A lightweight plugin that adds a selection of custom enchantments, easy to configure.
Lightweight custom enchants, built to feel like vanilla. (No dependency)
Adds new, configurable enchantments that integrate seamlessly with vanilla mechanics (enchanting table, anvils, grindstone, etc.).
Key features
Custom enchants: New, balanced enchantments for tools, weapons, armor, bows, tridents and more.
Vanilla friendly: Works with vanilla systems (tables, anvils, books, villagers, grindstone, loot).
Easy to setup: Run-and-go defaults; a single, readable config for tweaks.
Lightweight: Low memory/CPU usage and no external dependencies.
How to create a custom enchant:
Bloodlust Enchant<?xml version="1.0" encoding="UTF-8"?>
<enchantment id="bloodlust" enabled="true">
<display-name>Bloodlust</display-name>
<description>Heals you and gives strength when you kill enemies</description>
<book-lore>
<line>§7Heals and empowers you when you slay enemies</line>
<line>§7Restores §c{level} hearts §7and grants §4Strength {level}</line>
<line>§7Apply to weapons via anvil</line>
</book-lore>
<category>combat</category>
<max-level>3</max-level>
<applicable-items>
<item-group>weapons</item-group>
</applicable-items>
<recipe>
<pattern>
<row>NAN</row>
<row>WBW</row>
<row>NAN</row>
</pattern>
<ingredients>
<ingredient key="N">NETHERITE_INGOT</ingredient>
<ingredient key="A">ANCIENT_DEBRIS</ingredient>
<ingredient key="W">WITHER_SKELETON_SKULL</ingredient>
<ingredient key="B">BLAZE_ROD</ingredient>
</ingredients>
</recipe>
<trigger event="ENTITY_DEATH">
<conditions>
<condition type="player-is-killer"/>
<condition type="holding-enchanted-item" slot="MAIN_HAND"/>
</conditions>
<actions>
<!-- Heal player based on level -->
<action type="heal">
<base-amount>2.0</base-amount>
<per-level>1.0</per-level>
<max-amount>10.0</max-amount>
</action>
<!-- Apply strength effect -->
<action type="potion-effect">
<effect>STRENGTH</effect>
<duration-ticks>
<base>100</base>
<per-level>20</per-level>
</duration-ticks>
<amplifier>
<base>0</base>
<per-level>1</per-level>
</amplifier>
</action>
</actions>
</trigger>
</enchantment>
Exemple Template
<?xml version="1.0" encoding="UTF-8"?>
<enchantment id="lifesteal" enabled="true">
<display-name>Your Enchant Name</display-name>
<description>The description of your choice</description>
<book-lore>
<line>Choose a lore of your choice</line>
<line>§7 You can use color code</line>
<line>If you need help, join our Discord !</line>
</book-lore>
<category>Choose a category</category>
<max-level>Choose a maximum level (ex. 3)</max-level>
<applicable-items>
<item-group>Choose an item group (weapons, tools, . . .)</item-group>
</applicable-items>
<recipe>
<pattern>
<row>GRG</row> #Here you can configure the recipe
<row>RBR</row>
<row>GRG</row>
</pattern>
<ingredients>
<ingredient key="G">GHAST_TEAR</ingredient> #Choose any ingredients you wish
<ingredient key="R">GOLDEN_APPLE</ingredient>
<ingredient key="B">BOOK</ingredient>
</ingredients>
</recipe>
<trigger event="ENTITY_DAMAGE_BY_ENTITY"> #You can choose how the enchant works
<conditions>
<condition type="player-is-attacker"/>
<condition type="holding-enchanted-item" slot="MAIN_HAND"/>
<condition type="damage-cause">
<cause>ENTITY_ATTACK</cause>
<cause>ENTITY_SWEEP_ATTACK</cause>
</condition>
<!-- 2 second cooldown to prevent spam healing -->
<condition type="cooldown">
<duration-ticks>
<base>40</base>
<per-level>-5</per-level>
<min>20</min>
</duration-ticks>
</condition>
</conditions>
<actions>
<!-- Heal based on level (1-3 hearts) -->
<action type="heal">
<base-amount>1.0</base-amount>
<per-level>1.0</per-level>
<max-amount>6.0</max-amount>
</action>
<!-- Visual feedback -->
<action type="spawn-particle">
<particle>HEART</particle>
<count>
<base>2</base>
<per-level>1</per-level>
</count>
<offset-x>0.3</offset-x>
<offset-y>0.5</offset-y>
<offset-z>0.3</offset-z>
</action>
<!-- Audio feedback -->
<action type="play-sound">
<sound>ENTITY_PLAYER_LEVELUP</sound>
<volume>0.3</volume>
<pitch>2.0</pitch>
</action>
</actions>
</trigger>
</enchantment>