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How Many Stacks Of Cactus Does It Take To Repair A Pickaxe

This commodity is almost the current mechanics. For anvil mechanics prior to i.eight, see Anvil mechanics/Before ane.8.

Example showing a repair of 2 diamond pickaxes.

This page explains the mechanics of the anvil. The anvil is primarily used to repair tools, armor, and weapons, which it tin can practise without stripping their enchantments, unlike the grindstone. It tin also be used to combine the enchantments of two items, to requite an item a custom name, or to vanquish enemies, mobs or other players that walk beneath it while it is falling, with more impairment inflicted upon the target from each cake fallen. All its functions, except for damaging mobs and players, price experience levels, and some have textile costs.

The anvil has 5 bones functions:

  • Renaming whatever item, including normal blocks. Any renamed block/item'southward proper noun volition be italic and lose their text color. Note that nigh blocks lose the rename when placed, except some containers, which shows the name if opened (naming a chest "container" will cause the breast proper noun to turn into "container" if placed and opened).
  • Repairing any gear with units of its material. For case, iron ingots can be used to repair atomic number 26 tools and armor. Acceptable items for repair have the material to use in their default name, except for chainmail (repaired with atomic number 26 ingots), turtle shells (repaired with scutes), and elytra (repaired with phantom membranes). Golden, wooden, diamond, netherite, leather and iron tools/weapons/armor can be repaired using an anvil, but line-fishing rods, bows, and crossbows cannot be repaired using sticks, despite being made from sticks.
  • Combining two items of the same kind and material that have immovability, e.g. iron pickaxes, bows, shears, etc. The durabilities combine similar to using a crafting table, and the enchantments are combined following rules detailed below.
  • Combining a tool with an enchanted book to add together the book'southward enchantment to the tool. This costs much less than combining enchantments from two like items, and tin give enchantments to items that they could not get at an enchanting tabular array.
  • Damaging whatever players or mobs who happen to walk nether or be under the anvil while it is falling. This causes the anvil to degrade one level and deal 2 HP harm for each block fallen after the first block to the mob/thespian who were crushed. A maximum of 40 HP damage can be dealt by a falling anvil, no matter how high the anvil falls. Other than burdensome mobs/players, falling anvils can also beat out whatsoever dropped items and destroy them.

Renaming items can be done in the same work footstep as repairing or combining, provided the experience toll is not likewise high. In survival mode and adventure mode, the anvil can utilize only 39 levels worth of work in a single performance. If the job would cost forty or more levels, it is rejected every bit "Too Expensive!" This does non apply in creative mode.

With each time something gets repaired, enchanted, or renamed successfully using an anvil, the anvil has a 12% chance to degrade. There are three degrade levels, which is Anvil, Chipped Anvil, and Damaged Anvil in Java Edition, with Anvil, Slightly Damaged Anvil, and Very Damaged Anvil in Bedrock Edition.

Contents

  • one Anvil uses
  • 2 Renaming
  • 3 Unit repair
  • iv Combining items
    • 4.1 Costs for combining enchantments
      • 4.i.ane Planning the enchanting order
      • iv.one.2 Enchantment equation
  • 5 Trivia
  • half dozen Notes
  • 7 External links
  • viii References

Anvil uses [ ]

Anvil uses are the number of times an detail has been used in an anvil.

Every time an item has been used in an anvil, it gets 1 anvil use. If the player adds an enchanted book that had never been used in an anvil with a sword that had never been used in an anvil, so the sword gains 1 anvil utilise.

As an particular gets more anvil uses, the experience required to use the item in the anvil increases to the point where it says "Too expensive!" From there the player must use creative mode to repair/enchant/rename items using an anvil.

Combining items of the same number of anvil uses takes that number and adds 1 for the final production. For instance, ii items with two anvil uses are combined into 1 with 3 anvil uses.

Combining items of different anvil uses takes the greater number and adds one. For example, an item with 3 anvil uses and an item with 2 anvil uses yields one with four anvil uses.

Using an enchantment table on a particular does not affect anvil uses.

Anvil employ count Penalty (RepairCost)
0 0
1 i
2 3
3 7
4 15
5 31

The formula for prior employ penalty is:

          (prior use penalty) = 2^(Anvil use count) - 1        

Item repair on a crafting filigree removes all prior work penalties, and likewise removes any enchantments. If a grindstone is used, the item keeps its custom name but loses its enchantments and prior work penalties, and some XP from enchantments can be reclaimed.

