✯ Custom Enchantments 3 - RPG ✯ [1.16+] ✯ [LITE]
1.9.0-lite50+ Custom Enchants, Lucky Loots, RPG feels and more, its Free!
1.9.0-litelatestUpdate 1.9.0last week Update 1.9.0 Hi guys. 1.9.0 is out: AuraSkills support, five new enchantments, five new treasures, and Custom Enchantments 3 runs on 1.16 again. Thanks to everyone who ran the release candidate, nothing came back broken, so the AuraSkills part is exactly what RC1 shipped. Now 164 enchantments and 154 treasure items. Built for Minecraft 26.3, runs down to 1.16.4. Please back up your plugins/CustomEnchantments3 folder before updating, as always. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ AuraSkills support If you run AuraSkills 2.x, Custom Enchantments 3 hooks it. Nothing to set up, drop both jars in and restart. Enchanting XP. Applying a CE3 book and combining CE3 enchantments at the anvil now pay AuraSkills Enchanting XP, at the same rate AuraSkills pays for vanilla. AuraSkillsEnchantingXp in config.yml scales it, 0 turns it off. Skill requirements (optional, off by default). Make an enchantment ask for an AuraSkills level before it works: Code (Text): AuraSkillsRequirements: true AuraSkillsRequirementList: - 'VeinMiner: mining 20' - 'Clangor: fighting 25' Under the level the enchantment just does not fire and the player is told what they need. The item is never touched. If AuraSkills throws an error while CE3 is calling it, the console says it was AuraSkills and gives you their issue link with the versions ready to paste. Five in a minute and CE3 switches the AuraSkills part off until /ce reload. Your players do not notice anything. AuraSkills needs Minecraft 1.20 or newer. Below that, and on servers without it, nothing changes. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ 5 new enchantments Each one does something no other book in the plugin does. Boonthief (Sword, Spear): takes the strongest potion effect off whoever you hit and puts it on you for a few seconds. Great against a player who drank before the fight, does nothing to a plain zombie. Clangor (Mace): every hit rings the target like a bell. The next hit on it from anyone else lands up to 60% harder, arrows and spells included. Your own swings keep the ring going but never cash it in. A team book: the mace rings, the archer answers. Pinshot (Bow): an arrow that drives its target into a wall pins it there for a moment and hits harder. In the open it is a normal arrow, so fight in corridors. Riptusk (Trident): your Riptide launch gores everything you fly through and throws it off your line. Spitecoil (Leggings): hits you take wind up a coil, and your next swing lets all of it go. You pick who it lands on. Find them in /ce shop at the end of each item's screen. Spitecoil is on the second armor page. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ 5 new treasures Things masters of a trade leave behind, each with its own sprite: - Journeyman's Whetstone (Rare) - Lamplighter's Last Wick (Rare) - Cartographer's Folded Mile (Rare) - Alchemist's Distilled Tear (Epic) - Grandmaster's Ninth Seal (Legendary, 1.17 and newer) Grab the updated resource pack to see the new sprites. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Fixes CE3 would not start on 1.16.5. It failed on startup with a SLOWNESS error. Fixed. Coming from the release candidate? Your config.yml gets updated this time, so the new books show up in the shop. RC1 configs were otherwise treated as current. The website moved to https://www.jhprojects.dev. The old address still forwards, so older versions keep working. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Compatibility - No NMS, 1.16.4 through 26.3 - AuraSkills 2.x on 1.20 or newer, optional - New config keys are added for you by the config updater, your values are kept - No player data, shop layout, quest or existing price changes - Lite gets the AuraSkills support and the fixes. The new enchantments and treasures are in the full version Questions and bug reports: https://www.jhprojects.dev/customenchantments31.9.0-RC1-liteUpdate 1.9.0-RC12 weeks ago Update 1.9.0-RC1 (release candidate) Hi guys. This one is the AuraSkills update a lot of you asked for. It is a release candidate, so please try it on a test server first and tell me what breaks before 1.9.0 goes final. For premium version, it's not released on Spigot yet, but it can be downloaded on this site JHProjects-CustomEnchantments3 No new enchantments, no new treasures, nothing rebalanced. Still 159 enchantments and 149 treasure items. Built for Minecraft 26.3, and it runs on 1.16 again. Please back up your plugins/CustomEnchantments3 folder before updating, as always. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ AuraSkills support If you run AuraSkills 2.x, Custom Enchantments 3 now hooks it. Nothing to set up, drop both jars in and restart. Enchanting XP. AuraSkills only counted vanilla enchanting, so your players got nothing for enchanting through CE3. Now applying a CE3 book and combining CE3 enchantments at the anvil both pay Enchanting XP, at the same rate AuraSkills pays for vanilla. AuraSkillsEnchantingXp in config.yml scales it, 0 turns it off. Skill requirements (optional, off by default). You can make an enchantment ask for an AuraSkills level before it works: Code (Text): AuraSkillsRequirements: true AuraSkillsRequirementList: - 'VeinMiner: mining 20' - 'SharpArrow: archery 15' Under the level, the enchantment just does not fire and the player is told what they need. The item is never taken or damaged. AuraSkills needs Minecraft 1.20 or newer. On older servers CE3 runs exactly like before and leaves this off. Server without AuraSkills? Nothing changes for you. Full setup guide: https://www.jhprojects.dev/customenchantments3 ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ When AuraSkills has a problem, it says so If AuraSkills throws an error while CE3 is calling it, the console now says it was AuraSkills, not CE3, and gives you the link to report it to them with the versions ready to paste. You see the full error once, not on every hit. If it keeps happening (5 errors in a minute), CE3 switches the AuraSkills part off and carries on as if it was not installed. /ce reload turns it back on. Your admins get a short message in game when this happens. Your players do not notice anything. /ce perf has an AuraSkills line so you can see at a glance if it is hooked. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Fixes CE3 would not start on 1.16.5. It failed on startup with a SLOWNESS error. Fixed, 1.16 servers can run it again. The website moved. All links now go to https://www.jhprojects.dev. The old address still forwards, so older versions keep working. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Not in this one - Shared mana between CE3 spells and AuraSkills - AuraSkills stats (Strength, Wisdom and so on) feeding into CE3 damage or mana Both are on the list. If your server needs one of them, let me know which and how you would want it to work. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Compatibility - No NMS, 1.16.4 through 26.3 - AuraSkills 2.x on 1.20 or newer, optional - Four new config keys, added for you by the config updater - Six new lang.yml messages, added for you - No player data, shop, quest or price changes - Lite gets everything in this post1.8.2-lite1.8.23 weeks ago Update 1.8.2 Small update, everyone. The version checker got an upgrade for better safety. Gameplay stays exactly the same. No new enchantments, no new treasures, nothing rebalanced. Still 159 enchantments and 149 treasure items. Built for Minecraft 26.3. Please back up your plugins/CustomEnchantments3 folder before updating, as always. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Hear about updates sooner New versions go up on the JHProjects site first, and reach this page a little later. Until now the plugin only asked Spigot, so you found out last. From 1.8.2 it asks both. When there is a new version on the JHProjects site that is not here yet, your admins get told it is out on the site, with the link: https://jhprojects.vercel.app/customenchantments3 Once it lands on Spigot too, it is the usual update message. If the site is down, the plugin just goes by Spigot like before. No errors, no spam in your console. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Who sees it - Ops, and now anyone with customenchants.admin too, same as the setup notice - Admins who are already online when the plugin starts, for example after a reload, get it once - Regular players never see it If you are running a build that is newer than the one on Spigot, the plugin no longer tells you to "update" to the older one. Don't want any of this? UpdateChecker: false under Modules: in config.yml, same as 1.8.0. Off means the plugin makes no update requests at all. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Fixes The update check believed whatever it was sent. The version that came back was printed straight into your console and into your admins' chat. It has to look like a real version number now, anything else is ignored. Not something I have seen abused, but it is the kind of thing you fix before it is. Update messages were sent from the wrong thread. Harmless as far as I know, but not how the server wants it done. Fixed. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Compatibility - No NMS, 1.16.4 through 26.3 - No new config keys, nothing to change in config.yml - No player data, shop, quest or price changes - No new lang.yml messages - Lite gets everything in this post1.8.1-liteUpdate 1.8.14 weeks ago Update 1.8.1 Hi guys. Small one. Spigot 26.3, a way to keep vanilla enchantments off your server, a pointer to the setup guide for new admins, and three bug fixes I found on the way. One of those fixes matters a lot if you are installing the plugin for the first time. No new enchantments, no new treasures, nothing rebalanced. Still 159 enchantments and 149 treasure items. Built for Minecraft 26.3. Please back up your plugins/CustomEnchantments3 folder before updating, as always. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Read this first Your config carries over. On the first start the plugin adds two new settings to config.yml and keeps everything you already had, same as the last few updates. The old file is saved as config.yml.old. Nothing changes on your server unless you set it. The vanilla list starts empty. The only thing you will notice is the setup notice, and only your admins see it. One line turns it off. Resource pack. If your players are on 26.3, grab the new [26] zip. Same textures, it just tells a 26.3 client it is made for 26.3 so the pack list stops warning about it. 26.2 players can keep the one they have. