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[SOURCE: https://minecraft.wiki/w/Spear#cite_ref-19] | [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 |
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[SOURCE: https://minecraft.wiki/w/Realms_Stories] | [TOKENS: 733] |
Realms Stories Realms Stories is a social hub for members of a Realm, where players can comment, share screenshots, and view player activity. Contents Usage Realms Stories is available for all players that are member of a Realm in Bedrock Edition, for both Realms Plus and Realms Core subscriptions. It can be accessed from the main screen of the Realm in the play screen, and from the Edit Realm screen for the owner of the Realm. It can also be accessed from the pause menu while playing on the Realm. Unlike a Realms server itself, which is hosted on servers owned by Mojang Studios, Realms Stories is hosted on Xbox's social network. Each Realm has a private "Club" in the Xbox Network, making all posted screenshots available from the Xbox profile page for any member, where they can also be downloaded. Because Stories is hosted on the Xbox Network, the data is slightly delayed from the actual server. Furthermore, old Stories (usually past page 9) are automatically deleted. The main screen of Realms Stories has three tabs, and a button to open the Realms Stories settings in the top-right. Story Feed In the Story Feed, all story posts from Realm members are shown on the right side of the screen, and a list of recently played members on the left side. A player can add with the purple button on the top-left. A story post can contain text, and/or a screenshot that is stored in-game. Every story post in the Story Feed shows the player that added the story, and the time or date when the story was added. If the story contains a screenshot, the player can open it in full screen by clicking on it. Every post can also be liked with the button below, including a player's own posts. The amount of likes is shown on the left. Players can also comment on every story post. These comments can only include text, but they can be liked by any player in the comments screen. With the options button on the bottom-right of a post or comment, player's can remove their own posts, or report them to Xbox Enforcement. The Realm's owner can delete any story or comment, while other members can only delete their own. Other members can also notify the Realm's owner about a story. These reports can be accessed from the "Game Settings" tab in the Manage Realm screen for the owner. These new stories are automatically posted to the feed when interesting events happen on a Realm. They can be toggled off in the Realms Stories settings by the owner. Timeline Realm Stories also contain a Timeline table that shows numerous activity of players in the Realm. The playing times are colored for each player. One week of playing times is shown on the screen, but older data can be viewed with the arrow buttons above. To gain access to the Timeline and store activity data, a player needs to opt in for the Timeline. Players can opt out at any time, and they can also opt in anytime later again. The Realm's owner can view all members that are opted out. Members Shows a list of all Realm members and their activity or online status. The list can be sorted and filtered, and there is a text box on the top-left to search for members. The Realm's owner can also access the "Members" settings tab in the Manage Realm screen from here. Realms Stories settings There are a few optios available for Realms Stories. These cannot be changed from the main settings screen. History Trivia Gallery Issues Issues relating to "Realms Stories" are maintained on the bug tracker. Issues should be reported and viewed there. See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Jungle_Trapdoor] | [TOKENS: 350] |
Wooden Trapdoor Yes Yes (64) 3 3 No Yes Yes No A wooden trapdoor is a variant of the trapdoor that can be opened and closed by the player without redstone. Contents Obtaining Wooden trapdoors can be mined with any tool, but an axe is the fastest. Trapdoors remain in place even if their attachment block is moved, removed, or destroyed. Usage A wooden trapdoor can be opened or closed by pressing the Use Item/Place Block control. Wooden trapdoors can be controlled with redstone power. When activated, the wooden trapdoor immediately opens. When deactivated, it immediately closes. An activated wooden trapdoor can still be closed by a player, and does not re-open until it receives a new activation signal (if a trapdoor has been closed "by hand", it still needs to be deactivated and then reactivated to open by redstone). Wooden trapdoors can be opened and closed by players or a redstone signal. Wooden trapdoors are also affected by the wind burst of thrown wind charges, causing them to open if closed, or vice versa. Overworld wooden trapdoors can be used as a fuel in furnaces, smelting 1.5 items per block. Wooden trapdoors 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 "Wooden Trapdoor" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Brick_Slab_JE2.png] | [TOKENS: 74] |
File:Deepslate Brick Slab JE2.png Summary 21w08a 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 54 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Brick_Stairs_JE2.png] | [TOKENS: 74] |
File:Deepslate Brick Stairs JE2.png Summary 21w08a 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 50 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Enchanting?action=edit§ion=16] | [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 |
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[SOURCE: https://minecraft.wiki/w/Deepslate_Brick_Stairs] | [TOKENS: 178] |
