Chapter 1 · 8 Types · 63 Enchantments · Full Vanilla Replacement
All vanilla Minecraft enchantments are replaced by custom enchants distributed across eight types in two major categories. No vanilla enchantment names appear in-game. 62 total enchants — 41 replacing vanilla equivalents, 21 new to Shattered MC.
Lightning, smite, radiant effects. The Arcane Mages' tradition — precise, stable, well-understood. Four subtypes: Arcane (base), Ancient, Severance, Runic. 37 enchants.
Wither, poison, darkness, pull effects. Zaveth's tradition — powerful, costly, always consuming more than it gives. Four subtypes: Void (base), Cursed, Fracture, Remnant. 25 enchants.
Arcane and Void represent a genuine choice. A player who wants reliable, clean, non-toxic power takes Arcane. A player who wants raw, risky, high-ceiling power takes Void. The system rewards commitment — mixing the two is structurally penalised through conflict rules. The lore supports this: Zaveth's magic always costs more than it gives.
Arcane ↔ Void: Cannot coexist on the same item. Attempting to apply one to an item that has the other will fail.
Severance deactivation: Severance enchants silently deactivate — no tooltip, no warning — if the player has any Void-type enchant equipped on any item slot. They reactivate when the Void item is removed. Players are informed of this mechanic when they first obtain a Severance enchant.
Cursed limit: Maximum one Cursed enchant per item. Cursed cannot be removed by any in-game mechanic except item destruction.
Within-type compatibility: Arcane, Ancient, Runic, and Severance enchants are freely compatible with each other on the same item (subject to vanilla slot rules). Void, Cursed, Fracture, and Remnant are freely compatible with each other.
Severance + Cursed: Equipping a Cursed item while Severance enchants are active deactivates all Severance enchants on all items simultaneously.
✓ Compatible · ✗ Conflict (cannot coexist on same item) · ⚡ Deactivates Severance enchants player-wide when Void side is equipped
The Arcane Mages built their civilisation on these enchantments. Lightning, radiant bursts, and precise arcane force. Clean power, no cost, no corruption. The baseline for all arcane-side enchanting.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Arcane Smite | Weapon | Bonus arcane damage to void-corrupted, Remnant-type, and undead mobs. Manifests as a radiant burst on hit. Damage scales significantly with tier against void mobs. | Smite | |
| Chain Arc | Weapon | Melee attacks have a chance to arc lightning to a second target within 4 blocks. Higher tiers increase arc damage and proc chance. Does not arc to players in PvE zones. | Sharpness | |
| Storm Call | Weapon | Attacks during a Seam Pulse event summon a lightning bolt at the target. Functions regardless of weather. One bolt per pulse window per item. | Channeling | |
| Radiant Edge | Weapon | Sweep attacks emit a radiant pulse that briefly disorients (not blinds) non-boss enemies hit. Higher tiers increase disorient duration. | Sweeping Edge | |
| Judgement | Weapon | Bonus arcane damage to Severance and Veilsworn-type mobs. Applies a brief slow on hit. PvE only — does not affect players. | Bane of Arthropods | |
| Arcane Pulse | Ranged | Projectiles deal bonus arcane damage. Higher tiers add a small radiant flash on impact that briefly disorients hit mobs. | Power | |
| Thunderhead | Ranged | Arrows summon a small lightning strike at impact, dealing splash arcane damage in a 2-block radius. Does not chain with Chain Arc. | Flame (bow) | |
| Arcane Frost | Armour (boots) | Walking over water creates temporary arcane-crystallised platforms that emit faint light. Platforms last 4 seconds after the player steps off. Higher tiers extend duration. | Frost Walker |
Pre-Fracture Arcane Council techniques. Stable, reliable, and rare — the Council spent centuries refining these. Most are difficult to obtain. Ancient enchants represent the best of what Eryndal's civilisation built before Zaveth broke it.