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Blocking vanilla enchantments Someone asked if they could stop players applying vanilla enchantments. Now you can. Code (Text): DisabledVanillaEnchantments: [mending, fire_aspect] Anything on that list: - does not show up on the enchanting table, and does not sneak in as a hidden extra enchantment on a roll either - cannot be added at the anvil, from a book or from another item, and cannot be levelled up there Items that already have it keep it. I am not going to strip Mending off every tool on your server because you edited a list, you could not undo that. Those items can still be renamed and repaired. Write the names however you like: mending, Fire Aspect, minecraft:fire_aspect all work. ALL blocks every vanilla enchantment. If you misspell one, the console tells you on startup, so you are not left thinking it works when it does not. /ce reload picks up changes, no restart needed. This is a separate list from DisabledEnchantments, which is for the plugin's own books. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Setup notice About 20 seconds after an admin joins, they get a message with a link to the setup guide. Admins means ops and anyone with customenchants.admin. Regular players never see it. Once your server is set up: Code (Text): SetupNotice: false ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Fixes The plugin did not start on a brand new server. If you installed Custom Enchantments 3 fresh, the very first start threw an error and the plugin switched itself off. The second start worked, which is why nobody running an existing server ever saw it. If you tried the plugin once, saw it disabled, and gave up, this is why, and I am sorry. Fixed. Vanilla enchanted books were eaten. Right-click a normal enchanted book, then right-click a sword, and the plugin treated it like one of its own books. The book was used up, the sword got nothing except a lore line that said "invalid". Normal books are ignored by the plugin now. If you have a sword with that lore line, it is only text, the sword works like any other. Disabled books were eaten too. A book on DisabledEnchantments was refused, but the book was still taken and the item still got a lore line. Now you get the "Enchantment was disabled" message and keep the book. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Compatibility - No NMS, 1.16.4 through 26.3 - Two new config keys, added for you on first start: SetupNotice and DisabledVanillaEnchantments - No player data, shop, quest or price changes - Lite gets everything in this post - Four new messages in lang.yml, added on first start, your translations are kept1.8.0-liteUpdate 1.8.0Sep 19, 2026 Update 1.8.0 Hi guys. This one comes straight from a server owner: "the plugin needs to be modular in case we want to disable certain aspects of it". Fair. A lot of you run CE3 for the enchantments and already have a currency plugin, a levelling plugin, or a quest plugin doing the rest, and until now the only way to not use a part of CE3 was to tell your players not to touch it. So 1.8.0 is modules. Eight switches in config.yml, one per part of the plugin, all of them on by default. Turn off what you do not want and the enchantments keep working. No new enchantments and no new treasures. Still 159 enchantments and 149 treasure items and none of them changed. There is one more change in this release, and it is about the Lite version. If you are on premium, skip to the modules; nothing about your server changes. If you run Lite, read the Lite section near the end. Tested on Minecraft 26.2. Please back up your plugins/CustomEnchantments3 folder before updating, as always. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Read this first Nothing changes unless you change it. Every switch defaults to on. Your config.yml is rewritten on the first start, the old one saved as config.yml.old, every value you had set is kept, and a new Modules block is added with everything set to true. If you never open it, 1.8.0 plays exactly like 1.7.1. A module change needs a restart. Not /ce reload, a restart. The reload does read the block and will tell you which switches are waiting on a restart, it just cannot apply them. Nothing is deleted by a switch. Balances, levels, quests, allies, shop entities, every book on every item: all of it stays in its file and comes back when the module is switched on again. Switching something off to try it is safe. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ The modules Code (Text): Modules: Economy: true Progression: true Quests: true Crafting: true Disenchanting: true Allies: true Tutorial: true UpdateChecker: true Economy is RACO. The balances, the RACO shop, the currency exchange, /ce currency, quest coin rewards, treasure and bandit coin drops, and Kumandra's Economy support. Off, and no RACO moves anywhere. The six books whose whole effect is RACO (Heist, AntiHeist, Cofferguard, Coinvein, Titherow, Dredgeline) go with it, and the console names them on boot so you are not left guessing. Progression is the RPG layer. Levels, EXP, STRENGTH / AGILITY / INTELLIGENCE, classes, the skill tree, /ce skills, /ce rank, the level tag in chat. Off, and every attribute requirement on every book is gone, class gating is lifted, and any player can buy and use any book. Mana stays, because mana is how wand and armour spells are paid for. Quests, Crafting (the wand and potion recipes), Disenchanting, Allies and Tutorial are what they sound like. UpdateChecker is the version check against Spigot on boot and when an op joins; off means no request leaves your server. The switches that were already in config.yml (CustomLootingAllowed, AllowLootPlots, ShowLevelOnChat, ShowActionBar, EnableShopCommand, KumandraEconomySupport, PlaceholderAPISupport, the bandits.yml Enabled key) are not in the block and were not moved. Moving a key is how an update quietly resets your setting, so they stayed put. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Economy off: the RACO priced books Some books are priced in RACO, the ones ending in C in config.yml, like BlackHole: 750C. With the economy off there is nothing to pay them with, so you choose what happens to them: Code (Text): RacoPriceFallback: levels RacoToLevelRate: 0.1 levels, the default, sells them for experience levels instead. RACO price times the rate, rounded up, never below 1. At 0.1 that is Black Hole for 75 levels, Falling Star for 85, Sundial for 55, Magnetic for 2. The book shows a level price in the shop like any other and nothing else about it changes. Raise the rate to make them dearer. disable treats every C price as 0, so those books simply are not for sale. Neither key does anything while Economy is on. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Switching off single enchantments Separate from the modules, one list: Code (Text): DisabledEnchantments: [Telepathy, VeinMiner, Heist] A book on this list is not sold anywhere, cannot be applied at the table, and one that is already on an item does nothing until the name comes back off the list. The data stays on the item, so nothing a player owns is lost. Spaces, underscores and case do not matter. This is stronger than pricing a book at 0. A 0 price stops it being bought; a book already in the world keeps working. The list stops it working. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ A note on Progression and existing servers On a fresh server, Progression off means no levels, full stop. On a server that has been running, players already hold attribute points, and the passive stats those points gave them (regen from STRENGTH, mana from INTELLIGENCE, the class masteries) are read from the stored data whether the module is on or not. Nothing new is earned, the skill tree will not open, no book asks for a stat, but a player who was level 80 keeps what level 80 gave them. If you want a clean slate, /ce skills reset <player> still works with the module off. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ The Lite version is now a smaller plugin, not a locked one Since 1.5.0 the Lite jar was the whole plugin with five limits on top: most books on every shop page locked, two market listings, no treasure above uncommon, three enchantments per item, and prices you could not edit. That made Lite a plugin that showed you everything you could not have on every screen, and I did not like it either. From 1.8.0, Lite is the classic plugin: the 58 original enchantments and the 77 common and uncommon treasures, with every system in it. Mana, levels, classes, the skill tree, quests, RACO, the shops, crafting, looting, bandit camps, allies, the modules block, PlaceholderAPI, WorldGuard, Kumandra. All of it, identical to premium. No locked slots, no listing cap, no enchantment cap, and prices you can edit. Premium is the same plugin with the two content updates on top: the 76 books from 1.5.0, the 25 from 1.6.0, and the 72 rare, epic and legendary treasures. That content is not in the Lite jar. It is not switched off, it is not there. If you run Lite and bought 1.5.0 or 1.6.0 books before this update: up to seven per shop page were purchasable, and some of your players may have them on items. Those books stop working on 1.8.0 Lite. Nothing is deleted, the lore stays on the item, and the book comes back the moment the server upgrades to premium. Rare and above treasures were never in the Lite pool, so no treasure is lost. The support book for ops is still there. That is the one thing Lite does that premium does not. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Compatibility - No NMS, still 1.16.4 through 26.2 - Eleven new config keys, all added on first start, all defaulting to the old behaviour - No player data, shop, quest or resource pack changes - Every 1.7.1 enchantment, treasure, price and setting is untouched - Lite gets every module in this post, and every other system, see the Lite section - Three new messages in lang.yml, added on first start, your translations are kept - /ce info now lists the modules, green on and red off1.7.1-liteUpdate 1.7.1Sep 14, 2026 Update 1.7.1 Hi guys. Security patch. I sat down and read through the plugin looking for ways a player could get something they should not, and for work the server was doing for no reason. Found a few of both. This release is those fixes and nothing else. No new enchantments, no new treasures. Still 159 enchantments and 149 treasure items and none of them changed. No new config keys. Tested on Minecraft 26.2. Please back up your plugins/CustomEnchantments3 folder before updating, as always. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Read this first Update this one. Two of the fixes below close off ways to make RACO and enchantment books out of nothing. If you run an economy, do not sit on this. Your config carries over, and this time it actually does. On the first start after updating the plugin rewrites config.yml and saves the old one as config.yml.old, same as before. The difference is what it keeps. Details in the config section, but the short version is: if you ever set ShopGUIBackColor, CustomEnchantsWorld or one of the RACO priced enchantments like BlackHole: 750C and found them back at the default after an update, that was the plugin, not you. Set them once more after this update and they will stay set. Nothing else changed. Player data, RACO balances, shop listings, quests, the resource pack, every enchantment and every price are untouched. The resource pack does not need re-downloading. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Security RACO shop listings with a negative price. /ce shop sell took any number, including a negative one. A listing at a negative price paid the buyer instead of charging them, and pushed the seller below zero. With a second account that is RACO from nothing, as much as you want. The price now has to be a whole number from 1 up to the currency supply, and a listing already saved with a bad price cannot be bought by anyone. The owner can still take it down. Enchantment books that were not used up. Right-click a book, then right-click the item, and the book is supposed to be consumed. It was only removed if it was still sitting where the plugin expected, and there were a few ways to move it somewhere else in the fifteen seconds between the two clicks without the plugin noticing. The enchantment still applied. One book, as many items as you liked. The book now has to be in your inventory at the moment the enchantment is applied, and exactly one is taken from it. If it is not there, nothing happens and you get a message saying so. Heist was minting coin. A level 3 Heist steals 6 RACO. Against a player holding 1, it took the 1 and still paid the attacker 6. It takes what the victim has now, and nothing more. /ce currency pay with zero or a negative amount told both players a payment went through when nothing had moved, and paying yourself was a real buy and sell against the market for no reason. Both are refused now, with a message. Same for the admin add and deduct. Skill points spent from the wrong screen. Any item named after a skill, clicked in any inventory, spent a point. An anvil and a chest was all it took. Purchases only count from the skill tree now. Dragging items into plugin screens. Clicks were always cancelled in the shop, exchange, skill tree and class screens, but a drag was not. Drag a stack onto an empty slot of a shop page and it went into the page, which is one shared screen for the whole server, and stayed there. Drags into any plugin screen are cancelled now. The disenchant screen still accepts your item, it is the one that is supposed to. Broken enchantment data on an item threw an error out of every listener that looked at the item, which on a sword meant every hit. It takes one NBT edit to make one. Bad data now reads as no enchantments. Two small ones. The admin name check against authorization.yml was case sensitive in one of the two places it is done and not in the other. And the update check an op gets on join was started fresh every time they joined and never stopped, so a busy admin was running a stack of them. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Config.yml The updater used to read your old config.yml one line at a time and guess the type of each value. It knew numbers and true/false. A word like white, a list like the CustomEnchantsWorld worlds, or a price like 750C did not fit either, so the value was skipped and the fresh default was left in place, while the log said the config had been updated. Every update since that code was written has been quietly resetting those three kinds of settings. I checked this on a live 26.2 server before writing it here: 1.7.0 kept an EnchantLimit of 7 across the update and reset a black shop background, a two world list and a 999C Black Hole to defaults. 1.7.1 keeps all of them. The updater now reads the old file as YAML, writes the new one, and copies every setting across with its type intact. Comments in the file are kept. The version line always comes from the new file. Nothing is guessed. If you customised one of those three kinds of settings in the past and lost it, it is not coming back on its own, the old value is gone. Open config.yml.old from the last update you did if you want to see what you had. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Optimizations None of this changes a number a player sees. The mana loop was running for every player who had ever joined. Once a second, the plugin walked its whole player file, every account it had ever seen, worked out their regen, and asked the server whether each one was online. On a server that has been up for a year that is thousands of lookups a second for people who are not there. It walks the online list now. Players still get the mana they would have regenerated while logged out, it is added the moment they log back in instead of a bit at a time while they are gone. Every inventory click was building a currency exchange screen. The click handler for the exchange asked for the player's exchange screen to see if the click belonged to it, and asking created one if they did not have it, along with a once a second refresh task that redraws the wallet, the price and the candlestick chart. Open a chest once and you had that task for the rest of your session. It only looks now, and only builds the screen when you actually open the exchange. Enchantment data is parsed once per item, not once per read. The enchantments on an item are stored as a small piece of text, and that text was parsed fresh every time anything looked at the item: every armour piece every second, every inventory scan, every hit. Parsed results are kept and reused. Across a whole server there are only as many distinct texts as there are enchantment combinations. RACO transfers were a loop. Paying 5,000 RACO moved the price and wrote the balance 5,000 times. It is one calculation now, and it lands on exactly the same price the loop did, there is a test that pins that. The boundary preview drew the inside of the box. /ce settings protection add shows the boundary in particles. It got the six faces by visiting every block in the volume and checking which face it was on, eleven times. A spawn sized boundary was tens of millions of checks on the main thread. It visits the faces now, and thins out the particles on a huge box so it costs the same whatever the size. The tutorial timer moved off its own thread. It was reading a list the main thread writes to, from another thread. That is the kind of thing that works for months and then throws once, at the worst time. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Compatibility - No NMS, still 1.16.4 through 26.2 - No new config keys, no player data, shop, quest or resource pack changes - Every 1.7.0 enchantment, treasure, price and setting is1.7.0-liteUpdate 1.7.0Sep 6, 2026 Update 1.7.0 Hi guys. This one is about how the plugin behaves next to everything else on your server, and what it costs you to run. Three things: Epic Mobs Rework mobs can now use your CE3 enchantments properly, PlaceholderAPI is supported on both editions, and combat is meaningfully cheaper than it was in 1.6.1. No new enchantments and no new treasures. Still 159 enchantments and 149 treasure items, all of them unchanged. Tested on Minecraft 26.2. Please back up your plugins/CustomEnchantments3 folder before updating, as always. Read this first Your config carries over. On the first start after updating, the plugin rewrites config.yml and keeps every value you had set, saving the old file as config.yml.old. One key was added, PlaceholderAPISupport, and it defaults to on. Nothing else changed. Player data, RACO balances, shop listings, quests, the resource pack and every 1.6.x enchantment and treasure are untouched. The resource pack does not need re-downloading. No enchantment was rebalanced and no price moved. You do not need any other plugin. Epic Mobs Rework and PlaceholderAPI are both optional. Without them the plugin runs exactly as it did before. Epic Mobs Rework If you run Epic Mobs Rework, an Epic Mob carrying a CE3 enchanted weapon could already be given that weapon, and Epic Mobs already read the enchantments on it correctly. What it could not do was make them behave like themselves. A mob with a Bleed sword dealt a bit of extra magic damage; it did not make you bleed. Every enchantment on every mob weapon felt the same. That is what this release fixes. CE3 now lets Epic Mobs say "run Bleed, from this mob, against this player", and the player bleeds exactly the way they would from another player's Bleed sword. Execute scales off your missing health. Rimefang chills you. It is the same code that runs when a player swings, not a second copy of it, which matters more than it sounds: two versions of Bleed would drift apart within one update and the wrong one would be the one you reported. Epic Mobs loot tables can also name a CE3 treasure or a CE3 enchantment book now. Those entries have been in Epic Mobs since 1.0 and have never been able to produce an item, because there was no way for it to ask CE3 for one by name. There is now. A book from a mob's loot table is the same book the shop sells, texture and all. You do not need to configure anything. If you run both plugins, it is on. One thing to know: the Epic Mobs side of this needs an Epic Mobs release too. Until that lands, an Epic Mob on a 1.7.0 server behaves the way it does today. Nothing gets worse and nothing breaks in the meantime; CE3 has opened the door and Epic Mobs has to walk through it. If Epic Mobs never spawns in one particular region, that is still CE3's protected boundary list rather than an Epic Mobs setting. Check /ce settings protection list first. PlaceholderAPI Supported on both Premium and Lite. Nothing about seeing what the plugin is doing is a premium feature. The player placeholders are the ones you would expect, and they go anywhere PlaceholderAPI works: a scoreboard, a hologram, a chat format, a tab list. Code (Text): %ce3_level% the CE3 level, not the vanilla one %ce3_class% WARRIOR, ARCHER, WIZARD or NONE %ce3_mana% and %ce3_max_mana%, %ce3_mana_percent% %ce3_raco% their RACO balance %ce3_skill_strength% and any other skill by its own name %ce3_enchant_bleed% the level on what they are holding %ce3_edition% PREMIUM or LITE There are more, and the full list is in the documentation. The ones for when something is wrong This is the part I actually built it for. When a server runs badly and someone points at a plugin, there has never been a good way to check whether they were right about this one. A profiler will tell you that a Custom Enchantments 3 damage listener is expensive, which is true and useless: that listener is thirty enchantments and a whole defence pass, and knowing which part is costing you is the entire question. So the plugin now times itself, and publishes it: Code (Text): %ce3_perf_melee_tick% what share of a server tick combat is costing %ce3_perf_melee% average milliseconds per hit, last five minutes %ce3_perf_melee_peak% the worst single hit since the server started %ce3_perf_melee_calls% how many hits that is Eight areas are measured this way: melee, projectile, passive, treasure, magnetic, status, shop and mining. Put the _tick ones on a scoreboard and you can watch them for an hour rather than guessing from a thirty second profile. _tick is the number to look at. Milliseconds on their own are misleading, because half a millisecond is free once a second and is your entire tick budget a hundred times a second. The share is the version you can compare against anything else. No PlaceholderAPI? /ce perf prints all of it in chat, admin only, with the expensive rows coloured. /ce perf reset starts the counters again. Measuring this costs effectively nothing, so it is always on. There is no point in a diagnostic you have to remember to switch on before the lag spike you are trying to explain. Optimizations Combat got noticeably cheaper. None of this changes a single number a player sees. A single hit used to read the same sword about thirty times. The plugin runs about thirty enchantment handlers against every hit, and each of them independently looked up what you were holding, which means reading the item's hidden data and parsing it. They share one lookup now. And the same armour about ninety times. Same shape of problem on the defending side, with about twenty handlers each reading all four armour pieces for itself. Also one lookup now, shared. Most items in your inventory can't be enchanted, and the plugin now notices sooner. Every inventory scan used to make a full copy of each item's metadata before discovering there was nothing on it. Cobblestone, food, arrows: it now skips them without the copy. This one helps everywhere, not just in combat. Magnetic was pulling twice. If you carried two magnetic tools, the pull ran once for each of them, four times a second, each sweeping its own radius. It looked identical and cost double. Now the strongest one pulls, once. Protected boundaries are checked faster, which matters because that check runs on every hit and every mob spawn. Two console lines per player are gone. The plugin wrote to your log every time it cached a player, from inside combat, and neither line told you anything you could act on. If you want that number it is on /ce perf. Compatibility · No NMS, still 1.16.4 through 26.2 · One new config key, PlaceholderAPISupport, defaulting to on · No player data, shop, quest or resource pack changes · Every 1.6.x enchantment, treasure, price and setting is untouched · Lite builds and behaves as before, and gets PlaceholderAPI and /ce perf too · PlaceholderAPI and Epic Mobs Rework are both optional and neither is bundled1.6.1-liteUpdate 1.6.1Sep 5, 2026 Update 1.6.1 Hi guys. Small one. A single enchanting bug, reported after 1.6.0 went out, plus the Epic Mobs Rework integration properly written down. No new enchantments, no new treasures, no new settings. Drop the jar in and restart. Tested on Minecraft 26.2. Please back up your plugins/CustomEnchantments3 folder before updating, as always. Read this first Your config carries over. On the first start after updating, the plugin rewrites config.yml and keeps every value you had set, saving the old file as config.yml.old. No keys were added or removed in this release, so the rewrite is just the version stamp. Nothing else changed. Player data, RACO balances, shop listings, the resource pack and every 1.6.0 enchantment and treasure are all untouched. The resource pack does not need re-downloading. The fix A maxed out item can be levelled up again. If an item was already carrying the maximum number of enchantments, applying any book to it was refused with "You have reached the maximum enchant limit of 5". That was right for a book adding a new enchantment. It was wrong for a book upgrading one the item already had, which is most of what you do with a finished weapon. Levelling an enchantment your item already has does not take up another slot, so it is no longer counted against the limit. A full item can now be levelled the rest of the way as it was always meant to be. The limit itself has not moved. A genuinely new enchantment on a full item is still refused, with the same message as before. Anvil combining was already correct and is unchanged, and the Lite edition's own three enchantment cap still reports itself in its own words. Epic Mobs Rework Epic Mobs Rework 1.0 is still in dev, and it integrates with Custom Enchantments 3: Epic Mobs can carry and trigger your CE3 enchantments, they respect CE3 protected boundaries, they can pay out RACO as a reward, their effects go through CE3's own magic damage path, and their difficulty scaling can read player CE3 levels. All of that already worked against 1.6.0. Nothing had to be added here and there is nothing for you to configure on this side. If you run both plugins, it is on. You do not need Epic Mobs Rework. Custom Enchantments 3 does not require it, does not look for it, and runs exactly the same without it. Compatibility · No NMS, still 1.16.4 through 26.2 · No config, player data or resource pack changes · Every 1.6.0 enchantment, treasure and setting is untouched · Lite edition builds and behaves as before1.6.0-liteUpdate 1.6.0Sep 2, 2026 Hi guys. 1.5.0 was the release that filled the plugin up. This one is about the economy: Custom Enchantments 3 now works alongside Kumandra's Economy, so RACO and Kumandra currency can be spent on each other, plus there are 25 new enchantments and 15 new treasure items. Enchantments go from 134 to 159. Treasure items go from 134 to 149. Tested on Minecraft 26.2. Please back up your plugins/CustomEnchantments3 folder before updating, and let me know if anything acts up in the discussions page. Read this first Your config carries over. On the first start after updating, the plugin rewrites config.yml with the new keys and keeps every value you had set, saving the old file as config.yml.old. Prices, rates and toggles all survive. You do not need Kumandra's Economy. Custom Enchantments 3 is still standalone and runs exactly as it did in 1.5.0 without it. Everything in the next section only turns on when both plugins are installed. If you do not want it even then, set KumandraEconomySupport: false. Kumandra's Economy 2.1 or newer is recommended. 2.0 works and is what this was built and tested against. Anything older than 2.0 is detected and the integration stays off, because the older API cannot pay an offline seller safely. Nothing about RACO changed. The supply, the price curve, the CLVL exchange and every existing shop all behave exactly as they did. Kumandra's Economy support If you run both plugins, your players can now pay for RACO priced things with Kumandra currency, and swap between the two currencies. The important part: Kd never becomes RACO out of thin air. RACO has a hard supply cap of 1,250,000 and Kumandra money does not have a cap at all, so the two cannot just be added together. When somebody pays with Kd, the plugin buys RACO for them out of the same circulating supply the CLVL exchange draws on, and then spends that RACO the normal way. Which means: · If your RACO supply has run dry, the Kd payment is refused and the Kd is given back. Your currency does not inflate. · Somebody selling in the RACO shop gets paid in RACO, whatever the buyer paid with. · Your existing economy numbers still mean what they always meant. Where Kd can be spent: · The RACO shop, when the buyer is short on RACO · Enchantment books you have priced in RACO (the ones ending in C) · The new conversion buttons in the currency exchange screen · Cofferguard, the new chestplate enchantment that spends a coin to soak a hit A player holding enough RACO always spends the RACO. Kd is a fallback, never the default. Nobody's Kumandra balance gets quietly spent while they were sitting on the plugin's own currency. The settings: Code (Text): KumandraEconomySupport: true # master switch KumandraExchangeRate: 25.0 # Kd per 1 RACO KumandraConversionFee: 0.05 # 5% KumandraShopPayment: true KumandraEnchantPayment: true KumandraConversionEnabled: true The fee comes off the proceeds when converting RACO to Kd, and goes on top as a surcharge when paying with Kd, so holding RACO is always slightly better than paying in the foreign currency. Set it to 0 if you would rather it were a straight rate. The currency exchange screen has a new bottom row: buy 1, 5 or 10 RACO with Kd on the left, sell the same amounts on the right, and the live rate and fee in the middle. 25 new enchantments 7 for weapons, 2 for tridents, 3 for bows, 4 for wands, 6 for armor, 3 for tools. A few of them to give you the shape of it: Tallyscar (sword, spear) marks the enemy rather than tracking your streak, so the marks stay on them if you look away, several people can pile them onto the same target, and the fifth mark bursts the whole tally at once. Ledgerburn (sword, mace) hits harder the more health you are missing, topping out at 70% missing so you do not have to sit on one heart to get anything from it. Knucklebone (mace) is a gamble every swing. Most rolls are a small bonus, about one in twelve is a big one, and a low roll takes a quarter off the hit. It comes out ahead on average at every level. Voidtithe (wand) takes a slice of the target's current health, so it is at its best as an opener and weakest as a finisher. A third of it comes back to you as mana. Capped at 12 magic damage so it cannot delete a boss in one cast. Cofferguard (chestplate) spends one RACO to absorb up to 60% of a heavy hit. It only fires on hits worth paying for, so it will not empty your wallet on chip damage in a mob farm, and an empty wallet just means an ordinary chestplate. Vaultskin (any armor) takes a flat amount off every hit instead of a percentage. Tank and Magic Resist are what you want against one enormous blow; this is what you want when you are being pecked to death. Coinvein (pickaxe), Titherow (hoe) and Dredgeline (fishing rod) pay out in coin as you work. They move currency out of the supply rather than creating it, so they cannot inflate your economy, and they stop paying if the supply runs dry. Titherow only counts fully grown crops, so nobody can farm seedlings for money. The rest: Coinbite, Gallowswing, Rimefang, Saltspine, Harpoonwake, Brinelash, Tollshot, Ravenquill, Splintervolley, Embertoll, Starvein, Glyphwrack, Ironvow, Paleward, Tombstride and Wardenknot. All of them are priced in config.yml like everything else, and any of them can be disabled by setting the price to 0. 