> For the complete documentation index, see [llms.txt](https://enchantedmobs.superiormc.cn/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://enchantedmobs.superiormc.cn/for-enchantmentreform/information/builtin-enchantments.md).

# Built-in Enchantments

EnchantmentReform 1.3.3 includes 132 enchantments for weapons, armor, tools, shields, fishing rods, and elytra. This page explains their default effects and how to activate them, so players can choose equipment and server owners can decide which enchantments to offer.

Values change with enchantment level: `10%/20%/30%` corresponds to levels I, II, and III, while `2–10` runs from 2 at level I to 10 at the maximum level. Health is measured in points; 2 points equal one heart. If your server has changed the settings, follow the in-game descriptions.

## How to get them

Most enchantments are available through enchanting tables, villager trades, or random loot, but each has its own sources. Double Jump and Jump Boost cannot be obtained at enchanting tables. Executioner and Shadow Guard are only available through villager trades. Applying an enchanted book at an anvil also depends on the enchantment’s supported items and conflicts.

Wear armor in its matching slot and keep weapons or tools in their configured active slot for effects to work. The equipment, maximum levels, and sources listed here are defaults. Server owners can change them in the [enchantment configuration](/for-enchantmentreform/configuration/enchantment-configuration.md).

## Armor

Armor enchantments work while worn. Some add attributes directly; others activate when you take damage, move, or trade. Rebirth and Void Return consume themselves when triggered and must be reapplied afterward.

Air Dash and Charged Leap require Agility level 10/20/30/40 for enchantment levels I–IV. If your Agility is too low, they work at the highest level you qualify for. Below Agility level 10, they remain inactive.

