The Rift Enchanter

Forged gear is enchanted at the Rift Enchanter, a tier 3 multiblock that spends Rift Shards, XP and Rift Cores to push levels past the vanilla maximum.

Building the station

A plain enchanting table will not take forged gear. Put a forged sword on the table and the offers are suppressed, with a short message pointing you at /forge station. That refusal is the whole reason this station exists: forged items are the premium enchanting path, and they run through one building.

The Rift Enchanter is a tier 3 multiblock, built out of blocks you can get in survival, in any rotation. There is no recipe and no special block to place. You lay out five blocks and the server detects the shape when you use it.

PositionBlock
CentreEnchanting table
Both sides along one horizontal axisAmethyst block
Both sides along the other horizontal axisCrying obsidian
Directly below the centreIron block

Because the structure is read from the world rather than stored anywhere, it survives restarts by construction: the blocks are the record. It is also protected like every other forge structure, so nobody can break or place inside the pattern in territory that is not theirs.

The station carries one capability, enchant, and nothing else. It cannot be used as a forge, and a forge cannot be used to enchant. Standing next to a Rift Enchanter does not break a nearby forge either: the structure search keeps looking past a station that does not match the job you asked for, so /forge start, /forge heat and /forge alloy still find their real forge.

/forge station prints the build pattern and the costing rules, and works even when forging is switched off.

Most of what follows is recorded in the plugin documentation as written and reviewed against the code rather than verified on a live server. The numbers here are the shipped defaults. Where the game disagrees with this page, the game is right.

Opening it, and what the screen looks like

Hold a forged item and right-click the enchanting table at the centre of the structure. The vanilla table window is suppressed and the station screen opens instead. Hold anything else and the table behaves like a completely ordinary enchanting table, offers and all.

/forge enchant does the same thing without the right-click, which is the path Bedrock players want. Both screens are ordinary chest interfaces that a Bedrock player can complete from start to finish with plain taps.

The station is a single screen. Nothing is spread across pages.

SlotWhat sits there
4Info card
20A display copy of the forged item in your main hand
22The book input, the one slot you can actually put an item in
24The plan and cost card
40Apply
49Close
53Open the enchantment transfer screen

Your gear never enters a slot

The item being enchanted stays in your main hand for the whole operation. Slot 20 holds a picture of it, not the item. Every click re-reads the hand and re-checks its per-instance identity stamp against the one taken when the window opened, and re-checks that the structure is still intact and that you are still standing next to it. Swapping the item, dropping it or walking away is caught rather than exploited.

The book slot is the only writable one

Slot 22 accepts a book. Every other slot in the top half rejects clicks, and a drag that touches any non-input slot up there is cancelled outright. The book comes back to you on every way out: the X button, the close button, and a disconnect. The slot is emptied before the book is handed over, so no closing path can return it twice.

Opening the transfer screen from slot 53 is safe for the same reason. Closing the station window fires first, the close handler returns your book, and only then does the second window open.

The book decides the enchantment and the level

There is no list of enchantments to browse and no level selector. You supply the actual enchanted book for what you want. It is required, and it is consumed when the enchantment lands, on top of the rift cost.

The level comes from the book, including a book built above the vanilla maximum at an anvil, clamped down to the station cap if the book is higher than the station allows.

Books with several enchantments

A book may carry more than one enchantment, and every entry on it is judged separately. Each one that is applicable, is not a downgrade and is not blocked applies in the same click, at its own clamped level, and the cost sums across the accepted set. Each accepted enchantment pays its own base as well as its own per-level cost, so a five-enchantment book is five charges in one transaction.

Refusals are named before you click

Every entry the plan drops is listed on the card with its reason. This matters because a book of five whose third entry is refused used to render as a book of four, which reads as a weaker book rather than as a refusal.

ReasonWhat it means
ExcludedThe enchantment is on the station exclusion list. That list ships empty, so nothing is excluded by default.
Cannot go on that itemVanilla applicability. Protection does not go on a sword and Power does not go on a pickaxe.
Already there at that level or betterThe item already carries it at the same level or higher, so applying it would gain nothing.
Conflicts with something on the itemOnly fires when conflict checking has been switched back on. It is off by default.
Conflicts with another enchantment on this bookThe same rule, applied between two entries of the same book.

Applying is one transaction

Apply validates everything, charges the rift cost, re-reads your hand and re-checks its stamp after the charge, consumes exactly one book, and writes the enchantment onto the existing item in place. Nothing is rebuilt, so the forged data, attribute modifiers, sockets, runes and lore all survive because nothing was reconstructed. If the post-charge check ever fails, the cost is refunded and the run aborts before the book is consumed.

How high a level can go

Every enchantment gets a station cap of its vanilla maximum plus two. Individual enchantments can be given their own ceiling by staff, and the whole thing is clamped by an absolute cap of 10.

