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Blast resistance






Yes (64), same damage state only





Data value

dec: 145 hex: 91 bin: 10010001



Anvils! Your sword can now be a "Dragon's Tooth" if you want, or you could just repair it a little.
The Pretty Scary Update promo poster

Anvils are blocks that use the item repair interface to repair and to rename items, as well as to combine enchantments.

Obtaining[edit | edit source]

An anvil can be mined using any pickaxe. If mined without a pickaxe, it drops nothing.

Hardness 5
Breaking time[note 1]
Hand 25
Wooden 3.75
Stone 1.9
Iron 1.25
Diamond 0.95
Golden 0.65
  1. Times are for unenchanted tools in seconds.

Crafting[edit | edit source]

Ingredients Crafting recipe
Block of Iron +
Iron Ingot

Natural generation[edit | edit source]

A very damaged anvil will generate in the "Forge" room of the woodland mansion.

Usage[edit | edit source]

Repairing and renaming items[edit | edit source]

Anvils have two modes to repair items that have a durability rating:

  • As with the crafting grid, a player may repair items by combining two similar items. With the anvil, however, the target will keep its enchantments, and may gain new ones from the sacrificed item.
  • Alternatively, a player can use materials originally required in the crafting of the item (iron ingots for iron items with durability, diamonds for diamond items with durability) to repair a single item. One material can only repair 25% of the target's maximum durability.

In addition, the player can rename any item - not just items with durability - by using an anvil.

Repairing[edit | edit source]

See also: Repair
Example showing a repair of two diamond pickaxes.

Repairing with materials works for the most part, but not with all items: As a rule of thumb, repairing works for items with their material in the default name. For example an anvil can repair an iron pickaxe with materials (iron in this case) while an anvil can not repair bows or shears with any materials. As a special case, chain armor can be repaired with iron ingots and elytra can be repaired with leather. The repair does not need to be complete; one material will only repair 14 of the item's maximum durability.

Repairing with a matching item works for any item with durability including bows, shears and so on. The items must match in type. For example a golden pickaxe cannot combine with an iron one, .

Note that in both cases the resulting durability will be limited to the item's maximum, and there is no discount for "over-repair".

As a subset of repairing one item with another, the anvil can transfer enchantments from the sacrifice to the target. This can have a synergistic effect when both items share identical enchantments, or simply add to each other when they do not. Two Sharpness II swords can be combined to make a Sharpness III sword, for example, or a pickaxe with Efficiency can be combined with one that has Unbreaking. This can produce enchantments and combinations that could not be made by using an enchanting table. But even so, some enchantments cannot be combined if they are similar, or contradicting, in context of what it does. If the target is damaged, you will pay for the repair as well as the transfer.

Transferring high-level enchantments is more expensive, and renaming an item has an additional surcharge. The anvil has a limit of 39 levels, beyond which it will refuse to repair altogether. This limit is not present in Creative mode.

Renaming[edit | edit source]

Any item or stack of items can be renamed at a cost of one level plus any prior-work penalty. If the player is only renaming, the maximum total cost is 39 levels. The maximum length for renaming is 30 characters. Some items have special effects when renamed:

Any name changes to items are applied to the data tag {item:{tag:display:{Name:<name>}}}. Similarly this data tag can be accessed by the /entitydata, /summon or /testfor commands

Enchanted books[edit | edit source]

Enchanted books are used to enchant tools. Enchanted books themselves can be combined to create higher tiered books.

Falling anvils[edit | edit source]

When there are air blocks below anvils, they will fall, in the same way sand, gravel, concrete powder[upcoming] and dragon eggs do. A placed anvil cannot be pushed or pulled by pistons,[Computer and Console editions] but a falling anvil can. This is different in the Pocket Edition/Windows 10 Edition where anvils can be pushed and pulled by pistons. Anvils will make a metallic clanging sound when they land.

When anvils land on a non-solid block, they destroy the non-solid block rather than dropping as an item, unlike gravel or sand. When an anvil is dropped on pressure plates, boats, cobwebs, slabs, signs, cakes, lily pads, opened fence gates, or closed trapdoors that do not have a block beneath them, the anvil will drop itself as an item. When dropped on a mob head, the mob head will become the item form.

