Elevate your Survival or SMP server with Antiquity, the premium, all in one framework designed to bring unique, high quality gameplay mechanics to your players without the bloat.
/antiquity reload | Reload the config.
/antiquity cooldown reset [player/@s/@a] | Reset all the cooldowns of the target player.
/antiquity give [item] [player/@s/@a] [amount] | Give the specified item(s) to the target player.
/antiquity qol soul_reaver souls set [amount] | Set the souls amount for a specific item while in main hand.
Textures are included! (you may change them as you wish in the config)
Commands:
OP Commands:
/antiquity open | Open up a menu for all the items./antiquity reload | Reload the config.
/antiquity cooldown reset [player/@s/@a] | Reset all the cooldowns of the target player.
/antiquity give [item] [player/@s/@a] [amount] | Give the specified item(s) to the target player.
/antiquity qol soul_reaver souls set [amount] | Set the souls amount for a specific item while in main hand.
Crafting Recipes:
Reliquary Token:
Everything is customizable in the config!
↓ ↓ ↓
↓ ↓ ↓
Config.yml:
YAML:
# ============================================================
# ANTIQUITY — CONFIG
# ============================================================
# This file controls every aspect of the Antiquity plugin.
# global relic behavior, archaeology loot, chest injection,
# and the full definition of every item in the plugin.
#
# Editing guidelines:
# • Reload with /antiquity reload (or server restart).
# • Color tags follow MiniMessage format: <red>, <#RRGGBB>, etc.
# • custom_model_data accepts a numeric ID or a namespaced key.
# • Weights are relative - weight: 10 is 10× more likely than weight: 1.
# ============================================================
# ============================================================
# GLOBAL PARAMETERS
# ============================================================
parameters:
# Maximum number of relics that can be active at once.
relic_limit: 1
# Which hand slot relics are allowed to activate from.
# offhand - relic must be in the off-hand (default)
# mainhand - relic must be in the main hand
# all - relic activates from anywhere in the inventory
#
# Note: items with 'force_mainhand_activation: true' bypass this setting.
# Note: this does not affect weapons, the reliquary_token, or the lucky_charm.
relic_priority_slot: offhand # 'all' doesn't bypass 'relic_limit' change 'relic_limit' accordingly.
# ============================================================
# ARCHAEOLOGY
# ============================================================
# Controls whether custom items can drop from brushing
# suspicious sand and suspicious gravel.
#
# roll_chance - probability (0.0–1.0) that ANY custom item
# drops at all when a suspicious block is brushed.
# On a failed roll, vanilla loot drops untouched.
# 1.0 = always replace vanilla loot | 0.0 = never drop
#
# Per-item archaeology block (defined on each item below):
# enabled - whether this item is included in the loot pool
# weight - relative drop weight within the pool.
# A weight of 10 is 10× more likely than a weight of 1.
# ============================================================
archaeology:
enabled: true
roll_chance: 0.5
# ============================================================
# LOOT INJECTION
# ============================================================
# Injects custom items into vanilla structure loot tables.
#
# roll_chance - probability (0.0–1.0) that an eligible chest
# contains at least one custom item from the pool below.
# pool - list of item IDs that can appear in this chest.
# ============================================================
loot_injection:
ancient_city:
enabled: true
roll_chance: 0.15
pool:
- "damocles_edge"
- "tyrfing"
- "void_eater_greatsword"
- "omens_call"
- "soul_stitcher"
- "chorus_warp_blade"
- "behemoth_cleaver"
- "salamander_pickaxe"
- "verdant_axe"
- "pyre_axe"
- "marrow_axe"
- "soul_reaver"
# ============================================================
# ITEMS
# ============================================================
# Every item in the plugin is defined below.
# Items are organized into three categories:
#
# 1. UTILITY - Special purpose items (charms, tokens, tomes)
# 2. ARTIFACTS - Equippable relics with passive or active abilities
# 3. WEAPONS - Custom combat weapons
#
# Common fields shared by all items:
# material - Vanilla Minecraft material ID (uppercase)
# custom_model_data - Numeric ID or namespaced key for the model
# display_name - MiniMessage-formatted item name
# enchantment_glint - Whether the enchantment shimmer renders (true/false)
# force_mainhand_activation - If true, bypasses relic_priority_slot globally
# unbreakable - Whether the item is unbreakable. applies to weapons mainly.
# banned_enchants - List of banned enchantments the item won't be able to get by normal means (commands still work)
# stackable - Whether multiple copies can stack in one slot
# lore - List of MiniMessage-formatted lore lines
# abilities - Numerical tuning for this item's mechanics
# messages - Chat messages sent to the player on ability triggers
# sound - Volume and pitch for each sound event
# archaeology - Whether and how often this item drops from brushing
# ============================================================
# !!! Note: Changing the material will cause the item to lose its custom texture.
# !!! DO NOT CHANGE THE ITEM IDENTIFIERS! (e.g. end_time_apple) OR THE ITEM WILL BREAK!
items:
# ──────────────────────────────────────────
# UTILITY ITEMS
# Special items that don't behave like standard relics.
# ──────────────────────────────────────────
lucky_charm:
enabled: true
material: "RABBIT_FOOT"
custom_model_data: 10031
display_name: "<green><bold>Lucky Charm"
enchantment_glint: false
lore:
- "<gray>A blessed charm that bends probability around"
- "<gray>you. Its effects multiply when stacked together"
- "<gray>in your hand or inventory."
- ""
- "<gold><bold>PASSIVE BENEFIT:"
- "<yellow>⚡ Synchronized Fortune: <dark_gray>[PASSIVE]"
- "<gray> Grants passive Luck per item in your inventory."
abilities:
synchronized_fortune:
luck_per_item: 0.5 # Luck added per Lucky Charm in inventory
global_max_limit: 6 # Maximum Lucky Charms that contribute to the bonus
archaeology:
enabled: true
weight: 10
# ──────────────────────────────────────────
reliquary_token:
enabled: true
material: "ECHO_SHARD"
custom_model_data: "antiquity_reliquary_token"
display_name: "<#FF8C00><bold>Reliquary Token"
enchantment_glint: true
lore:
- "<gray>A shifting, ancient token that hums with"
- "<gray>forgotten energies. Consuming it permanently"
- "<gray>binds a random historical relic or powerful"
- "<gray>weapon to your soul."
- ""
- "<gold><bold>USAGE:"
- "<yellow>⚡ Unstable Epiphany: <dark_gray>[R-Click]"
- "<gray> Right-click to consume this token and manifest"
- "<gray> a completely random artifact or weapon."
