Description
Minecraft, but every advancement puts a random enchantment on everything you carry and doubles the ones you have.
One rule. Every advancement you earn:
- every item you're carrying gets one completely random enchantment, and
- every enchantment you already carry doubles.
Any enchantment, on any item: the game doesn't check. New ones arrive at your current multiplier, so after 10 advancements everything is level 1,024, and after 20 it is 1,000,000. You never touch an enchanting table, because advancements are the only source.
Advancement! Everything you carry is ×16 and just got a random enchantment:
✦ Loyalty 16 on Stick
✦ Multishot 16 on Ender Pearl
✦ Channeling 16 on Bucket
And because a random enchantment on a random item would usually do nothing, every enchantment means something on everything:
- Efficiency on a pickaxe mines a whole plane (up to 9×9). On a stack of blocks, it places one.
- Fire Aspect on a tool auto-smelts everything you mine.
- Sweeping Edge turns every hit into a sweep. At 1,000,000 it clears a 40-block circle.
- Multishot ender pearls: one throw is up to 10,001 pearls. Infinity pearls never run out. Loyalty pearls come back.
- Channeling on anything: every hit is lightning.
- Silk Touch on a weapon: kills drop spawn eggs.
- Knockback 1,000,000 armor sends attackers 500,000 blocks.
- Enchanted food is a potion: a Sharpness steak gives Strength, a Protection apple gives Resistance.
How it works
- Hooked into the advancement system. Recipe unlocks are invisible advancements and don't count.
- The multiplier is 2^(advancements earned), capped at 1,000,000. The action bar shows it with your biggest enchantment:
✦ ×1,024 Multishot 65,536 (Ender Pearl). - Commands:
/multiplyshows your status./multiply <n>(op) fakes n advancements./multiply max(op) slams everything to the cap.
- Every number is real up to the point where the game would literally stop. Only three things are capped, at measured breaking points, and all of them are configurable: projectiles per shot, Riptide launch strength, and the Fortune/Looting level used for drop maths.
- The anvil never says "Too Expensive" and never clamps your levels back down.
- Loyalty never pulls dropped items back, so you can still get rid of things.
Config
Edit config/enchantsmultiply.properties, then run /multiply config reload. Ops can also change options in game with /multiply config <option> <value>.
| Option | Default | What it does |
|---|---|---|
enabled |
true |
Master switch |
enchantMultiplier |
2 |
Every advancement multiplies every carried enchantment by this (1–10) |
randomEnchantsPerAdvancement |
1 |
New random enchantments per item per advancement (0–10) |
allowCurses |
false |
Let curses into the random pool. Evil |
maxLevel |
1000000 |
Levels stop growing here |
maxProjectiles |
10001 |
Lag valve for Multishot. 1,001 is smooth, 3,001 is chunky, 10,001 is a 30-second freeze per throw |
maxLootLevel |
2000 |
Fortune/Looting level used for drop maths |
maxRiptideStrength |
4.5 |
Riptide launch cap (vanilla III = 4.5) |
titles |
true |
Show the ENCHANTS title and chat summary |
actionBar |
true |
Show the multiplier and your best enchantment |
Compatibility
- Fabric mod. Requires Fabric API and Fabric Loader 0.19 or newer.
- Minecraft 26.3:
enchantsmultiply-1.1.0+mc26.3.jar. Minecraft 26.2:enchantsmultiply-1.1.0+mc26.2.jar. - Install on the server and on every client. Levels above 255 need the mod on both sides to display and sync.
- Standalone. It uses the same lifted level cap as OP Overload, so the two can run together.
Use in videos
Free to use in YouTube videos, streams and modpacks. Credit (a link in the description) is appreciated.
Licence
MIT.






