NOTE: Cost are for mod version 1.9.2 for Minecraft 1.2.5 If you are using an older version, please consult the text file that came with the download instead. This is just one of the many aspects of the system, to make the enchantment system more balanced, functional and fun. ---COST ALGORITHM---: Cost=math.min(levelCap,accumulative costs for enchantments); -Every time a new enchantment is ADDED: the accumulative cost increases by 2+minimum level of enchantment. -Every time an enchantment is UPGRADED: (e.g. unbreaking 1->unbreaking 2): The accumulative cost increases by the (difference in the enchantment Values)*(3/4); XP value of an enchantment=f(L)-f(L-7) where L=min-enchantability level of a given enchantment (from 0 levels). f is a function that returns the number of EXPERIENCE POINTS required to reach a given level -----MIN ENCHANTABILITIES----- ENCHANTMENT LEVEL I II III IV V Protection 1 12 23 33 Fire Protection 7 13 18 22 Feather Falling 5 11 16 20 Blast Protection 4 10 15 19 Projectile Protection 1 9 14 18 Respiration 7 15 21 Aqua Affinity 1 Sharpness 3 11 18 24 30 Smite 3 9 14 19 24 Bane of Arthropods 3 9 14 19 24 Knockback 1 9 Fire Aspect 7 22 Looting 18 27 35 Efficiency 1 8 14 19 24 Silk Touch 23 Unbreaking 5 15 22 Fortune 18 27 35 Power 1 9 16 22 28 Punch 1 10 Flame 14 Infinity 19 -----Item Enchantability bonus---- [*] On initial enchant: 75% (of the item's enchantability +1); rounded down; [*] On upgrading an enchanted item: 50% of the item's enchantability; rounded down ---Max Enchantment Costs--- Player's xp MAx Cost <10 (no change) <25 9 <40 7 <55 6 >=70 5 --CALCULATING LEVEL CAPS, given a level, and the player's XP limitForSubCap=Math.min((Player's XP,30)/1.5; If(chosenLevel