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Fixed by Design
StableEnchantment OverhaulSince 0.9.0

Smithing Upgrades

Four templates move raw statistics out of enchanting and into the smithing table, where the ingot you use decides the level outright.

Smithing Upgrades: the reasoning

Vanilla
Sharpness, Protection, Unbreaking and Efficiency are enchantments. They are also the only enchantments that matter, so every enchanting decision starts by securing them and ends with whatever slots are left.
Problem
Twelve vanilla enchantments are pure statistics wearing a magic costume. They crowd out the enchantments with actual behaviour, and they make the enchanting table a numbers dispenser rather than a place you go for something interesting.
Fixed by Design
Honing, Warding, Tempering and Grinding become smithing templates. You apply them at a smithing table, the ingot decides the level, and no experience is charged. Statistics live at the anvil's neighbour, magic lives at the enchanting table.

What changed

Twelve vanilla enchantments are gone: Protection, Fire Protection, Blast Protection, Projectile Protection, Sharpness, Smite, Bane of Arthropods, Power, Density, Impaling, Unbreaking and Efficiency. They are unselectable in the Catalogue, absent from loot, and removed from the creative book list.

Their jobs moved to four smithing templates.

The four upgrades

Honing applies to weapons, bows and crossbows. It replaces Sharpness and Power at once: melee damage goes up between +1.0 and +3.0, and a honed bow adds the same bonus to arrow damage. The number moves in the tooltip because it is folded into the base damage modifier, not bolted on top.

Warding applies to armor. It replaces the entire Protection family with one scale: 3.2% damage reduction per level per worn piece, summed across four pieces and capped at twenty total levels. Full Warding V is 64% against everything, with no per-damage-type bookkeeping.

Tempering applies to anything damageable. It replaces Unbreaking. Levels I and II behave like Unbreaking 1, III and IV like Unbreaking 2, and V like Unbreaking 3.

Grinding applies to mining tools. It replaces Efficiency, adding level squared plus one: +2, +5, +10, +17, +26.

How the level is chosen

There is no level slider. The ingot you put in decides:

IngotLevel
CopperI
IronII
GoldIII
DiamondIV
NetheriteV

The table produces nothing unless the result would be strictly higher than what the item already has, so you cannot downgrade by accident.

Smithing upgrades cost no experience at all. Template, item and ingot is the whole price, which makes progression a matter of finding templates rather than farming levels.

Duplicating templates

Seven copper ingots, one template and one material in the standard duplication pattern yields two templates. The material differs per template: Flint for Honing, Iron Ingot for Warding, Obsidian for Tempering, Stone for Grinding.

Where to find them

TemplateSources
HoningVillage Weaponsmith 20%, Pillager Outpost 25%, Stronghold Library 30%, Simple Dungeon 20%
WardingVillage Armorer 20%, Bastion Treasure 30%, Buried Treasure 25%, Jungle Temple 25%
TemperingVillage Toolsmith 11%, Desert Pyramid 25%, Shipwreck Treasure 20%, Abandoned Mineshaft 12%
GrindingAbandoned Mineshaft 12%, Ruined Portal 25%, Trial Chamber rare reward 17.6%

Details

Level from ingot
Copper I, Iron II, Gold III, Diamond IV, Netherite V
Experience cost
None. Template, item and ingot only
Honing
+1.0 to +3.0 attack damage, and the same bonus to arrow damage on bows and crossbows
Warding
3.2% reduction per level per worn piece, capped at 20 total levels
Grinding
Level squared plus one, so +2 / +5 / +10 / +17 / +26

Related systems

How to use it

Why it works this way

Implementation

For contributors. Development happens on GitHub.