| Enchantment            | Equipment   | Effect and use                                                                                                                                                        | Max level | Extra requirements |
| ---------------------- | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Adaptive Resistance    | Chestplates | Repeated hits of the same damage type build resistance when taken no more than 8 seconds apart. Each stack reduces damage by 3%, up to 4–10 stacks.                   |         7 | —                  |
| Air Dash               | Leggings    | Sprint-jump, then left-click the air to dash forward. Levels I–III allow one dash per jump; IV allows two. Each dash costs 2 hunger points and 1 leggings durability. |         4 | Paper              |
| Auto Feed              | Helmets     | Automatically eats food from your inventory at 10 hunger points or less. While injured, the threshold rises to 18. Requires an edible item in your inventory.         |         1 | —                  |
| Auto Purify            | Helmets     | Periodically removes one harmful potion effect. The interval decreases from 35 seconds at level I to 10 seconds at level VI.                                          |         6 | —                  |
| Battle Spirit          | Chestplates | Taking damage has a 10%–30% chance to grant Strength I for 4–6 seconds.                                                                                               |         3 | —                  |
| Biome Rejuvenation     | Armor       | Entering a different biome grants Regeneration I for 5 seconds.                                                                                                       |         1 | —                  |
| Charged Leap           | Boots       | Jump while sneaking to reach greater heights. Levels I–IV reach about 1.5/1.83/2.17/2.5 blocks.                                                                       |         4 | Paper              |
| Double Jump            | Boots       | Press jump again while airborne to leap forward. Does not activate while sneaking. Cooldown falls from 6 seconds at level I to 1 second at level VI.                  |         6 | —                  |
| Emerald Refund         | Armor       | Completing a villager trade has a 1%–6% chance to return the emeralds you spent.                                                                                      |         6 | Paper              |
| End Walker             | Leggings    | While worn in the End, grants Speed and Jump Boost at the same tier as the enchantment level.                                                                         |         2 | —                  |
| Ender Veil             | Helmets     | Looking directly at an enderman will not provoke it.                                                                                                                  |         1 | Paper              |
| Experience Evasion     | Armor       | Entity attacks have a 2%/4%/6% chance to miss entirely. A successful dodge costs 3/2/1 experience points.                                                             |         3 | —                  |
| Experience Lifeblood   | Armor       | Below half health, collected experience heals you. Every 3 experience points restore 1 health point, up to half your maximum health.                                  |         1 | Paper              |
| Experience Refund      | Armor       | Enchanting at a table has a 10%/15%/20% chance to return 25%/50%/75% of the levels spent, with a minimum refund of 1 level.                                           |         3 | —                  |
| Farmland Guard         | Boots       | Stepping on farmland will not turn it back into dirt.                                                                                                                 |         1 | —                  |
| First Strike Guard     | Armor       | Reduces each monster’s first attack against you by 80%/90%/100%, at the cost of armor durability.                                                                     |         3 | —                  |
| Jump Boost             | Boots       | Increases jump power by 20%–120% while worn.                                                                                                                          |         6 | —                  |
| Steadfast              | Armor       | Adds 10%–40% knockback resistance, reducing how far attacks push you.                                                                                                 |         4 | —                  |
| Lapis Refund           | Armor       | Enchanting at a table has a 10%/15%/20% chance to return up to 1/2/3 lapis lazuli, never more than you spent.                                                         |         3 | —                  |
| Lava Grace             | Boots       | Prevents lava damage for 2–5 seconds after entering lava. Leaving lava ends the protection; staying submerged does not keep it active indefinitely.                   |         4 | —                  |
| Lava Walker            | Boots       | Walking on the ground turns nearby lava surfaces within 3–5 blocks into magma blocks. Also prevents magma block damage.                                               |         3 | —                  |
| Surface Breathing      | Helmets     | Adds 1–5 Breathing points. With the default attribute settings, oxygen stays unchanged within 4–20 blocks of a liquid surface.                                        |         5 | —                  |
| Magic Protection       | Armor       | Reduces magic and wither damage by 20%–80%.                                                                                                                           |         4 | —                  |
| Magma Response         | Leggings    | Taking lava damage grants Fire Resistance III for 5 seconds. Cooldown: 60/45/30 seconds.                                                                              |         3 | —                  |
| Melee Dodge            | Armor       | Enables your Dodge attribute against melee attacks. Dodge chance and damage reduction depend on your attribute value.                                                 |         1 | —                  |
| Nourishing Armor       | Armor       | Food restores 20%/25%/30% more hunger.                                                                                                                                |         3 | —                  |
| Phantom Guard          | Helmets     | Your lack of sleep will not cause phantoms to spawn.                                                                                                                  |         1 | Paper              |
| Piglin Barter          | Armor       | Bartering a gold ingot with a piglin has a 5%–25% chance to produce an extra random reward, dropped after a short delay.                                              |         5 | —                  |
| Piglin Disguise        | Armor       | Piglins will not target you for lacking gold armor. Does not stop attacks from piglins you have provoked.                                                             |         1 | —                  |
| Potion Resistance      | Armor       | Harmful potion effects have a 10%–30% chance to be resisted when they take effect.                                                                                    |         3 | Paper              |
| Projectile Dodge       | Armor       | Enables your Dodge attribute against projectile attacks. Dodge chance and damage reduction depend on your attribute value.                                            |         1 | —                  |
| Quick Reflexes         | Chestplates | Taking damage has a 10%–30% chance to grant Speed I for 4–6 seconds.                                                                                                  |         3 | —                  |
| Ranged Retribution     | Chestplates | Reduces ranged damage by 20%/30%/40%, then reflects the prevented damage to every monster within 6 blocks.                                                            |         3 | —                  |
| Rebirth                | Armor       | Consumes this enchantment on death to revive you at full health with Resistance IV for 3 seconds.                                                                     |         1 | —                  |
| Retaliation            | Chestplates | After an entity damages you, your melee attacks against it deal 10%/15%/20% more damage for 5 seconds.                                                                |         3 | —                  |
| Rotten Flesh Tolerance | Armor       | Eating rotten flesh has a 20%/40%/60% chance to avoid the Hunger effect.                                                                                              |         3 | 26.2+              |
| Safe Fall              | Boots       | Adds 1–4 blocks to your safe falling distance. Longer falls can still hurt you.                                                                                       |         4 | —                  |
| Shrewd Bargain         | Armor       | Increases available villager trade uses by 25%. Close and reopen the trade screen if the count does not update immediately.                                           |         1 | Paper              |
| Silent Step            | Leggings    | In the Deep Dark, has a 20%–100% chance to cancel vibrations you cause, reducing the chance of alerting a warden.                                                     |         5 | —                  |
| Sprint Efficiency      | Leggings    | Reduces exhaustion from sprinting and sprint-jumping by 15%/30%/45%, slowing hunger loss.                                                                             |         3 | —                  |
| Sprint Plating         | Chestplates | Sprinting builds up to 2/4/6 armor points over 8/5.5/3 seconds. After you stop, the bonus fades over 5/7.5/10 seconds.                                                |         3 | —                  |
| Step Assist            | Leggings    | Adds 0.25/0.5/0.75 blocks to your step height, making low obstacles easier to walk over.                                                                              |         3 | —                  |
| Stronghold Locator     | Helmets     | Sneak and right-click a block to find a nearby stronghold.                                                                                                            |         1 | —                  |
| Suffocation Escape     | Helmets     | When trapped inside a block and taking suffocation damage, teleports you to a nearby safe spot and costs the helmet 10 durability.                                    |         1 | —                  |
| Tempting Presence      | Leggings    | Adds 4/8/12 blocks to the distance at which mobs can be tempted by food or other tempting items.                                                                      |         3 | —                  |
| Threat Barrier         | Helmets     | Limits monsters targeting you at once to 3/2/1. Monsters you attack first are exempt.                                                                                 |         3 | —                  |
| Vitality               | Armor       | Adds 2–10 maximum health points, equivalent to 1–5 hearts.                                                                                                            |         5 | —                  |
| Void Return            | Chestplates | Consumes this enchantment when you take void damage, cancels that damage, and returns you to the current world’s spawn.                                               |         1 | —                  |
| Warden Concealment     | Leggings    | Reduces the warden anger you generate by 50%, delaying when it targets you.                                                                                           |         1 | Paper              |

