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- Compatibility
- Minecraft 1.21
- to version
- Minecraft 26.3 snapshot
- Changes include
2
# AppleTomaTo's Custom Enchants
**AppleTomaTo's Custom Enchants** adds **81 unique, high-quality custom enchantments** to Minecraft! Inspired by *Minecraft Dungeons* and RPG mechanics, this data pack seamlessly expands survival gameplay using Minecraft 1.21's native enchantment component system.
* 100% Vanilla Data Pack (No mods required!)
* Fully integrated into Enchanting Tables, Villager Trading, and Structure Loot Chests.
* Built-in QoL features: **Vein Miner**, **Timber**, and **Auto Smelter**.
---
| **Ricochet** | Causes arrows and tridents to reflect from walls while retaining most of their speed. They can bounce 2 or 4 times. | Bows, crossbows, tridents | II | Standard |
| **Riptide Crash** | Arms a shockwave after a Riptide dash. Landing or colliding with an entity creates a terrain-safe blast that deals 6 or 9 damage and knocks nearby entities away. | Tridents | II | Standard |
| **Bedrock Breaker** | Allows the player to remove bedrock by attacking it with the enchanted pickaxe. Each block costs about 0.5% of the pickaxe's maximum durability. | Pickaxes | I | Ancient City |
| **Bright Vision** | Grants continuous Night Vision while the enchanted helmet is worn. | Helmets | I | Standard |
| **Auto Feed** | Restores a small amount of hunger and saturation once every minute. It helps during exploration but is not strong enough to replace food. | Helmets | I | Standard |
| **Magnet** | Automatically pulls dropped items toward the wearer from a radius of 4, 8, or 12 blocks. | Chestplates | III | Standard |
| **Step Assist** | Increases step height by 0.6 blocks, allowing the wearer to walk up full blocks without jumping. | Boots | I | Standard |
## Curses
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Curse of Giantism** | Increases the wearer's size by 40% per level, reaching 2.6 times normal size at level IV. It cannot coexist with Curse of Dwarfism. | Chestplates | IV | Curse Loot |
| **Curse of Dwarfism** | Reduces the wearer's size by 20% per level, shrinking the player to 20% of normal size at level IV. It cannot coexist with Curse of Giantism. | Chestplates | IV | Curse Loot |
| **Curse of Decaying** | Damages the equipped or held item by 2% of its maximum durability every 5 seconds. | Any item with durability | I | Curse Loot |
| **Curse of Enchant** | Prevents the cursed item from being combined with any other enchantment. | Swords, axes, spears, mace, bows, crossbows, tridents | I | Curse Loot |
## Melee and Combat
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Ambush** | Doubles damage against non-player enemies that have not engaged the attacker. It has no effect in PvP. | Swords, axes, spears, mace | I | Standard |
| **Aerial's Bane** | Deals 2 additional damage per level to enemies that are not touching the ground, up to 10 bonus damage. | Swords, axes, spears, mace | V | Standard |
| **Critical Hit** | Adds 2, 4, or 6 damage to a valid falling critical attack. It stacks with the normal critical-hit multiplier. | Swords, axes, spears, mace | III | Standard |
| **Committed** | Deals 2, 4, or 6 additional damage to targets below half health. | Swords, axes, spears, mace, bows, crossbows, tridents | III | Standard |
| **Unchanting** | Deals 2, 4, or 6 additional damage when the target is wearing at least one enchanted armor piece. | Swords, axes, spears, mace | III | Standard |
| **Illager's Bane** | Deals 2.5 additional damage per level to illagers and related enemies, up to 12.5 bonus damage. | Swords, axes, spears, mace | V | Standard |
| **Enigma Resonator** | Adds 1 damage by default and gains another 1 damage at experience levels 5, 15, 25, 35, 45, and 60, for a maximum bonus of 7. | Swords, axes, spears, mace | I | Standard |
| **Void Strike** | Builds power with consecutive hits. Each stack adds 1.5 damage; the stack limit rises from 5 to 9 with enchantment level, allowing up to 7.5–13.5 bonus damage before the cycle resets. | Swords, axes, spears, mace | V | End City |
| **Cowardice** | Deals 2 or 4 additional damage while the attacker is at full health. Taking any damage immediately disables the bonus until fully healed. | Swords, axes, spears, mace, bows, crossbows, tridents | II | Standard |
| **Dynamo** | Deals 2, 4, or 6 additional damage while attacking at lunge speed. Ordinary sprinting is not fast enough to activate it. | Spears | III | Standard |
