
Enchantments Unbound provides full control over removing enchantment limits and setting individual level caps. The mod is completely survival-friendly and allows you to combine enchantments directly in the anvil without worrying about the vanilla "Too Expensive!" limit. The mod can also provide overleveled enchantments through villager trading, and vanilla conflicts can be disabled to allow Mending & Infinity or Sharpness on Tridents.

- Set any enchantment to any level (Sharpness 255)
- Remove all enchantment conflicts (Infinity + Mending, etc.)
- Bypass the “Too Expensive!” anvil limit
- Apply any enchantment to any item (Sharpness on Tridents)
- Customize anvil XP cost and scaling
- Generate high-level books via villager trading
- Supports custom enchantments automatically
- Works on vanilla servers (client-side optional)


The mod can be configured through the ingame ModMenu and Cloth Config GUI. Server owners can configure settings in the enchantmentsunbound.json
Individual Enchantment Level Caps

Enchantment Conflict Settings

Level Cost Configuration

Server Support for Vanilla Clients


/eu configinfo anvilcaps (page #)

/eu configinfo anvilcost

/eu configinfo misc


Please join my Discord with feedback, questions, bugs, or to say thanks!
Planned Features
- Infinite anvil durability
- Modify enchantments from the enchantment table, fishing, chests, looted items, and piglins
- Particle effects for anvil transations
- Customizable grindstone behavior
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Minor change to color-coded anvil renaming. Setting now removes the italic style from items that are renamed in the anvil. Italic can still be reapplied via the appropriate formatting code.
Thank you for using my mods!
As usual, please report any bugs in my [Discord](https://discord.gg/ZCaGkZeb4C).
- Small fix for 26.1.2 compatability
- Added an infinite anvil durability tweak (default: off)
Due to Minecraft codebase changes for the update, this mod port required a lot of changes to the code. Please report bugs in my [Discord](https://discord.gg/ZCaGkZeb4C) as they arise.
- Adds a built-in resource pack to the client version of the mod. The pack replaces roman numerals in enchantments (XV) with numbers (15) for visual clarity.
- Adds a separate set of caps for villager enchantment trades, so that they can trade overleveled books directly. Books are rolled with levels randomly distributed between 1 and the cap set for the enchantment. This is a beta version of the mod because the trade costs are NOT affected. I'm looking for feedback on how to balance this, since rerolling villager trades isn't particularly riveting gameplay. [Discord](https://discord.gg/ZCaGkZeb4C)
- Adds a built-in resource pack to the client version of the mod. The pack replaces roman numerals in enchantments (XV) with numbers (15) for visual clarity.
- Adds a separate set of caps for villager enchantment trades, so that they can trade overleveled books directly. Books are rolled with levels randomly distributed between 1 and the cap set for the enchantment. This is a beta version of the mod because the trade costs are NOT affected. I'm looking for feedback on how to balance this, since rerolling villager trades isn't particularly riveting gameplay. [Discord](https://discord.gg/ZCaGkZeb4C)
Fixed a crash due to missing dependencies in the final .jar file
Thanks to members of my Discord who reported it!
Fixed a crash due to missing dependencies in the final .jar file
Thanks to members of my Discord who reported it!
Minor patch to solve downgrading enchantment levels.
Ex: Sharp VII + Sharp II would yield Sharp II, but it now properly maintains sharp VII.
Minor patch to solve downgrading enchantment levels.
Ex: Sharp VII + Sharp II would yield Sharp II, but it now properly maintains sharp VII.
- Bugfix for a backwards
/eu configinfo miscmessage. - Fix to ModMenu integration not saving configs properly.
- Bugfix for a backwards
/eu configinfo miscmessage. - Fix to ModMenu integration not saving configs properly.
This update rewrites most of the configuration system for enchantment level caps to allow for full modded support (configuring individual modded enchantments) and to prepare for future feature additions. Modded enchantments default to their default value and vanilla enchantments default to 255, so please update your configuration settings if you'd like to use something different, since this update will overwrite it.
# Version 4.2.0 Release
As mentioned above, this update adds support for configuring individual modded enchantments through the config and modmenu. The mod performance is improved and the codebase is setup to add planned features like villager trading customization.
[Discord](https://discord.gg/ZCaGkZeb4C)
