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[SOURCE: https://minecraft.wiki/w/File:Armor_Point.png] | [TOKENS: 85]
File:Armor Point.png Armor Point 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: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Enchanting?action=edit&section=27] | [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/Achievement#Delicious_Fish] | [TOKENS: 526]
Achievement Achievements (known as trophies on PlayStation) are ways to gradually guide new players into Minecraft and give them rewarding challenges to complete, similar to the system of advancements in Java Edition. There are 132 achievements (135 trophies) in Bedrock Edition. Contents Obtaining Every achievement is tracked per user account in Minecraft's social system. They are not tracked separately per world; achievements earned in one world apply to all worlds using that edition and that user account. Achievements are tracked separately on each platform of Bedrock Edition; they do not carry over to other platforms when using the same account. On most platforms, profile data including achievements is logged to a Microsoft account, so players must be logged in to their Microsoft account to earn and see them. On PlayStation, achievements are logged as trophies to the player's console account, and if logged into a PlayStation Network account and online, they are synced with the PlayStation Network but not the Xbox network (even if logged into a Microsoft account). Any player's achievement progress can be accessed from the profile screen, both in-game and in the Xbox app, although privacy settings may restrict profile visibility to friends or only the player themself. They are independent of one another, allowing players to get them in any order. Once earned, they cannot be reset. Achievements grant the player Xbox gamerscore on all platforms except PlayStation, totaling 2,970. Some achievements also give rewards, which include emotes and character creator items. They can be unlocked only by completing their respective achievement. Unobtainability There are some conditions that permanently disable the ability to earn achievements in a world if it is saved with one or more of the following settings. Even if disabled later, achievements can never be earned again on that world. Additionally, achievements cannot be earned or viewed in Minecraft Preview or the beta version. List of achievements Note that the achievements are categorized as they are shown in-game using the default sorting. With the the button, the list can be sorted and filtered on game progress, the named update each achievement has been added, or the player's progress. Each achievement can be marked or unmarked as "in progress" on the achievement's details screen. History Added 44 achievements to the Windows 10 Edition: Added 8 achievements, bringing the total up to 52: Added 9 achievements, bringing the total up to 65: Added 8 achievements, bringing the total up to 87: Issues Issues relating to "Achievement" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Wasteland_(24w14potato).png] | [TOKENS: 71]
File:Wasteland (24w14potato).png Summary 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 3 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_mechanics] | [TOKENS: 2020]
Enchanting table mechanics This article is about the mechanics of enchanting with enchanting tables. Contents Basic mechanics Whenever the player places an eligible item on the enchanting table, the enchantment levels available are randomly generated for each slot using the formula below. The enchantment level is dependent upon the number of nearby bookshelves (capped at 15) and which slot position it is in. where b is the number of nearby bookshelves (maximum of 15) and randomInt(x,y) generates a uniformly distributed random integer between x and y, inclusive. This is then modified according to the slot position: where max(x,y) returns the greater of two values x and y. Note that a higher experience cost for a specific slot does not necessarily mean that the enchantments from that slot are better than the others with less cost. In Creative mode, no experience or lapis is needed. Bookshelf placement Nearby bookshelves raise the available enchantment levels; without any bookshelves, the experience level requirement never exceeds 8. The maximum number of bookshelves affecting enchantment level is 15. In order to have an effect, a bookshelf must be placed exactly 2 blocks, laterally, off the enchanting table and be on the same level or one block height above the table. Additionally, the bookshelf must not be blocked. The meaning of "blocked" differs in both Java and Bedrock editions. The 2-high space between the bookshelf and table must be air (even a torch, snow cover or carpet blocks the effect), where "between" is as shown in the following diagrams (the blank spaces are air, and the do not matter): The space between the bookshelf and table at the height of the bookshelf must be air or a replaceable block like snow or grass. For corner bookshelves, the space between is 1 block diagonal from the enchanting table; for all other bookshelves, the gap must be to the side of the enchanting table. This is illustrated in the following diagrams (the blank spaces are air, and the do not matter): The glyph particles, which fly from bookshelves, follow different rules and may appear even if the bookshelves are not enhancing the table. There are many possible bookshelf arrangements that can reach the enchantment limit. A simple method is to surround the enchanting table with a 1-block high square of bookshelves with an empty space anywhere on the perimeter: Another alternative that is now available is to build a 'library corner' where each bookshelf is two blocks high, as in the plan below. This arrangement gives space for 16 shelves, which is one more than needed, so if the corner bookshelf column cannot be seen, removing one of the two bookshelves in that does not have any effect, either technically or visually. As enchantments offered depend on the enchantment level and the enchantment level depends on the number of active bookshelves, an easy way to change the enchantments offered is to disable bookshelves by placing torches between them and the enchanting table. That way one can still have the entire 'ring' of bookshelves around the table but get lower-level enchantments. Breaking the torches restores the effect of the bookshelves. With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained: With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained: How enchantments are chosen "Enchantment level" is the required experience level (the green number on the bottom-right). "Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has a power of 4. The enchantment algorithm uses a three-step process. The first thing that Minecraft does is apply two modifiers to the base enchantment level. Each modifier is restricted to a certain range, with numbers close to the middle of the range more common than those near the ends. The first modifier is based on the item's "enchantability," which depends on the material and the type of the item (see the table below). Other enchantable items such as books, bows, crossbows, tridents, and fishing rods have an enchantability of 1 for this purpose. In Java Edition, an item's enchantability is stored in the minecraft:enchantable item component and can be changed with commands. Minecraft picks a number between 0 and half the enchantability, then adds that number plus one to the enchantment level. This random value follows a triangular distribution (like rolling a pair of dice and adding) so results close to a quarter of the enchantability are much more likely than results at the extremes. The modified enchantment level is calculated with the following formula: Where: See pseudocode below. Next, Minecraft picks a value between 0.85 and 1.15, again with a triangular distribution. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 15%) and then rounded to the nearest integer. This pseudocode is based on Minecraft 1.8 source code, but still matches the 1.21 behavior. Note that all operations not explicitly executed as floating-point calculations round their result down to the nearest integer, e.g. 3 / 4 becomes 0. The round method used to calculate the final level rounds values both ways, i.e. below .5 it rounds down and at or above .5 it rounds up. A modified experience level probability calculator based on the pseudocode above can be found in this Desmos graph: https://www.desmos.com/calculator/iyvmjs3qfw. Now, based on the modified level, Minecraft makes a list of all enchantment types that can be applied to the target item along with the power that each enchantment has. The power of each enchantment type is determined by the level and the values in the enchantments levels table. For each power value of an enchantment type, there is a minimum and maximum modified level that can produce the enchantment at that power. If the modified enchantment level (calculated at the first step) is within the range of an enchantment's possible power values, then the enchantment is assigned the modified enchantment level as power. If the modified level is within two overlapping ranges for the same enchantment type, the higher power value is used. Some enchantments are "treasure enchantments" (shown in the table below), meaning they can never be created by an enchanting table, and can be discovered only in certain situations: when generating chest loot (equipment and books), when fishing, when generating enchanted book trades, when bartering, and when an enchanted book is dropped by a raiding illager.‌[Bedrock Edition only] Now that it has a list of the possible enchantments for the item, Minecraft must pick some of them to apply. Each enchantment has a statistical "weight". Enchantments with higher weights have a higher chance of being selected. Minecraft uses the following weighted random selection algorithm: This algorithm produces the same results as listing each enchantment the number of times given by its weight, then choosing a random entry from the combined list. So, for each enchantment in the list, the probability of it being selected is: List of enchantments The following table lists every enchantment, its weight (relative frequency), maximum level, and whether the enchantment can be obtained from an enchanting table. The player always gets at least one enchantment on an item, and there is a chance of receiving more. Additional enchantments are chosen by this algorithm: When enchanting books using an enchanting table, if multiple enchantments were generated, then one selected at random is removed from the final list. This does not apply to other sources of enchanted books that use enchantment mechanics, such as fishing or chests in generated structures. Some enchantments conflict with other enchantments and thus both can't be enchanted into the same item, whether for balance or logistical reasons. The rules for enchantment conflicts are: Conflicting enchantments may appear on an item with specially-crafted /give commands. The behavior of such items should not be relied upon, but in general: Enchanting seed The enchantments that the enchanting table offers to a player do not usually change until the player enchants an item. After each applied enchant, the player gets offered different enchantments for any type of enchantable item. This is controlled by the enchanting seed XpSeed in the player data. This enchantment seed is initialized to 0 on world creation, and whenever the last enchantment seed was 0 on loading into a world it is re-rolled. Hence, when a new world is played until the player performs their first enchant without closing and re-joining the world in between, the offered enchantments are always the same. They still depend on the enchanted item and the enchantment level. These deterministic enchantments with the XpSeed equal to 0, colloquially known as first enchants, can be used to guarantee certain enchantments, e.g. a diamond sword enchanted with 3 lapis lazuli and 15 bookshelves always gets Unbreaking 3 and Looting 2. Due to the fact that enchanting an item changes the enchanting seed, only one such first enchant can be chosen per world. All tools (axe, hoe, pickaxe, and shovel) will always offer the same enchantments for any given seed. For example, if a diamond hoe is offered Unbreaking I at level 1, Efficiency II at level 2, and Fortune II at level 3, then diamond shovels, axes, and pickaxes will also offer the same enchantments. History References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Honey_Block_JE1_BE2.png] | [TOKENS: 185]
File:Honey Block JE1 BE2.png Summary Render of a Honey Block. Minecraft's textures No information available. Please correct this! This file represents the Honey Block as it was at a particular point in the game. It should be used in areas such as history sections where the file should not change to match the latest version of the game. Do not overwrite it with changes made in later versions of the game, instead upload it as a separate file and add it to the table below. For areas which should always show the latest version, use the redirect (File:Honey Block.png), which should be updated to point to the latest revision. 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 60 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/Biome?action=edit&section=20] | [TOKENS: 224]
Editing Biome (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 4 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Honey_Block] | [TOKENS: 1106]
Honey Block Yes Yes (64) Any tool 0 0 No JE: Partial (diffuses sky light) BE: Yes No No 15 COLOR_ORANGE A honey block is a storage block equivalent to the contents of four honey bottles. It is sticky, can prevent jumping, and can be used in conjunction with pistons to move blocks and adhered entities. Contents Obtaining Honey blocks can be broken instantly, regardless of held items, or when under the Mining Fatigue effect. Usage Unlike slime blocks, honey blocks in Java Edition are non-conductive and cannot have a redstone signal sent through them (including via a repeater or an observer, etc). In Bedrock Edition, honey blocks are conductive, though mobs and players will not suffocate while they are inside of it. When being moved by a piston, entities on a honey block's top surface move with it. They are not launched in the direction of the push, as a slime block would do. Honey blocks moved by pistons do not move entities that are touching the side or bottom of the block. When a honey block is moved by a piston, it attempts to move all adjacent blocks in the same direction. A honey block can move any block a sticky piston can pull except for slime blocks, as slime blocks and honey blocks never "stick" to each other. The blocks that are moved may, in turn, push other blocks, as if they were being pushed by a piston. For example, a honey block sitting on the ground attempts to move the ground block underneath itself, which pushes additional ground blocks in the direction of motion. When the adjacent block that is moved is also a honey block, that block also attempts to move all its adjacent blocks. For example, a 2×2×2 cube of honey blocks may be pushed or pulled as a unit by a single piston acting on any of the blocks in the cube. A honey block adjacent to a block that cannot be moved by pistons ignores the immobile block. However, if an adjacent block could be moved but is prevented by the presence of an immobile block, the honey block is also prevented from moving. Liquids are an exception: they are not moved, but neither do they stop a piston from pushing or pulling blocks into their space (usually destroying the liquid, and in a rare case displacing it through the piston). Honey blocks are not pulled by a non-sticky piston, nor are they moved if an adjacent (non-honey) block is moved by a piston. The maximum of 12 blocks moved by a piston still applies. For example, a 2×2×3 of honey blocks may be pushed or pulled by a sticky piston as long as no other movable blocks are adjacent to it. However, the platform in which a honey block shifts is entirely dependent on the placement of the sticky piston, as well as placement of blocks too. Honey blocks slow down entities walking on top of them and prevent them from jumping. Players walking on honey blocks move at 2.508 m/s, about a 60% reduction from the normal walking speed. In Bedrock Edition, players also slow down slightly if walking up against the side of it. Players, who can ordinarily jump about 1 1⁄4 blocks high, can jump about 3⁄16 blocks high on honey; this is an 85% reduction. They can more easily step up onto other blocks than jump up onto them. This effect applies even through other blocks on top of honey blocks as long as they are half-block or less in height, which means entities cannot jump off of carpets, bottom slabs or daylight detectors that are