Ancient enchants are not found in standard enchanting tables. They are obtained through: rare dungeon chests, specific quest rewards, Broker Tane's Gold shop, and the Ancient Mint. They cannot be crafted from components — they must be found or purchased.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Reclamation | Universal | Experience collected repairs the item over time — can prevent broken state entirely for active players. One of the rarest enchants in Eryndal. Does not reduce repair costs if the item reaches broken state — it prevents reaching it. Mutually exclusive with Seam-Mend on same item. | Mending | |
| Intact | Tool | Blocks drop in their original form. Named deliberately — a reference to the Severance concept and the world before void corruption. The irony that a gathering enchant shares a name with a militant faction is intentional. | Silk Touch | |
| Council's Fortune | Tool | Increases block drop quantities. Higher tiers apply to more resource types including void-touched materials. Named for the Council's pre-Fracture resource management programme. | Fortune | |
| Boundless | Ranged | Bow does not consume arrows. Requires at least one arrow in inventory. A Council research project from 200 years before the Fracture that was never fully understood — it just works. | Infinity | |
| Angler's Wisdom | Tool (fishing) | Reduces fishing wait time and increases quality of catches. Higher tiers add lore items and Codex fragments to the catch table — items that cannot be found any other way. | Luck of the Sea | |
| Preservation | Universal | Reduces chance of durability loss per use — delays broken state. The oldest documented enchant in the Council's records. Tier 3 significantly extends time between repairs but does not eliminate repair costs. | Unbreaking | |
| Lore-Touched | Universal | Item occasionally surfaces a short lore fragment as hover text when used — drawn from the active Codex pool. Cosmetic only. Flavour enrichment for dedicated players. Source: Tane's shop, Ancient Gold only. | New | |
| Soul Bound | Universal | Item is kept on death rather than dropped or destroyed — but the enchant is consumed in the process. Single use. The item survives; the binding does not. The item may be in broken state (0 durability) when returned — Soul Bound does not repair. Mutually exclusive with Erasure (Cursed). Cannot be applied to items that already have Binding Void. Source: rare dungeon chests, Ancient Gold shop (expensive). | New |
Purification and anti-void suppression techniques developed by the Severance faction's Purifier division. These enchants deactivate silently and instantly if the player equips any Void-type enchant on any item slot. They reactivate when the Void item is removed. Players are told this when they first obtain one.
Trigger: Any Void, Cursed, Fracture, or Remnant enchant equipped on any gear slot — weapon, off-hand, helmet, chest, legs, boots. Inventory items do not trigger deactivation; equipped items do.
Behaviour: All Severance enchants across all equipped items deactivate simultaneously. No tooltip change, no visual indicator by default. The mechanic reflects the Severance's doctrine: you cannot purify with one hand and corrupt with the other.
Source: Severance world boss drops (Vael, Venn, Dass, Aldric). Cannot be found in enchanting tables or standard loot.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Null-Strike | Weapon | Attacks against void-buffed targets purge one active void effect per hit. Internal cooldown: tier 1 = 8s, tier 2 = 5s, tier 3 = 3s. Does not work against player void buffs in PvP. Deactivates with any Void enchant equipped. | New | |
| Purifying Light | Armour | Reduces void damage taken by 8%/15%/22% per tier. On taking void damage, emits a brief radiant pulse dealing reflected arcane damage to the attacker (2s cooldown). Deactivates with any Void enchant. | New | |
| The Doctrine | Weapon | Attacks deal +15%/+25% bonus damage against Void-type mobs. Named directly for Aldric's tactical doctrine. Deactivates if any Void enchant is equipped. Source: Aldric major boss drop only. | New | |
| Arcane Suppression | Weapon | Hits apply a 3s/5s void-ability cooldown extension to the target (mobs only in PvE). Higher tiers increase duration and reduce the target's void-sourced healing. Deactivates with Void enchants. | New | |
| Sealed Ground | Armour (boots) | Void bleed zones deal 20%/40% reduced damage to the wearer. Tier 2 additionally makes the wearer immune to void bleed zone slow effects. Deactivates with any Void enchant equipped. | New |
Structural and passive enchants — the workhorses of the system. Runic enchants are the most commonly found, replace the bulk of vanilla utility enchantments, and are freely compatible with all Arcane-side types. Most players will rely on Runic for their foundational kit regardless of which path they choose.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Warding | Armour | Reduces all incoming damage. The most common enchant in post-Fracture Eryndal — the inscription patterns are taught as a basic survival technique. | Protection | |
