When an enchant reaches its maximum level, a player can Prestige it. Prestiging resets the enchant level back to starting-level (defined in progression) and increments a separate Prestige counter stored.
Each prestige tier makes the enchant stronger (higher proc chance and amount multiplier) and more expensive (higher upgrade cost), letting you scale enchants beyond their raw level cap.
The configuration needed
Add a prestige section to any enchant file:
prestige:enabled:true# This is automatically FALSE, as you need to manually enable it.max-prestige:10cost-multiplier:0.5chance-multiplier:0.06
If the prestige section is missing entirely, prestige is treated as disabled with maxPrestige = 0.
How the Multipliers Work
Upgrade Cost
Prestige
cost-multiplier: 0.5
Effective multiplier
0
1.0 + (0 × 0.5)
1.0× (no change)
1
1.0 + (1 × 0.5)
1.5×
2
1.0 + (2 × 0.5)
2.0×
5
1.0 + (5 × 0.5)
3.5×
10
1.0 + (10 × 0.5)
6.0×
The base cost itself comes from the upgrade section and its cost-scaling type (LINEAR / EXPONENTIAL). Prestige is applied on top of whatever that scaling produces.
Proc Chance
Prestige
chance-multiplier: 0.2
Effect on a 10% base
0
1.0 + (0 × 0.2)
10.0%
1
1.0 + (1 × 0.2)
12.0%
5
1.0 + (5 × 0.2)
20.0%
10
1.0 + (10 × 0.2)
30.0%
Execution Context Variables
If an enchant's base prestige is higher than 0, it will add a new context type called {prestige}. This will let you make enchants with multiplied outputs or whatever your mind likes.
Scaling Damage With Prestige
At prestige 0 this deals damage × 2. At prestige 3 it deals damage × 2 × 4 = damage × 8.
Placeholder-API Placeholders
These placeholders resolve on the player's currently equipped sword: