text
stringlengths
0
113k
[SOURCE: https://minecraft.wiki/w/Experience#cite_note-3] | [TOKENS: 1434]
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Oozing] | [TOKENS: 193]
Oozing See § Causes #99FFA3 (pale green) Negative Oozing is a status effect that causes an entity to spawn two medium-sized slimes upon death. Contents Effect Oozing causes any entities that have the effect to spawn two medium-sized slimes at the entity's location upon death. Entities with the Oozing effect emit green particles with textures from part of a slimeball. In Java Edition, Oozing only spawns slimes in a 5×5×5 cube up to the maximum entity cramming count (default to 24). Causes Immune mobs Data values Java Edition: Bedrock Edition: Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Oozing" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Ghast_Tear] | [TOKENS: 88]
Ghast Tear Common Yes Yes (64) Ghast tears are items dropped by ghasts that are used to make dried ghasts, End crystals and potions of Regeneration. Contents Obtaining Java Edition: Bedrock Edition: Usage Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Ghast Tear" are maintained on the bug tracker. Issues should be reported and viewed there. References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Acacia_Pressure_Plate_JE3_BE2.png] | [TOKENS: 68]
File:Acacia Pressure Plate JE3 BE2.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 48 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Beetroot_Seeds] | [TOKENS: 534]
Beetroot Seeds Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64) Any tool 0 0 No Yes No No Beetroot seeds are items that can be used to plant beetroot crops. Beetroot crops are planted in farmland and used to grow beetroot and beetroot seeds. Contents Obtaining Harvesting fully-grown beetroot yields from 1 to 4 seeds per crop harvested (2 5⁄7 seeds per crop harvested on average). The Fortune enchantment can be used to improve the drop rate. Village farm plots have a chance of being beetroots. The exact chance depends on the style of the village: Wandering traders may sell beetroot seeds for 1 emerald. Usage Beetroot seeds can be planted on farmland to create a plant that grows through 4 stages of growth. The seeds require a light level of 8 or greater to plant‌[Java Edition only] and 9 or greater to grow. In Bedrock Edition they can be planted at any light level, but need a internal light level of 9 to grow. When fully grown, the plant can be broken to harvest beetroot seeds and beetroots. While beetroot crops have only four growth stages compared to eight for wheat, carrots and potatoes, each growth tick has a 1⁄3 chance of not advancing the growth stage and therefore beetroot grows slightly faster than other crops. Crops grow faster if the farmland they are planted in is hydrated. One application of bone meal has a 75% chance of advancing growth by one stage. This is less effective than for other crops: an average of 5 1⁄3 are needed to fully grow beetroot compared to 2 2⁄7 for other crops. Crops break if pushed by a piston or if their supporting farmland breaks or turns to dirt (e.g. by being trampled), dropping their usual drops. Like other seeds, beetroot seeds can be used to breed chickens, lead chickens around, and make baby chickens grow up faster by 10% of the remaining time. Like other seeds, beetroot seeds can be used to tame parrots. Placing beetroot seeds into a composter has a 30% chance of raising the compost level by 1. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Beetroot Seeds" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Brush] | [TOKENS: 341]
Brush Common JE: 64BE: 65 Yes No A brush is a tool used in archaeology to excavate suspicious sand and suspicious gravel for different items. It can also brush armadillos for armadillo scutes. Contents Obtaining Usage Using the brush on any block (apart from suspicious blocks) displays a brushing animation, slowing down the player and creating breaking particles, but not actually damaging the block or brush. When continuously brushing suspicious sand or suspicious gravel, an item dependent on the structure's loot table slowly emerges from it until it drops out, and the block turns into regular sand or regular gravel, depleting 1 durability point on the brush. It takes 96 game ticks (4.8 seconds) to brush a single suspicious block. If the player stops brushing a suspicious block, the block remains in its half-excavated state for a few seconds, before gradually returning to its unexcavated state one stage at a time. When using the brush on an armadillo, it drops a single armadillo scute. Brushing an armadillo removes 16 points of durability from the brush. A brush with full durability and no enchantments can brush an armadillo four times in Java Edition or five times in Bedrock Edition before breaking. A brush can be combined with another brush in an anvil, preserving the enchantments of both. A brush can receive the following enchantments: Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Brush" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery External links References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Enchanting?action=edit&section=4] | [TOKENS: 225]
Editing Enchanting (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 8 hidden categories: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Acacia_Pressure_Plate] | [TOKENS: 889]
Wooden Pressure Plate Yes Yes (64) 0.5 0.5 No Yes JE: NoBE: Yes No A wooden pressure plate is a wooden variant of the pressure plate. It can detect all entities, producing the maximum signal strength of 15. Wooden pressure plates come in all variants of wood. Contents Obtaining A wooden pressure plate can be mined using any tool, or without a tool, and drops itself as an item. However, axes are the fastest way to break one. A pressure plate is removed and drops itself as an item if: Oak pressure plates can generate in some plains village houses and in trial chambers (some dispenser traps and a hidden chamber in the "Intersection 2" room). Acacia pressure plates can generate in some savanna village houses. Spruce pressure plates can generate in some snowy tundra, taiga, and snowy taiga village houses. Usage A pressure plate can be used to detect entities on top of it (players, mobs, items, etc.). To place a pressure plate, use it while aiming at the face of a block adjacent to the destination space. A pressure plate can be attached to: A pressure plate cannot be attached to the side or bottom of any block, but attempting to make such an attachment may cause the plate to attach to the top of a block under the destination space. For example, if a fence is on the ground, attempting to attach a plate to the side of the fence causes the plate to be attached to the top of the ground next to the fence instead. More information regarding placement on transparent blocks can be found at Opacity/Placement. A pressure plate activates when an entity is on top of it (specifically, when the entity's collision mask intersects the bottom quarter-block of the pressure plate's space, which may include entities flying close to the ground), with a minimum activation time of 1 second (20 game ticks). A wooden pressure plate is activated by all entities (including players, mobs, items, arrows, experience orbs, fishing bobs, etc.) besides snowballs. Once activated, a pressure plate checks if entities are still present at regular intervals. Wooden pressure plates check every 10 redstone ticks (1 second), starting 10 redstone ticks after activation, so they deactivate up to 10 redstone ticks after no entities are on top of