placed on honey blocks. This effect also applies regardless of a player's mode of movement, such as flying with elytra or swimming. Entities pressed against the sides of a honey block slide down at a slow speed and do not take fall damage, similar to going down a ladder. In Java Edition, the entity's horizontal momentum gradually decreases; this allows players to jump 2 blocks further by holding on to the walls. In Bedrock Edition, the entity's horizontal momentum resets instead. The slowdown induced by honey blocks stacks with the Slow Falling status effect. It is important that a honey block is NOT a full block, the transparent yellow layer around it is not solid. This is testable by sneaking around it on a one block wide area. As with hay bales, falling onto a honey block reduces fall damage by 80%. For example, if a player or mob falls from a height that would normally cause 10HP fall damage, the fall causes 2HP damage instead. When a honey block is near bees and a beehive or bee nest, bees occasionally fly close and attach to it for a few seconds, resembling an action of eating honey. When doing this, the bee stops fluttering its wings, and firmly attaches its face to the honey block regardless of whether flowers are nearby. Although the 2×2 inventory crafting grid is sufficient to craft a honey block, a 3×3 crafting table grid is required to convert a honey block back into four honey bottles. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Honey Block" 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/Enchanting#cite_ref-3] | [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
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[SOURCE: https://minecraft.wiki/w/Armor#Armor_toughness] | [TOKENS: 4080]
Armor Armor is a category of items that provide players and mobs with some amount of protection from common types of damage. These items include helmets, chestplates, leggings, and boots, which can be placed in designated slots in a player's inventory. Contents List of armor items Helmet Chestplate Leggings Boots Horse Armor Nautilus Armor Wolf Armor These items can be worn in armor slots, but do not provide protection against damage: There are eight different types of materials of armor, including turtle shells. The seven full sets are shown below in order from weakest to strongest. Obtaining A full set of leather, copper, iron, golden, or diamond armor requires 24 units of a given material to craft. Netherite armor cannot be crafted directly, and is obtained by upgrading diamond armor in a smithing table. A turtle shell is a type of helmet, but no other armor items can be crafted from turtle scutes. Chainmail armor is uncraftable, and can be obtained only from mob drops, trading, and generated loot. Netherite armor is obtained by upgrading diamond armor in a smithing table. Each piece of netherite armor requires a netherite ingot and a netherite upgrade smithing template. A full set of netherite armor requires 4 netherite ingots and 4 netherite upgrade smithing templates. Netherite armor retains the enchantments, prior work penalty, and number of durability points lost (instead of the remaining durability) from the diamond armor. Two armor stands are found in each taiga village outdoor armory, one equipped with an iron helmet, the other with an iron chestplate. Zombies, husks, zombie villagers, skeletons, strays, bogged, and piglins that spawn with armor have an 8.5% chance of dropping their armor when killed by the player. The dropped armor has a random durability and retains any enchantments it has. All of the mentioned mobs except piglins can only spawn with armor in Normal and Hard difficulties. None of the mobs can naturally spawn with netherite armor. In Bedrock Edition, pillagers and vindicators that spawn in raids have a small chance to drop an iron helmet, iron chestplate, iron leggings, or iron boots, in a badly damaged state, with a possibility of having a random enchantment. In Java Edition, armorer villagers throw chainmail armor to players who have the Hero of the Village status effect. Leather armor can be bought from leatherworker villagers. These armor pieces have randomly determined color. Iron armor, chainmail armor and enchanted diamond armor can be bought from armorer villagers. Piglins may barter iron boots enchanted with a random level of Soul Speed when given a gold ingot. Leather boots, often badly damaged, can be obtained as a junk item from fishing. Usage Armor can be worn by a player or mob in order to protect them. See § Mechanics for more details. A player can equip a piece of armor by placing it in the correct slot in the inventory, by using it while it's in the main hand or offhand, or by dispensing it from a dispenser onto themself. When using the armor piece, any equipped armor corresponding to the same slot is swapped out. Each armor piece fills one inventory slot, and armor pieces cannot be stacked. The following tables represent the statistics of the different armor types, including the following values: armor, armor toughness, durability, enchantability, and knockback resistance. Wearing armor reduces incoming damage according to two values: armor, and armor toughness. Each piece of armor provides a given armor and armor toughness value, and the values from each armor piece are added together when calculating damage reduction. The strength of incoming damage also determines the damage reduction of worn armor, as armor does not protect in a linear fashion, and instead drops off more and more as incoming damage increases. For example, a full set of diamond armor reduces the damage of a zombie's attack by 77%, but reduces the damage of a piglin brute's attack by only 67%. The total damage reduction of armor cannot drop off below 20% of its maximum. The following tables represent the damage reduction of the different armor types depending on the incoming damage, accounting for armor toughness: Calculate percent damage reduction and damage taken Calculate minimum armor required Armor, also known as armor points, represents the base defensive value of worn armor. The total number of armor points that the player has is the sum of the armor points of the individual pieces of armor worn, and is visually represented by the armor bar. The armor increases the player's armor attribute while worn. Armor points determine the minimum amount of damage armor reduces. See Damage formulas below to see how damage reduction is calculated. The armor attribute is capped at 30. If commands are used to give the player armor with more than 30 armor points, or to set the player's armor attribute above 30, damage is calculated as if the player had 30 armor points. The armor bar does not show armor points above 20. Armor becomes less effective for higher damage values, reducing the damage by smaller and smaller percentages until it reaches the minimum percentage. Armor toughness mitigates this behavior to a degree. The amount of damage reduced still decreases for higher damage values, but not as much. The total number of armor toughness the player has is the sum of the armor toughness of the individual pieces of armor worn. Armor toughness does not have a visual indicator like armor points. Armor increases the player's armor_toughness attribute while worn. See Damage reduction below to see how armor toughness affects damage calculation. Only diamond and netherite armor have armor toughness. The armor_toughness attribute is capped at 20. If commands are used to give the player armor with more than 20 armor toughness, or to set the player's armor_toughness attribute above 20, damage is calculated as if the player has 20 armor toughness. The following table shows the amount of armor toughness given by armor that can be worn by the player. Since without commands, the toughness of 20 is impossible, this can be simplified to: Damage reduction %=min⁡(80,max⁡(45×𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌, 4×𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌−16×𝖽𝖺𝗆𝖺𝗀𝖾𝗍𝗈𝗎𝗀𝗁𝗇𝖾𝗌𝗌+8)) We can define from this equation a meaningful representation for total armor: 𝖳𝗈𝗍𝖺𝗅𝖠𝗋𝗆𝗈𝗋=𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌×(𝗍𝗈𝗎𝗀𝗁𝗇𝖾𝗌𝗌+8)5 This value of total armor represents the amount of damage of an attack required to "break through" the toughness of the armor (so that only regular armor points are used to mitigate the damage). Therefore, the formula above can be rewritten as: Damage reduction %={45×𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌,if 𝖽𝖺𝗆𝖺𝗀𝖾≥𝖳𝗈𝗍𝖺𝗅𝖠𝗋𝗆𝗈𝗋4×𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌−16×𝖽𝖺𝗆𝖺𝗀𝖾𝗍𝗈𝗎𝗀𝗁𝗇𝖾𝗌𝗌+8,if 𝖽𝖺𝗆𝖺𝗀𝖾<𝖳𝗈𝗍𝖺𝗅𝖠𝗋𝗆𝗈𝗋 capped at maximum 80%. Note that even without toughness, there is still a "breakthrough" point of damage where the armor just starts being less effective. For armor sets that do not include any armor with toughness (no diamond or netherite), it is simpler to understand as: Damage reduction %={45×𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌,if 𝖽𝖺𝗆𝖺𝗀𝖾𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌≥854×𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌−2×𝖽𝖺𝗆𝖺𝗀𝖾,if 𝖽𝖺𝗆𝖺𝗀𝖾𝖺𝗋𝗆𝗈𝗋𝖯𝗈𝗂𝗇𝗍𝗌<85 capped at maximum 80%. Therefore, another way to describe toughness is: A value that decreases the amount of reduction to the reduction of damage caused by higher amounts of damage. In tabular form (with a toughness of 0), damages are: These damage values are lower if a player wears pieces of diamond or netherite armor or has toughness added to the armor through commands. The following types of damage are reduced by armor and, consequently, damage the armor itself: The following types of damage are not reduced by armor and have no effect on the armor itself: All the types of damage that are not italicized can be reduced by the protection enchantments. Each netherite armor piece gives a knockback resistance of 1 (10%), which results in a knockback reduction of 40% with a full set. The Blast Protection enchantment can be applied to armor to increase the user's explosion knockback resistance. Armor can be enchanted to provide various benefits. Enchantments can provide more protection or allow armor to resist certain types of damage that armor doesn't normally protect against, such as fall damage or fire. Damage reduction from enchantments does not decrease the armor's durability. Armor enchantments do not appear on the armor bar. The strength of enchantments received through an enchanting table is dependent on the armor piece's enchantability. As with several enchantments, several different levels of protection are possible. The maximum level of a protection enchantment is IV (4). Protection enchantments from multiple pieces of armor stack together. Each protection enchantment protects against specific types of damage. The amount of damage reduction depends on the Enchantment Protection Factor (EPF) provided by that enchantment. When a player or mob wearing armor is subjected to damage, the EPFs of all applicable enchantments are added together, having a maximum of 20, and a minimum of 0 (when the game is calculating the reduced damage). The damage reduction is resultingEPF / 25, giving a minimum reduction of 0 and a maximum reduction of 20⁄25 or 80%. This means the player cannot be immune to damage from projectile or explosion in a world without cheating, even they wear armors with the maximum level of relative enchantments applied on every part of them. Because of the caps in the calculation, it is possible to achieve maximum protection against specific types of damage with just three pieces of armor. For example, two pieces of armor with Blast Protection IV (EPF 8 each) and a single piece with Protection IV (EPF 4) would give a total EPF of 20 versus explosions. Any additional EPF would be wasted against explosions (but might be useful against other types of damage, if applicable). If the damage is of a type that armor protects against normally, this reduction applies only to the damage that got through the armor. It is possible using /give to obtain armor with an enchantment level higher than what is normally obtainable via normal survival. Using this method, a player could give themselves, for example, a full set of diamond armor with a Protection V enchantment on every piece. Following the algorithm above, we find that, because Protection V has an EPF of 5, the armor reaches the maximum EPF of 20 for all types of damage. Any higher Protection enchantments could be used to reach the cap with just one level XX (20) enchantment, rather than having a full set of enchanted armor, but would be wasted if all pieces shared the same level enchantment. The table below shows all armor enchantments at their max levels: Only one form of protection can be applied to a piece of armor (i.e. a chestplate cannot have both Fire Protection and Blast Protection, unless using commands to get all protection enchants in one piece of armor). Feather Falling, Frost Walker, Depth Strider, and Soul Speed are enchantments applicable only to boots. Respiration and Aqua Affinity are enchantments applicable only to helmets. Swift Sneak is an enchantment applicable only to leggings. Any hit from a damage source that can be blocked by armor removes one point of durability from each piece of armor worn for every 4HP of incoming damage (rounded down, but never below 1). The chart below shows the durability per unit of material for each piece of armor, compared to that of the boots. The durability per unit does not depend on the tier of the armor. This means that for the same number of leather/iron ingots/gold ingots/chainmail/diamond, boots can take 1.5 more damage than leggings. Thus, chestplates and leggings offer more defense points per unit, but have less durability per unit. This other chart shows the durability of each piece of armor in a set, as a percentage of the chestplate's durability. Additionally, the maximum durability of the chestplate is always a multiple of 16, leggings a multiple of 15, boots a multiple of 13, and helmets a multiple of 11. Armor worn by a non-player mob does not lose durability when attacked by any means. Helmets that are worn by undead mobs lose durability when exposed to sunlight due to absorbing the mob's damage from sunlight. Every tick where the mob would normally be set on fire, the helmet has a 50% chance to lose 1 durability. Netherite armor does not lose durability from lava or fire damage. Wearing heads or carved pumpkins hides the player from the locator bar. Armor, like tools and weapons, can be repaired by placing two pieces of the same type (e.g., iron helmets) in a grindstone or in the crafting grid. A piece of armor can be repaired in an anvil by adding units of the armor material's repair material, with each repair material restoring 25% of the armor item's maximum durability, rounded down. Chainmail armor can be repaired in an anvil using iron ingots, and netherite armor can be repaired in an anvil using netherite ingots. Default color hex code for leather armor is #A06540. Armor can be given trims using an armor trim smithing template, a trim material and any armor piece. Trimmed armor has different patterns and different colors depending on the template and material used. Mob armor Some mobs have a chance to spawn with armor equipped. When a mob spawns with armor, the number of pieces of armor, the type of armor pieces, and whether the armor is enchanted, depends on the difficulty; although, the tier of armor (leather, gold, etc.) has a fixed probability. Mobs can spawn with trimmed armor when spawned from an ominous trial spawner. Some mobs also have a chance to spawn with the ability to pick up armor on the ground and equip it. ​[more information needed] It is impossible for zombies, skeletons, and their variants to naturally spawn with turtle shells, netherite armor, or mob heads. The protection provided by armor and armor enchantments works the same for mobs as it does with players. The following mobs can spawn with armor: The following mobs do not naturally spawn with armor, but they can pick up dropped armor (on Normal and Hard difficulty): The following mobs do not naturally spawn with armor, and their armor does not render, but they can pick up dropped armor: This mob can have armor equipped on it via a dispenser, and the armor does render, but this mob cannot pick up the armor: These mobs can have armor equipped on them via a dispenser‌[Java Edition only] or via commands, but the armor does not render, and these mobs cannot pick up the armor: These mobs do not spawn with armor and it cannot be equipped in Survival mode, but if equipped with commands, their armor is visible: All other mobs can be equipped with armor via commands, but the armor cannot be seen. A helmet protects a mob that burns in sunlight (mainly undead mobs) from burning, but this depletes the helmet's durability as it absorbs the damage. Eventually, the helmet loses all of its durability and breaks, and then the mob burns in the