Deepslate Brick Stairs No Yes (64) 6 3.5 No Partial (blocks light)[JE only]Yes[BE only] Yes No No Deepslate brick stairs are a decorative stairs variant of deepslate bricks that generates in ancient cities and is used for building. Contents Obtaining Deepslate brick stairs can be mined using any pickaxe. If mined without a pickaxe, they drop nothing. Deepslate brick stairs generate as part of ancient cities. Usage Deepslate brick stairs can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Deepslate Brick Stairs" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Purple_Carpet] | [TOKENS: 1058] |
Carpet Yes Yes (64) Any tool 0.1 0.1 No Yes JE: NoBE: Yes Yes (JE: 60, BE & edu: 30) Yes Carpets are thin variants of wool that can be dyed in any of the 16 colors. Contents Obtaining Carpets can be mined using any tool, or without a tool. Unlike wool, carpets are not destroyed quicker when using shears. White and light gray carpet can be found in igloos. If its basement generates (50% chance), red carpet can also be found. All carpet colors except orange and light blue[BE only] generate within woodland mansions. Yellow, white, and green carpets generate in plains villages. Lime, white, and green carpets generate in desert villages. Blue and red carpets generate in snowy tundra villages. Orange, white, and red carpets generate in savanna villages. Purple, white, and red carpets generate in taiga villages. Gray, blue, light blue, and cyan carpets generate in ancient cities. Usage Carpet has the same visual thickness as a pressure plate. It has a hitbox of 1⁄16 of a block and covers the entire surface of the block it is placed on. This thickness prevents mob spawning. Carpet can be placed on any block, including non-solid blocks, except air. When placed on grass or fern, they break and the carpet is placed on the block below. When placed on vines, the topmost block of vines breaks and the carpet is placed on the block below, any vines blocks below the first one don't break. It can even be placed over water blocks, but to do so you must target an adjacent block with a visible hitbox. Carpet can be pushed and pulled by pistons but pops off if pushed onto a hole or pulled downward. It can also break falling sand and gravel. Carpet is an opaque block but does not decrease light going through it. Because of this and the fact that it can be placed on any block, a common decorative strategy is to place carpet on a light-emitting block in the floor, illuminating a room and hiding the light source at the same time. Carpets can be placed on top of fences and walls to allow the player to jump on top of them while still preventing animals and mobs from crossing. This is because mobs do not try jump over fences and walls, even with a carpet above. In Java Edition, if a campfire is placed beneath a beehive to pacify bees, the campfire can be placed below ground and a carpet placed over the campfire to protect bees from the fire. In Bedrock Edition, a carpet over a campfire removes the campfire's pacifying effect on bees. If a carpet is placed so that it lays on top of a hopper, the hopper can still collect items through the carpet. This is because hoppers can collect items from less than a full block above in Java Edition, or less than 3⁄4 of a block above in Bedrock Edition. Carpets can also be placed over other carpets. Because mob AIs treats carpets as if they are air blocks, they used to be unable to walk over two or more layers of carpets. Nowadays, a mob will spin erratically upon walking onto a double carpet, and seemingly cancel their pathfinding attempt after a short while. Once targeting a new block or entity, they will either step off and resume their pathfinding normally, or walk onto another double-carpet block and spin again.[Java Edition only] Double-carpet barriers can thus be traversed one block at a time, by any mob, and no longer work. Similarly, endermen are unable to teleport onto double carpet layers. Carpets, similar to wool, dampen vibrations from sculk sensors. Placing or breaking a carpet does not create a vibration, nor does walking on one or throwing an item on one. They do not however prevent vibrations from other blocks from travelling through them. Llamas can be equipped with carpets in their carpet slot (). Each carpet color shows as a different patterned rug on the llama's back. For example, the green carpet has a creeper's face, while the purple carpet has the eyes of an enderman. Carpets cannot be enchanted in Survival mode. However, in Java Edition Creative mode, just like any other item, it can be enchanted with any enchantment using an anvil. While most enchantments have no effect, Thorns, Feather Falling, Protection, Fire Protection, Projectile Protection, Blast Protection, Curse of Binding, and Curse of Vanishing apply their effects to the llama as expected. Carpet can be used as a fuel in furnaces, smelting 0.335 items per carpet item.[Java Edition only] When placed on the top half of blocks like tall grass, large fern, or vines they break and the carpet drops as an item. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Carpet" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Deepslate_Brick_Wall] | [TOKENS: 161] |
Deepslate Brick Wall No Yes (64) 6 3.5 No Yes Yes No No A deepslate brick wall is a decorative wall variant of deepslate bricks that generates in ancient cities and is used for building. Contents Obtaining Deepslate brick walls can be mined using any pickaxe. If mined without a pickaxe, they drop nothing. Deepslate brick walls generate naturally within ancient cities. Usage Deepslate brick walls can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Deepslate Brick Wall" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Bricks_JE2_BE1.png] | [TOKENS: 69] |
File:Deepslate Bricks JE2 BE1.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 56 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Coal_Ore_JE1_BE2.png] | [TOKENS: 69] |