| **Leeching** | Permanently adds 1 or 2 damage and restores 4 HP, or 2 hearts, whenever the wielder defeats a mob. | Swords, axes, spears, mace, bows, crossbows, tridents | II | Standard |
| **Life Steal** | Restores health whenever an enemy is struck by granting Regeneration II or III for 2 seconds. | Swords, axes, spears, mace | II | Ancient City |
| **Stun** | Completely stops a struck target for 1 or 2 seconds. After activating, Stun has a 5-second cooldown before it can trigger again. | Swords, axes, spears, mace | II | Standard |
| **Freezing** | Applies Slowness III to struck targets for 3 or 5 seconds. | Swords, spears, mace | II | Standard |
| **Poison Cloud** | Creates a 5-second lingering cloud at the target that applies Poison I or II to entities inside it. | Swords, spears | II | Standard |
| **Radiance** | Creates a 5-second lingering cloud at the target that grants Regeneration I or II. The cloud can heal allies and enemies alike. | Swords, spears | II | Standard |
| **Weakening** | Applies Weakness I or II directly to the struck target for 5 seconds. It does not create a lingering cloud. | Swords, spears | II | Standard |
| **Guarding Strike** | Grants Resistance II for 5 seconds after defeating a mob, reducing incoming damage by 40%. | Swords, axes, spears, mace | I | Standard |
| **Refreshment** | Defeating a mob clears active item cooldowns throughout the player's inventory, including shield-disable cooldowns. | Swords, axes, spears, mace | I | Standard |
| **Echo** | Repeats the sword's base attack damage on the same target 1 second after the initial hit. | Swords | I | Ancient City |
| **Busy Bee** | Summons 1, 2, or 3 temporary angry bees at the location of a defeated mob. The bees seek nearby hostile targets. | Swords, axes, spears, mace | III | Standard |
| **Exploding** | Defeating a mob creates a terrain-safe explosion that deals 7 damage within 4.5 blocks. Players are immune to this explosion. | Swords, axes, spears, mace, bows, crossbows, tridents | I | Standard |
| **Prospector** | Gives defeated mobs a 15%, 30%, or 45% chance to drop an emerald. | Swords, spears | III | Standard |
| **Rampaging** | Defeating a mob has a 25%, 35%, or 50% chance to grant Haste I, II, or III. Higher levels also last longer. | Swords, axes, spears, mace | III | Standard |
| **Shockwave** | Has a 25% or 45% chance on hit to send three damaging shockwaves through enemies behind the target. Each shockwave deals 5 damage and does not hurt players. | Swords | II | Ancient City |
| **Thundering** | Has a 20% or 35% chance to summon real lightning at the struck target. The wielder briefly gains protection from their own bolt. | Swords, axes, spears, mace, tridents | II | Standard |
| **Dragging** | Pulls a struck target toward the attacker and lifts it slightly off the ground. | Swords, axes, spears, mace | I | Standard |
| **Lightning Focus** | When lightning strikes within 24 blocks of the wielder, nearby enemies around the strike take 6 additional lightning damage. | Swords, axes, spears, mace, tridents | I | Standard |
| **Fear** | Extends a creeper's remaining fuse by 1 second every time the creeper is hit, giving the attacker more time before it explodes. | Swords, axes, spears, mace | I | Standard |
| **Wind Propulsion** | While standing on the ground, attacking a block with the mace launches the player upward. Launch strength increases to 0.9, 1.25, or 1.6. | Mace | III | Trial Chamber |
## Armor and Elytra
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Final Shout** | While at or below 20% health, continuously grants Strength I, II, or III. | Helmets | III | Standard |
| **Frenzied** | While at or below 50% health, continuously grants Haste I, II, or III. | Helmets | III | Standard |
| **Gravity Pulse** | Every 3 seconds, pulls and lifts nearby hostile mobs and other players within 6, 9, or 12 blocks. | Helmets | III | End City |
| **Reckless** | Reduces maximum health by 40% but adds 2, 4, or 6 melee attack damage. | Helmets | III | Standard |
| **Deflect** | Has a 20%, 35%, or 50% chance to completely ignore incoming projectile damage. | Chestplates | III | Standard |
| **Recycler** | Returns one arrow to the wearer's inventory whenever the wearer is struck by a projectile. The incoming damage is not prevented. | Chestplates | I | Standard |
| **Rush** | Taking damage grants Speed I, II, or III for 4 seconds. Any source of damage can activate it. | Boots | III | Standard |