them. A minecart traveling on rails activates a pressure plate next to a diagonal track but not one next to a straight track. While active, a pressure plate: The power level is always 15. Water and lava flow around a pressure plate without affecting it. A pressure plate is not solid (it is not a barrier to entity movement). A block under a pressure plate can provide a solid barrier underneath it (for mobs to walk across, items to fall on, etc.), but when a pressure plate is placed on a block with a small collision mask, such as a fence or nether brick fence, it is possible for entities to move through the pressure plate while still activating it (walking through it horizontally, or falling through it vertically). Thus, a pressure plate on a fence can be used to detect entities without stopping them (more compactly than a tripwire circuit). Pressure plates are 0.0625 blocks high (1⁄16 of a block) when inactive and 0.03125 blocks high (1⁄32 of a block) when active, but because they are not solid they do not affect the position of entities "on top" of them, so a player on top of a pressure plate is actually standing on the block beneath it. Pressure plates can also open doors, activate TNT, and power command blocks. Overworld wooden pressure plates can be used as a fuel in furnaces, smelting 1.5 items per pressure plate. Nether wood pressure plates (crimson and warped), cannot be used as fuel in a furnace. Wooden pressure plates can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Pressure Plate" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Birch_Boat] | [TOKENS: 2206]
Boat Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: Just over 4HP[note 1]BE: 40HP × 20 Boats (including bamboo rafts) are drivable vehicle entities that can be ridden through water or at high speeds across all types of ice. Most mobs will ride nearby boats, which they cannot control or exit on their own. Contents Obtaining Boats can be crafted with any Overworld planks; crimson and warped planks cannot be used to make boats. Boats can be retrieved by repeatedly hitting them until they drop as an item. In Java Edition, tools and weapons that deal more than 4HP damage can destroy a boat in one hit. Usage Boats can be used for the transportation of players and mobs, sold for emeralds, or used as fuel. A boat used as fuel in a furnace lasts 60 seconds, smelting up to 6 items. A player enters a boat by using it, if the boat is not fully occupied (boats can hold two entities). Unlike beds, there is no message above the hotbar for attempting to enter a fully occupied boat. A boat can be exited by sneaking or in Bedrock Edition, pressing down the right analog stick on a controller, tapping the "Leave Boat" button when using touch controls, or jumping. When exiting a boat, the player is placed in the direction the player is facing, or, if facing directly up or down, the player is placed in front of the boat. The exiting player is placed on land if possible from the dismounting position. Boats do not turn with mouse-look. With a keyboard or gamepad, boats are controlled using the forward, left (turns left), right (turns right), and backward keys. Using the sprint key increases the field of vision, but does not increase speed as if sprinting. With touchscreen controls, two buttons for steering appear. The right button or key steers to the left, and the left button or key steers to the right. Pressing both buttons or keys moves the boat forward. In Java Edition, boats can be ridden against a current, but cannot be ridden upstream to a higher elevation. A boat lift, usually made from tripwire, pistons, and optionally a slime block, can be used to move a boat up. Bubble columns created with soul sand can also be used to push boats upward. These mechanisms can also be used in Bedrock Edition but are usually unnecessary because boats can be ridden upward in descending water, as well as follow upward stair-step currents. Behavior Boats move according to the player's control or water currents, with speed affected by the surface traversed. When the forward or backward command is issued, a constant thrust is applied relative to the boat's facing direction, exponentially approaching the top speed at which thrust balances drag. The backward thrust is one-eighth of the forward thrust’s strength. When strafe commands are issued, a constant torque is applied to increase the boat's rotation speed, with the same drag mechanism limiting the maximum rate of rotation. In Bedrock Edition, boats do not have air resistance, meaning that if a boat is launched off a cliff at a certain speed, it will continue flying at that speed until it touches the ground. Regardless of controls, the boat applies a friction that is proportional to the current horizontal velocity v by multiplying it with a coefficient c at the beginning of every tick: in water, air, or under flowing water, this value is 0.9; underwater, this value is 0.45; on land, this value is the average c (slipperiness) of all solid blocks underneath the boat (e.g. 0.6 for most blocks, 0.98 for ice and 0.989 for blue ice). The same is applied to rotational (angular) velocity. This is equivalent to applying a deceleration af=−μv, where v is the current horizontal velocity and μ=(1−c)tick−1=20(1−c)s−1 is a friction coefficient. As a result, when controls are not pressed, the boat slows to a stop quadratically. Slime blocks, honey blocks, and soul sand each apply their special entity-slowing logic to boats on top of this. In Java Edition, When the forward key is pressed, the boat accelerate at 0.04 m/tick2, for a real-time acceleration of 16 ms-2 forward assuming no lag. The reverse acceleration is 0.005 m/tick2 for a real-time acceleration of 2 ms-2. When strafe keys are pressed, the boat is given a rotation acceleration of 1°/tick2 (400°/s2), which is so high that no gradual change of turning rate is usually felt. The above gives us a way to calculate the maximum speed of a boat on a surface because maximum speed is reached when the player's acceleration ap cancels out with the friction af, vmax=apμ. The torque and thrust values differ between Java and Bedrock edition, as do the linear drag coefficients of various surfaces, which are proportionally scaled to produce the same top speed/max yaw rate between two editions. A boat floats atop still or flowing water. In Java Edition, a boat sinks if it enters water flowing downward. In Bedrock Edition, a boat does not sink when submerged but floats up. This feature lets a player contrive stepped uphill water flows to propel a boat uphill using only flowing water. When a boat moves over a bubble column, it begins to shake. If the bubbles are caused by a magma block, all passengers are expelled and the boat sinks. In Java Edition, a sunken boat cannot be re-floated until a bubble column pushes it up or it is broken by the player. In Bedrock Edition, a boat resumes floating when it emerges from the currents keeping it down, or when the bubble column is blocked or removed. Dolphins chase players riding a boat in motion, occasionally bumping the boat, causing it to shake briefly. As boats are entities, they have health. In Java Edition, boats effectively have just over 4HP (exactly 4 damage is not enough to destroy a boat), and regenerate 1⁄10 per game tick. Boats in Bedrock Edition have 40HP × 20 health. Boats can be destroyed by explosions, fire and lava (but not magma blocks), cactus, and by being punched/shot by mobs, such as drowned. Boats made invulnerable with commands cannot be broken by any of these, but they still cannot be used to travel on lava because they