- ""
- "<dark_gray>Works in: <gray>Main Hand" # Hard coded, wont change at all.
abilities:
unstable_epiphany:
include_weapons: false # If true, weapons below are included in the random pool
weapon_pool:
- "damocles_edge"
- "tyrfing"
- "void_eater_greatsword"
- "omens_call"
- "soul_stitcher"
- "chorus_warp_blade"
- "behemoth_cleaver"
- "salamander_pickaxe"
- "verdant_axe"
- "pyre_axe"
- "marrow_axe"
- "soul_reaver"
messages:
manifest: "<gold>✨ The Reliquary Token shatters! You have received: <item>"
sound:
volume:
shatter_volume: 1.0
ambient_volume: 0.6
pitch:
shatter_pitch: 1.2
ambient_pitch: 0.7
archaeology:
enabled: false
weight: 1
recipe:
enabled: true
shape:
- "ABA"
- "BCB"
- "ABA"
ingredients:
A: "ECHO_SHARD"
B: "AMETHYST_SHARD"
C: "NETHERITE_BLOCK"
# ──────────────────────────────────────────
# ARTIFACTS
# Equippable relics. Each one provides passive or
# triggered abilities while held in the relic slot.
# ──────────────────────────────────────────
end_time_apple:
enabled: true
material: "APPLE"
custom_model_data: "antiquity_end_time_apple"
display_name: "<#8B0000><bold>End Time Apple"
force_mainhand_activation: true
enchantment_glint: true
stackable: false
lore:
- "<gray>A dark, infinitely regenerating apple that grants"
- "<gray>mild supernatural resilience without ever"
- "<gray>truly being consumed."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Infinite Consumption: <dark_gray>[R-Click]"
- "<gray> Can be eaten repeatedly, granting"
- "<gray> temporary positive potion effects."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
infinite_consumption:
cooldown_seconds: 90
effects:
- type: "regeneration"
duration_seconds: 5
amplifier: 0
- type: "absorption"
duration_seconds: 120
amplifier: 0
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#8B0000>End Time Apple<green> has regrown!"
archaeology:
enabled: true
weight: 3
# ──────────────────────────────────────────
warp_stone:
enabled: true
material: "FLINT"
custom_model_data: "antiquity_warp_stone"
display_name: "<#55FFFF><bold>Warp Stone"
force_mainhand_activation: true
enchantment_glint: false
stackable: false
lore:
- "<gray>A magical stone that remembers exact spatial"
- "<gray>coordinates, allowing the user to return"
- "<gray>to a safe haven."
- ""
- "<green>Saved Location: <white><coords>"
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Bind Location: <dark_gray>[Shift R-Click]"
- "<gray> Shift-Right-Click to save your coordinates."
- "<yellow>⚡ Spatial Recall: <dark_gray>[R-Click]"
- "<gray> Right-Click to teleport to the saved location."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
dimensional_warp:
cooldown_seconds: 60
need_to_stand_still: true
warmup_seconds: 3
messages:
location_saved: "<green>✨ Warp location successfully saved!"
teleported: "<aqua>🌌 You have been warped through space."
fail: "<red>❌ The Warp Stone cannot reach that location! (Are you in the same dimension?)"
cooldown:
cd_message: "<red>The Warp Stone is still recharging!"
ready: "<green>The <#55FFFF>Warp Stone<green> is ready to be used again."
archaeology:
enabled: true
weight: 3
# ──────────────────────────────────────────
solar_amulet:
enabled: true
material: "MAGMA_CREAM"
custom_model_data: "antiquity_solar_amulet"
display_name: "<#FFA500><bold>Solar Amulet"
force_mainhand_activation: false
enchantment_glint: false
stackable: false
lore:
- "<gray>An amulet radiating intense heat, turning"
- "<gray>the deadliest flames into soothing warmth."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Photosynthesis: <dark_gray>[PASSIVE]"
- "<gray> Completely negates incoming fire damage"
- "<gray> and instead heals you while you are ablaze."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
photosynthesis:
heal_amount: 1.0 # 1.0 = Half a heart of healing
heal_delay_ticks: 20 # Time between heal ticks (20 ticks = 1 second)
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
darkened_wither_bone:
enabled: true
material: "BONE"
custom_model_data: "antiquity_darkened_wither_bone"
display_name: "<#454545><bold>Darkened Wither Bone"
force_mainhand_activation: false
enchantment_glint: true
stackable: false
lore:
- "<gray>A charred bone that wards off the devastating"
- "<gray>rot of the Wither."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Necrotic Ward: <dark_gray>[PASSIVE]"
- "<gray> Passively immunizes the holder against"
- "<gray> the Wither effect."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
archaeology:
enabled: true
weight: 3
wardens_eye:
enabled: true
material: "BLUE_DYE"
custom_model_data: "antiquity_wardens_eye"
display_name: "<#008B8B><bold>Warden's Eye"
force_mainhand_activation: false
enchantment_glint: false
stackable: false
lore:
- "<gray>Preserved sensory organ of a Warden. They"
- "<gray>grant clarity in the absolute dark."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Echolocation: <dark_gray>[PASSIVE]"
- "<gray> Protects the holder from both the Darkness"
- "<gray> and Blindness effects."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
archaeology:
enabled: true
weight: 2
# ──────────────────────────────────────────
iron_stomach:
enabled: true
material: "IRON_NUGGET"
custom_model_data: "antiquity_iron_stomach"
display_name: "<#A9A9A9><bold>Iron Stomach"
force_mainhand_activation: false
enchantment_glint: false
stackable: false
lore:
- "<gray>A strange charm that neutralizes all toxins"
- "<gray>ingested by the wearer."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Toxic Immunity: <dark_gray>[PASSIVE]"
- "<gray> Allows the wielder to eat highly toxic or"
- "<gray> spoiled foods without negative side effects."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
toxic_immunity:
safe_foods:
- "ROTTEN_FLESH"
- "PUFFERFISH"
- "SPIDER_EYE"
- "POISONOUS_POTATO"
- "CHICKEN"
archaeology:
enabled: true
weight: 5
# ──────────────────────────────────────────
spirit_hook:
enabled: true
material: "GHAST_TEAR"
custom_model_data: "antiquity_spirit_hook"
display_name: "<#00FFFF><bold>Spirit Hook"
force_mainhand_activation: false
enchantment_glint: true
stackable: false
lore:
- "<gray>An ethereal conduit that draws out more life"
- "<gray>essence from fallen foes."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Essence Extraction: <dark_gray>[PASSIVE]"
- "<gray> Dramatically increases the amount of experience"
- "<gray> dropped by slain creatures."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