sunlight. A carved pumpkin, mob head, or anything placed into the head slot using commands, can also protect the mob from burning in sunlight. These do not have a durability and as such cannot break. Damage caused by any other source does not cause a mob's armor durability to decrease, unless the armor is wolf armor. Some mobs have armor points even when they are not wearing armor. These "natural" armor points stack with any armor worn by the mob. Horse armor can be equipped on a horse to protect it from most forms of damage similarly to player armor. Horse armor does not have a durability and does not break. Golden horse armor is more protective than iron horse armor. Wolf armor can be equipped on a tamed wolf to protect it from most forms of damage, including ones that normal armor does not protect against such as fall damage and burning. Wolf armor functions differently than player armor and horse armor. Instead, it absorbs all damage it protects against, and decreases its durability by the number of points of damage absorbed. The armor can be repaired using armadillo scutes. Nautilus armor can be equipped on a tamed nautilus to protect it from most forms of damage. Like horse armor, nautilus armor does not have a durability and does not break. Golden nautilus armor is more protective than iron nautilus armor. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements Advancements History Two types of swords, two types of armor, two types of helmets. The basic versions require iron. The advanced versions require steel, which you make by combining iron and coal. Carrying swords, armor or helmets take up inventory slots, but otherwise have no penalty and work pretty much as you expect (prevent some damage, or cause more damage) Iron Issues Issues relating to "Armor" or "Armour" 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/Soul_campfire] | [TOKENS: 1019]
Soul Campfire Yes Yes (64) 2 2 Yes (10) when lit Yes Yes No Yes 34 PODZOL Soul campfires are dimmer variants of campfires. Soul campfires deal more damage than normal campfires and have turquoise flames. Just like normal campfires, they can be used to cook food, pacify bees, or act as a spread-proof light source, smoke signal, or damaging trap block. Contents Obtaining Soul campfires can be mined with any tool, or without a tool, but axes are the fastest. A soul campfire drops soul soil, as well as any items currently cooking on it. If mined with a tool enchanted with Silk Touch, the soul campfire instead drops itself as an item. In Bedrock Edition, a soul campfire can also be broken by pushing it with a piston or sticky piston. Pistons cannot move or break soul campfires in Java Edition. Usage Lit soul campfires emit a light level of 10. Soul campfires are lit by default when placed. Soul campfires can be manually lit by using or dispensing flint and steel on them, shooting it with a flaming arrow, or using or dispensing fire charges, blaze fireballs, and ghast fireballs when /gamerule mobGriefing is true. In Bedrock Edition, soul campfires can also be lit by using an item enchanted with Fire Aspect, or stepping on it while burning. Soul campfires can be extinguished by waterlogging it (placing water in the same block space), throwing a splash water bottle on it, or using a shovel on it. Soul campfires cannot be extinguished from their bottom face.‌[JE only] In Bedrock Edition, soul campfires can also be extinguished by placing a water source or allowing water to flow in the space above the soul campfire. As with torches, rain does not extinguish soul campfires. Using flint and steel on the side of a waterlogged or lit soul campfire sets the adjacent air block on fire instead. Any items cooking on a soul campfire always drop when the soul campfire block is broken. Unlike regular campfires, soul campfires do not emit embers. Soul campfires damage mobs standing on top of them even if underwater (with exceptions such as shulkers, zombified piglins, or guardians), but only if lit. Soul campfires deal 2HP of damage every tick (although damage immunity reduces this to once every half-second). Soul campfires do not cause lasting burning or destroy items. Damage taken is considered fire damage, so it is not reduced by armor itself; to do so, the player needs the Resistance effect, or the Protection or Fire Protection enchantments. The player can also avoid all damage from the campfire by either using a potion of Fire Resistance or wearing Frost Walker boots. Regardless of height, all blocks prevent damage done to mobs or players above soul campfires. The soul campfire deals damage only to entities occupying its block. Soul campfires do not have an external inventory. Raw food cannot be loaded into the soul campfire with a hopper. A hopper placed directly underneath a soul campfire pulls through any items dropped into the soul campfire. Any drops from a mob that dies in the soul campfire get pulled into the hopper. Placing a soul campfire under a beehive or bee nest allows players to harvest honey bottles or honeycomb without provoking the bees. There must be unobstructed air between the soul campfire and the beehive or bee nest. Carpets are an exception.‌[Java Edition only] Lit soul campfires repel piglins that are not currently attacking. This occurs when the piglin is within an 8-block radius of the soul campfire. Piglin brutes are not repelled by soul campfires. Soul campfires emit a light level of 10. Due to their lower light level, soul campfires do not melt snow or ice. Soul campfires can be placed under note blocks to produce "bass" sounds. Soul campfires can be used to convert soul sand into soul soil. If a soul campfire is crafted using soul sand, placed, and then broken without Silk Touch, that soul campfire drops soul soil. In Bedrock Edition, pushing a soul campfire with a piston or sticky piston breaks it. Soul campfires cannot be pulled by sticky pistons. In Java Edition, pistons do not interact with soul campfires. Soul campfires neither move nor break when pushed or pulled by pistons. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A soul campfire has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Soul Campfire" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Honeycomb_Block] | [TOKENS: 150]
Honeycomb Block Yes Yes (64) Any tool 0.6 0.6 No No No No 15 COLOR_ORANGE Honeycomb blocks are decorative blocks crafted from honeycombs. Contents Obtaining Honeycomb blocks can be broken using any tool, and always drop as an item. Breaking time is unaffected by tool type or enchantments. Usage Honeycomb blocks can be placed under note blocks to produce "flute" sounds. ‌[Bedrock Edition only] Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Honeycomb Block" 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/Mine_crafter] | [TOKENS: 330]
Mine Crafter No Yes (64) None 2.5 -1 No No No No The mine crafter is a block introduced in 25w14craftmine. It resembles a sculk shrieker, as it has the same model with a different texture. Contents Obtaining The mine crafter is unobtainable in Survival. A mine crafter generates in the center of the hub. Usage The mine crafter can be used to craft any mine the player wishes with new items that affect what mine is generated. Upon interacting, a modified crafting table screen will appear. Placing mine ingredients in slots on the mine crafter screen will alter what the mine crafter generates. Experience earned by the player can be added to the mine crafter in increments of 20 by pressing the button at the top right of the mine crafter screen (labeled "DONATE"). Each level increases the number of predetermined mine ingredients and optional mine ingredients slots. Level 48 adds the 50th slot, and further levels have no effect. At this point, 16 ingredients are predetermined. Holding down space or enter after pressing the button can be used to rapidly add experience. Mine ingredients that have not been discovered yet are listed on the "Undiscovered" section (on the right side), and each has their own hint on how to unlock them. Sounds Data values Java Edition: Issues Issues relating to "Mine Crafter" are not maintained on the bug tracker because it is an April Fools' joke, and is therefore not in the newest stable version or snapshot. Issues reported there are closed as "Invalid". Trivia Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Enchanting?section=29&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
