
Welcome to the villager economic system! By trading with specific professional villagers using Rubies and Pearls, or selling items to them, you can acquire rare and powerful items.
🔴 1. Ruby Purchases (Using Rubies)
Right-click the corresponding villager holding Rubies to buy these items:
Mason
Cost: 64 Rubies (Dynamic Price) Reward: Ancient Debris
Fisherman
Cost: 10 Rubies (Dynamic Price) Reward: Consumable Sponge
Cleric
Cost: 256 Rubies Reward: Totem of Undying
Farmer
Cost: 512 Rubies Reward: Enchanted Golden Apple
Toolsmith
Cost: 1 Ruby Reward (Random Pool): Netherite Upgrade Smithing Template
Armorer
Cost: 30 Ruby Reward : Iron Horse Armor
Weaponsmith Cost: 64 Rubies Reward: Trident
🔵 2. Pearl Purchases (Using Pearls)
Right-click the corresponding villager holding a Pearl to buy these items:
Leatherworker
Cost: 128 Pearls Reward: Elytra
Cleric
Cost: 1 Pearl
Reward (Random Pool): Various standard, splash, and lingering potions (Night Vision, Invisibility, Healing, Strength, Fire Resistance, etc.)
Toolsmith
Cost: 256 Pearls Reward: Netherite Pickaxe (Pre-enchanted with Efficiency VII)
♻️ 3. Selling & Recycling (Sell Trades)
Hand the required items to the specific villager to exchange them for currency:
Toolsmith, Armorer, & Weaponsmith
Sell: 1 Raw Iron Get: 1 Ruby
Butcher
Sell: 1 Rabbit Hide Get: 10 Rubies
Sell: 5 Phantom Membranes Get: 1 Pearl
Cleric
Sell: 32 Enderberries (from the Enderberry mod) Get: 1 Ruby
Enchanted Item Recycling: Librarians, Armorers, Weaponsmiths, and Toolsmiths will buy your corresponding enchanted items in exchange for Rubies.
Toolsmith Special Trade: Sell your used Demolish Axe (from the Instantly Destroy Tree :Clear Path for Horse Riding mod)! The Toolsmith reads the axe's internal data and pays you 1 Ruby for every 1,000 blocks destroyed (rounded down).
💡 Community Feedback & Future Plans
This mod is actively developing, and we want your input to shape the economy!
What other items should players be able to buy using Jewelry?
What new items or materials should players be able to sell in exchange for Jewelry?
Please feel free to drop your ideas, balance suggestions, or feedback in the comment section or via the issue tracker!
⚠️ Alpha Version Notice
This mod is currently released in an Alpha stage.
Bugs or balancing tweaks may occur.
Strongly recommended to back up your world saves before testing.
If you encounter any issues or have cool ideas to share, please report them via the comment section!
📐 The Public Valuation Formula
To ensure complete transparency with players and modpack creators, here is the exact math behind every enchanted item trade:
1️⃣ Step 1:🎯 Enchantment Base Values
Common (e.g., Sharpness, Protection, Efficiency, Power): Base = 1
Uncommon: Base = 2
Rare (e.g., Fortune, Looting, Silk Touch, Infinity): Base = 4
Treasure (e.g., Mending): Fixed 20 per level
Curse: Fixed -5 penalty
Level Multiplier: Level 1 = 1x, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, Level 5 = 16x (Value doubles with each level!).
2️⃣ Step 2: Sum Scores & Add Multi-Enchantment Bonus
Add all individual enchantment scores together.
If the item has more than 1 positive enchantment, add +1 bonus point for every extra enchantment (e.g., 3 positive enchantments grant a +2 bonus).
3️⃣ Step 3: Apply Durability Discount
Multiply the total score by the item's remaining durability percentage (Remaining Durability ÷ Max Durability).
(Enchanted books do not degrade, so they are always evaluated at 100%).
4️⃣ Step 4: Round Up
If the result contains decimals, round up to the nearest whole number (e.g., 3.1 Rubies rounds up to 4 Rubies).
5️⃣ Step 5: Subtract Anvil Penalty
Subtract the item's Repair Cost (anvil prior work penalty).
Final Result: If the final number is greater than 0, that's the number of Rubies you receive! If it is 0 or negative, the villager will refuse the trade.