Compatibility
Minecraft: Java Edition
Platforms
Creators
Details
QuantumMending
Mending, but with levels. Each level repairs more durability per XP, and you decide how high it goes and how players can get it.
- Levels I–V by default (configurable up to 255)
- Higher levels are made by combining books in an anvil
- Control what chests, villagers, fishing and the enchanting table can give
- Works on Paper 26.1.2 – 26.3, no client mod needed
What does it do?
Vanilla Mending repairs 2 durability per XP and has only one level. QuantumMending adds more levels, and each one repairs more:
| Level | Durability per XP (default) | Example: 10 XP repairs |
|---|---|---|
| I | 2 (same as vanilla) | 20 |
| II | 4 | 40 |
| III | 6 | 60 |
| IV | 8 | 80 |
| V | 10 | 100 |
The numbers come from repair-per-xp in the config, so you can make the curve as gentle or as steep as you like.
Getting higher levels
Anvil. Works like any other enchantment:
| Combine | Result |
|---|---|
| Mending I + Mending I | Mending II |
| Mending II + Mending II | Mending III |
| Mending IV + Mending IV | Mending V |
| Mending III + Mending I | Mending III |
Two books of the same level make the next level, up to your max level. The anvil cost is anvil-cost × resulting level (halved when using a book), plus the usual anvil penalty. Set anvil-cost lower if you want it cheaper.
Chests, villagers and fishing. These normally pick a random level, which would hand out high levels very easily. QuantumMending caps them with loot.max-level (default I), so higher levels have to be crafted.
Enchanting table (optional). Off by default, as in vanilla. If you turn it on, you choose how often Mending appears (weight) and the highest level it can roll (max-level).
Configuration
Default config.yml
# Highest Mending level (1-255)
max-level: 5
# Durability repaired per XP: base + per-level * (level - 1)
repair-per-xp:
base: 2.0
per-level: 2.0
# Anvil cost multiplier (vanilla is 4)
anvil-cost: 4
# Highest level from structure chests, villager trades and fishing
loot:
max-level: 1
# Enchanting table
enchanting-table:
enabled: false
weight: 2 # relative chance (vanilla Mending is 2)
max-level: 1
# Tell ops about new releases when they join
update-check: true
Enchanting table odds. weight is relative to the other enchantments, so the real chance depends on the item. These numbers were measured on a Paper server by enchanting 20,000 times at each setting:
| weight | Book (level 30) | Diamond pickaxe (level 30) | Iron sword (level 30) | Diamond pickaxe (level 15) |
|---|---|---|---|---|
| 1 | 1.5% | 18% | 8% | 10% |
| 2 | 3% | 28% | 15% | 18% |
| 5 | 7% | 47% | 30% | 34% |
| 10 | 14% | 63% | 46% | 50% |
Commands & permissions
| Command | Permission | Default |
|---|---|---|
/quantummending reload (alias /qm reload) |
quantummending.reload |
OP |
| (update notice when joining) | quantummending.update |
OP |
FAQ
Do I need to restart after changing the config?
For loot.max-level, enchanting-table.enabled and enchanting-table.max-level, /qm reload is enough. max-level, repair-per-xp, anvil-cost and enchanting-table.weight need a restart, because Minecraft only reads enchantment definitions at startup. The reload command tells you when that's the case.
What happens to Mending items my players already have? They stay at level I. Use the anvil to level them up.
How does it work?
The plugin generates a small datapack that overrides minecraft:mending, so repair and XP maths stay vanilla. The level caps for loot, trades, fishing and the enchanting table are applied through events.
Will it notify me about updates?
Yes. It checks GitHub for new releases on startup and tells ops when they join. Set update-check: false to turn it off.
Compatibility
- Paper 26.1.2, 26.2 and 26.3 (Java 25)
- Not tested on Spigot, Purpur or Folia
- Not tested together with other enchantment plugins