| **Snowball** | Every 3 seconds, fires snowballs at the nearest 1, 2, or 3 hostile mobs or enemy players within 16 blocks. A hit completely stops nearby targets for 2 seconds. | Chestplates | III | Standard |
| **Lucky Explorer** | Gives a small chance to drop an emerald while moving. Higher levels make more independent rolls and therefore improve the chance. | Boots | III | Standard |
| **Wax Wings** | Prevents the normal durability loss caused by slow elytra gliding, but firework boosting consumes about 4 additional durability. | Elytra | I | End City |
| **Propulsion** | While gliding with an elytra, hold jump to accelerate forward at firework-like speed. Higher levels increase acceleration, and every boost consumes food. | Elytra | III | End City |
## Bows and Crossbows
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Accelerate** | Multiplies fired arrow speed by 1.7x, 2.3x, or 3.0x. Fishing bobber speed is also increased, and faster arrows naturally deal more impact damage. | Bows, fishing rods | III | Standard |
| **Bonus Shot** | Fires one free extra arrow toward the nearest hostile mob within 24 blocks whenever the weapon is fired. | Bows, crossbows | I | Standard |
| **Chain Reaction** | Adds 1–4 extra arrows to each shot for a total of 2–5 tightly grouped projectiles while consuming only one arrow. | Bows, crossbows | IV | Standard |
| **Critical Shot** | Gives each fired arrow a 25%, 35%, or 45% chance to deal triple damage. | Bows, crossbows | III | Standard |
| **Fuse Shot** | Gives arrow hits a 20%, 35%, or 50% chance to create a terrain-safe explosion dealing 6 damage in a 3.5-block radius. Players are immune. | Bows, crossbows | III | Standard |
| **Levitation Shot** | Applies Levitation II, III, or IV to the target for 1 second, launching it sharply upward. | Bows, crossbows | III | End City |
| **Tempo Theft** | Slows the target for 4 seconds while granting the shooter Speed for 4 seconds. Both effects become stronger at level II. | Bows | II | Standard |
| **Ghast** | Replaces crossbow arrows with explosive fireballs and increases crossbow charge time by 0.75 seconds. Explosion size and damage increase through levels I–III. | Crossbows | III | Bastion Treasure |
| **Gravity** | Destroys an arrow when it lands and pulls nearby mobs and players toward the impact point from within 8 blocks. | Bows, crossbows | I | End City |
| **Breezing Arrow** | Creates a gust on impact that pushes entities away within 6 blocks. A directly hit target is also launched briefly into the air. | Bows, crossbows | I | Trial Chamber |
| **Echo Shot** | Makes arrows explode on impact without breaking blocks. The blast damages nearby entities for 4, 6, 8, 10, or 12 bonus damage, while the shooter is immune. | Bows, crossbows | V | Ancient City |
## Fishing and Fish
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Gotcha** | Reeling in a hooked entity completely stops it for 2 or 4 seconds. | Fishing rods | II | Standard |
| **Fisher's Hug** | Reduces fishing-rod durability consumption by 30%, 50%, or 70%. | Fishing rods | III | Standard |
| **Angry Fisher** | Turns the fishing rod into a weapon. Hooked mobs and players struck by the bobber take 3 or 6 damage. | Fishing rods | II | Standard |
| **Slippery Fish** | Hitting another player with the enchanted fish has a 25% chance to force them to drop their main-hand item. | Cod, salmon, tropical fish, pufferfish, cooked cod, cooked salmon | I | Enchanted books from villager trades or general loot, applied with an anvil; also available through commands |
## Compatibility Notes
- Some enchantments are mutually exclusive for balance, similar to Sharpness, Smite, and Bane of Arthropods in vanilla Minecraft.
- Auto Smelter cannot be combined with Silk Touch.
- Magma Walker cannot be combined with Frost Walker or Depth Strider.
- Curse of Giantism and Curse of Dwarfism cannot be combined with each other.
- Curse of Enchant cannot be combined with any other enchantment.
- Structure-exclusive enchantments never appear in the Enchanting Table, villager trades, or unrelated loot chests.
---
## Installation
1. Download `AppleTomaTos Custom Enchants.zip`.
2. Place the `.zip` file into your world's `datapacks` folder (`.minecraft/saves/<your_world>/datapacks/`).
3. Run `/reload` in-game or re-enter your world!
**AppleTomaTo's Custom Enchants** adds **81 unique, high-quality custom enchantments** to Minecraft! Inspired by *Minecraft Dungeons* and RPG mechanics, this data pack seamlessly expands survival gameplay using Minecraft 1.21's native enchantment component system.
