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Item Upgrade System

As of EliteMobs 7.3.0, it is possible for players to interact with Elite Items in a number of unique ways. This page is meant to help players and admins figure out how the systems work, and later explain the balance of the system for admins.

System Costs Summary

SystemItems RequiredCurrency CostSuccess Rate
ScrappingElite ItemNone75% (default)
UnbindingElite Item + Unbind ScrollNone100%
RepairingElite Item + ScrapNone100%
EnchantingElite Item + Enchanted Book (+ Lucky Ticket optional)(enchants+1)^4 coinsVariable (see formula)

Unbinding Items

If you have an item unbind scroll, you are able to use the Unbinder NPC to combine 1 scroll with 1 item in order to unbind it.

Note: as of writing this, there is no way for players to get the scroll without being given or adding it to as specific boss. The scroll will drop from the Ender Dragon fight which will be released this month.

The scroll can only be used once. Once unbound, items can be sold or given to other players, or be used after a prestige.


Scrapping Items

Elite Items can be scrapped at the Scrapper NPC. When scrapping items depending on the level of the item you will get the following scrap:

  • Level 0-49: Tiny Scrap
  • Level 50-99: Small Scrap
  • Level 100-149: Medium Scrap
  • Level 150-199: Large Scrap
  • Level 200+: Huge Scrap

Scrap is the basis for the rest of the Item System.

Scrap Success Rate: When scrapping items at the Scrapper NPC, there is a 75% chance of successfully obtaining scrap. Failed attempts will consume the item without producing scrap, and you will be notified of how many items failed to scrap.


Repairing Elite Items

Elite items can be repaired at the Repairman NPC using scrap. The extent of damage to your item determines the quantity and size of scrap required to fix it.

Repair Amounts: Each scrap type repairs a fixed amount of durability:

  • Tiny Scrap: 100 durability
  • Small Scrap: 200 durability
  • Medium Scrap: 300 durability
  • Large Scrap: 400 durability
  • Huge Scrap: 500 durability

One scrap item is consumed per repair attempt. Heavily damaged items may require multiple repairs or higher-tier scrap.


Enchanting Elite Items

Before we proceed to describe how to enchant items, it is advisable to familiarize yourself with the items required for enchanting and understand their functions.

Elite Item
An elite item encompasses any loot available in the EliteMobs shops, dropped by Elite Mobs, or received as a reward for completing a quest, among other sources.

Enchanted Books
Enchanted books are typically dropped by Elite Mobs or bestowed upon players as rewards in Arenas or Quests. They contain enchantments that players can transfer to their desired items.

Lucky Tickets
Lucky tickets, usually obtained from Elite Mobs or as rewards in Arenas or Quests, enable players to double their chances of success when enchanting items.

The players can access the enchantment menu by visiting the Enchanter NPC in the Adventurer's Guild or by using the /em menu.

With both an Elite Item and an Enchanted Book, players can attempt to add the enchantment stored in the book to their item. Each attempt will cost the players some Elite Coins. They can also double their chances by using a Lucky Ticket if they have one.

Enchanting Cost: The cost for each enchantment attempt increases exponentially based on how many enchantments your item already has: (current enchantments + 1)^4 Elite Coins.

Examples:

  • 0 enchantments: 1 coin
  • 1 enchantment: 16 coins
  • 2 enchantments: 81 coins
  • 5 enchantments: 1,296 coins
  • 10 enchantments: 14,641 coins

Success Rates: Your base success chance is calculated as: (100 / (current enchantments + 1)) x 4 percent. For example:

  • 0 enchantments: 400% (capped at 100%)
  • 1 enchantment: 200% (capped at 100%)
  • 5 enchantments: 66.7%
  • 10 enchantments: 36.4%

Lucky Tickets double this chance (also capped at 100%) and reduce critical failure chance by half.

Enchantment Stacking: If your item already has an enchantment and you apply a book with the same enchantment, the levels will stack together. For example, Sharpness III + Sharpness II = Sharpness V. However, you cannot exceed the maximum level for any enchantment.

To begin the enchantment the players would place one Elite Item, one Enchanted Book and one Lucky Ticket (If they have one) in the Enchantment window and then try to enchant their item. After that they would be met with one of the following results:

  • Success: The enchantment is successfully added to the item. (Probability varies based on current enchantments)
  • Failure: Unsuccessful attempt, resulting in the loss of the Enchanted Book and Elite Coins. The item is returned safely. (Remaining probability after success, critical failure, and challenge)
  • Critical Failure: A more severe failure, leading to the loss of the Enchanted Book, Elite Coins, and the Elite Item itself. (1% base chance, reduced to 0.5% with Lucky Ticket)
  • Challenge: Engage in a Boss Battle with a 10% chance of critical failure upon losing. The item is enchanted if the players win. (30% of remaining probability after success and critical failure are calculated)

Achievement Broadcast: Successfully enchanting an item to 10 or more total enchantments will trigger a server-wide announcement celebrating your achievement!

Visual Example

MagmaGuy's Video explaining some of the systems.

Make your own Enchanted Books

Here is a short guide that explains how you can make your own Enchanted Books.


isEnabled

Sets if the item is enabled.

KeyValuesDefault
isEnabledBooleantrue
Example
isEnabled: true

name

Sets the name of item. Supports Color Codes.

KeyValuesDefault
nameStringnone
Example
name: '&aElite Custom Enchanted Book'

create_book_name.jpg


lore

Sets the lore of the item. Supports Color Codes.

KeyValuesDefault
loreString Listnone
Example
lore:
- '&2Use this custom book to'
- '&2enchant items at the enchanter!'

create_book_lore.jpg


material

Sets what MineCraft material the item should be.

KeyValuesDefault
materialMaterialBOOK
Example
material: BOOK

create_book_material.jpg


enchantments

Sets which enchantments the item should hold.

KeyValuesDefault
enchantmentsMineCraft Enchantments or EliteMobs Enchantmentsnone
Example
enchantments:
- EARTHQUAKE,1
- LUCK,1

create_book_enchantments.jpg


itemType

Sets where you can obtain the item from. You can set this to custom if you want your book to be dropped by random elites and sold in shops.

Otherwise you can set it to unique to have it only drop from configured loot tables.

KeyValuesDefault
itemTypeValuesnone
Example
itemType: custom

soulbound

Sets if them can be traded with other players.

KeyValuesDefault
soulboundBooleantrue
Example
soulbound: true

Enchanted Book Example

Enchanted Book Config Example
isEnabled: true
material: BOOK
name: '&5Excellent Mining Enchanted Book'
lore:
- '&2Used to enchant items at the enchanter!'
enchantments:
- MENDING,1
- DRILLING,1
itemType: UNIQUE
soulbound: false

As you can see making your Enchanted Books is not that complicated. Most of the settings are regular settings you would use when creating an item.

Except that of course here our main focus would be the enchantments section. Our example book has one MineCraft enchantment MENDING and one EliteMobs enchantment DRILLING.

This would make our example book an excellent book you would want to use on a pickaxe.


For Server Administrators: All probabilities and costs mentioned above are default values and may be configured differently on your server. Check with your server admins for specific values.