Minecraft Wiki
Tag: Visual edit
Mo Basit (talk | contribs)
(Arch Illager is the main threat.)
Tags: Visual edit Mobile edit
 
(318 intermediate revisions by 97 users not shown)
Line 1: Line 1:
  +
{{Wipdungeons|
{{wip}}
 
  +
* Add an image of the shard of the orb from the {{MCD|Hidden Depths}} DLC.
[[File:Orb of Dominance.png|thumb|300px|The Orb of Dominance.]]
 
  +
* Add the [[MCD:Enderman|enderman]] sounds that the Orb of Dominance produces in the opening cinematic.
  +
* Add sources to the lore section.
  +
}}
  +
{{DungeonsEntity
  +
|title=Orb of Dominance
  +
|image=Orb of Dominance (Dungeons).png
  +
|imagesize=x18
  +
|behavior=Hostile
  +
}}
   
{{Quote|As he wanders through deep forests and up craggy mountains, he stumbles upon a dark cavern—with a sinister secret waiting inside. Archie discovers an object which whispers to him promises of power: the Orb of Dominance. With it, Archie realizes he can wield incredible magic and reshape a world that turned its back on him. All he needs to do is exactly what it tells him.<br><br>
+
{{Quote|As he wanders through deep forests and up craggy mountains, he stumbles upon a dark cavern—with a sinister secret waiting inside. Archie discovers an object which whispers to him promises of power: the Orb of Dominance. With it, Archie realizes he can wield incredible magic and reshape a world that turned its back on him. All he needs to do is exactly what it tells him. After all, it’s called the Orb of Dominance for a reason, right? But is it named for the way Archie uses it—or is it using him?|''[[Minecraft Dungeons: The Rise of the Arch-Illager]]'' synopsis}}
   
  +
The '''Orb of Dominance''' is a sentient object in ''[[Minecraft Dungeons]]'' that manipulated the [[MCD:Arch-Illager|Arch-Illager]] into believing that it could help him reshape the world into a society in which he would be accepted. It is the disguised form of the [[Heart of Ender]] and can be considered the overarching antagonist of the game.
After all, it’s called the Orb of Dominance for a reason, right? But is it named for the way Archie uses it—or is it using him?|''[[Minecraft Dungeons: The Rise of the Arch-Illager]]'' synopsis}}
 
   
  +
== Appearance ==
The '''Orb of Dominance''' is a sentient object in ''[[Minecraft Dungeons]]'' which gives the [[Minecraft Dungeons:Arch-Illager|Arch-Illager]] his power.
 
  +
Despite being called an orb, the Orb of Dominance is a 5×5×5 cube that is the size of a [[Head|mob head]] in the base game. No pieces of the cube that large were seen in the ruins during the final cinematic atop the [[MCD:Obsidian Pinnacle|obsidian pinnacle]]. The shard that corrupted the [[MCD:Wretched Wraith|wretched wraith]] uses a 6x6x6 texture but is roughly 3x3x3 in size. This would make this shard 27/125ths or ≈0,22 the size of the original orb that corrupted Archie. However, no perfectly cubical piece of that large size was seen in the ruins upon its destruction atop the [[MCD:Obsidian Pinnacle|obsidian pinnacle]]. Coincidentally, there were multiple 2×2×2 and 1×1×1 pixel shards that were perfect cubes.
   
== Lore ==
+
== Spawning ==
  +
; [[MCD:Arena Battle|Summoning an ambush]]
  +
* {{DuLevelLink|Squid Coast}}
  +
* {{DuLevelLink|Creeper Woods}}
  +
* {{DuLevelLink|Creepy Crypt}}
  +
* {{DuLevelLink|Soggy Swamp}}
  +
* {{DuLevelLink|Soggy Cave}}
  +
* {{DuLevelLink|Pumpkin Pastures}}
  +
* {{DuLevelLink|Arch Haven}}
  +
* {{DuLevelLink|Cacti Canyon}}
  +
* {{DuLevelLink|Redstone Mines}}
  +
* {{DuLevelLink|Fiery Forge}}
  +
* {{DuLevelLink|Desert Temple}}
  +
* {{DuLevelLink|Lower Temple}}
  +
* {{DuLevelLink|Highblock Halls}}
  +
* {{DuLevelLink|Underhalls}}
  +
  +
; [[MCD:Cinematic|Cinematic]]
  +
* {{DuLevelLink|Dingy Jungle}}
  +
* {{DuLevelLink|Frosted Fjord}}
  +
* {{DuLevelLink|Windswept Peaks}}
  +
* {{DuLevelLink|The Stronghold}}
  +
  +
; [[MCD:Boss|Part of Boss Appearances]]
  +
* {{DuLevelLink|Obsidian Pinnacle}} ([[MCD:Arch-Illager|Arch-Illager]] and [[MCD:Heart of Ender|Heart of Ender]])
  +
* {{DuLevelLink|Overgrown Temple}} ([[MCD:Jungle Abomination|Jungle Abomination]])
 
* {{DuLevelLink|Lone Fortress}} ([[MCD:Wretched Wraith|Wretched Wraith]])
  +
* {{DuLevelLink|Gale Sanctum}} ([[MCD:Tempest Golem|Tempest Golem]])
  +
* {{DuLevelLink|Abyssal Monument}} ([[MCD:Ancient Guardian|Ancient Guardian]])
  +
* {{DuLevelLink|End Wilds}} ([[MCD:Imperfect Heart of Ender|Imperfect Heart of Ender]])
  +
* {{DuLevelLink|Broken Citadel}} ([[MCD:Vengeful Heart of Ender|Vengeful Heart of Ender]])
  +
  +
== Behavior ==
  +
The Orb of Dominance is used by the Arch-Illager to summon ambushes, bosses, and minions. He also uses it to enhance mobs and fire purple blasts at heroes.
  +
  +
== Story ==
  +
{{Spoiler Warning|section|''[[Minecraft Dungeons: The Rise of the Arch-Illager]]''}}
  +
  +
=== Personality ===
  +
Throughout the game and the prequel novel, the Orb of Dominance appears to be intensely manipulative. This was made apparent in its corruption of [[MCD:Arch-Illager|Archie]] in how it warped Archie’s desire of being accepted within a society. The orb’s corruption of Archie also showed that the orb was very intensely methodical in that the orb was very specific in its many suggestions to Archie and it was not in any way at all concerned with the possibility of failing in corrupting Archie. The orb initially showed Archie the kindness that he so desperately desired, such as when it summoned a plate of food when he was hungry and being willing to listen and support Archie when he talks about his personal issues. The orb’s kinder side is also seen when it suggested to Archie that he should use the six [[MCD:Redstone Golem|redstone golems]] to clear a path for him rather than doing so on his own. Upon gaining Archie’s trust, the orb then instilled into Archie a need for vengeance against the individuals who had ostracized him from society. It then convinced Archie that in order for him to get his revenge, they needed to build an army. The orb’s corruption gets to the point where the more Archie confides in and discusses with the orb, the more control the orb gains over its suggestions to Archie. This is seen in how it eventually causes Archie to become increasingly paranoid of betrayal. It uses Archie’s dislike and fear of [[MCD:Thord|Thord]], and his distrust and suspicions of [[MCD:Walda|Walda’s]] attempted manipulations of him to instill in Archie a paranoia of betrayal. This is explicitly shown in how by the end of the novel, the orb had effectively eliminated every individual that could potentially stop its corruption of Archie, such as getting Archie to attack the village a second time to take prisoners, resulting in Archie’s only friend, [[MCD:Yumi|Yumi]], blaming the attack on him since she had no knowledge of the orb’s corruption. This paranoia of betrayal is also implied in the [[MCD:Desert Temple|desert temple]] mission in the game itself with how the story description states that Archie was planning a raid on the desert temple to take the [[MCD:Nameless One|Nameless One’s]] staff, despite previously making an uneasy alliance with the Nameless One in the prequel novel. It is implied that the paranoia of betrayal that the orb had instilled within Archie led him believing that the only way to prevent the Nameless One from betraying him was to betray their uneasy alliance first. Just like how it only took a few non-genuine acts of kindness from the orb to ensnare Archie, all it took to free him from the orb was being spared by the heroes atop the [[MCD:Obsidian Pinnacle|Obsidian Pinnacle]], allowing him to join their society.
  +
  +
=== Lore ===
 
{{Spoiler Warning|section|''[[Minecraft Dungeons]]''}}
 
{{Spoiler Warning|section|''[[Minecraft Dungeons]]''}}
   
  +
{{Quote|To…The…Beginning…
The Orb appears to be able to put its victims in a trance-like state. After that, it manipulates them with the promise of power at the price of complete obedience.
 
  +
To the end.|Shard of Dominance, ''[[Minecraft Dungeons:Echoing Void]]'' opening cutscene}}
   
  +
Long before the events of ''Minecraft Dungeons'', the Orb of Dominance emerged from a portal that led from an "[[The End|endless void between worlds]]" into the Overworld, where it wrecked havoc, until it was finally locked away; imprisoned within a sanctuary hidden in the mountains, under the watchful gaze of six [[MCD:Redstone Golem|redstone golems]], built to guard the sanctuary prison. For millennia, there it would fester, until its existence would be all but forgotten.
Its first confirmed victim is Archie (the future Arch-Illager), who ended up leading the [[MCD:Illager|Illagers]] and other monsters to war against the [[MCD:Villagers|Villagers]] and other enemies.
 