essence_extraction:
xp_multiplier: 1.5
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
phantom_hand:
enabled: true
material: "PHANTOM_MEMBRANE"
custom_model_data: "antiquity_phantom_hand"
display_name: "<#9370DB><bold>Phantom Hand"
force_mainhand_activation: false
enchantment_glint: true
stackable: false
lore:
- "<gray>A spectral appendage that mirrors your movements,"
- "<gray>extending your physical reach."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Extended Reach: <dark_gray>[PASSIVE]"
- "<gray> Increases the maximum distance you can"
- "<gray> interact with blocks and entities."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
extended_reach:
bonus_reach_blocks: 1.0
archaeology:
enabled: true
weight: 3
# ──────────────────────────────────────────
piglins_snout:
enabled: true
material: "GOLD_INGOT"
custom_model_data: "antiquity_piglins_snout"
display_name: "<#FFC0CB><bold>Piglin's Snout"
force_mainhand_activation: false
enchantment_glint: false
stackable: false
lore:
- "<gray>A preserved snout that fools Piglins into"
- "<gray>treating you as one of their own."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Golden Deception: <dark_gray>[PASSIVE]"
- "<gray> Piglins will remain entirely neutral"
- "<gray> towards you, regardless of your attire."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
archaeology:
enabled: true
weight: 4
soul_bell:
enabled: true
material: "orange_dye"
custom_model_data: "antiquity_soul_bell"
display_name: "<#7FFFD4><bold>Soul Bell"
force_mainhand_activation: false
enchantment_glint: false
stackable: false
lore:
- "<gray>An odd device that emits a concussive"
- "<gray>frequency upon impact."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Concussive Wave: <dark_gray>[PASSIVE]"
- "<gray> Your attacks have a chance to violently"
- "<gray> stun your enemies, immobilizing them."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
concussive_wave:
stun_chance: 0.20 # 15% chance to trigger
stun_duration_seconds: 1.5
messages:
success: "<aqua>⚡ Enemy Stunned!"
sound:
volume:
stun_volume: 1.0
pitch:
stun_pitch: 2.0
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
mineral_detector:
enabled: true
material: "COMPASS"
custom_model_data: "antiquity_mineral_detector"
display_name: "<#50C878><bold>Mineral Detector"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A peculiar instrument of brass and crystal"
- "<gray>that hums faintly in the presence"
- "<gray>of buried riches."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Ore Scan: <dark_gray>[R-Click]"
- "<gray> Pulses a detection wave through the earth,"
- "<gray> highlighting nearby ores for <white>30 seconds."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
ore_scan:
duration_seconds: 30
cooldown_seconds: 60
radius: 12
excluded_ores: [DIAMOND_ORE, ANCIENT_DEBRIS, DEEPSLATE_DIAMOND_ORE]
messages:
activated: "<green>⛏ Scan active! <gray>Found <yellow><count> <gray>ore(s) nearby."
expired: "<gray>⛏ The mineral scan has faded."
already_active: "<yellow>⛏ The detector is already scanning!"
cooldown:
cd_message: "<red>The detector needs time to recalibrate."
ready: "<green>Your <#50C878>Mineral Detector<green> is ready to scan again!"
sound:
volume:
activate_volume: 1.0
pitch:
activate_pitch: 1.8
archaeology:
enabled: true
weight: 3
# ──────────────────────────────────────────
xp_tome:
enabled: true
material: "BOOK"
custom_model_data: "antiquity_xp_tome"
display_name: "<#32CD32><bold>Tome of Knowledge"
enchantment_glint: false
force_mainhand_activation: true # Bypasses relic_priority_slot, must be main-hand
stackable: false
lore:
- "<gray>An ancient ledger that hums with ambient"
- "<gray>energy. It is capable of siphoning and"
- "<gray>storing pure experience for later use or"
- "<gray>exchange with others."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Siphon Knowledge: <dark_gray>[Shift R-Click]"
- "<gray> Shift-Right-Click to deposit all your XP."
- "<yellow>⚡ Impart Wisdom: <dark_gray>[R-Click]"
- "<gray> Right-Click to withdraw all stored XP."
- ""
- "<green>Stored XP: <white><stored> / <max>"
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
knowledge_storage:
max_xp_capacity: 10000 # Maximum XP the tome can hold
messages:
deposit: "<green>You deposited <amount> XP. (Stored: <current>/<max>)"
withdraw: "<aqua>You withdrew <amount> XP. (Stored: <current>/<max>)"
full: "<red>The tome is completely full!"
empty: "<red>The tome contains no experience."
insufficient_xp: "<red>You do not have any XP to deposit."
sound:
volume:
interact_volume: 0.8
pitch:
deposit_pitch: 1.5
withdraw_pitch: 0.8
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
sovereign_crest:
enabled: true
material: "GOLD_NUGGET"
custom_model_data: "antiquity_sovereign_crest"
display_name: "<#D4AF37><bold>Sovereign's Crest"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A gilded, weathered crown that echoes with the"
- "<gray>ancient battles of the Nether. Those who wear it"
- "<gray>inherit the unwavering legacy of an empire that"
- "<gray>refused to fall, remaining unshaken in the face"
- "<gray>of absolute terror."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Piglin's Enmity: <dark_gray>[PASSIVE]"
- "<gray> Deals significantly increased damage against"
- "<gray> pig-based mobs and Nether beasts."
- "<yellow>⚡ Defiant Stand: <dark_gray>[PASSIVE]"
- "<gray> Grants life steal that scales higher the"
- "<gray> lower your current health drops."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
piglins_enmity:
damage_multiplier: 1.5 # Damage multiplier against pig-type and Nether mobs
defiant_stand:
base_lifesteal_percent: 5.0 # Life steal % at full health
max_lifesteal_percent: 20.0 # Life steal % at near-death
sound:
volume:
defiant_stand_volume: 0.5
pitch:
defiant_stand_pitch: 1.8
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
axolotl_salve:
enabled: true
material: "PINK_DYE"
custom_model_data: "antiquity_axolotl_salve"
display_name: "<light_purple><bold>Axolotl Salve"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A shimmering, pale pink ointment infused with the"
- "<gray>regenerative properties of deep-cave fauna."
- "<gray>It soothingly accelerates the body's natural"
- "<gray>recovery process."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Cellular Mend: <dark_gray>[PASSIVE]"
- "<gray> Permanently increases health restoration"
- "<gray> received from all healing sources."
