Enchantment System
How the Random Auction Addon generates and prices enchanted bot listings.
Overviewβ
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 Toggleβ
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 Chanceβ
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 Itemβ
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 Configurationβ
Every enchantment has its own configuration block defining the level range and the price contribution per level:
| Setting | Description |
|---|---|
min-level | Minimum level this enchantment can appear at |
max-level | Maximum level (capped at the enchantment's vanilla max) |
min-price-per-level | Minimum currency added to the listing price per level |
max-price-per-level | Maximum currency added per level |
Exampleβ
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 Calculationβ
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 Enchantedβ
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 Examplesβ
| Item | Enchantments | Approx. Price Addition |
|---|---|---|
| Diamond Sword | Sharpness V, Fire Aspect II, Looting III | High |
| Diamond Pickaxe | Efficiency V, Fortune III, Unbreaking III | High |
| Diamond Chestplate | Protection IV, Unbreaking III, Mending | Very High |
| Iron Sword | Sharpness II, Unbreaking I | LowβMedium |
| Bow | Power III, Infinity | Medium |
See Alsoβ
- Listing Generation β Scheduling and pool selection
- Pricing System β Base price calculation pipeline
- Configuration β Full enchantments config reference