fishing_treasures.yml controls the complete loot tables for the Fishing skill. It has four distinct sections:
Fishing: — the item pool; items tagged with a rarityItem_Drop_Rates: — per-tier (rank) % chance to receive an item of each rarityEnchantments_Rarity: — which enchantments and levels can appear per rarity for enchanted booksEnchantment_Drop_Rates: — per-tier (rank) % chance to receive an enchanted book of each rarityShake: — mob-specific drop tables for the Shake sub-skillDefault values can be viewed on GitHub.
Changes require a full server restart.
Each entry defines a single item and its rarity tag:
Fishing:
DIAMOND_SWORD:
Amount: 1
XP: 200
Rarity: LEGENDARY
| Field | Description |
|---|---|
Amount |
Quantity of the item given when it drops. |
XP |
Bonus Fishing XP awarded when this treasure drops. |
Rarity |
Rarity tier: COMMON, UNCOMMON, RARE, EPIC, LEGENDARY, or MYTHIC. |
| Rarity | Items |
|---|---|
COMMON |
Leather armour, wood tools, copper armour, copper tools, lapis lazuli |
UNCOMMON |
Stone tools, copper tools, golden tools, golden armour, iron/gold ingots |
RARE |
Iron tools, bow, ender pearl, blaze rod, name tag |
EPIC |
Iron armour, ghast tear, 5× diamond |
LEGENDARY |
Diamond tools, diamond armour, nautilus shell, enchanted book, netherite scrap |
MYTHIC |
Netherite tools, netherite armour |
For enchanted books, you can restrict which enchantments appear by adding an
Enchantments_Whitelist:orEnchantments_Blacklist:block. See the commented example in the default file.
Item_Drop_Rates defines the percent chance to get an item of each rarity at each Treasure Hunter rank (Tier 1–8). The roll happens once per catch.
| Tier | COMMON | UNCOMMON | RARE | EPIC | LEGENDARY | MYTHIC |
|---|---|---|---|---|---|---|
| 1 | 7.50% | 1.25% | 0.25% | 0.10% | 0.01% | 0.01% |
| 2 | 6.50% | 1.75% | 0.75% | 0.50% | 0.05% | 0.01% |
| 3 | 3.50% | 2.75% | 1.25% | 1.00% | 0.10% | 0.01% |
| 4 | 2.00% | 3.50% | 2.25% | 1.50% | 1.00% | 0.01% |
| 5 | 1.50% | 3.75% | 2.50% | 2.00% | 1.00% | 0.01% |
| 6 | 1.00% | 3.25% | 3.75% | 2.50% | 1.50% | 0.05% |
| 7 | 0.25% | 2.75% | 4.00% | 5.00% | 2.50% | 0.10% |
| 8 | 0.10% | 1.50% | 6.00% | 7.50% | 5.00% | 0.25% |
At Tier 8, MYTHIC items still only have a 0.25% chance per catch. Keep this in mind when evaluating how "common" MYTHIC treasures actually are.
Enchantments_Rarity defines which enchantments (and at which levels) are available in the enchanted book loot pool at each rarity. A higher number after the enchantment name means a higher enchantment level (e.g. SHARPNESS: 4 = Sharpness IV).
| Rarity | Sample Enchantments |
|---|---|
COMMON |
Efficiency I, Unbreaking I, Fortune I, Protection I, Sharpness I, Power I |
UNCOMMON |
Efficiency II, Protection II, Looting I, Knockback I, Power II |
RARE |
Efficiency III, Unbreaking II, Fire Aspect I, Looting II, Power III |
EPIC |
Efficiency IV, Fortune II, Aqua Affinity, Thorns II, Flame, Power IV |
LEGENDARY |
Efficiency V, Unbreaking III, Fortune III, Silk Touch, Looting III, Infinity, Power V |
MYTHIC |
Same pool as LEGENDARY (highest-level enchants) |
Enchantment_Drop_Rates defines the per-tier (rank) percent chance to receive an enchanted book of each rarity on any given catch. This is a separate roll from the Item_Drop_Rates roll — a single catch can produce both a regular item and an enchanted book.
| Tier | COMMON | UNCOMMON | RARE | EPIC | LEGENDARY | MYTHIC |
|---|---|---|---|---|---|---|
| 1 | 5.00% | 1.00% | 0.10% | 0.01% | 0.01% | 0.01% |
| 2 | 7.50% | 1.00% | 0.10% | 0.01% | 0.01% | 0.01% |
| 3 | 7.50% | 2.50% | 0.25% | 0.10% | 0.01% | 0.01% |
| 4 | 10.0% | 2.75% | 0.50% | 0.10% | 0.05% | 0.05% |
| 5 | 10.0% | 4.00% | 0.75% | 0.25% | 0.10% | 0.10% |
| 6 | 9.50% | 5.50% | 1.75% | 0.50% | 0.25% | 0.25% |
| 7 | 8.50% | 7.50% | 2.75% | 0.75% | 0.50% | 0.50% |
| 8 | 7.50% | 10.0% | 5.25% | 1.50% | 0.75% | 0.75% |
Shake: defines what each type of mob drops when a player uses the Shake sub-skill (fishing rod used on a hooked mob). Each mob has its own drop table:
Shake:
BLAZE:
BLAZE_ROD:
Amount: 1
XP: 0
Drop_Chance: 100.0
Drop_Level: 0
| Field | Description |
|---|---|
Amount |
Number of the item dropped. |
XP |
Bonus Fishing XP from this shake drop. |
Drop_Chance |
Percent chance (0–100) per shake. Multiple entries are evaluated independently. |
Drop_Level |
Minimum Fishing level (Standard mode) required. Multiplied ×10 for RetroMode. |
| Mob | Drops | Notes |
|---|---|---|
| Blaze | Blaze Rod (100%) | |
| Cave Spider | Spider Eye (49%), String (49%), Cobweb (1%), Poison Potion (1%) | |
| Chicken | Feather (33%), Raw Chicken (33%), Egg (33%) | |
| Cow | Beef (49%), Leather (49%), Milk Bucket (2%) | |
| Creeper | Gunpowder (99%), Creeper Head (1%) | |
| Skeleton | Bone (49%), Arrow (49%), Bow (1%), Skeleton Skull (1%) | |
| Zombie | Rotten Flesh (98%), Iron Ingot (1%), Zombie Head (1%) | |
| Enderman | Ender Pearl (100%) |
To add shake drops for additional mobs, add a new block using the Bukkit EntityType name as the key.
Item_Drop_Rates for all tiers.Fishing: with any valid material name and assign a rarity. The item will automatically be included in the rarity pool.