## Melee and general weapon enchantments

Check the equipment column before combining effects. Some are limited to swords or axes; others, including Butcher and End Bane, also support ranged weapons.

| Enchantment          | Equipment                                | Effect and use                                                                                                                              | Max level | Extra requirements |
| -------------------- | ---------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Soul Harvest         | Swords, spears, tridents, bows           | Adds 4/8/12 maximum absorption points. Each enemy kill grants 2 absorption health points, equivalent to one golden heart.                   |         3 | —                  |
| Butcher              | Melee weapons, bows, crossbows, tridents | Deals 2–9 extra damage to passive animals.                                                                                                  |         5 | —                  |
| Cleave               | Axes                                     | Axe attacks at 90% cooldown or higher hit 2/3/4 extra targets in front of you, within 3–4 blocks, for 40%/55%/70% of the main hit’s damage. |         3 | —                  |
| Combo                | Swords, spears                           | Attacks made within 3–5 seconds of each other build a combo. Each stack adds 8% damage, up to 2–5 stacks.                                   |         4 | —                  |
| End Bane             | Melee weapons, bows, crossbows, tridents | Deals 2–9 extra damage to End creatures.                                                                                                    |         5 | —                  |
| Executioner          | Axes                                     | Axe attacks gain more damage as the target’s health falls. The bonus approaches 30%/60%/90% when the target is near death.                  |         3 | —                  |
| Full Health Strike   | Axes                                     | Axe attacks against targets near full health deal 50%/75%/100% more damage.                                                                 |         3 | —                  |
| Lingering Affliction | Melee weapons, bows, crossbows, tridents | Attacking an enemy with harmful potion effects extends their remaining durations by 10%/20%/30%.                                            |         3 | —                  |
| Loot Collector       | Melee weapons, bows, crossbows, tridents | Monster kill drops go straight to your inventory. Items that do not fit drop where the monster died.                                        |         1 | —                  |
| Nether Bane          | Melee weapons, bows, crossbows, tridents | Attacks made in the Nether deal 1–8 extra damage.                                                                                           |         5 | —                  |
| Rage                 | Swords, spears                           | Taking damage builds rage that lasts 10 seconds. Each stack adds 25%–30% damage to your next attack, up to 6–10 stacks.                     |         5 | —                  |
| Sneak Attack         | Swords                                   | Sword attacks while sneaking deal 5%/8%/15% more damage.                                                                                    |         3 | —                  |
| Spawner Slayer       | Melee weapons, bows, crossbows, tridents | Deals 1–6 extra damage to creatures spawned by spawners.                                                                                    |         5 | —                  |
| Trial Intimidation   | Melee weapons, bows, crossbows, tridents | Your first attack against each monster in a trial chamber applies Weakness I for 10/20/30 seconds.                                          |         3 | —                  |

## Bows and ranged weapons

Headshot and Point Blank support bows, crossbows, and tridents. The other entries below are for bows. Ricochet Bolt and Tracking Arrow conflict by default.