15 new treasure items Pirate flavoured, and they slot into the same weighted drop table 1.5.0 introduced. Doubloon of the Drowned Mate, Bosun's Cracked Whistle, Krakenbone Fishhook, Marooner's Split Compass, Powder Monkey's Tinderbox, Gibbet Cage Key, Salt Rimed Spyglass, Quartermaster's Short Straw, Bilge Rat Skull, Letter of Marque (Unsigned), Scuttler's Auger, Wreckwood Splinter, Cutthroat's Wedding Ring, Dead Man's Chest Hasp, and the Black Spot Token, which is Legendary and correspondingly rare. The treasure catalogue has a sixth page for them. Resource pack Updated, with 15 new textures. Please re-download it if you use it, otherwise the new treasures show as plain gold nuggets and coal. Same six client range downloads as before, 1.16 through 26.2. One thing worth knowing, and it is not new: the 1.16 to 1.19 packs cannot show treasures added in 1.5.0 or 1.6.0, because those client versions use an older model format the pack does not carry for them. They show as their base vanilla item instead. Everything from 1.21 up is fine. Fixes You can take your own RACO shop listing back down again. Before this, if you listed an item and then spent your RACO, the shop told you that you could not afford your own item. Taking a listing down was never supposed to cost anything and now it does not.1.5.0-liteUpdate 1.5.0Aug 26, 2026 Update 1.5.0 Hi guys, this is the big one. 1.4.0 was the release that made the plugin fast, and it deliberately added nothing. This one is the opposite: 76 new enchantments and 100 new treasure items, which more than doubles both. Enchantments go from 58 to 134. Treasure items go from 34 to 134. There are four new systems in here as well: bandit camps on loot plots, 25 quests that ship ready to hand out, a price chart in the currency screen, and a switch for how the magic wand comes off the crafting bench. Tested on Minecraft 26.2. Please back up yourplugins/CustomEnchantments3folder before updating, and let me know if anything acts up in the discussions page. ## Read this first Your config carries over. On the first start after updating, the plugin rewritesconfig.ymlwith the new keys and keeps every value you had set, saving the old file asconfig.yml.old. Prices, rates and toggles all survive. Two treasure stats start doing something.physical_dmgandphysical_defhave been written onto treasure items and shown in their lore since the feature shipped, and nothing ever read them back. They reach the damage code now. If you would rather they stayed decorative, setTreasurePhysicalDamageCap: 0andTreasurePhysicalDefenseScale: 0. And a third one gets a ceiling.magical_dmgalways worked, but it is summed across everything you carry and had no cap, so a stack of one treasure was unlimited magic damage.TreasureMagicalDamageCapdefaults to 6.0. Set it to0for the old uncapped behaviour. Treasure drops are weighted now. Which treasure you get used to be a flat random pick. That was fine at 34 items. At 134 it would make the best item in the game exactly as likely as a Dried Fish, so there are five tiers with weights you control from config. ## 76 new enchantments 23 for tools, 30 for weapons, 23 for armor. A few of them, to give you the shape of it: Tools. Widebore mines a 3x3 two blocks deep. Quarryjack builds up haste the longer you keep digging without stopping. Kilnfire drops ore already smelted. Scytheswing harvests the whole row of crops at once. Drillseed replants the row behind you. Sifting Hands pulls something worth having out of gravel and sand, very occasionally a treasure item. Hairsbreadth stops your tool at one durability instead of letting it break. Ironmonger makes it cheaper at the anvil. Swords, spears and maces. Grudgework stacks bonus damage the longer you stay on one target. Bloodtithe costs you a heart per swing and pays back far more. Ironjaw guarantees a floor of damage that no amount of defence can stop. Ribcracker turns your fall distance into a mace hit. Lancework also strikes whoever is standing behind them. Skullsplit occasionally leaves the head. Bows. Quiverburst fires two extra arrows every few shots. Tetherline ties the target to the spot it was hit. Ashfletch leaves a blinding cloud where it lands. Longdraw rewards holding the shot past full draw. Marrowshot ignores part of their magic defence. Tridents. Tidewrack leaves a whirlpool that pulls everything in. Stormhook drags the target back to you. Skipstone ricochets off a wall into the nearest enemy. Wands. Eight new spells. Chainarc is a bolt that jumps between targets, losing strength each jump. Gravewell opens a patch of ground that drains them and heals you, capped so it cannot be farmed. Mirrorstep swaps you with whatever you are looking at. Cindershroud reduces your damage taken and sets melee attackers alight. Hushfall takes away a target's abilities without touching their health. Emberwake, Glasswind and Sundial round it out. Armor. Deadweight refuses knockback, levitation and pulls, and at level 3 it refuses the ones other CE enchantments cause too. Slagplate converts part of the physical damage you take into magic damage, which is only good if you have built magic defence. Backdraft throws everything off you when a big hit lands. Wardweave adds maximum mana per piece. Sprintwell refills mana while you run. Ripostewall sends blocked damage back through the shield. Two new item classes came with this, so **shovels and fishing rods can carry enchantments now**. Every one of them is a config line. Set a price to0and it disappears from your server completely, same as always. ## 100 new treasure items Carrying one is enough, there is nothing to equip. They give mana regen, cooldown reduction, defence, damage, health regen, XP multipliers and RACO on kill. Every one is new art: a 16x16 sprite drawn for this release, its own name, its own flavour line and its own stat block. No two of them share an effect. They run across five themes so the list does not read as one long pirate joke. Pirate call signs like Bosun Whistle and Marooners Coin. Elemental pieces like Rimefang and Solar Filament. Relics like Oathring and Throne Fragment. Oddities like Backward Compass, Jar of Held Breath and Knot That Unties Itself. Cursed things like Nine Fingered Glove and Heart of the Deep Wreck. The drop table, with the default weights: | Tier | Items | Chance of one specific item per loot roll | | --- | --- | --- | | Common | 32 | about 1 in 1,100 | | Uncommon | 37 | about 1 in 2,500 | | Rare | 44 | about 1 in 6,400 | | Epic | 15 | about 1 in 23,000 | | Legendary | 6 | about 1 in 115,000 |TreasureItemChanceis unchanged at 5% and still decides whether a chest slot gives a treasure at all. The fiveTreasureWeight...keys control the rest. Set a tier to0to take it out of chest loot entirely. ## Bandits Loot plots used to be a chest and a walk home. There is something guarding them now. A camp sits dormant on a generated loot plot until a player comes within 15 blocks, then a crew of 2 to 5 spawns and one of them is the leader. Crews are built from zombies, skeletons, wither skeletons and witches, and everyone is namedCE3-plus one of 100 pirate style names shipped inbandits.yml: Blackjaw Morgan, Salt Tom Rourke, Gutter Kate. If notifications are on, the chat line names the leader you are about to meet. They wear helmets, so a camp that generates on the surface is still there when you arrive in daylight. Their gear never drops. They are a fight, not free loot. An ordinary bandit carries 1.6x a vanilla mob's health and an extra point of damage; a leader carries 3x and an extra 3.5. They also put on a show with effects borrowed from the wand spells, Light Spirit, Death Ray, Fireball, Frost and Nebula, on a chance roll every few seconds. A bandit never carries or drops a custom enchantment. The abilities are presentation. What they do drop is RACO, and a treasure item on a 6% roll, 30% from the leader, pulled from the same weighted table chest loot uses so rare stays rare. Everything above is a line inbandits.yml: crew size, spawn and despawn radius, the 900 second camp cooldown, health and damage multipliers, which mobs can appear, which mobs can lead, the ability list and chance, both drop chances, the RACO payouts and the name list.Enabled: falseat the top turns the whole thing off. ## 25 quests, already written The QUEST shop entity worked, but a fresh server had an emptyQuestConfig.yml, so it had nothing to hand out until an admin sat down and authored quests through the chat prompts. 25 quests are seeded on first start now. Spawning the entity is enough. They are ordinary quests, identical to what/ce quest addproduces, so you can list, edit and remove them the usual way. They only get written when the quest list is empty, so a server that already has quests is never touched, and quests you delete stay deleted. Rewards are deliberately modest: v1.2.1-liteUpdate 1.2.1-liteJan 27, 2026 Update 1.2.1 · Minor Security Patches and Bug Fixes · Added Tutorial mode for the ff: (command /ce help) · Creating Shop · Levelling and Skills · Creating Quests · Doing Quests · Added Enchantment Compatibility for SPEAR: · Life Steal · Bleed · Critical · Soul Eater · Wind Strike · Dragon Breath · GOOEY · Added Enchantment Compatibility for MACE: · Bleed · Critical · Execute · Added Enchantment Compatibility for TRIDENT: · Wind Strike · New Enchantment: · Stealth - deals an additional 10% damage per level when sneaking, max level 5, applies to [sword, spear] · New Shop UI's · Spear Shop · Mace Shop This will be the last update for CE3-Free version, to get latest update, please buy my plugin for support. It's how I make a living1.2.0-lite-r.6Jan 18, 2026 Update 1.2.0-lite-r.6 - Added Support for 1.21.11 - Minor Security Patches - Added GenerateLootPlots option in config.yml, default value: true GenerateLootPlots modification From looping through all players online and giving them 50% chance of spawing a Loot Plot nearby which is inefficient. Now, it should Generate one Loot Plot of a selected player with a chance of 5% per 2 minutes. It should now reduce CPU usage.1.2.0-lite-r.5Update 1.2.0-lite-r.5Oct 20, 2025 Update 1.2.0-lite-r.5 - Added Support for 1.21.10 - Minor Security Patches1.2.0-lite-r.4Update 1.2.0-lite-r.4Sep 22, 2025 - Added Support for 1.21.8 - Security Patches - Enabled "Remove Shop"1.2.0-lite-r.3Update 1.2.0-lite-r.3Jun 27, 2025 Set CustomEnchantsWorld to empty array [], which means that the plugin enables all its effects on all world registered in the server. This should fix the "This enchant doesn't allow you to use in this world" issue. If you wish to only let the plugin take effect on a specific world, then follow the steps below: 1. Turn off server 2. Locate the config.yml in plugins/CustomEnchantments3 3. Enter your world in CustomEnchantsWorld section Example: CustomEnchantsWorld: [ "private_world", "arena_world" ] 4. Save the config file 5. Start the server1.2.0-lite-r.2Update 1.2.0-lite-r.2Jun 14, 2025 - Security Patch - Added EnableAuthorizationYML in the config.yml with a default value of 'false' to reduce the hassle of users setting up in aternos, but