Enchantment Upgrades
/upgrade raises an enchantment on the item in your hand by one level, past the vanilla maximum: Sharpness V becomes Sharpness VI. Every level has a price in money, experience levels and items, set by the server. A clean money sink for a server's late game.
Commands #
| Command | Syntax | Permission | Default | Description |
|---|---|---|---|---|
/upgrade | /upgrade (alias /enchantupgrade, /upgradeenchant) | upgrade. | true | Opens the upgrade menu for the item in your main hand |
How it works #
- Type
/upgradeand put the enchanted item (or enchanted book) into the slot in the second row. - The moment the item lands in the slot, the anvil at the bottom names the result in its description, such as "Sharpness V » Sharpness VI", and the fifth row lists what that level costs: money, levels and items, each next to what you currently have, green when fulfilled, red when not.
- If the item has several upgradeable enchantments, a right click on the anvil switches to the next one.
- Once everything is green, left click the anvil. Money, levels and items are taken, the enchantment rises by one level, and the menu already shows the level after that.
When the menu closes or the connection drops, the item in the slot returns to your inventory (if that is full, it drops at your feet). Requirement items are taken from the inventory, never from the off hand or the armour slots. Only one item at a time, never a stack.
Upgraded levels survive the anvil: a book with Efficiency VII goes onto a pickaxe as usual, and repairing or combining keeps the higher level. Vanilla alone would clamp it back to the normal maximum. The anvil never goes above what went in; new levels only come from /upgrade.
A note on display: the game only has names for levels up to X. Above that the tooltip reads enchantment., which is why the default cap is 10. The menu and the messages write every level in roman numerals.
Shipped levels #
The file comes filled in: every vanilla enchantment whose effect keeps growing with the level is listed with fitting materials and rising prices, capped where the game stops adding anything or would break.
| Enchantment | Vanilla | Here up to | Example materials |
|---|---|---|---|
| Sharpness, Smite, Bane of Arthropods, Impaling | V | VIII | diamonds and disc fragments; bones and skeleton skulls; spider eyes; prismarine |
| Looting | III | V | wither skulls, emeralds, nether star |
| Efficiency, Power, Density | V | VII | redstone and amethyst; spectral arrows and dragon breath; anvils and netherite |
| Protection, Fire, Blast, Projectile Protection, Feather Falling, Breach, Piercing | IV | VI | obsidian, magma cream, TNT, arrows, feathers, breeze rods, depending on the type |
| Unbreaking, Fortune, Thorns, Respiration, Soul Speed, Swift Sneak, Sweeping Edge, Wind Burst, Loyalty, Riptide, Luck of the Sea, Lunge | III | V | matching the enchantment, such as soul sand, echo shards, nautilus shells, copper and rabbit's feet |
| Knockback, Fire Aspect, Punch, Frost Walker, Quick Charge, Lure | II to III | IV | pistons and slime, blaze rods, packed ice, redstone, tropical fish |
The spear enchantment Lunge is included: every level pushes you further forward on a jab and costs one more hunger point. Left out on purpose because a higher level does nothing or the enchantment only has level I: Mending, Infinity, Flame, Silk Touch, Channeling, Multishot, Aqua Affinity, Depth Strider (III already removes the slowdown) and the curses. Lure stops at IV because from V on fish stop biting, Quick Charge at IV because V would load in negative time.
Configuration #
File plugins/CoreEngine/modules/upgrade.:
upgrade:
# Highest level reachable here at all (hard cap 255).
absolute-max-level: 10
# Optional formula for levels WITHOUT an entry of their own, multiplied
# by the level reached. Off by default: every enchantment prices its own levels.
default-step:
enabled: false
money-per-level: 2500
xp-levels-per-level: 8
# Items for every default step, "MATERIAL:amount" or "nexo:<id>:amount".
items: []
# Which enchantments may be upgraded, by registry key, each with its own
# prices. max-level caps the enchantment, steps price single target levels
# with money, levels and up to FIVE different items. A level without a
# step cannot be bought; an enchantment missing here can never be upgraded.
enchantments:
sharpness:
max-level: 8
steps:
6:
money: 5000
xp-levels: 15
items: ["DIAMOND:10"]
7:
money: 12000
xp-levels: 25
items: ["DIAMOND:20", "DISC_FRAGMENT_5:3"]
8:
money: 30000
xp-levels: 35
items: ["NETHER_STAR:1"]
protection:
max-level: 6
steps:
5:
money: 6000
xp-levels: 20
items: ["DIAMOND:12", "OBSIDIAN:32"]
6:
money: 15000
xp-levels: 30
items: ["NETHERITE_SCRAP:4", "TOTEM_OF_UNDYING:1"]
cooldown:
# Seconds between two menu openings per player, 0 disables.
commands:
upgrade: 0Items are written as MATERIAL:amount, for example NETHER_STAR:3, at most five different ones per level (with money and levels that fills the menu row). With Nexo, custom items work as nexo:<id>:amount. A vanilla requirement cannot be paid with a Nexo item of the same material and the other way round. Only plain items pay: renamed, enchanted or damaged ones stay in the inventory. A broken entry is reported once in the console and shown in the menu as a red line nobody can fulfil; the step stays locked until the entry is fixed instead of quietly getting cheaper.
Money needs the economy module. With it off, levels that ask for money cannot be fulfilled.
Permissions #
| Permission | Default | Description |
|---|---|---|
upgrade. | true | Open /upgrade and upgrade enchantments against the configured price |
upgrade. | op | Upgrade without money, levels or items; the requirements stay visible but count as fulfilled |