| Flame Ward | Armour | Reduces fire damage and burn duration. Tier 4 grants brief fire immunity on the armour piece being struck. | Fire Protection | |
| Blast Ward | Armour | Reduces explosion damage and knockback from explosive sources. | Blast Protection | |
| Deflection | Armour | Reduces projectile damage. Tier 3 and 4 have a small chance to deflect projectiles entirely, causing them to arc harmlessly past. | Projectile Protection | |
| Grounded Step | Armour (boots) | Reduces fall damage. Higher tiers eliminate the brief landing animation delay — the wearer is immediately combat-ready on landing. | Feather Falling | |
| Deep Lung | Armour (helmet) | Extends underwater breathing time and reduces drowning damage rate. Tier 3 removes drowning damage entirely. | Respiration | |
| Current-Walk | Armour (boots) | Reduces water movement penalty. Tier 3 allows full sprint-speed movement through water. | Depth Strider | |
| Stone-Read | Armour (helmet) | Removes the underwater mining speed penalty entirely. | Aqua Affinity | |
| Shard-Edge | Tool | Increases tool mining/gathering speed. Named for the sharpened fragment-stone used to craft first-generation post-Fracture tools. | Efficiency | |
| Counter-Force | Weapon | Increases melee knockback. Tier 2 causes targets knocked into a wall or solid block to briefly stun (0.5s). | Knockback | |
| Return | Weapon (trident) | Thrown weapon returns to the wielder after hitting a target or surface. Higher tiers reduce return time significantly. | Loyalty | |
| Arcane Reach | Weapon (trident) | Bonus damage to aquatic mobs. Higher tiers extend effective throw range and reduce damage falloff at distance. | Impaling | |
| Volley | Ranged | Fires three projectiles simultaneously. Outer projectiles deal 60% of the central projectile's damage. Consumes three arrows per shot (works with Boundless). | Multishot | |
| Swift Draw | Ranged | Reduces crossbow reload time. Tier 3 makes reload nearly instant. | Quick Charge | |
| Piercing Shot | Ranged | Projectiles pass through targets and continue. Higher tiers increase the number of targets that can be pierced per shot (1/2/3/4). | Piercing | |
| Momentum | Ranged | Increases projectile knockback on hit. | Punch | |
| Gale Step | Armour (boots) | Increases movement speed on void-touched terrain (soul sand equivalent in Eryndal's geology). Higher tiers extend the speed bonus to nearby void-touched surfaces. | Soul Speed | |
| Seam-Mend | Tool | Tools self-repair after extended use (roughly every 200 uses). Requires no XP. Slower than Reclamation. Note: Only procs while the item is in active use — will not repair an item already in broken state sitting in inventory. A useful mid-tier alternative to Reclamation for gatherers. | New |
Void enchants are designed to feel powerful and slightly wrong. The effects are real — the damage is real, the siphon is real — but there is always a cost implied by the aesthetic if not always by the mechanic. Cursed enchants make the cost explicit. Players who go deep into the Void path should feel like they are using something that the world of Eryndal considers dangerous. Because it is.
Wither, poison, darkness, pull effects. Zaveth's tradition — drawn from void currents rather than arcane channels. High effectiveness, moderate cost. Void base enchants carry no explicit mechanical cost but their visual tells (void particle effects, dark glows) mark the wielder clearly.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Void Draw | Weapon | Attacks pull the target 1/2/3 blocks toward the wielder on hit. Brief pull duration — targets can immediately move again. Most effective against ranged mobs. | New | |
| Wither-Strike | Weapon | Attacks apply stacking Wither to void-aligned, Remnant-type, and undead mobs. The void equivalent of Arcane Smite — same tier structure, different target pool. | Smite (void) | |
| Venom Lace | Weapon | Attacks apply Poison on hit. Higher tiers increase duration and reduce target's healing received by 10%/20%/30% for the poison duration. | New | |
| Darkness Veil | Armour | Passively applies Darkness to enemies within 3/5 blocks every 10 seconds. Cosmetically: faint void particle trail on all equipped armour. Visual indicator that this player is void-aligned. | New | |
| Seep | Weapon | Each hit applies a hidden damage-over-time of 0.5♥/0.75♥/1♥ per second for 3 seconds. Does not display as a status effect — manifests as a subtle HP drain. Stacks independently. Cannot kill — stops at 1♥. | New | |
| Null Reach | Ranged | Projectiles apply a 2s/3s/5s slow on hit. Higher tiers also reduce the target's attack speed by 10%/20% for the slow duration. | New | |
| Life-Siphon | Weapon | 3%/6% of damage dealt returns to the wielder as health. Cannot overheal. Does not trigger on Seep or Wither damage — only direct attack damage. | New |
Power with an explicit cost. Cursed enchants are the only enchants in the system where the mechanical downside is as real as the upside. Maximum one per item. Cannot be removed — only destroyed with the item. The lore position: Zaveth's magic always costs more than it gives, and Cursed enchants are the proof.
