Find the cheapest anvil order and XP cost for any sword, armor piece or tool, dodge "Too Expensive", and see what level each enchanting-table slot can roll with your bookshelves. Java and Bedrock.
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Every anvil combine costs levels from three sources, added together. First, the prior-work penalty of the left item: 2n − 1 where n is how many times it has already been through an anvil. Second, the same penalty for the right item (the sacrifice). Third, for every enchantment on the sacrifice, its final level × multiplier, where the multiplier is the item value when you sacrifice another tool or armor piece and the (usually half price) book value when you sacrifice an enchanted book. The result's prior-work count becomes the larger of the two inputs plus one, so each combine makes the next one pricier.
| Anvil uses so far | Penalty (2^n − 1) | Prior work after one more combine |
|---|---|---|
| 0 | 0 | 1 |
| 1 | 1 | 2 |
| 2 | 3 | 3 |
| 3 | 7 | 4 |
| 4 | 15 | 5 |
| 5 | 31 | 6 |
| 6 | 63 | 7 |
Renaming adds 1 level; repairing with raw material adds 1 per unit used. The calculator ignores durability (it assumes undamaged pieces), which is the common case when you are building a fresh set.
Take a fresh sword and three books: Sharpness V, Unbreaking III and Mending. Applied one after another the sword pays 5, then 3 + 1 (penalty 1), then 2 + 3 (penalty 3): 14 levels. Now try "books first": Sharpness + Unbreaking costs 3 (book multiplier 1 × III), adding Mending to that stack costs 2 + 1 = 3, and applying the finished book to the sword costs 5 + 3 + 2 plus the book's penalty of 3: 13. Total 19. Same enchantments, five levels more, because the expensive penalty landed on the side that carries the most enchantment cost. The optimizer tries every pairing (it is a full search, not a greedy rule) so you never have to reason about it by hand, and it reports a second plan that ends with the lowest prior-work count when that differs from the cheapest.
In Java survival the anvil refuses any single operation of 40 levels or more and shows "Too Expensive!". 39 is the most one step may cost. Because penalties double with each use, an item that has been combined six times carries a 63-level penalty by itself and can never be enchanted again outside creative mode. To stay under the cap: prefer books over spare items (half the multiplier), keep the tree balanced so no piece accumulates more than 3 or 4 uses, put the high-multiplier enchantments (Thorns, Silk Touch, Infinity, Soul Speed, Swift Sneak, the curses at 8/4) onto pieces with zero or one prior use, and add cheap 1-multiplier enchantments like Sharpness, Efficiency, Power or Protection last. Note that level counts, not enchantment count: Protection IV on a book costs 4, Thorns III on a book costs 12. The calculator searches cap-free orders first and only falls back to a flagged plan when none exists.
The per-level cost of every enchantment, from the Minecraft Wiki's anvil mechanics page for Java and Bedrock 1.21. "Item" is charged when the sacrifice is a tool or armor piece, "Book" when it is an enchanted book. Books are never worse and usually half price, which is why villager trading and fishing for books is the cheap route. The calculator uses exactly this table.
| Enchantment | Max | Item | Book | Applies to (anvil) |
|---|---|---|---|---|
| Protection | 4 | 1 | 1 | Helmet, Chestplate, Leggings, Boots |
| Fire Protection | 4 | 2 | 1 | Helmet, Chestplate, Leggings, Boots |
| Blast Protection | 4 | 4 | 2 | Helmet, Chestplate, Leggings, Boots |
| Projectile Protection | 4 | 2 | 1 | Helmet, Chestplate, Leggings, Boots |
| Thorns | 3 | 8 | 4 | Helmet, Chestplate, Leggings, Boots |
| Respiration | 3 | 4 | 2 | Helmet |
| Aqua Affinity | 1 | 4 | 2 | Helmet |
| Swift Sneak | 3 | 8 | 4 | Leggings |
| Feather Falling | 4 | 2 | 1 | Boots |
| Depth Strider | 3 | 4 | 2 | Boots |
| Frost Walker | 2 | 4 | 2 | Boots |
| Soul Speed | 3 | 8 | 4 | Boots |
| Sharpness | 5 | 1 | 1 | Sword, Axe |
| Smite | 5 | 2 | 1 | Sword, Axe, Mace |
| Bane of Arthropods | 5 | 2 | 1 | Sword, Axe, Mace |
| Knockback | 2 | 2 | 1 | Sword |
| Fire Aspect | 2 | 4 | 2 | Sword, Mace |
| Looting | 3 | 4 | 2 | Sword |
| Sweeping Edge (Java only) | 3 | 4 | 2 | Sword |
| Density | 5 | 2 | 1 | Mace |
| Breach | 4 | 4 | 2 | Mace |
| Wind Burst | 3 | 4 | 2 | Mace |
| Efficiency | 5 | 1 | 1 | Pickaxe, Axe, Shovel, Hoe, Shears |
| Silk Touch | 1 | 8 | 4 | Pickaxe, Axe, Shovel, Hoe |
| Fortune | 3 | 4 | 2 | Pickaxe, Axe, Shovel, Hoe |
| Power | 5 | 1 | 1 | Bow |
| Punch | 2 | 4 | 2 | Bow |
| Flame | 1 | 4 | 2 | Bow |
| Infinity | 1 | 8 | 4 | Bow |
| Multishot | 1 | 4 | 2 | Crossbow |
| Piercing | 4 | 1 | 1 | Crossbow |
| Quick Charge | 3 | 2 | 1 | Crossbow |
| Loyalty | 3 | 1 | 1 | Trident |
| Channeling | 1 | 8 | 4 | Trident |
| Riptide | 3 | 4 | 2 | Trident |
| Impaling | 5 | 4 | 2 | Trident |
| Luck of the Sea | 3 | 4 | 2 | Fishing rod |
| Lure | 3 | 4 | 2 | Fishing rod |
| Unbreaking | 3 | 2 | 1 | Every durable item |
| Mending | 1 | 4 | 2 | Every durable item |
| Curse of Binding | 1 | 8 | 4 | Helmet, Chestplate, Leggings, Boots, Elytra |
| Curse of Vanishing | 1 | 8 | 4 | Every durable item |
The table rolls a base value of 1–8 + floor(shelves / 2) + 0–shelves, then derives the three slots: top is max(base / 3, 1), middle is base × 2 / 3 + 1, and bottom is max(base, shelves × 2). That last rule is why the bottom slot is locked to exactly 30 with 15 shelves and why you need all 15 for a guaranteed level-30 option. Only shelves one block away from the table, with an air (or carpet, torch, or similar non-blocking) gap between, are counted.