Renaming [ ]

Renaming always costs a single level, in addition to any prior work penalty. Renaming does not increase the prior work penalty.

If the detail is beingness renamed but, without beingness repaired or enchanted, the maximum level cost is 39 levels fifty-fifty if the prior piece of work punishment is higher. Even so, once the punishment reaches or exceeds 2147483647, further renames become incommunicable.

Stackable items tin can be renamed every bit a stack while paying a single prior piece of work penalty and a single level for the rename. Note that renamed items, in general, do non stack with normal items, and renamed blocks which do non ordinarily shop block entity information lose their name when placed. Blocks such equally chests and shulker boxes which do have associated block entity data retain their custom names.

The custom name of a renamed item can be reset by renaming it to a name that consists of spaces. Even so, that particular's repair cost is not reset. Therefore, it cannot be stacked with other items of the same type with different repair costs.

Unit repair [ ]

Some items are "tiered" and can be repaired using units of its repair textile, each unit restores up to 25% full durability of the detail (rounded down) and costs one level per unit of material used in improver to whatever applicable prior piece of work penalties.

  • The fabric to utilise is specific for each item (see the tabular array below). For many items, this is adamant by its tier or armor material.
  • If the stack of raw material has been renamed, its prior work penalization is paid in one case regardless of the number of units beingness used in the repair.
  • Due to the rapid increase in prior piece of work penalty for each repair, it is generally most effective to use an item well-nigh to the breaking point and then repair using 4 units of raw material at once (or by combining with a newly crafted instance of the particular).
Repairable items

Anything not listed below does not have a unit of measurement repair item, and can be repaired only by consuming another instance of itself.

Repairable items (Anvil)
Particular Cloth

Wooden Sword
Wooden Pickaxe
Wooden Axe
Wooden Shovel
Wooden Hoe
Shield

Planks

Leather Cap
Leather Tunic
Leather Pants
Leather Boots

Leather

Stone Sword
Rock Pickaxe
Rock Axe
Stone Shovel
Stone Hoe

Cobblestone
Cobbled Deepslate
Blackstone [ Coffee Edition only ] [1]

Iron Helmet
Iron Chestplate
Iron Leggings
Iron Boots
Chainmail Helmet
Chainmail Chestplate
Chainmail Leggings
Chainmail Boots
Atomic number 26 Sword
Iron Pickaxe
Iron Axe
Atomic number 26 Shovel
Atomic number 26 Hoe

Iron Ingot

Golden Helmet
Golden Chestplate
Golden Leggings
Golden Boots
Golden Sword
Gilded Pickaxe
Golden Axe
Golden Shovel
Aureate Hoe

Gold Ingot

Diamond Helmet
Diamond Chestplate
Diamond Leggings
Diamond Boots
Diamond Sword
Diamond Pickaxe
Diamond Axe
Diamond Shovel
Diamond Hoe

Diamond

Netherite Helmet
Netherite Chestplate
Netherite Leggings
Netherite Boots
Netherite Sword
Netherite Pickaxe
Netherite Axe
Netherite Shovel
Netherite Hoe

Netherite Ingot
Turtle Shell Scute
Elytra Phantom Membrane

Anvils cannot exist repaired by whatsoever iron detail or block.

Combining items [ ]

The anvil tin be used to combine ii items of the same type and material, or an particular with an enchanted volume. This applies only to items with immovability: weapons, shields, tools, and armor, as well equally enchanted books. The first/left item is the target item, the 2d/right item is the sacrifice item, which is destroyed. Combining two similar items does either or both of 2 things. Each of these costs levels, simply if they're both done at once, function of the cost is shared:

  • The target is repaired, calculation the durability of the cede plus a bonus of 12% of the maximum durability, up to the item's maximum durability. If the target item is undamaged, there is no charge for repair, otherwise, the price is 2 levels.
  • If the sacrifice has enchantments, it also tries to combine the sacrifice's enchantments onto the target. Regardless of whether any enchantments on the target are actually changed, the cost is based on the total enchantments on the target and sacrifice. For each enchantment on the sacrifice:
    • If the target has the enchantment every bit well...
      • and the sacrifice level is greater, the target is raised to the sacrifice's level.
      • and the sacrifice level is equal, the target gains one level, unless information technology is already at the maximum level for that enchantment.
      • and the sacrifice level is less, nothing changes on the target.
    • If the target does not take the enchantment, it gains all levels of that enchantment, unless it already has an incompatible enchantment. Enchantments are incompatible if both are in one of the following groups:
      • Sword: Sharpness, Smite, and Bane of Arthropods
      • Tool: Fortune and Silk Bear upon (as of Java version 1.12.ii you tin combine these; the sacrifice detail'due south enchantment is lost)
      • Armor: Protection, Burn Protection, Boom Protection, Projectile Protection
      • Boots: Depth Strider and Frost Walker
      • Bow: Infinity and Mending
      • Crossbow: Multishot and Piercing
      • Trident: Loyalty and Riptide or Channeling and Riptide
      • Books: Silk Bear upon and Looting or Silk Touch and Luck of the Sea (and all of the above).