- "<yellow>⚡ Gills of the Deep: <dark_gray>[PASSIVE]"
- "<gray> Grants the user temporary water breathing"
- "<gray> upon submerging."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
cellular_mend:
healing_bonus_multiplier: 1.25 # All incoming healing is multiplied by this value
gills_of_the_deep:
duration_seconds: 30 # Duration of Water Breathing on submersion
sound:
volume:
underwater_sound_volume: 0.5
pitch:
underwater_sound_pitch: 1.2
archaeology:
enabled: true
weight: 6
# ──────────────────────────────────────────
golem_hand:
enabled: true
material: "IRON_INGOT"
custom_model_data: "antiquity_golem_hand"
display_name: "<dark_gray><bold>Golem's Hand"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A heavy, crushing gauntlet reinforced with a"
- "<gray>dense iron sphere. It forces the wielder to"
- "<gray>throw their entire body weight into every strike,"
- "<gray>trading elegance for pure kinetic force."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Inertial Impact: <dark_gray>[PASSIVE]"
- "<gray> Attacks deal bonus physical damage equal to"
- "<gray> a percentage of your maximum health."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
inertial_impact:
health_percentage: 0.05 # Bonus damage = max health × this value
messages:
heavy_strike: "<dark_gray>💥 Heavy Strike: +<damage> Crushing Damage"
sound:
volume:
inertial_impact_volume: 1.0
pitch:
inertial_impact_pitch: 0.8
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
talisman_of_the_wayfarer:
enabled: true
material: "AMETHYST_SHARD"
custom_model_data: "antiquity_talisman_of_the_wayfarer"
display_name: "<aqua><bold>Talisman of the Wayfarer"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A delicate silver chain cradling a mesmerizing"
- "<gray>opal. Historically gifted to ancient explorers"
- "<gray>and soldiers embarking on perilous journeys across"
- "<gray>the Overworld to ensure a safe return."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Aegis Bubble: <dark_gray>[R-Click]"
- "<gray> Completely absorbs the damage of a single"
- "<gray> incoming attack, shattering and entering"
- "<gray> a cooldown period afterward."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
aegis_bubble:
cooldown_seconds: 45 # Cooldown after the bubble shatters
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>The <aqua>Talisman of the Wayfarer<green> is ready to use again!"
bubble_shatter: "<aqua>🛡 Aegis Bubble Shattered!"
sound:
volume:
aegis_bubble_volume: 1.0
pitch:
aegis_bubble_pitch: 0.8
archaeology:
enabled: true
weight: 5
# ──────────────────────────────────────────
anima_parasite:
enabled: true
material: "FERMENTED_SPIDER_EYE"
custom_model_data: "antiquity_anima_parasite"
display_name: "<dark_purple><bold>Anima Parasite"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A bizarre, symbiotic organism that burrows into"
- "<gray>the host's consciousness. It continuously"
- "<gray>manipulates the user's emotional state, forcing"
- "<gray>their body to rapidly adapt to shifting conditions."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Emotional Volatility: <dark_gray>[PASSIVE]"
- "<gray> Cycle through psychological states every 10 mins:"
- "<red> * Furious: <gray>+Attack power & ignites targets."
- "<green> * Joyful: <gray>+Movement speed & heightened luck."
- "<blue> * Gloomy: <gray>Toughens skin, reduces incoming damage."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
emotional_volatility:
cycle_interval_minutes: 10 # How often the state rotates
furious_damage_bonus: 3.0 # Flat bonus attack damage in Furious state
furious_burn_seconds: 4 # How long targets burn on hit
joyful_speed_amplifier: 1 # Speed effect amplifier in Joyful state (0 = Speed I)
joyful_luck_amplifier: 2 # Luck effect amplifier in Joyful state
gloomy_damage_reduction: 0.20 # Percentage of incoming damage negated in Gloomy state
messages:
shift_furious: "<red>⚠️ The Anima Parasite inside your mind grows FURIOUS! Your strikes now ignite foes."
shift_joyful: "<green>✨ The Anima Parasite inside your mind grows JOYFUL! You feel lighter and luckier."
shift_gloomy: "<blue>🌧 The Anima Parasite inside your mind grows GLOOMY! Your body density hardens."
combat_furious: "<red>🔥 Parasite Volatility: FURIOUS STRIKE"
combat_gloomy: "<blue>🌧 Parasite Volatility: GLOOMY DEFENSE (-<percent>%)"
archaeology:
enabled: false
weight: 2
# ──────────────────────────────────────────
singularity_core:
enabled: true
material: "HEART_OF_THE_SEA"
custom_model_data: "antiquity_singularity_core"
display_name: "<dark_aqua><bold>Singularity Core"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A dense, swirling micro-black hole contained"
- "<gray>within a containment field. It warps space-time"
- "<gray>around the wielder, consuming incoming harm"
- "<gray>and violently redirecting it toward aggression."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Law of Entropy: <dark_gray>[PASSIVE]"
- "<gray> Reflects a portion of incoming damage back to"
- "<gray> the attacker. Cannot exceed wielder's health."
- "<yellow>⚡ Karmic Calamity: <dark_gray>[PASSIVE]"
- "<gray> When attacked, the aggressor is afflicted"
- "<gray> with a random, debilitating negative potion effect."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
law_of_entropy:
reflection_percentage: 0.35 # Portion of incoming damage reflected to attacker
karmic_calamity:
effect_duration_seconds: 6 # How long the debuff lasts on the attacker
possible_effects: # Pool of effects to randomly draw from
- "wither"
- "slowness"
- "weakness"
- "poison"
messages:
entropy_reflect: "<dark_purple>🌌 Law of Entropy: Damage redirected!"
calamity_strike: "<red>💀 Karmic Calamity struck your attacker!"
sound:
volume:
entropy_reflect_volume: 0.5
pitch:
entropy_reflect_pitch: 1.8
archaeology:
enabled: true
weight: 2
# ──────────────────────────────────────────
anchor_of_atlas:
enabled: true
material: "RABBIT_HIDE"
custom_model_data: "antiquity_anchor_of_atlas"
display_name: "<#708090><bold>Anchor of Atlas"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A heavy glove woven from a dense, physics-defying"
- "<gray>fabric. When activated, it momentarily anchors"
- "<gray>its precise coordinates to reality itself—making"
- "<gray>the wielder unmovable, yet transferring"
- "<gray>catastrophic kinetic energy into targets."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Total Momentum: <dark_gray>[PASSIVE]"
- "<gray> Massively multiplies attack damage, but"
- "<gray> reduces overall attack speed by 66%."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
total_momentum:
damage_multiplier: 1.5 # Multiplier applied to all outgoing attack damage
attack_speed_reduction: 0.66 # Percentage reduction to attack speed (0.66 = −66%)
sound:
volume:
iron_door_volume: 0.8
anvil_land_volume: 0.5
pitch:
iron_door_pitch: 0.5
anvil_land_pitch: 0.5
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
covenant_amulet:
enabled: true
material: "PRISMARINE_SHARD"
custom_model_data: "antiquity_covenant_amulet"
display_name: "<#E0EEEE><bold>Covenant Amulet"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A pristine, glowing relic that shares an"
- "<gray>unexplainable, intrinsic bond with your very soul."
