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Anvil.pngChipped Anvil.pngDamaged Anvil.png




Blast resistance






Yes (64), same damage state only



Catches fire from lava

Probably not



Data value

dec: 145 hex: 91 bin: 10010001

Namespaced ID

See § Data values

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

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


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

Block Anvil
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. For more information, see Haste § Instant mining.


Ingredients Crafting recipe
Block of Iron +
Iron Ingot

Natural generation[edit]

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


Repairing and renaming items[edit]

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 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 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 towards a new tool altogether, what can also be combined to form a full durability tool. (E.g combining 2 diamonds shovels cost only 2 diamonds to make both shovels. Fully repairing one with individual diamonds would take 4 diamonds)

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


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 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 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 pays 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 you repair your armor the minimum experience cost doubles (e.g.: 1 xp, 2 xp, 4 xp, 8 xp, etc.)


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.

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,‌[Legacy Console 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: 2Heart.svg per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6Heart.svgHeart.svgHeart.svg damage). The damage is capped at 40Heart.svg × 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.

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


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 +
Map Zoom BE.png 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
Map Cloning BE.png 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 +
Map Position Marker BE.png 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.

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.

In the Legacy Console Edition, damaged anvils that are broken using a pickaxe then placed again are completely repaired, because damaged and very damaged anvils do not exist as items.‌[Legacy Console Edition only][1]

Data values[edit]


Java Edition:

Block Namespaced ID
Anvil anvil
Chipped Anvil chipped_anvil
Damaged Anvil damaged_anvil

Bedrock Edition:

Block Namespaced ID Numeric ID
Anvil anvil 145

Block states[edit]

Java Edition:

Name Default value Allowed values Description
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]

In Bedrock Edition, anvils use the following 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)

falling_block entity[edit]

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

JE: 21
BE: 66

Network ID

JE: 70

Namespaced ID


  • 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 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 hit points of damage to inflict on entities that intersect this falling_block. For vanilla falling_block, always 40Heart.svg × 20.
    •  FallHurtAmount: Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla falling_block, always 2.


Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Bedrock Nintendo
Organizational WizardName a Shulker Box with an AnvilNoPS4YesNo30GBronze


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.
1.4.212w41aAdded anvils.
12w42aAnvils 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.
1.4Added new sounds for the anvil.
Removed level cap for creative mode.
1.4.612w49aEnchanted books were added. They can be used only with the anvil.
12w50aEnchanting non-tools with enchanted books works only in creative mode.
Silk touch can now be applied to shears by using the anvil, meaning cobwebs can be harvested.
1.513w02aMobs spawned from renamed spawn eggs have the name of their spawn egg, and their names 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 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 or by external editors) above their head when the player looks directly at them within hitting range. a spawn egg "Dinnerbone" or "Grumm" causes the mob to spawn upside down (this also works with renaming name tags).
1.7.413w48bRenaming a sheep spawn egg "jeb" causes the sheep to spawn with multicolored wool (this also works with renaming name tags).
1.814w02aCosts reduced to balance out with the new enchanting system.
Renaming items costs only 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.
14w04aPrior 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.
1.915w42aRenaming an item no longer incurs a prior work penalty.
1.1116w32aAnvils now give sounds when they break.
16w35aRenamed items now keep their name when picked back up.
16w39aVery 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 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.
Pocket Edition Alpha
0.12.1build 1Added 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 now keep their name when picked back up.
1.1.0alpha damaged anvils now generate in woodland mansions.
Legacy Console Edition
TU14CU11.05Patch 11.0.1Added anvils.
TU31CU191.22Patch 3Rebalanced anvil repairing as per Java Edition 1.8 changes.
New Nintendo 3DS Edition
0.1.0Added anvils.


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


  • The falling ability of the anvil is a reference to the common cartoon trope.
  • If a material 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 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.
  • An anvil can be used as a guillotine because of its ability to kill mobs/players as a controlled entity.