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Enchantment System

How the Random Auction Addon generates and prices enchanted bot listings.


Overview​

The enchantment system allows bot listings to include items with randomly rolled enchantments. Each enchanted listing carries a price premium that reflects the specific enchantments and levels applied β€” making the auction house feel like a real enchanted-gear market.


Master Toggle​

Enchantments are enabled or disabled globally with a single switch:

enchantments:
enabled: true

When disabled, no bot listings will include enchantments, regardless of pool configuration.


Enchantment Chance​

Not every generated listing is enchanted. The chance setting controls the probability that any given listing will have enchantments applied:

enchantments:
chance: 0.3 # 30% of listings will be enchanted

A value of 1.0 means every listing is enchanted; 0.0 means none are (same as disabling).


Max Enchantments Per Item​

Controls how many different enchantments can appear on a single listed item:

enchantments:
max-count: 3 # at most 3 enchantments per item

Set to -1 to allow all valid enchantments for the item type.


Per-Enchantment Configuration​

Every enchantment has its own configuration block defining the level range and the price contribution per level:

SettingDescription
min-levelMinimum level this enchantment can appear at
max-levelMaximum level (capped at the enchantment's vanilla max)
min-price-per-levelMinimum currency added to the listing price per level
max-price-per-levelMaximum currency added per level

Example​

enchantments:
SHARPNESS:
min-level: 1
max-level: 5
min-price-per-level: 100
max-price-per-level: 300
UNBREAKING:
min-level: 1
max-level: 3
min-price-per-level: 50
max-price-per-level: 150
MENDING:
min-level: 1
max-level: 1
min-price-per-level: 500
max-price-per-level: 1000

A Sharpness V sword with Mending I would add between (5 Γ— 100) + (1 Γ— 500) = 1000 and (5 Γ— 300) + (1 Γ— 1000) = 2500 to the base item price.


Price Calculation​

For each enchanted listing, the price is calculated as:

Final price = Base item price + Ξ£ (level Γ— random(min-price-per-level, max-price-per-level))

Multiple enchantments stack their price contributions additively. The base item price is calculated from the normal Pricing System pipeline (shop price or fallback, plus rarity and time multipliers) before enchantment additions are layered on top.


Which Items Get Enchanted​

Enchantments are most meaningful when applied to items that can legally receive them. The Enchanted pool is specifically designed for this purpose β€” items in that pool are selected with the intention of receiving enchantments.

Items from other pools can also be enchanted (when the chance rolls true) if the material supports the enchantment being applied. The addon only applies enchantments that are valid for the item type.


Practical Examples​

ItemEnchantmentsApprox. Price Addition
Diamond SwordSharpness V, Fire Aspect II, Looting IIIHigh
Diamond PickaxeEfficiency V, Fortune III, Unbreaking IIIHigh
Diamond ChestplateProtection IV, Unbreaking III, MendingVery High
Iron SwordSharpness II, Unbreaking ILow–Medium
BowPower III, InfinityMedium

See Also​