- "<gray>It pulses in harmony with your heartbeat, waiting"
- "<gray>to unleash divine retribution."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Divine Alignment: <dark_gray>[PASSIVE]"
- "<gray> Channels its celestial energy into your veins,"
- "<gray> universally amplifying all core attributes."
- "<yellow>⚡ Righteous Verdict: <dark_gray>[PASSIVE]"
- "<gray> Empowers strikes to deal bonus damage based on"
- "<gray> a percentage of the target's maximum health."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
divine_alignment:
attribute_multiplier: 1.15 # All core attributes are multiplied by this value
righteous_verdict:
health_percentage: 0.06 # Bonus damage = target's max health × this value | 20hp example. 21.2 = 20 * 0.06
cooldown_seconds: 10
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#E0EEEE>Covenant Amulet<green> is ready to use again!"
righteous_verdict: "<gold>⚖ Righteous Verdict: Holy retribution dealt!"
sound:
volume:
righteous_verdict_volume: 0.6
pitch:
righteous_verdict_pitch: 1.4
archaeology:
enabled: true
weight: 3
# ──────────────────────────────────────────
mithridates_spine:
enabled: true
material: "BONE"
custom_model_data: "antiquity_mithridates_spine"
display_name: "<#2E8B57><bold>Mithridates' Spine"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A sophisticated bio-organic spinal graft that"
- "<gray>filters the bloodstream. It turns biological"
- "<gray>warfare on its head by repurposing foreign"
- "<gray>toxins into cellular fuel."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Toxic Metamorphosis: <dark_gray>[PASSIVE]"
- "<gray> Automatically converts the Poison status effect"
- "<gray> into the Regeneration effect."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
toxic_metamorphosis:
regeneration_amplifier: 1 # Amplifier of the Regeneration effect granted (0 = Regen I)
messages:
metamorphosis: "<green>🧪 Toxin converted to regeneration!"
sound:
volume:
convert_potions_sound_volume: 0.8
pitch:
convert_potions_sound_pitch: 1.2
archaeology:
enabled: false
weight: 2
# ──────────────────────────────────────────
kinetic_dampeners:
enabled: true
material: "SLIME_BALL"
custom_model_data: "antiquity_kinetic_dampeners"
display_name: "<#4682B4><bold>Kinetic Dampeners"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>Advanced shock-absorbing joint implants engineered"
- "<gray>to disperse massive downward impacts, keeping"
- "<gray>the user's bones intact during perilous drops."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Velocity Suspension: <dark_gray>[PASSIVE]"
- "<gray> Permanently mitigates 30% of all fall damage,"
- "<gray> regardless of the height."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
velocity_suspension:
reduction_percentage: 0.30 # Portion of fall damage negated (0.30 = 30%)
sound:
volume:
velocity_suspension_volume: 0.6
pitch:
velocity_suspension_pitch: 1.6
archaeology:
enabled: false
weight: 3
# ──────────────────────────────────────────
chronos_pendulum:
enabled: true
material: "CLOCK"
custom_model_data: "antiquity_chronos_pendulum"
display_name: "<#DAA520><bold>Chronos' Pendulum"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A ticking, brass pendulum that feels strangely"
- "<gray>warm to the touch. It allows the wielder"
- "<gray>to anchor their physical state in the"
- "<gray>timestream for a brief window."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Temporal Anchor: <dark_gray>[R-Click]"
- "<gray> Right-click to save your exact location"
- "<gray> and health. You have 8 seconds to act."
- "<yellow>⚡ Rewind: <dark_gray>[R-Click]"
- "<gray> Right-click again while anchored to instantly"
- "<gray> rewind time, restoring your saved state."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
temporal_anchor:
window_seconds: 8 # How long the anchor stays active before expiring
cooldown_seconds: 45
rewind_speed: 1 # How fast the player is brought back to the anchor. (1x)
messages:
anchor_set: "<gold>⏳ Temporal Anchor set! You have <time> seconds to Rewind."
rewind: "<aqua>⏪ Time rewound! State restored."
anchor_shattered: "<red>⌛ The anchor shattered! Time resumes normally."
cooldown:
cd_message: "<red>The time stream is too unstable! Ability on cooldown."
ready: "<green>Your <#DAA520>Chronos' Pendulum<green> has stabilized!"
sound:
volume:
tick_volume: 1.0
rewind_volume: 1.0
shatter_volume: 0.8
pitch:
tick_pitch: 1.5
rewind_pitch: 0.5
shatter_pitch: 0.5
archaeology:
enabled: true
weight: 2
# ──────────────────────────────────────────
crucifix_of_st_jude:
enabled: true
material: "GOLD_NUGGET"
custom_model_data: "antiquity_crucifix_of_st_jude"
display_name: "<#FFD700><bold>Crucifix of St. Jude"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A sacred, consecrated cross forged from pure gold."
- "<gray>It radiates a holy warmth that comforts the living"
- "<gray>while acting as an unbearable beacon of agonizing"
- "<gray>judgment to the damned."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Ashen Repentance: <dark_gray>[PASSIVE]"
- "<gray> Automatically scratches and ticks down the"
- "<gray> health of any nearby undead monsters."
- "<yellow>⚡ Sacrificial Grace: <dark_gray>[R-Click]"
- "<gray> Upon activation, grants temporary invincibility"
- "<gray> at the cost of consuming 8 hunger points."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
ashen_repentance:
radius_blocks: 4 # Radius in blocks to apply the passive undead damage aura
damage_per_second: 1.0 # Damage dealt per second to undead within the radius
sacrificial_grace:
invincibility_duration_seconds: 5 # Duration of the invincibility window
hunger_cost: 8 # Hunger points consumed on activation
messages:
insufficient_hunger: "<red>❌ You are too exhausted to channel Sacrificial Grace!"
grace_activation: "<gold>✨ Sacrificial Grace: Invincibility active!"