* 100% Vanilla Data Pack (No mods required!)
* Fully integrated into Enchanting Tables, Villager Trading, and Structure Loot Chests.
* Built-in QoL features: **Vein Miner**, **Timber**, and **Auto Smelter**.
---
| **Ricochet** | Causes arrows and tridents to reflect from walls while retaining most of their speed. They can bounce 2 or 4 times. | Bows, crossbows, tridents | II | Standard |
| **Riptide Crash** | Arms a shockwave after a Riptide dash. Landing or colliding with an entity creates a terrain-safe blast that deals 6 or 9 damage and knocks nearby entities away. | Tridents | II | Standard |
| **Bedrock Breaker** | Allows the player to remove bedrock by attacking it with the enchanted pickaxe. Each block costs about 0.5% of the pickaxe's maximum durability. | Pickaxes | I | Ancient City |
| **Bright Vision** | Grants continuous Night Vision while the enchanted helmet is worn. | Helmets | I | Standard |
| **Auto Feed** | Restores a small amount of hunger and saturation once every minute. It helps during exploration but is not strong enough to replace food. | Helmets | I | Standard |
| **Magnet** | Automatically pulls dropped items toward the wearer from a radius of 4, 8, or 12 blocks. | Chestplates | III | Standard |
| **Step Assist** | Increases step height by 0.6 blocks, allowing the wearer to walk up full blocks without jumping. | Boots | I | Standard |
## Curses
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Curse of Giantism** | Increases the wearer's size by 40% per level, reaching 2.6 times normal size at level IV. It cannot coexist with Curse of Dwarfism. | Chestplates | IV | Curse Loot |
| **Curse of Dwarfism** | Reduces the wearer's size by 20% per level, shrinking the player to 20% of normal size at level IV. It cannot coexist with Curse of Giantism. | Chestplates | IV | Curse Loot |
| **Curse of Decaying** | Damages the equipped or held item by 2% of its maximum durability every 5 seconds. | Any item with durability | I | Curse Loot |
| **Curse of Enchant** | Prevents the cursed item from being combined with any other enchantment. | Swords, axes, spears, mace, bows, crossbows, tridents | I | Curse Loot |
## Melee and Combat
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Ambush** | Doubles damage against non-player enemies that have not engaged the attacker. It has no effect in PvP. | Swords, axes, spears, mace | I | Standard |
| **Aerial's Bane** | Deals 2 additional damage per level to enemies that are not touching the ground, up to 10 bonus damage. | Swords, axes, spears, mace | V | Standard |
| **Critical Hit** | Adds 2, 4, or 6 damage to a valid falling critical attack. It stacks with the normal critical-hit multiplier. | Swords, axes, spears, mace | III | Standard |
| **Committed** | Deals 2, 4, or 6 additional damage to targets below half health. | Swords, axes, spears, mace, bows, crossbows, tridents | III | Standard |
| **Unchanting** | Deals 2, 4, or 6 additional damage when the target is wearing at least one enchanted armor piece. | Swords, axes, spears, mace | III | Standard |
| **Illager's Bane** | Deals 2.5 additional damage per level to illagers and related enemies, up to 12.5 bonus damage. | Swords, axes, spears, mace | V | Standard |
| **Enigma Resonator** | Adds 1 damage by default and gains another 1 damage at experience levels 5, 15, 25, 35, 45, and 60, for a maximum bonus of 7. | Swords, axes, spears, mace | I | Standard |
| **Void Strike** | Builds power with consecutive hits. Each stack adds 1.5 damage; the stack limit rises from 5 to 9 with enchantment level, allowing up to 7.5–13.5 bonus damage before the cycle resets. | Swords, axes, spears, mace | V | End City |
| **Cowardice** | Deals 2 or 4 additional damage while the attacker is at full health. Taking any damage immediately disables the bonus until fully healed. | Swords, axes, spears, mace, bows, crossbows, tridents | II | Standard |
| **Dynamo** | Deals 2, 4, or 6 additional damage while attacking at lunge speed. Ordinary sprinting is not fast enough to activate it. | Spears | III | Standard |
| **Leeching** | Permanently adds 1 or 2 damage and restores 4 HP, or 2 hearts, whenever the wielder defeats a mob. | Swords, axes, spears, mace, bows, crossbows, tridents | II | Standard |
| **Life Steal** | Restores health whenever an enemy is struck by granting Regeneration II or III for 2 seconds. | Swords, axes, spears, mace | II | Ancient City |