| Enchantment    | Equipment                 | Effect and use                                                                                                     | Max level | Extra requirements |
| -------------- | ------------------------- | ------------------------------------------------------------------------------------------------------------------ | --------: | ------------------ |
| Cobweb         | Bows                      | Arrow hits have a 10%–50% chance to create a cobweb lasting 4–20 seconds.                                          |         5 | —                  |
| Evoker Fangs   | Bows                      | An arrow hit summons a line of fangs to attack the creature. Each fang deals 4/5/6 damage.                         |         3 | —                  |
| Headshot       | Bows, crossbows, tridents | Projectiles that hit a target’s head deal 25%/40%/60% more damage.                                                 |         3 | —                  |
| Point Blank    | Bows, crossbows, tridents | Close-range attacks gain 15%/25%/35% damage, with an effective range of 4/4.5/5 blocks.                            |         3 | —                  |
| Ricochet Bolt  | Bows                      | Arrows bounce off blocks up to 1–4 times. Each bounce travels at most 24 blocks and adds another 0.75–2.25 damage. |         4 | —                  |
| Tracking Arrow | Bows                      | Fired arrows track targets within 18–24 blocks ahead.                                                              |         4 | —                  |
| Triple Shot    | Bows                      | Fires three arrows at once and consumes three regular arrows per shot.                                             |         1 | —                  |

## Shields

Successful blocks can retaliate, grant buffs, or repair your shield. Other effects activate specifically when the shield is disabled, rather than on an ordinary block.

| Enchantment         | Equipment | Effect and use                                                                                                                                            | Max level | Extra requirements |
| ------------------- | --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Frost Guard         | Shields   | Successful blocks have a 30%/40%/50% chance to apply Slowness I to the attacker for 3/4/5 seconds.                                                        |         3 | —                  |
| Instant Shield      | Shields   | After your shield is disabled, reduces the wait until you can use it again by 50%.                                                                        |         1 | Paper              |
| Mirror Block        | Shields   | Blocking a projectile has a 30%/50%/70% chance to send it back at 65%/85%/110% of its speed and 55%/75%/95% of its damage. Cooldown: 1.6/1.2/0.8 seconds. |         3 | —                  |
| Perfect Guard       | Shields   | A perfect guard has a 30%/40%/50% chance to restore 10%/20%/30% of the shield’s maximum durability.                                                       |         3 | —                  |
| Shadow Guard        | Shields   | Successful blocks have a 20% chance to grant Speed II and Invisibility for 5 seconds.                                                                     |         1 | —                  |
| Shield Might        | Shields   | Successful blocks have a 50%–80% chance to grant Strength I for 3–6 seconds.                                                                              |         4 | —                  |
| Shield Preservation | Shields   | When your shield is about to be disabled, has a 35%/50%/75% chance to keep it usable.                                                                     |         3 | Paper              |
| Shield Rebound      | Shields   | When your shield is disabled, pushes away the attacker responsible.                                                                                       |         1 | Paper              |
| Shield Reflection   | Shields   | After a successful block, returns 15%/25%/35% of the blocked damage to the attacker.                                                                      |         3 | —                  |
| Sonic Rebound       | Shields   | Successful blocks have a 15%/20%/25% chance to hit the attacker with a sonic blast for 5/7/9 damage and knock it back.                                    |         3 | —                  |

## Maces

These enchantments work with falling and smash attacks. Gale Impact and Impact Coil require a successful smash hit; landing on the ground alone will not activate them.

| Enchantment    | Equipment | Effect and use                                                                                                                                                                              | Max level | Extra requirements |
| -------------- | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Gale Impact    | Maces     | A successful mace smash pushes away up to 16 enemies within 3–5 blocks. Required fall distance decreases from 2.8 to 2 blocks. Cooldown: 4 seconds.                                         |         5 | Paper 26.2+        |
| Impact Coil    | Maces     | A successful mace smash briefly grants 0.7–1.1 bounciness and 53.33%–80% fall damage reduction, lasting 2.5–3.5 seconds.                                                                    |         3 | Paper 26.2+        |
| Meteor Cadence | Maces     | Sneaking while falling with a mace makes you descend faster. Gravity rises by 30%–90%, air drag falls by 20%–60%, and downward speed gains 0.2–0.5 per tick, capped at 3.5 blocks per tick. |         5 | —                  |

## Spears

Spear Point Blank rewards close-range hits, Skewer Lock needs at least 3 blocks of distance, and Sprint Assault requires you to be sprinting.

| Enchantment       | Equipment | Effect and use                                                                                                                                                                   | Max level | Extra requirements      |
| ----------------- | --------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------: | ----------------------- |
| Skewer Lock       | Spears    | Spear hits from at least 3 blocks away apply Slowness I–III for 2.5–4.5 seconds. Maximum range increases from 5.3 to 6.5 blocks; each target has a separate 2.5-second cooldown. |         5 | 1.21.11+ / Spigot 26.1+ |
| Spear Point Blank | Spears    | Spear hits within 3 blocks deal 15%/25%/35% more damage.                                                                                                                         |         3 | 1.21.11+ / Spigot 26.1+ |
| Sprint Assault    | Spears    | Spear attacks while sprinting deal 10%/15%/20% more damage.                                                                                                                      |         3 | 1.21.11+ / Spigot 26.1+ |