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#FFD700>Your Crucific of St. Jude<green> is ready to use again!"
sound:
volume:
low_hunger_sound_volume: 0.6
invincibility_sound1_volume: 0.4
invincibility_sound2_volume: 0.8
ashen_repentance_sound_volume: 0.4
pitch:
low_hunger_sound_pitch: 0.5
invincibility_sound1_pitch: 1.6
invincibility_sound2_pitch: 1.2
ashen_repentance_sound_pitch: 1.5
archaeology:
enabled: true
weight: 5
# ──────────────────────────────────────────
cornucopia_flesh:
enabled: true
material: "COOKED_BEEF"
custom_model_data: "antiquity_cornucopia_flesh"
display_name: "<#CD5C5C><bold>Cornucopia Flesh"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A bizarre, ever-regenerating cut of cured meat"
- "<gray>that defies the laws of conservation of mass."
- "<gray>No matter how much is carved away, it seamlessly"
- "<gray>knits itself back together, offering a horrific"
- "<gray>yet endless bounty."
- ""
- "<dark_gray>Works in: <gray>Main Hand"
abilities:
infinite_food:
refill_on_eat: true # If true, the item replenishes itself after being eaten.
cooldown_seconds: 20 # Minimum time between consecutive uses
messages:
cooldown:
cd_message: "<red>Your stomach cannot handle more flesh yet! Ability on cooldown."
ready: "<green>Your <#CD5C5C>Cornucopia Flesh<green> is ready to be consumed again!"
archaeology:
enabled: false # Only someone with 'acquired taste' would enable this.
weight: 1
# ──────────────────────────────────────────
# THE DICE SET
# ──────────────────────────────────────────
reapers_die:
enabled: true
material: "white_dye"
custom_model_data: "antiquity_reapers_die"
display_name: "<#3A3A3A><bold>Reaper's Die"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A jagged bone die that longs for bloodshed,"
- "<gray>randomly accelerating the velocity of your"
- "<gray>weapon's edge."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Guillotine Strike: <dark_gray>[PASSIVE]"
- "<gray> Grants a 10% base chance for attacks to"
- "<gray> deal double damage, increasing by 1.5% for"
- "<gray> every unit of Luck."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
guillotine_strike:
base_chance: 0.10 # Base proc chance (0.0–1.0)
damage_multiplier: 2.0 # Damage multiplier on a Guillotine Strike
chance_per_luck: 0.015 # Additional proc chance per Luck effect level
messages:
crit: "<red>💀 Guillotine Strike: Massive damage!"
sound:
volume:
guillotine_strike_volume: 1.2
pitch:
guillotine_strike_pitch: 0.6
archaeology:
enabled: true
weight: 7
# ──────────────────────────────────────────
tyches_loaded_die:
enabled: true
material: "QUARTZ"
custom_model_data: "antiquity_tyches_loaded_die"
display_name: "<green><bold>Tyche's Loaded Die"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A perfectly balanced artifact that allows its"
- "<gray>holder to bend the laws of probability, letting"
- "<gray>them strike critical weak points with supernatural"
- "<gray>precision."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Absolute Critical: <dark_gray>[PASSIVE]"
- "<gray> Attacks have a base 10% chance to deal 1.66x"
- "<gray> damage. Each unit of the Luck increases"
- "<gray> this chance by 5%."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
absolute_critical:
base_chance: 0.10 # Base critical hit chance (0.0–1.0)
multiplier: 1.66 # Damage multiplier on a critical hit
chance_per_luck_level: 0.05 # Additional critical chance per Luck effect level
messages:
crit_hit: "<gold>🎲 WEIGHTED FATE! Critical Hit (<percent>% Luck Roll)"
sound:
volume:
absolute_critical_volume: 1.0
pitch:
absolute_critical_pitch: 1.2
archaeology:
enabled: true
weight: 6
# ──────────────────────────────────────────
void_die:
enabled: true
material: "COAL"
custom_model_data: "antiquity_void_die"
display_name: "<#4c078c><bold>Void Die"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A pitch-black die that absorbs light, occasionally"
- "<gray>phasing the user out of reality right when"
- "<gray>a blow connects."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Spatial Phase: <dark_gray>[PASSIVE]"
- "<gray> Grants a 10% base chance to completely phase"
- "<gray> through and negate damage, increasing by 3%"
- "<gray> for every unit of Luck."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
spatial_phase:
base_chance: 0.10 # Base dodge chance (0.0–1.0)
chance_per_luck: 0.03 # Additional dodge chance per Luck effect level
messages:
phase: "<dark_purple>🌌 Spatial Phase: You phased through the blow!"
sound:
volume:
spatial_phase_volume: 0.6
pitch:
spatial_phase_pitch: 1.5
archaeology:
enabled: true
weight: 5
# ──────────────────────────────────────────
faustian_die:
enabled: true
material: "ORANGE_DYE"
custom_model_data: "antiquity_faustian_die"
display_name: "<#800000><bold>Faustian Die"
enchantment_glint: false
force_mainhand_activation: false
stackable: false
lore:
- "<gray>A smoking, crimson die that demands a gamble"
- "<gray>with fate, offering extreme power at the risk"
- "<gray>of absolute ruin."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Double-Edged Pact: <dark_gray>[PASSIVE]"
- "<gray> Grants a 50% chance to receive a debilitating"
- "<gray> debuff or a powerful buff upon taking damage."
- "<gray> The chance to receive a buff increases by 5%"
- "<gray> for each unit of Luck."