Limit: One Cursed enchant per item maximum. Cannot be overwritten.
Removal: Cursed enchants cannot be removed by any in-game mechanic. The item must be destroyed or lost. Grindstones do not remove them. This is intentional.
Identification: Cursed enchants display in a distinct red-orange colour in tooltips. Players are warned on first application.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Void Hunger | Weapon | Weapon deals +3♥/+5♥ void damage on hit but drains 0.5♥/0.75♥ from the wielder per swing regardless of whether the attack hits. The drain is real. The damage bonus is real. Plan food accordingly. | New | |
| Corrupted Growth | Weapon | Increases damage by +15%/+25% but permanently lowers the item's maximum durability by 20%/35% per tier. The floor degrades further each time the item is fully repaired — the item hits broken state increasingly frequently over its lifespan. Repair costs remain constant; frequency increases. The damage bonus is permanent. So is the degradation. | New | |
| Erasure | Universal | Item is destroyed on player death rather than dropped. Cannot be removed. A significant risk for high-value items. Occasionally found on powerful Infernal Realm drops where the trade-off is intended. | Curse of Vanishing | |
| Binding Void | Armour | Armour cannot be unequipped until the player dies. In exchange, provides a substantial stat bonus (+15% damage reduction) that makes it among the strongest protective enchants available. The cost: you cannot change this piece until you die. Choose carefully. | Curse of Binding | |
| Hollow Thorns | Armour | Returns void damage to attackers on hit. Also drains 0.25♥ from the wearer per proc — the armour feeds from both parties. Higher tiers increase reflected damage. The drain is small but persistent in sustained combat. | Thorns | |
| Ravenous | Weapon | Weapon deals +25% damage while held. Applies permanent Hunger III to the wielder while equipped. Unequipping the weapon removes the hunger. Strong in short burst fights. Unusable in extended combat without reliable food access. | New |
Seam-energy enchants. The Fracture left reality-cracks across Eryndal — these enchants harness that destabilised energy. Offensive and disruptive. Fracture enchants visually manifest as orange-edged void tears on weapons and armour — recognisable at a glance.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Fracture Edge | Weapon | Attacks partially bypass armour — 10%/20%/30% of damage ignores the target's armour rating. Named for the reality-crack visual effect on the blade. One of the strongest offensive enchants in Chapter 1. | New | |
| Seam-Tear | Weapon (trident) | Throwing the weapon tears a brief void seam at impact, dealing AoE void damage in a 2/3/4-block radius on landing. The seam closes after 1 second. Cannot stack — only one Seam-Tear per throw. | Riptide | |
| Destabilise | Weapon | Hits reduce the target's damage output by 8%/15% for 5 seconds. The effect briefly displays a visual crack on the target. Stacks with other damage reduction effects. | New | |
| Piercing Void | Ranged | Projectiles pass through targets and continue. Void-aligned version of Piercing Shot — compatible with Void enchants where the Runic version is not. Pierced targets take 10% additional damage from the same projectile's pass-through. | Piercing (void) | |
| Reality Crack | Armour | When the wearer takes a critical hit, a void fracture appears around them — dealing 3♥/5♥ to all enemies within 3 blocks. 8-second internal cooldown per armour piece. Multiple armour pieces can each trigger independently. | New | |
| Seam-Walk | Armour (boots) | Sprinting through void bleed zones grants a 15%/25% speed boost instead of the normal slow. Higher tiers maintain the boost for 3 seconds after leaving the zone. Pairs naturally with Sealed Ground (Severance) — but the conflict rule prevents this combination. | New |
Void creature-derived enchants — organic, adaptive, and deeply unsettling to the Arcane Mages. Remnant enchants are made from or derived from the biological patterns of Void Remnant creatures. They interact with mob types and corruption states in ways that other enchants do not.