   
  +
Thousands of years later, an outcast [[MCD:Illager|illager]] named [[MCD:Arch-Illager|Archie]], banished from his tribe, would come across the now crumbling sanctuary, seeking shelter. Sensing Archie’s troubled thoughts and despair, the orb called out to him, entrancing him with promises to solve his problems. At first, Archie tried to resist its beckoning, but soon gave in, releasing the malevolent orb from its pedestal, throwing Archie into a state of unconsciousness. Archie woke up to the orb telling him that they had to leave the sanctuary if he wanted to fix his problems. Before they left, Archie became distracted by the sight of the sanctuary’s redstone golems, which had fallen into disrepair like the ruins they guarded. Using its dark power, the orb reactivated the golems, giving them a new purpose, presenting them as a gift to Archie. The orb then ripped out chunks of gold and iron ore, forging a staff for Archie, who rested the orb upon the top of the staff. The orb then summoned food and bedding for Archie after sensing his weakness. The next morning, Archie and the orb are unexpectedly attacked by some [[MCD:Husk|husks]] that were drawn to their recent activity in the sanctuary ruins. Just before Archie prepares to use the staff as a melee weapon, the orb fires energy which obliterates the husks. Afterwards, the orb and the redstone golems clear a path down the mountain for Archie. Upon sensing Archie’s desire for vengeance against his tormentors, the orb informs him that they will need an army.
At the Obsidian Pinnacle, after the Arch-Illager's health is reduced to 0, it transforms into the [[MCD:Heart of Ender|Heart of Ender]]. After its defeat, it shatters, releasing Archie of its control, who celebrates its destruction with the players.
 
   
  +
After leaving the mountains, Archie, the orb, and the golems make their way to the eastern coast of the [[MCD:Mainland|Mainland]]. There, the orb creates a new home for Archie, christening it [[MCD:Highblock Keep|"Highblock Keep"]]. The orb then takes Archie to the ramparts of the castle, which comes to be known as the [[MCD:Obsidian Pinnacle|obsidian pinnacle]]. Upon the pinnacle, the orb grants Archie a vision of the [[MCD:Evoker|evoker]], [[MCD:Thord|Thord]], leading several illagers in a desperate struggle against an [[MCD:Undead|undead]] horde lead by a [[MCD:Necromancer|necromancer]] in the [[MCD:Cacti Canyon|cacti canyon]].
However, the Orb was able to retain its power and survive, albeit in small fragments. One of these made its way to a jungle, where it created the [[MCD:Jungle Abomination|Jungle Abomination]] and other [[Minecraft Dungeons:Jungle Awakens|monstrous creatures]].
 
   
  +
As Archie watches Thord and the other illagers, the orb suggested that the illagers could serve as their army. Sensing Archie’s hesitation, the orb advises that he could send the redstone golems to assist the illagers and Archie agrees to go himself. As they made their way through the cacti canyon, Archie questioned whether the illagers would attack him on sight, though the orb reassures him that all who would oppose him would be destroyed. As they continued searching, the orb told him that they will need a large source of heat to forge new redstone golems.
Another went to a lively island, where it corrupted a [[MCD:Wretched Wraith|local wraith]], covering the island in a [[MCD:Creeping Winter|Creeping Winter]]. It had at least 1 more victim before Archie, possibly the [[Ender Dragon|Ender Dragon]].
 
   
  +
Archie decides to rest, yet before he could, the orb alerts him that the illagers are nearby. At the orb’s insistence, Archie defeats the undead horde attacking the illagers.
=== Confirmed Victims ===
 
  +
* [[MCD:Arch-Illager|Archie (became the Arch-Illager)]]
 
  +
With the illager tribe heading to Highblock Keep, Archie uses the orb to furnish [[MCD:Highblock Halls|Highblock Halls]], before heading to a nearby volcano where the orb manages to create a new redstone golem from the local minerals.
* [[MCD:Wretched Wraith|A Wraith (became the Wretched Wraith)]]
 
  +
* [[Jungle Abomination|Objects in the jungle (built together to become the Jungle Abomination and other monsters)]]
 
