> For the complete documentation index, see [llms.txt](https://headhunter-1.gitbook.io/headhunter/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://headhunter-1.gitbook.io/headhunter/core-features/custom-enchantments.md).

# Custom Enchantments

### How Custom Enchantments Work

{% stepper %}
{% step %}

#### Defined in Masks Config

Enchantments are assigned to masks in [Masks Config (masks.yml)](/headhunter/configurations/masks-config-masks.yml.md) using the format <mark style="color:$success;">enchantment\_name:level</mark>
{% endstep %}

{% step %}

#### Obtain Masks

Create or upgrade masks to get helmets with custom enchantments (see [Masks](/headhunter/core-features/masks.md) page)
{% endstep %}

{% step %}

#### Equip as Helmet

Wear the mask as a helmet to activate enchantment effects
{% endstep %}

{% step %}

#### Effects Activate

Custom enchantments trigger automatically based on their type (passive, combat, etc.)
{% endstep %}
{% endstepper %}

{% hint style="info" %}
Custom enchantments that are generated with more then 1 level have NO level cap! You can configure any level in your [Masks Config (masks.yml)](/headhunter/configurations/masks-config-masks.yml.md) (e.g., <mark style="color:$success;">life\_steal:6</mark> or <mark style="color:$success;">extra\_hearts:8</mark>). Higher levels must be manually configured in [Custom Enchantments Config (custom-enchantments.yml)](/headhunter/configurations/custom-enchantments-config-custom-enchantments.yml.md).
{% endhint %}

### Offensive Enchantments

<details>

<summary>Blast Shot</summary>

**Effect:** Chance to convert arrows into explosive fireballs\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:4</mark> (4% chance)
* Level 2: <mark style="color:$success;">@Chance:6</mark> (6% chance)
* Level 3: <mark style="color:$success;">@Chance:8</mark> (8% chance)
* Level 4: <mark style="color:$success;">@Chance:10</mark> (10% chance)
* Level 5: <mark style="color:$success;">@Chance:14</mark> (14% chance)

</details>

<details>

<summary>Call Of The Dead</summary>

**Effect:** When attacked, spawns zombies that target the attacker\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amount:\<zombies></mark> - Amount of zombies that spawn

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amount:1</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amount:2</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amount:3</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amount:4</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amount:5</mark>

</details>

<details>

<summary>Cursed Strike</summary>

**Effect:** Apply random harmful potion effect to enemy hit\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:4</mark>
* Level 2: <mark style="color:$success;">@Chance:6</mark>
* Level 3: <mark style="color:$success;">@Chance:8</mark>

</details>

<details>

<summary>Cursed Shot</summary>

**Effect:** Apply random harmful potion effect to enemy hit with projectile\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:4</mark>
* Level 2: <mark style="color:$success;">@Chance:6</mark>
* Level 3: <mark style="color:$success;">@Chance:8</mark>

</details>

<details>

<summary>Life Steal</summary>

**Effect:** Damages enemies and restores your health\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Damage:\<amount></mark> - Extra damage dealt
* <mark style="color:$success;">@Heal:\<amount></mark> - Health restored to you

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:6\@Damage:1.0\@Heal:1.0</mark>
* Level 2: <mark style="color:$success;">@Chance:6\@Damage:1.5\@Heal:2.0</mark>
* Level 3: <mark style="color:$success;">@Chance:8\@Damage:3.0\@Heal:2.0</mark>
* Level 4: <mark style="color:$success;">@Chance:10\@Damage:3.5\@Heal:4.0</mark>
* Level 5: <mark style="color:$success;">@Chance:15\@Damage:4.0\@Heal:4.0</mark>

</details>

<details>

<summary>Lingering Flame</summary>

**Effect:** Fire aspect lasts longer\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Duration:\<amount></mark> - Amount of extra time

**Default Levels:**

* Level 1: <mark style="color:$success;">@Duration:1</mark>
* Level 2: <mark style="color:$success;">@Duration:2</mark>
* Level 3: <mark style="color:$success;">@Duration:3</mark>
* Level 4: <mark style="color:$success;">@Duration:4</mark>
* Level 5: <mark style="color:$success;">@Duration:5</mark>

{% hint style="info" %}
Only works when using tool with <mark style="color:$success;">fire ascpect</mark> enchantment
{% endhint %}

