ModsJava
[⚡NEW] Enchantify | The Ultimate Vanilla+ | +140 Enchantments Fully Support!
Expand Minecraft's Enchanting System — The Vanilla Way!
⬇ Download on SpigotEnchantify
Vanilla+ Enchantments — Balanced. Beautiful. Built for Performance.
If Mojang carefully added ~+140 new enchantments to modern Minecraft… this is that feeling.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Enchantify expands Minecraft’s enchanting system the Vanilla+ way: useful, balanced enchantments that sit next to Sharpness, Fortune, Looting and Mending — without RPG power creep, lasers, or +500% damage nonsense.
Every enchantment asks one question:
“Would this feel like an official Minecraft enchantment?”
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ Performance First
Enchantify is engineered for busy SMPs — not toy servers.
- No permanent repeating tasks — work only when something actually happens
- Minimal listeners — event surface kept intentionally thin
- Aggressive caching — configs & item enchant data cached in memory
- Folia-ready scheduler — region-safe where it matters
- Lightweight triggers — chance/cooldown checks before heavy logic
- YAML-driven modules — add or remove enchants without touching core code
Install it on a high-player Vanilla+ network and it stays quiet in timings — until an enchant actually fires.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Why Enchantify?
Most enchant plugins either become RPG overload or look like unfinished clones. Enchantify takes the premium middle path:
- Clean Vanilla-friendly gameplay
- Polished lore, books & GUIs
- Deep YAML + in-game admin control
- Modern Paper API + multi-version awareness
- Real performance discipline from day one
144 Carefully Crafted Vanilla+ Enchantments
Not a dump of 200 overpowered abilities — a curated library inspired by the most-loved community enchants (Soulbound, Telekinesis, Veinminer, Double Strike, Beheading, Void Grace…) retuned for SMPs.
Every effect is meant to sit beside Sharpness, Fortune and Mending — useful, readable, and never required to “keep up.”
- Combat — lifesteal, double strike, rage, paralyze, rocket launch, XP swipe
- Bows — explosive, vampiric, blaze, spectral mark, punch-plus, hover
- Tools — timber, lumber cascade (script timber), telekinesis synergy, tunnel, greed, careful, banker
- Armor & gear — dodge, rejuvenate, ender ward, elemental protection, soft landing
- Fishing — double catch, treasure hunter, magnet reel, drowned curse
- Misc — soulbound, void grace, beheading, experience keep, curses
Spoiler: Full enchantment list (144)
Combat (44)
Vampire • Ice Streak • Cripple • Heavy Strike • Deep Wound • Duelist • Last Breath • Counter • Hunter • Giant Slayer • Venom • Thunder • Blindness • Temper • Village Defender • Nether Bane • Confusion • Wither Blade • Exhaust • Double Strike • Rage • Paralyze • Rocket • Swiper • Cubism • Smite Plus • Dragon Hunter • Titan Killer • Prosecute • Thunderlord • Syphon • Cleave • Critical • Lethality • Triple Strike • Smoldering • Angler • Blood Pact • Gravity Well • Echo • Overcharge • Resonance • Momentum Strike • Soul Harvest
Bows (16)
Piercing Wind • Eagle Eye • Tracker • Frost Arrow • Echo Shot • Sniper • Poison Arrow • Thunder Arrow • Withered Arrows • Confusing Arrows • Explosive Arrows • Vampiric Arrows • Hover Arrows • Blaze Arrows • Punch Plus • Spectral Mark
Tools (19)
Wisdom • Excavator • Timber • Lumber Cascade • Smelter • Lucky Find • Telekinesis • Veinminer • Replanter • Haste • Lucky Miner • Glass Breaker • Farmer • Tunnel • Greed • Momentous • Careful • Banker • Chronos
Armor (20)
Momentum • Featherstep • Warmth • Reinforced • Guardian • Shock Armor • Fire Shield • Regrowth • Saturation • Cold Steel • Darkness Cloak • Ice Shield • Hardened • Elemental Protection • Stopping Force • Dodge • Rejuvenate • Ender Ward • Mirror • Temporal Anchor
Helmet (11)
Night Vision • Diver • Focus • Water Breathing • Antidote • Clarity • Sonar • Gills • Scholar • Scare • Tipster
Boots (11)
Windwalk • Glacier • Hopper • Flame Walker • Jumping • Speed • Soft Landing • Long Jump • Bounce • Water Walker • Steady
Fishing (13)
Bounty • Deep Sea • Auto Reel • Double Catch • Seasoned Angler • Survivalist • Fisherman Luck • Magnet Reel • Lure Master • Curse of Drowned • Treasure Hunter • Piscary • Expertise
Misc (10)
Soulbound • Restore • Experience Keep • Item Magnet • Curse of Breaking • Efficient • Beheading • Void Grace • Curse of Fragility • Soul Charm
All YAML-driven — disable, retune or remove any enchant without touching code. Multi-version safe (unsupported potions like Levitation/Glow no-op on older NMS).
