✯ Custom Enchantments 3 - RPG ✯ [1.16-26.2] [ALL IN ONE PUGIN][PREMIUM]

MC Plugin ✯ Custom Enchantments 3 - RPG ✯ [1.16-26.2] [ALL IN ONE PUGIN][PREMIUM] 1.5.0
Custom Enchants, RPG, Skill System, Spells, Quests, Loot System, Trade System and More!

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Turn your server into an RPG, not just a server with extra swords.

134 custom enchantments. 134 treasure items. A skill tree with three classes, quests, shops, loot plots and a player driven currency with its own live price. Custom Enchantments 3 is the plugin my previous two grew into, and it runs on everything from 1.16.4 to 26.2.

v1.5.0 is out now, and it is the biggest content update this plugin has had. 76 new enchantments and 100 new treasure items, which is more than doubling both. Details near the bottom.

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BEFORE PURCHASING, PLEASE TRY THE LITE VERSION

There will be no refund once the plugin was bought.
- Before buying the plugin, you must try the [lite version]. Then you can decide to buy the plugin if you like it.
- Note that this plugin is not available on Aternos.
- I have provided a free version for you to try, so please, if you bought the plugin, don't ask for a refund just because you can't download the resource. You can always DM me any time if you have any issues.

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134 enchantments that actually do things

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These are not vanilla enchantments with bigger numbers. They live on the item itself, and most of them are abilities.

1.5.0 adds 76 of them. A sample of what that looks like:

- Tools: Widebore mines a 3x3 two blocks deep. Quarryjack builds up haste the longer you keep digging. Kilnfire drops ore already smelted. Scytheswing harvests the whole row. Hairsbreadth stops at one durability instead of breaking. Sifting Hands pulls something worth having out of gravel
- Swords, spears and maces: Grudgework stacks damage the longer you stay on one target. Bloodtithe costs you health to hit far harder. Ironjaw guarantees damage no defence can stop. Ribcracker turns fall distance into a mace hit
- Bows: Quiverburst fires extra arrows every few shots. Tetherline ties the target to the spot it was hit. Ashfletch leaves a blinding cloud. Marrowshot ignores part of their magic defence
- Wands: eight new spells, including Chainarc which jumps between targets, Gravewell which drains them and heals you, Mirrorstep which swaps you with whatever you are looking at, and Hushfall which takes away their abilities without taking any health
- Armor: Deadweight refuses knockback, levitation and pulls. Slagplate converts incoming physical damage into magic so your wards can eat it. Backdraft throws everything off you when a big hit lands. Wardweave adds max mana per piece

Enchantment books are sold at shop entities you place yourself, one shop per item class. You set every price in config.yml, in levels or in RACO, and setting a price to 0 removes that enchantment from your server completely.

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134 treasure items

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Carrying one is enough. Nothing to equip, no slots to manage. They give mana regen, cooldown reduction, defence, damage, health regen, XP multipliers and RACO on kill.

100 of them are new in 1.5.0, and every single one was drawn for this release: a 16x16 sprite, its own name, its own flavour line and its own stat block. No two 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 and Jar of Held Breath, and cursed things like Nine Fingered Glove and Heart of the Deep Wreck.

The drop table was rebuilt for this. It used to pick uniformly, which was fine at 34 items. At 134 that would make the best item in the game exactly as likely as a Dried Fish. The draw is weighted now, in five tiers you tune from config.yml, so a legendary sits at roughly 1 in 115,000 loot rolls while a common lands around 1 in 1,100.

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Pick a class, then build it

Players earn XP from mobs, blocks, crops and quests. Every level gives an attribute point, every tenth level gives a passive point, and the cap is level 200.

Attribute points go into STRENGTH, AGILITY or INTELLIGENCE. Strength is damage, defence and health regen. Agility is speed and crit chance. Intelligence is mana, magic damage and cheaper spells.

Spend your first passive point and you commit to a class:

- WARRIOR gets the sword, spear and mace enchantments, plus Sword Mastery, Berserk and Penetration.
- ARCHER gets the bow enchantments, plus Bow Mastery, Unswerving Shot and Swift Escape.
- WIZARD gets the wand spells, plus Wizard Mastery, Hourglass and Mana Charge. Magic damage is three times physical damage, so a mage who manages mana well hits very hard.

Armor, shield, trident and tool enchantments are global, everyone can use those. Changed your mind about a build? The Reset Elixir refunds your attribute and passive points and keeps your level.

Open the tree with /ce skills.

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Shops, quests and an economy that moves

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Place a shop entity anywhere with /ce shop add and it stays put, gets teleported back if someone drags it, and cannot be stolen with a boat. There are 15 shop types, including DISENCHANT to pull an enchantment back off an item, DUMMY, a training target that reports the exact damage you deal, and RACO_SHOP where players sell items to each other.