</details>

<details>

<summary>Painfuel</summary>

**Effect:** Increases damage when affected by harmful potion effect\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Percent:\<percent></mark> - Extra damage percentage

**Default Levels:**

* Level 1: <mark style="color:$success;">@Percent:10</mark>
* Level 2: <mark style="color:$success;">@Percent:15</mark>
* Level 3: <mark style="color:$success;">@Percent:20</mark>
* Level 4: <mark style="color:$success;">@Percent:25</mark>
* Level 5: <mark style="color:$success;">@Percent:30</mark>

{% hint style="info" %}
List of harmful potion effects: [Harmful effects](https://www.digminecraft.com/lists/harmful_effect_list_pc.php)
{% endhint %}

</details>

<details>

<summary>Piglin Horde</summary>

**Effect:** When attacked, spawns zombified piglins that target the attacker\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amount:\<piglins></mark> - Amount of zombified piglins that spawn

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amount:1</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amount:2</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amount:3</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amount:4</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amount:5</mark>

</details>

<details>

<summary>Shockwave</summary>

**Effect:** Creates a shockwave on landing, damaging nearby players and launching them into the air\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Radius:\<percent></mark> - Area affected
* <mark style="color:$success;">@Damage:\<amount></mark> - Damage dealt
* <mark style="color:$success;">@Height:\<amount></mark> - Minimum fall height (blocks)
* <mark style="color:$success;">@Distance:\<amount></mark> - Knockback distance (blocks)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Radius:3\@Damage:2\@Height:5\@Distance:2</mark>
* Level 2: <mark style="color:$success;">@Radius:4\@Damage:3\@Height:5\@Distance:3</mark>
* Level 3: <mark style="color:$success;">@Radius:5\@Damage:4\@Height:4\@Distance:4</mark>
* Level 4: <mark style="color:$success;">@Radius:6\@Damage:5\@Height:3\@Distance:5</mark>
* Level 5: <mark style="color:$success;">@Radius:7\@Damage:6\@Height:3\@Distance:6</mark>

</details>

<details>

<summary>Wolf Pack</summary>

**Effect:** When attacked, spawns wolfs that target the attacker\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amount:\<wolfs></mark> - Amount of wolfs that spawn

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amount:1</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amount:2</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amount:3</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amount:4</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amount:5</mark>

</details>

### Defensive Enchantments

<details>

<summary>Arrow Guard</summary>

**Effect:** Reduces projectile hit chance\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:10</mark>
* Level 2: <mark style="color:$success;">@Chance:15</mark>
* Level 3: <mark style="color:$success;">@Chance:20</mark>
* Level 4: <mark style="color:$success;">@Chance:25</mark>
* Level 5: <mark style="color:$success;">@Chance:30</mark>

</details>

<details>

<summary>Backfire</summary>

**Effect:** Being hit may trigger a defensive burst of fire that sets the attacker ablaze\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Duration:\<amount></mark> - Fire duration

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:10\@Duration:4</mark>
* Level 2: <mark style="color:$success;">@Chance:12\@Duration:5</mark>
* Level 3: <mark style="color:$success;">@Chance:15\@Duration:6</mark>

</details>

<details>

<summary>Blindness Shield</summary>

**Effect:** When attacked, inflicts blindness on the attacker\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amplifier:\<level></mark> - The effects amplifier
* <mark style="color:$success;">@Duration:\<time></mark> - The duration of the effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amplifier:1\@Duration:4</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amplifier:1\@Duration:4</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amplifier:1\@Duration:5</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amplifier:1\@Duration:5</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amplifier:1\@Duration:6</mark>

</details>

<details>

<summary>Frostbind</summary>

**Effect:** Chance to encase the attacker in ice\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Duration:\<amount></mark> - Amount of time frozen

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:3\@Duration:1</mark>
* Level 2: <mark style="color:$success;">@Chance:4\@Duration:2</mark>
* Level 3: <mark style="color:$success;">@Chance:6\@Duration:2</mark>
* Level 4: <mark style="color:$success;">@Chance:5\@Duration:3</mark>
* Level 5: <mark style="color:$success;">@Chance:7\@Duration:3</mark>

</details>

<details>

<summary>Hardened</summary>

**Effect:** Has a chance to fully block incoming damage and wear down the attacker’s tool\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amount:\<durability></mark> - Number of durability points

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amount:5</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amount:7</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amount:10</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amount:12</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amount:15</mark>

