✯ Custom Enchantments 3 - RPG ✯ [1.16-1.21.11] [ALL IN ONE PUGIN][PREMIUM]

VIP Plugins ✯ Custom Enchantments 3 - RPG ✯ [1.16-1.21.11] [ALL IN ONE PUGIN][PREMIUM]

Version: 1.7.1
Versions
  1. 1.16
  2. 1.17
  3. 1.18
  4. 1.19
  5. 1.20
  6. 1.20.6
  7. 1.21


Developer Note:
Hi guys, thank you so much for your support and for trying my plugin. If you happened to get the premium version from a leaked site, it’s alright. I appreciate you using it, and if you ever have the budget in the future, you might consider buying it to support me. I’m selling it at full price only £18.99, and it’s a one‑time payment.

If you want to test my plugins first, I also provide a LITE edition that’s free forever.

If you run into any issues, feel free to message me on the Discussions page. I recommend sending it here on the site, so I receive an email notification.


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


Custom Enchantments 3 is what my previous two enchantment plugins grew into. 150+ custom enchantments, 140+ treasure items, a skill tree with three classes, quests you write in chat, shops you place in the world, loot plots, bandits, and a player driven currency with its own live price.

It is one plugin, it needs nothing else installed, and it runs on Spigot and Paper from 1.16.4 upward.

The complete feature list, every enchantment, and the changelog live here -> Custom Enchantments 3

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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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Enchantments that actually do things

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

  • Weapons build marks, punish low health, gamble on the swing, stop the target healing
  • Bows steer arrows, shatter on impact, pay a bounty on a fresh target
  • Wands are spells with real cost: lances, sigils on a delay, expanding rings of fire, drains that hand mana back
  • Armor soaks, reflects, winds up while you block, and gets stronger the closer you are to dying
  • Tools pay you in coin as you mine, harvest and fish, drawing from the currency supply rather than creating money
Enchantment books are sold at shop entities you place yourself, one shop per item class. You set every price in config.yml, in XP levels or in RACO, and setting a price to 0 removes that enchantment from your server completely. Everything on the list is something you can switch off.

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Treasure items

Carrying one is enough. Nothing to equip, no slots to manage, no set bonuses to memorise.

They grant mana regen, cooldown reduction, defence, damage, health regen, XP multipliers and RACO on kill. Each one has its own 16x16 sprite, its own name, its own flavour line and its own stat block, and they drop through a weighted table in five rarity tiers you tune from config.yml.

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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. 25 quests ship already written and are seeded on first start if your quest list is empty.

RACO is the plugin's own currency. It has 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. The currency screen draws the whole thing as a candlestick chart, up to 24 hourly candles with the close, the high, the low and the coins in circulation. Sell something while you are offline and the money is waiting for you at your next login.

Because the supply is capped, nothing in the plugin can print money. The tool enchantments that pay you, the quest rewards and the mob drops all move coins out of circulation instead of creating them, and they stop paying if the supply runs dry.

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Optional: Kumandra's Economy support

If you also run Kumandra's Economy, the two currencies connect. Players can pay RACO prices with Kd and swap between the two whenever they like, in the RACO shop, on enchantment books, and through the currency screen.

You do not need it. Custom Enchantments 3 is completely standalone and runs exactly the same without it, and if you have both and do not want this, one setting turns the whole thing off.

The part worth understanding: Kumandra money never becomes RACO out of thin air. When somebody pays with Kd, the plugin buys RACO for them out of the same capped supply everything else draws on, then spends that RACO the normal way. If the supply has run dry the payment is refused and the Kd is handed back, the seller is always paid in RACO whatever the buyer used, and a player holding enough RACO always spends the RACO first. Your currency cannot be inflated through the side door.

The rate, the conversion fee and each place Kd can be spent are separate settings.

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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. 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, and they drop RACO and sometimes a treasure item. 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 it is updated alongside the plugin. Re-download it when you update, or newly added treasures will show as plain gold nuggets and coal

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Compatibility and configuration

  • Spigot and Paper, 1.16.4 and upward. New Minecraft versions are supported as they land
  • No other plugins required, and no NMS anywhere in the plugin
  • Kumandra's Economy is optional. If it is missing or too old, the integration simply stays off
  • Restrict the plugin 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
  • Updates keep your config. On first start after an update the plugin rewrites config.yml with any new keys, keeps your existing values, and saves the old file as config.yml.old. Back up your plugins/CustomEnchantments3 folder before updating anyway, as you would with any plugin
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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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Questions, bug reports and the full feature list

Everything lives in one place. The wiki, the complete enchantment and treasure lists, the changelog for every release, and where to send a bug report or a request:

jhprojects.vercel.app/customenchantments3

Start there before posting. If it is not answered on that page, use the link on it to reach me, or DM me here. I read everything.

Resource pack and default configs -> github repository
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