sink. When a boat is destroyed, it drops itself in item form. Boats can support two riders, including mobs. A mob cannot exit a boat and is trapped until the boat gets destroyed, or until the player uses a fishing rod or lead to remove the mob. This can be used to transport mobs, although hostile mobs still attack while in boats. Mobs riding a boat don't despawn‌[Java Edition only] and don't count toward the mob cap. In Java Edition, a player cannot both move (row) and use items at the same time. It is still possible to initialize item use (e.g. start eating) and row the boat while the item is still in the middle of the use animation. Although the rowing animation overrides the item use animation, the item can still be successfully consumed. Being in a boat limits the player's mouse-look to the forward 210° arc in Java Edition and 180° in Bedrock Edition. Underwater boats cannot be ridden. When the boat is underwater, all passengers in it are expelled. Riding a boat does not deplete hunger, making it an efficient way to travel. Boats can completely nullify fall damage for themselves and any players/mobs inside, making them useful for travel through mountains or through the Nether. A boat has a solid collision box, which means players and other entities can't go through it even at high speeds. Falling blocks are also blocked by boats. In Java Edition, a boat falling on top of an entity stops on top of the entity. In Bedrock Edition, a falling boat can go through other entities. Riding a boat over a lily pad causes the lily pad to drop, and causes the boat's speed to stutter a bit. Most mobs can ride boats. Mobs cannot exit the boat unless the boat is destroyed, sinks, or moves over a bubble column. Mobs can be picked up into the boat when they collide with the side of the boat. A mob cannot control the boat. In Java Edition, a boat being ridden by a player cannot pick up a mob. In Bedrock Edition, mobs can be picked up by a boat being ridden by a player. In Minecraft Education, even tripod cameras can ride boats. A mob can ride a boat if it is narrower than a boat, and is neither an aquatic[note 2] nor ambient animal. The following mobs are unable to ride in a boat: The baby counterparts of these mobs can ride in boats, but not the adult versions. If a baby grows up, the adult form is dismounted. Additionally, the adult versions of these mobs can still ride boats manually using the /ride command: Additionally, few types of mobs can have various Size values, which can prevent them from riding boats: Leads can be attached to boats and can break when stretched too far due to boats moving much more slowly on land. The lead has no effect if a player is riding the boat. However, if any mob is riding the boat, the boat can be tugged along. This includes villagers, making transportation easier in early game with just a few boats and leads. Sounds Java Edition: Boats use the Friendly Creatures sound category for entity-dependent sound events. Despite being a solid surface, walking on boats is completely silent and does not produce footstep sounds. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boats have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements Advancements History Boats have been overhauled to match the boats from Pocket Edition Alpha 0.11.0. They now have oars for paddling and are more durable and now allows passengers to board. Added boats. Each wood type has its own respective variant, though they share the same sprite as items. Issues Issues relating to "Boat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Notes External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Coral_reef] | [TOKENS: 605]
Coral Reef No Coral reefs are features that generate in warm ocean biomes. They consist of multiple clusters of coral blocks, coral, and coral fans. These clusters come in a wide variety of shapes, sizes, and colors. Contents Generation The distribution of coral reefs is noise-based, which means that in some places of warm ocean floor, the reefs are distributed densely, and in other places there's no coral reef at all.​[more information needed] There are three types of coral reefs: coral tree, coral claw, and coral mushroom. Coral tree has a main trunk and two to four branches that tend to point upward. Coral claw has two to three branches that tend to point horizontally. Coral mushroom looks like a small hut or a domed building. All these three types consist of coral blocks, coral, coral fans and sea pickles. Seagrass and sea pickles can generate on coral blocks because they are generated later than coral reefs. Coral reefs may have several sea pickles on them, but not all sea pickles on them belong to the coral reef feature. In Bedrock Edition, coral features densely cover warm ocean's floor, and there are two types of coral features: huge coral and small coral. There are two types of huge coral: coral (coral reefs) feature and coral crust feature. Coral feature comes in four varieties of shapes, including small clump, tree-like coral, craw-like coral, and coral spire. Coral crust feature is a huge pile of blocks including coral blocks, dead coral blocks, andesites, diorites, granites and sands. Both types of huge coral have some coral fans attached to them. Unlike Java Edition, there are no sea pickles in these features; however, seagrass feature and sea pickle feature can also generate on them. There are two types of small coral: sea anemone feature and coral hang feature. Sea anemone feature consists of coral and coral fans, generating attached to the top surface of blocks that are not lower than 16 blocks below the sea level (Y>=48). Coral hang feature consists of coral fans, generating attached to a side surface of blocks that are not lower than 14 blocks below the sea level (Y>=50). Structure In Bedrock Edition, coral crusts are generated with structure files, which are stored in the behavior_packs/vanilla/structures/coralcrust folder. The structure blocks do not appear in the final generation. 20 Diorite 10 Andesite 12 Granite 19 Diorite 16 Andesite 11 Sand 14 Diorite 13 Granite 11 Granite 9 Sand 15 Diorite 10 Sand 8 Andesite 11 Andesite 8 Diorite Data values Java Edition: Bedrock Edition: Java Edition: History Issues Issues relating to "Coral Reef" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Blocks_of_copper] | [TOKENS: 628]
Block of Copper Yes Yes (64) 6 3 No No No No 15 COLOR_ORANGE A block of copper, internally known as a copper block, is a block that oxidizes over time, gaining a verdigris appearance over four stages. They can be prevented from oxidizing by being waxed with honeycombs. Non-oxidized blocks of copper are storage blocks equivalent to nine copper ingots. Contents Obtaining Blocks of copper can be mined only with a stone pickaxe or better; otherwise, it drops nothing. Waxed blocks of copper and waxed oxidized copper generate naturally in trial chambers. Blocks of copper can be turned into the respective waxed copper blocks by using a honeycomb item on them. Waxed copper blocks do not oxidize and are identical to the non-waxed version. Using an axe on a waxed block of copper turns it into the respective non-waxed block of copper. In addition, using an axe on an exposed, weathered, or oxidized block of copper reverts it one stage to a regular, exposed, or weathered copper block respectively. Scraping with an axe is not possible when holding a shield in the offhand, so that combat is not affected when the player is near waxed or oxidized copper blocks. Non-waxed blocks of copper are completely deoxidized when struck by lightning, and other non-waxed blocks