it's highly recommended to set it to true if you want a specific player to access the plugin admin commands. If 'false' then players with OP role can use the plugin admin commands, otherwise if true, then only the players that are listed inside the Authorization.yml can use the plugin admin commands.1.2.0-lite-r.1Update 1.2.0-lite-r.1Apr 24, 2025 · Fixed plugin not starting on 1.21.4 Issue#1 (tested on paper 1.21.4-150 and 1.21.4-226) · Fixed Attribute issues on 1.21.1 [Health and PotionEffects] · Modified Version Checking Logic · Generic Enchantments can now be applied to MACECE3-1.2.0-liteUpdate CE3-1.2.0-liteMar 28, 2025 MODIFICATIONS: - Major overhaul on Particle Handler, PotionEffect Handler, Attribute identifier, and ItemFlag identifier to support 1.21.5 while maintaining backward support down to 1.16 - Increased Treasure Item rarity chance from 2% to 5%, can be modified in config.yml (TreasureItemChance) NEW CRAFTING RECIPE: - Added Mana Splash Potion - Add Mana to player within the surrounding area - Added Anti Mana Splash Potion - Drains Mana to player within the surrounding area - Added Fire Splash Potion - Inflict flame and removes fire resistance - Added Dynamite - Explodes on target NEW HELP GUI TREASURE ITEMS NEW TREASURE ITEM - Wind Orb [MC-1.21+] - Magical Amethyst [MC-1.17+] - Ancient Chicken BBQ - Ancient Netherite Scrap [PREMIUM] Trading Modifications: - Added Market Capitalization and Circulation Supply - Default Max Raco Supply is 1_250_000 (Can be adjusted in config.yml) - Default Price for Raco is 0.1 CLVL (Can be adjusted in TradeData.yml) - Buy/Sell adjustment factor is 0.008%. Selling too much burns a portion of CLVL (to avoid spam buy/sell) - Earning Raco from Mob kill, Give command, P2P Payment, Quest rewards, Buy and Sell Exchanges, Heist Enchant, and Treasure bonus will also adjust the total circulation supplyCE3-1.2.0-trial[beta]Update CE3-1.2.0[beta]Mar 4, 2025 Providing an update for those who can't run the CE3 plugin on 1.21.4 More information at: ✯ Custom Enchantments 3 - RPG ✯ [1.16-1.21.4] [ALL IN ONE PUGIN] Note: This is just a trial version of the CE3 Plugin, since a lot of you requested for 1.21.4 update and I included a backward compatibility, I don't entertain any discussions about this resource .SpoilerTarget">Spoiler: Update Backward Compatibility: 1.16.4 to 1.21.4 Bug Fix: - Sell item in raco on invalid price - Custom Item (BOW) - Removed bow damage on melee [which doesn't make sense], set to 0.8 from custom damage - Custom Item (BOW) - Fixed arrow damage to custom damage (custom damage) - Fixed Bow invalid damage on arrow hit to player/entities - Fixed MagicWand damage: MagicDamage = (WAND_DMG * 3) - Fixed Invalid Magic Damage causing 1 hit on magic wand enchantments - Fixed value pass error on brilliance enchantment - Fixed Regain bug [ not working on sudden hit ] Modifications - Major overhaul to Custom Enchantments (removed dependency to Enchantment.class) - Optimized plugin command handler - Chance of getting a lootItem per chest slot is increased to (10% rarityChance %) from (5% rarityChance %) - Custom Item (BOW) critical damage set to [dmg = weaponDmg + (weaponDmg * 1.5)] - Bow/CrossBow velocity changed to [0.8 + ((UNSWERVING_SHOT/5) * 0.3)] which increase the projectile distance on MAX UNSWERVING_SHOT - AUTO_FARM: Set auto farm chance to 10% per level (from 8%) - SUDDEN_BLOW: Added blindness particle effect + lightning (no damage) - Changed sound effect to orb pickup on buying Custom Enchantments in shop - Debuff: Mana regen rate set to (0.05 + (INTELLIGENCE 0.0495)) from (0.2 + (INTELLIGENCE 0.1)) - ManaCost Adjusted: Making abilities less expensive on higher level totalCost = (manaCostMultiplier (ENCHANT_LEVEL - 1) mana_cost) totalCost = totalCost - (totalCost (10% INTELLIGENCE)) - Fireball damage buffed: bonusDamage = MagicDamage * MagicBonusDamage | Fireball I + INTELLIGENCE 200 = 21dmg - Blackhole damage buffed: TotalDmg = LEVEL (MagicWand + 0.2) 3 MagicBonusDamage pointBlankRange (0 - 1) - SuperNova damage buffed: TotalDmg = LEVEL (MagicWand + 0.3) 3 MagicBonusDamage pointBlankRange (0 - 1) - Nebula damage buffed: TotalDmg = LEVEL (MagicWand + 0.1) 3 MagicBonusDamage pointBlankRange (0 - 1) - Lightning damage buffed: TotalDmg = LEVEL MagicDamage MagicBonusDamage - Storm damage buffed: TotalDmg = LEVEL (MagicWand + 0.5) 3 * (MagicBonusDamage / 2) - Mana Burn buffed: ManaDrain = LEVEL (WAND_DMG + 5) 3 // Increased drain effect to counter high level mages - Falling star damage buffed: TotalDmg = LEVEL (MagicWand + 2) 3 * MagicBonusDamage - Magic Resist Enchantment set to max level [5] - Magic Resist Enchantment set to absorb 3% of MagicDamage per level, Maximum that the player can absorb is 60% (complete armor set at max level MR) - Added Basic Magic resist to PLAYERS with INTELLIGENCE attribute, AbsorbDmg = TotalMagicDamage - 25% MAX INTELLIGENCE | Absorb 25% damage on max INTELLIGENCE - Light Spirit buffed: TotalMagicDamage = 1.8 level 10% of MagicBonusDamage - LifeSteal buffed: HealthStolen = totalDamage (8% level), chance of 10% per level (Max 30%) - Bleed modified: TotalDamage = 2 level (level * 3 seconds) - Critical modified: TotalDamage + 50% * level, chance of 5% per level (Max 25%) - Poison modified: TotalDamage = 1.6 level (level * 4 seconds) - Mana Steal modified: StolenMana = 3 * level to players, 1 mana to mobs - Execute modified: Damage = (LEVEL 1.5) MissingHealth% - Juggernaut buffed: Deals 1.5 critical damage per level - Confusion adjusted: Effect triggers every 4 ticks for 5 seconds - DragonBreath adjusted: gain bonus damage (1.5 * level) and inflict flame within 2 block radius - Tank enchantment set to max level [5] - Tank enchantment to absorb 3% of physical damage per level and 1% of critical damage per level. Max of 60% absorb to physical damage and 20% on critical - Poisonous Thorns: Deals bonus damage of (0.5 per level) + poison for (2 seconds x level) (Max level: 10) chance of 5% per level - Freeze: Deals bonus damage of (0.2 per level) + freeze (2 seconds) (Max level: 10) chance of 5% per level\ - Omnivamp: get 5% of enemy health, chance of 5% per level - Blindess: apply (1.5s x level) blindness to attacker, 10% chance - Regain modified: Up to 5 levels, cooldown will be deducted by 10s per level - ManaShield: Absorb 100% of damage and convert it to a mana cost, cost is deducted by 5% per level of the 50% damage taken - Sturdy: Absorb physical damage (2% per level) Skill Modifications - Berserk: get bonus damage of (0.2) x hpLost x BERSERK_LEVEL - SwordMastery: 1 bonus damage per level (only works on swords) - Penetration: Reduce enemy Damage Resistance by 0.5% (5% on MAX level) New Features: - Dummy shop type can now absorb damages [shows in subtitle] - Create shop with entity types: [horse, piglin, pillager, sheep, villager, witch, wolf] for fun experience - Open Shop using command '/ce shop' [Must be enabled in config.yml] - Added MagicBonusDamage: (1 + INTELLIGENCE * 0.01) - New Command: "/ce help" - NEW SHOP - Animal Armor Enchantments shop [Horse Armor] - NEW ENCHANTMENT: - Companion Healing (5 levels) applies healing to Animal Armor [0.2hp * LEVEL] per 5 secondsCE3-1.0.5[GOODBYE CE 2]Jan 1, 2023 PLEASE READ Hello everyone, I noticed that a lot of you liked my Custom Enchantments 2 plugin but sadly I no longer work for the plugin, for the past 2 years I was enjoying my career while being a student but now I have to face a new challenge of my life. Life is hard and I have to put much effort into it. Before I will fully abandon this plugin, I would like to give you guys a gift for this New Year (2023), a free update of my CE3 plugin. I hope this last free update of my ce3 plugin will give you guys joy, some enchantments from ce2 may not work on ce3v1.0.5 but it will not delete your world or delete all your items, just make a backup of your server before migrating to a different version of the plugin. For more info about my CE3, just visit this link ce3 or plugin_wiki I would like to thank everyone who came to use my plugin and enjoyed playing it even though it has a ton of bugs , anyways, I will not reply to any threads/posts/conversations related to this, JayMar921 is out.2.1.7eUpdate 2.1.7eJul 10, 2022 Update by Corxl · Fixed an issue where disabling the Tank enchantment would not disable the corresponding player health checks.2.1.7d[END OF UPDATE]Jun 28, 2022 · Removed Update notification on CE2 I know there are still a lot of bugs to fix but I already discontinued the plugin since December because I'm working on CE3. Sorry ya'll3.0.0-liteCustom Enchant 3 - LiteJun 8, 2022 I removed the free trial since that is what you guys wanted, this will be my very last update. To setup CE3, go to https://www.spigotmc.org/resources/102275/ CE 3 update 1.0.3, Stella was added, along with the quests Thanks, JayMar out3.0.0Custom Enchants 3Jun 6, 2022 NOTE: This version was programmed/built differently, it will not be compatible with the CustomEnchants 2 About This plugin is basically an advanced version of the previous custom enchantments 1 and 2 developed by JayMar921. The plugin is so called an advanced plugin because it has a built in Skilling System, Player Classifications, (CE Currencies/Quests [coming soon]) and an RPG feels in the game. Skill System Skill System is new to Custom Enchants 3, it is used for players to upgrade their skills and focus on what attribute they want to focus. There are three (3) main attributes in the skill system which are STRENGTH, AGILITY, and INTELLIGENCE. The 3 main attributes also has three passive skills and players can only upgrade their passive skills depending on what classification they choose. Classification Custom Enchantments now adopt RPG feels in-game, it now has classification players for them to focus on specific skill and enchantments(active skill). There are three (3) classification as of now and these are WARRIOR, ARCHER, and WIZARD. For WARRIOR class players, they can only use sword enchantments. For ARCHER class players, they can only use BOW enchantments. For WIZARD class players, they can only use magic enchantments, all players can use fireball. ARMOR/SHIELD/TRIDENT/TOOL enchantments are global. Enchantments (Active Skills) Enchantments and Active Skills can be called interchangeably in the plugin. There are some enchantments that needs a certain class to be used by the players such as the SWORD, BOW and MAGIC enchantments. Magic Damage is 3 times the physical damage (vanilla damage). Plugin Wiki -> https://jaymar921.github.io/jaymar_plugin_wiki/custom_enc…2.1.7cUpdate 2.1.7cApr 23, 2022 Update by Corxl · Fixed an issue where the hearts from Tank would not be properly applied. · Fixed an issue where the enchantment limit on combining enchantments was hardcoded to be 8 rather than using the config. · Fixed a bug where combining items in an anvil would apply the incorrect damage values. This