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[SOURCE: https://minecraft.wiki/w/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/Camel] | [TOKENS: 1344]
Camel Adult Baby‌[until First Drop 2026] Baby​[upcoming First Drop 2026] Adult Baby‌[until First Drop 2026] Baby​[upcoming First Drop 2026] Standing Sitting 32HP × 16 Passive Animal Adult:Height: 2.375 blocksWidth: 1.7 blocks Adult (sitting):Height: 0.945 blocksWidth: 1.7 blocks Baby:Height: 1.1875 blocksWidth: 0.85 blocks Baby (sitting):Height: 0.4725 blocksWidth: 0.85 blocks A camel is a large passive mob found in deserts. They can be saddled and ridden by up to two players at once. When standing, it is tall enough that its riders cannot be reached by most melee-attacking mobs on the ground. Contents Spawning One camel spawns in the center of each desert village during world generation. They can also spawn uncommonly in deserts in any light level‌[Java Edition only] or a light level of 7 and below‌[Bedrock Edition only]. Drops 1–3XP experience orbs drop when camels are killed by a player or tamed wolf‌[BE only]. A saddle is dropped if the camel was already equipped with one. Killing a baby camel yields neither items nor experience. Upon successful breeding, 1–7XP is dropped. Behavior A camel wanders aimlessly, avoiding hazards and obstacles, and occasionally sits for two to seven seconds before standing up again. In Bedrock Edition, camels get up immediately once the player rides them with a saddle while sitting; in Java Edition, they get up once the player moves forwards. Camels immediately flee after being harmed, even when sitting. A sitting camel cannot be pushed by players or mobs. Sitting camels do not stand up if there are solid blocks above them, as doing so would inflict suffocation damage. Camels can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can safely fall 3 blocks. Camels also take half of the normal fall damage (rounded up) that most other mobs take (0.5HP × 0.25 damage per block over the safe distance instead of 1HP). If an entity is riding a camel, they receive the same fall damage as the camel. Camels are healed by 2HP health points each time they are fed a cactus. Camels also heal slowly on their own over time. Even though camels are bred with cacti, touching a cactus block still harms them like any other mob. As with other mobs, camels do not avoid cacti when they pathfind. Camels have the unique ability to step up 1.5 blocks, allowing them to surmount fences and walls with ease. This is in contrast to horses, donkeys and mules, which can't automatically step up more than one block without jumping. Camels have a 1⁄900 chance to regenerate 1HP health point each game tick. Camels are naturally tame, and can always be ridden by players. Up to two players can ride one camel. While riding, the player in the back seat cannot hurt the player driving or the camel itself. Camels have one slot in their inventory for equipping a saddle. A saddle can be placed on a camel by holding it and then using it on the camel, or by accessing its inventory. A camel's inventory can be accessed by mounting the camel and using inventory control, or by sneaking and then using or pressing the "open inventory" button‌[Bedrock Edition only] on the camel. Once a camel is saddled, the player can control it with standard directional controls, jump, and the mouse. The player dismounts using the dismount control. A second player can then ride as a passenger. If the controlling passenger disembarks, then second passenger then takes control of the camel. Camels are less maneuverable than other mounts, with their turning and strafing speed being slower. They gradually gain speed while moving in a straight line, up to a walking speed of 3.885 blocks/s, and can also manually sprint at a speed of 8.203 blocks/s by double tapping forward or by holding the sprint control while moving forward. Saddled camels also have the ability of "dashing". When the player rides them, the experience bar on HUD is replaced by a dash charging bar, similar to the jump charging bar for horses. Dashing is done using the jump control, and holding the control charges for a longer dashing. Camels can dash every 2.75 seconds. When dashing, the camel launches up to 12 blocks forward and one block upward. For a short time after dashing, the camel cannot sprint. Camels are tall enough that most melee hostile mobs such as zombies, vindicators, hoglins, silverfish, endermites and golden sword-wielding piglins cannot reach mounted players to attack them. Spiders, wolves, slimes and magma cubes can still attack successfully because they jump or climb while attacking. Most mobs never deliberately attack camels under any circumstance, even to reach players riding one; the only exceptions being mobs that attack most or all other mobs, these being zoglins, wardens, withers, and vindicators named "Johnny". Baby camels cannot be equipped or ridden. Camels follow players holding cactus but stop following when separated from the player by at least 10 blocks‌[Java Edition only] / 16 blocks‌[Bedrock Edition only]. Sitting camels immediately start to stand up and follow once they notice the player holding cactus. Additionally, baby camels follow adults. A player can breed camels by using cactus. After breeding, a baby camel spawns and 1–7 experience is generated. The parents cannot be bred again for 5 minutes. Baby camels take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using cactus. Each use takes 10 seconds off the remaining time to grow up. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Camels have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Camel" 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/Sunlight] | [TOKENS: 450]
Sun The sun is a celestial body that provides light for the Overworld. Contents Daytime The sun and moon rise in the east and set in the west. When the player creates a new world, the time is set to dawn and the sun starts on the horizon. As time passes, it slowly moves across the sky. As the sun sets, the moon rises. Overall, daytime lasts 10 minutes (in real-time). Sunlight Sunlight is the light cast from the sky that burns various undead mobs during daytime. Mobs can shelter from the sunlight by staying underneath any block that does not fully let light through, like glass does, therefore creating a shadow. Clouds can hide the sun, but do not technically block any light and let mobs still burn. During inclement weather, the sky darkens and reduces the amount of light in the world. Strictly speaking, sunlight can be considered as the presence of both an internal sky light level of at least 12 and a sky light level of 15. Due to this, it is possible to burn undead mobs during rainy weather by covering them with glass. For more information on how light affects the world, see Light § Effects of light. The sun itself isn't visible when "Beautiful Skies" are turned off, or during precipitation (even in dry biomes in Java Edition). When the camera faces the sun in Bedrock Edition, the environment darkens. Furthermore, in Bedrock Edition, the sun is noticably bigger during sunset, and disappears at night, while it is still visible below the void in Java Edition. With Vibrant Visuals, the sun is considered a global directional light source, which creates pixelated shadows from blocks, entities, and clouds on all objects. Water bodies exposed to sunlight create bright reflections on the surface, and project water caustics underwater. With denser fog, the sun itself is less illuminated, but creates scattered light rays between blocks, which can illuminate areas not exposed to sky light, such as caves. The color and scattering effects of sunlight are affected by the biome. History Issues Issues relating to "Sun" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Aquatic] | [TOKENS: 155]
Aquatic The term Aquatic refers to an in-game group of mobs that live in oceans and rivers and are able to swim. Contents Properties In Java Edition, aquatic mobs obligatorily share the property of being in the aquatic entity tag. This also causes them to take extra damage from the Impaling enchantment. Some or most aquatic mobs may also take suffocation damage when on land, not cause pufferfish to puff, and not take drowning damage, although this doesn't affect their classification. List of mobs Related mobs These mobs are aquatic in nature, but are not under the aquatic category in the game code. History Issues Issues relating to "Aquatic" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Notes See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Ridden] | [TOKENS: 2085]
Riding Riding, also known as mounting, is the behavior that allows an entity to mount another entity. Contents Behaviors Riding connects one entity to another. An entity riding another entity is called a passenger (or rider), and an entity being ridden is called a mount (or vehicle). An entity can be both a passenger and a mount at the same time if it is riding another entity while being ridden by other entities. An entity can only ride at most one entity at the same time. Most entities support only one passenger, but boats, bamboo rafts, camels and camel husks can support two passengers at the same time, while a happy ghast can support four passengers at the same time. In Java Edition, by modifying entity NBT through commands, an entity may be ridden by any number of entities. In Bedrock Edition, a baby hoglin can support 3 baby piglins, which looks like they are stacked one by one. However, in Java Edition, baby piglins ride each other and are indeed stacked one by one, instead of all riding on the hoglin. In Bedrock Edition, a player can support 2 parrots. However, in Java Edition, parrots become not entities and are stored into the player's NBT data when sitting on the shoulders of a player. The collision and movement of a mount is not affected by its passengers, so the accessible position for the mount may put the passengers into danger, for example, making the passenger's head inside of a block and causing suffocation. However, in Java Edition, a passenger riding on a passenger of an entity collides with the entity, resulting in bugs like MC-71998. In Java Edition, when dismounting, players will be placed on different sides of the mount, depending on the main hand of that player. When a player leaves a world, all entities riding or being ridden by that player will also disappear from the world, and will reappear with the player when they rejoin the world, unless the affected entity has another player passenger. In Java Edition, with /ride command, all entities are rideable by any entity, except marker and player, which never can be ridden. In Bedrock Edition, only some riding combinations are valid for /ride command (see § Valid riding combinations in vanilla.) In Java Edition, when a leashed mob starts riding, it drops the lead. In Bedrock Edition, a leashed mob cannot start riding unless using the /ride command, and when starting riding, it doesn't drop the lead. A passenger cannot set its mount as its target for attack. A mount cannot set its passenger as the target for attack either, unless using the /damage command. In Bedrock Edition, they cannot attack each other at all even when they target each