Falling anvils, when they fall on a player or mob, will damage them. Damage amount depends on fall distance: 2 (Heart.svg) per block fallen after the first (e.g., an anvil that falls 4 blocks will deal 6 (Heart.svgHeart.svgHeart.svg) damage). The damage is capped at 40 (Heart.svg × 20), no matter how far the anvil falls. Wearing a helmet will reduce the damage by 14, but this costs durability on said helmet. When a player dies by an anvil falling on them, the chat will display this message: "Player was squashed by a falling anvil." However if a player is merely touched by an anvil entity, or falling anvil, no damage will result until the falling anvil becomes a solid anvil-block in the airspace where the player is located. Falling anvils can be manipulated by TNT cannons, and will pass right through a mob or player without damaging them.

Maps[edit | edit source]

In Pocket Edition, an anvil is required to zoom a map out, to clone a map, and to place a player position marker on a map.

Name Ingredients Anvil usage Description
Map (zoomed out) Map +
Map PE Zoom.png Pocket Edition only.

When 8 sheets of paper are supplied, the output will be a zoomed-out version of the input map.

Name Ingredients Anvil usage Description
Map (cloned) Map +
Empty Map
Map PE Cloning.png Pocket Edition only.

Only one copy can be made at a time.

Name Ingredients Anvil usage Description
Map (with marker) Map (without marker) +
Map PE Put Indicator.png Pocket Edition only.

Maps crafted with only paper do not show the location marker; to add it, a compass must be added to the map.

Becoming damaged[edit | edit source]

With each use, an anvil has a 12% chance to become damaged – degrading one stage at a time, first becoming slightly damaged, then very damaged, then eventually destroyed. On average, an anvil will survive for 25 uses, which is approximately one use per 1.24 iron ingots used in crafting the anvil.

An anvil can be damaged and destroyed from falling as well: if it falls from a height greater than 1 block, the chance of degrading by one stage is 5% × the number of blocks fallen.

The damage does not affect the anvils function but only anvils of the same damage state will stack in inventory.

Data values[edit | edit source]

Block data[edit | edit source]

See also: Data values


DV Description

0 Anvil

1 Slightly Damaged Anvil

2 Very Damaged Anvil


DV Description

0 Anvil (North/South)

1 Anvil (East/West)

2 Anvil (South/North)

3 Anvil (West/East)

4 Slightly Damaged Anvil (North/South)

5 Slightly Damaged Anvil (East/West)

6 Slightly Damaged Anvil (West/East)

7 Slightly Damaged Anvil (South/North)

8 Very Damaged Anvil (North/South)

9 Very Damaged Anvil (East/West)

10 Very Damaged Anvil (West/East)

11 Very Damaged Anvil (South/North)

Block state[edit | edit source]

See also: Block states
Name Value Description

0 Grid Anvil.png Anvil
1 Grid Slightly Damaged Anvil.png Slightly Damaged Anvil
2 Grid Very Damaged Anvil.png Very Damaged Anvil

An anvil pointing north or south is aligned with its long dimension pointing north–south.
An anvil pointing east or west is aligned with its long dimension pointing east–west.
This value is 90° clockwise from the direction a player faces while placing an anvil.

falling_block entity[edit | edit source]

Falling Block
Sand.pngRed Sand.pngGravel.pngWhite Concrete Powder.pngDragon Egg.pngAnvil.png
Internal ID

PC: 21
PE: 66

Network ID

PC: 70

Entity ID

PC: falling_block
PE: fallingblock[until 1.1]

See also: Chunk format § Dynamic tiles and Tutorials/Falling blocks

  • Dynamic block entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template

    •  Tile (deprecated): The Block ID. Not limited to only sand, gravel, concrete powder,[upcoming 1.12] dragon eggs, or anvils. Although deprecated, this value is always present.

    •  TileID: The Block ID, as above, but now supporting the 1-4095 range. Only prior to 1.8.

    •  Block: The Block ID using the alphabetical ID format: minecraft:stone. Only in and after 1.8.

    •  TileEntityData: Optional. The tags of the block entity for this block.

    •  Data: The data value for the block.

    •  Time: The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it will vanish if the block at its location has a different ID than the entity's TileID. If the block at its location has the same ID as its TileID when Time ticks from 0 to 1, the block will instead be deleted, and the entity will continue to fall, having overwritten it. When Time goes above 600, or above 100 while the block is below Y=0, the entity is deleted.

    •  DropItem: 1 or 0 (true/false) - true if the block should drop as an item when it breaks. Any block that doesn't have an item form with the same ID as the block won't drop even if this is set.

    •  HurtEntities: 1 or 0 (true/false) - true if the block should hurt entities it falls on.

    •  FallHurtMax: The maximum number of hitpoints of damage to inflict on entities that intersect this falling_block. For vanilla falling_block, always 40 (Heart.svg × 20).

    •  FallHurtAmount: Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla falling_block, always 2.

