Anvil

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This article is about the block. For the file format, see Anvil file format.
Anvil
Anvil JE2 BE2.pngChipped Anvil JE2 BE2.pngDamaged Anvil JE2 BE2.png
Anvil JE2 BE2.pngSlightly Damaged Anvil BE.pngVery Damaged Anvil BE.png
Broken Anvil BE2.png
Renewable

Yes

Stackable

Yes (64), same damage state only

Tool

Blast resistance

1,200

Hardness

5

Luminant

No

Transparent

Yes

Flammable

No

Catches fire from lava

No

An anvil is a block that allows players to repair items, rename items, and combine enchantments.

Obtaining[edit]

Breaking[edit]

Anvils can be mined using any pickaxe. If mined without a pickaxe they drop nothing.

Block Anvil
Hardness 5
Tool
Breaking time[note 1]
Default 25
Wooden 3.75
Stone 1.9
Iron 1.25
Diamond 0.95
Netherite 0.85
Golden 0.65
  1. Times are for unenchanted tools as wielded by players with no status effects, measured in seconds. For more information, see Breaking § Speed.

Natural generation[edit]

A damaged anvil generates in the "Forge room" of the woodland mansion.

Crafting[edit]

A total of 31 iron ingots (including 27 for three blocks of iron) are required to craft an anvil.

Ingredients Crafting recipe
Block of Iron +
Iron Ingot

Usage[edit]

Repairing and renaming items[edit]

Main article: Anvil mechanics

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

  • As with the grindstone, a player may repair items by combining two similar items. With the anvil, however, the target retains its enchantments and may gain new ones from the sacrificed items.
  • 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 repair 25% of the target's maximum durability. However, this is a significantly less economical option as the cost of combined materials could be put toward a new tool altogether, which can also be combined to form a full durability tool. For example, combining two diamond shovels would cost two diamonds to make both shovels; while fully repairing one with individual diamonds would require four diamonds.

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

Repairing[edit]

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

Repairing with materials works for the most part, but not with all items: in general, 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 cannot repair bows or shears except with other bows or shears. As a special case, chain armor can be repaired with iron ingots, turtle shells can be repaired with scutes, and elytra can be repaired with phantom membranes. The repair does not need to be complete; one material repairs 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 is 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 are not possible with an enchanting table. But even so, some enchantments cannot be combined if they are similar, or contradicting, in terms of what they do. If the target is damaged, the player has to 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 that, repairs are refused. This limit is not present in Creative mode.

Every time armor or tools are repaired, the minimum experience cost doubles (e.g., 1 level, 2 levels, 4 levels, 8 levels, etc.).

Renaming[edit]

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 35 characters. Some items have special effects when renamed:

Any name changes to items are applied to the data tag {Item:{tag:{display:{Name:"{\"text\":\"<name>\"}"}}}}. Similarly this data tag can be accessed by the nbt argument using target selectors.

Enchanted books[edit]

Enchanted books are used to enchant tools. Enchanted books themselves can be combined to create higher-tiered books. This makes an anvil the alternative to an enchantment table.

Falling anvils[edit]

When there are air blocks below an anvil, the anvil falls in the same way sand, gravel, concrete powder, and dragon eggs fall. A placed anvil cannot be pushed or pulled by pistons,‌[Java Edition only] but a falling anvil can. This is different in Bedrock Edition where anvils can be pushed and pulled by pistons. Anvils make a metallic clang sound when they land.

A falling anvil damages any player or mob it falls on. The damage amount depends on fall distance: 2♥ per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6♥♥♥ damage). The damage is capped at 40♥ × 20, no matter how far the anvil falls. Wearing a helmet reduces the damage by 14, but this costs durability on the helmet. When a player dies by an anvil falling on them, the chat area displays the message: "*Player name* was squashed by a falling anvil." However, if a player is merely touched by an anvil entity or falling anvil, no damage occurs 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, passing through mobs or players without damaging them.

If an anvil falls onto a bed or slab, or falls underwater, it breaks and drop for the player to pick up.

An anvil that falls on an item entity destroys the item.

Maps[edit]

Main article: Map

In Bedrock Edition, an anvil can be used instead of a crafting table to zoom a map out, to clone a map, or to place a player position marker on a map.

Name Ingredients Anvil usage Description
Map or Locator Map (zoomed out) Map or Locator Map +
Paper
Repair & Name MapLocator Map


Bedrock Edition only.

Supplying 8 sheets of paper results in a zoomed-out version of the input map.

Map or Locator Map (cloned) Map or Locator Map +
Empty Map
Repair & Name MapLocator Map22


Bedrock Edition only.

Only one copy can be made at a time.

The input map must be a locator map for the output to be a locator map; an empty map has no effect.

Locator Map Map +
Compass
Repair & NameMapCompass


Bedrock Edition only.