of copper nearby are deoxidized randomly. Usage Blocks of copper can be used to store copper ingots in a compact fashion. Exposed, weathered, and oxidized variants cannot be crafted back into copper ingots, but the unoxidized waxed block variant can. Unlike the cut variant, blocks of copper cannot be crafted directly into slabs or stairs without a stonecutter. Stonecutting blocks of copper gives four times more products than typical for stone, and allows slabs and stairs to be obtained. A block of copper and carved pumpkins or jack o'lanterns are used to build copper golems. The carved pumpkin or jack o'lantern must be placed last, and the golem spawns immediately after placing it. Non-waxed blocks of copper have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation from blocks of copper. They can be waxed with a honeycomb to prevent the oxidation from progressing. As the block begins to oxidize (exposed copper), it gets discolored and green spots begin to appear. As the oxidation continues (weathered copper), the block is a green color with brown spots. In the last stage (oxidized copper), the block is teal with several green spots. Blocks of copper can be placed under note blocks to produce trumpet sounds.​[upcoming First Drop 2026] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Block of Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Spear?section=11&veaction=edit] | [TOKENS: 1522]
Spear Held Item Held Item Held Item Held Item Held Item Held Item Held Item Common Jab attack: Charge attack: 1.54 (0.65 seconds) 1.33 (0.75 seconds) 1.18 (0.85 seconds) 1.05 (0.95 seconds) 0.95 (1.05 seconds) 0.87 (1.15 seconds) 13 game ticks (0.65 seconds) 15 game ticks (0.75 seconds) 17 game ticks (0.85 seconds) 19 game ticks (0.95 seconds) 21 game ticks (1.05 seconds) 23 game ticks (1.15 seconds) 0.125 Java Edition: Bedrock Edition: Yes No (except via vault) No No A spear is a tiered melee weapon that can be used to perform slow jab attacks or held forward to do charge attacks which deal damage based on the velocity of the user and the target. Spears have especially long reach, but cannot hit targets that are too close. Contents Variants There are seven spear variants: Obtaining Zombies, husks, zombie horsemen, and camel husk jockey riders can spawn wielding iron spears, while piglins and zombified piglins can spawn wielding golden spears. These spears have an 8.5% chance of dropping upon death, increased to a maximum of 11.5% with the Looting III enchantment. It is also possible to get the golden spear from a piglin by dropping a crossbow or sword nearby, which the piglin will swap its spear for. It then requires precise timing to pick it up before the piglin does. Usage Spears have a longer attack range than other weapons, at 4.5 blocks rather than 3 blocks. However, they also have a minimum attack range value that prevents attacking entities that are within 2 blocks of the user.[note 1] Unlike all other weapons, including a bare hand, spears cannot do critical hits or sprint-knockback attacks. Spears can damage multiple entities with a single attack. Spears inflate the hitboxes of targets by 0.125 when calculating hit registration, giving them more effective area. It is not possible to break blocks while holding a spear, and instead an attack is performed. Spears also have a unique ability to attack through non-solid blocks like cobwebs and tall grass. In Java Edition, spear attacks (both jab and charge attacks) are also uniquely capable of causing horizontal knockback to primed TNT. Spears have two methods of attacking: A spear can be used with the attack button to perform a jab attack, dealing damage at an amount dependent on the tier of the spear. Jab attacks have a unique type of cooldown that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Jab attacks do one additional damage in Bedrock Edition compared to Java Edition. The jab attack of copper spears is strictly worse than stone spears, due to having a lower attack speed‌[JE only] / longer use cooldown‌[BE only] with identical attack damage. Switching to a spear in Bedrock Edition does not cause the use cooldown to need to charge, unlike the attack cooldown in Java Edition. The spear can alternatively be lowered into an attack position by holding the use button, where colliding with a target deals damage depending on the velocity of the user and the velocity of the target. Charged attacks require a movement speed difference of 5.1 blocks per second between the attacker and the target in order to deal damage. Because of this, mobs like skeletons that strafe backwards will often only take knockback from charge attacks. Charge attacks can hit multiple entities, and in Bedrock Edition there is a 0.5 second (10 tick) delay between charge attack connections. A charge attack can be dealt even when the jab attack is on cooldown. Charge attacks go through three stages when held out: Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks are not influenced by the Strength or Weakness effects. In Bedrock Edition, spear charge attacks produce critical hit particles when striking targets, but they aren't actually critical hits. A charge attack can be canceled at any time, regardless of the stage it's in. When doing a charge attack directly after a jab attack, the spear will perform the jab animation and then flourish into the charge attack position in two rotations.‌[JE only] The tier of a given spear slightly alters the behavior of jab and charge attacks: Spear attacks cannot be critical hits. In Java Edition, spears have differing attack speeds, and have the following statistics: Calculate spear charge attack damage In Bedrock Edition, spears have differing use cooldowns, and have the following statistics: Zombies, husks, zombified piglins, zombie villagers‌[Java Edition only], and piglins wielding spears have unique attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended, they walk away to increase the distance between them and their target before turning around to begin another charge. When wielded by any other mob, such as skeletons, they instead use the spear's jab attack when in melee range. Like players, the 2-4.5 blocks attacking range applies to these mobs as well. The Lunge enchantment will also take effect for these mobs. A spear can be repaired in an anvil by adding units of the tiers' repair material, with each repair material restoring 25% the spear's maximum durability, rounded down. Two spears of the same tier can also be combined in an anvil with an extra 12% durability, in Bedrock Edition the extra durability is approximately 6% for this item.[note 7] Both methods preserve the spear's enchantments. A spear can receive the following enchantments: Spears enchanted with Lunge propel the player forward when a jab attack is performed, at the cost of consuming saturation and hunger points at an amount dependent on the enchantment level, as well as consuming 1 durability. Saturation points are consumed first, and then hunger points are consumed after. Lunge does not trigger when the player has less than 6 hunger points, is riding a mount, is gliding with an elytra, or if the user is in water. Level I consumes 1 saturation/hunger points, level II takes 2 saturation/hunger points, and level III takes 3 saturation/hunger points. By initiating a charge attack directly after a jab attack, the charge attack can be connected using the velocity gained with Lunge. There must be significant distance between the user and the target to give time for the charge attack's activation delay to fully finish after jabbing. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Spear" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Spear?action=edit&section=11] | [TOKENS: 223]