other through the /damage command. Passengers have the following behaviors: Mounts have the following behaviors: The movement of the following mounts are controlled by the player when being ridden by it: In Java Edition, though minecarts on rails receive the input from their player passenger, they are not regarded as being controlled in game. In Java Edition, boats and boats with chest are regarded as being controlled by a armor stand when being ridden by it, but never move. The following mounts have the ability of "jump charging". When players ride them, the experience bar on HUD will be replaced by jumping charging bar: The following mounts have the ability of "dash charging". When players ride them, the experience bar on HUD will be replaced by dashing charging bar: When a player rides the following entities, pressing inventory opens the interaction interface of these creatures instead of the normal item bar interface: In Java Edition, the movement of a mount is controlled by its passenger, if both the mount and the passenger are mobs (not players). However, there are some exceptions: In Bedrock Edition, for most rideable mobs, when its mob passenger tries to chase and attack player or mobs, the passenger takes control, otherwise the mount controls movement. The following mobs are exceptions: In Bedrock Edition, some AI goals are disabled if the entities is ridden by or riding an entity. For example in Bedrock Edition, when a zombie rides a pig, the pig controls the movement when they are idle; but the pig cannot follow players holding a carrot even when the zombie is idle; the pig controls the movement when it is breeding and the zombie is idle; the zombie controls the movement when it targets a player even when the pig is breeding. When being controlled by its passenger, the mount uses its own walk speed. However, in Java Edition, the speed modifier of its passenger's AI is applied. For example, spiders ridden by a chicken, a sheep, or a llama have different speeds when they follow a player holding seeds, wheat, or hay block, respectively, since the AIs of chickens, sheep, and llamas have different speed modifiers, while in Bedrock Edition, the speed modifier (speed multiplier) for being controlled is defined for each entity type (by minecraft:behavior.mount_pathing component). For an entity that is ridden by multiple passengers, only the front passenger has control over the mount. If a player and other entities ride it at the same time, the player becomes the front passenger. In Java Edition, the passenger controlling its mount can be targeted with /execute on controller. In Java Edition, mobs cannot float on water when they are controlled; they are submerged in the water instead. In Bedrock Edition, they can float on water when being controlled; however, because they float up and down more fiercely than in Java Edition, their heads are often submerged so that the passenger is ejected, while tall mobs can float on water without their heads being submerged and the passenger is not ejected. Mobs usually cannot leave their mounts on their own AI (there are some exceptions, e.g. in Java Edition, baby piglins stop riding baby hoglins when being hurt), but there are many ways to make passengers leave their mounts: Riding in vanilla game Players can ride the following adult entities by pressing use on the entity: A mob can ride a minecart when pushing by a moving minecart on rails in Java Edition or when colliding with a minecart in Bedrock Edition. In Bedrock Edition, armor stands can also be picked up. Ender dragons, wardens, and withers cannot be picked up by a minecart. In Java Edition, iron golems cannot be picked up either. In Bedrock Edition, unlike wardens, ender dragons can ride a minecart via the /ride command; withers cannot ride a minecart via the /ride even though a success message is returned. Mobs can be picked up into a boat or a boat with chest when they collide with the side of the boat or boat with chest. In Java Edition, a boat being ridden by a player cannot pick up a mob. In Bedrock Edition, mobs can be picked up by a boat being ridden by a player. Mobs wider than the width of a boat cannot be picked up. Wardens and withers cannot be picked up. In Bedrock Edition, mobs wider than the width of a boat can ride a boat via the /ride command. Unlike wardens, ender dragons can ride a boat via /ride command; withers cannot ride a boat via /ride even though a success message is returned. Spider jockeys are the rare appearance of a spider being ridden by a skeleton. Chicken jockeys are the rare appearance of a baby zombie, baby zombified piglin, baby zombie villager, baby husk, or baby drowned riding a chicken. In Bedrock Edition, 15% naturally spawned baby zombies, zombie villagers​[upcoming 26.0], baby husks, baby drowned​[upcoming 26.0], and baby zombified piglins​[upcoming 26.0] try to find a mount when it tries attacking a villager, player, or iron golem, which can ride: Skeleton horseman is a jockey consisting of a skeleton riding a skeleton horse. Skeleton horsemen spawn only from a "skeleton trap horse". Baby piglins play with baby hoglins, running around and riding upon them. Up to 3 baby piglins may stack on top of each other while riding a baby hoglin. In Bedrock Edition, a baby hoglin can support 3 baby piglins, which looks like they are stacked one by one. However, in Java Edition, baby piglins ride each other and are indeed stacked one by one, instead of all riding on the hoglin. For every strider that spawns, there is a 1 in 10 chance of an additional baby strider to spawn riding on top of the previous strider. Zombified piglins have a 1 in 30 chance of spawning on top of a strider. A ravager generated in raids may generate with a pillager, evoker or vindicator riding on it. A tamed parrot on the ground can be made to perch on its player's shoulder by moving through the parrot. In Bedrock Edition, technically the parrot is riding the player. In Java Edition, technically the parrot on the shoulder is not an entity. Valid riding combinations in vanilla In Bedrock Edition, whether an entity is rideable is mainly defined with minecraft:rideable component and entity familliers in vanilla behavior packs. Some entities have hardcoded riding behaviors. For example, wardens cannot ride in a boat, and boats cannot pick up adult horses, although adult horses can ride in boats via the /ride command. In the following table, none means that the entity is rideable by these families no matter what component groups it has. Multiple components separated by | symbols means that the entity must have at least one of them to be rideable by these families. Posture The following passengers have riding posture when riding: Witches, villagers, iron golems, and wandering traders do not have a riding posture although similar mobs do. Achievements Advancements History Issues Issues relating to "Riding" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mount] | [TOKENS: 2085]
Riding Riding, also known as mounting, is the behavior that allows an entity to mount another entity. Contents Behaviors Riding connects one entity to another. An entity riding another entity is called a passenger (or rider), and an entity being ridden is called a mount (or vehicle). An entity can be both a passenger and a mount at the same time if it is riding another entity while being ridden by other entities. An entity can only ride at most one entity at the same time. Most entities support only one passenger, but boats, bamboo rafts, camels and camel husks can support two passengers at the same time, while a happy ghast can support four passengers at the same time. In Java Edition, by modifying entity NBT through commands, an entity may be ridden by any number of entities. In Bedrock Edition, a baby hoglin can support 3 baby piglins, which looks like they are stacked one by one. However, in Java Edition, baby piglins ride each other and are indeed stacked one by one, instead of all riding on the hoglin. In Bedrock Edition, a player can support 2 parrots. However, in Java Edition, parrots become not entities and are stored into the player's NBT data when sitting on the shoulders of a player. The collision and movement of a mount is not affected by its passengers, so the accessible position for the mount may put the passengers into danger, for example, making the passenger's head inside of a block and causing suffocation. However, in Java Edition, a passenger riding on a passenger of an entity collides with the entity, resulting in bugs like MC-71998. In Java Edition, when dismounting, players will be placed on different sides of the mount, depending on the main hand of that player. When a player leaves a world, all entities riding or being ridden by that player will also disappear from the world, and will reappear with the player when they rejoin the world, unless the affected entity has another player passenger. In Java Edition, with /ride command, all entities are rideable by any entity, except marker and player, which never can be ridden. In Bedrock Edition, only some riding combinations are valid for /ride command (see § Valid riding combinations in vanilla.) In Java Edition, when a leashed mob starts riding, it drops the lead. In Bedrock Edition, a leashed mob cannot start riding unless using the /ride command, and when starting riding, it doesn't drop the lead. A passenger cannot set its mount as its target for attack. A mount cannot set its passenger as the target for attack either, unless using the /damage command. In Bedrock Edition, they cannot attack each other at all even when they target each other through the /damage command. Passengers have the following behaviors: Mounts have the following behaviors: The movement of the following mounts are controlled by the player when being ridden by it: In Java Edition, though minecarts on rails receive the input from their player passenger, they are not regarded as being controlled in game. In Java Edition, boats and boats with chest are regarded as being controlled by a armor stand when being ridden by it, but never move. The following mounts have the ability of "jump charging". When players ride them, the experience bar on HUD will be replaced by jumping charging bar: The following mounts have the ability of "dash charging". When players ride them, the experience bar on HUD will be replaced by dashing charging bar: When a player rides the following entities, pressing inventory opens the interaction interface of these creatures instead of the normal item bar interface: In Java Edition, the movement of a mount is controlled by its passenger, if both the mount and the passenger are mobs (not players). However, there are some exceptions: In Bedrock Edition, for most rideable mobs, when its mob passenger tries to chase and attack player or mobs, the passenger takes control, otherwise the mount controls movement. The following mobs are exceptions: In Bedrock Edition, some AI goals are disabled if the entities is ridden by or riding an entity. For example in Bedrock Edition, when a zombie rides a pig, the pig controls the movement when they are idle; but the pig cannot follow players holding a carrot even when the zombie is idle; the pig controls the movement when it is breeding and the