File:Deepslate Coal Ore JE1 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 61 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Enchanting?action=edit§ion=18] | [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 |
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[SOURCE: https://minecraft.wiki/w/Soul_sand_valley] | [TOKENS: 487] |
Soul Sand Valley Nether fortressNether fossilBastion remnantRuined portal Basalt pillarGlowstone blobLava sea Standard Nether blocks plus:GravelSoul SandSoul SoilBasaltBone BlockCrimson RootsSoul FireDried Ghast Climate 2.0 0.0 No Colors #1B4745 #BFB755 #AEA42A #A38046 #3F76E4[JE only] #905957[BE only] 15 A soul sand valley is a dry biome located in the Nether. It is formed of large caverns with Nether fossils and different blocks, mainly including soul sand and soul soil. Contents Description The soul sand valley makes up around 17% of the Nether by volume. It can generate next to any other Nether biome except for the warped forest. The soul sand valley is mostly composed of soul sand and soul soil, with gravel found on its coastlines. Soul fire is scattered throughout the biome and Nether fossils poke out of the terrain. Near these fossils are dried ghasts. It lacks a diverse set of plants, with the only native vegetation being crimson roots and mushrooms, although crimson fungi and huge fungi may spawn where the biome borders a crimson forest. Its fog is cyan and the air particles are gray as the sounds of winds and the voices of ghosts fill the air. Giant columns of basalt called basalt pillars can be found stretching from the floor to the ceiling. Caverns, Nether fortresses and even bastion remnants can also be found in the soul sand valley. Glowstone blobs can be found in this biome, although they are significantly rarer than in other Nether biomes, since the ceiling of this biome is made of soul sand or soul soil below which glowstone blobs cannot generate; they can still occasionally generate in caves and canyons in this biome, because the ceiling is made of netherrack. Mobs The following mobs naturally spawn here: Sounds These music tracks play while the player is in the soul sand valley. Nether ambience plays while the player is in the Nether. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Soul Sand Valley" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Stone_Sword] | [TOKENS: 748] |
Stone Sword Common JE: 5HPBE: 6HP 1.6 (0.625 seconds) 3 (3 blocks) 0 1HPSE I: 2.5HP × 1.25SE II: 3.35HP × 1.675SE III: 3.75HP × 1.875 1.515 (on cobwebs)30 (on bamboo) JE: 130BE: 131 5 Yes No A stone sword is a variant of sword crafted from cobblestone, blackstone, or cobbled deepslate. It is the fifth-highest tier of sword, dealing the same damage as a copper sword but having less durability. Contents Obtaining Stone swords are crafted with a stick and any combination of two cobblestone, blackstone, or cobbled deepslate (i.e. 2 cobblestone, or 1 blackstone + 1 cobbled deepslate, etc.). Wither skeletons can spawn with a stone sword and have an 8.5% chance of dropping them upon death caused by player. This chance is increased by 1% per level of Looting, up to a maximum of 11.5% with Looting III. The dropped sword is usually badly damaged. Usage A sword can also be used to destroy certain blocks 50% quicker, sometimes much quicker than with fists. Using a sword to destroy any block that doesn't break instantly by hand decreases its durability by 2; this includes bamboo, despite that the sword is the fastest tool for breaking it. If a sword is enchanted with Silk Touch, either using Creative or commands, cobwebs hit by the sword drop the cobwebs themselves instead of the usual string, because a sword is classified as the proper tool for cobwebs. Pressing attack while holding an stone sword inflicts damage on both mobs and other players. Upon damaging a mob or player, the stone sword's durability decreases by 1. Attacking a boat or a minecart with an stone sword instantly destroys it [Java Edition only], without decreasing the sword's durability. In Java Edition, stone swords deal 5HP base damage, have an attack speed of 1.6 and take 12 game ticks (0.6 seconds) to recover. In Bedrock Edition, stone swords have no attack cooldown or sweep attack, and deal 6HP base damage. The damage that an stone sword enchanted with Sharpness V does on a non-critical hit is 8 in Java Edition and 12.25 in Bedrock Edition. In Creative mode, swords are unable to break blocks. However, they can still break placed entities such as minecarts, paintings, item frames,[Java Edition only] and armor stands. Two stone swords can be combined in an anvil. This preserves all enchantments on the sword, unlike using a crafting table or grindstone. A stone sword can be repaired in an anvil by using cobblestone, blackstone or cobbled deepslate as the 2nd ingredient. Each material restores 25% of the sword's maximum durability, rounded down. Using an anvil to repair leaves all of the sword's enchantments on it. A stone sword can receive the following enchantments: Sounds Stone swords make a sound when used to attack an entity. The sound depends on how the attack is landed. All sounds are the same as every other sword. Data values Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Stone Sword" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Diamond_Ore_JE2_BE1.png] | [TOKENS: 77] |
File:Deepslate Diamond Ore JE2 BE1.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 68 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Jungle_Fence_Gate] | [TOKENS: 743] |
