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This page explains the mechanics of the anvil Anvil Transparency Yes Luminance No Blast resistance 6,000 Tool Renewable Yes Stackable Yes (64), same damage state only Flammable No Drops Itself Data value dec: 145 hex: 91 bin: 10010001 Name anvil See the item . The anvil is primarily used to repair tools, armor, and weapons, which it can do without stripping their enchantments "Flame" redirects here. For the non-solid damage-dealing block, see Fire. “ How does enchanting work in Minecraft? Well, you open a magical book and pick a random spell, not quite sure knowing what it will . It can also be used to combine the enchantments of two items, to give an item an individual name, or to crush other players that walk beneath it while it is falling. All its functions, except for crushing players, cost experience Experience First appearances See History Internal ID PC: 2 PE: 69 Network ID PC: none Entity ID xp_orb XP bar visible above hotbar. Experience (EXP or XP for short) can be obtained by gathering experience levels, and some have material costs.
The anvil has five basic functions:
- Renaming any item, including normal blocks. Note that most blocks lose the rename when placed.
- Repairing a "tiered" item with units of its material. For instance, iron ingots can be used to repair iron tools and armor. Acceptable items for repair have the material to use in their default name, except for chainmail which is repaired with iron ingots, and elytra which are repaired with leather.
- Combining two items of the same kind and material that have durability Item durability is a property that affects all tools, weapons and armor, as well as certain other usable items. It represents the number of useful actions an item can perform and depletes upon item use. , e.g. iron pickaxes, bows, shears, etc. The durabilities will combine similar to using a crafting table, and the enchantments are combined following rules detailed below.
- Combining a tool with an enchanted book Enchanted Book Type Manufactured items Durability N/A Renewable Yes Stackable No First appearances See History Data value dec: 403 hex: 193 bin: 110010011 Name enchanted_book An enchanted book is an item which allows players to add enchantments to to add the book`s enchantment to the tool. This costs much less than combining enchantments from two similar items, and can give enchantments to items that they could not get at an enchanting table Enchantment Table Type Solid Block Requirements None Physics No Transparency Yes Luminance Computer: No Pocket Edition: 12 Blast resistance 6,000 Hardness 5 Tool Renewable No Stackable Yes (64) Flammable No First appearances See History Drops .
- Crushing any players who happen to walk under or be under the anvil while it is falling.
Renaming items can be done in the same work step as repairing or combining, provided the experience cost is not too high. In survival mode, the anvil can only apply 39 levels worth of work in a single operation. If the job would cost 40 or more levels, it will be rejected as "Too Expensive!". This does not apply in creative mode.
Trivia
- Enchantments that are added to raw materials (e.g. an Iron Ingot with Sharpness III) are ignored when doing unit repair, not combined.
- Since prior work penalty will be charged for any rename, it is most economical to rename a weapon before repairing or enchanting it, minimising the penalty you will have to pay for the rename.
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Prior Work penalty
Regardless of the work being done, be it rename, repair, or combine, there will be an extra cost to work on an item that has previously been altered in an anvil⃢₀ₔthe "prior work penalty" . When an item is new, this value is zero.
Each time an item is worked on an anvil (not including a rename), its prior work penalty is multiplied by 2 and 1 is added. Thus, if an item has been worked N times the penalty will be 2^N - 1. After six workings, the penalty will be 63 levels, making any further repair or enchantment impossible in survival. After 31 workings, the penalty will be 2147483647 levels and further workings will be impossible in any mode.
When combining two items, you pay both their penalties for the repair. The penalty on the resulting item is based on the input item with the higher penalty. For instance, combining items with penalties 3 and 15 will pay a penalty of 18, and the combined item will have a penalty of 31 (15*2+1).
This penalty even applies to items that do not take damage, like enchanted books. Thus, combining 4x Fortune I books to create a single Fortune III book will result in a penalty of 3.
Rework count | Penalty |
---|---|
0 | 0 |
1 | 1 |
2 | 3 |
3 | 7 |
4 | 15 |
5 | 31 |
Item repair Example of item repair Item repair is a featureSpecial attraction that allows players to repair damaged tools, armor, or other items with durability by combining them on a crafting grid. 1] 2] Two items of the on a crafting grid will remove all prior work penalties, but will remove any enchantments as well.
Renaming
Renaming always costs a single level, in addition to any Prior Work penalty. Renaming will not increase the prior work penalty.
If the item is being renamed only, without being repaired or enchanted, the maximum level cost is 39 levels even if the Prior Work penalty is higher. Be that as it may, once the penalty reaches or exceeds 2147483647 further renames will be impossible.
Stackable items can be renamed as a stack, while paying a single prior work penalty and a single level for the rename. Note that renamed items in general will not stack with normal items, and renamed blocks lose their name when placed.
Unit repair
Repairing a "tiered" target item using units of its material restores up to 25% total durability Item durability is a property that affects all tools, weapons and armor, as well as certain other usable items. It represents the number of useful actions an item can perform and depletes upon item use. per unit and costs 1 level per unit of material used in addition to any applicable Prior Work penalties.