  +
Leaving the new redstone golem to mine out the volcano underground cavern, Archie began to leave, much to the orb’s protests.
  +
  +
With the illagers at Highblock Keep, Archie tried to provide comfort, but the orb informs him that it would make him look weak, giving Thord the potential possibility of trying to usurp him.
  +
  +
The next day, Archie returned to the volcano to begin construction on the [[MCD:Fiery Forge|fiery forge]]. He used the orb to create a new redstone golem in front of the illagers, who applaud his act of creation. Archie then returned back to Highblock Castle in time for the orb to create a throne room for Archie. Thord then remarks that despite the orb, Archie is still weak. The orb impulsively advises Archie to kill the evoker for his lack of loyalty, but Archie chooses to ignore the advice.
  +
  +
During Archie’s attack on the [[MCD:Squid Coast|squid coast]], the illagers are ambushed by the undead, resulting in two [[MCD:Skeleton|skeletons]] abducting Archie. The undead have Archie brought to the [[MCD:Desert Temple|desert temple]], where he obtains an audience with the [[MCD:Nameless One|Nameless One]], the reanimated king of the Overworld, who reigned thousands of years ago during the orb’s original rampage. The Nameless One revealed that he wants the orb so that the undead would no longer burn in sunlight. Archie agrees to grant them immunity, in exchange for an alliance between the undead and illagers.
  +
  +
Upon returning to Highblock Castle, Archie is greeted by his former matriarch, [[MCD:Walda|Walda]], who informs him that Thord is overseeing security at the fiery forge. Archie departs to the obsidian pinnacle where the orb shows Archie that Thord had commandeered a redstone golem to steal a shipment of ore.
  +
  +
Archie soon leaves Highblock Castle and finds Thord struggling to move the shipment of ore down the lava lake. Upon spotting Archie, Thord tried attacking the illager outcast, but the orb protected Archie. Ultimately loyal to the Orb of Dominance, Thord’s commandeered redstone golem turns on the evoker. Thord tries to beg Archie for mercy but the illager outcast does not grant him any for his treachery. It is unknown whether Thord was killed directly by the golems or fell into the lava lake.
  +
  +
To celebrate the death of his tormentor, Archie used the orb to create something magnificent: the [[MCD:Redstone Monstrosity|redstone monstrosity]]. Archie returned to Highblock Castle to question Walda, correctly predicting that she orchestrated the failed heist. Walda changes the subject by proposing that a coronation ceremony be held for Archie.
  +
  +
The ceremony goes without trouble with Archie declaring himself as the "Arch-Illager". Afterwards, the Arch-Illager retreats to obsidian pinnacle where the orb shows him a vision of a reinforced squid coast and the homes of his enemies. The Arch-Illager commands Walda to burn the houses to the ground. Walda, who now knows that the Arch-Illager cannot be usurped, loyally complies.
  +
  +
Deep down, Archie questions if he is doing the right thing but the orb says that they cannot tolerate non-loyalty from any living being as they travel west.
  +
  +
Now at the outskirts of the squid coast, the Arch-Illager smiled at the sight of smoke rising from the heroes’ houses burning. Once again, Archie questions his actions deep down but the orb reminded him of his past and told him that this was his retribution.
  +
  +
As the Arch-Illager basks in the flames of the squid coast burning down, what little is left of Archie is snuffed out by the orb. Finally, after thousands of years, the Orb of Dominance shall rule the Overworld.
  +
  +
The next day, the orb has the Arch-Illager lead a small group of illagers to round up any straggling [[MCD:Villager|villagers]] remaining in the squid coast. Though they are successful, they encounter resistance from the [[MCD:Hero|heroes]] whose houses they burned down.
  +
  +
Later in the evening, the Arch-Illager and the orb have their forces transport the captured villagers through the [[MCD:Creeper Woods|creeper woods]] to serve as a labor force. Unfortunately, the heroes followed them from the squid coast and free the prisoners.
  +
  +
Despite the illager conquests, the [[MCD:Pumpkin Pastures|pumpkin pastures]] still remained free from the orb’s control. In response, the Arch-Illager has Walda lead a massive invasion of the pastures to subjugate the land. Though they are successful, the heroes managed to evacuate the villagers before the illagers arrive, and ultimately, Walda is slain in the town square.
  +
  +
Despite Walda’s death, with the fall of Pumpkin Pastures and the entire world now under his control, the Arch-Illager travels to the [[MCD:Soggy Swamp|soggy swamp]] for a personal inspection of the [[MCD:Witch|witch coven]] that supplied his potions. During the inspection, the heroes enact a sudden raid on the coven and destroy all but one of the cauldrons. In retaliation, the Arch-Illager used the orb to grant sentience to the remaining [[MCD:Corrupted Cauldron|cauldron]] to stop the heroes. Nevertheless, the heroes manage to destroy the empowered cauldron and defeat the coven.
  +
  +
With their potion supply gone, the orb suspected that the heroes would target their redstone supply next, and urged the Arch-Illager to send reinforcements to the [[MCD:Redstone Mines|redstone mines]]. As predicted, the heroes launched an assault on the redstone mines, defeating the guards and freeing the villager mining force. Deciding that the redstone mines was lost, the Arch-Illager dispatched a redstone golem to slow down the heroes while he fled.
  +
  +
With the mines gone, the orb realized that the heroes are actually targeting the illager war machine. The Arch-Illager has the fiery forge put on lockdown. However, the heroes were still able to manage to breach the fiery forge and destroy the stabilizing [[MCD:Redstone Core|cores]], triggering an eruption. With the fiery forge collapsing, the Arch-Illager has his forces evacuate as much supplies as possible to Highblock Keep. Hoping to trap the heroes in the volcanic eruption, the Arch-Illager reactivated his most prized creation, the redstone monstrosity. In the end, the heroes defeated the monstrosity and escaped the fiery forge.
  +
  +
Suffering from massive setbacks, the Arch-Illager grew increasingly paranoid of the Nameless One taking advantage and betraying him. At the orb’s insistence, the Arch-Illager sent a massive raid party to the cacti canyon to retrieve the Nameless One’s staff, since it can summon the undead. Though the Arch-Illager himself entered the desert temple, the heroes followed after him before the rest of the illagers even arrived.
  +
  +
Inside the desert temple, the Arch-Illager raced against the heroes through the labyrinth to find the Nameless One first. Despite the orb’s superior power, the heroes reached the reanimated king first and destroyed his staff. Still, it was not a loss for the Arch-Illager since the heroes unwittingly eliminated a threat to the orb’s reign and the control of the undead passed to the Arch-Illager.
  +
  +
With the Nameless One destroyed, the Arch-Illager threw a large feast to celebrate his foe’s demise in Highblock Halls. The orb warned him that the heroes might try to attack during the celebration but the Arch-Illager dismissed the concern as his entire army had gathered in the castle. Surely enough, the heroes did crash the party and made their way to the throne room. Before they could act, however, the Arch-Illager, who had watched their progress through the orb, sent out a legion of his best soldiers laying in ambush before he retreated to the ramparts.
  +
  +
Upon fighting their way through the ambush, the heroes chased the Arch-Illager across the obsidian pinnacle, defeating every soldier he sent at them. Eventually, the Arch-Illager found himself cornered at the tallest tower of the ramparts. Upon seeing no other option left, the Arch-Illager unleashed the full power of the Orb of Dominance upon his enemies. Despite the assistance of the orb, the Arch-Illager was still overpowered by the heroes. Seeing no more use in the Arch-Illager, the Orb of Dominance decided to take matters into its own responsibilities, manifesting as its true self: the [[MCD:Heart of Ender|heart of ender]]. Even with it unleashing is full power, the heart of ender was weakened enough to lose its physical form. Ironically, the heart of ender manipulated the Arch-Illager into believing that he needed its power, and when the destabilized entity tried to escape, it was the Arch-Illager who denied it, not wanting to lose the corruptive power that he so coveted. The heart of ender was shocked when it sensed not weakness, but strength, in the Arch-Illager. No matter how hard it ordered the illager outcast to let go, the Arch-Illager disobeyed and tightened his grip. Eventually it was too much for the unstabalized heart of ender and in a flash of light, the orb shattered.
  +
  +
As the smoke cleared, the ground was littered with countless tiny orb fragments, whose power faded away, the Arch-Illager, and the heroes he fought against. With the heart of ender gone, so too was the Arch-Illager. The first thing Archie saw when he woke from the nightmare were four heroes, who slowly approached him. At first, Archie expected pain, but only found…kindness, despite all that he did. With the storm dissipating, Archie and his former enemies celebrated. After all, the heart of ender was dead…wasn’t it?
  +
  +
The Orb of Dominance, the heart of ender, was the most powerful thing the Overworld ever experienced. Its power was so strong, that it could continue living despite such a fatal wound. What Archie and his new family didn’t see were the tiny fragments slowly pulling themselves back together into five larger shards, spread across the Overworld. After the fall of the illager empire, rumors sprouted up of corruption appearing in the [[MCD:Island Realms|outer regions]] of the Overworld. All sources pointed to the heart of ender, but it was destroyed. Nevertheless, the heroes decided to head off to the outer regions of the Overworld to confront this new corruption.
  +
  +
One day, deep in the heart of the [[MCD:Dingy Jungle|dingy jungle]], a shard of dominance crashed into the clearing. Its power bled out, being absorbed by the landscape. Soon, it began to corrupt the [[MCD:Whisperer|strange]] [[MCD:Leapleaf|inhabitants]] of the island. Overtime, the shard began to collect [[MCD:Quick Growing Vine|vegetation]] and [[MCD:Overgrown Temple|debris]], until a corruptive beast was born from the foreign darkness: the [[MCD:Jungle Abomination|jungle abomination]]. Eventually, the heroes arrived to dingy jungle, now overgrown with corruption, and fought their way through the corrupted inhabitants and the undead that blocked their way.
  +
  +
After the fighting, the heroes reached the clearing, which housed the [[MCD:Overgrown Temple|overgrown temple]], where the corruptive roars echoed from. As they trudged on, the heroes fought the leapleaves and undead that crawled about the crumbling maze. They finally reached a shrine, constructed by a civilization that worshipped the sun, at the center of the overgrown temple. Suddenly, the jungle abomination dropped down from the ceiling and did battle with the intruders. The heroes managed to swiftly cut down the orb-spawn and left the jungle, which could finally heal from the infection.
  +
  +
Across the sea was a lively island that housed a [[MCD:Frosted Fjord|bustling trade center]]. In the distance was a [[MCD:Lone Fortress|lonely fortress]] overlooking the port that housed a [[MCD:Wretched Wraith|certain wraith]], notorious amongst its fellow undead for its dislike of the warmth. The [[MCD:Wraith|wraith]] came across a strange object, a shard of dominance, one day and realized it could finally rid its home of the warmth with it. Using its newfound powers, this wretched wraith conjured a [[MCD:Creeping Winter|creeping winter]] and chased the local villagers from its new frozen kingdom. It soon received two types of visitors to the frosted fjord, the first being the [[MCD:Iceologer|scattered]] [[MCD:Illusioner|remnants]] of the illager empire which came to venerate its new powers; the second was the heroes who wished to destroy the wraith.
  +
  +
Despite the unending blizzard and illager hordes, the heroes reach the Lone Fortress which housed the origin of the winter. Throughout their journey, it became clear that this place used to be one of the Arch-Illager’s outposts, as it could be why the illagers came here. Eventually, the heroes reached an icy chasm with the shard of dominance floating above a crown of frost. Before they could reach the shard, the wretched wraith, now frozen with corruption, swooped up to attack. After a long fight, the wretched wraith notices that its cold is gone. As it examines its crown, it sees the shard is gone. As if in response, the warmth suddenly shone through the windows, onto the wretched wraith. The heroes watch on as the warmth evaporates the wretched wraith, and proceed to leave the island to melt as a new spring starts.
  +
  +
With the Arch-Illager gone, the illager empire soon crumbled to constant internal conflict. One large remnant of the illager empire retreated to [[MCD:Windswept Peaks|windswept peaks]] where [[MCD:Howling Peaks|dark storms]] have been recently brewing around the mountain. Reports soon spread amongst the illagers of a shard of dominance spotted amongst the peak. If that were true, they could use it to regain control over the Overworld. Heroes soon showed up, determined to stop the corruptive storm brewing in the peaks. Seeing the [[MCD:Mountaineer|legions]] of [[MCD:Wind Caller|illagers]], the heroes knew it was going to be a long climb.
  +
  +
The [[MCD:Gale Sanctum|gale sanctum]] rested upon the summit, a place dedicated to the wonders of the wind. It is said that within its walls is a protector. Now it is crawling with illagers and corruption. Inside its doors, the heroes learned to master the wind and vanquish the [[MCD:Squall Golem|squall golems]]. As they moved more and more within, the winds grew stronger. Suddenly, the wind stopped, they reached the eye of the storm. Before them stood the fallen protector of the sanctum: the [[MCD:Tempest Golem|tempest golem]], now howling with corruption. Knowing that the tempest golem must be destroyed if the storm was to be stopped, the heroes rushed in to attack. To their surprise, weapons seemed to do nothing against the golem, as if a powerful current of wind blew away all damage. They soon spotted [[MCD:Resonance Crystal|resonance crystals]], and shut them down. Suddenly, the tempest golem’s chest burst open, revealing the shard of dominance on its torso. After several barrages against their enemy, the shard of dominance and the tempest golem shatter. Outside, the storm dissipates to a calm breeze. With all life in the Overworld saved, the heroes departed the island.
  +
  +
Unsettling rumors have come around: talk of strange, [[MCD:Hidden Depths|unnatural currents]] around the [[MCD:Coral Rise|coral rise]], the [[MCD:Drowned|local]] [[MCD:Sunken Skeleton|undead]] becoming extra feisty, and spottings of a massive, glowing fish. If that were true, then a shard of dominance must have fallen into the sea. After a deep dive, the heroes reached the sea floor. Sure enough, the undead seem to be unusually active. Maybe the sudden currents have awake them from their slumber? It didn’t matter, somewhere, down in the crushing depths was a shard of dominance spreading corruption. But something else was out there, as the sea floor darkened, the heroes realized it was a shadow. As they looked up, swimming above them was a giant creature that resembled a [[MCD:Elder Guardian|guardian]]. Where there are [[MCD:Guardian|guardians]], there is…a monument!
  +
  +
As long as it remembered, the [[MCD:Ancient Guardian|ancient guardian]] spent its entire existence protecting the [[MCD:Abyssal Monument|abyssal monument]]. It was the very first to execute such an honorable duty. It could recall all those centuries, swimming around, watching new guardians and elder guardians joining its ranks in this vital mission. It remembers every square block of the abyssal monument, every room, chamber, and the exact areas occupied by coral. The only thing that eludes it was when the undead came along. Very mysterious, sometimes the ancient guardian would spend entire days watching them. They don’t bother it, as long as they don’t harm the artifacts, it won’t harm the undead. There was one day, that strange shining shard appeared. The sudden growth spurt and newfound confidence that served well in spreading its territory, but now these creatures ransack its artifacts without a care in the world. It doesn’t matter if it had to destroy part of its home. All that matters is to protect the abyssal monument! They fought valiantly, with true warrior’s spirit. As the world darkens, the ancient guardian realized that it lost its sight of purpose. The visitors weren’t here to destroy the abyssal monument, but have come to save it from its own protector! At least, in the end, it still got to die with honor.
  +
  +
Anger…pain…suffering…Through the heart of ender’s fractured, but shared conscience, the fifth shard of dominance felt the destruction of the other four shards. Somehow, it remained hidden from its enemies, maybe for the best. It managed to outlive the other shards of its being, but it was only a matter of time before they came for it. The sound…the sound of stone being moved. Yes, they received its message. Light shines in as [[MCD:Enderman|two endermen]] moved aside the bricks that made up the ruins of the obsidian pinnacle. As one enderman grabbed the final shard, the orb felt its time had come. To the beginning…the endermen teleport to [[MCD:The Stronghold|the stronghold]]. The beginning from which it came, the beginning from which it lived. To the beginning…the shard carrying enderman approaches the end portal. After the two head through the portal, several [[MCD:Endersent|endersent]] and [[MCD:Endermite (mob)|endermites]] emerge from the portal, determined to protect the pathway to their master. To the beginning…the time had now come to go to the [[MCD:Echoing Void|end]].
  +
  +
Finally, after countless millennia, the heart of ender was back home. Its imperfected form may not be much, but it will do. It senses its best endersent being slain by those heroes, but the stronghold was still heavily guarded by the undead. The heart of ender scurries around the [[MCD:End Wilds|end wilds]], sprinting past the surviving members of the illager empire that it had brought here unwillingly. It just needed more power so it could destroy all dimensions and be rid of its enemies! To think that it once wanted to rule that world through such an outcast…The heroes, they are here. It has to hurry its plan, should it get revenge.
  +
  +
The end wilds truly was an otherworldly realm, more so than the Nether. The heroes felt it in their very souls that the final battle drew near. On this day, between the heroes and the heart of ender, one of them would fall. They spotted something rising in the horizon. This was it: the [[MCD:Broken Citadel|broken Citadel]], the original homestead of the Orb of Dominance. The city was already crawling with a welcoming party of [[MCD:Enderling|enderlings]] and illagers. With the power of the [[MCD:Elytra|elytra]], the heroes made their way across the broken citadel. Suddenly, the heart of ender scurries past the heroes, as it enters a large void pool in the center of its shrine. The entirety of the broken citadel seems to rumble as something rose from the depths of the void. Standing before them was the Orb of Dominance’s perfected form: the [[MCD:Vengeful Heart of Ender|vengeful heart of ender]]. One last battle engaged between the reborn embodiment of evil and the last hope of the Overworld insured until…the vengeful heart of ender shook uncontrollably, firing lasers everywhere, chopping itself to pieces. The monstrous entity fell to pieces, disintegrating, as the heroes looked on to see the vengeful heart of ender’s ashes blowing away into the obscurity of the End, to be lost forever…
  +
  +
With news of the Orb of Dominance’s permanent demise, celebrations occurred across the Overworld. Though the orb was finally destroyed, some other evil could rise in its place, as evil always does…but when it does heroes will be ready to fight against it!
  +
  +
=== Confirmed dominations ===
  +
* {{DuEntityLink|Ancient Guardian}} - A guardian dwelling within the {{DuLevelLink|Abyssal Monument}} that became emboldened upon being corrupted by one of the orb's shards.
  +
* {{DuEntityLink|Arch-Illager|Archie}} - An outcast Illager who built Highblock Keep and became the Arch-Illager upon being corrupted by the orb's influence.
  +
* {{DuEntityLink|Wretched Wraith}} - A wraith dwelling within a {{DuLevelLink|Lone Fortress|Lonely Fortress}} that became wicked upon being corrupted by one of the orb's shards.
  +
* {{DuEntityLink|Tempest Golem}} - The ancient protector of the {{DuLevelLink|Gale Sanctum}} that became mighty upon being corrupted by one of the orb's shards.
  +
  +
=== Confirmed manifestations ===
  +
* {{DuEntityLink|Heart of Ender}} — The first manifestation of the orb, created atop the {{DuLevelLink|Obsidian Pinnacle}} as a last resort from preventing the defeat of the Arch-Illager and fall of illager empire.
  +
* {{DuEntityLink|Imperfect Heart of Ender}} — The second manifestation of the orb, created within the {{DuLevelLink|End Wilds}} after the remnants of the orb was taken to the End by two Endermen.
  +
* {{DuEntityLink|Vengeful Heart of Ender}} — The third and final manifestation of the orb, formed within the central area of the {{DuLevelLink|Broken Citadel}} by drawing upon power surging from the echoing depths of the void.
  +
 