## Tridents

These effects cover underwater combat, summoned help, and area attacks. Fatigue Conversion adds buffs; it does not remove Mining Fatigue.

| Enchantment        | Equipment | Effect and use                                                                                                      | Max level | Extra requirements |
| ------------------ | --------- | ------------------------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Axolotl Rescue     | Tridents  | Attacking while in water at 10% health or less summons an axolotl to help fight. Cooldown: 30 seconds.              |         1 | —                  |
| Fatigue Conversion | Tridents  | Gaining Mining Fatigue also grants Speed II and Strength I for the same duration.                                   |         1 | 26.2+              |
| Poison Cloud       | Tridents  | Trident hits have a 25% chance to create a poison cloud near the target. Radius: 2–3 blocks; duration: 5–9 seconds. |         3 | —                  |
| Storm Burst        | Tridents  | Hits have a 10%/15%/20% chance to deal 4/6/8 lightning damage near the target.                                      |         3 | —                  |
| Tidal Hunter       | Tridents  | Deals 2/4/6 extra damage when attacking guardians or elder guardians, or when you are in water.                     |         3 | —                  |

## Tools and farming

Area excavation only removes blocks of the same type. Hold sneak to temporarily disable the extra mining from Cube, Layer, Plane, Sphere, Tunnel, or Vein Excavation and mine just the block in front of you.

Barkskin and Ore Guard need a positive [Absorption attribute](/for-enchantmentreform/configuration/custom-attributes.md). Its default value is 0, so you must raise it before building shields. Enchantment level affects how long layers remain before decaying; the attribute determines their limit.

| Enchantment        | Equipment                     | Effect and use                                                                                                                                                  | Max level | Extra requirements |
| ------------------ | ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Aqua Oxygen        | Pickaxes                      | Breaking a block underwater restores 2–6 seconds of oxygen.                                                                                                     |         5 | —                  |
| Area Tilling       | Hoes                          | Right-click a tillable block with a hoe to till a centered 3×3/5×5/7×7 area at once.                                                                            |         3 | —                  |
| Auto Pickup        | Axes, pickaxes, shovels, hoes | Mining with the right tool sends drops straight to your inventory. Items that do not fit drop at the block.                                                     |         1 | —                  |
| Swift Swing        | Axes                          | Adds 0.1–0.5 attack speed while holding an axe.                                                                                                                 |         5 | —                  |
| Barkskin           | Axes                          | Each log chopped adds one absorption shield layer, capped by your Absorption attribute. After 7–15 seconds without chopping, loses one layer every 5 seconds.   |         5 | —                  |
| Block Reach        | Axes, pickaxes, shovels, hoes | While holding a tool, lets you interact with blocks 0.5/1/1.5 blocks farther away.                                                                              |         3 | —                  |
| Block Rotator      | Axes                          | Sneak and right-click a directional block to change its facing. Costs the axe 1 durability per use.                                                             |         1 | —                  |
| Copper Smelting    | Pickaxes                      | Mining copper ore smelts its drops directly into copper ingots.                                                                                                 |         1 | —                  |
| Crop Growth        | Hoes                          | Right-click a crop with a hoe and spend one bone meal to grow crops in a surrounding 3×3/5×5/7×7 area by one stage.                                             |         3 | —                  |
| Cube Excavation    | Axes, pickaxes, shovels, hoes | Breaking a block also mines blocks of the same type in a surrounding cube with a side length of 3/5/7 blocks.                                                   |         3 | —                  |
| Entity Reach       | Tools, swords                 | Adds 0.5/1/1.5 blocks to entity interaction range while holding a tool or sword.                                                                                |         3 | —                  |
| Farmland Hydration | Hoes                          | Right-click farmland with a hoe to fully hydrate a surrounding 3×3/5×5/7×7 area.                                                                                |         3 | —                  |
| Gold Smelting      | Pickaxes                      | Mining gold ore smelts its drops directly into gold ingots.                                                                                                     |         1 | —                  |
| Iron Smelting      | Pickaxes                      | Mining iron ore smelts its drops directly into iron ingots.                                                                                                     |         1 | —                  |
| Layer Excavation   | Axes, pickaxes, shovels, hoes | Mines blocks of the same type on the same horizontal layer in a 3×3/5×5/7×7 area.                                                                               |         3 | —                  |
| Mass Harvest       | Hoes                          | Right-click a crop with a hoe to harvest mature crops in a surrounding 3×3/5×5/7×7 area. Costs 1 durability per use.                                            |         3 | —                  |
| Miner's Rhythm     | Axes, pickaxes, shovels, hoes | Every 10 blocks mined grants either Haste I or Mining Fatigue I for 10 seconds at random, so it can also slow mining down.                                      |         1 | —                  |
| Obsidian Haste     | Pickaxes                      | Grants Haste I/II/III while mining obsidian.                                                                                                                    |         3 | Paper              |
| Ore Guard          | Pickaxes                      | Each ore block mined adds one absorption shield layer, capped by your Absorption attribute. After 7–15 seconds without mining, loses one layer every 5 seconds. |         5 | —                  |
| Plane Excavation   | Axes, pickaxes, shovels, hoes | Mines blocks of the same type in a plane aligned with your view. Area: 3×3/5×5/7×7.                                                                             |         3 | —                  |
| Replant Crops      | Hoes                          | Breaking a mature crop uses a matching seed from your inventory to replant it in place and costs the hoe 1 durability.                                          |         1 | —                  |
| Sphere Excavation  | Axes, pickaxes, shovels, hoes | Mines blocks of the same type in a surrounding sphere with a radius of 1/2/3 blocks.                                                                            |         3 | —                  |
| Stone Refining     | Pickaxes                      | Sneak and right-click waste stone to turn it into stone. Costs the pickaxe 1 durability per use.                                                                |         1 | —                  |
| Tunnel Excavation  | Axes, pickaxes, shovels, hoes | Mines a tunnel through blocks of the same type along your view. Length: 3/5/7 blocks; cross-section: 1×1/3×3/5×5.                                               |         3 | —                  |
| Vein Excavation    | Axes, pickaxes, shovels, hoes | Breaking one block also mines connected blocks of the same type, up to 5/10/15 additional blocks.                                                               |         3 | —                  |