Video[edit | edit source]

History[edit | edit source]

Official release
1.4.2 October 7, 2012 Dinnerbone tweets the first images of the anvil's interface.
October 10, 2012 Dinnerbone tweets the first screenshot of the anvil itself.
12w41a Added anvils.
12w42a Anvils now have an easier crafting recipe.
Changed anvil texture slightly.
It is now possible to repair tools, by using more of the material it is made of. (Such as adding diamonds to a nearly broken diamond pickaxe). Renamed item names appear as italic text now. # Levels was changed to Enchantment cost.
1.4-pre Added new sounds for the anvil.
Removed level cap for creative mode.
1.4.6 12w49a Enchanted books were added. They can only be used with the anvil.
12w50a Enchanting non-tools with enchanted books only works in creative mode.
Silk touch can now be applied to shears by using the anvil, meaning cobwebs can be harvested.
1.5 13w02a Mobs spawned from renamed spawn eggs have the name of their spawn egg, and their names will appear in the death message of them killing a player.
Mobs can now display their custom name as nametag using an NBT tag.
Brewing stands, chests, dispensers, enchantment tables, furnaces, and trapped chests will display their new name in their GUI where the normal name used to appear.
13w04a Mobs now show the name given to them (either by renaming their spawn egg or by external editors) above their head when the player looks directly at them within hitting range.
1.6.1 1.6-pre Renaming a spawn egg "Dinnerbone" or "Grumm" will cause the mob to spawn upside down (this also works with renaming name tags).
1.7.4 Renaming a sheep spawn egg "jeb " will cause the sheep to spawn with multicolored wool (this also works with renaming name tags).
1.8 14w02a Costs reduced to balance out with the new enchanting system.
Renaming items only costs 1 level.
Repairing costs reduced, 1 level per raw material or sacrifice regardless of durability restored.
Extra costs for repairing an enchanted tool are eliminated. Costs for combining enchantments are reduced.
Repairing costs can no longer be kept down by renaming items.
14w04a Prior work cost increase changed from linear (1 per repair) to exponential (times 2 plus 1 per repair).
Repairing with a "sacrifice" now costs 2 levels rather than only 1.
1.9 15w42a Renaming an item no longer incurs a prior work penalty.
1.11 16w32a Anvils now give sounds when they break.
16w35a Renamed items now keep their name when picked back up.
16w39a Very damaged anvil now generates in woodland mansions.
1.11.1 Anvils no longer allow enchanted books to apply to items, if no change in enchantments would take effect. This can occur if all enchantments on the book are incompatible with existing enchantments on the item – or if the enchanted book has no enchantments.
Pocket Edition Alpha
0.12.1 build 1 Added anvils.
0.14.0 build 1 Anvils are now needed to add the markers onto maps by putting a map and a compass in.
0.15.0 build 1 Anvils can now be moved by pistons.
Upcoming Pocket Edition
1.1 build 1 Very damaged anvil now generates in woodland mansions.
Console Edition
TU14 CU1 1.05 Patch 1 Added anvils.
TU31 CU19 1.22 Patch 3 Rebalanced anvil repairing as per PC 1.8 changes.

Issues[edit | edit source]

Issues relating to “Anvil” are maintained on the issue tracker. Report issues there.

Trivia[edit | edit source]

  • The falling ability of the anvil is a reference to the common cartoon trope.
  • The anvil has the same blast resistance as obsidian and the enchantment table.
  • If you rename a material, such as diamonds, it will not stack with unnamed or differently-named items.
  • If a falling anvil lands on a pressure plate, it will damage any mob standing on the pressure plate, and drop as an item.
  • For unenchanted items, "unit repair" can easily cost more material than just crafting a new item or combining damaged items. The exception is armor, where you can use less material at the cost of experience levels.
  • If placed on top of exploding TNT blocks, the explosion won't affect the surrounding area.
    • This is because the Anvil falls into the space the TNT entity is occupying, and since the TNT's explosion power is not high enough to destroy the anvil, no blocks are destroyed.
  • Anvils are also commonly used as a guillotine because of its ability to kill mobs/players as a controlled entity.
  • If an anvil is placed on top of a chest, you are still able to open the chest.
  • If an anvil falls on top of any non-solid block (except flowers) the block will be replaced by the anvil and will not drop itself.
  • Prior to 1.11, placed blocks would not keep their names when picked up.
    • This was most likely changed because of the addition of Shulker Boxes, since they are intended to be picked up and placed down multiple times.

Gallery[edit | edit source]

References[edit | edit source]