=== Confirmed victims ===
  +
* {{DuEntityLink|Binding Eye}} — One of the six enchanted endersent that was enhanced by the orb to guard an [[MCD:Eye of Ender|Eyes of Ender]] within {{DuLevelLink|Cacti Canyon}}.
  +
* {{DuEntityLink|Blight Eye}} — One of the six enchanted endersent that was enhanced by the orb to guard an [[MCD:Eye of Ender|Eyes of Ender]] within the {{DuLevelLink|Soggy Swamp}}.
  +
* {{DuEntityLink|Corrupted Cauldron}} ([[MCD:Boss|boss]]) — A cauldron shaped golem built by the witches of the {{DuLevelLink|Soggy Swamp}} that was given sentience by the orb.
  +
* {{DuEntityLink|Entangle Anemone|Entangle anemone}} — Small anemones summoned by wavewhisperers to trap heroes.
  +
* {{DuEntityLink|Entangle Vine|Entangle vine}} — Small vines summoned by whisperers to trap heroes.
  +
* {{DuEntityLink|Giant Cave Spider}} ([[MCD:Boss|boss]]) — A cave spider dwelling in {{DuLevelLink|Cacti Canyon}} that was enhanced by the orb.
  +
* {{DuEntityLink|Giant Royal Guard}} ([[MCD:Boss|boss]]) — A Royal Guard dwelling on the {{DuLevelLink|Squid Coast}} that was enhanced by the orb.
  +
** {{DuEntityLink|Giant Royal Guard (mob)}} — Royal Guards dwelling on the {{DuLevelLink|Obsidian Pinnacle}} that were enhanced by the orb.
  +
* {{DuEntityLink|Jungle Abomination}} ([[MCD:Boss|boss]]) — A rudimentary golem constructed within an {{DuLevelLink|Overgrown Temple}} from objects in the Jungle for the fractured consciousness of one of the orb's shards.
  +
* {{DuEntityLink|Leapleaf}} — Inhabitants of the {{DuLevelLink|Dingy Jungle}} that were corrupted by a shard of the orb.
  +
* {{DuEntityLink|Mage}} — Illagers dwelling on the {{DuLevelLink|Squid Coast}} that were enhanced by the orb.
  +
* {{DuEntityLink|Obsidian Monstrosity}} ([[MCD:Boss|boss]]) — A golem dwelling atop the {{DuLevelLink|Obsidian Pinnacle}} that was given function and sentience by the orb.
  +
* {{DuEntityLink|Poison Anemone}} — Anemones that were corrupted by one of the orb's shards, making them grow larger and shoot poison projectiles.
  +
* {{DuEntityLink|Poison-Quill Vine}} — Vines that were corrupted by one of the orb's shards, making them grow larger and shoot poison projectiles.
  +
* {{DuEntityLink|Quick Growing Anemone}} — Anemones that were corrupted by one of the orb's shards, making them grow all over the sea.
  +
* {{DuEntityLink|Quick Growing Vine}} — Vines that were corrupted by one of the orb's shards, making them grow all over the jungle.
  +
* {{DuEntityLink|Ravenous Eye}} — One of the six enchanted endersent that was enhanced by the orb to guard an [[MCD:Eye of Ender|Eyes of Ender]] within {{DuLevelLink|Highblock Halls}}.
  +
* {{DuEntityLink|Reaping Eye}} — One of the six enchanted endersent that was enhanced by the orb to guard an [[MCD:Eye of Ender|Eyes of Ender]] within the {{DuLevelLink|Desert Temple}}.
  +
* {{DuEntityLink|Redstone Cube}} — Cube shaped golems that were given function and sentience by the orb through splitting from the Redstone Monstrosity.
  +
* {{DuEntityLink|Redstone Golem}} — Golems that were given function and sentience by the orb.
  +
* {{DuEntityLink|Redstone Monstrosity}} ([[MCD:Boss|boss]]) — A golem dwelling within the {{DuLevelLink|Fiery Forge}} that was given function and sentience by the orb.
  +
* {{DuEntityLink|Savage Eye}} — One of the six enchanted endersent that was enhanced by the orb to guard an [[MCD:Eye of Ender|Eyes of Ender]] within {{DuLevelLink|Pumpkin Pastures}}.
  +
* {{DuEntityLink|Spiked Eye}} — One of the six enchanted endersent that was enhanced by the orb to guard an [[MCD:Eye of Ender|Eyes of Ender]] within {{DuLevelLink|Creeper Woods}}.
  +
* {{DuEntityLink|Treetop Whisperer}} ([[MCD:Boss|boss]]) - An inhabitant of a {{DuLevelLink|Treetop Tangle|corrupted temple}} that remained as a remnant of the corruption caused by a shard of the orb.
  +
* {{DuEntityLink|Wavewhisperer}} — Inhabitants of the {{DuLevelLink|Hidden Depths|ocean depths}} that were corrupted by a shard of the orb.
  +
* {{DuEntityLink|Whisperer}} — Inhabitants of the {{DuLevelLink|Dingy Jungle}} that were corrupted by a shard of the orb.
  +
  +
== Sounds ==
  +
=== Opening cinematic ===
  +
{{Empty section}}
   