This update rewrites most of the configuration system for enchantment level caps to allow for full modded support (configuring individual modded enchantments) and to prepare for future feature additions. Modded enchantments default to their default value and vanilla enchantments default to 255, so please update your configuration settings if you'd like to use something different, since this update will overwrite it.
# Version 4.2.0 Release
As mentioned above, this update adds support for configuring individual modded enchantments through the config and modmenu. The mod performance is improved and the codebase is setup to add planned features like villager trading customization.
[Discord](https://discord.gg/ZCaGkZeb4C)
- Fixed the longstanding bug with enchantment compatibility not working correctly.
- Added a new cost scaling feature that is now the default behavior of the mod. It scales cost linearly based on the amount and level of enchantments present on the output item.
- Added the
/eu configinfocommand, which allows you to view the current mod configuration, even if you're not the server owner or host.
Lots of updates to expand the scope of this mod and add other functionality and polishing are planned. Share feedback on development in my [Discord](https://discord.gg/ZCaGkZeb4C).
- Fixed the longstanding bug with enchantment compatibility not working correctly.
- Added a new cost scaling feature that is now the default behavior of the mod. It scales cost linearly based on the amount and level of enchantments present on the output item.
- Added the
/eu configinfocommand, which allows you to view the current mod configuration, even if you're not the server owner or host.
Lots of updates to expand the scope of this mod and add other functionality and polishing are planned. Share feedback on development in my [Discord](https://discord.gg/ZCaGkZeb4C).
- Added better styling to the level cost tooltip (red if you can't afford it, green and says you can take output if you can)
- Reworked the logic so that enchantments can be capped to lower than their vanilla values.
Lots of ideas are in the works for a larger update. Info in my [Discord](https://discord.gg/ZCaGkZeb4C)! Come pitch in or give feedback!
- Added better styling to the level cost tooltip (red if you can't afford it, green and says you can take output if you can)
- Reworked the logic so that enchantments can be capped to lower than their vanilla values.
Lots of ideas are in the works for a larger update. Info in my [Discord](https://discord.gg/ZCaGkZeb4C)! Come pitch in or give feedback!
Marked as beta because it is untested with Cloth Config (not updated to 1.21.10 yet)
4.0.0 had a crash on launch that I didn't catch because I didn't test outside of my dev environment on this release. 4.0.1 addresses this issue, but reintroduces a minor bug related to item conflicts (sharpness on tridents, etc.) that I attempted to fix in 4.0.0.
I will attempt to fix this bug when I have more time to dedicate to the problem.
### Sidenote (future playtesting):
I'm contemplating setting up semi-closed betas for larger releases and updates like this in my discord. I'd release updates a few days before releasing on Modrinth and make sure there are no issues I missed, but only if I can get a large enough group that's interested. If that sounds like you, then please let me know [here](https://discord.gg/ZCaGkZeb4C)!
4.0.0 had a crash on launch that I didn't catch because I didn't test outside of my dev environment on this release. 4.0.1 addresses this issue, but reintroduces a minor bug related to item conflicts (sharpness on tridents, etc.) that I attempted to fix in 4.0.0.
I will attempt to fix this bug when I have more time to dedicate to the problem.
### Sidenote (future playtesting):
I'm contemplating setting up semi-closed betas for larger releases and updates like this in my discord. I'd release updates a few days before releasing on Modrinth and make sure there are no issues I missed, but only if I can get a large enough group that's interested. If that sounds like you, then please let me know [here](https://discord.gg/ZCaGkZeb4C)!
- Added color code renaming
- Reworked the enchantment conflict system
- Added clientside proper level cost display, while keeping client installation optional
- Added a toggle for the output level cost tooltip
- Added color code renaming
- Reworked the enchantment conflict system
- Added clientside proper level cost display, while keeping client installation optional
- Added a toggle for the output level cost tooltip
- Added tooltip lore to display the level cost of transactions over 39 levels.
- Added a toggle for the actionbar message displaying the level cost.
- Added customization for enchantment conflicts by type.
Thanks for using my mod!
[Discord](https://discord.com/invite/ZCaGkZeb4C)
- Added tooltip lore to display the level cost of transactions over 39 levels.
- Added a toggle for the actionbar message displaying the level cost.
- Added customization for enchantment conflicts by type.
Thanks for using my mod!
[Discord](https://discord.com/invite/ZCaGkZeb4C)