often caused the item to lose most of its damage. The stats of an item would also be randomized. Additions: · Added config option to enable/disable the custom crafting items2.1.6cUpdate 2.1.6cApr 16, 2022 Updated by Corxl · Telepathy will no longer duplicate blocks by breaking claimed blocks. · Anvil combination can now be turned on/off in the config. · Fixed bug Incompatible enchantments · Fixed bug where players could enchant with books without consuming it.2.1.5cUpdate 2.1.5cDec 4, 2021 Minor bug fix - Fixed console error - Modified PvPManager events dependency2.1.5bUpdate 2.1.5bDec 3, 2021 Update 2.1.5b · Modified Kumandra Equipment shop buying · Enchantments can now be applied to Player Heads · Moved Chunk cooldown text from Chat to Action Bar · Moved supporters ui to /ce credits · Modified SecondLife Enchantment · Switched to Spigot API 1.18 from Paper API2.1.5aUpdate 2.1.5aNov 30, 2021 Minor bug fix Fixed Barrier Buff error on spigot server Fixed "cannot disable steal enchantment"2.1.5Update 2.1.5-stableNov 27, 2021 Update 2.1.5 · Added LightSpirit damage multiplier at config · Added disable option for 'Enchantments:' lore · New Enchantment 'Guarded' · New Enchantment 'Force Shield' · New Enchantment 'Vanish' · New Enchantment 'Second Life' · New Enchantment 'Anti Stun' · Modified WorldGuard · Added/ce flowerto Enable/Disable flower enchantment · Modified Lang.yml · Modified Plugin Update Checker · Added Grappling hook cooldown in config.yml · Reworked Debuff (Reduced negative buff level) · Added Copper Ore in Auto Smelt · Fixed Frozen Tree error in 1.16 · Fixed Enchantment from Enchanting Table and GrindStone bug · Added [AntiStun,Guarded,ForceShield,SecondLife,Vanish] in/ce give· Added Equipment Shop that uses Kumandra's Economy · Updated PvPManager support2.1.4dUpdate 2.1.4dNov 15, 2021 - [Major Issue] Fixed Plugin crashes when WorldGuard Plugin is not present - Added EnableParticle option in [config.yml] - Fixed crafting 'Bowl' gives status2.1.4cUpdate 2.1.4cNov 14, 2021 I modified the world guard again, but this time I used flags. Flag: use, build, block-break, block-place is for breaking with the tool-related enchants Flag: chest-access is for opening chests Flag: PVP, mob damage, animal damage is for weapons enchantment and attacking the event Fixed: Disable enchantment option [config.yml]2.1.4bUpdate 2.1.4bNov 13, 2021 Update 2.1.4b -Added disable option for WorldGuard [config.yml] -Modified WorldGuard -Modified Tank enchantment -Added Player health log in console (leave/join server) [Tank health tracing] -Fixed Enchant Updater (bugs when enchant is disabled | causing lag)2.1.4aUpdate 2.1.4aNov 10, 2021 Slight plugin patches added WorldGuard dependency(beta) added GoldenCrates in plugin's "loadbefore:" fixed boss null issue Join our discord for support. Click here2.1.4Update 2.1.4Nov 7, 2021 What's New? -Redesigned Interface - Combat Events are modified - Bosses was Removed (moved to EpicMobs plugin) - Raids was removed (moved to EpicMobs plugin) -Level buying was removed -Soul Eater The player loses 100 souls upon death -Mobs Equipped Mobs can now trigger enchantment effects when they pick up an Item with these enchantments (LightSpirit, Burning, Freeze, Cobweb, Illusion) Regen Enchantment is now added in Chestplate Enchants shop New Enchantments Frozen Hook(Fishing Rod) Slows the enemy when hit Stuns the enemy when pulled (1s | 2s) (10% chance) Max Level 2 Wind Strike(Trident) Dashes to the enemy(Right Click) Takes 1hp upon use (2s cooldown) Deals (10 | 20 | 30) damage Max level 3 Sudden Blow(Trident) Deals +20% | +40% damage on hit (10% chance) Blinds and stuns the enemty for 3s Max level 2 Hail Storm(Trident) Slows all entities around 20 blocks Hail Storm deals up to 25 damage Spell time: 10s Cooldown: 200s Auto Farm(Hoe) Harvesting crops will auto farm up to 70% chance Max level 3 Focus Fire(Bow) For every success hit, gain invisibility for 0.5s Gain additional movement speed for 1s Heal 2% of max health Max level 1 -Added GrindStone compatibility -Essentials Economy dependency was removed -Modified Vein Miner -Fixed Implant particles -Modified Tank Enchantment -Modified Lucky Treasures Stella can be acquired in Lucky Chest, low chance -Modified Particles Particles will be off when a player is moving (Light spirit, Blast, Critical) -Added Enchantment Updater Old enchantments (2.1.3h and older) will be updated for the 2.1.4 Enchantments version Anyways, if there is an issue, just hop into my discord: 5v8BnnPrVH2.1.3gUpdate 2.1.3gOct 4, 2021 -Slightly reduced Creeper Boss Damage Harm 4 to players below 50hp (from harm 6) Harm 10 to players above or equal to 50hp Harm 20 to players above or equal to 100hp (It should counter players with Aurelium Skills) ( Creeper boss should remain OP! as it has OP loots!) -Modified Tank Enchantment, if player has more than 40 health plus with a health scale of 20.0, their health resets back to 20.0.2.1.3fUpdate 2.1.3eSep 29, 2021 -Fixed Location null issue on worldguard -Fixed Max Health issue on tank enchantment2.1.3eUpdate 2.1.3fSep 29, 2021 -Moved ArmorStatus from Config.yml or ArmorStatus.yml since Admins have a hard time resetting config.yml after new version was installed. -Remove [Unbreaking 1] in Shop GUI -Telekinesis can now be disabled2.1.3dUpdate 2.1.3dSep 27, 2021 -Minor bug fix [attacking/projectile events]2.1.3cUpdate 2.1.3cSep 20, 2021 -All bosses are added slight resistance and damage -Titan/Zomboss/Skeleton/Spider bosses now has AOE(Area of Effect) Damage/negative effects -Fixed Stella warning on each bows2.1.3bUpdate 2.1.3bSep 20, 2021 Slight changes -modified worldguard -modified anti dupe system -modified boss buying system (players cannot spawn eggs in guarded regions) -modified Implant effect -modified witch boss regen chance -added ultimate witch sword(top 1 tier) [rarest]2.1.3aSep 19, 2021 Minor Update 2.1.3a -Added AllowWanderingBosses in config.yml (Bosses and Wandering bosses is now separated) -Disabled players from spawning bosses if "AllowBoss" is disabled -/ce reload will now remove bosses nearby [30 blocks] from each players ingame -Creeper/Witch bosses are slightly slightly buffed2.1.3Update 2.1.3Sep 18, 2021 [Update 2.1.3 Release] Modifications -Fixed Telepathy and Experience not working on nether -Raid Chance reduced by 70% -Random Boss spawn chance reduced by 80% -Treasure boss spawn Chance was set to 5e-8 -Setting enchant price to '0' will disable the enchantments (beta) -Death Grimoire increased max damage to 50hp per curse -Enabled Explosion on DeathAngel -Fixed Distance issue on Frozen Tree -Modified Raid, players cannot place blocks near portals -Modified Anvil Enchanting -Modified Bosses resistance -Modified Regain Enchantment -Modified Raid Spawns New Stuff -Added deepslate ores in vein enchant -Added Enchantment Limit -Added Custom Enchants in Enchantment Table (beta) -Added Crafting System wich adds ItemStatus to Armors and Weapons(beta) -Added Anti Duplication (beta) -Added Raid Portal Protection -Added World Guard (/ce worldguard) (beta) -Added World Guard protection -Added World Guard trust list -Added Glow (player glow if has tools/weapons/armors with ce in inventory) -Added /ce glow (enable/disable glow) (op) -Added /ce storm (enable/disable storm right click) -Added Legendary Sword(Witch boss Loot) (top 2 OP weapon) -Added Ultimate Legendary Sword(Creeper Boss Loot) (top 1 OP weapon) Kumandra's Support -Added Quests -Shops compatibility Language Folder -Added Spanish Translation by Lilith -Added Italian Translation by PlayerUan WORLD GUARD - It doesn't mean you have world guard plugin you need don't create /ce worldguard. You must create a worldguard by doing /ce worldguard save "nameOfLocation" to avoid enchantments destroying stuff in protected areas. You can also /ce worldguard trust "playerName" to trust a player on breaking stuff in protected areas.2.1.2eUpdate 2.1.2eSep 3, 2021 Update 2.1.2e Modification Fixed Boss participation reward Added Frozen/Enchanted tree disable option Fixed Frozen Tree distance issue Fixed Frozen Tree GLOW issue in 1.16 Modified Miner Radar Scoreboard Configuration Added Storm on /ce [give/remove] Added Allow_Storm in config Added Configurable Language Added CustomModelData in books2.1.2d✯Custom Enchantments 2 [1.16-1.17]✯Aug 27, 2021 [Update 2.1.2d] Configuration Added Raid permission Modification Fixed buying saturation enchantment Modified Omnivamp lore2.1.2c✯Custom Enchantments 2 [1.16-1.17]✯Aug 21, 2021 [Update 2.1.2c] New Enchantments · Axolotl Buff, provides regeneration to player for 10s when a player is on low health, up to level 2 [Shield] · Ductile, provides additional absorption damage to a player, up to level 5 [Shield] · Saturation, slowly increase player food level overtime, up to level 3 [Chestplate] · Barrier, provides extra shield to player served as extra hitpoints, up to level 3 [Shield] Rare item · Stella Bow - Player shoots an arrow, when the arrow landed, it deals an enormous amount of damage within 30 blocks radius Commands · Added [Phoenix, Axolotl buff, Ductile, Saturation, Barrier] enchants to /ce · Added /ce particles [player can enable/disable thier particles] · Added /ce foodpocket [Player can enable/disable foodpocket] · Added /ce hide participate [Player can enable/disable showing their names on boss kill participation] · Added /ce item [Player can get rare lucky treasure items] Configuration · Auto update configuration when on new version of plugin · Added Espanish Language support [Not accurate] · Added Level 30 and 50 price · Modified plugin permissions Modification and Fixes · Fixed AutoSmelt for deepslate ores · Fixed Omnivamp on config · Added Stella support for 1.16 · Modified Castle events when disabled · Modified LightSpirit up to level 5, +350% dmg · Modified Bleed up to level 4, wither 4 effect · Modified Sturdy up to level 5, gain up to level 3 resistance · Modified Tank Enchantment effect · Removed "Boss Resisted" spam on console Boss and Loots · Witch and Creeper bosses are buffed due to new enchantments · Added new Loots [Creeper Boss armor set and sword] for Creeper boss · Stella can be obtained though killing witch and creeper boss [Extremely Rare] #SupportTheDeveloper!2.1.2b✯Custom Enchantments 2 [1.16-1.17]✯Aug 14, 2021 [Update 2.1.2b] Added /ce Remove [Enchantment] command Added /ce Reload command [Config] Added BUY_BOSS_SHOP, default value EVERYONE Added BossDamageNegate, Percentage on how much damage will the boss absorb Added HostileMobsDmgNegate, Percentage on how much damage will hostile mobs absorb Added AllowPhoenix, if disabled, players with phoenix items will not work Added STORM_COOLDOWN, default value 120 Added PHOENIX_COOLDOWN, default value 600 Added creeper_boss_explosion_animation, default value false, if disabled, creeper boss wont do explosion animation [Changes] Modified sturdy enhantment, gives player up to resistance 3 