## Fishing rods

Auto Fish handles reeling and casting; Catch Collector handles item collection. Grappling Hook and Storm Angler use the hook outside water or against creatures.

| Enchantment     | Equipment    | Effect and use                                                                            | Max level | Extra requirements |
| --------------- | ------------ | ----------------------------------------------------------------------------------------- | --------: | ------------------ |
| Auto Fishing    | Fishing rods | Automatically reels in when a fish bites, then casts again.                               |         1 | —                  |
| Catch Collector | Fishing rods | Caught items go straight to your inventory. Items that do not fit drop at the hook.       |         1 | —                  |
| Grappling Hook  | Fishing rods | When the hook lands outside water, pulls you toward its position.                         |         1 | —                  |
| Instant Cook    | Fishing rods | Caught raw fish turn directly into cooked fish.                                           |         1 | —                  |
| Ocean Companion | Fishing rods | Catching fish in an ocean biome has a 15% chance to spawn a friendly sea creature nearby. |         1 | —                  |
| Storm Angler    | Fishing rods | Hooking a creature during a thunderstorm summons lightning and deals 6 damage.            |         1 | —                  |

## Elytra

Firework Conservation saves rockets, while Kinetic Protection reduces collision damage. Neither is available at enchanting tables by default; obtain them through villager trades or random loot.

| Enchantment           | Equipment | Effect and use                                                             | Max level | Extra requirements |
| --------------------- | --------- | -------------------------------------------------------------------------- | --------: | ------------------ |
| Firework Conservation | Elytra    | Boosting with a firework has a 20%/30%/40% chance to preserve that rocket. |         3 | Paper              |
| Kinetic Protection    | Elytra    | Reduces damage from flying into walls by 15%–90%.                          |         6 | —                  |

## General durability enchantments

Emergency Repair works on items with durability. It spends enchantment levels, so it cannot preserve the same item indefinitely.

| Enchantment      | Equipment             | Effect and use                                                                                                   | Max level | Extra requirements |
| ---------------- | --------------------- | ---------------------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Emergency Repair | Items with durability | When an item is about to break, consumes one enchantment level to restore 10%/20%/30% of its maximum durability. |         3 | —                  |

## Curses

Curses have harmful effects. Inventory Shuffle Curse affects your own inventory, and Healing Curse restores monsters’ health. Check your equipment before fighting.