- The material to use is in the original name of the item, except for chainmail Chestplate Type Wearable items Durability Varies Renewable Yes Stackable No Data values See Data values Name See Data values This page or section has been suggested to be merged with Armor. Discuss The articles share which uses iron ingots and elytra Elytra Type Transport Durability 431 Renewable No Stackable No First appearances See History Data values PC: dec: 443 hex: 1BB bin: 110111011 PE: dec: 444 hex: 1BC bin: 110111100 Name elytra “ Elytra! Soar through The End on your freshly-minted insectoid that uses leather.
- Materials include leather Leather Type Raw materials Durability N/A Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 334 hex: 14E bin: 101001110 Name leather See the leather from cows and horses. For the leather , wood plank Wood Planks Transparency No Luminance No Blast resistance 15 Tool Renewable Yes Stackable Yes (64) Flammable Yes Drops Itself Data value dec: 05 hex: 5 bin: 101 Name planks Wood planks are common blocks used in many crafting , cobblestone Cobblestone Transparency No Luminance No Blast resistance 30 Tool Renewable Yes Stackable Yes (64) Flammable No Experience Smelted: 0.1 Drops Itself Data value dec: 4 hex: 4 bin: 100 Name cobblestone Cobblestone is a common block, obtained from , iron ingot Iron Ingot Type Raw materials Durability N/A Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 265 hex: 109 bin: 100001001 Name iron_ingot Iron ingots are versatile metal crafting ingredients. They are most commonly obtained , gold ingot Gold Ingot Type Raw materials Durability N/A Renewable Yes Stackable Yes (64) Data value dec: 266 hex: 10A bin: 100001010 Name gold_ingot See the crafting material. For the ore, see gold ore. For the mineral , and diamond Diamond Type Raw materials Durability N/A Renewable No Stackable Yes (64) First appearances See History Data value dec: 264 hex: 108 bin: 100001000 Name diamond See the gem. For the ore, see Diamond Ore. For .
- Common tools you cannot repair in this way include bow Bow Type Combat Durability 385 Renewable Yes Stackable No First appearances See History Data value dec: 261 hex: 105 bin: 100000101 Name bow A bow is a ranged weapon that fires arrows. Contents 1 Obtaining 1.1 Skeletons 1.2 , flint and steel Flint and Steel Type Tools Durability 65 Renewable No Stackable No Data value dec: 259 hex: 103 bin: 100000011 Name flint_and_steel The flint and steel is a tool used to light fires. Contents 1 Obtaining 1.1 Crafting 1.2 , shears Shears Type Tools Durability 238 Renewable Yes Stackable No First appearances See History Data value dec: 359 hex: 167 bin: 101100111 Name shears Shears are a tool used primarily to shear sheep and mine a few types of , fishing rod Fishing Rod Type Tools Durability 65 Renewable Yes Stackable No Experience Per catch: 1–3 First appearances See History Data value dec: 346 hex: 15A bin: 101011010 Name fishing_rod Fishing rods are tools whose primary purpose is obtaining fish. , and carrot on a stick Carrot on a Stick Type Tools Durability 26 Renewable Yes Stackable No First appearances See history Data value dec: 398 hex: 18E bin: 110001110 Name PC: carrot_on_a_stick PE: carrotonastick “ Carrots on sticks! Get on your pig and .
- If the stack of raw material has been renamed, its prior work penalty will be paid once regardless of the number of units being used in the repair.
- Due to the rapid increase in prior work penalty for each repair, it will generally be most effective to use an item almost to the breaking point and then repair using four units of raw material at once (or by combining with a newly crafted instance of the item).
Combining items
The anvil can be used to combine two items of the same type and material, or an item with an enchanted book. This applies only to items with durability Item durability is a property that affects all tools, weapons and armor, as well as certain other usable items. It represents the number of useful actions an item can perform and depletes upon item use. : swords, tools, and armor, as well as enchanted books. The first/left item is the target item, the second/right item is the sacrifice item, which will be destroyed. Combining two similar items does either or both of two things. Each of these costs levels, but if they`re both done at once, part of the cost will be shared:
- The target will be repaired, adding the durability of the sacrifice plus a bonus of 12% of the maximum durability, up to the item`s maximum durability. If the target item is undamaged, there will be no charge for repair, otherwise the cost is 2 levels.
- If the sacrifice has enchantments, it will also try to combine the sacrifice`s enchantments onto the target. Regardless of whether any enchantments on the target are actually changed, you will be charged based on the enchantments on the target and sacrifice. For each enchantment on the sacrifice:
- If the target has the enchantment as well...
- and the sacrifice level is greater, the target will be raised to the sacrifice`s level.
- and the sacrifice level is equal, the target gains one level, unless it is already at the maximum level for that enchantment.
- and the sacrifice level is less, nothing changes on the target.