The total cost for combining two similar items is the sum of:

  • Prior Work penalties of both target and cede.
  • If renaming, the extra cost of renaming
  • If the target item is not at full durability, the repair cost of 2 levels.
  • If the cede has enchantments, the enchantment price.

If the sacrifice is a book, at that place is no repair, simply the anvil tries to combine the volume's enchantments onto the target. The item can besides be renamed at the same fourth dimension. The enchantment cost is generally less than for combining two similar items.

Costs for combining enchantments [ ]

(This is just the enchanting cost. The total cost outline is in Combining items.)

  • For each enchantment on the sacrifice:
    • Ignore any enchantment that cannot be applied to the target (e.grand. Protection on a sword).
    • Add together ane level for every incompatible enchantment on the target (In Java Edition).
    • If the enchantment is uniform with the existing enchantments on the target:
      • For Coffee Edition, add the final level of the enchantment on the resulting particular multiplied by the multiplier from the tabular array below.
      • For Bedrock Edition, add the difference between the concluding level and the initial level on the target detail multiplied by the multiplier from the table below.
Enchantment cost multipliers
ID[notation 1] Enchantment Max Level Applies to Multiplier from particular Multiplier from volume
0 Protection[note 2] Iv i 1
1 Burn down Protection[note 2] IV ii 1
2 Feather Falling Four 2 1
three Blast Protection[note 2] IV 4 2
4 Projectile Protection[notation 2] IV two 1
five Thorns 3 8 iv
half dozen Respiration Three 4 2
7 Depth Strider[note 3] 3 four two
eight Aqua Affinity I iv 2
9 Sharpness[note iv] Five 1 1
ten Smite[annotation 4] V two 1
11 Bane of Arthropods[annotation 4] V 2 1
12 Knockback Ii ii i
13 Fire Aspect II 4 2
14 Looting III 4 two
15 Efficiency V 1 ane
xvi Silk Impact[note 5] I 8 four
17 Unbreaking Iii two one
18 Fortune[note five] Iii 4 2
19 Power V 1 1
twenty Punch 2 4 2
21 Flame I iv 2
22 Infinity[note half dozen] I 8 four
23 Luck of the Bounding main Iii 4 2
24 Lure Three 4 2
25 Frost Walker[note 3] II iv 2
26 Mending[note half dozen] I 4 2
27 Curse of Bounden I 8 4
28 Curse of Vanishing I 8 4
29 Impaling V 4‌[ Java Edition just ] 2‌[ Bedrock Edition just ] 2‌[ Java Edition merely ] 1‌[ Boulder Edition but ]
30 Riptide[note seven] Three 4 2
31 Loyalty[annotation vii] III 1 1
32 Channeling[note 7] I 8 four
33 Multishot[note 8] I four 2
34 Piercing[notation 8] Iv 1 1
35 Quick Charge Iii 2 1
36 Soul Speed III 8 four
NA[notation nine] Sweeping Border Iii 4 2
Examples
  • Dealing with equal enchantments:
    • In the offset slot, the target is a sword with Sharpness III, Knockback Ii, and Looting III.
    • In the 2nd slot, the cede is a sword with Sharpness III and Looting III.
    • For the Sharpness III enchantment on the sacrifice: Since the target has an equal level, add 1 to the target'southward Sharpness level giving Sharpness IV. In Java, Add together 4 (multiplier 1 times four levels) and in Bedrock, add 1 (multiplier ane times the increase in levels i) to the level cost for Sharpness IV.
    • For the Looting III enchantment on the cede: Since the maximum level for Looting is III, the target remains at Looting Three. In Coffee 12 (multiplier 4 times 3 levels) is however added to the level toll while in Bedrock, 0 is added since the level did not alter.
    • Thus, the enchanting price is 16 in Java and 1 in Bedrock. The full cost for the work includes any prior work penalties, repair costs, and rename costs.
    • If combined in the other order (the sword having three enchantments as the sacrifice), there would also be a cost of 4 (level ii times multiplier 2) for the Knockback Two enchantment for both Java and Bedrock (since the target has zero levels in Knockback), giving a full enchantment cost of 20 levels in Java and 5 levels in Bedrock.
  • Dealing with diff enchantments:
    • In the start slot, the target is a sword with Sharpness Iii, Knockback II, and Looting I.
    • In the 2d slot, the cede is a sword with Sharpness I and Looting Iii.