Quests are built in chat with /ce quest add, no config editing. Objectives can be kill, mine, place, plant or consume, and each has a "near" variant that also requires a named entity nearby, so you can write things like "mine 30 iron near the blacksmith". Finishing one pays out RACO, an item and XP.

1.5.0 ships 25 of them already written. A fresh server used to start with an empty quest list, so the QUEST entity had nothing to hand out until somebody sat down and authored quests. They are seeded on first start now, only when the list is empty, and they are ordinary quests you can list, edit or delete. Rewards are deliberately modest, vanilla items and a small RACO payout, nothing that shortcuts progression.

RACO is the plugin's own currency, with a fixed supply of 1,250,000 coins and a floating price. Every coin bought pushes the price up, every coin sold pushes it down, and the plugin keeps hourly candles of the whole thing. Sell something while you are offline and the money is waiting for you at your next login.

Those candles have been recorded since 1.3.0 and nobody could ever see them. 1.5.0 puts a candlestick chart in the currency screen. Hover it and the tooltip draws up to 24 hourly candles with the last close, the high, the low and the coins in circulation. Green closed up, red closed down. It reads what the plugin was already building, so it changes no economy behaviour.

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Things to find

- Custom loot injected into generated chests, with your own items and your own rarity table
- Loot plots, structures you build yourself and record in game, which the plugin then spawns near players and fills with loot. Surface, underground, above or below the ocean
- Bandits, new in 1.5.0. A camp sits dormant on a loot plot until a player comes within 15 blocks, then 2 to 5 of them spawn and one leads. They are named from a list of 100, they wear helmets so a surface camp survives daylight, they throw wand spell effects around for show, and they drop RACO and sometimes a treasure item. They never drop an enchantment. Crew size, difficulty, abilities, drop rates and every name live in bandits.yml
- Six craftable items, the Magic Wand plus mana, fire and dynamite splash potions
- Protected boundaries so your spawn and your builds stay yours, and hostile mobs stay out
- A resource pack is included, and 1.5.0 adds 120 new sprites to it

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What is new in 1.5.0

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1.4.0 was the release that made the plugin fast. This one fills it up.

Added:

- 76 new enchantments: 23 for tools, 30 for weapons, 23 for armor
- 100 new treasure items, each with its own 16x16 texture
- 8 new wand spells, and 10 new bow and trident effects
- Weighted treasure drops, tuned per tier from config.yml
- Two new item classes, so shovels and fishing rods can carry enchantments now
- Bandit camps on loot plots, 2 to 5 per camp with a leader, all of it in bandits.yml
- 25 preset quests, seeded into an empty quest list on first start
- A candlestick price chart in the currency screen, drawn from the candles the plugin already kept
- MagicWandNoEnchantOnCraft, so a freshly crafted magic wand can come out blank

Fixed and changed:

- Treasure damage and defence stats do something now. `physical_dmg` and `physical_def` were written to the item and shown in its lore, but nothing ever read them back. They reach the damage code in 1.5.0, capped and scaled so they are worth building around without breaking anything. Both have a config switch back to the old decorative behaviour
- Shop screens show their items instead of padding every unused slot with a glass pane
- `/ce reload` no longer stacks a duplicate set of tutorial screens each time it runs
- The treasure pool rebuilds properly on reload, so a weight change takes effect without a restart

Everything in your config carries across. On first start the plugin rewrites config.yml with the new keys and keeps your existing values, saving the old file as config.yml.old. Back up your plugins/CustomEnchantments3 folder before updating anyway, as you would with any update.

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Compatibility

- Spigot and Paper, 1.16.4 through to 26.2
- No other plugins required, and no NMS anywhere in the plugin
- Restrict it to specific worlds with CustomEnchantsWorld, or leave it empty and run it everywhere
- Every enchantment, price, XP rate and drop chance is configurable, and /ce reload picks it up without a restart

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/ce skills - open the skill tree
/ce shop - open the shop, or list shop locations
/ce shop add [entity] [type] [name] - create a shop
/ce shop remove [name] - remove a shop
/ce shop info [name] - show where a shop is
/ce shop sell [price] - list the item in your hand on the RACO shop
/ce quest - show your active quest
/ce quest add|remove|list - manage quests
/ce quest modifyEntity - bind quests to the nearest quest shop
/ce currency pay|add|deduct|balance - manage RACO
/ce rank - show the top players
/ce allies add|remove [name] - manage your allies
/ce settings actionBar - toggle your own action bar
/ce settings protection add|remove|list - manage protected boundaries
/ce settings lootingPlot generate|remove|list - manage loot plots
/ce settings magicWandDamage [value] - set base wand damage
/ce info - show the plugin settings
/ce help - open the tutorial
/ce reload - reload the configs
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Wiki and full feature list -> Custom Enchantments 3

Resource pack and default configs -> github repository

Found a bug or want something added? Post in the discussion tab or DM me, I read everything.

One payment, free updates for life. No subscription.
shanruto
Author shanruto
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