Vampire • Ice Streak • Cripple • Heavy Strike • Deep Wound • Duelist • Last Breath • Counter • Hunter • Giant Slayer • Venom • Thunder • Blindness • Temper • Village Defender • Nether Bane • Confusion • Wither Blade • Exhaust • Double Strike • Rage • Paralyze • Rocket • Swiper • Cubism • Smite Plus • Dragon Hunter • Titan Killer • Prosecute • Thunderlord • Syphon • Cleave • Critical • Lethality • Triple Strike • Smoldering • Angler • Blood Pact • Gravity Well • Echo • Overcharge • Resonance • Momentum Strike • Soul Harvest
Bows (16)
Piercing Wind • Eagle Eye • Tracker • Frost Arrow • Echo Shot • Sniper • Poison Arrow • Thunder Arrow • Withered Arrows • Confusing Arrows • Explosive Arrows • Vampiric Arrows • Hover Arrows • Blaze Arrows • Punch Plus • Spectral Mark
Tools (19)
Wisdom • Excavator • Timber • Lumber Cascade • Smelter • Lucky Find • Telekinesis • Veinminer • Replanter • Haste • Lucky Miner • Glass Breaker • Farmer • Tunnel • Greed • Momentous • Careful • Banker • Chronos
Armor (20)
Momentum • Featherstep • Warmth • Reinforced • Guardian • Shock Armor • Fire Shield • Regrowth • Saturation • Cold Steel • Darkness Cloak • Ice Shield • Hardened • Elemental Protection • Stopping Force • Dodge • Rejuvenate • Ender Ward • Mirror • Temporal Anchor
Helmet (11)
Night Vision • Diver • Focus • Water Breathing • Antidote • Clarity • Sonar • Gills • Scholar • Scare • Tipster
Boots (11)
Windwalk • Glacier • Hopper • Flame Walker • Jumping • Speed • Soft Landing • Long Jump • Bounce • Water Walker • Steady
Fishing (13)
Bounty • Deep Sea • Auto Reel • Double Catch • Seasoned Angler • Survivalist • Fisherman Luck • Magnet Reel • Lure Master • Curse of Drowned • Treasure Hunter • Piscary • Expertise
Misc (10)
Soulbound • Restore • Experience Keep • Item Magnet • Curse of Breaking • Efficient • Beheading • Void Grace • Curse of Fragility • Soul Charm
All YAML-driven — disable, retune or remove any enchant without touching code. Multi-version safe (unsupported potions like Levitation/Glow no-op on older NMS).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Dynamic Lore That Stays Accurate
Descriptions generate on the item and update with level. Colors, MiniMessage, gradients, separators and show/hide description are all configurable — without breaking vanilla or other custom enchants.
Code (Text):
Enchanted Book
Wisdom III
› Gain extra experience when mining or killing
True Vanilla Integration
Enchanting Table • Anvil • Enchanted Books • Loot • Fishing • Villagers • Structures • Commands
No parallel “custom enchant menu” forced on players. It feels native.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Already on EcoEnchants / AdvancedEnchantments / ExcellentEnchants /
another enchant plugin?
Enchantify can import their YAML definitions:
Code (Text):
/ey import ecoenchants skip
/ey import ecoenchants rename
/ey import ae overwrite
/ey import imports/my_pack/ rename
/ey import all
Detects and imports from all supported sources found on the server:
[LIST]
[*]ExcellentEnchants
[*]EcoEnchants
[*]AdvancedEnchantments
[*]and whatever you have in plugins/Enchantify/imports/
By default, it uses rename (if IDs conflict, none are lost). You can also:
/ey import all skip
/ey import all overwrite
It tells you which sources it found and provides a summary of each one. Then: check for warnings (effect: none), restart, and once everything is fine, remove the old plugins.
/ey import ecoenchants rename
/ey import ae overwrite
/ey import imports/my_pack/ rename
/ey import all
Detects and imports from all supported sources found on the server:
[LIST]
[*]ExcellentEnchants
[*]EcoEnchants
[*]AdvancedEnchantments
[*]and whatever you have in plugins/Enchantify/imports/
By default, it uses rename (if IDs conflict, none are lost). You can also:
/ey import all skip
/ey import all overwrite
It tells you which sources it found and provides a summary of each one. Then: check for warnings (effect: none), restart, and once everything is fine, remove the old plugins.