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

However, with the introduction of the cartography table, this feature became dispensable.

Becoming damaged[edit]

With each use, an anvil has a 12% chance to become damaged – degrading one stage at a time, first becoming chipped, then damaged, then eventually destroyed. An anvil typically survives for 25 uses on average or approximately one use per 1.24 iron ingots used in crafting the anvil.

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

The damage state does not affect the anvil's function, but only anvils of the same damage state can stack in inventory.

Sounds[edit]

SoundSubtitleSourceDescriptionNamespaced IDTranslation keyVolumePitchAttenuation
distance
Anvil hitsBlocks?block.anvil.hitsubtitles.block.generic.hit0.16250.516
Anvil breaksBlocks?block.anvil.breaksubtitles.block.generic.break0.650.816
Anvil placedBlocks?block.anvil.placesubtitles.block.generic.place0.650.816
FootstepsBlocks?block.anvil.stepsubtitles.block.generic.footsteps0.0451.016
Anvil fallsBlocks?block.anvil.fall(Plays when fallen on from a height)0.150.7516
Anvil destroyedBlocks?block.anvil.destroysubtitles.block.anvil.destroy1.01.016
Anvil landedBlocks?block.anvil.landsubtitles.block.anvil.land1.01.016
Anvil usedBlocks?block.anvil.usesubtitles.block.anvil.use1.01.016

Data values[edit]

ID[edit]

Java Edition:

NameNamespaced IDBlock tags (JE)Item tags (JE)Translation key
Anvilanvil anvilanvilblock.minecraft.anvil
Chipped Anvilchipped_anvil anvilanvilblock.minecraft.chipped_anvil
Damaged Anvildamaged_anvil anvilanvilblock.minecraft.damaged_anvil

Bedrock Edition:

NameNamespaced IDNumeric ID Translation key
Anvilanvil 145tile.anvil.intact.name
tile.anvil.slightlyDamaged.name
tile.anvil.veryDamaged.name

Block states[edit]

See also: Block states

Java Edition:

Name Default value Allowed values Description
facingnortheast
north
south
west
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.

Bedrock Edition:

Name Default value Allowed values Description
damageundamaged broken Broken Anvil (inaccessible, uses anvil base texture)
slightly_damaged Slightly Damaged Anvil.
undamaged Anvil.
very_damaged Very Damaged Anvil.
direction00
1
2
3
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.

Block data[edit]

See also: Data values

In Bedrock Edition, anvils use the following data values:

Item

DV Description
0 Anvil
1 Slightly Damaged Anvil
2 Very Damaged Anvil

Block

DV Description
0 Anvil, facing West
1 Anvil, facing North
2 Anvil, facing East
3 Anvil, facing South
4 Slightly Damaged Anvil, facing West
5 Slightly Damaged Anvil, facing North
6 Slightly Damaged Anvil, facing East
7 Slightly Damaged Anvil, facing South
8 Very Damaged Anvil, facing West
9 Very Damaged Anvil, facing North
10 Very Damaged Anvil, facing East
11 Very Damaged Anvil, facing South

Falling block entity[edit]

Falling Block
Anvil JE2 BE2.png
Hitbox size

Height: 0.98 Blocks
Width: 0.98 Blocks

Main article: Falling Block
  • Dynamic block entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    •  TileEntityData: Optional. The tags of the block entity for this block.
    •  BlockState: The falling block represented by this entity.
      •  Name: The namespaced ID of the block.
      •  Properties: Optional. The block states of the block.
        •  Name: The block state name and its value.
    •  Time: The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it vanishes 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 is deleted, and the entity continues 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 does not have an item form with the same ID as the block does not 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 hit points of damage to inflict on entities that intersect this falling_block . For vanilla falling_block, always 40♥ × 20.
    •  FallHurtAmount: Multiplied by the FallDistance to calculate the amount of damage to inflict. By default this value is always 2.

Achievements[edit]

Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS)
Organizational WizardName a Shulker Box with an Anvil30GBronze

History[edit]

Java Edition Indev
February 5, 2010Anvils were mentioned by Notch.
Java Edition
October 7, 2012Dinnerbone tweets the first images of the anvil's interface.
October 10, 2012Dinnerbone tweets the first screenshot of the anvil itself.
1.4.212w41aAnvil JE1 BE1.png Chipped Anvil JE1 BE1.png Damaged Anvil JE1 BE1.png Added anvils.
Anvils currently require one iron ingot and six blocks of iron:
Ingredients Crafting recipe
Block of Iron +
Iron Ingot

