Players memorize vanilla enchantments within their first week on a server. Sharpness, Unbreaking, Silk Touch: everyone knows the ceiling, and nobody is surprised by it anymore. CloudEnchants Pro raises the ceiling: 46 original enchantments for melee weapons, bows, armor, and tools, each with its own mechanic rather than a cosmetic line in the lore. The plugin's internal name is CloudCustomEnchants, like the other Cloud plugins in the lineup; it's built for Paper/Spigot 1.19.4.
This is not a couple of flashy abilities for a screenshot but a whole system: enchantment books, an anvil with its own result calculation, a built-in store, drops from chests and mobs, admin commands, and a config where the numbers for every level of every enchantment are set separately. The second level doesn't have to be exactly twice as strong as the first.
The enchantment is stored right in the item, in the PersistentDataContainer (PDC), and survives renaming and any inventory manipulation. The lore line and the glow on the item are rebuilt automatically on every change.
max-custom-per-item), the limit of enchantments of one category per item (max-per-category), and incompatibility groups (conflicts). The config already contains commented-out example pairs ("Monster Crusher" + "Last Survivor", "Vampirism" + "Life Drain"), and all you need is to uncomment them. By default all three caps are off, so in theory nothing stops you from putting all 14 melee enchantments on one sword./ce reload command without a server restart, including new levels, limits, and conflict groups.Slot 0 is the item, slot 1 is the book. If an ordinary book or something not from CloudEnchants is put in the second slot, the plugin doesn't interfere at all and the anvil works like vanilla (repair, renaming, regular enchants). The plugin recognizes its own recipe by a hidden tag in the book's PDC, and from there it calculates the result entirely by itself, since vanilla doesn't know such a recipe.
anvil-cost-per-level (5 by default) × the resulting level. Raising an enchantment to level II costs 10 XP, and a finished II to III costs 15: the higher the level, the more expensive each next step. It's free in creative mode.Through LootGenerateEvent, the plugin mixes books into regular loot generation. It works in any world, on top of vanilla tables, without replacing anything by hand.
| Loot table | Chance | Rarity |
|---|---|---|
| End City chest | 60% | legendary |
| Woodland mansion | 40% | epic |
| Stronghold library | 45% | epic |
| Bastion treasure room | 50% | rare |
| Buried treasure | 25% | rare |
| Nether bridge | 20% | uncommon |
| Simple dungeon | 15% | any |
| Abandoned mineshaft | 12% | any |
| Fishing treasure | 10% | any |
| All other tables | 5% | any |
Separate flexible rules (drops: in the config) attach a book to killing a vanilla mob, a MythicMobs boss, or mining a block. MythicMobs is connected through a soft hook via reflection: if the plugin isn't on the server, a rule with the mythicmob trigger simply never fires, and there is no error. Two rules are enabled out of the box: a zombie drops a random book to the killing player with a 3% chance, and a wither skeleton drops a rare book outright with a 10% chance. Next to them in the config are commented-out templates for "any mob" with a ghostly 0.5% chance, for a drop from a specific block (diamond ore), and for a MythicMobs boss, enabled by uncommenting one line. For crates, battle passes, donation stores, and NPCs from other plugins, there is direct giving with a single console command, with no dependency on events at all.
The /ce shop command opens a GUI: 4 category icons (sword, bow, chestplate, pickaxe). Clicking a category opens a page with the books of that category (the size adjusts to their number), and a left click on a book immediately deducts points and gives a level I book. The store doesn't sell higher levels; those are obtained only by combining on the anvil. The wallet is exclusively PlayerPoints via reflection; if the plugin isn't there, the store honestly replies that it's unavailable instead of failing with an error.
| Rarity | Enchantments | Drop weight | Points per level I book |
|---|---|---|---|
| Common | 6 | 40 | 100 |
| Uncommon | 13 | 25 | 250 |
| Rare | 17 | 18 | 600 |
| Epic | 8 | 12 | 1500 |
| Legendary | 2 | 5 | 4000 |
There are only two legendary enchantments out of all 46: Headshot (bow) and Lockpicker (tool). The weight determines the chance in any random drop: the whole store assortment, drops, and chests. A random book also has a shifted level: with a 35% chance per step, the book goes one level above its minimum, so level I books dominate in circulation, and top levels are almost always the result of the anvil, not luck.
