Compatibility
Minecraft: Java Edition
1.21.x
1.20.x
1.19.x
1.18.x
1.17.x
1.16.x
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Details
Licensed ARR
Published 2 weeks ago
Updated 2 weeks ago
G-EnchantBooks
Lightweight custom enchants, built to feel like vanilla. (No dependency)
Adds new, configurable enchantments that integrate seamlessly with vanilla mechanics (enchanting table, anvils, grindstone, etc.).
Key features
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Custom enchants: New, balanced enchantments for tools, weapons, armor, bows, tridents and more.
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Vanilla friendly: Works with vanilla systems (tables, anvils, books, villagers, grindstone, loot).
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Easy to setup: Run-and-go defaults; a single, readable config for tweaks.
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Lightweight: Low memory/CPU usage and no external dependencies.
How to create a custom enchant:
Bloodlust Enchant
<?xml version="1.0" encoding="UTF-8"?>
<enchantment id="bloodlust" enabled="true">
<display-name>Bloodlust</display-name>
<description>Heals you and gives strength when you kill enemies</description>
<book-lore>
<line>§7Heals and empowers you when you slay enemies</line>
<line>§7Restores §c{level} hearts §7and grants §4Strength {level}</line>
<line>§7Apply to weapons via anvil</line>
</book-lore>
<category>combat</category>
<max-level>3</max-level>
<applicable-items>
<item-group>weapons</item-group>
</applicable-items>
<recipe>
<pattern>
<row>NAN</row>
<row>WBW</row>
<row>NAN</row>
</pattern>
<ingredients>
<ingredient key="N">NETHERITE_INGOT</ingredient>
<ingredient key="A">ANCIENT_DEBRIS</ingredient>
<ingredient key="W">WITHER_SKELETON_SKULL</ingredient>
<ingredient key="B">BLAZE_ROD</ingredient>
</ingredients>
</recipe>
<trigger event="ENTITY_DEATH">
<conditions>
<condition type="player-is-killer"/>
<condition type="holding-enchanted-item" slot="MAIN_HAND"/>
</conditions>
<actions>
<!-- Heal player based on level -->
<action type="heal">
<base-amount>2.0</base-amount>
<per-level>1.0</per-level>
<max-amount>10.0</max-amount>
</action>
<!-- Apply strength effect -->
<action type="potion-effect">
<effect>STRENGTH</effect>
<duration-ticks>
<base>100</base>
<per-level>20</per-level>
</duration-ticks>
<amplifier>
<base>0</base>
<per-level>1</per-level>
</amplifier>
</action>
</actions>
</trigger>
</enchantment>
Exemple Template
<?xml version="1.0" encoding="UTF-8"?>
<enchantment id="lifesteal" enabled="true">
<display-name>Your Enchant Name</display-name>
<description>The description of your choice</description>
<book-lore>
<line>Choose a lore of your choice</line>
<line>§7 You can use color code</line>
<line>If you need help, join our Discord !</line>
</book-lore>
<category>Choose a category</category>
<max-level>Choose a maximum level (ex. 3)</max-level>
<applicable-items>
<item-group>Choose an item group (weapons, tools, . . .)</item-group>
</applicable-items>
<recipe>
<pattern>
<row>GRG</row> #Here you can configure the recipe
<row>RBR</row>
<row>GRG</row>
</pattern>
<ingredients>
<ingredient key="G">GHAST_TEAR</ingredient> #Choose any ingredients you wish
<ingredient key="R">GOLDEN_APPLE</ingredient>
<ingredient key="B">BOOK</ingredient>
</ingredients>
</recipe>
<trigger event="ENTITY_DAMAGE_BY_ENTITY"> #You can choose how the enchant works
<conditions>
<condition type="player-is-attacker"/>
<condition type="holding-enchanted-item" slot="MAIN_HAND"/>
<condition type="damage-cause">
<cause>ENTITY_ATTACK</cause>
<cause>ENTITY_SWEEP_ATTACK</cause>
</condition>
<!-- 2 second cooldown to prevent spam healing -->
<condition type="cooldown">
<duration-ticks>
<base>40</base>
<per-level>-5</per-level>
<min>20</min>
</duration-ticks>
</condition>
</conditions>
<actions>
<!-- Heal based on level (1-3 hearts) -->
<action type="heal">
<base-amount>1.0</base-amount>
<per-level>1.0</per-level>
<max-amount>6.0</max-amount>
</action>
<!-- Visual feedback -->
<action type="spawn-particle">
<particle>HEART</particle>
<count>
<base>2</base>
<per-level>1</per-level>
</count>
<offset-x>0.3</offset-x>
<offset-y>0.5</offset-y>
<offset-z>0.3</offset-z>
</action>
<!-- Audio feedback -->
<action type="play-sound">
<sound>ENTITY_PLAYER_LEVELUP</sound>
<volume>0.3</volume>
<pitch>2.0</pitch>
</action>
</actions>
</trigger>
</enchantment>