- ""
- "<dark_gray>Works in: <gray><hand_priority>"
abilities:
double_edged_pact:
activation_chance: 0.50 # Chance for the pact to trigger on hit (0.0–1.0)
base_buff_chance: 0.50 # Base probability of a buff vs a debuff
buff_chance_per_luck: 0.05 # Buff probability increase per Luck effect level (0.05 = +5%)
effect_duration_seconds: 6
possible_buffs: # Pool of positive effects to randomly apply
- "strength"
- "speed"
- "resistance"
possible_debuffs: # Pool of negative effects to randomly apply
- "wither"
- "blindness"
- "slowness"
messages:
buff: "<green>😈 The Faustian Pact rewards you with power!"
debuff: "<dark_red>💀 The Faustian Pact demands its toll! You were hexed."
sound:
volume:
pact_buff_volume: 0.5
pact_debuff_volume: 0.5
pitch:
pact_buff_pitch: 1.8
pact_debuff_pitch: 0.8
archaeology:
enabled: true
weight: 4
# ──────────────────────────────────────────
# WEAPONS
# Custom combat weapons with unique mechanics.
#
# Archaeology is disabled on all weapons by default.
# Enable and adjust weights only if you intentionally want that behavior.
# ──────────────────────────────────────────
damocles_edge:
enabled: true
material: "NETHERITE_SWORD"
custom_model_data: "antiquity_damocles_edge"
display_name: "<#4A0E17><bold>Damocles' Edge"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A volatile, double-edged blade hanging by a"
- "<gray>metaphorical thread. It rewards reckless audacity"
- "<gray>with devastating power, but threatens to doom"
- "<gray>the wielder with that exact same cruelty."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Double Down: <dark_gray>[PASSIVE]"
- "<gray> Every swing carries a chaotic curse, attacks"
- "<gray> have a chance to either deal double damage to"
- "<gray> the target or inflict 50% of the damage onto you."
abilities:
double_down:
trigger_chance: 0.25 # Chance for Double Down to activate on any attack
backfire_percentage: 0.50 # Portion of dealt damage reflected onto the wielder on backfire
messages:
double_down: "<green>⚡ DOUBLE DOWN! Your strike dealt massive damage!"
backfire: "<red>❌ The curse of Damocles turns on you!"
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
tyrfing:
enabled: true
material: "DIAMOND_SWORD"
custom_model_data: "antiquity_tyrfing"
display_name: "<#A9A9A9><bold>Tyrfing"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A legendary, bloodthirsty blade forged by"
- "<gray>dwarven hands. It grows exponentially more vicious"
- "<gray>against heavily armored foes, yet its malice"
- "<gray>constantly seeks to bypass the protection of its"
- "<gray>own master."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Armor-Piercing Malice: <dark_gray>[PASSIVE]"
- "<gray> Attack damage scales higher based on how much"
- "<gray> armor the victim has."
- "<yellow>⚡ Sunder Wielder: <dark_gray>[PASSIVE]"
- "<gray> The sword curses its user, causing 15% of"
- "<gray> all incoming damage to completely bypass your"
- "<gray> armor values."
abilities:
armor_piercing_malice:
bonus_damage_per_armor_point: 0.7 # Flat bonus damage added per armor point the target has (max armor is 20 points, 20 * 0.17 = 14)
sunder_wielder:
bypass_percentage: 0.15 # Portion of incoming damage that ignores the wielder's armor
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
void_eater_greatsword:
enabled: true
material: "NETHERITE_SWORD"
custom_model_data: "antiquity_void_eater_greatsword"
display_name: "<#4B0082><bold>Void-Eater Greatsword"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A heavy blade forged from Etherite—a rare"
- "<gray>mineral found only in the deepest void spaces"
- "<gray>between the End islands. It grows exceptionally"
- "<gray>heavy in the hands, but hungers for the life"
- "<gray>force of the wounded."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Execute: <dark_gray>[PASSIVE]"
- "<gray> Deals bonus damage that scales higher based"
- "<gray> on the target's missing health."
- "<yellow>⚡ Gravitational Mass: <dark_gray>[PASSIVE]"
- "<gray> The extreme weight of the blade permanently"
- "<gray> reduces your movement and attack speed by 25%."
abilities:
execute:
max_bonus_damage: 3.0 # Maximum bonus damage at 0% target health
gravitational_mass:
speed_reduction_percentage: 0.25 # Movement speed penalty on the wielder
attack_speed_reduction_percentage: 0.25 # Attack speed penalty on the wielder
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
omens_call:
enabled: true
material: "IRON_SWORD"
custom_model_data: "antiquity_omens_call"
display_name: "<#4A5D4E><bold>Omen's Call"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A dark, twisted blade favored by Illager warlords."
- "<gray>It vibrates in harmony with ancient curses, drawing"
- "<gray>immense physical power from the dark magic of"
- "<gray>a looming raid."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Calamity Drive: <dark_gray>[PASSIVE]"
- "<gray> Each current level of the Bad Omen effect"
- "<gray> increases the weapon's total damage output by 25%."
abilities:
calamity_drive:
damage_increase_per_level: 0.15 # Damage bonus per Bad Omen level (0.15 = +15%)
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
soul_stitcher:
enabled: true
material: "NETHERITE_SWORD"
custom_model_data: "antiquity_soul_stitcher"
display_name: "<#7FFFD4><bold>Soul-Stitcher"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>An eerie, translucent greatsword that passes"
- "<gray>effortlessly through physical armor to cut the"
- "<gray>ethereal threads binding a creature's life force"
- "<gray>together."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Spiritual Rupture: <dark_gray>[PASSIVE]"
- "<gray> Pierces the victim's soul, inflicting a severe,"
- "<gray> unstoppable bleeding effect that cannot be"
- "<gray> cleansed by normal means."
abilities:
spiritual_rupture:
bleed_chance: 0.33 # 33%
bleed_damage_per_tick: 1.5 # Damage dealt every tick while bleeding
bleed_duration_ticks: 60 # Total duration of the bleed in ticks (60 = 3 seconds)
messages:
rupture: "<dark_aqua>🗡 Spiritual Rupture: Bleeding target!"
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
chorus_warp_blade:
enabled: true
material: "DIAMOND_SWORD"
custom_model_data: "antiquity_chorus_warp_blade"
display_name: "<#D8BFD8><bold>Chorus Warp-Blade"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A flickering, unstable sword infused with"
- "<gray>concentrated Chorus fruit essence. It remembers"
- "<gray>the spatial signature of its victims."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Void Seeker: <dark_gray>[R-Click]"
- "<gray> Fires a homing Shulker bullet at the"
- "<gray> last entity struck by this blade, inflicting"
- "<gray> damage and Levitation."
abilities:
void_seeker:
cooldown_seconds: 20
bullet_count: 3 # Number of homing bullets to fire
spread_intensity: 0.5 # How much they deviate from the target center
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#D8BFD8>Chorus Warp-Blade<green> is ready to use again!"