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[SOURCE: https://minecraft.wiki/w/Terrain_features#Surface] | [TOKENS: 1290]
Terrain features This page lists generated terrain features that are created as part of the world generation. Contents Overworld Hills can contain extreme slopes, cliffs, and caves. On an amplified world, hills are extremely common in all biomes except oceans. Mountains are high elevation terrain that has jagged peaks and higher land. Cliffs are steep vertical slopes that can sometimes generate beside an ocean or a big lake. Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual. Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating dirt and stone found near cliffs, but on rare occasions they can be large structures that even have springs and trees on them. Floating islands are most frequently found in windswept hills biomes and their variants, as well as windswept savannas. Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image. Noise pillars also generate inside cave blobs. Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface. The uppermost layers of the terrain are converted to a biome-dependent material: usually grass blocks and dirt, or sand in deserts and beaches. Podzol is found in giant tree taiga, mycelium in mushroom field biomes, and red sand is found in the badlands biome. Sandstone is generated under the sand. In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare stone. Commonly, minerals can be found in these, generally coal ore and iron ore. If generated in a Badlands biome, gold ore can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans. Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in stony shore biomes as strips of gravel, in stony peaks biomes as strips of calcite, in frozen peaks biomes as strips of packed ice, as well as in grove and snowy slopes biomes as strips of powder snow. Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in eroded badlands, all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100. A large iceberg is a large terrain feature composed of packed ice and snow blocks. There is also a smaller feature known as a cone iceberg. Large icebergs generate in frozen oceans and deep frozen oceans. They consist of packed ice, and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the carved recesses in cone icebergs) ​[more information needed] in them, which sometimes pass through to the other side of the iceberg. There are often blue ice features attached to them. The Nether Lava seas are found at and below y-level 31 in the Nether. They make a large portion of the Nether and are extremely common. They can stretch for hundreds of blocks in any direction, and are usually bordered by netherrack, or occasionally soul sand, gravel, and/or magma blocks. Striders can spawn in lava seas. Unlike with Overworld oceans, lava seas are not handled as a biome. In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with netherrack instead of stone. Nether erosions can also expose ores, mainly Nether quartz ore and Nether gold ore. Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang. The End The center of the End is a large, asteroid-like island composed entirely of End stone, floating in the void. It features the exit portal in the center, surrounded by 10 End spikes in a circle. The island is home to the ender dragon, and serves as the arena where it is fought. At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small. The outer End islands are found 1000 blocks away from the central island. They vary in size from large islands to smaller "mini islands". Generated structures such as End cities and End ships spawn here, along with chorus trees and erosions. The player can be taken to the End islands through the End gateway. The obsidian platform is a square of obsidian that generates when an entity enters the End. Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and chorus trees can occasionally take root in the erosions. History Issues Issues relating to "Terrain features" are maintained on the bug tracker. Issues should be reported and viewed there. Videos References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Shimmering_door] | [TOKENS: 230]
Shimmering Door No Yes (64) ? 3,600,000 -1 Yes (15) ? No ? ? Shimmering door is a block added in 25w14craftmine. Contents Obtaining The shimmering door is unobtainable in Survival mode, however it generates at the hub upon creating a world. Two shimmering doors can be found on the east and west sides of the hub. Usage When interacted with normally, a message reads: "Doors yearn for keys!" The door does not open in this scenario. Shimmering doors can be opened with a shimmering key, which consumes the key upon usage. This creates another room in the hub world. The type of room is determined by the key. These rooms can then lead to more shimmering doors, allowing the player to unlock more rooms. Sounds Data values Java Edition: Gallery Issues Issues relating to "Shimmering Door" are not maintained on the bug tracker because it is an April Fools' joke, and is therefore not in the newest stable version or snapshot. Issues reported there are closed as "Invalid". Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Terrain_features#Strip] | [TOKENS: 1290]
Terrain features This page lists generated terrain features that are created as part of the world generation. Contents Overworld Hills can contain extreme slopes, cliffs, and caves. On an amplified world, hills are extremely common in all biomes except oceans. Mountains are high elevation terrain that has jagged peaks and higher land. Cliffs are steep vertical slopes that can sometimes generate beside an ocean or a big lake. Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual. Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating dirt and stone found near cliffs, but on rare occasions they can be large structures that even have springs and trees on them. Floating islands are most frequently found in windswept hills biomes and their variants, as well as windswept savannas. Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image. Noise pillars also generate inside cave blobs. Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface. The uppermost layers of the terrain are converted to a biome-dependent material: usually grass blocks and dirt, or sand in deserts and beaches. Podzol is found in giant tree taiga, mycelium in mushroom field biomes, and red sand is found in the badlands biome. Sandstone is generated under the sand. In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare stone. Commonly, minerals can be found in these, generally coal ore and iron ore. If generated in a Badlands biome, gold ore can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans. Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in stony shore biomes as strips of gravel, in stony peaks biomes as strips of calcite, in frozen peaks biomes as strips of packed ice, as well as in grove and snowy slopes biomes as strips of powder snow. Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in eroded badlands, all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100. A large iceberg is a large terrain feature composed of packed ice and snow blocks. There is also a smaller feature known as a cone iceberg. Large icebergs generate in frozen oceans and deep frozen oceans. They consist of packed ice, and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the carved recesses in cone icebergs) ​[more information needed] in them, which sometimes pass through to the other side of the iceberg. There are often blue ice features attached to them. The Nether Lava seas are found at and below y-level 31 in the Nether. They make a large portion of the Nether and are extremely common. They can stretch for hundreds of blocks in any direction, and are usually bordered by netherrack, or occasionally soul sand, gravel, and/or magma blocks. Striders can spawn in lava seas. Unlike with Overworld oceans, lava seas are not handled as a biome. In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with netherrack instead of stone. Nether erosions can also expose ores, mainly Nether quartz ore and Nether gold ore. Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang. The End The center of the End is a large, asteroid-like island composed entirely of End stone, floating in the void. It features the exit portal in the center, surrounded by 10 End spikes in a circle. The island is home to the ender dragon, and serves as the arena where it is fought. At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small. The outer End islands are found 1000 blocks away from the central island. They vary in size from large islands to smaller "mini islands". Generated structures such as End cities and End ships spawn here, along with chorus trees and erosions. The player can be taken to the End islands through the End gateway. The obsidian platform is a square of obsidian that generates when an entity enters the End. Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and chorus trees can occasionally take root in the erosions. History Issues Issues relating to "Terrain features" are maintained on the bug tracker. Issues should be reported and viewed there. Videos References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Terrain_features#Surface_layer] | [TOKENS: 1290]
