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Cobblemon: Charms
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A progression-based charm system for Cobblemon. Catch Pokémon to unlock type-specific charms that influence spawns around you. Complete your Pokédex to earn the Shiny Charm, and combine charms into a single Multi-Charm. Fully configurable.
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Must be installed on both the client and the server.
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About
Description
A progression-based charm system for Cobblemon. Unlock charms by completing milestones in your Pokédex, training, and exploration, then equip them via Curios for gameplay bonuses.
Features
- Progression-based rewards — Unlock charms through gameplay milestones that grant bonuses when equipped
- Shiny Charm — Increased shiny encounter rates
- EXP Charm — Increased experience gained from battles
- Catch Charm — Increased Pokémon catch rates
- Type Charms — Influence the appearance rate of specific Pokémon types
- Future-proof progression — Charm requirements automatically scale as new Pokémon are added to Cobblemon
- Multi-Charm — Combine multiple type charms into one slot, with an in-game toggle GUI
- Seen Mode — Optionally count "seen" Pokémon toward Pokédex-based unlocks instead of requiring a catch
- Highly configurable — Adjust progression thresholds, multipliers, and gameplay balance to suit different playstyles and modpacks
Note: EV and IV training items are included but disabled by default. They are configurable and separate from Cobblemon’s default items.
Charms
Shiny Charm
Increases the chance of encountering shiny Pokémon. Also boosts shiny odds from honey-slathered saccharine logs and the shiny reroll from fishing bait (e.g. Starf Berry) and Poké Snacks. Each of these can be toggled independently in the config, and the shiny rate bonus itself can be configured to suit your server or pack.
EXP Charm
Grants bonus experience from battles, helping your Pokémon level up faster.
Catch Charm
Increases Pokémon catch rates, making it easier to capture wild Pokémon. Unlocked by reaching a configurable number of lifetime captures (default: 500). Both the catch rate bonus and the required capture count can be adjusted to suit your server or modpack.
Type Charms
Each Type Charm increases the appearance rate of a specific Pokémon type around you, making it easier to find the Pokémon you're looking for. This now applies to fishing encounters in addition to wild spawns.
Effects stack. Equip multiple copies of the same Type Charm to increase its influence, or combine different types to target multiple Pokémon types. Pokémon matching multiple active charms receive all applicable bonuses.
By default, Pokémon that do not match any active Type Charm become slightly less common, though this can be adjusted or disabled in the config.
Every Pokémon type has its own charm — Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, and Fairy.
Type Charm requirements automatically scale as new Pokémon are added to Cobblemon, and can optionally count "seen" species toward unlocking, not just caught ones.
Known limitation: Type Charm effects do not yet apply to Poké Snack encounters — planned for a future update.
Multi-Charm
Combine multiple Type Charms into a single Accessory slot and toggle individual types on or off through the in-game GUI.
Two Multi-Charms can be equipped at once, allowing for complex type combinations while using only two Accessory slots.
How to earn charms
Shiny Charm
Meet the set threshold of Pokédex completion (default: 100%). Can optionally count seen-or-caught species via Seen Mode.

EXP Charm
Level any Pokémon to level 100.
Catch Charm
Reach the configured lifetime capture count (default: 500).
Type Charm
Catch enough unique species of that type (default: 80% of implemented species). Can optionally count seen species via Seen Mode.

Charms are awarded automatically when you meet their requirements. Crafting recipes are also available as an alternative way to obtain them, and each charm's automatic-grant behavior can be toggled independently in the config.
Commands
/ccharms dex
Displays your current National Pokédex completion percentage and progress toward the Shiny Charm.

/ccharms type
Displays your progress toward each Type Charm, showing how many unique species you have caught versus the threshold required.