</details>

<details>

<summary>Mining Fatigue Shield</summary>

**Effect:** When attacked, inflicts mining fatigue on the attacker\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amplifier:\<level></mark> - The effects amplifier
* <mark style="color:$success;">@Duration:\<time></mark> - The duration of the effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amplifier:1\@Duration:4</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amplifier:1\@Duration:4</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amplifier:1\@Duration:5</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amplifier:1\@Duration:5</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amplifier:1\@Duration:6</mark>

</details>

<details>

<summary>Poison Shield</summary>

**Effect:** When attacked, inflicts poison on the attacker\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amplifier:\<level></mark> - The effects amplifier
* <mark style="color:$success;">@Duration:\<time></mark> - The duration of the effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amplifier:1\@Duration:4</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amplifier:2\@Duration:4</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amplifier:1\@Duration:5</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amplifier:2\@Duration:5</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amplifier:2\@Duration:6</mark>

</details>

<details>

<summary>Slowness Shield</summary>

**Effect:** When attacked, inflicts slowness on the attacker\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Amplifier:\<level></mark> - The effects amplifier
* <mark style="color:$success;">@Duration:\<time></mark> - The duration of the effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Amplifier:1\@Duration:4</mark>
* Level 2: <mark style="color:$success;">@Chance:7\@Amplifier:2\@Duration:4</mark>
* Level 3: <mark style="color:$success;">@Chance:9\@Amplifier:1\@Duration:5</mark>
* Level 4: <mark style="color:$success;">@Chance:11\@Amplifier:2\@Duration:5</mark>
* Level 5: <mark style="color:$success;">@Chance:13\@Amplifier:2\@Duration:6</mark>

</details>

### Utility/Buff Enchantments

<details>

<summary>BloodHound</summary>

**Effect:** Automatically highlights low-health mobs/players in a radius\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Radius:\<percent></mark> - Area affected

**Default Levels:**

* Level 1: <mark style="color:$success;">@Radius:10</mark>&#x20;
* Level 2: <mark style="color:$success;">@Radius:15</mark>
* Level 3: <mark style="color:$success;">@Radius:20</mark>
* Level 4: <mark style="color:$success;">@Radius:25</mark>
* Level 5: <mark style="color:$success;">@Radius:30</mark>

{% hint style="info" %}
Activates when mobs/players are below 30% health
{% endhint %}

</details>

<details>

<summary>Extra Hearts</summary>

**Effect:** Gains extra hearts\
**Cooldown:** 0\
**Conflicts:** [#heartforge](#heartforge "mention")\
**Parameters Required:**

* <mark style="color:$success;">@Amount:\<hearts></mark> - Number of extra hearts

**Default Levels:**

* Level 1: <mark style="color:$success;">@Amount:2</mark>
* Level 2: <mark style="color:$success;">@Amount:4</mark>
* Level 3: <mark style="color:$success;">@Amount:6</mark>

</details>

<details>

<summary>Grass Walker</summary>

**Effect:** Walking over grass replenishes hunger while out of combat\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:** None (empty string <mark style="color:$success;">''</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>

</details>

<details>

<summary>Needleproof</summary>

**Effect:** Immune to cactus damage \
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:** None (empty string <mark style="color:$success;">''</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>

</details>

<details>

<summary>Nightward</summary>

**Effect:** Grants boosted vision and small projectile resistance only during nighttime\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:** None (empty string <mark style="color:$success;">''</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>

</details>

<details>

<summary>Softlanding</summary>

**Effect:** Chance to ignore fall damage\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**&#x20;

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:100</mark> (100% chance)

</details>

### Exploration/Mining Enchantments

<details>

<summary>Auto Pickup</summary>

**Effect:** Mined blocks will instantly go into the player's inventory (if there is space)\
**Cooldown:** 0\
**Conflicts:** [#mass-miner](#mass-miner "mention")\
**Parameters Required:** None (empty string <mark style="color:$success;">''</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>

{% hint style="info" %}
If no space in inventory the mined block will be dropped next to player.
{% endhint %}

</details>

<details>

<summary>Mass Miner</summary>

**Effect:** Breaks a 3x3x(level) cube of blocks\
**Cooldown:** 0\
**Conflicts:** [#auto-pickup](#auto-pickup "mention")\
**Parameters Required:** None (empty string <mark style="color:$success;">""</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>
* Level 2: <mark style="color:$success;">''</mark>
* Level 3: <mark style="color:$success;">''</mark>