Sword and axe, from vampirism and crowd control to plain but tangible hit power. Almost all 14 attach to both a sword and an axe; the exceptions are Corrosion (sword only) and Flyswatter, whose target is stated as "sword or bow", the only enchantment in this category that can also be put on a bow.
| Enchantment | Effect | Max. | Rarity |
|---|---|---|---|
| Last Survivor | +0.5 damage per level for every living entity within 5 blocks of the attacker | II | rare |
| Filter | Zombies, zombified piglins, skeletons, and wither skeletons don't drop weapons and armor | I | uncommon |
| Vampirism | 3/6/9% chance to heal for 100% of the damage dealt | III | epic |
| Life Drain | Killing a player fully restores hunger and health | I | rare |
| Corrosion | Sword only: speeds up wear on the victim's armor on hit — x1.5 / x2 / x2.5 | III | rare |
| Bloodlust | Killing a player removes the attack cooldown entirely for 3 seconds | I | epic |
| Whirlwind Strike | At an attack charge of 90% or more, a 10/20/30% chance to hit everyone within 2 blocks for the weapon's base damage and knock them back | III | epic |
| Combo | After 3 consecutive hits on one target, the next hit is x1.5, +0.5x per level | II | rare |
| Flyswatter | Double damage to players in elytra, knocks them out of flight; attaches to both a sword and a bow | I | uncommon |
| Backstab | +10/20/30% damage when hitting from behind (by matching look direction) | III | uncommon |
| Monster Crusher | Damage to monsters x2 / x3 | II | rare |
| Confusion | 2.5/5% chance to switch the victim's active hand slot to a random one | II | uncommon |
| Mark | Highlights the victim for 5 seconds | I | common |
| Withering | 10/20/30% chance to apply Wither I for 4 seconds | III | rare |
All ten are stated with the target "bow", but in fact it's a bow or a crossbow: the vanilla shoot event the plugin subscribes to fires for both, so the books fit and work the same on a bow as on a crossbow.
| Enchantment | Effect | Max. | Rarity |
|---|---|---|---|
| Fireball | 20% chance at full draw to fire a fireball instead of an arrow, with no ignition by default | I | epic |
| Headshot | Instant death for a player without a helmet; with a helmet, durability drops 5 times faster. Bonus head damage to mobs is off by default (0) | I | legendary |
| Shockwave | 5/10/15 damage to everyone within 3 blocks, by default only at the impact point, with in-flight damage off | III | rare |
| Radar | Highlights everyone within 15 blocks of where the arrow lands for 5 seconds | I | common |
| Double Shot | A second arrow flies with a random negative effect for 5 seconds | I | uncommon |
| Falcon Eye | +10 damage from a distance over 15 blocks, +5 for each next level | III | rare |
| Harpoon | 5% chance to pull a player toward you and blind them for 4 seconds | I | uncommon |
| Stun | 2.5/5/7.5/10% chance to apply Slowness V, Weakness II, and blindness for 2 seconds | IV | rare |
| Homing | 5 ticks (0.25 sec) after the shot, it starts steering toward the nearest living target within 12 blocks, blending in 35% of the new heading per tick | I | epic |
| Explosive Shots | 6 area damage in a 3-block radius on hit, blocks stay intact | I | rare |
"In the head" for Headshot is not a hitbox but a height: it counts if the arrow, at the moment of impact, is no lower than about 0.3 blocks below the victim's eyes. Headshot's bonus damage to mobs and Shockwave's in-flight damage are both off by default on purpose, so as not to break bosses or turn the bow into a scythe; both are turned on with a number in the config.