Fence Gate Closed Opened Yes Yes (64) 3 2 No Yes JE: NoBE: Yes A fence gate is a block that shares the functions of both the door and the fence. Contents Obtaining A fence gate can be broken with anything, but an axe is fastest. Oak fence gates generate as part of: Spruce fence gates generate as part of: Jungle fence gates generate as part of: Acacia fence gates generate as part of: Dark oak fence gates generate as part of: Usage A fence gate can be used as a switchable barrier that can be opened and closed by hand, by a wind charge or by redstone power. When placed, a fence gate automatically faces toward the player who placed it, regardless of any other fences around it. A fence gate can be placed whether there is a solid block beneath it or not. Fences, nether brick fences and walls connect to fence gates, but glass panes and iron bars do not. A fence gate floats in mid-air when placed with no connection to anything else. A fence gate can be opened or closed by using it. When a fence gate opens or closes, it immediately changes its orientation without affecting anything in the space it "passes through"—moving fence gates don't push entities the way that pistons do. When opened by hand, a fence gate always opens away from the player. A fence gate can also be opened or closed by wind charges shot by the player, a dispenser or a breeze. When hit, it opens if closed and vice versa. Although a fence gate appears to be only one block tall, a closed fence gate is a barrier one and a half blocks high. Most mobs cannot jump over a fence gate, and entities on top of the fence gate stand half a block above it. An open fence gate is completely non-solid, similar to a sign or a torch. Multiple open fence gates next to each other can be passed through as if the entire space is open. Hostile mobs recognize closed fence gates as a block and cannot detect players through it unless they were already detected. The sound of opening and closing of a fence gate can be heard up to 16 blocks away, like most mob sounds. A fence gate can be controlled with redstone power. A fence gate is a redstone mechanism and can be activated by: When activated, a fence gate opens immediately. When deactivated, a fence gate closes immediately. An activated fence gate can still be closed by a player, and won't re-open until it receives a new activation signal. (That is, if a fence gate has been closed "by hand", it still needs to be deactivated and then reactivated to open by redstone). Fence gates can be moved by pistons. When an activated fence gate is moved by a piston to a position where it shouldn't be activated, it doesn't change its state until it receives a redstone update. Overworld wooden fence gates can be used as a fuel in furnaces, smelting 1.5 items per fence gate. Fence gates can be placed under note blocks to produce "bass" sounds. While a fence gate cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear as eyeglasses. 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 "Fence Gate" are maintained on the bug tracker. Issues should be reported and viewed there. External links References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Soul_fire] | [TOKENS: 693] |
Soul Fire Yes Yes (64) Any tool 0 0 Yes (10) Partially No No 17 COLOR_LIGHT_BLUE Soul fire is a dimmer turquoise variation of fire that is created when soul sand or soul soil is ignited. Soul fire deals more damage than normal fire and does not spread. Contents Obtaining Soul fire cannot be obtained as an item under any circumstances in Java Edition, though in Bedrock Edition soul fire may be obtained as an item via inventory editing. Soul fire is immediately destroyed when broken. When shears are used to break soul fire, they don't lose durability. Soul fire drops nothing when destroyed. Soul fire naturally generates in the soul sand valley biome in the Nether. It exclusively generates on soul soil; it does not generate on soul sand within either the same biome nor in the nether wastes biome. Soul fire also generates in ancient cities. Usage Soul fire can be placed on soul sand or soul soil using flint and steel or a fire charge, and explosions from sources like beds or ghast fireballs can ignite soul fire as well. Unlike regular fire, it can be placed only on the top of a block. When placed, a soul fire burns and does not extinguish by itself. Water that touches soul fire extinguishes it. It cannot be placed suspended in midair, even with commands. Players and many mobs burn when exposed to soul fire. Burning obstructs the player's view slightly. While inside a soul fire block, the fire inflicts damage at a rate of 2HP per tick, twice as many as with the normal fire (although damage immunity reduces this to once every half-second) unless the player or mob has Fire Resistance or a total Fire Protection of 7 or higher.[BE only] When the player is on fire outside the soul fire block, they take damage at 1HP per second, the same as with normal fire. This is the same rate that the player gains health in Peaceful difficulty, so burning alone cannot kill the player in this mode. After leaving a fire source, the player or mob continues burning for some time depending on how long it was exposed to the soul fire (stored in a Fire tag shared by all entities). Players and mobs that are burning can be extinguished by powder snow, rain, water, or a cauldron. Soul fire never extinguishes unless punched or when it receives a block update and finds there is no soul soil or soul sand below it. Punching or hitting a soul fire block extinguishes it, making the Fire extinguished sound (see below). Hitting soul fire while holding a tool does not reduce the tool's durability. Placing blocks on soul fire also extinguishes it. Water and lava extinguish soul fires that they flow into, and thrown splash and lingering water bottles extinguish soul fires in the block hit and the four blocks horizontally surrounding it. Mobs on fire are extinguished when in water or in a cauldron containing it. In the latter case, one layer of water disappears. Soul fire repels piglins. Piglin brutes are not repelled by soul fire. Sounds Java Edition: [sound 1] Bedrock Edition: Data values Java Edition: Bedrock Edition: Bedrock Edition: Videos History Issues Issues relating to "Soul Fire" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Emerald_Ore_JE1_BE1.png] | [TOKENS: 77] |