    • For the Sharpness I enchantment on the sacrifice: Since the target has a college level, the target keeps Sharpness III. Only in Java, iii (multiplier 1 times three levels) is all the same added to the level price. In Bedrock, since the level on the target is unchanged, the cost added is 0.
    • For the Annexation 3 enchantment on the sacrifice: Since the target has a lower level, it is upgraded to Looting III. In Java, add together 12 (multiplier 4 times 3 levels) to the level cost. In Boulder, add 8 (multiplier 4 times the increment in levels 2)
    • Thus, the enchanting cost is xv in Java and 8 in Bedrock. The total cost for the work includes whatever prior work penalties, repair costs, and rename costs.
    • If combined in the other gild (the sword having three enchantments equally the sacrifice), at that place would as well be a price of 4 (multiplier 2 times 2 levels) for calculation the Knockback II enchantment, giving a full enchantment cost of 19 levels in Java. In Bedrock, the looting level would exist unchanged, the sharpness price would be 2 (multiplier 1 times the increment in levels two) plus the Knockback price gives a full enchantment cost of 6 levels.
  • Dealing with conflicting enchantments:
    • In the first slot, the target is a sword with Sharpness Ii and Looting II.
    • In the 2nd slot, the sacrifice is a sword with Smite V and Looting 2.
    • For the Smite 5 enchantment on the sacrifice: Since Smite is incompatible with Sharpness, add 1 level in Java, nothing for Bedrock. The target keeps Sharpness II.
    • For the Looting Ii enchantment on the cede: Since the target has an equal level, add one to the target'southward Annexation level giving Annexation 3. In Java, add 12 (multiplier four times three levels) to the level cost for Looting 3. In Boulder, add together 4 (multiplier 4 times the increase in levels 1) to the level toll for Looting.
    • Thus, the enchanting cost is 13 in Java and 4 for Bedrock. The total toll for the work includes any prior work penalties, repair costs, and rename costs.
    • If combined in the other order (the Sharpness sword every bit the cede), the cost would again be xiii in Java and 4 in Bedrock with the upshot having Smite Five and Looting Iii.
  • Using books:
    • In the commencement slot, the target is a sword with Looting II.
    • In the second slot, the cede is a book with Protection Iii, Sharpness I, and Annexation II.
    • For the Protection Three enchantment on the sacrifice: Since Protection is incompatible with swords, ignore information technology.
    • For the Sharpness I enchantment on the cede: Since the target has no Sharpness, information technology gets Sharpness I. Add 1 level (multiplier 1 times one level) for Sharpness I.
    • For the Annexation II enchantment on the cede: Since the target has an equal level, add 1 to the target'due south Annexation level giving Looting 3. In Java, add 6 (multiplier 2 times 3 levels) to the level cost for Looting III. In Bedrock, add 2 (multiplier ii times the increase in levels one) to the level cost for Looting.
    • Thus, the enchanting toll is 7 in Coffee and three in Bedrock. The full cost for the piece of work includes any prior work penalties and rename costs.

Planning the enchanting guild [ ]

At that place are two important things to detect nearly the anvil mechanics when planning the lodge of multiple enchantments to the same item:

  • When combining 2 items with prior piece of work penalties, while the penalties for both items apply to the cost, only the college of the penalties of the two items is considered when determining the penalty of the resulting item. For instance, when combining two items with 2 workings each, the resulting item has simply 3 workings with the fourth consumed past the penalisation.
  • The pick of which detail to use as the sacrifice matters. For example having a Soul Speed Three book in the first slot and a Mending book in the second slot has a cost of 2 levels, but reversing the gild of the books results in a cost of 12, even though the resulting book is the aforementioned in the ii cases.