zombie is idle; the zombie controls the movement when it targets a player even when the pig is breeding. When being controlled by its passenger, the mount uses its own walk speed. However, in Java Edition, the speed modifier of its passenger's AI is applied. For example, spiders ridden by a chicken, a sheep, or a llama have different speeds when they follow a player holding seeds, wheat, or hay block, respectively, since the AIs of chickens, sheep, and llamas have different speed modifiers, while in Bedrock Edition, the speed modifier (speed multiplier) for being controlled is defined for each entity type (by minecraft:behavior.mount_pathing component). For an entity that is ridden by multiple passengers, only the front passenger has control over the mount. If a player and other entities ride it at the same time, the player becomes the front passenger. In Java Edition, the passenger controlling its mount can be targeted with /execute on controller. In Java Edition, mobs cannot float on water when they are controlled; they are submerged in the water instead. In Bedrock Edition, they can float on water when being controlled; however, because they float up and down more fiercely than in Java Edition, their heads are often submerged so that the passenger is ejected, while tall mobs can float on water without their heads being submerged and the passenger is not ejected. Mobs usually cannot leave their mounts on their own AI (there are some exceptions, e.g. in Java Edition, baby piglins stop riding baby hoglins when being hurt), but there are many ways to make passengers leave their mounts: Riding in vanilla game Players can ride the following adult entities by pressing use on the entity: A mob can ride a minecart when pushing by a moving minecart on rails in Java Edition or when colliding with a minecart in Bedrock Edition. In Bedrock Edition, armor stands can also be picked up. Ender dragons, wardens, and withers cannot be picked up by a minecart. In Java Edition, iron golems cannot be picked up either. In Bedrock Edition, unlike wardens, ender dragons can ride a minecart via the /ride command; withers cannot ride a minecart via the /ride even though a success message is returned. Mobs can be picked up into a boat or a boat with chest when they collide with the side of the boat or boat with chest. In Java Edition, a boat being ridden by a player cannot pick up a mob. In Bedrock Edition, mobs can be picked up by a boat being ridden by a player. Mobs wider than the width of a boat cannot be picked up. Wardens and withers cannot be picked up. In Bedrock Edition, mobs wider than the width of a boat can ride a boat via the /ride command. Unlike wardens, ender dragons can ride a boat via /ride command; withers cannot ride a boat via /ride even though a success message is returned. Spider jockeys are the rare appearance of a spider being ridden by a skeleton. Chicken jockeys are the rare appearance of a baby zombie, baby zombified piglin, baby zombie villager, baby husk, or baby drowned riding a chicken. In Bedrock Edition, 15% naturally spawned baby zombies, zombie villagers​[upcoming 26.0], baby husks, baby drowned​[upcoming 26.0], and baby zombified piglins​[upcoming 26.0] try to find a mount when it tries attacking a villager, player, or iron golem, which can ride: Skeleton horseman is a jockey consisting of a skeleton riding a skeleton horse. Skeleton horsemen spawn only from a "skeleton trap horse". Baby piglins play with baby hoglins, running around and riding upon them. Up to 3 baby piglins may stack on top of each other while riding a baby hoglin. In Bedrock Edition, a baby hoglin can support 3 baby piglins, which looks like they are stacked one by one. However, in Java Edition, baby piglins ride each other and are indeed stacked one by one, instead of all riding on the hoglin. For every strider that spawns, there is a 1 in 10 chance of an additional baby strider to spawn riding on top of the previous strider. Zombified piglins have a 1 in 30 chance of spawning on top of a strider. A ravager generated in raids may generate with a pillager, evoker or vindicator riding on it. A tamed parrot on the ground can be made to perch on its player's shoulder by moving through the parrot. In Bedrock Edition, technically the parrot is riding the player. In Java Edition, technically the parrot on the shoulder is not an entity. Valid riding combinations in vanilla In Bedrock Edition, whether an entity is rideable is mainly defined with minecraft:rideable component and entity familliers in vanilla behavior packs. Some entities have hardcoded riding behaviors. For example, wardens cannot ride in a boat, and boats cannot pick up adult horses, although adult horses can ride in boats via the /ride command. In the following table, none means that the entity is rideable by these families no matter what component groups it has. Multiple components separated by | symbols means that the entity must have at least one of them to be rideable by these families. Posture The following passengers have riding posture when riding: Witches, villagers, iron golems, and wandering traders do not have a riding posture although similar mobs do. Achievements Advancements History Issues Issues relating to "Riding" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Rabbit%27s_foot] | [TOKENS: 254]
Rabbit's Foot Common Yes Yes (64) A rabbit's foot is a brewing and tempting item obtained from rabbits and camel husk husk riders. Contents Obtaining Each rabbit has a 10% chance to drop a rabbit's foot when killed by the player. This chance can be increased by 3% per level using a sword enchanted with Looting. A fox sometimes spawns with a rabbit's foot in its mouth, which always drops upon death. Alternatively, the player can drop a food item, which causes the fox to drop the rabbit's foot. Java Edition: Bedrock Edition: A tamed cat has a 70% chance of giving the player a gift when the player wakes up from a bed, and the gift has a 16.13% chance to be a rabbit's foot, totaling to a cumulative percentage of 11.291% every time the player wakes up. Usage Rabbit's feet can be used to tame and heal camel husks. Additionally, camel husks will follow any player holding a rabbit's foot. Videos Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Rabbit's Foot" 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/Ocean] | [TOKENS: 528]
Ocean ShipwreckOcean ruinsMineshaftTrial Chambers WaterGravelSandDirtClaySeagrassKelp Climate 0.5 0.5 Yes Colors #8EB971 #71A74D #A17448 #3F76E4‌[JE only] #1787D4‌[BE only] #050533‌[JE only] #1165B0‌[BE only] The ocean is an aquatic biome consisting of water. They are deep bodies of water with the surface at an altitude of Y=63 by default, which is counted as the “sea level” of the world. Contents Description Oceans are vast expanses of water that start at the sea level and end at the ocean floor, which is at a depth of roughly Y=45 for normal oceans and Y=30 for deep variants. The seafloor is fairly hilly, featuring multiple peaks and valleys, and is mostly covered by a one-block layer of gravel or sand, though some clay, dirt, gravel, and sand patches may generate near the peaks. Canyons can occasionally generate on the ocean floor, forming underwater trenches. Some seafloor peaks may be high enough to form islands on the ocean surface; these islands are typically small and may have very sparse vegetation, with little grass and few oak trees. The seafloor is often covered with seagrass and kelp, with “forests” of kelp frequently reaching close to or even touching the water's surface. Fish, squid, and dolphins frequently spawn within oceans. Shipwrecks and ocean ruins generate within all oceans, while deep ocean variants can occasionally generate ocean monuments. The regular ocean variant mainly generates adjacent to land, while deep variants generate farther from land. Survival in ocean biomes is impractical because of all the water. A player who camps on an island in the ocean faces a rather difficult situation. This means that whatever resources are found on an island might be all the player has if the player is unwilling or unable to venture out. See the island survival article for more information. Mobs The following mobs naturally spawn here: Sounds In any ocean biome, unique ocean ambience plays randomly. Normal overworld tracks also play, alongside “Axolotl”, “Dragon Fish”, and “Shuniji”, as the requirements for those are merely to be underwater, regardless of biome. Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Ocean" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Pufferfish] | [TOKENS: 1099]
Pufferfish Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition 3HP Neutral AnimalAquatic Semi-puffed:Easy and normal: 2HPHard: 3HPPoison for 3 sec, total 2HPFully puffed: In Java Edition: Easy: 2.5HP × 1.25Normal: 3HPHard: 4.5HP × 2.25Poison for 6 sec, total 4HP In Bedrock Edition:Easy and normal: 2HPHard: 3HPPoison for 10 sec, total 7HP In Java Edition:Unpuffed:Height: 0.35 blocksWidth: 0.35 blocksSemi-puffed:Height: 0.49 blocksWidth: 0.49 blocksFully puffed:Height: 0.7 blocksWidth: 0.7 blocks In Bedrock Edition: Height: 0.96 blocksWidth: 0.96 blocks 0.7 Lukewarm OceanDeep Lukewarm OceanWarm Ocean Pufferfish are bucketable aquatic neutral mobs found in oceans. Although they never seek out mobs to attack, they defensively inflate themselves when approached too closely by players, axolotls, or non-aquatic mobs, dealing damage and inflicting Poison on them. Contents Spawning In Java Edition, pufferfish spawn in groups of 1-3 in warm, lukewarm, and deep lukewarm ocean biomes, subject to fish spawning requirements. If trying to spawn inside a waterlogged solid block, the pufferfish uses the bigger "puffed" size to determine if it collides with anything solid. In Bedrock Edition, pufferfish spawn underwater at around 12–32 blocks away from the player in groups of 3–5 in warm ocean biomes, and only on the surface; that is, there must not be a spawnable block above the spawn location with a non-solid block on top. They are considerably rarer than tropical fish, with only 1⁄5 of fish groups or 2⁄9 individual fish (within the warm ocean biome) spawning as pufferfish. Drops Java Edition: Bedrock Edition: Behavior Unlike other fish, pufferfish don't swim in schools. Pufferfish inflate themselves when approached by the player, most mobs, including tripod cameras‌[BE & edu only] and armor stands. The player may collect a fish by using a water bucket on it, giving the player a bucket of pufferfish. Fish placed with buckets do not despawn naturally. Using the bucket against a block empties the bucket, placing water with that fish swimming in it. An empty bucket may be used as well.‌[Bedrock Edition only] Pufferfish can not be bred and only spawn in designated biomes. Like other fish, pufferfish cannot survive out of water. Outside of water, they flop around like guardians for a while until they start suffocating and then die like squid. In Bedrock Edition, they rotate when flopping. Fish cannot swim or breathe in cauldron water. The Impaling enchantment affects pufferfish due to being aquatic‌[Java Edition only] or simply being in water‌[Bedrock Edition only]. Pufferfish are actively hunted down by axolotls, nautiluses and zombie nautiluses. A pufferfish inflates when approached by a player in Survival or Adventure mode, a drowned, an axolotl, or any non-water mob within 2 blocks of its hitbox, going from unpuffed, then semi-puffed, to fully puffed. Going near a semi-puffed or fully puffed pufferfish inflicts the player/mob with three or six seconds of Poison based on the inflation level, and touching one in its puffed or semi-puffed form deals damage separate from the Poison. Pufferfish also instantly inflate to their fullest form after taking any kind of damage.‌[Bedrock Edition only] After inflating, they slowly deflate to their normal shape as long as a threat is out of range. If the player/mob leaves the radius while the pufferfish is in its semi-puffed stage, it deflates back to normal. Undead mobs are unaffected by the Poison effect, but they still take damage when they come into contact with pufferfish. A pufferfish that inflicts damage on a mob other than a creeper or a ghast by touching it provokes that mob to retaliate. In Peaceful difficulty, pufferfish do not inflict damage or Poison to player.‌[Java Edition only] Pufferfish can deal damage to players at a longer distance compared to mobs. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Pufferfish have entity data associated with them that contains various properties. Java Edition: A pufferfish's damage and Poison time are directly related to its current PuffState data value, which can be changed using the /data command. Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Pufferfish" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Saddle] | [TOKENS: 674]