| Enchantment             | Equipment             | Effect and use                                                                                        | Max level | Extra requirements |
| ----------------------- | --------------------- | ----------------------------------------------------------------------------------------------------- | --------: | ------------------ |
| Dictatorship Curse      | Items with durability | Prevents other non-vanilla enchantments from working, except curses.                                  |         1 | —                  |
| Curse of Foolishness    | Items with durability | Doubles the item’s experience level cost at an anvil.                                                 |         1 | —                  |
| Fragility Curse         | Items with durability | Every durability loss has a 5% chance to destroy the item, regardless of how much durability remains. |         1 | —                  |
| Gravity Curse           | Armor                 | Adds 0.02/0.04/0.06 gravity, making you fall faster.                                                  |         3 | —                  |
| Mercy Curse             | Swords, spears        | Attacks against monsters heal them for the damage they would have taken.                              |         1 | —                  |
| Hunger Curse            | Armor                 | Increases hunger consumption by 25%/50%/75%.                                                          |         3 | —                  |
| Inventory Shuffle Curse | Swords, spears        | Each attack has a 25% chance to shuffle the items in your own inventory.                              |         1 | —                  |

## Server versions

Entries without an extra requirement follow the plugin’s general minimums: Paper / Purpur 1.21.6+, or Spigot 26.1+, with Java 21+. “Paper” also includes Purpur and means the default effect uses a Paper-only event.

* Spear enchantments require Paper / Purpur 1.21.11+, or Spigot 26.1+.
* Rotten Flesh Tolerance and Fatigue Conversion require 26.2+.
* Impact Coil and Gale Impact require Paper / Purpur 26.2+.

Use Paper / Purpur 26.2+ for all 132 default enchantments. Of these, 16 depend on Paper-only triggers and cannot deliver their full effects on Spigot. The other 116 do not have that restriction but still require the versions listed in the tables. Folia support remains experimental; see [Requirements](/for-enchantmentreform/information/requirements.md).

## Finding the configuration

Server owners can edit enchantment effects in the `enchantments` directory. The reference below matches each display name to its ID. Full keys use `enchantmentreform:ID`; for example, Vein Excavation is `enchantmentreform:vein_excavation`. See [Enchantment configuration](/for-enchantmentreform/configuration/enchantment-configuration.md) for sources, supported items, and conflicts.