EnchantmentVanilla maximumStation cap
Efficiency, Sharpness, Smite, Bane of Arthropods, Power57
Protection, Fire Protection, Blast Protection, Projectile Protection, Feather Falling46
Unbreaking, Fortune, Looting, Respiration, Depth Strider35
Mending, Infinity, Silk Touch, Channeling, Flame13

Ten is not a balance number, it is a client limit. The Minecraft client only ships names for enchantment levels 1 to 10, so an eleventh level would render without a label. That is why it is a hard ceiling rather than a knob, and why nothing at the shipped +2 comes anywhere near it.

Above-maximum levels are applied with the API call that bypasses the vanilla level check, which is the same mechanism the ore system already uses. What that means in practice is that the level really is on the item, and the server reads it the way it reads any other level.

Whether Efficiency VI actually mines faster than Efficiency V is decided by the server's own speed formula, which is level driven. It is expected to hold and is on the list of things to confirm in play rather than something the code can prove on its own.

A skill tree can push the reachable cap higher and cut the shard, core and XP cost. Until recently that tree had no effect on the apply screen at all, because the screen never told the service which player was standing there. It works on both screens now.

What an application costs

Three currencies, charged per accepted enchantment at its clamped level.

CurrencyFormula
Rift Shards2 plus 2 per level
XP levels1 plus 1 per level
Rift Cores1 per level beyond the enchantment's vanilla maximum

Cores are the gate. Anything at or below the vanilla maximum costs no cores at all, and every level above it costs one. That single rule is what makes rift loot the enchanting currency, and it is the first sink the Rift Core ever had: the item existed as a rare Warden drop for several releases with nothing at all to spend it on.

ResultLevels above vanillaRift ShardsXP levelsRift Cores
Unbreaking III0840
Efficiency V01260
Efficiency VI11471
Efficiency VII21682
Unbreaking V21262
Protection VI21472
Mending III2842

The charge is atomic. All three legs are re-verified, then deducted together, then the enchantment is written in the same click. There is no state in which you have paid and not received. An earlier build had exactly that bug, caused by a bulk inventory write that quietly orphaned the copy of the held item the code was about to enchant, and it was fixed in two independent places.

Where the shards and cores come from

The rift ladder runs in three steps. Rift Ore Fragments are the common drop, from kills and clear payouts. Six fragments craft into one Rift Shard on a shapeless recipe that only accepts the real fragment, so a plain amethyst shard will not satisfy it. Rift Cores are the rare end: a top-dealer Warden drop, and the Rift Hunter job raises that chance.

Exclusivity is switched off at this station

The station does not consult vanilla exclusivity at all. Enchantments that refuse to share an item anywhere else can share one here.

  • Infinity with Mending
  • Silk Touch with Fortune
  • Loyalty with Riptide with Channeling
  • Multishot with Piercing
  • Depth Strider with Frost Walker
  • All four Protections at once
  • The whole damage family: Sharpness, Smite, Bane of Arthropods, Impaling, Density and Breach

The earlier version of this only exempted two named families, and one of them was wrong: the damage family was a hand-written list of three where vanilla's own set has six, so a trident's Impaling and a mace's Density and Breach still conflicted even with stacking on. Removing the check entirely was the fix, because the second copy of a table Mojang owns was the problem.

Applicability is still enforced

Dropping conflict checking does not mean anything goes on anything. The item still has to be able to carry the enchantment, and the station will still refuse Protection on a sword and Power on a pickaxe. That refusal, the offer list and the transfer screen all ask one shared question now, so what the screen offers and what the apply accepts cannot drift apart.

Sword enchantments on axes

Every sword enchantment now reaches every axe. Sharpness, Smite and Bane of Arthropods already did on Paper 26.1.2, because vanilla's own tags put axes in their supported list. The four that genuinely were refused, and now are not, are Looting, Knockback, Fire Aspect and Sweeping Edge. Pickaxes and shovels still refuse all of them: a pickaxe is not an axe, whatever its name looks like.

Making a book above the vanilla maximum

The station applies whatever level the book carries, so the question becomes where an above-maximum book comes from. There are two answers.

Combine two books in an ordinary anvil

Two enchanted books of the same enchantment at the same level combine one level higher, past the vanilla maximum, up to the same station caps. Two Efficiency V give Efficiency VI, and the ladder continues to the cap.

  • The handler only steps in when the result would exceed the vanilla maximum on at least one enchantment. Ordinary combines fall through to vanilla untouched.
  • The XP cost is two levels per level on the result, summed across every enchantment on it. Both books are consumed when you take the result.
  • A combine can raise a level or leave it alone, and it can never strip one you already had. That rule was added after a mixed combine was found able to quietly downgrade a second enchantment sharing the books.
  • Excluded enchantments are skipped, so the anvil cannot mint a book the station would then refuse.
  • Combining a high book with a lower one consolidates them: both are consumed, the higher level survives, and it is not clamped back down by vanilla.
  • Books only. A forged item in the left slot hands the anvil back to the forged rules described below.

Above-maximum books apply to forged gear at the station. On non-forged gear a vanilla anvil clamps them back to the normal maximum, which is deliberate: forged gear is the premium enchanting path.