Modified some bosses [Creeper boss, Witch, Zomboss, Spider] buffed #Support the developer2.1.2a✯Custom Enchantments✯Aug 12, 2021 [Update 2.1.2a] - Added server reload support for Death Head (Avoid losing item upon server reload) -Castle Structure generation can be disabled (config.yml) - Fixed Runnable issue caused by Frozen Tree -Purpur Server support - Added /customenchantments command [gives admins permission to get custom enchantment books] - PvPManager Support - Fixed Glow Issue (1.16) #Support the developer2.1.2✯Custom Enchantments✯Aug 8, 2021 [UPDATE 2.1.2] Bug Fixes Fixed Upgrading Enchantment using an Enchantment Book at anvil Fixed Duplicating Death Fixed Lag issue (Caused by duplicating death) Fixed Miner Radar issue 1.16 Fixed Flower replacing fences Fixed buying UI issue for 1.16 Fixed Papermc Support [1.16-1.17] Fixed Upgrading Enchantment [PaperMC Server] Fixed Buying levels with Essentials/Vault Additions Language Support [PORTUGUESE] not 100% accurate, only affect on UI Witch Boss Witch boss loots will no longer share reward with other treasure bosses Added [Witch Armor Set, Witch Sword, Grimoire of Death] Added /enchantshop permission (config.yml) Added Custom Enchantments in loot chests(villages/treasure chests) Castle Ruins [1.17] The castle ruins will be generated 2000 blocks away from spawn and 2000 blocks away from another generated Castle Ruins. Players cannot break, place a block within the area unless if the Castle Boss has been defeated. Loots: Kings Armor Set, Kings Sword, Random Swords Raid Mage has reduced its damage from Harm 4 to Harm 2, removed burning blocks from Lightning Modification Modified LightSpirit from permanent DMG to total damage plus [+145% | +210%] damage2.1.1✯Custom Enchantments✯Jul 16, 2021 Update [2.1.1] -Added Equipment Shop Where you can buy armors, swords and bows -Added Item Stats loots and equipments bought will have an Item Stats which displays the (Damage and Critical chance) for swords, (Damage Resistance, Health regeneration rate, and Movement speed) for armors, and (Damage, Penetration chance and penetration damage) for bows. -Bosses are nerfed Titan boss movement speed and damage resistance is reduced by 40% Spider boss movement speed is reduced by 20% Skeleton boss reduced HitPoints to 350 from 450 Zombie boss reduced damage resistance by 25% -Modified Phoenix Fixed block orientation after replacing the chunk Ender Chests, Barrels and Chests wont be replaced Players inside the phoenix arena cannot open their inventory -Buy boss Added Spider boss Added Skeleton Boss Boss prices are now reduced to 150 levels (You can still change the price at config.yml) -Title Text -Fixed Title display (Light Spirit, Storm, Grimoire) -1.16 Support Implemented backward compatibility, features from 1.17 such as (Enchanted Tree) are disabled when using 1.16 server. -Configuration You can now rename the enchantment name at config.yml Grimoire cooldowns can be set (Staffs and Players)2.1.0✯Custom Enchantments✯Jul 3, 2021 UPDATE[2.1.0] · New GUI for Weapons and Main Shop · Removed Inventory autoclose upon buying · Some bosses are buffed due to new enchantments · Modified Raid Event [Monters are buffed, added raid portal where the raid monsters spawns, added heavy armored zombie] · Added delay on lightning Enchantment arrow trail · Nerfed Critical Enchantment, reduced damage max 10hp to 6hp · Nerfed LifeSteal Enchantment, from 2.5 hp per chance, it's changed to 20% of player damage to entity per chance · Modified Light Spirit, removed explosion for compatibility to new enchantment [Soul Eater], damage increased up to 8.0hp/15.0hp · Modified Heal enchantment [will now gain 1.5hp per 2s (2% chance) from Regeneration effect which will conflict other effects] · Modified Miner Radar [Added Rare/Ordinary ores] · Ordinary ores [Iron, Coal, Nether gold, Copper, Nether Quarts] Rare[Gold, Emerald, Diamond, Ancient Debris, Lapiz,, Redstone] · Modified Custom Protection and Custom Unbreaking enchantments, reduced max level to Protection 8 and Unbreaking 7 · Added Sharpen Enchantment · Deals +10%/+20%/+30% damage to Zombies/Skeletons · Deals +15%/+30%/+45% damage to Creepers/Enderman · Deals +10%/+15%/+20% damage to Players · Added Omnivamp Enchantment [20% chance to heal when attacked] · Added Frost Arrow Enchantment [Deals +25%/+30%/+45% arrow damage plus slow for 1s] · Added Blinding Arrow Enchantment [Blinds the enemy for 2s] · Added Haste Aura Enchantment [player with enchantment and surrounding player within 5 blocks radius will gain haste effect] · Added Soul Eater Enchantment Collect souls from any Entities, Max of 5000 souls, +0.009 dmg per soul, 20% chance to capture the soul of entity killed · Added Storm Ally [Avoid hitting players when you cast a storm] · Added new Commands · /storm_ally_list [Shows the list of your storm allies] · /storm_ally {player} [Add a player to your storm ally list] · /remove_storm_ally {player} [Remove a player from your storm ally list] · Added Enchanted Tree · Protection Radius: 100blocks · hostile mobs will despawn within the radius · players inside the radius will gain regeneration II and saturation I effect if the tree is damaged, it will instantly be destroyed · [The server can only have 10 enchanted tree][it can be crafted or randomly generated][very rare to occur] · Added Frozen Tree · Area of effect [Slowness, Freezing Effect] 30 blocks · Miniboss: Stray · Boss Drop: Bow [Power V, Frost Arrow I] · Tree can be found at snowy mountain and snowy tundra [Very Rare] · Optimized Attacking Event (Reduced lag when attacking with too many enchants) · Modified Config.yml · Removed focus fire Enchantment If there is an issue found, please review the plugin Support the developer2.0.6b✯Custom Enchantments✯Jun 18, 2021 [ Update 2.0.6B][1.17] · Added delay to Death Head · After a player dies from explosion, the death head will broken, now there will be 2s delay before the player death head to spawn. · Modified Lifesteal · 2.0.6A and to previous versions, the Lifesteal enchant gives regeneration effect to player. now, Player will gain 2.5 hp per chances(20%/30%/40%). · Modified Regen · 2.0.6A and to previous versions, the regen depends on regeneration effect. It has been changed in 2.0.6B to avoid effect conflict. · Modified Experience · 25% to 15% get exp from ores · 25% to 5% exp from (stones, grass, dirts, etc..) · 20% to 2% exp from nether blocks · 25% to 15% exp from crops · 20% to 10% exp from logs · [There will be a chance that the Focus Fire Enchantment to be removed] · [The data.yml is moved to config.yml] Note: Due to 1.17 is new, there will be a compatibility issue or a bug that might be found, you can leave a review and I will read it. Sorry if there will be no response from me but I received it and will try my best to fix the issue. Support the developer by donating due to the motivation in programming this plugin was built and it is for free. 2.0.6a✯Custom Enchantments✯Jun 14, 2021 ✧ UPDATE [2.0.6A] [only works on 1.17] ✧ · Fixed Player Death head · Player who dies near water, the head will be encapsulated with glass to avoid it from breaking. · Nerfed Light Spirit Enchantment · Reduced damage · Buffed Storm Enchantment · Added more damage · Can be repelled by a Lightning Rod · Modified Bleeding Enchantment · From threading which cost RAM, changed it to wither effect · Disabled Focus Fire Enchantment Nerfed · Creeper Boss · ZomBoss · Spider Boss · Skeleton Boss · Wandering Zombie · Wandering Enderman (All bosses reduced their health and resistance) · Modified Lucky Treasure loots · most op enchantments are reduced by chances and levels · Modified Raid Mobs and Loots · Raid mobs Health are reduced from Max 250 down to <802.0.5bCustom Enchantment By JayMar921Apr 23, 2021 Buffed all bosses Nerfed obfuscated armor set2.0.5aCustom Enchantment By JayMar921Mar 23, 2021 Update 2.0.5a -Modified raid -Nerfed light spirit -Modified Death Chest to Death Head -Added new loot to raids -Added /raid and /raidstop command for op players -Nerfed creeper boss -Nerfed titan boss2.0.5Custom Enchantment By JayMar921Mar 20, 2021 -Fixed Enchanting bug -Fixed Bossbar issue -Added Buy Boss Eggs GUI -Added Zombie Horde Raid (can disable at config) -Added more stuff to luck chest loot -Nerfed Burning Enchantment -Nerfed Titan Boss -Nerfed Creeper boss -[Renamed plugin from CustomEnchantments to CustomEnchantmentsByJayMar] Note: Zombie Horde raid will happen at 4 mc days at medium[30%-60%] chance after installing the plugin, the next Zombie Horde event will happen at 10 mc days interval.2.0.4cCustom Enchantment By JayMar921Mar 15, 2021 >Fixed Crashing on applying [Death levels/Level up paper] >Supports Vault 1.7.3-b131 and Essentials v2.18.2.0 >Nerfed Burning Enchantment >Nerfed Titan Boss >Nerfed Creeper Boss >Modified Healing Grimoire Note: If you encounter issues on prices not loading properly, delete the old data.yml and restart the server. If there is an issue about Vault and Essentials compatibility, this custom enchantment plugin can still run without those plugins installed. Last note, you can go back to previous version if you don't like this patch.2.0.4bCustom Enchantment By JayMar921Mar 14, 2021 >Fixed Anvil Renaming >Fixed Healing Grimoire >Added Creeper Boss >Added Titan Boss >Added Grappling Hook (luck chest loot) >More stuff added in lucky chest loot >Added Lucky Treasure II >Added Auto Repair II >Added Burning Enchantment(Swords and Axes)(Obtained in lucky treasure) More stuff at: https://sites.google.com/view/jaymarplugins/plugins/custo…2.0.4aCustom Enchantment By JayMar921Mar 13, 2021 -Nerfed Witch -Nerfed Skeleton -Added Regen Enchantment(Can only be found on loot chests) -Added Grimoire of spells (Can be found on loot chests) -Added Ultimate Grimoire (Craft, recipe is in Grimoire of Spells) -Added Death Levels (Only works if death chest is enabled) -Added Healing Grimoire -Craft Tools using emeralds (same as other tool recipe) -New Feature: [Vault, Essentials] support -You still need to buy custom Enchant using levels, but now you can buy levels with money(Economy plugins) -Added Buy Level GUI (works if Vault and Essential plugin is installed) -Fixed null name in light spirit -Fixed Anvil issue when upgrading2.0.3aCustom Enchantment By JayMar921Mar 8, 2021 >Fixed Lightspirit >Added Enderman boss >Modified Bleed >Modified Witch Boss >Modified Luck Treasure Enchant2.0.3Custom Enchantment By JayMar921Mar 8, 2021 Grimoire · Added Control Grimoire · Added Vanishing Grim Lucky Treasure · Added Witch Boss · Nerfed Zomboss · Nerfed Skeleton Boss Other patches · Death chest can disable · Fishing contest(coming) More information at https://sites.google.com/view/jaymarplugins/plugins/custo…2.0.2Custom Enchantment By JayMar921Mar 7, 2021 [More stuff added] >added bosses >added treasure guardians >added more loots2.0Mar 6, 2021
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