- skip (default) — keep yours, skip colliding ids (e.g. both have soulbound)
- rename — import as soulbound_imported when the id already exists
- overwrite — replace Enchantify’s definition with the imported one
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Admin Tools You’ll Actually Use
Create, edit, duplicate, give books, filter by rarity/category, reload live — YAML or a full in-game editor.
- /ey edit <enchant> — open the visual editor (name, rarity, applicable, costs, effect…)
- /ey create <name> — new enchant with a working script template ready to tune
- /ey bookgui — take books for testing
- Chat prompts with &a / MiniMessage colors for display names & descriptions
Spoiler: Full command list — /ey & /enchantify
Player
Admin — give & modify
Admin — manage & migrate
Tab Completer on everything that matters. Console supported where applicable (give, reload, listall, import/export, debug…).
Code (Text):
/ey help
/ey gui
/ey list [page]
/ey info <enchant>
/ey shop
/ey apply
/ey gui
/ey list [page]
/ey info <enchant>
/ey shop
/ey apply
Admin — give & modify
Code (Text):
/ey give <player> <enchant> [level] [amount]
/ey givebook <player> <enchant> [level] [amount]
/ey giveitem <player> <item> <enchant> [level]
/ey bookgui
/ey enchant <player> <enchant> [level]
/ey disenchant <player> [enchant]
/ey remove <player> <enchant>
/ey clear <player>
/ey givebook <player> <enchant> [level] [amount]
/ey giveitem <player> <item> <enchant> [level]
/ey bookgui
/ey enchant <player> <enchant> [level]
/ey disenchant <player> [enchant]
/ey remove <player> <enchant>
/ey clear <player>
Code (Text):
/ey reload
/ey create <name>
/ey edit <enchant>
/ey delete <enchant> confirm
/ey duplicate <enchant> <newname>
/ey import <file>
/ey export [enchant]
/ey listall
/ey debug [on|off]
/ey create <name>
/ey edit <enchant>
/ey delete <enchant> confirm
/ey duplicate <enchant> <newname>
/ey import <file>
/ey export [enchant]
/ey listall
/ey debug [on|off]
Tab Completer on everything that matters. Console supported where applicable (give, reload, listall, import/export, debug…).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Integrations & API
Soft depends: PlaceholderAPI • Vault • ItemsAdder • Oraxen • Essentials • CMI • WorldGuard • Lands • GriefPrevention • Towny
Public API: register enchantments, register custom effect handlers & script primitives, listen to apply / remove / trigger / level events.
Permissions: registered in code (LuckPerms / any Bukkit perms plugin discovers them). enchantify.admin implies all admin children.
Player shop: enchantify.shop (or enchantify.gui). Per-enchant use/obtain (opt-in in YAML) · groups · enchantify.protection.bypass
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Requirements
- Paper / Folia 1.21+ recommended (multi-version bridge included)
- Java 21
- Optional: PlaceholderAPI, ItemsAdder / Oraxen for custom book models
I recommend reading the WIKI
Spoiler: Mini Wiki — How to edit Enchantify (gently)
A calm guide to shaping the plugin your way
Enchantify is meant to be touched lightly. Most changes are a few lines of YAML, the in-game editor, or a soft /ey reload.
1. Where the files live
After first start:
2. In-game editor (recommended)
No need to open files for everyday tuning.
The editor opens a full menu where you can:
Everything auto-saves to the enchant’s YAML. Type cancel in chat to abort a prompt.
Shift-click an enchant in the player GUI (with edit permission) also opens the editor.
3. Scriptable effects — create your own (no Java)
Built-in handlers (vampire, timber…) still work. For custom logic, use YAML effect chains — similar spirit to libreforge / Eco scripts.
Option A — Inline on the enchant
Option B — Reusable pack in effects/
Create plugins/Enchantify/effects/my_lifesteal.yml:
Then on any enchant:
Shipped examples (extracted on first run):
example_lifesteal,
example_venom_strike.
Triggers (when the chain may fire — pick the vanilla moment you care about):
Built-in primitives (chain steps —
chance returning false stops the rest):
Level scaling: use arrays [10, 15, 20] or placeholders %value:chance% reading the enchant’s values: section.
After editing packs: /ey reload (reloads scripts too).