File:Deepslate Emerald Ore JE1 BE1.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 76 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Geared_mobs] | [TOKENS: 1299] |
Geared mobs Some mobs can spawn wearing armor or holding weapons, both of which may be enchanted. In addition, some of them may also spawn with the ability to pick up armor and items that are on the ground. Contents Spawning Adult zombies, husks, and zombie villagers can sometimes spawn wearing armor of any tier up to diamond and/or holding an iron sword, iron shovel, or iron spear. Drowned can sometimes spawn holding a trident. Skeletons, strays, bogged, and parched always spawn holding a bow and can sometimes spawn wearing armor of any tier up to diamond. Adult piglins always spawn holding either a golden sword, crossbow, or golden spear, and can sometimes spawn wearing golden armor. Several mobs are guaranteed to spawn holding a weapon and cannot spawn with armor: The following tables show chances of mobs spawning with armor and weapons, per difficulty: If a mob (except piglins[note 1]) does spawn with armor, the chances of specific armor pieces are as follows: The chances of it being of a particular material are: Zombies, husks, skeletons, strays, and bogged which are spawned by ominous trial spawners spawn with a different set of equipment than naturally spawned mobs. In Java Edition, equipment from mobs spawned in ominous trials is never dropped, unlike other mob equipment. Armor always consists of a helmet and chestplate enchanted with Protection IV, Fire Protection IV, and Projectile Protection IV, with a 50% chance of each individual piece being missing. The tier and trim of the armor is randomly selected from: A melee mob's weapon is randomly selected from: A ranged mob's weapon is randomly selected from: When a piglin turns into a zombified piglin, its armor and weapons are retained after zombification. Zombified piglins are not capable of using crossbows as ranged weapons, however, and will still attack with melee even if equipped with one. When a husk converts into a zombie, a skeleton converts into a stray, or a zombie converts into a drowned, their armor and weapons are retained after conversion.[JE only] The equipment is dropped when a husk converts into a zombie, and when a zombie converts into a drowned.[BE only] When a zombie villager is cured, the resulting villager drops any equipped items that the zombie villager had, and cannot pick them up again. Picking up gear The following mobs can spawn with a chance of picking up armor and weapons on Normal difficulty and higher: Adult piglins can always pick up armor and golden weapons. They will not replace their crossbow with a golden weapon if they have one, but will replace their golden sword if they find one with better enchantments. The systems in place for which weapons are preferred are different between Java Edition and Bedrock Edition. In both editions, piglins prefer golden armor and weapons over other tiers. Java Edition For weapons, the priority is as follows: For armor, the priority is as follows: Bedrock Edition For weapons, the priority is as follows: For armor, only the tier matters. Higher tier armor is preferred. Mob don't pickup armor and weapons if the gamerule MobGriefing is off. Using gear A mob holding a weapon adds the weapon's damage to its normal melee damage. For example, a zombie holding an iron shovel on Normal difficulty deals 3HP from its punch + 3.5HP × 1.75 from the shovel for a total of 6.5HP × 3.25. (it should be noted that, in Java Edition, damage values shown when hovering over weapons in the inventory include the player's 1HP base melee damage, so an iron shovel shows up as 4.5HP × 2.25; subtracting 1 gives the actual weapon's damage.) The mob's weapon damage is scaled by difficulty: if a zombie would deal X damage on Normal, it deals 1.5 * X on Hard and 0.5 * X + 1 on Easy. So for example a zombie with an iron shovel deals 1.5 * 6.5 = 9.75HP × 4.875 on Hard and 0.5 * 6.5 + 1 = 4.25HP × 2.125 on Easy. Enchantments add their damage as normal before difficulty scaling. A mob wearing armor adds the armor's protection value to its natural armor value, if any. For example, a zombie wearing a full set of iron armor will have a total armor value of 17 ( × 8.5) (15 ( × 7.5) from the iron armor + 2 () natural zombie armor). Armor toughness also applies if the mob is wearing diamond or netherite armor. Enchantments affect mobs in the same way as they do players, though mobs are incapable of benefiting from certain enchantments (i.e. Aqua Affinity, Mending, etc.) due to not being able to interact with the relevant mechanics. The Unbreaking enchantment has no effect on mob armor in Java Edition, as mob armor does not take durability damage in that edition. Dropping gear When a mob dies, all picked-up equipment will be dropped, without changing the damage that has accumulated on it in Java Edition. In Bedrock Edition, the armor's durability is still vulnerable to attacks, as if a player is wearing it. Java Edition All mobs except vexes and ominous trial mobs have an 8.5% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III). Bedrock Edition All mobs except vexes have a 25% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (28% with Looting III). Additionally, in Bedrock Edition, all naturally-spawned equipment always drops (100% chance) when a husk converts into a zombie or a zombie converts into a drowned, often with full durability. Any mob that spawns with equipment gives 1–3XP extra experience points per equipment piece when killed by the player or a tamed wolf. History See also Notes References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Lapis_Lazuli_Ore_JE3_BE2.png] | [TOKENS: 116] |