Saddle Common Yes No A saddle is equipment for certain animals that either enables or improves the act of riding them. All saddled animals can be directly controlled, except for pigs and striders, which must be guided using carrots or warped fungi on sticks. Contents Obtaining Any mob equipped with a saddle drops the saddle upon death. A strider may spawn being ridden by a zombified piglin as a strider jockey, which causes it to spawn wearing a saddle. This saddle always drops when the strider is killed. A ravager has a large version of a saddle on its texture, but does not actually wear one, neither does it have the "Saddle" NBT tag, but it always drops a saddle upon death. Looting does not affect the drop. Java Edition: Bedrock Edition: Saddles are obtainable through fishing, with a 0.8% chance per attempt. See fishing for more details. Usage While horses, donkeys, mules, skeleton horses‌[Java Edition only], zombie horses, camels and camel husks can always be ridden, a saddle is required to control them. These mobs (only after being tamed, in the case of equine mobs) can be equipped with a saddle by placing it in their inventory, which can be accessed by opening the inventory while riding the mob or pressing use on the mob while sneaking. It can also be equipped directly by using the saddle on the mob. Tamed nautiluses and zombie nautiluses can always be ridden, but a saddle is required to control them. Like equines and camels, they can be equipped with a saddle by placing it in their inventory or using the saddle on the them. Saddles are required in order to ride pigs and striders, but even with a saddle their movement cannot be controlled. A carrot on a stick (for pigs) or a warped fungus on a stick (for striders) is required to direct these mobs. As these mobs lack an inventory, the only method for equipping a saddle is using the saddle on them. Animals can also be equipped with saddles by a dispenser. For equines, camels and nautiluses, the saddle can be unequipped by removing it from the saddle slot or by using shears on the mob. For pigs and striders, the saddle can only be unequipped by using shears. This is the only way to safely remove a saddle from these mobs. While a player is riding a saddled mob, a view of the mob's health bar replaces the hunger bar on the HUD. Saddles cannot be enchanted in Survival mode. However, in Java Edition Creative mode, an anvil can be used to enchant the saddle with Thorns, Curse of Binding, and Curse of Vanishing. Other enchantments can be applied, but they have no effect. A saddle maintains properties such as a custom name and enchantments when dropped by the mob that was wearing it. Once equipped, any mob with a saddle does not despawn and remains in the world. Sounds Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Saddle" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Breath_of_the_Nautilus] | [TOKENS: 168]
Breath of the Nautilus See § Causes #00FFEE (bright cyan) Positive Breath of the Nautilus is a status effect that is granted while riding a nautilus or zombie nautilus which prevents the rider's oxygen bar from depleting. Contents Effect The effect prevents an entity from drowning underwater by freezing their oxygen bar. If the entitiy's oxygen bar is already empty, the effect prevents them from taking drowning damage. Causes Immune mobs Data values Java Edition: Bedrock Edition: Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Breath of the Nautilus" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Fish] | [TOKENS: 453]
Fish Fish are aquatic creatures that are found in river and ocean biomes. Contents Mobs There are four categories of fish mobs in Minecraft: In addition, there are other aquatic mobs that have similar characteristics to fish: Axolotl, and Tadpole. Obtaining and transporting A live fish can be captured by using a water bucket on a fish, to obtain a bucket of fish, which is the only way to obtain the live mob in item form. Using the bucket of fish on a water source block transfers the fish from the bucket to the body of water. A water bucket may also be used on axolotls and tadpoles in this manner. Items Fish exist in several different item forms. Upon death, fish drop their item form equivalent (cooked if on fire), with a chance to drop a bone‌[Bedrock Edition only] or bone meal.‌[Java Edition only] Spawning Various fish can be found in different ocean biomes, but only salmon appear in rivers. Fish can also spawn in player-created bodies of water, as long as they are within a river or ocean biome. In Java Edition, fish can spawn inside a water block at Y-level 50 to 63 (from 13 blocks below sea level up to inside the block one above it), that also has water above and below it. The spawn block and the block below can be any kind of water, such as a source block, falling water, bubble column, kelp, or even a waterlogged block (as long as the fish can be placed at the bottom center of the spawn block without colliding with anything solid). The block above must be pure water, such as a source block, falling water, or flowing water of any depth. Particularly, the block above cannot also be a bubble column, so fish no longer spawn inside bubble elevators. Bedrock Edition does permit fish to spawn in bubble columns. Fish can spawn between 24 and 64 block spherical range away from the player.‌[Java Edition only] Fish can despawn at a range of 40 blocks or more from the player, and instantly despawn more than 64 blocks away, except when spawned using a bucket of fish. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Fish_bucket] | [TOKENS: 558]
Bucket of aquatic mob Common Yes No A bucket of aquatic mob is a small aquatic mob (a fish, axolotl, or tadpole) inside of a water bucket, obtained by using a water bucket on each respective mob. Contents Types There are six types of bucket of aquatic mob: Obtaining A bucket of aquatic mob can be obtained by using a water bucket on an applicable mob. Once a water bucket is used, the mob is picked up along with the water source block. The mob bucket obtained corresponds to the mob picked up. Usage Pressing use with a bucket of aquatic mob places a water source block, and spawns the mob back into the world, leaving an empty bucket in the player's inventory. For buckets of tropical fish, the fish and its details (color, size, name) are kept. Placing a bucket of aquatic mob in the Nether causes the same particles to appear that generate when a normal water bucket is placed in the Nether, and the fish is spawned alone. Mobs caught in buckets then released do not despawn, unlike mobs that spawn naturally in their aquatic environments. If a bucket of aquatic mob is inside a dispenser, the dispenser spawns the mob and water block in front of it upon activation, leaving an empty bucket inside. Dispensers cannot pick up mobs with water buckets (the bucket is emptied). If a bucket of aquatic mob is named a certain name through an anvil, the mob inside display that name as if it were named with a name tag, making fish, axolotls, and tadpoles the only mobs that can exist in item form, and be named without a name tag.‌[Java Edition only] Alternatively, if a named mob is captured with a bucket of water, the resulting mob bucket shares a name with the captured mob.‌[Java Edition only] If a named mob is captured in Bedrock Edition, the item is called "Bucket of <Name>". Tropical fish have assigned names depending on their color after they are caught, in Java Edition this name is displayed in smaller text under the main item name, whereas in Bedrock Edition the main item name displays "Bucket of <fish name>". Axolotls also have assigned names depending on their growth stage and color after they are caught.‌[Bedrock Edition only] Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Bucket of Fish", "Bucket of Mob", "Bucket of Cod", "Bucket of Salmon", "Bucket of Pufferfish", "Bucket of Tropical Fish", or "Bucket Of Tadpole" 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/Buckets_of_pufferfish] | [TOKENS: 437]
Bucket of Pufferfish Common Yes No A bucket of pufferfish, internally known as a pufferfish bucket, is a living pufferfish inside of a water bucket. They can also be used to tame and breed nautiluses. Contents Obtaining A bucket of pufferfish can be obtained by using a water bucket on a pufferfish. Once a water bucket is used, the pufferfish is picked up along with the water source block. Wandering traders occasionally sell a bucket of pufferfish for 3 emeralds. Usage Pressing use with a bucket of pufferfish places a water source block, and spawns the pufferfish back into the world, leaving an empty bucket in the player's inventory. Placing a bucket of pufferfish in the Nether causes the same particles to appear that generate when a normal water bucket is placed in the Nether, and the pufferfish is spawned alone. Pufferfish caught in buckets then released do not despawn, unlike mobs that spawn naturally in their aquatic environments. If a bucket of pufferfish is inside a dispenser, the dispenser spawns the pufferfish and water block in front of it upon activation, leaving an empty bucket inside. Dispensers cannot pick up a pufferfish when using a water bucket, due to the bucket being emptied instead. If a bucket of pufferfish is named a certain name through an anvil, the pufferfish inside displays that name as if it were named with a name tag.‌[Java Edition only] Alternatively, if a named pufferfish is captured with a bucket of water, the resulting bucket of pufferfish shares a name with the captured pufferfish.‌[Java Edition only] If a named pufferfish is captured in Bedrock Edition, the item is called "Bucket of <Name>". Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Bucket of Pufferfish" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Oxygen_bar] | [TOKENS: 3311]