<details>

<summary>Show enchantment IDs</summary>

| Enchantment             | ID                         |
| ----------------------- | -------------------------- |
| Adaptive Resistance     | `adaptive_resistance`      |
| Air Dash                | `air_dash`                 |
| Auto Feed               | `auto_feed`                |
| Auto Purify             | `auto_purify`              |
| Battle Spirit           | `battle_spirit`            |
| Biome Rejuvenation      | `biome_regeneration`       |
| Charged Leap            | `charged_leap`             |
| Double Jump             | `double_jump`              |
| Emerald Refund          | `emerald_refund`           |
| End Walker              | `end_walker`               |
| Ender Veil              | `ender_veil`               |
| Experience Evasion      | `experience_evasion`       |
| Experience Lifeblood    | `experience_lifeblood`     |
| Experience Refund       | `experience_refund`        |
| Farmland Guard          | `farmland_guard`           |
| First Strike Guard      | `first_strike_guard`       |
| Jump Boost              | `jump_boost`               |
| Steadfast               | `knockback_resistance`     |
| Lapis Refund            | `lapis_refund`             |
| Lava Grace              | `lava_grace`               |
| Lava Walker             | `lava_walker`              |
| Surface Breathing       | `liquid_surface_breathing` |
| Magic Protection        | `magic_protection`         |
| Magma Response          | `magma_response`           |
| Melee Dodge             | `melee_dodge`              |
| Nourishing Armor        | `nourishing_armor`         |
| Phantom Guard           | `phantom_guard`            |
| Piglin Barter           | `piglin_barter`            |
| Piglin Disguise         | `piglin_disguise`          |
| Potion Resistance       | `potion_resistance`        |
| Projectile Dodge        | `projectile_dodge`         |
| Quick Reflexes          | `quick_reflexes`           |
| Ranged Retribution      | `ranged_retribution`       |
| Rebirth                 | `rebirth`                  |
| Retaliation             | `retaliation`              |
| Rotten Flesh Tolerance  | `rotten_flesh_tolerance`   |
| Safe Fall               | `safe_fall`                |
| Shrewd Bargain          | `shrewd_bargain`           |
| Silent Step             | `silent_step`              |
| Sprint Efficiency       | `sprint_efficiency`        |
| Sprint Plating          | `sprint_plating`           |
| Step Assist             | `step_assist`              |
| Stronghold Locator      | `stronghold_locator`       |
| Suffocation Escape      | `suffocation_escape`       |
| Tempting Presence       | `tempting_presence`        |
| Threat Barrier          | `threat_limit`             |
| Vitality                | `vitality`                 |
| Void Return             | `void_return`              |
| Warden Concealment      | `warden_concealment`       |
| Soul Harvest            | `absorption_harvest`       |
| Butcher                 | `butcher`                  |
| Cleave                  | `cleave`                   |
| Combo                   | `combo`                    |
| End Bane                | `end_bane`                 |
| Executioner             | `executioner`              |
| Full Health Strike      | `full_health_strike`       |
| Lingering Affliction    | `lingering_affliction`     |
| Loot Collector          | `mob_pickup`               |
| Nether Bane             | `nether_bane`              |
| Rage                    | `rage`                     |
| Sneak Attack            | `sneak_attack`             |
| Spawner Slayer          | `spawner_slayer`           |
| Trial Intimidation      | `trial_weakness`           |
| Cobweb                  | `cobweb`                   |
| Evoker Fangs            | `evoker_fangs`             |
| Headshot                | `headshot`                 |
| Point Blank             | `point_blank`              |
| Ricochet Bolt           | `ricochet_bolt`            |
| Tracking Arrow          | `tracking_arrow`           |
| Triple Shot             | `triple_shot`              |
| Frost Guard             | `frost_guard`              |
| Instant Shield          | `instant_shield`           |
| Mirror Block            | `mirror_block`             |
| Perfect Guard           | `perfect_guard`            |
| Shadow Guard            | `shadow_guard`             |
| Shield Might            | `shield_might`             |
| Shield Preservation     | `shield_preservation`      |
| Shield Rebound          | `shield_rebound`           |
| Shield Reflection       | `shield_reflection`        |
| Sonic Rebound           | `sonic_rebound`            |
| Gale Impact             | `gale_impact`              |
| Impact Coil             | `impact_coil`              |
| Meteor Cadence          | `meteor_cadence`           |
| Skewer Lock             | `skewer_lock`              |
| Spear Point Blank       | `spear_point_blank`        |
| Sprint Assault          | `sprint_assault`           |
| Axolotl Rescue          | `axolotl_rescue`           |
| Fatigue Conversion      | `fatigue_conversion`       |
| Poison Cloud            | `poison_cloud`             |
| Storm Burst             | `storm_burst`              |
| Tidal Hunter            | `tidal_hunter`             |
| Aqua Oxygen             | `aqua_oxygen`              |
| Area Tilling            | `area_tilling`             |
| Auto Pickup             | `auto_pickup`              |
| Swift Swing             | `axe_attack_speed`         |
| Barkskin                | `bark_hide`                |
| Block Reach             | `block_reach`              |
| Block Rotator           | `block_rotator`            |
| Copper Smelting         | `copper_smelting`          |
| Crop Growth             | `crop_growth`              |
| Cube Excavation         | `cube_excavation`          |
| Entity Reach            | `entity_reach`             |
| Farmland Hydration      | `farmland_hydration`       |
| Gold Smelting           | `gold_smelting`            |
| Iron Smelting           | `iron_smelting`            |
| Layer Excavation        | `layer_excavation`         |
| Mass Harvest            | `mass_harvest`             |
| Miner's Rhythm          | `miner_rhythm`             |
| Obsidian Haste          | `obsidian_haste`           |
| Ore Guard               | `ore_guard`                |
| Plane Excavation        | `plane_excavation`         |
| Replant Crops           | `replant_crops`            |
| Sphere Excavation       | `sphere_excavation`        |
| Stone Refining          | `stone_refining`           |
| Tunnel Excavation       | `tunnel_excavation`        |
| Vein Excavation         | `vein_excavation`          |
| Auto Fishing            | `auto_fish`                |
| Catch Collector         | `fishing_pickup`           |
| Grappling Hook          | `grappling_hook`           |
| Instant Cook            | `instant_cook`             |
| Ocean Companion         | `ocean_companion`          |
| Storm Angler            | `storm_angler`             |
| Firework Conservation   | `firework_conservation`    |
| Kinetic Protection      | `kinetic_protection`       |
| Emergency Repair        | `emergency_repair`         |
| Dictatorship Curse      | `dictatorship_curse`       |
| Curse of Foolishness    | `foolishness_curse`        |
| Fragility Curse         | `fragility_curse`          |
| Gravity Curse           | `gravity_curse`            |
| Mercy Curse             | `healing_curse`            |
| Hunger Curse            | `hunger_curse`             |
| Inventory Shuffle Curse | `inventory_shuffle_curse`  |

</details>