To minimize the prior work penalties, always combine two items with equal penalties every bit possible. It is possible to take 7 different enchantments on a unmarried pair of boots. Starting with an unenchanted pair of boots and the 7 enchantments on individual books, the limit on the price permitted past the anvil is exceeded if trying to combine the books one at a time with the boots. However, it is possible to avoid this by properly pairing upwardly the items. First combine the boots with one of the books, plus the remaining vi books in 3 pairs. Then combine the boots with ane of the books and the other two books that take 2 enchantments each. Finally combine the boots with the volume that has 4 enchantments. This results in a pair of boots with iii workings on it, although in practice 7 workings have taken place.

Minimal-cost enchantment order.

It is besides possible to minimize the price of combining by carefully pairing up the items for combination. The enchantment with the highest cost should be in the sacrifice slot the to the lowest degree amount of times. For example. To combine the 7 enchantments using the pairing method, one should utilize the following order:

  • Soul Speed Iii (12), Thorns III (12), Feather Falling IV (four), Depth Strider 3 (vi), Protection IV (4), Unbreaking 3 (3), Mending (two)
  • Combining the items pairwise (with the boots in the first slot) the cost is 12+four+4+two=22.
  • The resulting items are: Boots (Soul Speed 3), Thorns Iii+Feather Falling IV (sixteen), Depth Strider III+Protection IV (10), Unbreaking Three+Mending (5).
  • The toll of the second circular of combination is sixteen+5=21, plus 4 for the penalties, totalling 25.
  • The resulting items are: Boots (Soul Speed III+Thorns 3+Feather Falling IV), Depth Strider Iii+Protection Iv+Unbreaking III+Mending (15).
  • The cost of the last step is 15 plus the two penalties of three each, totalling 21.
  • The overall cost is 22+25+21=68 levels.

Enchantment equation [ ]

The equation to summate an enchantment is as follows:

Experience cost = [Value of sacrificed (right placed) item] + [Work Penalty of target (left placed) item] + [Piece of work Punishment of sacrificed (right placed) detail] + [Renaming Cost] + [Refilling Durability] + [Incompatible Enchantments (Java Edition)]        

The equation to calculate the new value of an item to exist enchanted:

New value = [Value of target (left placed) item] + [Value of sacrificed (correct placed) item].        

Using the vii enchantment pairing method shown, and looking at just the first enchantment (Diamond Boots + Soul Speed Iii) equally an example:

  • Experience Cost = [Value of Sacrificed item - Soul Speed III (12)] + [Work Penalty of Diamond Boots (0)] + [Piece of work Penalization of Soul Speed III (0)] = 12 Levels.
  • New Value of resulting item = [Value of Diamond Boots (0)] + [Value of Soul Speed III (12)] = 12 Value.

Going to the next level of enchanting with Diamond Boots (Soul Speed Three) and Thorns 3 + Feather Falling 4 book:

  • Feel Price = [Value of Sacrificed item - Thorns Iii + Plumage Falling Four (16)] + [Work Penalisation of Diamond Boots (Soul Speed Three) (i)] + [Work Penalty of Thorns III + Plumage Falling IV book (1)] = 18 Levels.
  • New Value of resulting detail = [Value of Diamond Boots (Soul Speed Three) (12)] + [Value of Thorns III + Feather Falling Four book (16)] = 28 Value.
  • Retrieve that the Work Punishment for each item here is a value of i considering each has been used only once on the anvil previously.

Trivia [ ]

  • Enchantments that are added to raw materials (due east.yard. an atomic number 26 ingot with Sharpness Iii) are ignored when doing unit repair, non combined.
  • Considering prior work penalty is charged for whatsoever rename, it is near economic to rename a weapon before repairing or enchanting it, minimizing the penalization the histrion must pay for the rename.

Notes [ ]

  1. Numeral IDs are Bedrock Edition just
  2. a b c d The different kinds of Protection are not uniform
  3. a b Depth Strider and Frost Walker are non compatible
  4. a b c Sharpness, Smite, and Bane of Arthropods are not compatible
  5. a b Silk Touch on and Fortune are not compatible
  6. a b Infinity and Mending are not compatible
  7. a b c Riptide is not compatible with Loyalty or Channeling, although Loyalty and Channeling are compatible
  8. a b Multishot and Piercing are non compatible
  9. Sweeping Edge has no numeral ID since information technology is non in Bedrock Edition

External links [ ]

  • This site provides a tool that can be used to decide the cheapest way to combine enchanted items (In Java Edition).

References [ ]

  1. MCPE-71859

How Many Stacks Of Cactus Does It Take To Repair A Pickaxe,

Source: https://minecraft.fandom.com/wiki/Anvil_mechanics

Posted by: mcleansualleadiang.blogspot.com

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