 
== Trivia ==
 
== Trivia ==
  +
* In the game ''[[Minecraft Legends]]'', the Orb of Dominance is seen in the possession of [[MCL:The Seer|The Seer]], who used it to corrupt a [[MCL:Night Beacon|beacon]].
* The Orb of Dominance is a 5x5 cube. However the one used for the [[Minecraft Dungeons:Wretched Wraith|Wretched Wraith]] uses a 6x6 texture but is roughly 3x3 in size. This would make the Wretched Wraith's shard 9/25ths the size of the regular Orb that Archie used.
 
  +
** No pieces of the cube that large were seen in the ruins during the final cutscene in the Obsidian Pinnacle.
 
  +
== History ==
*** Coincidentally, there were multiple 2x2 and 1x1 pixel shards that were perfect cubes.
 
  +
{{History|dungeons}}
* All mobs created directly by the Orb of Dominance or its shards all seem to have a purple/pink theme to it, and some seem to have [[Minecraft Dungeons:Enderman|enderman]]-like eyes.
 
 
{{History||Dungeons Beta|[[File:Orb of Dominance (Dungeons).png|32px]]Added the Orb of Dominance.}}
  +
{{History|foot}}
   
 
== Gallery ==
 
== Gallery ==
  +
  +
=== Screenshots ===
 
<gallery>
 
<gallery>
File:IllagerOrb.png|Archie grabbing the Orb of Dominance after falling victim to its trap.
+
File:IllagerOrb.png|Archie grabbing the Orb of Dominance after falling for its trap.
File:Orb of Dominance.png|The Orb of Dominance in the Opening Cinematic.
+
File:Orb_of_Dominance.png|The Orb of Dominance in the opening cinematic.
File:Orb Remains.png|The remains of the Orb of Dominance after it shattered.
+
File:Orb_Remains.png|The remains of the Orb of Dominance after it shattered atop the [[MCD:Obsidian Pinnacle|obsidian pinnacle]].
File:JungleShard.png|One of the shards from the Orb of Dominance that landed in a Jungle, causing the events of [[Minecraft Dungeons:Jungle Awakens|Jungle Awakens]].
+
File:JungleShard.png|A shard that landed in a jungle, giving sentience to the [[MCD:Jungle Awakens|awakened jungle]].
File:WinterShard.png|Another Orb shard that landed on a lively island, causing the [[Minecraft Dungeons:Creeping Winter|Creeping Winter]].
+
File:WinterShard.png|Another shard that landed on a lively island, causing an [[MCD:Creeping Winter|eternal winter]].
  +
File:MountainShard.png|Another shard that landed on top of a mountain, causing a [[MCD:Howling Peaks|storm at the summit]].
  +
File:2021-10-26_(3).png|The remains of the orb found within the ruins of the obsidian pinnacle by two [[MCD:Enderman|endermen]] and taken to [[MCD:Broken Citadel|The End]] where it waited to [[MCD:Echoing Void|enact vengeance]] against the heroes.
 
</gallery>
 
</gallery>
  +
  +
== References ==
  +
{{reflist}}
  +
 
{{Minecraft Dungeons}}
 
{{Minecraft Dungeons}}
   
[[pl:Minecraft Dungeons:Kula władzy]]
+
[[pl:Minecraft Dungeons:Kula Władzy]]
[[zh:Minecraft Dungeons:支配之球]]
+
[[zh:MCD:支配之球]]
  +
[[Category:Characters]]
  +
[[Category:Book characters]]

Latest revision as of 08:23, 27 February 2024

Gear (item)
This article is a work in progress. 
Please help in the expansion or creation of this article by expanding or improving it. The talk page may contain suggestions.
Note:
  • Add an image of the shard of the orb from the Hidden Depths DLC.
  • Add the enderman sounds that the Orb of Dominance produces in the opening cinematic.
  • Add sources to the lore section.

As he wanders through deep forests and up craggy mountains, he stumbles upon a dark cavern—with a sinister secret waiting inside. Archie discovers an object which whispers to him promises of power: the Orb of Dominance. With it, Archie realizes he can wield incredible magic and reshape a world that turned its back on him. All he needs to do is exactly what it tells him. After all, it’s called the Orb of Dominance for a reason, right? But is it named for the way Archie uses it—or is it using him?

Minecraft Dungeons: The Rise of the Arch-Illager synopsis

The Orb of Dominance is a sentient object in Minecraft Dungeons that manipulated the Arch-Illager into believing that it could help him reshape the world into a society in which he would be accepted. It is the disguised form of the Heart of Ender and can be considered the overarching antagonist of the game.

Appearance

Despite being called an orb, the Orb of Dominance is a 5×5×5 cube that is the size of a mob head in the base game. No pieces of the cube that large were seen in the ruins during the final cinematic atop the obsidian pinnacle. The shard that corrupted the wretched wraith uses a 6x6x6 texture but is roughly 3x3x3 in size. This would make this shard 27/125ths or ≈0,22 the size of the original orb that corrupted Archie. However, no perfectly cubical piece of that large size was seen in the ruins upon its destruction atop the obsidian pinnacle. Coincidentally, there were multiple 2×2×2 and 1×1×1 pixel shards that were perfect cubes.

Spawning

Summoning an ambush
Cinematic
Part of Boss Appearances

Behavior

The Orb of Dominance is used by the Arch-Illager to summon ambushes, bosses, and minions. He also uses it to enhance mobs and fire purple blasts at heroes.

Story

Spoiler warning
Spoiler warning! This section contains detailed information about Minecraft Dungeons: The Rise of the Arch-Illager that may spoil your enjoyment of it. Read at your own risk!

Personality

Throughout the game and the prequel novel, the Orb of Dominance appears to be intensely manipulative. This was made apparent in its corruption of Archie in how it warped Archie’s desire of being accepted within a society. The orb’s corruption of Archie also showed that the orb was very intensely methodical in that the orb was very specific in its many suggestions to Archie and it was not in any way at all concerned with the possibility of failing in corrupting Archie. The orb initially showed Archie the kindness that he so desperately desired, such as when it summoned a plate of food when he was hungry and being willing to listen and support Archie when he talks about his personal issues. The orb’s kinder side is also seen when it suggested to Archie that he should use the six redstone golems to clear a path for him rather than doing so on his own. Upon gaining Archie’s trust, the orb then instilled into Archie a need for vengeance against the individuals who had ostracized him from society. It then convinced Archie that in order for him to get his revenge, they needed to build an army. The orb’s corruption gets to the point where the more Archie confides in and discusses with the orb, the more control the orb gains over its suggestions to Archie. This is seen in how it eventually causes Archie to become increasingly paranoid of betrayal. It uses Archie’s dislike and fear of Thord, and his distrust and suspicions of Walda’s attempted manipulations of him to instill in Archie a paranoia of betrayal. This is explicitly shown in how by the end of the novel, the orb had effectively eliminated every individual that could potentially stop its corruption of Archie, such as getting Archie to attack the village a second time to take prisoners, resulting in Archie’s only friend, Yumi, blaming the attack on him since she had no knowledge of the orb’s corruption. This paranoia of betrayal is also implied in the desert temple mission in the game itself with how the story description states that Archie was planning a raid on the desert temple to take the Nameless One’s staff, despite previously making an uneasy alliance with the Nameless One in the prequel novel. It is implied that the paranoia of betrayal that the orb had instilled within Archie led him believing that the only way to prevent the Nameless One from betraying him was to betray their uneasy alliance first. Just like how it only took a few non-genuine acts of kindness from the orb to ensnare Archie, all it took to free him from the orb was being spared by the heroes atop the Obsidian Pinnacle, allowing him to join their society.

Lore

Spoiler warning
Spoiler warning! This section contains detailed information about Minecraft Dungeons that may spoil your enjoyment of it. Read at your own risk!

To…The…Beginning… To the end.

Shard of Dominance, Minecraft Dungeons:Echoing Void opening cutscene

Long before the events of Minecraft Dungeons, the Orb of Dominance emerged from a portal that led from an "endless void between worlds" into the Overworld, where it wrecked havoc, until it was finally locked away; imprisoned within a sanctuary hidden in the mountains, under the watchful gaze of six redstone golems, built to guard the sanctuary prison. For millennia, there it would fester, until its existence would be all but forgotten.

Thousands of years later, an outcast illager named Archie, banished from his tribe, would come across the now crumbling sanctuary, seeking shelter. Sensing Archie’s troubled thoughts and despair, the orb called out to him, entrancing him with promises to solve his problems. At first, Archie tried to resist its beckoning, but soon gave in, releasing the malevolent orb from its pedestal, throwing Archie into a state of unconsciousness. Archie woke up to the orb telling him that they had to leave the sanctuary if he wanted to fix his problems. Before they left, Archie became distracted by the sight of the sanctuary’s redstone golems, which had fallen into disrepair like the ruins they guarded. Using its dark power, the orb reactivated the golems, giving them a new purpose, presenting them as a gift to Archie. The orb then ripped out chunks of gold and iron ore, forging a staff for Archie, who rested the orb upon the top of the staff. The orb then summoned food and bedding for Archie after sensing his weakness. The next morning, Archie and the orb are unexpectedly attacked by some husks that were drawn to their recent activity in the sanctuary ruins. Just before Archie prepares to use the staff as a melee weapon, the orb fires energy which obliterates the husks. Afterwards, the orb and the redstone golems clear a path down the mountain for Archie. Upon sensing Archie’s desire for vengeance against his tormentors, the orb informs him that they will need an army.

After leaving the mountains, Archie, the orb, and the golems make their way to the eastern coast of the Mainland. There, the orb creates a new home for Archie, christening it "Highblock Keep". The orb then takes Archie to the ramparts of the castle, which comes to be known as the obsidian pinnacle. Upon the pinnacle, the orb grants Archie a vision of the evoker, Thord, leading several illagers in a desperate struggle against an undead horde lead by a necromancer in the cacti canyon.

As Archie watches Thord and the other illagers, the orb suggested that the illagers could serve as their army. Sensing Archie’s hesitation, the orb advises that he could send the redstone golems to assist the illagers and Archie agrees to go himself. As they made their way through the cacti canyon, Archie questioned whether the illagers would attack him on sight, though the orb reassures him that all who would oppose him would be destroyed. As they continued searching, the orb told him that they will need a large source of heat to forge new redstone golems.

Archie decides to rest, yet before he could, the orb alerts him that the illagers are nearby. At the orb’s insistence, Archie defeats the undead horde attacking the illagers.

With the illager tribe heading to Highblock Keep, Archie uses the orb to furnish Highblock Halls, before heading to a nearby volcano where the orb manages to create a new redstone golem from the local minerals.

Leaving the new redstone golem to mine out the volcano underground cavern, Archie began to leave, much to the orb’s protests.

With the illagers at Highblock Keep, Archie tried to provide comfort, but the orb informs him that it would make him look weak, giving Thord the potential possibility of trying to usurp him.

The next day, Archie returned to the volcano to begin construction on the fiery forge. He used the orb to create a new redstone golem in front of the illagers, who applaud his act of creation. Archie then returned back to Highblock Castle in time for the orb to create a throne room for Archie. Thord then remarks that despite the orb, Archie is still weak. The orb impulsively advises Archie to kill the evoker for his lack of loyalty, but Archie chooses to ignore the advice.

During Archie’s attack on the squid coast, the illagers are ambushed by the undead, resulting in two skeletons abducting Archie. The undead have Archie brought to the desert temple, where he obtains an audience with the Nameless One, the reanimated king of the Overworld, who reigned thousands of years ago during the orb’s original rampage. The Nameless One revealed that he wants the orb so that the undead would no longer burn in sunlight. Archie agrees to grant them immunity, in exchange for an alliance between the undead and illagers.

Upon returning to Highblock Castle, Archie is greeted by his former matriarch, Walda, who informs him that Thord is overseeing security at the fiery forge. Archie departs to the obsidian pinnacle where the orb shows Archie that Thord had commandeered a redstone golem to steal a shipment of ore.

Archie soon leaves Highblock Castle and finds Thord struggling to move the shipment of ore down the lava lake. Upon spotting Archie, Thord tried attacking the illager outcast, but the orb protected Archie. Ultimately loyal to the Orb of Dominance, Thord’s commandeered redstone golem turns on the evoker. Thord tries to beg Archie for mercy but the illager outcast does not grant him any for his treachery. It is unknown whether Thord was killed directly by the golems or fell into the lava lake.

To celebrate the death of his tormentor, Archie used the orb to create something magnificent: the redstone monstrosity. Archie returned to Highblock Castle to question Walda, correctly predicting that she orchestrated the failed heist. Walda changes the subject by proposing that a coronation ceremony be held for Archie.

The ceremony goes without trouble with Archie declaring himself as the "Arch-Illager". Afterwards, the Arch-Illager retreats to obsidian pinnacle where the orb shows him a vision of a reinforced squid coast and the homes of his enemies. The Arch-Illager commands Walda to burn the houses to the ground. Walda, who now knows that the Arch-Illager cannot be usurped, loyally complies.

Deep down, Archie questions if he is doing the right thing but the orb says that they cannot tolerate non-loyalty from any living being as they travel west.

Now at the outskirts of the squid coast, the Arch-Illager smiled at the sight of smoke rising from the heroes’ houses burning. Once again, Archie questions his actions deep down but the orb reminded him of his past and told him that this was his retribution.

As the Arch-Illager basks in the flames of the squid coast burning down, what little is left of Archie is snuffed out by the orb. Finally, after thousands of years, the Orb of Dominance shall rule the Overworld.

The next day, the orb has the Arch-Illager lead a small group of illagers to round up any straggling villagers remaining in the squid coast. Though they are successful, they encounter resistance from the heroes whose houses they burned down.

Later in the evening, the Arch-Illager and the orb have their forces transport the captured villagers through the creeper woods to serve as a labor force. Unfortunately, the heroes followed them from the squid coast and free the prisoners.

Despite the illager conquests, the pumpkin pastures still remained free from the orb’s control. In response, the Arch-Illager has Walda lead a massive invasion of the pastures to subjugate the land. Though they are successful, the heroes managed to evacuate the villagers before the illagers arrive, and ultimately, Walda is slain in the town square.

Despite Walda’s death, with the fall of Pumpkin Pastures and the entire world now under his control, the Arch-Illager travels to the soggy swamp for a personal inspection of the witch coven that supplied his potions. During the inspection, the heroes enact a sudden raid on the coven and destroy all but one of the cauldrons. In retaliation, the Arch-Illager used the orb to grant sentience to the remaining cauldron to stop the heroes. Nevertheless, the heroes manage to destroy the empowered cauldron and defeat the coven.

With their potion supply gone, the orb suspected that the heroes would target their redstone supply next, and urged the Arch-Illager to send reinforcements to the redstone mines. As predicted, the heroes launched an assault on the redstone mines, defeating the guards and freeing the villager mining force. Deciding that the redstone mines was lost, the Arch-Illager dispatched a redstone golem to slow down the heroes while he fled.

With the mines gone, the orb realized that the heroes are actually targeting the illager war machine. The Arch-Illager has the fiery forge put on lockdown. However, the heroes were still able to manage to breach the fiery forge and destroy the stabilizing cores, triggering an eruption. With the fiery forge collapsing, the Arch-Illager has his forces evacuate as much supplies as possible to Highblock Keep. Hoping to trap the heroes in the volcanic eruption, the Arch-Illager reactivated his most prized creation, the redstone monstrosity. In the end, the heroes defeated the monstrosity and escaped the fiery forge.

Suffering from massive setbacks, the Arch-Illager grew increasingly paranoid of the Nameless One taking advantage and betraying him. At the orb’s insistence, the Arch-Illager sent a massive raid party to the cacti canyon to retrieve the Nameless One’s staff, since it can summon the undead. Though the Arch-Illager himself entered the desert temple, the heroes followed after him before the rest of the illagers even arrived.

Inside the desert temple, the Arch-Illager raced against the heroes through the labyrinth to find the Nameless One first. Despite the orb’s superior power, the heroes reached the reanimated king first and destroyed his staff. Still, it was not a loss for the Arch-Illager since the heroes unwittingly eliminated a threat to the orb’s reign and the control of the undead passed to the Arch-Illager.

With the Nameless One destroyed, the Arch-Illager threw a large feast to celebrate his foe’s demise in Highblock Halls. The orb warned him that the heroes might try to attack during the celebration but the Arch-Illager dismissed the concern as his entire army had gathered in the castle. Surely enough, the heroes did crash the party and made their way to the throne room. Before they could act, however, the Arch-Illager, who had watched their progress through the orb, sent out a legion of his best soldiers laying in ambush before he retreated to the ramparts.

Upon fighting their way through the ambush, the heroes chased the Arch-Illager across the obsidian pinnacle, defeating every soldier he sent at them. Eventually, the Arch-Illager found himself cornered at the tallest tower of the ramparts. Upon seeing no other option left, the Arch-Illager unleashed the full power of the Orb of Dominance upon his enemies. Despite the assistance of the orb, the Arch-Illager was still overpowered by the heroes. Seeing no more use in the Arch-Illager, the Orb of Dominance decided to take matters into its own responsibilities, manifesting as its true self: the heart of ender. Even with it unleashing is full power, the heart of ender was weakened enough to lose its physical form. Ironically, the heart of ender manipulated the Arch-Illager into believing that he needed its power, and when the destabilized entity tried to escape, it was the Arch-Illager who denied it, not wanting to lose the corruptive power that he so coveted. The heart of ender was shocked when it sensed not weakness, but strength, in the Arch-Illager. No matter how hard it ordered the illager outcast to let go, the Arch-Illager disobeyed and tightened his grip. Eventually it was too much for the unstabalized heart of ender and in a flash of light, the orb shattered.