Editing Spear (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 12 hidden categories: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Copper_Golem] | [TOKENS: 2070]
Copper Golem 12HP × 6 Passive Height: 0.98 blocksWidth: 0.49 blocks A copper golem is a buildable passive mob that takes items out of copper chests, and attempts to store them in nearby wooden chests and trapped chests. A chest examined by a copper golem must either be empty, or contain the item type it is holding, for the golem to place anything inside of it. If not waxed, a copper golem oxidizes over time and eventually turns into a copper golem statue, dropping its currently held items. Contents Spawning A copper golem is created by placing a block of copper of any oxidation stage, then placing a carved pumpkin or jack o’lantern on top. The pumpkin must be placed last, whether by the player, a dispenser, or an enderman. The building pattern also works horizontally or upside-down, as long as the pumpkin is the final block placed. On creation, the block of copper is replaced by a copper chest, and a copper golem spawns at the location of the carved pumpkin or jack o'lantern. The oxidation stage of the copper golem and the copper chest matches that of the block of copper used to create it. A waxed block of copper can also be used, but the golem and the chest are not waxed. If a golem is built with the block of copper placed next to an existing copper chest (that is not already part of a large copper chest), the two chests combine into a large copper chest, just as they would if the new copper chest had been placed manually. Using an axe on an unwaxed and unoxidized copper golem statue causes it to reanimate into a copper golem. When using a copper golem spawn egg, it spawns the golem on its own, without a copper chest. A copper golem spawned this way is unoxidized and unwaxed. Drops Java Edition: Bedrock Edition: When a copper golem has been given a poppy by an iron golem, it can be sheared to drop 1 poppy. Behavior When idle, copper golems wander aimlessly while avoiding obstacles and environmental hazards. Copper golems can also open and close non-iron doors. They occasionally spin their heads or stare at players. They are completely passive to players and other mobs, and run around in a panic if attacked. Unlike most other passive mobs, copper golems do not suspend their behavior when more than 32 blocks from a player. When in a body of water, copper golems sink to the bottom. They do not swim or drown, but they can still move laterally and step up full blocks as if they were on land, similar to iron golems and undead mobs. Like iron golems and snow golems, copper golems do not take fall damage. However, they still avoid walking off drops that would otherwise cause them harm. The yellow eyes of copper golems are emissive with Vibrant Visuals, and the rest of the body is metallic, reflecting all types of light. If a copper golem is not holding an item, it opens the nearest copper chest (regardless of its oxidation or waxed status) and attempts to take out up to 16 of the first item it finds. It takes 3 seconds to stop and examine each copper chest it visits. If the copper chest is empty, the copper golem moves on to the nearest copper chest it has not opened. The copper golem can remember up to 9 copper chests that it has previously opened. If it checks 10 copper chests and still cannot find an item, it wanders around for 7 seconds, forgets which copper chests it has opened, and continues searching for a copper chest to take items from. If a copper golem is holding one or more items, it opens the nearest wooden chest or trapped chest and attempts to put the items into it. It takes 3 seconds to stop and examine each chest it opens. If the chest is empty or if the chest contains the same type of item that the copper golem is holding, the golem attempts to add its items to the chest. In Java Edition, a copper golem cannot distinguish between different potion contents, types of tipped arrows, or suspicious stew types, but it can in Bedrock Edition. In both editions, a copper golem ignores durability, enchantments, shulker box contents, custom names, or any other data. Copper golems do not search the contents of bundles or shulker boxes, when determining if a chest contains an item. While a copper golem is holding an item, the player can press use on the golem with an empty hand to take the item from it, dropping the item on the ground. If it cannot add items to a chest, the copper golem moves on to the nearest chest that it hasn't visited. The copper golem can remember up to 9 chests it has previously visited. If it checks 10 chests and still cannot place its items, it wanders around for 7 seconds, forgets which chests it has opened, and continues searching for a chest to put its items in. The copper golem forgets all the chests that it has previously visited when it successfully deposits an item in a chest. Copper golems cannot see the contents of chests (either wooden or copper) without manually opening and examining them, and do not remember correct item matches. When a copper golem deposits items in a chest, it attempts to add them to the frontmost available slot. If the deposited item is stackable, it avoids adding to existing stacks in any slot other than the frontmost available one. The contents of bundles and shulker boxes are ignored. If the chest or copper chest a copper golem is walking toward can no longer be opened (e.g. it has a cat sitting on it) or is destroyed, the copper golem marks the position as visited and moves on. Copper golems do not simultaneously open a chest that another non-player entity, such as another copper golem, is already interacting with. Copper golems search for chests and copper chests in a 65×17×65 cubic area centered on the copper golem's block position. Copper golems cannot interact with chests located more than one block above them or more than two blocks below them. However, they try to reach chests if they can find a path. If a chest is two blocks below them, copper golems fall on the chest, even if they can't come back up. Copper golems interact only with wooden chests, trapped chests and copper chests. They ignore items dropped on the ground, ender chests, minecarts with chests, barrels, boats with chests, and all other containers. Non-waxed copper golems have four stages of oxidation (unoxidized, exposed, weathered, and oxidized). Shortly after becoming fully oxidized, a copper golem turns into a statue. Using an axe on an oxidized copper golem removes the oxidation from the golem one stage at a time, as do lightning bolts. Copper golems can be waxed with a honeycomb to prevent the oxidation from progressing, lightning bolts from removing the oxidization, or fully oxidized golems from turning into statues. Wax can be removed by using an axe on the golem. In Java Edition, unlike copper blocks, waxing or unwaxing a copper golem does not grant the "Wax On" and "Wax Off" advancements. A copper golem takes between 7 hours and 7 hours and 40 minutes (420–460 minutes, or 21–23 in-game days; plus one tick if the mob is in its initial state or was just scraped with an axe) to oxidize to the next stage. Since the timer is based on gametime, it advances even if the golem is not located in a loaded chunk. As the mob begins to oxidize (exposed copper golem), it becomes discolored and develops green spots. As the oxidation continues (weathered copper golem), the mob becomes a green