| **Stun** | Completely stops a struck target for 1 or 2 seconds. After activating, Stun has a 5-second cooldown before it can trigger again. | Swords, axes, spears, mace | II | Standard |
| **Freezing** | Applies Slowness III to struck targets for 3 or 5 seconds. | Swords, spears, mace | II | Standard |
| **Poison Cloud** | Creates a 5-second lingering cloud at the target that applies Poison I or II to entities inside it. | Swords, spears | II | Standard |
| **Radiance** | Creates a 5-second lingering cloud at the target that grants Regeneration I or II. The cloud can heal allies and enemies alike. | Swords, spears | II | Standard |
| **Weakening** | Applies Weakness I or II directly to the struck target for 5 seconds. It does not create a lingering cloud. | Swords, spears | II | Standard |
| **Guarding Strike** | Grants Resistance II for 5 seconds after defeating a mob, reducing incoming damage by 40%. | Swords, axes, spears, mace | I | Standard |
| **Refreshment** | Defeating a mob clears active item cooldowns throughout the player's inventory, including shield-disable cooldowns. | Swords, axes, spears, mace | I | Standard |
| **Echo** | Repeats the sword's base attack damage on the same target 1 second after the initial hit. | Swords | I | Ancient City |
| **Busy Bee** | Summons 1, 2, or 3 temporary angry bees at the location of a defeated mob. The bees seek nearby hostile targets. | Swords, axes, spears, mace | III | Standard |
| **Exploding** | Defeating a mob creates a terrain-safe explosion that deals 7 damage within 4.5 blocks. Players are immune to this explosion. | Swords, axes, spears, mace, bows, crossbows, tridents | I | Standard |
| **Prospector** | Gives defeated mobs a 15%, 30%, or 45% chance to drop an emerald. | Swords, spears | III | Standard |
| **Rampaging** | Defeating a mob has a 25%, 35%, or 50% chance to grant Haste I, II, or III. Higher levels also last longer. | Swords, axes, spears, mace | III | Standard |
| **Shockwave** | Has a 25% or 45% chance on hit to send three damaging shockwaves through enemies behind the target. Each shockwave deals 5 damage and does not hurt players. | Swords | II | Ancient City |
| **Thundering** | Has a 20% or 35% chance to summon real lightning at the struck target. The wielder briefly gains protection from their own bolt. | Swords, axes, spears, mace, tridents | II | Standard |
| **Dragging** | Pulls a struck target toward the attacker and lifts it slightly off the ground. | Swords, axes, spears, mace | I | Standard |
| **Lightning Focus** | When lightning strikes within 24 blocks of the wielder, nearby enemies around the strike take 6 additional lightning damage. | Swords, axes, spears, mace, tridents | I | Standard |
| **Fear** | Extends a creeper's remaining fuse by 1 second every time the creeper is hit, giving the attacker more time before it explodes. | Swords, axes, spears, mace | I | Standard |
| **Wind Propulsion** | While standing on the ground, attacking a block with the mace launches the player upward. Launch strength increases to 0.9, 1.25, or 1.6. | Mace | III | Trial Chamber |
## Armor and Elytra
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Final Shout** | While at or below 20% health, continuously grants Strength I, II, or III. | Helmets | III | Standard |
| **Frenzied** | While at or below 50% health, continuously grants Haste I, II, or III. | Helmets | III | Standard |
| **Gravity Pulse** | Every 3 seconds, pulls and lifts nearby hostile mobs and other players within 6, 9, or 12 blocks. | Helmets | III | End City |
| **Reckless** | Reduces maximum health by 40% but adds 2, 4, or 6 melee attack damage. | Helmets | III | Standard |
| **Deflect** | Has a 20%, 35%, or 50% chance to completely ignore incoming projectile damage. | Chestplates | III | Standard |
| **Recycler** | Returns one arrow to the wearer's inventory whenever the wearer is struck by a projectile. The incoming damage is not prevented. | Chestplates | I | Standard |
| **Rush** | Taking damage grants Speed I, II, or III for 4 seconds. Any source of damage can activate it. | Boots | III | Standard |
| **Snowball** | Every 3 seconds, fires snowballs at the nearest 1, 2, or 3 hostile mobs or enemy players within 16 blocks. A hit completely stops nearby targets for 2 seconds. | Chestplates | III | Standard |
| **Lucky Explorer** | Gives a small chance to drop an emerald while moving. Higher levels make more independent rolls and therefore improve the chance. | Boots | III | Standard |