File:Deepslate Lapis Lazuli Ore 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 68 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Pale_Oak_Fence_Gate] | [TOKENS: 743] |
Fence Gate Closed Opened Yes Yes (64) 3 2 No Yes JE: NoBE: Yes A fence gate is a block that shares the functions of both the door and the fence. Contents Obtaining A fence gate can be broken with anything, but an axe is fastest. Oak fence gates generate as part of: Spruce fence gates generate as part of: Jungle fence gates generate as part of: Acacia fence gates generate as part of: Dark oak fence gates generate as part of: Usage A fence gate can be used as a switchable barrier that can be opened and closed by hand, by a wind charge or by redstone power. When placed, a fence gate automatically faces toward the player who placed it, regardless of any other fences around it. A fence gate can be placed whether there is a solid block beneath it or not. Fences, nether brick fences and walls connect to fence gates, but glass panes and iron bars do not. A fence gate floats in mid-air when placed with no connection to anything else. A fence gate can be opened or closed by using it. When a fence gate opens or closes, it immediately changes its orientation without affecting anything in the space it "passes through"—moving fence gates don't push entities the way that pistons do. When opened by hand, a fence gate always opens away from the player. A fence gate can also be opened or closed by wind charges shot by the player, a dispenser or a breeze. When hit, it opens if closed and vice versa. Although a fence gate appears to be only one block tall, a closed fence gate is a barrier one and a half blocks high. Most mobs cannot jump over a fence gate, and entities on top of the fence gate stand half a block above it. An open fence gate is completely non-solid, similar to a sign or a torch. Multiple open fence gates next to each other can be passed through as if the entire space is open. Hostile mobs recognize closed fence gates as a block and cannot detect players through it unless they were already detected. The sound of opening and closing of a fence gate can be heard up to 16 blocks away, like most mob sounds. A fence gate can be controlled with redstone power. A fence gate is a redstone mechanism and can be activated by: When activated, a fence gate opens immediately. When deactivated, a fence gate closes immediately. An activated fence gate can still be closed by a player, and won't re-open until it receives a new activation signal. (That is, if a fence gate has been closed "by hand", it still needs to be deactivated and then reactivated to open by redstone). Fence gates can be moved by pistons. When an activated fence gate is moved by a piston to a position where it shouldn't be activated, it doesn't change its state until it receives a redstone update. Overworld wooden fence gates can be used as a fuel in furnaces, smelting 1.5 items per fence gate. Fence gates can be placed under note blocks to produce "bass" sounds. While a fence gate cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear as eyeglasses. 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 "Fence Gate" are maintained on the bug tracker. Issues should be reported and viewed there. External links References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Tiles_JE2_BE1.png] | [TOKENS: 68] |
File:Deepslate Tiles JE2 BE1.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 56 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Village#Savanna] | [TOKENS: 2313] |
Village No Plains Village: Desert Village: Snowy Village: Savanna Village: Taiga Village: A village is a group or complex of buildings and other above ground structures that generate naturally in the Overworld. A village is inhabited by villagers, cats, iron golems, livestock mobs and wandering traders with their trader llamas. Villages are a source of resources for the player, obtained through trading, loot chests, and other materials found within the village. They are also targeted by illager raids, which are triggered when a player with the Bad Omen effect enters a village. Contents Generation Villages generate naturally in plains, savanna, taiga, meadows, snowy plains, and desert biomes. In Bedrock Edition, they also generate in snowy taiga and sunflower plains biomes. The type of the village, and therefore the style of all structures within it, is determined by the biome at the village center or meeting point. The buildings and wood depend on the biome the village is in. If the meeting point does not generate in one of the above biomes, the village defaults to plains style. Villages will always have their respective village type in their respective biome. The following table shows the village styles corresponding to different biomes. The number of villagers spawned depends on the number of beds in the village. Villagers spawn only in houses that have beds, while job site buildings (with no beds) always generate without villagers. If a building or pathway is constructed over open-air, circular or square platforms of grass or sand (depending on the terrain) generates below the structure, which can cause surface oddities. These platforms do not generate beside cliffs or over the void; rather, they generate on the lowest blocks. Platforms can be clearly seen when a village building is generated over an ocean. Farms generate a few blocks of open space above them if they happen to generate inside a hill. Village buildings can also be suddenly on the top of a windswept hill while the other buildings are at the bottom of the windswept hill. This