Power and Cost

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Power and Cost

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Removes the Too Expensive Limit and Prior Work penalty. The cost of enchanting and repairing is based on the power of the item being created or repaired.

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Minecraft

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Creative Commons Zero v1.0 Universal
Latest Version
1.0.0
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Power and Cost

A Vanilla Friendly Minecraft Fabric mod that reworks the anvil economy to make enchanting and repairing feel more balanced and predictable.


Overview

Power and Cost changes how the anvil works. Instead of the vanilla system where costs spiral out of control and heavily enchanted items become "Too Expensive," this mod uses a power level system. Every gear-item and enchantment has a power value, and those values drive both XP costs and how much durability you get back when repairing.

What you’ll notice in-game:

  • No more "Too Expensive" — You can always combine or enchant items, even very powerful ones. Costs cap at a predictable theoretical maximum (around 50 levels).
  • Repair costs stay simple — Repairing with materials always costs 1 material + 1 XP level, regardless of tier.
  • Heavily enchanted gear repairs less — The more enchantments you have, the less durability each repair restores. Endgame gear is still repairable, but you’ll use more materials.
  • Early enchants stay cheap — Adding a few enchantments to a new item costs only a few levels. Costs ramp up as your item gets more powerful.

How It Works

Power Level

Every item has a power level made from two parts:

  1. Material power — Based on the item’s tier (wood, stone, iron, diamond, netherite, etc.).
  2. Enchantment power — Each enchantment adds power based on its type and level.

Higher power means higher XP costs for enchanting/combining, and lower repair effectiveness for durability.


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