| **Wax Wings** | Prevents the normal durability loss caused by slow elytra gliding, but firework boosting consumes about 4 additional durability. | Elytra | I | End City |
| **Propulsion** | While gliding with an elytra, hold jump to accelerate forward at firework-like speed. Higher levels increase acceleration, and every boost consumes food. | Elytra | III | End City |
## Bows and Crossbows
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Accelerate** | Multiplies fired arrow speed by 1.7x, 2.3x, or 3.0x. Fishing bobber speed is also increased, and faster arrows naturally deal more impact damage. | Bows, fishing rods | III | Standard |
| **Bonus Shot** | Fires one free extra arrow toward the nearest hostile mob within 24 blocks whenever the weapon is fired. | Bows, crossbows | I | Standard |
| **Chain Reaction** | Adds 1–4 extra arrows to each shot for a total of 2–5 tightly grouped projectiles while consuming only one arrow. | Bows, crossbows | IV | Standard |
| **Critical Shot** | Gives each fired arrow a 25%, 35%, or 45% chance to deal triple damage. | Bows, crossbows | III | Standard |
| **Fuse Shot** | Gives arrow hits a 20%, 35%, or 50% chance to create a terrain-safe explosion dealing 6 damage in a 3.5-block radius. Players are immune. | Bows, crossbows | III | Standard |
| **Levitation Shot** | Applies Levitation II, III, or IV to the target for 1 second, launching it sharply upward. | Bows, crossbows | III | End City |
| **Tempo Theft** | Slows the target for 4 seconds while granting the shooter Speed for 4 seconds. Both effects become stronger at level II. | Bows | II | Standard |
| **Ghast** | Replaces crossbow arrows with explosive fireballs and increases crossbow charge time by 0.75 seconds. Explosion size and damage increase through levels I–III. | Crossbows | III | Bastion Treasure |
| **Gravity** | Destroys an arrow when it lands and pulls nearby mobs and players toward the impact point from within 8 blocks. | Bows, crossbows | I | End City |
| **Breezing Arrow** | Creates a gust on impact that pushes entities away within 6 blocks. A directly hit target is also launched briefly into the air. | Bows, crossbows | I | Trial Chamber |
| **Echo Shot** | Makes arrows explode on impact without breaking blocks. The blast damages nearby entities for 4, 6, 8, 10, or 12 bonus damage, while the shooter is immune. | Bows, crossbows | V | Ancient City |
## Fishing and Fish
| Enchantment | Description | Compatible Items | Max Level | Acquisition |
|---|---|---|---:|---|
| **Gotcha** | Reeling in a hooked entity completely stops it for 2 or 4 seconds. | Fishing rods | II | Standard |
| **Fisher's Hug** | Reduces fishing-rod durability consumption by 30%, 50%, or 70%. | Fishing rods | III | Standard |
| **Angry Fisher** | Turns the fishing rod into a weapon. Hooked mobs and players struck by the bobber take 3 or 6 damage. | Fishing rods | II | Standard |
| **Slippery Fish** | Hitting another player with the enchanted fish has a 25% chance to force them to drop their main-hand item. | Cod, salmon, tropical fish, pufferfish, cooked cod, cooked salmon | I | Enchanted books from villager trades or general loot, applied with an anvil; also available through commands |
## Compatibility Notes
- Some enchantments are mutually exclusive for balance, similar to Sharpness, Smite, and Bane of Arthropods in vanilla Minecraft.
- Auto Smelter cannot be combined with Silk Touch.
- Magma Walker cannot be combined with Frost Walker or Depth Strider.
- Curse of Giantism and Curse of Dwarfism cannot be combined with each other.
- Curse of Enchant cannot be combined with any other enchantment.
- Structure-exclusive enchantments never appear in the Enchanting Table, villager trades, or unrelated loot chests.
---
## Installation
1. Download `AppleTomaTos Custom Enchants.zip`.
2. Place the `.zip` file into your world's `datapacks` folder (`.minecraft/saves/<your_world>/datapacks/`).
3. Run `/reload` in-game or re-enter your world!
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Have something to say?
81 enchantments is a big impressive number, that would be a shame if people don't try your pack because of the lack of screenshots.
Also, I see you tried to use markdown, but that does not work on PMC,
tho you can use this tool (https://stewbeet.paralya.fr/markdown_to_pmc_bbcode)
to convert your markdown to bbcode (which PMC uses)
and use the BBCode Source button