happens often in savanna villages. Some villages are generated as abandoned; see § Abandoned villages below. Villages are slightly more common in Bedrock Edition than in Java Edition. There is a roughly 1⁄2 chance that at least one village is present within 500 blocks of the world spawn point in Java Edition, while this chance is about 2⁄3 in Bedrock Edition. This is because villages can generate in more biomes in Bedrock Edition, as well as being closer to each other within an eligible biome. Despite the existence of jungle and swamp villagers, village structures do not generate in these biomes. Jungle and swamp villagers can only spawn naturally in rare cases where a village overlaps a swamp or jungle. They can also be spawned by breeding villagers in a jungle or swamp, or by curing a jungle or swamp zombie villager. A village has a 2% chance of generating as an abandoned village (also known as zombie village). In an abandoned village, all generated villagers are instead zombie villagers, and all doors and torches are missing. The zombie villagers do not despawn, but have no resistance to sunlight. In abandoned villages, most cobblestone blocks are replaced by mossy cobblestone, random blocks (particularly wood) are replaced by cobwebs, and all glass panes are replaced by brown stained glass panes to represent dirty glass. Abandoned villages also spawn stray cats, as well as the usual village livestock, but they do not spawn iron golems naturally. The number of buildings in an abandoned village can be slightly more than in a normal village. A preview of village generation is shown below:[info 1] Structure The number of buildings making up a village can vary, and not every village consists of all building types at once. Apart from the meeting point, which is unique and systematic, the number of buildings of each type is randomly generated and increased in Superflat[Java Edition only] worlds. More than one meeting point can be generated in Superflat worlds. The number of lamp posts and decorative structures (hay bales, melon patch, pumpkin patch, farms, snow and ice patches) has no restriction, as they are generated where no other buildings can be placed. These structures could have functions and could be of great use to the player. Paths are found between the buildings of the village and often extend beyond them. Structures are chosen randomly from a pool of possible buildings. The full list of the village house blueprints can be accessed by going here. Architectural style and blocks making up the village structures vary according to village type. Not every building can be generated in a single village, although some blocks can be found in any village, such as job site blocks and food items. In Java Edition, buildings have different probabilities of generating, depending on village type; for example, a weaponsmith shop is more likely to appear in a Taiga village than in other villages. In Bedrock Edition, villages don't generate with expected structures; for example, a fletcher house doesn't appear in a plains village, and a mason house doesn't appear in a savanna village. Villages generate paths between the buildings and extend outside of the village. Village paths generate at the level of existing terrain, potentially going up steep hills or down ravines without regard for whether an entity could actually traverse the path. Paths do not go below sea level and replace only grass blocks (with air above), water, lava, sand, sandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead. Villagers use these paths to travel across the village. In plains, savanna, taiga, and snowy villages, paths are comprised of dirt paths and grass. Savanna villages also generate farmland and crops in some areas. Dirt paths that generate over water are replaced by the village style's plank type. Desert villages are generated with smooth sandstone paths. In Single Biome worlds with cave generation, paths may generate on a separate layer from the rest of the buildings. In floating island generation, paths may not generate at all. Trees, lamp posts, and other decorative structures can generate in the middle of paths as obstructions. Loot A village loot changes depending on the building. Mechanics Villages as a whole have no defined "center", "size", or "radius"; they are defined only based on proximity to any "village center" subchunk. A subchunk is a "village center" if it contains at least one claimed bed, bell, or job site block. The 26 subchunks in a 3×3×3 cube around such a subchunk are also considered part of a village. A village always consists of at least one acceptable bed and one villager. Rarely, a village structure can generate without beds, thus not qualifying as a village. Upon creation, a village center is defined as a POI claimed by the first villager, and the village's size is the greater of 32 blocks or the distance to the furthest bed from the center. Any villager, village golem, or raid-spawned illagers can pathfind back into the village if they find themselves farther than that many blocks from the center. Villages are established by the number of valid beds in the village. The maximum population of a village is the number of valid beds. If the population drops below that point (due to death or removal), but there are at least two villagers left who can reach each other, the villagers mate and breed until the population is at the maximum. A village is created when at least one villager links to one bed. The village continues to exist as long as one of its villagers remains linked to one of its beds. If all beds are unlinked (by being destroyed, by players sleeping in them, or by villagers failing to pathfind to them), then the village ceases to exist. When this happens, the villagers lose all links to job site blocks and bells and cannot use them. When