color with brown spots. In the last stage (oxidized copper golem), the mob is teal with several green spots. Like copper bulbs, the texture of the eyes of the copper golem dims as it oxidizes. However, the golem itself does not emit any light, regardless of oxidation level. Once fully oxidized, a copper golem has a 0.58% chance per tick to become a copper golem statue and take a random pose, provided it is not waxed and is fully located in air (that is, a copper golem cannot turn into a statue while underwater or standing on a partial block such as a slab, as part of its hitbox is not located within an air block). This process takes on average 8.62 seconds. During the transformation, any items held by the copper golem are dropped. If the golem was named using a name tag, it keeps its custom name. Using an axe on a copper golem statue removes the oxidization one stage at a time. If the statue is unoxidized, scraping it with an axe reanimates it into an unoxidized copper golem. Iron golems occasionally hold out a poppy, which a copper golem can take and place on top of the rod on its head. Using shears on the copper golem drops the poppy. Alternatively, it drops when the copper golem turns into a copper golem statue. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Copper golems have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Copper Golem" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Unoxidized Exposed Weathered Oxidized References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Enchanting?section=5&veaction=edit] | [TOKENS: 2184]
Enchanting Enchanting is the process of improving armor, tools, and weapons. A glint animation appears on items to show that they are enchanted. Contents Enchanting equipment Enchanting methods There are four ways to enchant an item in Survival mode: A player may also obtain items already enchanted: Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as /enchant. When enchanted with the /give command, the maximum enchantment level is 255 on Java Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab. The enchanted golden apple, despite its name and glint, is not the enchanted form of any item and is completely different from the golden apple. An item can be enchanted by using an enchanting table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs, written in Standard Galactic Alphabet, do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied. On mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release. The only choices available have a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 30 enchantment can give a pickaxe the "Efficiency IV" enchantment); the actual level cost and the number of lapis lazuli required have no effect. Although the player must have at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30 enchantment, the player must have at least 30 levels, but pay only 3 levels and 3 lapis lazuli. The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, multiple different enchantments can be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III. However, certain selected enchants never give any additional enchantment, regardless of which tool is enchanted, such as Efficiency IV and Knockback II.‌[BE only][verify] To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a minimum of 15 bookshelves needs to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this. Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil. Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero. Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. The possible enchantments depend on the player's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments: Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs. An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book). Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III. To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchantment, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly. The experience cost depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused, although it may still be possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and then another enchanted bow may be used to combine enchantments with the repaired bow. Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing. Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots. Although enchanted books can have multiple enchantments of any type, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may have both the Respiration and Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow. In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick having Knockback II on Java Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via /enchant (though both enchantments function as normal when obtained on a bow through the /give command). The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment. Use Order Calculator to minimize experience loss when merging two items. Disenchanting The main way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except for curses) but gives some experience back based on the level of the enchantment(s) and their value. If a block is placed, it loses all the enchantments it has. Summary of enchantments Each enchantment in the table below includes attributes that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software. Summary of enchantments by item Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., /give @s bow[enchantments={infinity:1,mending:1}]). Also, a player can exceed the maximum levels of enchantments (e.g., /give @s netherite_sword[enchantments={fire_aspect:10}]). However, if that number goes above 10 the translation string is exposed and it looks like this: The tables below summarize the enchantments that can be obtained on specific items in Bedrock Edition and in Java Edition Survival mode (Any enchantment can be applied to any item in Java Edition Creative mode). Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables. Depth Strider (III) Maximum effective values for enchantments The table below shows the effective limits for enchantments (also found here). Mending Data values Java Edition: Bedrock Edition: Sounds Java Edition Bedrock Edition: Videos History Issues Issues relating to "Enchanting", "Enchantment", or "Enchanted" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Trivia See also References External links Navigation More More Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Water_Breathing] | [TOKENS: 246]
Water Breathing See § Causes #98DAC0 (turquoise green) Positive Water Breathing is a status effect that prevents or delays drowning, and allows waterlogged beds‌[Bedrock Edition only] to be used. In Bedrock Edition, it additionally prevents or delays squid, glow squid, salmon, cod, pufferfish, tropical fish, nautilus, and tadpoles from taking suffocation damage when they are not in water, and also prevents players/mobs from taking suffocation damage inside full, solid, non-transparent blocks. Contents Causes Conduit Power also gives the player a similar effect to Water Breathing (among other things). Immune mobs Notes Helmets with the Respiration enchantment slow down oxygen depletion, granting an extra 15 seconds of underwater breath per level. However, this is not done through the Water Breathing effect. Data values Java Edition: Bedrock Edition: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Water Breathing" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Enchanting?action=edit&section=5] | [TOKENS: 225]
Editing Enchanting (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 8 hidden categories: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.2.4?veaction=edit] | [TOKENS: 104]