Buy one

The Event Shop sells one book per enchantment at the station cap, generated from the live enchantment registry rather than a hand-typed list, so a new vanilla enchantment appears there without an edit. Pricing is base times level squared, multiplied by four when the level is above the vanilla maximum. At the shipped numbers a Sharpness VII book is 4,900,000c before tax and an at-maximum Unbreaking III is 225,000c.

Curse of Binding and Curse of Vanishing are on the list too. Neither has level scaling in vanilla, so a level above their maximum is cosmetic and buys you nothing.

Moving enchantments between two items

The second screen at the station takes an enchantment off one item and puts it on another. Reach it from slot 53 of the station screen or by typing /forge transfer while standing at one.

Two writable slots: source at 21 and target at 23, with a frame pane between them so they cannot be confused. The plan card is at 31, apply at 40, back at 45 and close at 49. Both slots are returned on every way out, each cleared before it is handed back.

What may move where

By default a transfer is same-class only, and the class is resolved from vanilla item tags rather than a list of materials, so it covers every tier and every future item automatically. Armour goes to armour, tools to tools. A forged item resolves through its own category first, with weapons deliberately falling through to the tags, because a forged bow and a forged sword are both weapons and collapsing them would refuse a bow to bow transfer.

Beyond that the same rules apply as on the apply screen: applicability is enforced, the exclusion list is consulted, and a move that gains the target nothing is skipped rather than performed.

The level rule

The cap bounds what a transfer can create, never what the target already holds. A target carrying Sharpness X that receives Sharpness III keeps its X. The first draft of this arithmetic would have reduced it to VII, which is confiscation in a feature whose entire subject is not taking levels away.

The source is stripped of exactly what landed

Whatever moves is removed from the source in the same block of code that writes it onto the target. Anything skipped stays on the source and is named on the receipt with its reason, because stripping a plan rather than a result is how a transfer eats an enchantment nobody received. By default the source item is handed back to you, stripped; destroying it instead is an option staff can turn on.

The fee

ComponentDefaultCharged
Coin base50,000Once per transfer
Coins per level moved15,000Per level
Multiplier on levels above the vanilla maximum3.0On that portion only
Rift Shard base4Once per transfer
Rift Shards per level moved3Per level
Rift Cores per level above the vanilla maximum1Per level

Moving a Sharpness VII therefore pays the plain rate on five levels and the surcharge on two: 50,000 plus 75,000 plus 90,000, so 215,000c, alongside 25 Rift Shards and 2 Rift Cores. The two base amounts are charged once for the whole transfer rather than per enchantment, because the work is one operation.

Coins are drawn account first, then wallet, then notes. If you are in a faction the fee goes to your faction treasury, which any member with withdrawal rights can take back out, so for a faction member the fee is a transfer rather than a sink. If you are factionless it goes to the event account and is a real sink. That difference is deliberate and is stated here rather than left to be discovered.

The anvil, the grindstone and the smithing table

Once forged gear is routed to the station, the ordinary workbenches keep a narrower job. Non-forged items are unaffected by all of this and behave exactly as they do in vanilla.

StationForged gear
Enchanting tableRefused. Offers are suppressed and a throttled hint points you at the Rift Enchanter.
AnvilRepair and rename only. An enchanted book or an enchanted second item empties the result, so a book is never eaten on take.
GrindstoneDenied by default, because stripping a forged item at a grindstone also strips forge state.
Smithing tableArmour trims allowed. The netherite upgrade is refused.

Repairing at the anvil

Repair with material, or with an unenchanted sacrifice of the same item, keeps the left item's enchantments exactly as they were. The sacrifice's own enchantments are lost, because enchanting happens at the station and the anvil is not a second route to it. The refusal hints are throttled per workbench rather than per player, so bouncing off the enchanting table and walking to a grindstone does not get you refused there in silence.

Trims yes, netherite no

A trim changes an appearance component and nothing else, so forged armour can be trimmed at a smithing table with no plugin window involved. The netherite upgrade is refused at any setting, and the reason is concrete: the upgrade would produce a netherite chestplate while the forged data on the item still says its material is steel, so every stat the item reports would be computed from a material it is no longer wearing. The refusal message states the rule and the reason, because a player told only "no" tries again.

The trim result is rebuilt from a clone of your original item with the trim laid over it, so identity, sockets, runes, instability, lore and modifiers survive. Durability is deliberately not taken from the vanilla result, which stops a trim from becoming a free repair.

No more "Too Expensive"

Server wide, on every item, forged or not, the anvil's cost ceiling is lifted the moment the anvil opens. A combine that vanilla would price at 40 levels or more still produces a result instead of blanking it out. Only the ceiling is gone: enchantment conflicts on ordinary items are untouched, and the level cost is still charged when you take the item. Raising the cap on open rather than later is what makes it work, because vanilla computes and discards an over-priced result before any plugin gets asked about it.

/forge help opens a guide with a topic per subject, including one for the Rift Enchanter, one for moving enchantments and one for armour trims.