| Bookshelves | Top slot | Middle slot | Bottom slot |
|---|---|---|---|
| 0 | 1–2 | 1–6 | 1–8 |
| 1 | 1–3 | 1–7 | 2–9 |
| 2 | 1–3 | 2–8 | 4–11 |
| 3 | 1–4 | 2–9 | 6–12 |
| 4 | 1–4 | 3–10 | 8–14 |
| 5 | 1–5 | 3–11 | 10–15 |
| 6 | 1–5 | 3–12 | 12–17 |
| 7 | 1–6 | 3–13 | 14–18 |
| 8 | 1–6 | 4–14 | 16–20 |
| 9 | 1–7 | 4–15 | 18–21 |
| 10 | 2–7 | 5–16 | 20–23 |
| 11 | 2–8 | 5–17 | 22–24 |
| 12 | 2–8 | 5–18 | 24–26 |
| 13 | 2–9 | 5–19 | 26–27 |
| 14 | 2–9 | 6–20 | 28–29 |
| 15 | 2–10 | 6–21 | 30 |
Both editions share the penalty table, the multipliers and the bookshelf formula. The differences that change your plan: Bedrock has no "Too Expensive" cap, so a heavily used item just costs more; Sweeping Edge does not exist in Bedrock; and Java adds one extra level for every incompatible enchantment on the sacrifice (the calculator blocks those combinations entirely, so that surcharge never appears). Bedrock also lets you see the exact cost before you commit, which the tool effectively gives Java players too.
Not sure what to put on the item? Start with our picks for the best sword enchantments, best armor enchantments and best pickaxe enchantments, then paste the list into the optimizer. Running a server and want custom enchantments beyond vanilla? See how to add plugins for enchant plugins on Paper, or modded server hosting for mods that add entirely new ones.
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15 bookshelves. With 15 shelves the bottom slot is always exactly level 30; with fewer it maxes out at 8 + 1.5 × shelves (rounded down), so 14 shelves give at most 29 and 10 shelves at most 23. Shelves must sit one block away from the table with an air gap between.
Yes. A sword can hold Sharpness (or Smite or Bane of Arthropods), Knockback, Fire Aspect, Looting, Sweeping Edge (Java only), Unbreaking and Mending at once, plus Curse of Vanishing. The limit is the anvil: in Java each combine must stay under 40 levels, so the order matters. The optimizer above finds one that fits.
It models the anvil cost rule: every combine costs the prior-work penalty of both pieces (2^n − 1 for an item used n times) plus each sacrificed enchantment's level times its multiplier (books are half price). The calculator tries every way of pairing your items and books into a combining tree and keeps the cheapest total.
It is the anvil order optimizer on this page: you list the enchantments you have (as books or on spare items) and it returns the step-by-step order that costs the fewest levels, flags steps that would hit Too Expensive, and shows an alternative that keeps the final prior-work count low.
Often, but not always. Combining two books pays the book multiplier once and avoids stacking penalties on the item, yet every combine raises the prior-work count of the result. Piling all books into one stack and then applying it can cost more than a balanced tree. Let the optimizer decide; the worked example on this page shows a 19 vs 14 level difference.
No. Bedrock charges the same formula but lets you pay any amount, so an over-worked item just costs more levels. Java survival refuses any single anvil operation of 40 levels or more. The edition toggle switches the calculator between the two rules.
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Cosmetic only: anvil costs are the same for every material.
Cost per step = (2^a − 1) + (2^b − 1) + Σ level × multiplier, where a and b are the two pieces' prior-work counts and the multiplier is the book or item value for each enchantment on the sacrifice (right slot). Java refuses any step of 40+ levels. Pieces are assumed undamaged (repair costs are not included).
Only shelves one block away with an air gap count, max 15. Base roll: 1–8 + 7 + 0–15 = 8–30.