Heads-up display The heads-up display (HUD) is a system showing the player's conditions. It is superimposed on their view of the game world. Contents Display The HUD typically consists of the user's health, hunger and experience bars, the hotbar, as well as a crosshair that designates the currently focused on block or entity if the player is not playing on a mobile device and has not enabled split controls. The armor condition bar appears above the health bar if the player is wearing armor, and the oxygen bar displays above the hunger bar if the player's air supply unit is below 300.[note 1] Note that in the mobile versions of Bedrock Edition, the health and armor bars are on the top left and the hunger and oxygen bars are on the top right. The "UI Profile" option under the video settings can be set to "Classic" mode to match Java Edition style. In Creative mode, the health, hunger, oxygen, experience and armor bars are hidden. The hotbar is a selection bar that appears on the bottom of the screen. It is where the player stores and selects commonly used items. It consists of the bottom nine slots within the player's inventory. When the player switches an item in hand by mouse wheel or 1-9, its name is shown above the experience level for a short period of time. In Java Edition, this name appears in italics, while in Bedrock Edition, the text has a black background and also shows enchantments of the selected item, and contents of a shulker box. The background opacity can be adjusted with the "Text Background Opacity" option in the accessibility settings. The slots of the hotbar are the programmer art sand texture slightly darkened. Players can dual wield allowing a second item to be shown on the other side, along with an additional hotbar slot on the same side.‌[JE only] Both the slot and the item are shown only if it contains an item, which can either be added using the GUI or by pressing "swap items". In Bedrock Edition, the hotbar has an additional button for the inventory when using touch controls. On the New Nintendo 3DS Edition, the hotbar is located on the "Touch Screen" and is slightly different. The player's hand is always shown on the right side of the screen (left side if the player's main hand is set to "left"),‌[JE only] and corresponds to the player's hand in the skin. In Bedrock Edition, all animations from the hand as seen in third person are also seen on the HUD, including the breathing animation and eating/drinking. When an item in the hotbar is selected, it shows in place of the hand rotated similarly to held items in third-person, with a switching animation. Some held items can show animations, and when charging a crossbow in Bedrock Edition, the left hand can also be seen. Items can also be held in the offhand slot, which will show on the other side, but an empty hand is not shown. With Vibrant Visuals, directional light effects (shadows, caustics, light) are also visible on the hand, and held items apply their texture sets. The hand can be toggled independently from the HUD in Bedrock Edition, meaning that it can be shown standalone without other HUD elements. However, pressing F1 still hides the hand. The locator bar appears in place of the experience bar, except when gaining XP. It shows the position of other players in multiplayer as colored square indicators, often referred to as waypoints. They appear approximately within 120° of the camera facing towards the target. If the target is on a significantly different Y-level, an arrow pointing to the target vertically appears over the square indicator. The color of a waypoint is randomly assigned to a player when they join a multiplayer game, or when a waypoint is tracked for the entity; it may also be assigned by their team color. In Java Edition, it can be customized using the /waypoint command. The locator bar can be toggled by the locatorBar game rule. In Java Edition, entities in the locator bar may be tracked if waypoint_transmit_range attribute is set. The crosshair is a small cross in the middle of the screen. It shows the aim point of the tool or item being held to entities or blocks for attacking or any interactions within a specific range from the player. The crosshair inverts the colors of the area it is upon, which can result in a nearly invisible crosshair if the area is a medium gray. The crosshair is only shown on touch devices when the control mode is set to "Joystick & aim crosshair", or when the "Split Controls" option is enabled. Chat messages are also shown on the HUD, in the bottom left corner‌[Java Edition only]/top left corner‌[Bedrock Edition only], showing anything recently spoken or commands recently executed. In Java Edition, this can be expanded with T, allowing the player to enter chat messages or commands, and view the full chat history. In Bedrock Edition, pressing T opens the chat menu, which is not part of the HUD but a separate menu screen. Elements such as the chat size, background opacity, its visibility in general, font, text color, and more can be changed in the options‌[Java Edition only]/chat settings.‌[Bedrock Edition only] Closed captions display text for sounds in-game. When subtitles are turned on, a black box appears in the bottom right corner, which lists sounds in the world that are nearby to the player. If the sounds are offscreen, "<" or ">" point in the direction the sound is coming from. As the sound fades away, the text also fades, becoming less white. Subtitles can be enabled in the "Music & Sounds" or "Accessibility Settings" sections of the options menu. All effects (other than effects with hideParticles, including Darkness from the warden) the player currently has are shown on the top-right of the screen. Effects that run out sooner appear farther to the left, and effects that are about to run out start to flash. Additionally, positive effects are shown on the top, and other effects (neutral or negative) are shown on the bottom. Beacon effects have a blue (instead of gray) outline, and effects with particles hidden are not indicated in the HUD. Upon mounting a horse, donkey, mule, llama, pig, strider, camel, happy ghast, nautilus or zombie nautilus, the ridden mob's health bar appears above the hunger bar. It uses a slightly different heart texture than the player's health bar, with them made to resemble saddles. Also, upon mounting a horse, camel, nautilus or zombie nautilus, the jump bar (for horses) or the dash bar (for camels, nautiluses and zombie nautiluses) also appears above the experience bar. When riding a skeleton horse underwater, the oxygen bar, if necessary, appears above the mob health bar. The action bar is a space just above the player's hotbar where text can be displayed. Some gameplay elements, such as jukeboxes, use this to give contextual hints to the player. Text can also be displayed here using the /title command. In Bedrock Edition, the opacity of the black background of the action bar can be adjusted with the "Action Bar Background Opacity" option in the accessibility settings. The autosave indicator indicates when the game is autosaving. In Java Edition, this is turned on by default and shows "Saving world" in the bottom-right of the screen. In Bedrock Edition, this is turned off by default and shows an animation of an arrow pointing into a chest in the top-right of the screen. Whether or not this appears can be toggled in the options. A bossbar is a bar at the top of the screen that can track health of a boss mob or the total health of raid mobs. The bossbar appears naturally in the game through three means: during a raid, after constructing a wither, and upon entering the End if the ender dragon has not yet been defeated. In Java Edition, a bossbar can be created manually using the /bossbar command. There is a limit to the number of bars shown. Screen effects encompass a variety of effects applied alongside or beneath the heads-up display as augmentations to the player's point of view as a method of conveying further information about a player's current state. A screen title is displayed to players as a single line of large center-aligned text in the middle of their displays, and can include a subtitle; a second, separate line of text displayed just below the title. It is controlled with the /title and /titleraw commands. In Bedrock Edition, the opacity of the black background of the screen title can be adjusted with the "Text Background Opacity" option in the accessibility settings. The scoreboard system is a complex gameplay mechanic utilized through commands. Mainly intended for mapmakers and server operators, scoreboards are used to track, set, and list the scores of entities in a myriad of different ways. It is displayed on the right side of the screen. Toasts are text boxes shown when the player unlocks new crafting recipes. Additionally, in Java Edition, exclusive toasts show when a new music track starts playing, or the player obtains advancements. Most of them show up in the top right corner of the screen, and are displayed in front of effect icons. Music toasts appear in the top left of the screen instead. Tutorial hints (also known as game tips in Bedrock Edition) are toasts which show up when a player starts a world in Survival mode for the first time on a device. They are meant to guide new players who may not know the controls. These can be turned off in the settings.‌[Bedrock Edition only] If multiple recipes are unlocked at once, they all use the same toast. If multiple advancements are unlocked at once, they appear listed one under the other. Up to five toasts can be displayed at once. In Bedrock Edition, the duration of toast messages can be adjusted in the accessibility settings. Bedrock Edition exclusive elements When using a controller, available actions the player can take are listed on the bottom left and right of the screen, alongside the icon of the button to press to perform that action. These buttons are present only in mobile and desktop versions with a touchscreen, and they are used to control the player. Players can sneak, fly and jump using the mobile controller. In the settings under "Controls" → "Touch", players can choose between D-Pad, normal joystick (touch control mode), and joystick with crosshair aim control mode. D-Pad crosshair aim is available separate using "Split Controls" setting. The position, scale, and opacity of individual buttons and the joystick can be customized in the touch settings. The paper doll is a side-view of the player displayed in the top-left corner of the screen. It shows the player's skin and any armor worn. If the player is walking, the paper doll shows the player's legs moving. If the player is sneaking, sprint-swimming, emoting, or flying with elytra, this can also be seen. The paper doll can be turned on and off by pressing F8 on PC, or in the settings. This can be done independently from hiding the HUD, although pressing F1 also disables the paper doll. If enabled in the world options, the player's coordinates and/or days played will be displayed in a box in the top left of the screen. If both are enabled at the same time, the position