{% hint style="info" %}
Only breaks the same blocks as the targeted one
{% endhint %}

</details>

<details>

<summary>Miner's Elixir</summary>

**Effect:** Gain permanent effects while mining below Y=0\
**Cooldown:** 0\
**Conflicts:**&#x20;

* [#deep-lungs](#deep-lungs "mention")
* [#fireproof](#fireproof "mention")
* [#high-jump](#high-jump "mention")
* [#night-vision](#night-vision "mention")
* [#speed](#speed "mention")
* [#well-fed](#well-fed "mention")

**Parameters Required:**

* <mark style="color:$success;">@Effects:\<EFFECT\_NAME(amplifier)...> OR @Effects:ALL</mark> - Potion effects to apply

**Default Levels:**

* Level 1: <mark style="color:$success;">@Effects:NIGHT\_VISION(1)</mark>
* Level 2: <mark style="color:$success;">@Effects:NIGHT\_VISION(1),HASTE(1)</mark>
* Level 3: <mark style="color:$success;">@Effects:NIGHT\_VISION(1),HASTE(1),SATURATION(1)</mark>
* Level 4: <mark style="color:$success;">NIGHT\_VISION(1),HASTE(2),SATURATION(1)</mark>
* Level 5: <mark style="color:$success;">NIGHT\_VISION(1),HASTE(2),SATURATION(1),SPEED(1)</mark>

</details>

### Potion/Effect Enchantments

<details>

<summary>Blindness Immunity</summary>

**Effect:** Chance to be immune to blindness effect\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:15</mark>
* Level 2: <mark style="color:$success;">@Chance:20</mark>
* Level 3: <mark style="color:$success;">@Chance:25</mark>
* Level 4: <mark style="color:$success;">@Chance:30</mark>
* Level 5: <mark style="color:$success;">@Chance:100</mark>

</details>

<details>

<summary>Deep Lungs</summary>

**Effect:** Applies permanent water breathing effect\
**Cooldown: 0**\
**Conflicts:** [#miners-elixir](#miners-elixir "mention")

**Parameters Required:**

* <mark style="color:$success;">@Amplifier:\<effect\_level></mark> - Level of effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Amplifier:0</mark>

</details>

<details>

<summary>Fireproof</summary>

**Effect:** Applies permanent fire resistance effect\
**Cooldown: 0**\
**Conflicts:** [#miners-elixir](#miners-elixir "mention")

**Parameters Required:**

* <mark style="color:$success;">@Amplifier:\<effect\_level></mark> - Level of effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Amplifier:0</mark>

</details>

<details>

<summary>Fire Stretch</summary>

**Effect:** Extends fire resistance duration\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**&#x20;

* <mark style="color:$success;">@Percent:\<percent></mark> - Duration extension percentage
* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Percent:50\@Chance:10</mark>
* Level 2: <mark style="color:$success;">@Percent:50\@Chance:20</mark>
* Level 3: <mark style="color:$success;">@Percent:50\@Chance:30</mark>
* Level 4: <mark style="color:$success;">@Percent:50\@Chance:40</mark>
* Level 5: <mark style="color:$success;">@Percent:50\@Chance:50</mark>

</details>

<details>

<summary>High Jump</summary>

**Effect:** Applies permanent jump boost effect\
**Cooldown: 0**\
**Conflicts:** [#miners-elixir](#miners-elixir "mention")

**Parameters Required:**

* <mark style="color:$success;">@Amplifier:\<effect\_level></mark> - Level of effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Amplifier:0</mark>
* Level 2: <mark style="color:$success;">@Amplifier:1</mark>
* Level 3: <mark style="color:$success;">@Amplifier:2</mark>

</details>

<details>

<summary>Vaccine</summary>

**Effect:** Chance to be immune to specific potion effects\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Effects:\<EFFECT\_NAME(amplifier)...> OR @Effects:ALL</mark> - Potion effects to affect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:15</mark>@Effects:hunger,poison,nausea
* Level 2: <mark style="color:$success;">@Chance:20</mark>@Effects:hunger,poison,nausea,mining\_fatigue,blindness
* Level 3: <mark style="color:$success;">@Chance:25</mark>@Effects:hunger,poison,nausea,mining\_fatigue,blindness,darkness
* Level 4: <mark style="color:$success;">@Chance:30\@Effects:hunger,poison,nausea,mining\_fatigue,blindness,darkness,slowness</mark>
* Level 5: <mark style="color:$success;">@Chance:40\@Effects:hunger,poison,nausea,mining\_fatigue,blindness,darkness,slowness,weakness,wither</mark>
* Level 6: <mark style="color:$success;">@Chance:100\@Effects:hunger,poison,nausea,mining\_fatigue,blindness,darkness,slowness,weakness,wither</mark>