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
behemoth_cleaver:
enabled: true
material: "NETHERITE_AXE"
custom_model_data: "antiquity_behemoth_cleaver"
display_name: "<#8B4513><bold>Behemoth Cleaver"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A colossal, terrifyingly heavy axe that looks"
- "<gray>more like a jagged piece of iron wreckage than a"
- "<gray>tool. It is designed for one purpose: total"
- "<gray>battlefield devastation."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Seismic Slam: <dark_gray>[R-Click]"
- "<gray> Launch yourself violently into the air and slam"
- "<gray> back down, dealing 6 points of heavy AoE damage"
- "<gray> to all entities within a 3-block radius."
abilities:
seismic_slam:
launch_velocity: 1.2 # Upward velocity applied on activation
aoe_damage: 10.0 # Damage dealt to each entity in the blast radius
radius_blocks: 3 # Radius of the AoE impact
cooldown_seconds: 12
knockback_y: 0.7 # Vertical knockback applied to hit entities
knockback_multiplier: 1.0 # Horizontal knockback multiplier applied to hit entities
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#8B4513>Behemoth Cleaver<green> is ready to use again!"
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
soul_reaver:
enabled: true
material: "NETHERITE_SWORD"
custom_model_data: "antiquity_soul_reaver"
display_name: "<#2F4F4F><bold>Soul-Reaver Greatsword"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A ghastly blade that forcibly absorbs the spiritual"
- "<gray>residue of the slain. It grows continuously heavier"
- "<gray>and sharper as the trapped souls wail within its steel."
- ""
- "<dark_aqua>Souls Harvested: <white><souls> / <max_souls>"
- "<dark_aqua>Damage Bonus: <white><damage_bonus>"
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Soul Harvest: <dark_gray>[PASSIVE]"
- "<gray> Killing a player has a 80% chance to trap their"
- "<gray> soul. Each trapped soul permanently increases"
- "<gray> attack damage. However, normal mobs do not drop"
- "<gray> any loot at all."
abilities:
soul_harvest:
chance: 0.8 # 80%
max_souls: 100
damage_per_soul: 0.1 # 100*0.1 = 10, +10. attack damage when maxed out.
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
marrow_axe:
enabled: true
material: "IRON_AXE"
custom_model_data: "antiquity_marrow_axe"
display_name: "<#EAE0C8><bold>Marrow Axe"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>Carved from the femur of an unknown giant. Its raw"
- "<gray>density cripples targets on heavy impacts and can"
- "<gray>absolutely shatter a defensive stance."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Crippling Blow: <dark_gray>[PASSIVE]"
- "<gray> Landing a hit dealing more than 8 damage inflicts"
- "<gray> the victim with Slowness II for 2 seconds."
- "<yellow>⚡ Shield Breaker: <dark_gray>[R-Click]"
- "<gray> Primes the axe. Your next hit within 4 seconds"
- "<gray> deals massive knockback and disables shields for 8s."
abilities:
crippling_blow:
damage_threshold: 8.0
duration_seconds: 2
slowness_amplifier: 1
shield_breaker:
cooldown_seconds: 12
prime_window_seconds: 4
knockback_multiplier: 2.5
disable_duration_seconds: 8
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#EAE0C8>Marrow Axe<green> is ready to use again!"
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
pyre_axe:
enabled: true
material: "GOLDEN_AXE"
custom_model_data: "antiquity_pyre_axe"
display_name: "<#FF4500><bold>Pyre Axe"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>A smoldering battleaxe that demands a perfect rhythm."
- "<gray>Feeding it the ashes of burning enemies causes it to"
- "<gray>blaze brighter, but swapping weapons or missing"
- "<gray>will extinguish the momentum."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Kindling Strike: <dark_gray>[PASSIVE]"
- "<gray> Fully charged hits on burning targets grant +1 damage"
- "<gray> (max +5). Attack speed drops proportionally."
- "<yellow>⚡ Ignition Wave: <dark_gray>[R-Click]"
- "<gray> Instantly erupts, setting all entities within a"
- "<gray> 5-block radius ablaze for 6 seconds."
abilities:
kindling_strike:
max_stacks: 5
damage_per_stack: 1.0
attack_speed_reduction_per_stack: 0.05
ignition_wave:
cooldown_seconds: 15
radius: 5.0
fire_duration_seconds: 6
messages:
actionbar_stacks: "<gold>Pyre Stacks: <red>+<damage> Damage"
actionbar_lost: "<gray>Momentum lost..."
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#FF4500>Pyre Axe<green> is ready to use again!"
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
verdant_axe:
enabled: true
material: "IRON_AXE"
custom_model_data: "antiquity_verdant_axe"
display_name: "<#228B22><bold>Verdant Axe"
enchantment_glint: false
unbreakable: true
banned_enchants:
- "SHARPNESS"
lore:
- "<gray>An axe overgrown with aggressive, parasitic fungi."
- "<gray>The roots spread instantly through wood, while"
- "<gray>releasing hostile spores when agitated."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Timber Chain: <dark_gray>[PASSIVE]"
- "<gray> Breaking a log violently rips down up to 64"
- "<gray> adjacent connected logs simultaneously."
- "<yellow>⚡ Spore Burst: <dark_gray>[R-Click]"
- "<gray> Releases a highly toxic 4-block fog that inflicts"
- "<gray> Poison II (5s) and Weakness (6s) on enemies."
abilities:
timber_chain:
max_logs: 64
spore_burst:
cooldown_seconds: 20
radius: 4.0
poison_duration_seconds: 5
weakness_duration_seconds: 6
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#228B22>Verdant Axe<green> is ready to use again!"
archaeology:
enabled: false
weight: 1
# ──────────────────────────────────────────
salamander_pickaxe:
enabled: true
material: "DIAMOND_PICKAXE"
custom_model_data: "antiquity_salamander_pickaxe"
display_name: "<#FF8C00><bold>Salamander Pickaxe"
enchantment_glint: false
unbreakable: true
banned_enchants: []
lore:
- "<gray>A blistering hot mining tool infused with magma."
- "<gray>It smelts stone and ores on contact, and can be"
- "<gray>overcharged to trigger a controlled detonation."
- ""
- "<gold><bold>ABILITIES:"
- "<yellow>⚡ Furnace Touch: <dark_gray>[PASSIVE]"
- "<gray> Automatically smelts mined blocks and ores."
- "<gray> Perfectly compatible with the Fortune enchantment."
- "<yellow>⚡ Excavation Prime: <dark_gray>[R-Click]"
- "<gray> Primes the pickaxe. The next block you mine triggers"
- "<gray> a 3x3x3 blast that safely drops all smelted contents."
abilities:
excavation_prime:
cooldown_seconds: 15
messages:
cooldown:
cd_message: "<red>Ability on cooldown!"
ready: "<green>Your <#FF8C00>Salamander Pickaxe<green> is ready to use again!"
archaeology:
enabled: false
weight: 1