Bedrock Editor 1.2.4 Bedrock Editor PreviewJanuary 13, 2026StableFebruary 10, 2026 Preview26.0.28Stable26.0 ◄ 1.2.3 1.2.5 ► Bedrock Editor v1.2.4 is a minor release for Bedrock Editor released in Preview on January 13, 2026, and in retail on February 10, 2026. Contents Additions Changes References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Anvil_mechanics] | [TOKENS: 1865]
Anvil mechanics This page explains the mechanics of the anvil. The anvil is primarily used in its inventory to combine tools, weapons, and armor with other items of the same type or with an enchanted book at the cost of experience without the stripping of enchantments, or to rename any item. The item on the left side of an anvil operation is known as the target, and any item on the right is known as the sacrifice. The result (in the third slot) is a modification of the target item, consuming the sacrifice if it is part of the operation. As a gravity-affected block, an anvil can also be placed to drop on living entities to damage them. The five basic functions of the anvil are: Each time something is repaired, enchanted, or renamed using an anvil, the anvil has a 12% chance to degrade. There are three degradation levels: Anvil, Chipped Anvil, and Damaged Anvil. Degrading further destroys the anvil. In Survival and Adventure mode, an anvil can only apply an operation worth 39 experience levels or less. Once the cost exceeds 39 levels, the anvil menu refuses the operation with the message "Too Expensive!". From there, a player may only use Creative mode to combine (and to rename in Bedrock Edition) items using an anvil. Contents Prior work penalty Every time an item is used in an anvil, except by being renamed, the item accumulates a prior work penalty, a modifier that increases the XP cost of that item's next operation. This value roughly doubles every operation, starting at zero and increasing by 2n+1 where n is the current largest penalty between the two items of the operation. The table below shows the possible prior work penalties on an item in Survival and Adventure mode without commands. The cost increases exponentially by the formula 2c−1 where c is the anvil use count (i.e., number of prior anvil uses). Item repair on a crafting grid removes all prior work penalties, enchantments, and custom names. If a grindstone is used, the item instead keeps its custom name while losing all of its prior work penalties and enchantments. Renaming Any item or single stack of items can be renamed in an anvil, adding a single experience level to the cost of the anvil operation. There is no extra cost to rename a stack of items as opposed to a single item. The custom name can be between one and 30‌[BE only] or 50‌[JE only] characters long. Renamed stackable items can only stack with other renamed items of its type that share exactly the same name and prior work penalty. In Bedrock Edition, renaming an item that doesn't have a prior work penalty gives it a work penalty of 0,[check the code] making it stackable only with renamed items, even if its custom name is reset. If the item's custom name would be unchanged from its current name, which can occur when renaming an item for the first time and using any of the aforementioned blank parameters, and no other valid operation is happening in the anvil, a red "X" appears on top of the arrow in the GUI, and the operation cannot proceed. Any existing prior work penalty is added to the cost of all anvil operations, including renaming. However, renaming alone does not cause an item's prior work penalty to accumulate. In Java Edition, the cost of just renaming is capped at a maximum of 39 levels. Because prior work penalty is charged for any rename, it is most economical to rename a tool, weapon, or armor piece either before or while repairing or enchanting it, minimizing the penalty the player must pay for the rename. If the penalty reaches or exceeds 2,147,483,647, further renames become impossible.[verify for Bedrock Edition] The custom name of an item can be reset to its default name by: Some items have some special effects when renamed. Unit repair Some items are "tiered" and can be repaired using units of its repair material, each unit restores up to 25% total durability of the item (rounded down) and costs 1 level per unit of material used in addition to any applicable prior work penalties. Repairable items Anything not listed below does not have a unit repair item, and can be repaired only by consuming another instance of itself. Wooden Sword Wooden Pickaxe Wooden Axe Wooden Shovel Wooden Hoe Wooden Spear Shield Leather Cap Leather Tunic Leather Pants Leather Boots Stone Sword Stone Pickaxe Stone Axe Stone Shovel Stone Hoe Stone Spear Cobblestone Cobbled Deepslate Blackstone Copper Helmet Copper Chestplate Copper Leggings Copper BootsCopper Sword Copper Pickaxe Copper Axe Copper Shovel Copper Hoe Copper Spear Iron Helmet Iron Chestplate Iron Leggings Iron Boots Chainmail Helmet Chainmail Chestplate Chainmail Leggings Chainmail Boots Iron Sword Iron Pickaxe Iron Axe Iron Shovel Iron Hoe Iron Spear Golden Helmet Golden Chestplate Golden Leggings Golden Boots Golden Sword Golden Pickaxe Golden Axe Golden Shovel Golden Hoe Golden Spear Diamond Helmet Diamond Chestplate Diamond Leggings Diamond Boots Diamond Sword Diamond Pickaxe Diamond Axe Diamond Shovel Diamond Hoe Diamond Spear Netherite Helmet Netherite Chestplate Netherite Leggings Netherite Boots Netherite Sword Netherite Pickaxe Netherite Axe Netherite Shovel Netherite Hoe Netherite Spear Anvils cannot be repaired by any iron item or block. Combining items The anvil can be used to combine two of the same item, or an item with an enchanted book. This applies only to items with durability: weapons, shields, tools, and armor, as well as enchanted books. The first (left) item is the target item, the second (right) item is the sacrifice item. The sacrifice item is destroyed upon combination of the two items. Combining two similar items does either or both of two things; each of which cost levels, though part of the cost is shared if they're both done at once: The total cost for combining two similar items is the sum of: If the sacrifice is a book, there is no repair, but the anvil tries to combine the book's enchantments onto the target. The item can also be renamed at the same time. The enchantment cost is generally less than for combining two similar items. If the target item is at full durability and the sacrifice does not have any enchantments, the anvil also refuses to combine the items, unless if renaming the item to a valid name. (This is just the enchanting cost. The total cost outline is in Combining items.) There are two important things to notice about the anvil mechanics when planning the order of multiple enchantments to the same item: Prior work penalties are minimized by combining two items with equal penalties if possible. For example, it is possible to have 7 different enchantments on a single pair of boots. Starting with an unenchanted pair of boots and the 7 enchantments on individual books, the limit on the cost permitted by the anvil is exceeded if trying to combine the books one at a time with the boots. However, it is possible to avoid this by properly pairing up the items. First combine the boots with one of the books, plus the remaining 6 books in 3 pairs. Then combine the boots with one of the books and the other two books that have 2 enchantments each. Finally combine the boots with the book that has 4 enchantments. This results in a pair of boots with 3 workings on it, although