</details>

<details>

<summary>Night Vision</summary>

**Effect:** Applies permanent night vision effect\
**Cooldown: 0**\
**Conflicts:** [#miners-elixir](#miners-elixir "mention")

**Parameters Required:**

* <mark style="color:$success;">@Amplifier:\<effect\_level></mark> - Level of effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Amplifier:0</mark>

</details>

<details>

<summary>Poison Immunity</summary>

**Effect:** Chance to be immune to poison effect\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:15</mark>
* Level 2: <mark style="color:$success;">@Chance:20</mark>
* Level 3: <mark style="color:$success;">@Chance:25</mark>
* Level 4: <mark style="color:$success;">@Chance:30</mark>
* Level 5: <mark style="color:$success;">@Chance:100</mark>

</details>

<details>

<summary>Slowness Immunity</summary>

**Effect:** Chance to be immune to slowness effect\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:15</mark>
* Level 2: <mark style="color:$success;">@Chance:20</mark>
* Level 3: <mark style="color:$success;">@Chance:25</mark>
* Level 4: <mark style="color:$success;">@Chance:30</mark>
* Level 5: <mark style="color:$success;">@Chance:100</mark>

</details>

<details>

<summary>Speed</summary>

**Effect:** Applies permanent speed effect\
**Cooldown: 0**\
**Conflicts:** [#miners-elixir](#miners-elixir "mention")

**Parameters Required:**

* <mark style="color:$success;">@Amplifier:\<effect\_level></mark> - Level of effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Amplifier:0</mark>
* Level 2: <mark style="color:$success;">@Amplifier:1</mark>
* Level 3: <mark style="color:$success;">@Amplifier:2</mark>

</details>

<details>

<summary>Spell Stretch</summary>

**Effect:** Increases potion duration\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Effects:\<EFFECT\_NAME(amplifier)...> OR @Effects:ALL</mark> - Potion effects to affect
* <mark style="color:$success;">@Percent:\<percent></mark> - Duration extension percentage
* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Effects:ALL\@Percent:20\@Chance:20</mark>
* Level 2: <mark style="color:$success;">@Effects:ALL\@Percent:25\@Chance:25</mark>
* Level 3: <mark style="color:$success;">@Effects:ALL\@Percent:35\@Chance:30</mark>
* Level 4: <mark style="color:$success;">@Effects:ALL\@Percent:45\@Chance:35</mark>
* Level 5: <mark style="color:$success;">@Effects:ALL\@Percent:50\@Chance:40</mark>

</details>

<details>

<summary>Well Fed</summary>

**Effect:** Applies permanent saturation effect\
**Cooldown: 0**\
**Conflicts:** [#miners-elixir](#miners-elixir "mention")

**Parameters Required:**

* <mark style="color:$success;">@Amplifier:\<effect\_level></mark> - Level of effect

**Default Levels:**

* Level 1: <mark style="color:$success;">@Amplifier:0</mark>

</details>

<details>

<summary>Wither Immunity</summary>

**Effect:** Chance to be immune to wither effect\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:15</mark>
* Level 2: <mark style="color:$success;">@Chance:20</mark>
* Level 3: <mark style="color:$success;">@Chance:25</mark>
* Level 4: <mark style="color:$success;">@Chance:30</mark>
* Level 5: <mark style="color:$success;">@Chance:100</mark>

</details>

### Loot/Reward Enchantments

<details>

<summary>Golden Grace</summary>

**Effect:** Eating a golden apple may return one to you\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:10</mark>
* Level 2: <mark style="color:$success;">@Chance:15</mark>
* Level 3: <mark style="color:$success;">@Chance:20</mark>
* Level 4: <mark style="color:$success;">@Chance:25</mark>
* Level 5: <mark style="color:$success;">@Chance:30</mark>

