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Anvil

Chart

Anvil

What an Anvil charges in levels for repairing, combining, enchanting and renaming, when it shows Too Expensive!, and how much a falling Anvil hurts.

How it works

Total costThe prior work penalty of both items added together, plus the cost of everything done: repair, enchantments, conflicts and renaming.
Prior work penaltyEvery item starts at 0. After each Anvil use the result's penalty becomes twice the higher penalty of the two items, plus 1. Renaming alone does not raise it.
Repair with materialEach unit of the repair material restores a quarter of the item's full durability (rounded down) and costs 1 level. Only as many units as needed are used.
Combining two itemsThe second item must be the same item, or an Enchanted Book. Two items: the result keeps the durability left on both plus 12% of the full durability (rounded down), up to full, for 2 levels if it repairs anything.
Enchantment costFor each enchantment taken from the second item: its cost per level times the level it ends up with. From an Enchanted Book the cost per level is halved (rounded down, at least 1).
Same levelTwo equal levels of the same enchantment become one level higher, up to the enchantment's highest level. Different levels keep the higher one.
Conflicting enchantmentsEach enchantment on the first item that conflicts with an incoming one adds 1 level, and the incoming enchantment is not added. If no incoming enchantment can be added, there is no result.
Stacked itemsAdding an enchantment to a stack of more than one item makes the cost at least 40, which is Too Expensive!.
Rename cost1 level, also for removing a name. Names can be up to 50 characters.
Too Expensive!A total of 40 levels or more gives no result. Renaming alone is capped at 39 levels, so it is never Too Expensive!.
Creative modePlayers in Creative mode can take results costing 40 levels or more, pay no levels, can put any enchantment on any item (conflicts still apply), and never wear down the Anvil.
Anvil wearEach use has a 12% chance to damage the Anvil: an Anvil becomes a Chipped Anvil, a Chipped Anvil becomes a Damaged Anvil, and a Damaged Anvil breaks. On average a new Anvil lasts 25 uses.
Falling Anvil damage2 damage for each block fallen after the first, up to 40 (20 hearts), to every living mob and player it lands on, except players in Creative or Spectator mode.
HelmetsA worn helmet cuts falling Anvil damage by 25% and loses durability.
Falling Anvil wearIf the fall is long enough to deal damage, the Anvil has a 5% chance plus 5% for each block fallen after the first to land one stage more damaged. A Damaged Anvil that gets damaged this way breaks.

Prior work penalty

001
113
237
3715
41531
53163
663127

Enchantment cost per level

Aqua AffinityI4242
Bane of ArthropodsV21105
Blast ProtectionIV42168
BreachIV42168
ChannelingI8484
Curse of BindingI8484
Curse of VanishingI8484
DensityV21105
Depth StriderIII42126
EfficiencyV1155
Feather FallingIV2184
Fire AspectII4284
Fire ProtectionIV2184
FlameI4242
FortuneIII42126
Frost WalkerII4284
ImpalingV422010
InfinityI8484
KnockbackII2142
LootingIII42126
LoyaltyIII2163
Luck of the SeaIII42126
LungeIII2163
LureIII42126
MendingI4242
MultishotI4242
PiercingIV1144
PowerV1155
Projectile ProtectionIV2184
ProtectionIV1144
PunchII4284
Quick ChargeIII2163
RespirationIII42126
RiptideIII42126
SharpnessV1155
Silk TouchI8484
SmiteV21105
Soul SpeedIII842412
Sweeping EdgeIII42126
Swift SneakIII842412
ThornsIII842412
UnbreakingIII2163
Wind BurstIII42126

Falling Anvil

1000%
22110%
34215%
46320%
58425%
610530%
712635%
814740%
916845%
1018950%
11201055%
12221160%
13241265%
14261370%
15281475%
16301580%
17321685%
18341790%
19361895%
203819100%
21 or more4020100%
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