12w42aAnvils now have an easier crafting recipe.
It is now possible to repair tools using anvils, by using more of the material it is made of (such as adding diamonds to a nearly broken diamond pickaxe).
Items that are renamed now have item names that appear as italic text.
The # Levels information inside anvils has been renamed to Enchantment cost.
1.4Added new sounds for the anvil.
The level cap for anvils for creative mode have been removed.
1.4.612w49aEnchanted books have been added, which can be used only with the anvil.
12w50aEnchanting non-tools with enchanted books using the anvil now works only in creative mode.
Silk Touch can now be applied to shears by using the anvil, meaning cobwebs can now be harvested.
1.513w02aMobs spawned from renamed spawn eggs, from using the anvil, have the name of their spawn egg, and their names appear in the death message of them killing a player.
Mobs that are spawned from renamed spawn eggs, from using the anvil, can now display their custom name as nametag using an NBT tag.
Brewing stands, chests, dispensers, enchantment tables, furnaces and trapped chests that are renamed using anvils now display their new name in their GUI where the normal name used to appear.
13w04aMobs now show the name given to them (either by renaming their spawn egg using an anvil or by external editors) above their head when the player looks directly at them within hitting range.
1.6.11.6Renaming a spawn egg "Dinnerbone" or "Grumm" using an anvil now causes the mob to spawn upside down (this also works with renaming name tags).
1.7.413w48bRenaming a sheep spawn egg "jeb" using an anvil now causes the sheep to spawn with multicolored wool (this also works with renaming name tags).
1.814w02aThe costs of using anvils have been reduced to balance out with the new enchanting system.
Renaming items using anvils now costs only 1 level.
Repairing costs using anvils have been reduced, 1 level per raw material or sacrifice regardless of durability restored.
Extra costs for repairing an enchanted tool using anvils have been eliminated. Costs for combining enchantments have been reduced.
Repairing costs while using anvils can no longer be kept down by renaming items.
14w04aPrior work cost increase while using anvils has been changed from linear (1 per repair) to exponential (times 2 plus 1 per repair).
Repairing with a "sacrifice" while using anvils now costs 2 levels rather than only 1.
1.915w42aRenaming an item while using anvils no longer incurs a prior work penalty.
1.1116w32aAnvils now give sounds when they break.
16w35aRenamed items from anvils now keep their name when picked back up.
16w39aA 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.
1.1317w47aThe different anvil damage block states for the anvil ID have been split up into their own IDs.
"Slightly Damaged Anvil" and "Very Damaged Anvil" renamed to "Chipped Anvil" and "Damaged Anvil", respectively.
Prior to The Flattening, this block's numeral ID was 145.
1.1418w43aAnvil JE2 BE2.png Chipped Anvil JE2 BE2.png Damaged Anvil JE2 BE2.png The textures of anvils have been changed.
Pocket Edition Alpha
0.12.1build 1Anvil JE1 BE1.png Chipped Anvil JE1 BE1.png Damaged Anvil JE1 BE1.png Added anvils.
0.14.0build 1Anvils are now needed to add the markers onto maps by putting a map and a compass in.
0.15.0build 1Anvils can now be moved by pistons.
Pocket Edition
?Renamed items using anvils now keep their name when picked back up.
1.1.0alpha 1.1.0.0Very damaged anvils now generate in woodland mansions.
Bedrock Edition
?Broken Anvil BE1.png Added broken anvils.
1.2.13beta 1.2.13.5Chipped Anvil BE2.png Damaged Anvil BE2.png Broken Anvil BE1.png Anvils with cracks now display these cracks on the raised portion of the base plate as well.
1.10.0beta 1.10.0.3Anvil JE2 BE2.png Slightly Damaged Anvil BE.png Very Damaged Anvil BE.png Broken Anvil BE2.png The textures of anvils have been changed.
Legacy Console Edition
TU14CU1 1.05 Patch 11.0.1Anvil JE1 BE1.png Chipped Anvil JE1 BE1.png Damaged Anvil JE1 BE1.png Added anvils.
TU31CU19 1.22 Patch 3Anvil repairing has been rebalanced as per Java 1.8 changes.
1.90 Anvil JE2 BE2.png Chipped Anvil JE2 BE2.png Damaged Anvil JE2 BE2.png The textures of anvils have been changed.
New Nintendo 3DS Edition
0.1.0Anvil JE1 BE1.png Chipped Anvil JE1 BE1.png Damaged Anvil JE1 BE1.png Added anvils.

Issues[edit]

Issues relating to "Anvil" are maintained on the bug tracker. Report issues there.

Trivia[edit]

  • The falling ability of the anvil is a reference to the common cartoon trope.
  • If an item is renamed, such as diamonds, it cannot stack with unnamed or differently-named items.
  • 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 players can use less material at the cost of experience levels.
  • If placed on top of exploding TNT blocks, the explosion does not 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.
  • In Java Edition, any item can be enchanted with the anvil in Creative mode.

Gallery[edit]

References[edit]