Antiquity | Ultimate Custom Relics v1.1

A lightweight, config driven SMP expansion featuring 43 unique custom relics and powerful abilities.
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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.

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.
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/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.
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Crafting Recipes:

Reliquary Token:​

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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
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186 Views
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Jun 4, 2026 Published
N/A Updated
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290.5 KB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Adventure
  1. Core
Supported software
  1. Paper
Supported versions
  1. 1.21.11
  1. 1.21.8
  1. 1.21.5
  1. 1.21.4
Supported languages
  1. English
Creator
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Share and earn
Refer this resource and earn a 10% commission.
186 Views
0 Purchases
1 Downloads
Jun 4, 2026 Published
N/A Updated
Not yet rated
290.5 KB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Adventure
  1. Core
Supported software
  1. Paper
Supported versions
  1. 1.21.11
  1. 1.21.8
  1. 1.21.5
  1. 1.21.4
Supported languages
  1. English
Creator
Struggling to cover the costs of your server? Set up your own webstore with Tebex in under 30 seconds.
Host a lag-free Minecraft or Hytale server in minutes.
Get 25% off your first order with our link.
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Create items, blocks, mobs, emojis, and more with automatic resourcepack generation!
5.00 star(s) 54 ratings
3,232 purchases
Protect your server from crash/dupe/packet exploits with the ultimate security fix plugin.
5.00 star(s) 45 ratings
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High Performance | Customizable | Cross-Version | GeyserMC | Folia Support
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All-in-one dungeon creator. Create unlimited, timed dungeon experiences with your own builds
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