As the smoke cleared, the ground was littered with countless tiny orb fragments, whose power faded away, the Arch-Illager, and the heroes he fought against. With the heart of ender gone, so too was the Arch-Illager. The first thing Archie saw when he woke from the nightmare were four heroes, who slowly approached him. At first, Archie expected pain, but only found…kindness, despite all that he did. With the storm dissipating, Archie and his former enemies celebrated. After all, the heart of ender was dead…wasn’t it?

The Orb of Dominance, the heart of ender, was the most powerful thing the Overworld ever experienced. Its power was so strong, that it could continue living despite such a fatal wound. What Archie and his new family didn’t see were the tiny fragments slowly pulling themselves back together into five larger shards, spread across the Overworld. After the fall of the illager empire, rumors sprouted up of corruption appearing in the outer regions of the Overworld. All sources pointed to the heart of ender, but it was destroyed. Nevertheless, the heroes decided to head off to the outer regions of the Overworld to confront this new corruption.

One day, deep in the heart of the dingy jungle, a shard of dominance crashed into the clearing. Its power bled out, being absorbed by the landscape. Soon, it began to corrupt the strange inhabitants of the island. Overtime, the shard began to collect vegetation and debris, until a corruptive beast was born from the foreign darkness: the jungle abomination. Eventually, the heroes arrived to dingy jungle, now overgrown with corruption, and fought their way through the corrupted inhabitants and the undead that blocked their way.

After the fighting, the heroes reached the clearing, which housed the overgrown temple, where the corruptive roars echoed from. As they trudged on, the heroes fought the leapleaves and undead that crawled about the crumbling maze. They finally reached a shrine, constructed by a civilization that worshipped the sun, at the center of the overgrown temple. Suddenly, the jungle abomination dropped down from the ceiling and did battle with the intruders. The heroes managed to swiftly cut down the orb-spawn and left the jungle, which could finally heal from the infection.

Across the sea was a lively island that housed a bustling trade center. In the distance was a lonely fortress overlooking the port that housed a certain wraith, notorious amongst its fellow undead for its dislike of the warmth. The wraith came across a strange object, a shard of dominance, one day and realized it could finally rid its home of the warmth with it. Using its newfound powers, this wretched wraith conjured a creeping winter and chased the local villagers from its new frozen kingdom. It soon received two types of visitors to the frosted fjord, the first being the scattered remnants of the illager empire which came to venerate its new powers; the second was the heroes who wished to destroy the wraith.

Despite the unending blizzard and illager hordes, the heroes reach the Lone Fortress which housed the origin of the winter. Throughout their journey, it became clear that this place used to be one of the Arch-Illager’s outposts, as it could be why the illagers came here. Eventually, the heroes reached an icy chasm with the shard of dominance floating above a crown of frost. Before they could reach the shard, the wretched wraith, now frozen with corruption, swooped up to attack. After a long fight, the wretched wraith notices that its cold is gone. As it examines its crown, it sees the shard is gone. As if in response, the warmth suddenly shone through the windows, onto the wretched wraith. The heroes watch on as the warmth evaporates the wretched wraith, and proceed to leave the island to melt as a new spring starts.

With the Arch-Illager gone, the illager empire soon crumbled to constant internal conflict. One large remnant of the illager empire retreated to windswept peaks where dark storms have been recently brewing around the mountain. Reports soon spread amongst the illagers of a shard of dominance spotted amongst the peak. If that were true, they could use it to regain control over the Overworld. Heroes soon showed up, determined to stop the corruptive storm brewing in the peaks. Seeing the legions of illagers, the heroes knew it was going to be a long climb.

The gale sanctum rested upon the summit, a place dedicated to the wonders of the wind. It is said that within its walls is a protector. Now it is crawling with illagers and corruption. Inside its doors, the heroes learned to master the wind and vanquish the squall golems. As they moved more and more within, the winds grew stronger. Suddenly, the wind stopped, they reached the eye of the storm. Before them stood the fallen protector of the sanctum: the tempest golem, now howling with corruption. Knowing that the tempest golem must be destroyed if the storm was to be stopped, the heroes rushed in to attack. To their surprise, weapons seemed to do nothing against the golem, as if a powerful current of wind blew away all damage. They soon spotted resonance crystals, and shut them down. Suddenly, the tempest golem’s chest burst open, revealing the shard of dominance on its torso. After several barrages against their enemy, the shard of dominance and the tempest golem shatter. Outside, the storm dissipates to a calm breeze. With all life in the Overworld saved, the heroes departed the island.

Unsettling rumors have come around: talk of strange, unnatural currents around the coral rise, the local undead becoming extra feisty, and spottings of a massive, glowing fish. If that were true, then a shard of dominance must have fallen into the sea. After a deep dive, the heroes reached the sea floor. Sure enough, the undead seem to be unusually active. Maybe the sudden currents have awake them from their slumber? It didn’t matter, somewhere, down in the crushing depths was a shard of dominance spreading corruption. But something else was out there, as the sea floor darkened, the heroes realized it was a shadow. As they looked up, swimming above them was a giant creature that resembled a guardian. Where there are guardians, there is…a monument!

As long as it remembered, the ancient guardian spent its entire existence protecting the abyssal monument. It was the very first to execute such an honorable duty. It could recall all those centuries, swimming around, watching new guardians and elder guardians joining its ranks in this vital mission. It remembers every square block of the abyssal monument, every room, chamber, and the exact areas occupied by coral. The only thing that eludes it was when the undead came along. Very mysterious, sometimes the ancient guardian would spend entire days watching them. They don’t bother it, as long as they don’t harm the artifacts, it won’t harm the undead. There was one day, that strange shining shard appeared. The sudden growth spurt and newfound confidence that served well in spreading its territory, but now these creatures ransack its artifacts without a care in the world. It doesn’t matter if it had to destroy part of its home. All that matters is to protect the abyssal monument! They fought valiantly, with true warrior’s spirit. As the world darkens, the ancient guardian realized that it lost its sight of purpose. The visitors weren’t here to destroy the abyssal monument, but have come to save it from its own protector! At least, in the end, it still got to die with honor.

Anger…pain…suffering…Through the heart of ender’s fractured, but shared conscience, the fifth shard of dominance felt the destruction of the other four shards. Somehow, it remained hidden from its enemies, maybe for the best. It managed to outlive the other shards of its being, but it was only a matter of time before they came for it. The sound…the sound of stone being moved. Yes, they received its message. Light shines in as two endermen moved aside the bricks that made up the ruins of the obsidian pinnacle. As one enderman grabbed the final shard, the orb felt its time had come. To the beginning…the endermen teleport to the stronghold. The beginning from which it came, the beginning from which it lived. To the beginning…the shard carrying enderman approaches the end portal. After the two head through the portal, several endersent and endermites emerge from the portal, determined to protect the pathway to their master. To the beginning…the time had now come to go to the end.

Finally, after countless millennia, the heart of ender was back home. Its imperfected form may not be much, but it will do. It senses its best endersent being slain by those heroes, but the stronghold was still heavily guarded by the undead. The heart of ender scurries around the end wilds, sprinting past the surviving members of the illager empire that it had brought here unwillingly. It just needed more power so it could destroy all dimensions and be rid of its enemies! To think that it once wanted to rule that world through such an outcast…The heroes, they are here. It has to hurry its plan, should it get revenge.

The end wilds truly was an otherworldly realm, more so than the Nether. The heroes felt it in their very souls that the final battle drew near. On this day, between the heroes and the heart of ender, one of them would fall. They spotted something rising in the horizon. This was it: the broken Citadel, the original homestead of the Orb of Dominance. The city was already crawling with a welcoming party of enderlings and illagers. With the power of the elytra, the heroes made their way across the broken citadel. Suddenly, the heart of ender scurries past the heroes, as it enters a large void pool in the center of its shrine. The entirety of the broken citadel seems to rumble as something rose from the depths of the void. Standing before them was the Orb of Dominance’s perfected form: the vengeful heart of ender. One last battle engaged between the reborn embodiment of evil and the last hope of the Overworld insured until…the vengeful heart of ender shook uncontrollably, firing lasers everywhere, chopping itself to pieces. The monstrous entity fell to pieces, disintegrating, as the heroes looked on to see the vengeful heart of ender’s ashes blowing away into the obscurity of the End, to be lost forever…

With news of the Orb of Dominance’s permanent demise, celebrations occurred across the Overworld. Though the orb was finally destroyed, some other evil could rise in its place, as evil always does…but when it does heroes will be ready to fight against it!

Confirmed dominations

  • Ancient Guardian - A guardian dwelling within the Abyssal Monument that became emboldened upon being corrupted by one of the orb's shards.
  • Archie - An outcast Illager who built Highblock Keep and became the Arch-Illager upon being corrupted by the orb's influence.
  • Wretched Wraith - A wraith dwelling within a Lonely Fortress that became wicked upon being corrupted by one of the orb's shards.
  • Tempest Golem - The ancient protector of the Gale Sanctum that became mighty upon being corrupted by one of the orb's shards.