Terrain features This page lists generated terrain features that are created as part of the world generation. Contents Overworld Hills can contain extreme slopes, cliffs, and caves. On an amplified world, hills are extremely common in all biomes except oceans. Mountains are high elevation terrain that has jagged peaks and higher land. Cliffs are steep vertical slopes that can sometimes generate beside an ocean or a big lake. Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual. Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating dirt and stone found near cliffs, but on rare occasions they can be large structures that even have springs and trees on them. Floating islands are most frequently found in windswept hills biomes and their variants, as well as windswept savannas. Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image. Noise pillars also generate inside cave blobs. Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface. The uppermost layers of the terrain are converted to a biome-dependent material: usually grass blocks and dirt, or sand in deserts and beaches. Podzol is found in giant tree taiga, mycelium in mushroom field biomes, and red sand is found in the badlands biome. Sandstone is generated under the sand. In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare stone. Commonly, minerals can be found in these, generally coal ore and iron ore. If generated in a Badlands biome, gold ore can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans. Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in stony shore biomes as strips of gravel, in stony peaks biomes as strips of calcite, in frozen peaks biomes as strips of packed ice, as well as in grove and snowy slopes biomes as strips of powder snow. Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in eroded badlands, all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100. A large iceberg is a large terrain feature composed of packed ice and snow blocks. There is also a smaller feature known as a cone iceberg. Large icebergs generate in frozen oceans and deep frozen oceans. They consist of packed ice, and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the carved recesses in cone icebergs) ​[more information needed] in them, which sometimes pass through to the other side of the iceberg. There are often blue ice features attached to them. The Nether Lava seas are found at and below y-level 31 in the Nether. They make a large portion of the Nether and are extremely common. They can stretch for hundreds of blocks in any direction, and are usually bordered by netherrack, or occasionally soul sand, gravel, and/or magma blocks. Striders can spawn in lava seas. Unlike with Overworld oceans, lava seas are not handled as a biome. In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with netherrack instead of stone. Nether erosions can also expose ores, mainly Nether quartz ore and Nether gold ore. Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang. The End The center of the End is a large, asteroid-like island composed entirely of End stone, floating in the void. It features the exit portal in the center, surrounded by 10 End spikes in a circle. The island is home to the ender dragon, and serves as the arena where it is fought. At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small. The outer End islands are found 1000 blocks away from the central island. They vary in size from large islands to smaller "mini islands". Generated structures such as End cities and End ships spawn here, along with chorus trees and erosions. The player can be taken to the End islands through the End gateway. The obsidian platform is a square of obsidian that generates when an entity enters the End. Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and chorus trees can occasionally take root in the erosions. History Issues Issues relating to "Terrain features" are maintained on the bug tracker. Issues should be reported and viewed there. Videos References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Horn_Coral_Block] | [TOKENS: 422]
Coral Block Yes Yes (64) 6 1.5 0 No No No A coral block is a solid block that comes in five variants: tube, brain, bubble, fire, and horn. Contents Obtaining Coral blocks can be obtained only with a pickaxe enchanted with Silk Touch; if mined with a pickaxe not enchanted with Silk Touch, they drop the respective dead coral block. Coral blocks naturally generate in coral reef structures, which can be found in warm oceans. Wandering traders may sell 1 of any coral block for 3 emeralds. Usage Coral blocks can be used for building or as decoration blocks. In order for a coral block to stay alive, at least one of the six directly adjacent blocks must be water or a waterlogged block. If placed outside of water, it transforms into its respective dead coral block after 3 to 4.95 seconds‌[Java Edition only] or 2.25 seconds‌[Bedrock Edition only] — a grayscale version of the coral block. A coral block still dies if the game rule randomTickSpeed is set to 0. Once a coral block dies, it is not possible to turn a dead coral block into a live coral block. In Bedrock Edition, coral blocks do not die if they are surrounded by any non-air blocks. If sea pickles are planted on live coral blocks, using bone meal on the sea pickles increases the number of sea pickles and creates more sea pickles on nearby coral blocks. Specifically, they can spread to the original sea pickle's level or one level below, out to a horizontal taxicab distance of 2. This only works on living coral blocks, not dead coral blocks. All types of coral blocks can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition:[sound 1] Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Coral Block" 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/Achievement#Smelt_Everything!] | [TOKENS: 526]
Achievement Achievements (known as trophies on PlayStation) are ways to gradually guide new players into Minecraft and give them rewarding challenges to complete, similar to the system of advancements in Java Edition. There are 132 achievements (135 trophies) in Bedrock Edition. Contents Obtaining Every achievement is tracked per user account in Minecraft's social system. They are not tracked separately per world; achievements earned in one world apply to all worlds using that edition and that user account. Achievements are tracked separately on each platform of Bedrock Edition; they do not carry over to other platforms when using the same account. On most platforms, profile data including achievements is logged to a Microsoft account, so players must be logged in to their Microsoft account to earn and see them. On PlayStation, achievements are logged as trophies to the player's console account, and if logged into a PlayStation Network account and online, they are synced with the PlayStation Network but not the Xbox network (even if logged into a Microsoft account). Any player's achievement progress can be accessed from the profile screen, both in-game and in the Xbox app, although privacy settings may restrict profile visibility to friends or only the player themself. They are independent of one another, allowing players to get them in any order. Once earned, they cannot be reset. Achievements grant the player Xbox gamerscore on all platforms except PlayStation, totaling 2,970. Some achievements also give rewards, which include emotes and character creator items. They can be unlocked only by completing their respective achievement. Unobtainability There are some conditions that permanently disable the ability to earn achievements in a world if it is saved with one or more of the following settings. Even if disabled later, achievements can never be earned again on that world. Additionally, achievements cannot be earned or viewed in Minecraft Preview or the beta version. List of achievements Note that the achievements are categorized as they are shown in-game using the default sorting. With the the button, the list can be sorted and filtered on game progress, the named update each achievement has been added, or the player's progress. Each achievement can be marked or unmarked as "in progress" on the achievement's details screen. History Added 44 achievements to the Windows 10 Edition: Added 8 achievements, bringing the total up to 52: Added 9 achievements, bringing the total up to 65: Added 8 achievements, bringing the total up to 87: Issues Issues relating to "Achievement" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Diamond_Helmet] | [TOKENS: 464]