is listed above the number of days played. Both are shown below the paper doll, and above the chat. The background opacity of this text is affected by the "Text Background Opacity" accessibility setting. In the controls menu, a keybind can be assigned to Describe for keyboard & mouse or controller modes. Once pressed in-game, this shows above the hotbar (as an item tooltip) the name of the block or entity the player currently faces. This is only shown when an object in front of the player can be interacted with (usually hitting or breaking), so water or objects far away are not described. Java Edition exclusive elements The attack indicator represents the attack cooldown timer. It can be displayed next the the crosshair, beside the hotbar, or be hidden completely. This disappears when the cooldown is full. If the option for the attack indicator is set to "Crosshair" mode, a fully cooled weapon is being held, and a mob or player is in range, the sword icon and an additional plus-sign (+) indicator is shown below the crosshair, indicating that the weapon is in range to land a full-damage blow. If the option for the attack indicator is set to "Hotbar" mode, the attack cooldown timer is indicated by a sword icon near the crosshair that fills, representing the cooldown progress. This sword icon disappears once the item is fully charged. In the combat tests, a shield indicator can also be enabled in the same locations. The debug screen (also commonly referred to as the "F3 screen") is triggered when F3 is pressed. It functions as a menu for accessing debugging information, but it also provides useful in-game information like player coordinates. The debug screen consists of info text lines and five toggleable graphs: profiler, frame rate, tick rate, bandwidth, and ping time graphs. These graphs can be toggled with specific key combinations. In multiplayer, holding the key bound to List Players (default: ↹ Tab) will show a list of players at the middle of the top of the screen, including their username, the front face of their skin's head, and their signal strength. Options In the options menu, the GUI scale option changes the size of the HUD and GUI. The default setting, "auto", changes the size of the HUD and GUI depending on the size of the game window.‌[Java Edition only] There is an option to hide the HUD. If the player is using keyboard controls, this can also be done with F1. In Bedrock Edition, the "Hide HUD" option toggles the hotbar, crosshair, and if using touch controls, buttons. The hand, paper doll, and coordinates are separate options. In Bedrock Edition, the /hud command can toggle the visibility of each HUD element. Players can toggle the HUD, the vignette effect on fancy graphics, some screen effects and overlays, and the block hitbox by pressing the F1 key. The player can choose whether to use their right or left hand. This option also moves the off-hand slot to the opposite side in Java Edition, and mirrors the touch controls in Bedrock Edition. In Java Edition, the attack indicator can be set to show by the crosshair, beside the hotbar, or to have it hidden. In the combat tests, a shield indicator can also be enabled in the same locations. In Java Edition, subtitles can be enabled in the "Music & Sounds" or "Accessibility Settings" sections of the options menu. In Java Edition, music toasts can be disabled in "Music & Sounds". The autosave indicator can be toggled in the video settings. In Java Edition, various settings related to the chat can be modified in options. In Bedrock Edition, these settings can only be changed in the chat settings accessible from the chat menu, except for the opacity and message duration, which can be changed in the accessibility settings. In Bedrock Edition, the opacity of several HUD elements can be changed in the accessibility settings, as well as toast notification duration. China Edition In China Edition, a "2 button" can be seen at the top of the screen. There is also a button to allow the player to take a screenshot or switch the camera and change voice settings. At the right of the screen, a button can be seen that is used to lock walking, sprinting or sneaking. It can be useful in some situations. Sounds Java Edition: Bedrock Edition: Videos History Issues Issues relating to "HUD" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Skeleton] | [TOKENS: 2185]
Skeleton Right-handed Left-handed Right-handed 20HP × 10 0 () Hostile UndeadMonster Ranged: Bow: In Java Edition: Easy: 2HP - 4HP Normal: 3HP – 5HP Hard: 4HP - 8HP In Bedrock Edition: Easy: 1HP - 4HP, depending on proximity Normal: 1HP - 4HP, depending on proximity Hard: 1HP - 5HP, depending on proximity Melee: Easy and Normal: 2HP Hard: 3HP In Java Edition:Height: 1.99 blocksWidth: 0.6 blocks In Bedrock Edition: Height: 1.9 blocksWidth: 0.6 blocks Overworld: The Nether:(Light level of 7 or less) Skeletons are common undead type of hostile mobs that perform ranged attacks with a bow, shooting arrows from a distance. They are most commonly found in the Overworld at night or in dark locations, but they also occasionally spawn in the Nether in Nether fortresses and soul sand valleys. They are an important source of bones and arrows, which they drop when killed. Contents Spawning Skeletons may spawn in the Overworld in groups of four‌[Java Edition only] or 1-2‌[Bedrock Edition only] above solid blocks at a light level of 0, except in mushroom fields, deep dark biomes, and naturally in trial chambers. Spiders and cave spiders‌[BE only] have a 1% chance to spawn with a skeleton riding them, creating a spider jockey. Four skeleton horsemen spawn when a skeleton horse trap is triggered, typically during a thunderstorm. The skeletons ride on skeleton horses and are equipped with enchanted bows and iron helmets. In Java Edition, they have damage immunity for 3 seconds after spawning. Skeletons spawn commonly in soul sand valley biomes in groups of 4‌[JE only] or 1-2‌[BE only]. However, due to the spawn cost system. skeletons have a lower population density in soul sand valleys than zombified piglins have in Nether wastes (i.e. there are much fewer skeletons in a given area). In Nether fortresses, there is a 20% chance that a skeleton spawns in place of a wither skeleton. Skeletons in the Nether spawn at the light level of 7 and below. Skeletons spawn from 25% of the monster spawners found in monster rooms. Regular skeletons have a 1⁄3 chance to be selected as the "ranged" mob for trial spawners in trial chambers. Many skeletons are also replaced by their variants, strays in snowy biomes, parched in desert biomes, bogged in swamp and mangrove swamp biomes, and wither skeletons in Nether fortress structures in the Nether. Drops Java Edition: Bedrock Edition: A skeleton always drops any equipment it picked up. A skeleton also has a random chance to drop each piece of naturally spawned equipment, including its bow, if it is killed by a player or tamed wolf. The chance to drop a naturally spawned piece of equipment is 8.5% without Looting, 9.5% with Looting I, 10.5% with Looting II, and 11.5% with Looting III. Skeletons drop 5XP experience points when killed by a player or tamed wolf, and an additional 1–3XP for each piece of naturally spawned equipment, including their bow. The random amount dropped by each piece is independent of the amounts dropped by the other pieces. Behavior Skeletons chase players, baby turtles, and iron golems they see within 16 blocks, climbing stairs or ladders, navigating mazes and traversing other complex obstacles to get within shooting range. Despite being associated to iron golems, villagers and wandering traders are ignored by skeletons. However, a skeleton can retaliate if a firework rocket set by a villager hits it. When within 15 blocks of a target, with a clear line of sight, a skeleton starts shooting arrows, once every 3 seconds on Easy and Normal difficulties or once every 2 seconds on Hard difficulty. If the player leaves the 15-block radius, skeletons wait for some seconds with the bow charged, shooting the moment the player comes within range again. Their detection range is reduced by 50% if a skeleton skull is worn by the player. This stacks with sneaking and the Invisibility effect. The skeleton's accuracy is based on the world difficulty. Skeletons have an "error" of 10 on Easy, 6 on Normal and 2 on Hard. This is compared to the player's lack of accuracy of 1. To account for gravity, skeletons aim 0.2 blocks higher for every horizontal block of range to the target. Skeletons have infinite durability on their bows, and can shoot an infinite amount of arrows. Arrows shot by skeletons cannot be picked up from the ground. Skeleton behavior varies between the game editions: In most cases, if a skeleton's arrow hits a neutral or hostile mob that has not yet been attacked by the player, the mob attacks the skeleton. When a skeleton is attacked by another mob (including another skeleton), it attacks that mob, reorienting on the player once the mob is dead. Skeletons flee from wolves. A skeleton runs from a chasing wolf until the wolf deals damage, after which the skeleton turns to shoot at the wolf that successfully attacked it. Skeletons sink in water and cannot swim, but do not drown. If a skeleton is inside of powder snow for 7 seconds (140 game ticks), it begins shaking. After another 15 seconds (300 game ticks), it converts into a stray. A newly-converted stray always has full health even if converted from a damaged skeleton. The converted stray keeps any items worn or held when it was a skeleton. Only skeletons can become strays; bogged, parched, or wither skeletons cannot be converted. The process is similar to when a husk turns into a zombie or when a zombie turns into a drowned if it stays underwater for too long. If spawned with a weapon other than a bow or no weapon at all (which can be spawned with commands such as /summon skeleton ~ ~ ~ {HandItems:[{Count:1,id:"iron_sword"}]}, or /summon skeleton ~ ~ ~ {}), or it picks up a weapon other than a bow, a skeleton charges at a player with arms outstretched and deals damage by touch, similar to a wither skeleton. A skeleton holding a tipped arrow or spectral arrow in its off-hand always shoots that type of arrow, and the arrow held is not consumed. If a skeleton kills a creeper, the creeper drops a music disc, randomly selected from 13, cat, blocks, chirp, far, mall, mellohi, stal, strad, ward, 11, and wait. When the moon can no longer be seen (Dawn) and the sun is above 15°, skeletons can burn. Burning is suppressed when the skeleton is: Transparent and translucent blocks, including glass and ice, do not prevent them from burning.‌[JE only] Unlike zombies, skeletons seek out shelter during the day, and remain under it while attacking. Being an undead mob, they are: Some spawned skeletons have the ability to pick up dropped items from the ground. Unlike zombies, however, they pick up only weapons or armor. If a picked up item is armor, a carved pumpkin or a mob head, a skeleton equips itself with the item. If the picked up item is a weapon, the skeleton uses the item as a melee weapon. In Bedrock Edition, skeletons can also pick up and equip illager banners worn in their chest slot.