</details>

<details>

<summary>Hunters Blessing</summary>

**Effect:** Mobs can drop more heads\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:7</mark>
* Level 2: <mark style="color:$success;">@Chance:10</mark>
* Level 3: <mark style="color:$success;">@Chance:14</mark>
* Level 4: <mark style="color:$success;">@Chance:20</mark>
* Level 5: <mark style="color:$success;">@Chance:28</mark>

</details>

<details>

<summary>Lucky Catch</summary>

**Effect:** Chance to gain rare loot from fishing\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Materials:\<items></mark> - Items to catch

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:5\@Materials:IRON\_INGOT</mark>
* Level 2: <mark style="color:$success;">@Chance:8\@Materials:IRON\_INGOT,GOLD\_INGOT</mark>
* Level 3: <mark style="color:$success;">@Chance:12\@Materials:IRON\_INGOT,GOLD\_INGOT,EMERALD</mark>
* Level 4: <mark style="color:$success;">@Chance:16\@Materials:IRON\_INGOT,GOLD\_INGOT,EMERALD,DIAMOND</mark>
* Level 5: <mark style="color:$success;">@Chance:20\@Materials:IRON\_INGOT,GOLD\_INGOT,EMERALD,DIAMOND,ENCHANTED\_BOOK</mark>

</details>

<details>

<summary>Skull Hoarder</summary>

**Effect:** Killing a mob has a chance to add its head directly into Head Storage\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:10</mark>
* Level 2: <mark style="color:$success;">@Chance:15</mark>
* Level 3: <mark style="color:$success;">@Chance:20</mark>
* Level 4: <mark style="color:$success;">@Chance:25</mark>
* Level 5: <mark style="color:$success;">@Chance:30</mark>

</details>

### Special/Unique Enchantments

<details>

<summary>Aegis of the Pearl</summary>

**Effect:** Grants immunity to ender pearl damage\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:** None (empty string <mark style="color:$success;">''</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>

</details>

<details>

<summary>Ghostseer</summary>

**Effect:** Allows seeing invisible entities as glowing outlines\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Radius:\<percent></mark> - Area affected

**Default Levels:**

* Level 1: <mark style="color:$success;">@Radius:10</mark>&#x20;
* Level 2: <mark style="color:$success;">@Radius:15</mark>
* Level 3: <mark style="color:$success;">@Radius:20</mark>
* Level 4: <mark style="color:$success;">@Radius:25</mark>
* Level 5: <mark style="color:$success;">@Radius:30</mark>

</details>

<details>

<summary>Heartforge</summary>

**Effect:** Dropping below 4 hearts grants temporary absorption\
**Cooldown:** 20\
**Conflicts:** [#extra-hearts](#extra-hearts "mention")\
**Parameters Required:** None (empty string <mark style="color:$success;">''</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>

</details>

<details>

<summary>Pearl Salvation</summary>

**Effect:** Saves you from fatal ender pearl damage\
**Cooldown:** 20 seconds\
**Conflicts:** None\
**Parameters Required:** None (empty string <mark style="color:$success;">''</mark>)

**Default Levels:**

* Level 1: <mark style="color:$success;">''</mark>

When ender pearl damage would kill you:

* <mark style="color:$success;">Cancels the damage</mark>
* <mark style="color:$success;">Restores 4 hearts</mark>
* <mark style="color:$success;">Grants Speed effect</mark>

</details>

<details>

<summary>Shadow Pearl</summary>

**Effect:** Throwing an ender pearl has a chance to grant invisibility\
**Cooldown:** 0\
**Conflicts:** None\
**Parameters Required:**

* <mark style="color:$success;">@Chance:\<percent></mark> - Chance to trigger (e.g., <mark style="color:$success;">@Chance:10</mark> = 10%)
* <mark style="color:$success;">@Duration:\<amount></mark> - Amount of time

**Default Levels:**

* Level 1: <mark style="color:$success;">@Chance:15\@Duration:3</mark>
* Level 2: <mark style="color:$success;">@Chance:20\@Duration:4</mark>
* Level 3: <mark style="color:$success;">@Chance:25\@Duration:5</mark>
* Level 4: <mark style="color:$success;">@Chance:30\@Duration:6</mark>
* Level 5: <mark style="color:$success;">@Chance:35\@Duration:7</mark>

</details>

{% hint style="warning" %}
Always include the required parameters with <mark style="color:$warning;">@</mark> symbols in levels! Missing parameters will cause the enchantment to not work. Check the default config for correct format.
{% endhint %}


---

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