| Enchant | Slot | Tiers | Effect | Vanilla |
|---|---|---|---|---|
| Corruption Spread | Weapon | Killing a Void Remnant mob has a 30%/55% chance to apply a void debuff (Wither I, 5s) to the nearest other enemy within 5/8 blocks. The corruption spreads from kill to kill in dense encounters. | New | |
| Adaptive Venom | Weapon | Poison applied by this weapon becomes resistant to cleanse effects after the first application per combat encounter. Higher tiers additionally increase poison damage by 10%/20% after the first tick. Functions as a harder-to-remove version of Venom Lace. | New | |
| Void Sense | Armour (helmet) | Passively detects void-corrupted mobs within 10/18 blocks — a directional pulse the player can feel every 5 seconds. Tier 2 briefly highlights corrupted mobs through walls in the detection radius. Source: Rift Stalker world boss drop (Nexus). | New | |
| Lure of the Deep | Tool (fishing) | Reduces fishing wait time. Higher tiers add void-touched catches — unique items that cannot be found by any other means — to the loot table. The rarest fishing loot in Chapter 1 requires Lure of the Deep III. | Lure | |
| Hollow Shell | Armour | When HP drops below 20%, the armour mimics void corruption — applying Wither I to all enemies within 4 blocks for 5/8 seconds. 60-second cooldown. A last-stand mechanic with clear visual tells to allies that the wearer is in danger. | New | |
| Marrow-Draw | Weapon | Against Void Remnant mobs: Life-Siphon value doubles (6%/12% health return). Against other targets: functions as a weaker Seep (0.25♥/0.5♥ per second, 3 seconds). A Remnant-specialist weapon enchant. | New |
Quick reference for where every vanilla enchantment maps in the Shattered MC system. All vanilla enchantment names are suppressed — players will never see "Sharpness" or "Protection" in-game.
| Vanilla Name | Shattered MC Name | Type | Notes |
|---|---|---|---|
| Sharpness | Chain Arc | Arcane | Gains a lightning arc secondary effect |
| Smite | Arcane Smite | Arcane | Extended target pool to include Remnant-type |
| Bane of Arthropods | Judgement | Arcane | Re-targeted to Severance/Veilsworn mob types |
| Knockback | Counter-Force | Runic | Tier 2 adds wall-stun |
| Fire Aspect | Removed — replaced by Thunderhead (arcane lightning equivalent) and Void Hunger (damage trade-off) | ||
| Sweeping Edge | Radiant Edge | Arcane | Gains disorient effect on sweep |
| Efficiency | Shard-Edge | Runic | Direct replacement |
| Silk Touch | Intact | Ancient | Name carries lore weight |
| Fortune | Council's Fortune | Ancient | Extended to void-touched materials at T3 |
| Power | Arcane Pulse | Arcane | Gains flash disorient at higher tiers |
| Punch | Momentum | Runic | Direct replacement |
| Flame (bow) | Thunderhead | Arcane | Becomes lightning strike instead of fire |
| Infinity | Boundless | Ancient | Rare — Council-era origin |
| Loyalty | Return | Runic | Direct replacement |
| Impaling | Arcane Reach | Runic | Extended range added |
| Riptide | Seam-Tear | Fracture | Becomes AoE void damage instead of water movement |
| Channeling | Storm Call | Arcane | Functions in all conditions, tied to Seam Pulse events |
| Multishot | Volley | Runic | Direct replacement |
| Quick Charge | Swift Draw | Runic | Direct replacement |
| Piercing | Piercing Shot | Runic | Arcane-side version |
| Piercing (void build) | Piercing Void | Fracture | Compatible with Void enchants; adds pass-through damage |
| Luck of the Sea | Angler's Wisdom | Ancient | Extended to Codex fragments at T3 |
| Lure | Lure of the Deep | Remnant | Adds void-touched unique catches |
| Soul Speed | Gale Step | Runic | Extended to void-touched terrain types |
| Mending | Reclamation | Ancient | Rare — Council-era, cannot be crafted |