[needs testing in Bedrock Edition] Skeletons spawn already armed with bows, which may be enchanted. The chances of that event are listed below. If a skeleton spawns wearing multiple pieces of armor, the armor is never mismatched (all pieces are made of the same material) except if it is spawned as part of a skeleton trap, in which case only the iron helmet may not match the rest of the armor. On Halloween, skeletons may spawn wearing a carved pumpkin or jack o'lantern. They do not drop this, even when killed with Looting. If a skeleton does spawn with armor, the chances of specific armor are as follows: If a skeleton does spawn with an armor, the order in which they receive armor pieces is as follows (from most likely to least likely): helmet; helmet and chestplate; helmet, chestplate and leggings; full set. The chances of it being of a particular material are: In Java Edition, a skeleton's armor does not lose durability upon taking damage. Helmets (not blocks like carved pumpkins) on skeletons can break if the skeleton is exposed to daylight. In Bedrock Edition, any armor piece is damaged as if the player is wearing it.[verify] When picking up items, skeletons prefer weapons that deal more damage without considering enchantments. They also prefer items with NBT data over those without, and weapons that are less damaged. For weapon types, skeletons prefer bows over melee weapons. Skeletons won't take crossbows, tridents or maces whatsoever, as long as they have any other item in hand. For armor, skeletons prefer armor that give more armor points than the armor to replace. Skeletons accept given cosmetic wearables (heads and carved pumpkins), as long as they aren't wearing a helmet. If the skeleton accepts a given equipment, the skeleton drops the old one, with the same chance as if killed with Looting I, in favor of the new one. Any skeleton that spawns with equipment (picked-up items do not count) gives 1–3 extra experience points per item. Skeletons can pick up and equip shields in the other hand, but they cannot use it to block damage. If multiple viable items exist, the skeleton endlessly picks up and drops the items. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Skeletons have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History When skeletons catch fire in the daylight, they hide in the nearest shadow or body of water. Skeletons also avoid falls, fire, lava, and cactus. Issues Issues relating to "Skeleton" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bogged] | [TOKENS: 712]
Bogged 16HP × 8 0 () Hostile UndeadMonster Ranged: Bow: In Java Edition:Easy: 2HP - 4HP Normal: 3HP - 5HP Hard: 4HP - 8HP In Bedrock Edition: Easy: 1HP - 4HP Normal: 1HP - 4HP depending on proximity Hard: 1HP - 5HP depending on proximity Arrow of Poison : Poison for 4 seconds, dealing 3HP Melee: Easy and Normal: 2HP Hard: 3HP Java:Height: 1.99 blocksWidth: 0.6 blocks Bedrock:Height: 1.9 blocksWidth: 0.6 blocks A bogged is a mushroom-covered skeleton variant that spawns in swamps and mangrove swamps. Bogged behave similarly to skeletons, but have less health, fire their bows more slowly, take damage from powder snow, cannot convert to strays, and shoot tipped arrows of Poison. Contents Spawning Bogged can spawn in swamps and mangrove swamps, replacing about 30% of skeletons, as well as in trial chambers via trial spawners. Bogged have a 1⁄3 chance to be selected as the "ranged" mob for trial spawners in trial chambers. Spiders and cave spiders spawned in swamps and mangrove swamps have a 1% chance to spawn as a spider jockey, with an 80% chance of the rider being a bogged. Drops Java Edition: Bedrock Edition: A bogged drops 2 mushrooms when sheared. Each individual mushroom has an equal chance of dropping as either a brown or red mushroom. Afterward, it cannot be sheared again, and the mushrooms growing from its head are permanently removed from the bogged. Behavior Bogged behave the same as normal skeletons and shoot tipped arrows that inflict Poison for 4 seconds (dealing 3HP damage) on any target that they hit. When shooting their bow, bogged are just as fast as skeletons or strays, but bogged have a longer cooldown between attacks. The cooldown is 3.5 seconds on Easy and Normal difficulties, or 2.5 seconds on Hard. This is 1.5 seconds slower than the skeleton's attack cooldown. A bogged holding a tipped arrow or spectral arrow in its off-hand always shoots that type of arrow instead, and the arrow held is not consumed. Unlike regular skeletons, bogged in powder snow take freezing damage and do not convert into strays. Being an undead mob, they are: As they are also under the "skeletons" entity type tag, if a bogged kills a creeper, the creeper drops a music disc, randomly selected from 13, cat, blocks, chirp, far, mall, mellohi, stal, strad, ward, 11, and wait. The eyes of bogged are emissive with Vibrant Visuals, similar to strays and parched. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Bogged have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Bogged" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Arrows_of_Weakness] | [TOKENS: 1036]
Tipped Arrow Common Luck and Uncraftable ‌[JE only]: No All others: Yes Yes (64, only if same effect) Height: 0.5 blocksWidth: 0.5 blocks JE: 60 A tipped arrow is a type of arrow that can inflict a status effect on hit in addition to dealing damage, depending on the potion used to create it. Contents Obtaining Similarly to regular arrows, players can pick up tipped arrows that have been shot by dispensers, or other players in Survival or Adventure mode. Unlike regular arrows, tipped arrows shot by an Infinity-enchanted bow can be picked up, as they are not affected by the enchantment. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: In Java Edition, most tipped arrows can be obtained as a reward item from fletcher villagers when the player has the Hero of the Village status effect. Exceptions include arrows of Luck, Slow Falling and Turtle Master. In Bedrock Edition, tipped arrows can also be obtained by using arrows on cauldrons that contain potions. The number of tipped arrows created depends on the amount of potion inside a cauldron, which is measured in levels equivalent to 1⁄6 of its maximum capacity, or half of what a bottle can hold. For every quantity of up to 16 arrows tipped, the amount of potion remaining is reduced by 1 level. However, any potion in the bottom half of a cauldron is only counted as a single level for the purposes of tipping arrows. This means that a maximum of 64 arrows can be tipped from a full cauldron, either at once or in parts. This is more efficient than using lingering potions, as up to 21.33 arrows can be tipped per potion. Usage Tipped arrows share many of the same characteristics as regular arrows as projectiles. After being in the ground for 600 ticks (30 seconds), a tipped arrow loses its potion effect and becomes a normal arrow. Tipped arrows are arrows that imbue a potion effect when hitting a mob or player. The duration of the effect is 1⁄8 that of the corresponding potion, if applicable, and is not affected by the power of the arrow. The status effect is the same as the regular power effect for the potion. If a bow is enchanted with Infinity, tipped arrows are still consumed. The types of arrows are: Arrows of Harming (and arrows of Healing when used against undead mobs) do not add a static amount of damage to the arrow. Due to the invulnerability timer preventing more than one instance of damage from occurring within 10 ticks, the actual damage of an Arrow of Harming is the higher of the arrow's damage and the Harming effect's damage. In the case of bows enchanted with Power, from level I to level III this causes the Harming effect to only sometimes improve the arrow's damage against unarmored targets, and level IV and higher prevents the Harming effect from having any tangible effect against unarmored targets. Armored targets may have differing levels of resistances to the arrows and the Harming effect, leading Harming to having more of an effect against such targets. In Java Edition, it is possible to craft tipped arrows using lingering water bottles as well as Awkward, Thick, and Mundane lingering potions. If crafted with a water bottle, the arrow is called an arrow of Splashing. If crafted with Mundane, Awkward, or Thick potions, it is called a tipped arrow. Tipped arrows crafted from different potions do not stack, as resultant tipped arrows all have different potion tags. In Bedrock Edition, all four kinds as well as the long mundane tipped arrow aren't obtainable either in Creative, by cauldrons, by crafting, or by commands. All four kinds generate blue particles in flight and upon landing, but otherwise behave like regular arrows. In particular, arrow of Splashing has no effect on fire and campfires and when shot from a bow with the Flame enchantment, can light candles, campfires and TNT just like regular arrows on fire. In Java Edition, the uncraftable tipped arrow is a tipped arrow with no effect that is unobtainable in regular gameplay. It is obtainable using this command: /give @s minecraft:tipped_arrow The uncraftable arrow doesn't differ from regular arrows in behavior when used as a projectile. Sounds Java Edition: In Java Edition, tipped arrows use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, arrows use the following item data values: Tipped arrows have entity data that define various properties of the entity. Java Edition: Bedrock Edition: Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Tipped Arrow" 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/File:Zombie_Nautilus_Breathe_JE1_BE2.gif] | [TOKENS: 98]
File:Zombie Nautilus Breathe JE1 BE2.gif Summary Zombie Nautilus https://www.minecraft.net/en-us/article/minecraft-snapshot-25w41a Mojang Studios See below. 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 36 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Zombie_Nautilus_Jockey_JE1.png] | [TOKENS: 88]
File:Zombie Nautilus Jockey JE1.png Summary No information available. Please correct this! No information available. Please correct this! See below. 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 12 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/Zombie_nautilus_jockey] | [TOKENS: 1647]
