[Enchantments] [Enchantments."Magic Protection"] #If TRUE, the Magic Protection Enchantment is available for Armor and Horse Armor. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 [Enchantments.Displacement] #If TRUE, the Displacement Enchantment is available for Armor, Shields, and Horse Armor. Enable = false #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 #Adjust this value to set the chance per level of the Enchantment firing (in percentage). #Range: 1 ~ 100 "Effect Chance" = 20 #If TRUE, mobs wearing armor with this Enchantment can teleport players. "Mobs Teleport Players" = false [Enchantments."Flaming Rebuke"] #If TRUE, the Flaming Rebuke Enchantment is available for Armor, Shields, and Horse Armor. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 #Adjust this value to set the chance per level of the Enchantment firing (in percentage). #Range: 1 ~ 100 "Effect Chance" = 20 #If TRUE, mobs wearing armor with this Enchantment can knockback players. "Mobs Knockback Players" = false [Enchantments."Chilling Rebuke"] #If TRUE, the Chilling Rebuke Enchantment is available for Armor, Shields, and Horse Armor. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 #Adjust this value to set the chance per level of the Enchantment firing (in percentage). #Range: 1 ~ 100 "Effect Chance" = 20 #If TRUE, mobs wearing armor with this Enchantment can knockback players. "Mobs Knockback Players" = false [Enchantments."Air Affinity"] #If TRUE, the Air Affinity Enchantment is available for Helmets. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false [Enchantments.Insight] #If TRUE, the Insight Enchantment is available for Helmets. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 #Adjust this to change the max experience awarded per level of the Enchantment. #Range: 1 ~ 1000 "Experience Amount" = 4 [Enchantments.Gourmand] #If TRUE, the Gourmand Enchantment is available for Helmets. Enable = false #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 [Enchantments.Reach] #If TRUE, the Reach Enchantment is available for Chestplates. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 [Enchantments.Vitality] #If TRUE, the Vitality Enchantment is available for Chestplates. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 #Adjust this value to set the health granted per level of the Enchantment. (There are 2 health per heart icon.) #Range: 1 ~ 10 "Health / Level" = 4 [Enchantments."Ender Disruption"] #If TRUE, the Ender Disruption Enchantment is available for various Weapons. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 5 [Enchantments.Vigilante] #If TRUE, the Vigilante Enchantment is available for various Weapons. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 5 [Enchantments.Outlaw] #If TRUE, the Outlaw Enchantment is available for various Weapons. Enable = false #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 5 #If TRUE, the Outlaw Enchantment causes Villagers (and Iron Golems) to drop Emeralds when killed. "Emerald Drops" = true [Enchantments.Cavalier] #If TRUE, the Cavalier Enchantment is available for various Weapons. Enable = false #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 [Enchantments."Frost Aspect"] #If TRUE, the Frost Aspect Enchantment is available for various Weapons. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 [Enchantments.Instigating] #If TRUE, the Instigating Enchantment is available for various Weapons. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true [Enchantments.Leech] #If TRUE, the Leech Enchantment is available for various Weapons. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 [Enchantments."Magic Edge"] #If TRUE, the Magic Edge Enchantment is available for various Weapons. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 [Enchantments.Vorpal] #If TRUE, the Vorpal Enchantment is available for various Weapons. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 #Adjust this value to set the base critical hit chance of the Enchantment (in percentage). #Range: 0 ~ 100 "Base Critical Chance" = 5 #Adjust this value to set the additional critical hit chance per level of the Enchantment (in percentage). #Range: 0 ~ 100 "Critical Chance / Level" = 5 #Adjust this value to set the critical hit damage multiplier. #Range: 0 ~ 1000 "Critical Damage Multiplier" = 5 #Adjust this value to set the base head drop chance for the Enchantment (in percentage). #Range: 0 ~ 100 "Base Head Drop Chance" = 10 #Adjust this value to set the head drop chance per level of the Enchantment (in percentage). #Range: 0 ~ 100 "Head Drop Chance / Level" = 10 [Enchantments.Excavating] #If TRUE, the Excavating Enchantment is available for various Tools. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true [Enchantments."Hunter's Bounty"] #If TRUE, the Hunter's Bounty Enchantment is available for Bows. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 #Adjust this value to set the chance of an additional drop per level of the Enchantment (in percentage). #Range: 1 ~ 100 "Effect Chance" = 50 [Enchantments."Quick Draw"] #If TRUE, the Quick Draw Enchantment is available for various Bows. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 [Enchantments.Trueshot] #If TRUE, the Trueshot Enchantment is available for various Bows. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 [Enchantments.Volley] #If TRUE, the Volley Enchantment is available for various Bows. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false [Enchantments."Angler's Bounty"] #If TRUE, the Angler's Bounty Enchantment is available for Fishing Rods. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 #Adjust this value to set the chance of an additional drop per level of the Enchantment (in percentage). #Range: 1 ~ 100 "Effect Chance" = 50 [Enchantments.Pilfering] #If TRUE, the Pilfering Enchantment is available for Fishing Rods. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This sets whether or not the Enchantment works on Players. "Allow Player Stealing" = true [Enchantments.Bulwark] #If TRUE, the Bulwark Enchantment is available for Shields. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false [Enchantments.Phalanx] #If TRUE, the Phalanx Enchantment is available for Shields. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 [Enchantments.Soulbound] #If TRUE, the Soulbound Enchantment is available. Enable = false #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = false #This option adjusts the maximum allowable level for the Enchantment. If permanent, this setting is ignored. #Range: 1 ~ 10 "Max Level" = 3 #If TRUE, the Soulbound Enchantment is permanent (and will remove excess levels when triggered). Permanent = false [Enchantments."Curse of Foolishness"] #If TRUE, the Curse of Foolishness Enchantment is available for Helmets. Enable = true [Enchantments."Curse of Mercy"] #If TRUE, the Curse of Mercy Enchantment is available for various Weapons. Enable = true [Overrides] [Overrides.Protection] #If TRUE, the Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 [Overrides."Blast Protection"] #If TRUE, the Blast Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 [Overrides."Feather Falling"] #If TRUE, the Feather Falling Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 [Overrides."Fire Protection"] #If TRUE, the Fire Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 [Overrides."Projectile Protection"] #If TRUE, the Projectile Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 [Overrides."Fire Aspect"] #If TRUE, the Fire Aspect Enchantment is replaced with a more configurable version which works on more items, such as Axes. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 [Overrides."Frost Walker"] #If TRUE, the Frost Walker Enchantment is replaced with an improved and more configurable version which works on more items, such as Horse Armor. Enable = true #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 #If TRUE, the Frost Walker Enchantment will also chill Lava into Glossed Magma. "Freeze Lava" = true [Overrides.Knockback] #If TRUE, the Knockback Enchantment is replaced with a more configurable version which works on more items, such as Axes. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 2 [Overrides.Looting] #If TRUE, the Looting Enchantment is replaced with a more configurable version which works on more items, such as Axes. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 3 [Overrides.Thorns] #If TRUE, the Thorns Enchantment is replaced with a more configurable version which works on more items, such as Shields and Horse Armor. Enable = true #This option adjusts the maximum allowable level for the Enchantment. #Range: 1 ~ 10 "Max Level" = 4 #Adjust this value to set the chance per level of the Enchantment firing (in percentage). #Range: 1 ~ 100 "Effect Chance" = 15 [Overrides.Mending] #If TRUE, the Mending Enchantment is replaced with a new Enchantment - Preservation. This enchantment allows you to repair items at an Anvil without paying an increasing XP cost for every time you repair it. Additionally, these repairs have a much lower chance of damaging the anvil. "Alternate Mending" = false #This sets whether or not the Enchantment is considered a 'treasure' enchantment. Treasure = true #Adjust this value to set the chance of an Anvil being damaged when used to repair an item with Preservation (in percentage). Only used if Alternate Mending (Preservation) is enabled. #Range: 0 ~ 12 "Anvil Damage Chance" = 3