- If the target does not have the enchantment, it will gain all levels of that enchantment, unless it already has an incompatible enchantment. Enchantments are incompatible if both are in one of the following groups:
- Sword: Sharpness, Smite, and Bane of Arthropods
- Tool: Fortune and Silk Touch
- Armor: Protection, Fire Protection, Projectile Protection, and Blast Protection
- Boots: Depth Strider and Frost Walker
- Bow: Infinity and Mending
- If the target has the enchantment as well...
The total cost for combining two similar items is the sum of:
- Prior Work penalties of both target and sacrifice.
- If renaming, the extra cost of renaming
- If the target item is not at full durability, the repair cost of 2 levels.
- If the sacrifice has enchantments "Flame" redirects here. For the non-solid damage-dealing block, see Fire. “ How does enchanting work in Minecraft? Well, you open a magical book and pick a random spell, not quite sure knowing what it will , the enchantment cost.
If the sacrifice is a book there will be no repair, but the anvil will try to combine the book`s enchantments onto the target. The item can also be renamed at the same time. The enchantment cost will generally be less than for combining two similar items.
Costs for combining enchantments
(This is just the enchanting cost. The total cost outline is in Combining items.)
- For each enchantment on the sacrifice:
- Ignore any enchantment that cannot be applied to the target (e.g. Protection on a sword).
- Add one level for every incompatible enchantment on the target.
- If the enchantment is compatible with the existing enchantments on the target, add the final level of the enchantment on the target item multiplied by the multiplier from the table below.
Examples:
- Dealing with equal enchantments:
- In the first slot, the target is a sword with Sharpness III, Knockback II, and Looting III.
- In the second slot, the sacrifice is a sword with Sharpness III and Looting III.
- For the Sharpness III enchantment on the sacrifice: Since the target has an equal level, add one to the target`s Sharpness level giving Sharpness IV. Add 4 (multiplier 1 times 4 levels) to the level cost for Sharpness IV.
- For the Looting III enchantment on the sacrifice: Since the maximum level for Looting is III, the target remains at Looting III. But 12 (multiplier 4 times 3 levels) is still added to the level cost.
- Thus, the enchanting cost is 16. The total cost for the work will include any prior work penalties, repair costs, and rename costs.
- If combined in the other order (the sword having three enchantments as the sacrifice), there would also be a cost of 4 (level 2 times multiplier 2) for the Knockback II enchantment, giving a total enchantment cost of 20 levels.
- Dealing with unequal enchantments:
- In the first slot, the target is a sword with Sharpness III, Knockback II, and Looting I.
- In the second slot, the sacrifice is a sword with Sharpness I and Looting III.
- For the Sharpness I enchantment on the sacrifice: Since the target has a higher level, the target keeps Sharpness III. But 3 (multiplier 1 times 3 levels) is still added to the level cost.
- For the Looting III enchantment on the sacrifice: Since the target has a lower level, it is upgraded to Looting III. Add 12 (multiplier 4 times 3 levels) to the level cost.
- Thus, the enchanting cost is 15. The total cost for the work will include any prior work penalties, repair costs, and rename costs.
- If combined in the other order (the sword having three enchantments as the sacrifice), there would also be a cost of 4 (level 2 times multiplier 2) for adding the Knockback II enchantment, giving a total enchantment cost of 19 levels.
- Dealing with conflicting enchantments:
- In the first slot, the target is a sword with Sharpness II and Looting II.
- In the second slot, the sacrifice is a sword with Smite V and Looting II.
- For the Smite V enchantment on the sacrifice: Since Smite is incompatible with Sharpness, add 1 level. The target keeps Sharpness II.
- For the Looting II enchantment on the sacrifice: Since the target has an equal level, add one to the target`s Looting level giving Looting III. Add 12 (multiplier 4 times 3 levels) to the level cost for Looting III.
- Thus, the enchanting cost is 13. The total cost for the work will include any prior work penalties, repair costs, and rename costs.
- If combined in the other order (the Sharpness sword as the sacrifice), the cost would again be 13 with the result having Smite V and Looting III.
- Using books:
- In the first slot, the target is a sword with Looting II.
- In the second slot, the sacrifice is a book with Protection III, Sharpness I, and Looting II.
- For the Protection III enchantment on the sacrifice: Since Protection is incompatible with swords, ignore it.
- For the Sharpness I enchantment on the sacrifice: Since the target has no Sharpness, it gets Sharpness I. Add 1 level (multiplier 1 times 1 level) for Sharpness I.
- For the Looting II enchantment on the sacrifice: Since the target has an equal level, add one to the target`s Looting level giving Looting III. Add 6 (multiplier 2 times 3 levels) to the level cost for Looting III.
- Thus, the enchanting cost is 7. The total cost for the work will include any prior work penalties and rename costs.
Notes
- ↑ a b c d The different kinds of Protection are not compatible
- ↑ a b Depth Strider and Frost Walker are not compatible
- ↑ a b c Sharpness, Smite, and Bane of Arthropods are not compatible
- ↑ a b Silk Touch and Fortune are not compatible