| Unbreaking | Preservation | Ancient | Direct replacement; reclassified as Ancient for lore reasons |
| — | Soul Bound | Ancient | New — no vanilla equivalent. Keep on death, enchant consumed. Mutually exclusive with Erasure and Binding Void. |
| Curse of Vanishing | Erasure | Cursed | Renamed for thematic consistency |
| Curse of Binding | Binding Void | Cursed | Gains significant stat bonus to justify the cost |
| Thorns | Hollow Thorns | Cursed | Reclassified as Cursed — now drains wearer per proc |
| Depth Strider | Current-Walk | Runic | T3 grants full sprint-speed in water |
| Frost Walker | Arcane Frost | Arcane | Water platforms emit light; arcane aesthetic |
| Aqua Affinity | Stone-Read | Runic | Direct replacement |
| Respiration | Deep Lung | Runic | T3 removes drowning damage entirely |
| Protection | Warding | Runic | Direct replacement |
| Fire Protection | Flame Ward | Runic | Brief immunity at T4 |
| Blast Protection | Blast Ward | Runic | Direct replacement |
| Projectile Protection | Deflection | Runic | T3+ gains deflect chance |
| Feather Falling | Grounded Step | Runic | Higher tiers remove landing delay |
Where enchants come from. This informs drop table design and economy balance.
| Source | Types Available | Notes |
|---|---|---|
| Enchanting Table | Runic, Arcane (base), Void (base) | Standard enchanting using XP levels. Runic enchants are the most common output. Arcane and Void base enchants appear at mid-high levels. No Ancient, Severance, Cursed, Fracture, or Remnant enchants from tables. |
| Dungeon Drops (D1 — Hollow Seam) | Void (base), Fracture | Void Shard Fragments used for Void Draw crafting. Dungeon equipment has pre-applied void enchants from a defined pool. |
| Dungeon Drops (D2 — Collapsed Fragment) | Void (base), Fracture, Remnant | Convergence Core required for Void-tier crafting. Epic-tier equipment with pre-applied Void enchants from an 8-item pool. |
| Quest Rewards | Arcane, Runic, Ancient | Resonance (Arcane) from Seris M4. Specific Ancient enchant books as late-chain rewards. Defined per quest in quest doc. |
| Broker Tane — Ancient Silver shop | Runic, Arcane (base) | Common and uncommon enchant books available for Silver. Mid-tier Runic enchants are the primary offering. Prices defined in economy doc. |
| Broker Tane — Ancient Gold shop | Ancient (select), Lore-Touched | Lore-Touched is Gold-only. Select Ancient enchant books available for Gold. Angler's Wisdom T3 is Gold shop exclusive. |
| Artificer Rhael | Arcane, Ancient (crafted) | Rhael's workshop produces Arcane enchant books via Silver + crafting components. The primary source for higher-tier Arcane enchants outside dungeons. |
| World Boss Drops | Severance (all), Fracture, Remnant, Ancient (rare) | Severance enchants are exclusively world boss drops (Nexus and Benevolent Severance bosses). Remnant enchants drop from Infernal Realm bosses and the Rift Stalker. No Severance enchants available any other way. |
| Stabilized Shard | Cursed, Fracture, Void (base) | Corrupted Growth and Erasure are Shard-exclusive drops. High-risk environment, high-tier void enchants available. Resets monthly. |
| Crafting (components) | Void (base), Fracture | Void Shard Fragments (from D1 and mobs) used to craft Void Draw books. Convergence Core (D2 boss) for Fracture Edge. Recipe list TBD at implementation. |
| Soul Bound (special) | Ancient | Rare dungeon chests (D1 ~2%, D2 ~4%). Ancient Gold shop — high cost. Cannot be found at enchanting tables. Extremely rare intentionally — one per character is a meaningful goal. Does not repair on death — item may return broken. |
| Fishing (rare) | Ancient, Remnant | Angler's Wisdom T3 adds Remnant enchant books to the catch table. Ancient enchant books (low T) occasionally appear in standard fishing loot. |