break. Conflicts with Vein Miner/Excavator.
Effect details
Breaking one log fells up to 24->96 connected logs; Lv2+ decays leaves, Lv3 replants a sapling.
Levels
3 - max logs 24/48/96.
Quick test
Apply to an axe and break the bottom log of a tree - the whole trunk drops (leaves decay at Lv2+, sapling replants at Lv3).

Vein Miner

vein_miner
Rare / Lv 4

Applies to: Pickaxes, Axes

What it does
Break connected blocks of the same type at once. Conflicts with Excavator/Treecapitator.
Effect details
Breaks up to 8->64 connected same-type blocks in one go; Lv4 auto-collects drops.
Levels
4 - max blocks 8/16/32/64.
Quick test
Apply to a pickaxe and break one block of an ore vein - the whole connected vein breaks (drops go to inventory at Lv4).

XP Magnet

xp_magnet
Uncommon / Lv 3

Applies to: any Tool

What it does
Pull nearby experience orbs toward you.
Effect details
Attracts XP orbs within 4->12 blocks; Lv3 adds +10% XP.
Levels
3 - radius 4/7/12, +XP at Lv3.
Quick test
Hold an XP Magnet tool, break ores or kill mobs that drop XP from a distance - the orbs stream toward you.
9 enchantments

Utility

Movement, vision, recall, quiver, elytra, pickup range, and satchel storage.

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Aquatic

aquatic
Rare / Lv 3

Applies to: Helmet

What it does
Underwater vision, breath, and comfort.
Effect details
Clear underwater vision + water breathing; Lv3 adds night vision and unlimited breath.
Levels
3 - visibility/breath all levels; night vision + unlimited breath at Lv3.
Quick test
Wear the helmet and submerge - you see clearly and don't drown quickly (permanent breath + night vision at Lv3).

Beacon's Memory

beacons_memory
Epic / Lv 2

Applies to: Boots

What it does
Bind a recall point; teleport back with /recall. Conflicts with Voidwalker.
Effect details
Stores 1->2 recall points; /recall teleports back (cooldown 600->300s).
Levels
2 - slots 1/2, cooldown 600/300s.
Quick test
Equip the boots, set a recall point, travel away, then run /recall to teleport back. Re-run to confirm the cooldown.

Bottomless Quiver

bottomless_quiver
Rare / Lv 3

Applies to: Bows, Crossbows

What it does
Chance not to consume an arrow when firing.
Effect details
20%->60% chance a shot doesn't consume its arrow.
Levels
3 - chance 20/40/60%.
Quick test
Apply to a bow with a known arrow count and fire repeatedly - your arrow stock depletes slower than shots fired.

Featherfall

featherfall
Uncommon / Lv 3

Applies to: Boots

What it does
Reduce fall damage beyond vanilla.
Effect details
Reduces fall damage 30%->95%; Lv3 also silences the fall (no fall sound).
Levels
3 - reduction 30/60/95%.
Quick test
Equip the boots and fall from a measured height - you take far less fall damage than barefoot (and land silently at Lv3).

Glide Boost

glide_boost
Rare / Lv 3

Applies to: Elytra

What it does
Improved elytra speed and control.
Effect details
+10%->+30% glide speed and better pitch control; Lv2+ reduces firework consumption.
Levels
3 - speed +10/20/30%, pitch +0.05/0.10/0.20.
Quick test
Apply to an elytra (1.9+), fly, and compare glide speed/handling vs. a plain elytra; check fewer fireworks burned at Lv2+.

Hermes

hermes
Uncommon / Lv 4

Applies to: Boots

What it does
Increased movement speed while worn.
Effect details
+5%->+20% movement speed; Lv4 reduces hunger drain from moving.
Levels
4 - speed +5/10/15/20%.
Quick test
Equip the boots and run - you move faster than normal (and exhaust slower at Lv4).

Nightvision

nightvision
Rare / Lv 1

Applies to: Helmet

What it does
Permanent night vision while worn.
Effect details
Constant Night Vision as long as the helmet is worn.
Levels
1 only.
Quick test
Wear the helmet in a dark area/at night - you see clearly; remove it and darkness returns.

Pack Mule

pack_mule
Epic / Lv 3

Applies to: Chestplate, Leggings

What it does
Grants a bonus pickup radius and an item-magnet while worn.
Effect details
+2->+6 block pickup radius; Lv2+ actively pulls dropped items toward you.
Levels
3 - pickup radius 2/4/6, magnet at Lv2+.
Quick test
Wear the armor and drop/scatter items nearby - they're picked up from farther away (and stream toward you at Lv2+).

Satchel

satchel
Epic / Lv 1

Applies to: Helmet, Chestplate

What it does
A 9-slot personal storage, opened with /satchel.
Effect details
Grants a 9-slot personal storage inventory while the enchanted piece is worn/owned.
Levels
1 only.
Quick test
Apply to a helmet/chestplate, then run /satchel to open the 9-slot storage; stash items, close, and reopen to confirm they persist.