Dev API — other plugins can register more primitives / handlers:
4. Tuning a single enchant in YAML
Open something like enchantments/tools/wisdom.yml:
Change chance, heal, duration, colors, applicable items, exclusives… then:
5. Global feel — config.yml
Turn on in config.yml:
Also set hooks.vault: true and install Vault plus an economy plugin (EssentialsX economy, CMI, etc.). Reload with /ey reload — console should log "Vault economy hooked." and the reload message shows shop= / economy= flags.
How it works for players:
/ey shop — browse enchants, cycle level (1–5) on the emerald button, click a book to buy
Price per book ≈ give-base-cost + (give-per-level × level), shown in the GUI lore (uses Vault currency format when hooked)
Permission: enchantify.shop or enchantify.gui
Per-enchant permissions.obtain (if set in YAML) still applies — players cannot buy locked enchants
Free shop mode: economy.enabled: false with shop-enabled: true — books cost nothing (chat hint on open).
Paid mode with economy.enabled: true but no Vault/provider — purchases are blocked with a clear message (fix Vault, then /ey reload).
Admin book GUI (/ey bookgui) is separate: free test books for staff with enchantify.bookgui — not the player shop.
6. Messages, permissions & brand
Edit messages.yml for prefixes, help text and feedback. MiniMessage welcome.
Permissions are registered in code (visible to LuckPerms):
7. Soft rules for a Vanilla+ feel
Enchantify rewards restraint. A tiny tweak in YAML — or one click in the editor — is often all a perfect SMP needs.
Enchantify is meant to be touched lightly. Most changes are a few lines of YAML, the in-game editor, or a soft /ey reload.
1. Where the files live
After first start:
Code (Text):
plugins/Enchantify/config.yml
plugins/Enchantify/messages.yml
plugins/Enchantify/enchantments/…
plugins/Enchantify/effects/…
plugins/Enchantify/messages.yml
plugins/Enchantify/enchantments/…
plugins/Enchantify/effects/…
- enchantments/ — each enchant is its own YAML (Combat, Bows, Tools, Armor, custom…)
- effects/ — reusable script effect packs (libreforge-style chains you can point many enchants at)
2. In-game editor (recommended)
No need to open files for everyday tuning.
Code (Text):
/ey create MyEnchant
/ey edit vampire
/ey edit vampire
- Display name — click → type in chat (&a legacy colors or <green> MiniMessage)
- Rarity — click to cycle Common → Divine
- Max level / category — click to cycle
- Applicable items — sub-menu toggles (sword, axe, armor, tools…)
- Effect — left-click cycles known effects / packs · right-click type an id
- Cooldown, weights, anvil & XP cost — click → type a number in chat
- Particles / sounds — toggle on/off
- Description — replace line 1 or append a new line via chat
Everything auto-saves to the enchant’s YAML. Type cancel in chat to abort a prompt.
Shift-click an enchant in the player GUI (with edit permission) also opens the editor.
3. Scriptable effects — create your own (no Java)
Built-in handlers (vampire, timber…) still work. For custom logic, use YAML effect chains — similar spirit to libreforge / Eco scripts.
Option A — Inline on the enchant
Code (Text):
effect: script
triggers:
- ATTACK
effects:
- type: chance
chance: [15, 20, 25]
- type: heal
amount: [0.5, 0.75, 1.0]
- type: particle
particle: HEART
count: 4
triggers:
- ATTACK
effects:
- type: chance
chance: [15, 20, 25]
- type: heal
amount: [0.5, 0.75, 1.0]
- type: particle
particle: HEART
count: 4
Create plugins/Enchantify/effects/my_lifesteal.yml:
Code (Text):
id: my_lifesteal
triggers:
- ATTACK
effects:
- type: chance
chance: "%value:chance%"
- type: heal
amount: "%value:heal%"
- type: actionbar
message: "<light_purple>Lifesteal!"
triggers:
- ATTACK
effects:
- type: chance
chance: "%value:chance%"
- type: heal
amount: "%value:heal%"
- type: actionbar
message: "<light_purple>Lifesteal!"