Pro flexibility is most visible here, with a caveat: some effects stack across all 4 worn pieces, each by its own level, while others (Glutton, both "eternal" ones, fire resistance) are potion effects and don't stack but take the maximum among what's worn. So enchanting all 4 pieces with Eternal Strength is pointless: one piece gives the same result as all four.
| Enchantment | Effect | Max. | Rarity |
|---|---|---|---|
| Recovery Formula | +5% regeneration speed per level, stacks across 4 pieces (max +80%) | IV | uncommon |
| Mega Protection | −1% of any damage per level from each piece, stacks, capped at 80% (on the default numbers the maximum is 20%) | V | epic |
| Glutton | Saturation II if enchanted on at least one piece (maximum, not a sum) | I | common |
| Eternal Fire Resistance | Permanent Fire Resistance (maximum, not a sum) | I | uncommon |
| Eternal Strength | Strength I/II, taking the maximum among the worn pieces | II | rare |
| Eternal Speed | Speed I/II, taking the maximum among the worn pieces | II | rare |
| Stonewall | Combined 2.5/5% chance per piece to apply Resistance V to yourself for 2 seconds when hit | II | rare |
| Burning Steel | Combined 10% chance from each piece to set the attacker on fire for 4 seconds | I | uncommon |
| Rust | Combined 5/10/15% chance per piece to remove 30 durability from the attacker's weapon | III | uncommon |
| Resilient | +0.5 heart per level, stacks across all 4 pieces (max +8 hearts) | IV | rare |
| Airbag | Fully cancels fall damage (boots only) | I | common |
| Kamikaze | An explosion at the player's death point (helmet only; no fire and no block damage by default) | I | epic |
Mega Protection with an 80% cap looks formidable, but on the default numbers it's unreachable even in theory: five levels on all 4 pieces give only 5×4 = 20% reduction. The headroom to the cap is room for future balancing, not a mistake. Resilient, on the other hand, delivers a noticeable number right away: level IV on all 4 pieces is +16 HP, a full 8 extra hearts on top of the normal health bar.
Pickaxe, axe, hoe, and universal: they save hours of farming without turning mining into cheating. Every effect has an explicit cap (a block limit per use, a chance, a multiplier), and area enchantments honestly fire a real BlockBreakEvent for each extra block, so if WorldGuard is installed, the region will stop them the same way it stops manual mining.
| Enchantment | Effect | Max. | Rarity |
|---|---|---|---|
| Drill | Digs a 3x3 (I) or 5x5 (II) area in the plane of the face you hit, pickaxe | II | rare |
| Ore Breaker | Breaks the entire adjacent vein at once, up to 64 blocks; also counts ancient debris and glowstone as ore, pickaxe | I | epic |
| Lucky Miner | 1/2% chance to replace mined stone with a random ore item (coal, raw iron, raw gold, diamond, emerald) | II | rare |
| Lumberjack | Chops down the whole tree at once, up to 150 blocks, axe | I | uncommon |
| Experienced | +20% XP from mining, +10% for each next level | III | common |
| Wide Hoe | Tills the 8 tiles around, including mangrove swamp muddy ground; the center is tilled by vanilla | I | common |
| Farmer | 50/100% chance to double the harvest from a mature crop | II | uncommon |
| Magnet | All dropped blocks fly straight into the inventory, with no manual pickup | I | rare |
| Smelting | Raw iron, gold, and copper, sand, cobblestone, netherrack, and ancient debris come out of the block already smelted | I | uncommon |
| Lockpicker | Opens doors, fence gates, and trapdoors when interaction is blocked by region protection; works with any weapon or tool, even from the off hand | I | legendary |
A nuance for the admin: the wear setting per extra block (durability-per-block) physically sits in the Drill section but is applied to all three area enchantments at once: Drill, Ore Breaker, and Lumberjack. You can't set different values for them in the current version, since it's a shared switch.
There are no limits on the number of enchantments by default; only common sense holds you back, plus the fact that some armor buffs don't stack. Here are several working builds for specific tasks.
