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github-actions[bot] edited this page Oct 14, 2026 · 1 revision

Anvil

  • No "Too Expensive!" at 40 levels. A server can set its own cap (costs.maximum_operation_cost).
  • No prior-work penalty. An item costs the same to work on the tenth time as the first.
  • A price breakdown in a box beside the slots: every price line, the total, and every book enchantment that won't apply with the reason and what happens to it. It scrolls when it's long.
  • Anvils never wear out by default. anvil.vanilla_durability brings back vanilla's chipping and breaking, and anvil.durability_multiplier (1 to 100) makes each chip that many times rarer.

Books

A book applies every enchantment it holds that the item can take, in one go. The ones it can't take follow anvil.invalid_book_mode:

Mode Result
apply_valid (default) the rest stay on the book, which goes back to the right slot
reject_all no result unless every entry applies
strip_invalid the book is used up and the rest are destroyed; the breakdown says "Will be lost" first

Combining two items works as in vanilla, except the anvil refuses (in apply_valid and reject_all) when an enchantment on the sacrifice would be lost, since there's no book to return it on.

Prices

Action Default cost
Enchanting (book or item) per Costs: 1 level per enchantment level, upgrades pay only for added levels
Rename 1 level (costs.rename_cost)
Repair with material 1 level per material item (costs.repair_cost_per_material)
Repair by combining two items 2 levels (costs.repair_combine_cost) plus any enchantments moved across

The anvil never costs lapis. Creative players pay nothing (costs.creative_free).

The cost label shows the exact total, "Too Expensive!", "Insufficient levels", or what's blocking the result.

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