Code (Text):
effect: my_lifesteal
values:
chance: [15, 20, 25]
heal: [0.5, 0.75, 1.0]
values:
chance: [15, 20, 25]
heal: [0.5, 0.75, 1.0]
Triggers (when the chain may fire — pick the vanilla moment you care about):
Code (Text):
ATTACK · DEFEND · BOW_SHOOT · PROJECTILE_HIT
BLOCK_BREAK · KILL · FISH · CHEST_OPEN
SPRINT · MOVE · DAMAGE_TAKEN · PASSIVE · DEATH
BLOCK_BREAK · KILL · FISH · CHEST_OPEN
SPRINT · MOVE · DAMAGE_TAKEN · PASSIVE · DEATH
- chance — roll; stop chain on fail
- heal / food — restore hearts or hunger
- damage · damage_multiply · damage_add
- potion — target: victim / owner · potion · duration · amplifier
- knockback · lightning · burn · freeze
- message · actionbar · particle · sound
- blink · launch · explosion (claims-aware)
- cancel — cancel the Bukkit event · stop — end the chain
Level scaling: use arrays [10, 15, 20] or placeholders %value:chance% reading the enchant’s values: section.
After editing packs: /ey reload (reloads scripts too).
Dev API — other plugins can register more primitives / handlers:
Code (Text):
EnchantifyAPI.get().registerScriptPrimitive("my_step", …)
EnchantifyAPI.get().registerEffectHandler("my_effect", …)
EnchantifyAPI.get().registerEffectHandler("my_effect", …)
Open something like enchantments/tools/wisdom.yml:
Code (Text):
display: "<green>Wisdom"
max-level: 3
values:
bonus: [0.15, 0.25, 0.35]
description:
- "Gain extra experience when mining or killing"
particles:
enabled: true
type: ENCHANTED_HIT
sounds:
enabled: true
effect: wisdom
max-level: 3
values:
bonus: [0.15, 0.25, 0.35]
description:
- "Gain extra experience when mining or killing"
particles:
enabled: true
type: ENCHANTED_HIT
sounds:
enabled: true
effect: wisdom
Code (Text):
/ey reload
- show-description-on-items — show or hide description under the enchant name
- description-separator — the little › between name and text
- particles-enabled / sounds-enabled / actionbar-triggers — silence the world if you prefer quiet SMPs
- enchanting-table / anvil / loot / villagers — where custom enchants can appear
- rarities — colors & weights for Common → Divine
- economy — Vault costs on /ey give & /ey enchant; book shop via /ey shop (see below)
Turn on in config.yml:
Code (Text):
economy:
shop-enabled: true
shop-title: "<dark_purple>Enchantify Shop"
enabled: true # required to charge money (not just open the GUI)
give-base-cost: 100.0
give-per-level: 50.0
shop-enabled: true
shop-title: "<dark_purple>Enchantify Shop"
enabled: true # required to charge money (not just open the GUI)
give-base-cost: 100.0
give-per-level: 50.0
How it works for players:
/ey shop — browse enchants, cycle level (1–5) on the emerald button, click a book to buy
Price per book ≈ give-base-cost + (give-per-level × level), shown in the GUI lore (uses Vault currency format when hooked)
Permission: enchantify.shop or enchantify.gui
Per-enchant permissions.obtain (if set in YAML) still applies — players cannot buy locked enchants
Free shop mode: economy.enabled: false with shop-enabled: true — books cost nothing (chat hint on open).
Paid mode with economy.enabled: true but no Vault/provider — purchases are blocked with a clear message (fix Vault, then /ey reload).
Admin book GUI (/ey bookgui) is separate: free test books for staff with enchantify.bookgui — not the player shop.
6. Messages, permissions & brand
Edit messages.yml for prefixes, help text and feedback. MiniMessage welcome.
Permissions are registered in code (visible to LuckPerms):
Code (Text):
enchantify.use · .gui · .list · .info
enchantify.admin (implies all below)
enchantify.give · .remove · .reload · .create · .edit
enchantify.delete · .import · .export · .debug · .bookgui · .enchant
enchantify.admin (implies all below)
enchantify.give · .remove · .reload · .create · .edit
enchantify.delete · .import · .export · .debug · .bookgui · .enchant
- Prefer small chances and short durations over huge numbers
- Start from /ey create (script template) and tweak in the editor
- Test one enchant at a time with /ey giveitem or /ey bookgui
- Use /ey debug on while balancing triggers
- Reload often — never fear small, careful edits
Enchantify rewards restraint. A tiny tweak in YAML — or one click in the editor — is often all a perfect SMP needs.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
PLUGIN IMAGES:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Need help, ideas or found a bug?
Join our Discord — we’re happy to help.
[⚡NEW] Enchantify | The Ultimate Vanilla+ | +140 Enchantments Fully Support! is a free Minecraft Java mod. Compatible with Minecraft 1.8, 1.9, 1.10, 1.11 and newer. Downloaded 5 times (via Spigot). Download it and open it directly in the game.