/ccharms debug shiny
Shows your current effective shiny rate and how many Shiny Charms you have equipped.
Configuration
Nearly every aspect of the mod can be configured:
- Advancement gating — charms can optionally require their advancement before they take effect, preventing exploits in creative mode
- Shiny Charm threshold — percentage of the national dex required, default 100%
- Catch Charm threshold — number of lifetime captures required, default 500
- Type charm threshold — percentage of implemented species per type required, default 80%
- Seen Mode — separate toggles for Shiny Charm dex-completion and Type Charm unlocks to count seen species, not just caught
- Multipliers — adjust the bonus for each charm type to suit your server's balance
- Individual toggles — each charm and each type can be enabled or disabled independently
- Grant-on-advancement toggles — a master switch plus a per-charm switch let you make any charm progression-only, craftable-only, or both
- Spawn radius — how far from the player type charms affect spawns, default 64 blocks
Dependencies:
- Cobblemon
- Accessories
- Kotlin for Forge (Neoforge) / Fabric Language Kotlin (Fabric)
A progression-based charm system for Cobblemon. Unlock charms by completing milestones in your Pokédex, training, and exploration, then equip them via Accessories for gameplay bonuses.
Features
- Progression-based rewards — Unlock charms through gameplay milestones that grant bonuses when equipped
- Shiny Charm — Increased shiny encounter rates
- EXP Charm — Increased experience gained from battles
- Catch Charm — Increased Pokémon catch rates
- Type Charms — Influence the appearance rate of specific Pokémon types
- Future-proof progression — Charm requirements automatically scale as new Pokémon are added to Cobblemon
- Multi-Charm — Combine multiple type charms into one slot, with an in-game toggle GUI
- Seen Mode — Optionally count "seen" Pokémon toward Pokédex-based unlocks instead of requiring a catch
- Highly configurable — Adjust progression thresholds, multipliers, and gameplay balance to suit different playstyles and modpacks
Note: EV and IV training items are included but disabled by default. They are configurable and separate from Cobblemon’s default items.
Charms
Shiny Charm
Increases the chance of encountering shiny Pokémon. Also boosts shiny odds from honey-slathered saccharine logs and the shiny reroll from fishing bait (e.g. Starf Berry) and Poké Snacks. Each of these can be toggled independently in the config, and the shiny rate bonus itself can be configured to suit your server or pack.
EXP Charm
Grants bonus experience from battles, helping your Pokémon level up faster.
Catch Charm
ncreases Pokémon catch rates, making it easier to capture wild Pokémon.
Unlocked by reaching a configurable number of lifetime captures (default: 500). Both the catch rate bonus and the required capture count can be adjusted to suit your server or modpack.
Type Charms
Each Type Charm increases the appearance rate of a specific Pokémon type around you, making it easier to find the Pokémon you're looking for. This now applies to fishing encounters in addition to wild spawns.
Effects stack. Equip multiple copies of the same Type Charm to increase its influence, or combine different types to target multiple Pokémon types. Pokémon matching multiple active charms receive all applicable bonuses.
By default, Pokémon that do not match any active Type Charm become slightly less common, though this can be adjusted or disabled in the config.
Every Pokémon type has its own charm — Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, and Fairy.
Type Charm requirements automatically scale as new Pokémon are added to Cobblemon, and can optionally count "seen" species toward unlocking, not just caught ones.
Known limitation: Type Charm effects do not yet apply to Poké Snack encounters — planned for a future update.
Multi-Charm
Combine multiple Type Charms into a single Curios slot and toggle individual types on or off through the in-game GUI.
Two Multi-Charms can be equipped at once, allowing for complex type combinations while using only two Accessory slots.
How to earn charms
How to earn charms
- Shiny Charm - Meet the set threshold of Pokédex completion (default: 100%). Can optionally count seen-or-caught species via Seen Mode.

- EXP Charm - Level any Pokémon to level 100.
- Catch Charm - Reach the configured lifetime capture count (default: 500).
- Type Charm - Catch enough unique species of that type (default: 80% of implemented species). Can optionally count seen species via Seen Mode.

Charms are awarded automatically when you meet their requirements. Crafting recipes are also available as an alternative way to obtain them, and each charm's automatic-grant behavior can be toggled independently in the config.
Commands
/ccharms dex— Displays your current National Pokédex completion percentage and progress toward the Shiny Charm.

/ccharms type— Displays your progress toward each Type Charm, showing how many unique species you have caught versus the threshold required.

/ccharms debug shiny— Shows your current effective shiny rate and how many Shiny Charms you have equipped.
Configuration
Configuration
Nearly every aspect of the mod can be configured:
- Advancement gating — charms can optionally require their advancement before they take effect, preventing exploits in creative mode
- Shiny Charm threshold — percentage of the national dex required, default 100%
- Catch Charm threshold — number of lifetime captures required, default 500
- Type charm threshold — percentage of implemented species per type required, default 80%
- Seen Mode — separate toggles for Shiny Charm dex-completion and Type Charm unlocks to count seen species, not just caught
- Multipliers — adjust the bonus for each charm type to suit your server's balance
- Individual toggles — each charm and each type can be enabled or disabled independently
- Grant-on-advancement toggles — a master switch plus a per-charm switch let you make any charm progression-only, craftable-only, or both
- Spawn radius — how far from the player type charms affect spawns, default 64 blocks
Dependencies
- Cobblemon
- Accessories
- Kotlin for Forge (Neoforge) / Fabric Language Kotlin (Fabric)
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