the first villager links to a bed, a village of size 65×25×65 blocks is created, centered on the pillow of that bed. The boundaries, and consequently the center (which is important because it defines where cats and iron golems can spawn), may change as other villagers link or unlink from point of interest (POI) blocks. When the boundaries change, the center usually shifts to the location of the POI block near the midpoint between the farthest out POI in each direction. In naturally generated villages, there is usually a bell near the village center, but aside from that, bells have no special role distinct from other POI in how the game defines and manages the village center and boundaries. Villages have gathering sites where villagers may mingle. A gathering site is defined as a bell located within the village boundary. A wandering trader may spawn at a gathering site, accompanied by trader llamas. A villager also rings the bell when a raid starts. Job site blocks are blocks such as grindstones, smithing tables, and lecterns, which are used by villagers. Villagers with the corresponding professions spend their time in front of their job site block, except for nitwits, baby villagers, and unemployed villagers (villagers without profession overlays). Upon claiming a job site block, green particles appear above both the villager and the job site block, and the villager takes up the profession of the job site block if unemployed. Villagers who have already been traded with can claim only job site blocks related to their profession. Employed villagers who are not linked to a job site block are unable to restock their trades. Villagers cannot link to a job site block that has already been claimed by another villager. There are thirteen job site blocks in the game, each linking to its respective villager profession. Events These events are not tied to generated village structures, but these structures (except for abandoned villages) typically satisfy the game's definition in the context of village mechanics. Specifically, these events consider any chunk section (aka. "subchunk") within a 3×3×3 cube of sections centered on a section containing a bed, bell, or job site as part of a village. A player who drinks an ominous bottle (dropped by pillager captains) receives the Bad Omen effect for 100 minutes. Like other status effects, Bad Omen can also be cleared by dying or drinking milk. Entering a village boundary while the effect is active turns it into Raid Omen, which starts a raid after the effect runs out. The raid spawns groups of illagers in waves, which attack the village. The higher the level, the higher the chance for the raiding mobs to wield enchanted weapons. Zombie sieges are in-game events where many zombies spawn in a village, regardless of how well-lit or walled off a village is. They have a 10% chance of occurring at midnight every night or during thunderstorms when a village has at least 20 valid beds. There is no indication of a zombie siege happening except for an unusually high number of zombies. Data values Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Village" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Golden_sword] | [TOKENS: 581] |
Golden Sword Common JE: 4HPBE: 5HP 1.6 (0.625 seconds) 3 (3 blocks) 0 1HPSE I: 2HPSE II: 2.68HP × 1.34SE III: 3HP 1.515 (on cobwebs)30 (on bamboo) JE: 32BE: 33 22 Yes No A golden sword is a variant of sword crafted from gold ingots. It is the seventh-highest tier of sword, dealing the same damage as a wooden sword but having less durability. It can be admired by piglins, and has the highest enchantability. Contents Obtaining Piglins and zombified piglins have an 8.5% chance of dropping it when naturally held. The dropped sword has a random durability. Each level of Looting used to kill the piglin increases the drop chance by 1%. Usage A sword can also be used to destroy certain blocks 50% quicker, sometimes much quicker than with fists. Using a sword to destroy any block that doesn't break instantly by hand decreases its durability by 2; this includes bamboo, despite that the sword is the fastest tool for breaking it. If a sword is enchanted with Silk Touch, either using Creative or commands, cobwebs hit by the sword drop the cobwebs themselves instead of the usual string, because a sword is classified as the proper tool for cobwebs. In Creative mode, swords are unable to break blocks. However, they can still break placed entities such as minecarts, paintings, item frames,[Java Edition only] and armor stands. A golden sword is used to deal damage to mobs and entities by attacking them. Golden swords have 4HP base damage in Java Edition and 5HP base damage in Bedrock Edition, and can be enchanted to deal more damage. Two golden swords can be combined in an anvil. This preserves all enchantments on the sword, unlike using a crafting table or grindstone. A golden sword can be repaired in an anvil by adding gold ingots, with each repair material restoring 25% the sword's maximum durability, rounded down. Two golden swords can also be combined in an anvil. Both methods preserve the sword's enchantments. A golden sword can receive the following enchantments: Piglins are attracted to golden swords, run toward any golden swords on the ground, and inspect them for 6 to 8 seconds before putting them in their inventory slot. During this time, the piglin does not attack nearby players, even if they are not wearing gold armor. Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Golden Sword" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Deepslate_Tile_Stairs_JE2.png] | [TOKENS: 74] |
File:Deepslate Tile Stairs JE2.png Summary 21w08a 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 49 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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