Zombie Nautilus Normal Saddled Normal Saddled 15HP × 7.5 0 () Neutral (untamed)Passive (tamed) UndeadAquaticMonsterAnimal Easy: 2.5HP × 1.25Normal: 3HPHard: 4.5HP × 2.25 Height: 0.95 blocksWidth: 0.875 blocks 7.15 m/s Cold Ocean Deep Cold Ocean Lukewarm Ocean Deep Lukewarm Ocean Ocean Deep Ocean Frozen Ocean Deep Frozen Ocean Warm Ocean Dripstone Caves Ocean Ruins A zombie nautilus is an undead variant of the nautilus that spawns being ridden and controlled by a trident-wielding drowned, forming a zombie nautilus jockey. Once separated from the jockey, it behaves like a regular nautilus, but burns in sunlight instead of suffocating while not in water. Contents Spawning When an adult drowned spawns outside of river or frozen river biomes, (excluding drowned reinforcements) either naturally or as part of a structure (i.e. an underwater ruin), and is wielding a trident in its main hand, it has a 50% chance to spawn as a zombie nautilus jockey, riding a zombie nautilus.[verify for Bedrock Edition] Zombie nautilus jockeys thus spawn in dripstone caves and various ocean biomes; those that spawn in warm oceans will become the coral zombie nautilus variant, which only differs in appearance. In this state, the zombie nautilus's movement is controlled by the jockey. When the drowned rider is dismounted or killed, the zombie nautilus becomes neutral. It can then subsequently be tamed and ridden by the player. Zombie nautiluses count towards the "monster" mob cap and can despawn like most hostile mobs (unless they spawned as part of a structure) until the first time any player interacts with it. At that point it becomes persistent and no longer counts towards any mob cap either. Zombie nautiluses do not naturally spawn in the Peaceful difficulty except during world generation as part of ocean ruins. Drops Java Edition: Bedrock Edition: Behavior Java Edition Bedrock Edition Bedrock Edition Drowned: 20HP × 10 Zombie Nautilus: 15HP × 7.5 Hostile Drowned: Zombie nautiluses behave like regular nautiluses, drifting through water. They move backward, propelling themselves and leaving bubble particles behind. Zombie nautiluses follow players holding any fish or bucket of fish within a 10-block radius. Unlike the nautilus, zombie nautiluses cannot be bred. When ridden by a hostile mob, as in the case of a zombie nautilus jockey, the hostile mob controls the movement of the zombie nautilus. When Vibrant Visuals are enabled, their eyes emit a surrounding glow that does not illuminate objects, just like the glowing eyes of other mobs such as endermen and drowned. As they are monsters, zombie nautiluses count towards the hostile mob cap. In Bedrock Edition, adult and baby drowned can mount and ride any untamed zombie nautilus that they collide with. Zombie nautiluses are neutral, attacking only when provoked. Like regular nautiluses, they attack by dashing into their target. Zombie nautiluses occasionally dash toward and attack nearby pufferfish. When dashing toward a target on land, zombie nautiluses can launch themselves out of the water and accidentally become beached on land, where they are unable to move. They may also unintentionally attack a mob or player that stands between them and their target. A zombie nautilus can also perform dash attacks when being ridden by a mob, such as when part of a zombie nautilus jockey. It performs dash attacks on its own accord, temporarily taking control of the jockey's movement. Unlike drowned, zombie nautiluses are ignored by axolotls. When they are hostile or mounted by a drowned, zombie nautiluses cannot be leashed. Zombie nautiluses can be tamed by being fed pufferfish or buckets of pufferfish. Each pufferfish or bucket of pufferfish has a 1⁄3 chance of taming the zombie nautilus. These items can also be used to tempt them. Zombie nautiluses can be healed by being fed any fish or any bucket of fish. Being an undead mob, they are: Like most other undead mobs, zombie nautiluses also burn in direct sunlight. They are protected from burning when wearing nautilus armor, similar to other undead mobs wearing helmets. As nautilus armor has no durability, it does not break from absorbing the damage like helmets do. Being an aquatic mob, they are affected by the Impaling enchantment in Java Edition. Unlike the normal nautilus, zombie nautiluses don't suffocate outside of the water, as they are undead monsters. Parrots can also imitate them, like other hostile mobs.‌[JE only] In Bedrock Edition, zombie nautiluses are targeted by iron golems and snow golems. Like regular nautiluses, they can be controlled and even dash on land, but their movement is much slower than in water. 15% of nearby baby drowned may ride an untamed zombie nautilus to form a jockey. Usage Tamed and saddled zombie nautiluses can be used as a means of underwater transportation. When ridden, the player is granted the Breath of the Nautilus status effect, which pauses the oxygen bar while the player rides the zombie nautilus. As with other zombies, they can be killed to obtain rotten flesh. Tamed zombie nautiluses have two equipment slots: Equipment can be placed on a zombie nautilus by holding it and then pressing the use control on the zombie nautilus, or by accessing the zombie nautilus's inventory. This can be done by pressing the use control on the zombie nautilus while sneaking, or by mounting the zombie nautilus and pressing the inventory control. A dispenser can also place a saddle or nautilus armor if it is facing a tamed zombie nautilus. The equipment can be removed by two methods: Once a zombie nautilus is tamed and saddled, the player can control it with the standard directional controls; pressing forward moves the zombie nautilus in the direction the player is facing. The player dismounts using the dismount control. In Bedrock Edition, it is impossible for a player to use a Nether portal or End portal while on a zombie nautilus. Zombie nautiluses are 10% faster than nautiluses when swimming. A zombie nautilus gradually gains speed while moving in a straight line, up to a swimming speed of 7.15 m/s. A zombie nautilus can still move on land when controlled by a player, but is significantly slower, moving at a maximum of 0.97 m/s. Saddled zombie nautiluses also have the ability to dash. When the player rides them, the experience bar on the HUD is replaced by a dash charging bar. Dashing is done using the jump control: holding the control charges for a longer dash. When dashing, a zombie nautilus launches up to about 13 blocks forward. A zombie nautilus can dash every 2 seconds. Dashing while moving upward near the surface results in a quick breach, wherein the zombie nautilus and its rider break the surface briefly. Sounds Despite being monsters, zombie nautiluses use the "Friendly Mobs" sound category. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Zombie nautiluses have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. Advancements that apply to all mobs: Videos History Issues Issues relating to "Zombie Nautilus" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Saturation] | [TOKENS: 1010]
Food mechanics This article is about the mechanics of food, including eating, hunger, saturation, exhaustion, and status effects. The mechanics of food are exclusively used by players. Contents Eating Eating is the process of consuming food items. Eating a food item requires holding use, and takes an amount of time dependent on the food's consumption time value. Eating (or drinking) a consumable takes 32 game ticks (1.6 seconds), with the exceptions of dried kelp which takes half of the time (16 game ticks (0.8 seconds)), and honey bottles which take 25% longer (40 game ticks (2 seconds)). Cake is a block and thus cannot be eaten in the hand, requiring the player to place it down and then use it. In Survival, food cannot be eaten while already at full hunger, with the exception of chorus fruit, golden apples, enchanted golden apples, honey bottles, and suspicious stew. This also applies to potions, water bottles, and milk buckets. In Creative mode and Peaceful difficulty‌[Bedrock Edition only], any food can be consumed at any time. Hunger Hunger is a value that determines healing, whether or not the player can sprint, and whether or not the player is starving. Hunger is restored by eating food items. Hunger is lost by healing or by performing energy-intensive actions that exhaust the player, and is the second value to be consumed by it, after saturation. The player's current hunger value is represented by the hunger bar (), which displays above the hotbar on the right side, opposite of the health bar. Each hunger point is represented by half a hunger icon (), and the maximum hunger value is 20. Hunger points can also be restored by applying the Saturation status effect. The hunger value does not drain on Peaceful difficulty, and always remains at the maximum value of 20. If the hunger value is at 18 () or above, or the saturation value is non-zero, the player's health naturally regenerates every 4 seconds (80 ticks). Saturation is used first, and then once fully drained, hunger is used instead. When the hunger value drops to 17 () or below, natural regeneration stops. If the hunger value is at 6 () or below, the player loses the ability to sprint. If the hunger value reaches 0 (), the player will begin to lose health due to starvation. Starvation damages the player by 1HP every 4 seconds (80 ticks). Starvation damage ignores armor and armor toughness, the Protection enchantment, and the Resistance effect. Starvation damage stops taking effect when reaching certain health thresholds on certain difficulties. Saturation Saturation is a value that determines healing, as well as the time until hunger begins to deplete. Saturation is lost by healing or performing energy-intensive actions that exhaust the player, and is the first value to be consumed by it, before hunger. The player's current saturation value is not visually displayed as a bar, unlike the hunger value. Instead, when saturation reaches zero, the hunger bar starts to shake or jitter periodically. Saturation boost is a mechanic exclusive to Java Edition that regenerates health when the player's hunger bar is full (). Saturation boost heals 1HP and consumes 1.5 () saturation points every 0.5 seconds (10 ticks). Exhaustion Exhaustion is incurred from doing certain energy-intensive actions, and certain actions exhaust the player more than others. Exhaustion first reduces saturation, and then reduces hunger. Once the exhaustion level reaches 4.0, it resets to 0.0 and reduces the saturation by 1 () if there is any saturation remaining. If the saturation is 0, it reduces the hunger by 1 () instead. Effects Certain foods provide additional effects when eaten, both helpful and harmful. This can come in the form of gaining status effects, clearing status effects, or teleportation. The Hunger effect removes 1 () hunger or 1 () saturation point every 40level seconds, and turns the hunger bar to a green color (). It is inflicted by being attacked by a husk, or by eating pufferfish, rotten flesh, or raw chicken. The Saturation effect replenishes 1 () hunger point and 2 () saturation points every 0.05 seconds (1 tick)‌[Java Edition only] per level. It is applied exclusively through suspicious stew crafted with a blue orchid or dandelion. Internal variables Food mechanics utilize four variables, the values of which are stored in the player.dat format. Variables can be queried in-game with the following command: /data get entity <player's name> <variable>‌[Java Edition only]. Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Food mechanics" are maintained on the bug tracker. Issues should be reported and viewed there. Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?section=6&veaction=edit] | [TOKENS: 403]
Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Leather_Horse_Armor_JE2.png] | [TOKENS: 130]
File:Leather Horse Armor JE2.png Summary No information available. Please correct this! No information available. Please correct this! See below. 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 10 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?section=7&veaction=edit] | [TOKENS: 403]
Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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