Diamond Helmet Adult model Baby model​[upcoming First Drop 2026] Common 3 () 2 () JE: 363BE: 364 10 0 Yes No A diamond helmet is a variant of helmet that is crafted from diamonds. It is the second-highest tier of helmet, having higher armor points, armor toughness, durability, and enchantability than turtle shells. It can be upgraded into a netherite helmet using a netherite ingot and netherite upgrade at a smithing table. Contents Obtaining Zombies, husks, skeletons, strays, and bogged have a very small chance to spawn wearing diamond armor. There is a 8.5% chance (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop the helmet they're wearing upon death unless they are spawned from an ominous trial spawner. The dropped helmet is usually badly damaged, and may be enchanted with enchantment levels 5-19. Usage When worn, a diamond helmet provides 3 () armor points and 2 () armor toughness. A diamond helmet can be repaired in an anvil by adding diamonds, with each diamond restoring 25% the helmet's maximum durability, rounded down. Two diamond helmets can also be combined in an anvil. Both methods preserve the helmet's enchantments. Diamond helmets may be repaired by using them along with some diamonds in an anvil. They may also be repaired by crafting them together with another diamond helmet. A helmet can receive the following enchantments. It is possible to upgrade armor with trims. This requires a smithing template, a diamond helmet, and an ingot or crystal (iron ingot, copper ingot, gold ingot, netherite ingot, emerald, redstone dust, lapis lazuli, amethyst shard, nether quartz, diamond, or resin brick). These trims have no effect on the gameplay or strength of the armor. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Diamond Helmet" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome?action=edit&section=21] | [TOKENS: 224]
Editing Biome (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 4 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Horn_Coral_Fan] | [TOKENS: 390]
Coral Fan Yes Yes (64) Any tool 0 0 0 Yes Yes No No Coral fans are non-solid blocks that come in five variants: tube, brain, bubble, fire, and horn. Contents Obtaining Coral fans can be mined instantly but can be obtained only when mined with a Silk Touch enchanted tool. Breaking coral fans without Silk Touch destroys the coral fan. Coral fans naturally generate in coral reef structures. When bone meal is used in warm ocean biomes, it has a chance of generating coral fans. In Java Edition, wall coral fans also have a chance of generating on the sides of blocks. Wall coral fans cannot be obtained through vanilla means in Bedrock Edition except through add-ons or inventory editing, though the item form is badly glitched to the point of being completely nameless.​[more information needed] Usage Coral fans can be used for building or as decoration blocks. All coral fans can be placed on the four sides and the top surface of blocks; they cannot be placed on the bottom surface. In order for coral fans to stay alive, they must be placed in water. In Java Edition, coral fans can also be placed outside of water as long as one of the blocks surrounding it contains water. If placed outside of water, they transform into their respective dead coral fan immediately‌[Bedrock Edition only] or after 3 to 4.95 seconds‌[Java Edition only]. Once a coral fan dies, it is not possible to turn a dead coral fan back into a live coral fan. Live coral fans cannot be pushed by pistons (attempting to do so results in the coral fan breaking). Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Floor Wall Bedrock Edition: Floor Wall History Issues Issues relating to "Coral Fan" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Slab?section=6&veaction=edit] | [TOKENS: 833]
Slab A slab is a half-height version of its respective block. Contents Variants There are 61 variants of slabs: Obtaining All slabs have the same crafting recipe format, with one block resulting in two slabs each. All slabs except wooden slabs and bamboo mosaic slabs can be obtained by stonecutting, at the same rate as with crafting. Usage Slabs can occupy either the top half or the bottom half of a block, or both: Slabs cannot be oriented vertically. In Bedrock Edition a single slab (top or bottom) is transparent to light and diffuses sky light, while a double slab is opaque. The empty half of a slab block is also transparent to mobs, unlike other transparent blocks such as fences and glass, which players can see through but mobs cannot. A bottom placed on top of a hopper is transparent to items; the items fall through the bottom slab into the hopper. Without a hopper attached below, a bottom slab behaves as a solid surface. Falling block entities (like sand, gravel, and concrete powder) turn into their dropped form if they land on a bottom slab, as when they fall on a torch. Mobs see a slab as a full block when pathfinding. They can spawn on top slabs and double slabs, but not on bottom slabs. This can be used to prevent mob spawning in certain areas, such as mob farms. Generally, the top face of top slabs, the bottom face of bottom slabs, and all faces of double slabs are handled as solid blocks. Due to this, blocks that require a solid surface for placement can be placed on these faces. Double slabs are handled as a single block instead of two different slabs; as such, breaking one destroys the whole block and drops two slabs, as opposed to breaking only one slab within the same block-space. "Double slabs" that are not aligned to the grid (i.e. a bottom slab on top of a top slab) are handled as separate blocks and are broken individually. Redstone dust placed on a top slab receives signals from redstone dust one block lower and adjacent, but cannot transmit signals down to that block. Due to the way blast rays propagate from an explosion, bottom slabs provide extremely effective absorption to explosions directly on top of them. In some cases, only the slab is destroyed from a TNT explosion directly on top of it. Explosions from end crystals and creepers are also weakened. Sneaking reduces the player's hitbox height to 1.5 blocks, allowing the player to fit through such a gap (for example, walking over a bottom slab with one block of air above it, or in a two block high tunnel with an upper slab on the ceiling). A player cannot walk from a block of soul sand directly up to a bottom slab without jumping – this applies not just to soul sand, but to any block 7⁄8 of a block high or shorter, because the maximum step height of the player is 0.6 of a block. The player can walk off a bottom slab while sneaking, because the sneaking prevents falling only when the distance is higher than one half block. If a single slab is placed in a water source block, or water is placed onto a single slab using a water bucket, the empty half of that slab's block is waterlogged. If a slab is placed in flowing water, a pocket of air is created in the unfilled half of the block. If the player's head is in this pocket, the player can breathe and see as clearly as from an air block. In Java Edition, if a single slab is placed in between two water sources or waterlogged blocks, the slab becomes waterlogged. A minecart on powered rails is not repelled by a slab, although it is repelled by a slab with a minecart on top. Block states Java Edition: Bedrock Edition: History Gallery Issues Issues relating to "Slab" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Slab?action=edit&section=7] | [TOKENS: 224]
Editing Slab (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 3 hidden categories: Navigation menu
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