Vampirism (healing from damage) + Backstab (a bonus from behind) + Combo (a damage burst on the 4th consecutive hit) + Confusion (knocks the victim's hand slot) + Withering (damage over time). All five are in the "weapon" category with no conflicts between them by default, and the target for all is "sword or axe", so it also works on an axe.
Monster Crusher + Last Survivor + Whirlwind Strike: a build for mob farming and defense against a crowd rather than for dueling: a multiplier against monsters, a bonus for each entity nearby, and a chance for an area hit on a charged attack. It's stronger on an axe, which has higher base damage, so Whirlwind Strike hits harder too.
Falcon Eye (a bonus at range) + Stun (control on hit) + Explosive Shots or Shockwave (area finishing). Homing isn't required here: its target search radius is 12 blocks, so it's more useful on a bow for close and medium range, where not missing an agile target matters, than at long range, which Falcon Eye already boosts.
Mega Protection, Recovery Formula, and Resilient on all 4 pieces at once, since they stack. Plus any single piece with Eternal Strength or Eternal Speed: a second, third, and fourth copy of the effect adds nothing because the effect doesn't stack, and would only waste a slot. The result at max levels: +80% regeneration speed, +16 HP, up to 20% reduction of any damage, and that's still not the 80% cap, so the admin has room for future buffs.
Drill II (5x5) + Ore Breaker + Lucky Miner II + Smelting + Experienced III + Magnet: all have the target "pickaxe", there are no conflicts, and they go on one pickaxe together. Separately for the axe: Lumberjack + Experienced + Magnet; separately for the hoe: Wide Hoe + Farmer. Lockpicker, since its target is "weapon or tool", is handy to put on any secondary item so it doesn't take up a "pricey" slot on your main tool.
| Command | What it does | Permission |
|---|---|---|
/ce list | a list of all enchantments by category with the max level of each | ce.use |
/ce info <enchant> | the enchantment's description, target, max level, and rarity | ce.use |
/ce shop | open the GUI book store for PlayerPoints | ce.use |
/ce book <enchant> <lvl> [player] | give an enchantment book to yourself or a player | ce.admin |
/ce random [player] [rarity] | give a random book, optionally of a fixed rarity | ce.admin |
/ce apply <enchant> <lvl> | apply an enchantment to the held item directly, bypassing the book and anvil | ce.admin |
/ce remove <enchant> | remove one enchantment from the held item | ce.admin |
/ce clear | remove all custom enchantments from the held item | ce.admin |
/ce reload | re-read the config without a server restart | ce.admin |
Examples: /ce book vampirism 3 Vitaliy gives player Vitaliy a "Vampirism III" book; /ce random Vitaliy epic gives a random epic book without choosing a specific enchantment; /ce apply drill 2 immediately puts "Drill II" on the held item, with no anvil and no XP. Tab completion suggests enchantment ids, available levels (up to the max of a specific enchantment), online player names, and rarity ids, so you won't have to type blind. The command has the aliases enchants, кз, зачар, зачарование.
| Permission | What it covers | Default |
|---|---|---|
ce.admin | book, random, apply, remove, clear, reload | operator |
ce.use | list, info, shop, and receiving enchantment effects in combat and mining | all players |
Built for Paper/Spigot 1.19.4 (api-version 1.19). Three plugins are declared in softdepend, but only one is truly used: PlayerPoints is connected through reflection, and the whole plugin lives without it, with only the store failing. WorldGuard is not a separate hook but a natural consequence of area enchantments and Lockpicker firing real game events that WorldGuard already listens to and can cancel. Vault, however, is declared in softdepend but used nowhere in the code: there is no real economy hook for it, and all money logic goes only through PlayerPoints. MythicMobs is connected as softly as PlayerPoints, through reflection, with no mandatory dependency in the build.
/ce reload.46 enchantments where every level is set by hand rather than calculated by a formula: this is not a list of abilities but a tool for tuning a server's balance to your own needs.