in practice 7 workings have taken place. It is also possible to minimize the cost of combining by carefully pairing up the items for combination. The enchantment with the highest cost should be in the sacrifice slot the least amount of times. For example, the 7 boots enchantments can be combined using the pairing method in the following order: However, at times it's better to avoid a pairing so as to avoid paying the enchantment cost multiple times. For example, in the above we pay the costs of Protection IV, Feather Falling IV, and Unbreaking III twice, and Mending three times. If we combine the items this way instead, we spend an extra 4 levels on prior work penalties but pay for Protection IV only once and Mending only twice, saving 6 levels, for a net savings of 2 levels: The equation to calculate an enchantment is as follows: The equation to calculate the new value of an item to be enchanted: Using the 7 enchantment pairing method shown, and looking at just the first enchantment (Diamond Boots + Soul Speed III) as an example: Going to the next level of enchanting with Diamond Boots (Soul Speed III) and Thorns III + Feather Falling IV book: Note that when two identical enchanted books are combined (e.g., Depth Strider II and Depth Strider II), the value portion of the XP level cost is based on the post-combination value (6 for Depth Strider III), not the pre-combination value (4 for Depth Strider II). Notes External links See also References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Raw_Gold] | [TOKENS: 203]
Raw Gold Common No Yes (64) Raw gold is a raw metal resource obtained from mining gold ore. Contents Obtaining Gold ore and deepslate gold ore mined with an iron pickaxe or better drops 1 unit of raw gold. If the pickaxe is enchanted with Fortune, it can drop an extra unit per level of Fortune, allowing for a maximum of 4 with Fortune III. If the ore is mined using a pickaxe enchanted with Silk Touch, it drops the ore block instead. Usage The primary usage of raw gold is smelting it into gold ingots. Piglins are attracted to raw gold. They run toward any raw gold on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory. Raw gold cannot be used for bartering. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Raw Gold" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Meadow] | [TOKENS: 487]
Meadow Pillager OutpostVillage Oak with Bee NestBirch with Bee Nest Grass BlockOak LogOak LeavesBirch LogBirch LeavesBee NestDandelionCornflowerPoppyAlliumOxeye DaisyAzure BluetWildflowersStoneEmerald OreInfested StoneShort GrassTall Grass Climate 0.5‌[JE only] 0.3‌[BE only] 0.8 Yes Colors #83BB6D‌[JE only] #86B87F‌[BE only] #63A948‌[JE only] #68A55F‌[BE only] #A17148‌[JE only] #9C754D‌[BE only] #0E4ECF‌[JE only] #44AFF5‌[BE only] The meadow is an elevated grassy mountain slope biome filled with patches of flowers, turquoise-green grass and tall grass, where sheep, donkeys and rabbits spawn. Contents Description The meadow is the most common mountain biome, covering 1.19% of the Overworld's surface area. The meadow is a high altitude counterpart to the plains biome. All small flowers generate except blue orchids, tulips, lilies of the valley, torchflowers, eyeblossoms, or wither roses. Rarely, a lone oak or birch tree of any size can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome, making this the only mountain biome where villages can generate. In Java Edition, unlike most overworld biomes, sugar canes and pumpkin patches cannot generate here. Just like other mountain biomes, emerald ores can be found in meadows, especially at higher altitudes, and both coal and iron ores are commonly found here. Infested block blobs also naturally generate in meadows. This biome usually generates in the lower sides of some mountains but can also generate standalone in plateaus, mainly next to plains and separated from cherry groves, regular forests, regular birch forest, or regular taigas by rivers. Mobs The following mobs naturally spawn here: Sounds Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Meadow" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Acacia_Sign_(0).png] | [TOKENS: 66]
File:Acacia Sign (0).png License File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 47 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/OP_level] | [TOKENS: 460]
Permission level Permission level is used to describe the permissions a player or a command executor has. For example, in Bedrock Edition, /setmaxplayers can't be executed in a command block, because this command requires the executor to have a permission level of 3, while command blocks have a permission level of only 2. Contents Description Levels are incremental, meaning level n allows anything that any level less than n allows. In Java Edition, the permission levels may allow players to configure certain game settings: Level 0 – All Level 1 – Moderator Level 2 – Gamemaster Level 3 – Admin Level 4 – Owner In Bedrock Edition, permission levels mostly dictate which commands a player may use. In different levels, certain commands are available, and a level inherits commands from levels less than it. The permission levels and their available commands are:[note 1] Level 0 – Any / Normal All commands available to non-privileged players: Level 1 – Game Directors / Operator Mostly commands that affect gameplay and entities: Level 2 – Admin / Host Server operator commands: Level 3 – Host / Automation Server host commands: Level 4 – Owner / Admin Server administrator commands: Player Permissions Player permissions dictate what the player can and cannot do in a multiplayer game. For example, actions such as building, mining, attacking mobs or players can be disabled or restricted by each of their own permissions. They can be configured individually or by preset roles on a separate screen accessible in the pause menu. There are four roles which can set specific permissions for players: Operator: Operator: The owner of the world can change any player permissions, regardless of its own permissions. Other players can't change any player permissions unless if they are operators, but they can still view them for themselves and other joined players. Player permissions differ from permission level, the latter enables and restricts specific commands, requiring different level for each command. Additionally, the "Operator Commands" permission if enabled sets the player's permission level to 3 in singleplayer or LAN world. In Bedrock Dedicated Server, it sets the permission level to 1. Situations History Issues Issues relating to "Permission" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Resistance] | [TOKENS: 181]
Resistance See § Causes #8F45ED (violet) Positive Resistance is a status effect that reduces incoming damage. Contents Effect Resistance reduces incoming damage by 20% × level from all sources except for starvation, the void, and /kill. Resistance is applied only to the remaining damage after all other damage reductions (armor and enchantments), but before rounding down to a whole number. This means any equipped armor pieces still lose the usual amount of durability, even at level 5+ where the potion effect grants complete immunity to most sources. Causes Immune mobs Data values Java Edition: Bedrock Edition: Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Resistance" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Info.png] | [TOKENS: 90]
File:Info.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available. View more links to this file. Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu
========================================