Confirmed manifestations

  • Heart of Ender — The first manifestation of the orb, created atop the Obsidian Pinnacle as a last resort from preventing the defeat of the Arch-Illager and fall of illager empire.
  • Imperfect Heart of Ender — The second manifestation of the orb, created within the End Wilds after the remnants of the orb was taken to the End by two Endermen.
  • Vengeful Heart of Ender — The third and final manifestation of the orb, formed within the central area of the Broken Citadel by drawing upon power surging from the echoing depths of the void.

Confirmed victims

Sounds

Opening cinematic

This section of the article is empty. 
You can help by adding to it.

Trivia

History

Minecraft Dungeons
Dungeons Beta
{{Extension DPL}}<ul><li>[[Lead|Lead]]<br/>{{About|the item used for leashing and leading mobs|the element|Element#Lead}}
{{Item
| image = Lead.png
| stackable = Yes (64)
| renewable = Yes
}}
'''Leads''' are [[tool]]s used to leash and lead passive and neutral [[animal]]s, [[golem]]s and some [[monster]]s.

== Obtaining ==
=== Chest loot ===
{{LootChestItem|lead}}

=== Crafting ===
{{Crafting
  |A1= String
  |B1= String    
  |A2= String
  |B2= Slimeball
  |C3= String
  |Output= Lead,2
  |type= Tool
}}

=== Mob loot ===
[[Wandering Trader|Wandering trader]]s always spawn with 2 [[llama|trader llama]]s, each held with a lead. When a trader llama is detached, either by killing it or the wandering trader, dragging them far apart, or putting the llama in a [[boat]] or a [[minecart]], the lead drops at the llama's position.

== Usage ==
=== Crafting ingredient ===

{{crafting usage}}

=== Leashing mobs ===
[[File:SuspendedPigs.png|190px|thumb|One block tall mobs, such as pigs, suspend at 7 blocks above the ground.]]
[[File:SuspendedCows.png|190px|thumb|Two block tall mobs, such as cows, also suspend at 7 blocks above the ground.]]

{{control|Using}} a lead on a [[mob]] ties the lead to the mob, allowing it to be moved by the player. Multiple mobs can be held by leads at once, but each mob held requires its own lead.

It is possible to leash the following mobs and other entities:

{{columns-list|colwidth=20em|
* {{EntityLink|Allay}}
* {{EntityLink|Axolotl}}
* {{EntityLink|Bee}}
* {{EntityLink|Boat}}{{only|bedrock}}
* {{EntityLink|Camel}}
* {{EntityLink|Cat}}
* {{EntityLink|Chicken}}
* {{EntityLink|Chicken Jockey}} (only the mount)
* {{EntityLink|Cow}}
* {{EntityLink|Dolphin}}
* {{EntityLink|Donkey}}
* {{EntityLink|Fox}}
* {{EntityLink|Frog}}
* {{EntityLink|Glow Squid}}
* {{EntityLink|Goat}}
* {{EntityLink|Hoglin}}
* {{EntityLink|Horse}}
* {{EntityLink|Iron Golem}}
* {{EntityLink|Llama}}
* {{EntityLink|Mooshroom}}
* {{EntityLink|Mule}}
* {{EntityLink|Ocelot}}
* {{EntityLink|Parrot}}
* {{EntityLink|Pig}}
* {{EntityLink|Polar Bear}}
* {{EntityLink|Rabbit}}
* {{EntityLink|Sheep}}
* {{EntityLink|Skeleton Horse}}
* {{EntityLink|Skeleton Horseman}} (only the mount)
* {{EntityLink|Sniffer}}
* {{EntityLink|Snow Golem}}
* {{EntityLink|Squid}}
* {{EntityLink|Strider}}
* {{EntityLink|Trader Llama}}
* {{EntityLink|Wolf}}
* {{EntityLink|Zoglin}}
* {{EntityLink|Zombie Horse}}}}

Additionally, [[villager]]s, [[wandering trader]]s, and [[monster]]s other than the ones listed above, can be leashed using a map editor or [[NBT]] editor. 

With a mob on a lead held by the player, {{control|using}} the lead on any type of [[fence]] (or [[wall]]{{only|bedrock|short=1}}) attaches the lead to it with a visible knot, tying the mob to it. To attach it to a wall on Bedrock Edition, the player must hold a lead in the main hand.<ref>{{bug|MCPE-108078}}</ref> Multiple leads may be attached to one fence post. A mob tied to a fence tends to stay within 5 blocks of the fence post.

A lead is broken by pressing the {{control|use item}} control on the mob again, hitting the knot, or removing the attached fence post. Leads also break when hit by projectiles. Whenever a lead is removed or broken, it drops as an [[item (entity)|item]] at the location of the mob. However, it does not drop when unleashed in Creative mode.{{only|java}}<ref>{{bug|MCPE-79639}}</ref> A lead does not break if the attached animal dies.

A lead can stretch a maximum of 10 blocks. If the mob is able to move towards the player or fence post, it does so. If not, or if the mob is moving very quickly away from the player, the lead breaks.

When the player or the knot is more than 7 blocks above the ground, the mob being leashed becomes suspended.

Most mobs that can be leashed can still be leashed even if attacking the player leashing them, and any attached leads do not break.

[[Wolf|Wolves]] cannot be leashed after becoming angry. Despite this, if they become angry while already leashed, the lead does not break, but it cannot be reattached when broken through other methods while the wolf is still angry.

A lead attached to a hoglin breaks if it becomes a [[zoglin]].

A lead does not prevent mobs from despawning if they normally would despawn.

When moving downwards and accelerating towards the ground, leashed mobs accumulate fall damage and take it if they hit the ground while still accelerating. When moving up or decelerating (such as when the lead is stretched to its limit), the fall distance is set to one block and the mob therefore does not take any fall damage if it touches the ground.

If the player walks into and back out of a [[nether portal]] while holding a lead connected to a mob, the lead remains attached to the mob. However, if a mob attached to a lead walks into a nether portal, the lead breaks and drops as an item in the other dimension.

A lead can be used to remove a mob from a boat without needing to break the boat, if the mob can normally be leashed.

If a chunk unloads while containing a leashed mob (either by the player walking too far away, or traveling to another dimension via a portal), the lead breaks and drops as an item, leaving the mob free to wander around.

== Sounds ==
{{Edition|Java}}:
{{Sound table
|sound=Lead Knot break1.ogg
|sound2=Lead Knot break2.ogg
|sound3=Lead Knot break3.ogg
|subtitle=Leash Knot breaks
|source=neutral
|description=When a leash knot is destroyed
|id=entity.leash_knot.break
|translationkey=subtitles.entity.leashknot.break
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Lead Knot place1.ogg
|sound2=Lead Knot place2.ogg
|sound3=Lead Knot place3.ogg
|subtitle=Leash Knot tied
|source=neutral
|description=When a leash knot is placed on a fence
|id=entity.leash_knot.place
|translationkey=subtitles.entity.leashknot.place
|volume=1.0
|pitch=1.0
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Lead Knot break1.ogg
|sound2=Lead Knot break2.ogg
|sound3=Lead Knot break3.ogg
|source=neutral
|description=When a leash knot is broken by {{ctrl|interacting}} with it
|id=leashknot.break
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Lead Knot place1.ogg
|sound2=Lead Knot place2.ogg
|sound3=Lead Knot place3.ogg
|source=neutral
|description=When a leash knot is placed on a fence or wall
|id=leashknot.place
|volume=1.0
|pitch=1.0
|foot=1}}

== Leash Knot ==
'''Leash knot''' is an entity created when the [[player]] right-clicks the fence while having a mob leashed.
{{Entity| title = Leash Knot| image = Knot.png|imagesize= 100px|networkid='''[[JE]]''': 77}}
=== Data values ===
==== ID ====
{{edition|java}}:
{{ID table
|edition=java
|generatetranslationkeys=y
|displayname=Leash Knot
|spritetype=entity
|nameid=leash_knot
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Leash Knot
|spritetype=entity
|nameid=leash_knot
|id=88
|foot=1}}

==== Entity data ====

Leash knots have entity data that define various properties of the entity.

{{el|java}}:
{{main|Entity format}}
{{/ED}}

{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Lead
|spritetype=item
|nameid=lead
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Lead
|spritetype=item
|nameid=lead
|id=547
|form=item
|foot=1}}

== Achievements ==

{{load achievements|So I Got That Going for Me}}

== Advancements ==

{{load advancements|When the Squad Hops into Town}}

== History ==
{{missing information|The history of a lot of mobs be leashed}}
{{History|java}}
{{History||1.6.1|snap=13w16a|[[File:Lead JE1 BE1.png|32px]] Added leads. 
|Leads do not currently have a tooltip and are called “leashes” in [http://www.mojang.com/2013/04/minecraft-snapshot-13w16a-and-new-launcher/ the change notes].}}
{{History|||snap=13w16b|Leads have been given a tooltip.}}
{{History|||snap=13w18a|Leads have been given a [[crafting]] recipe.}}
{{History||1.9|snap=15w50a|Added a [[sound]] for leads: <code>entity.leashknot.place</code>.}}
{{History||1.11|snap=16w32a|The [[entity]] ID of the knot has been changed from <code>LeashKnot</code> to <code>leash_knot</code>.}}
{{History|||snap=16w39a|Leads can now be found in [[woodland mansion]] chests.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 420.}}
{{History||1.14|snap=18w43a|[[File:Lead JE2 BE2.png|32px]] The texture of leads has been changed.}}
{{History|||snap=19w05a|Added [[wandering trader]]s, which are naturally equipped with leads.}}
{{History||1.15|snap=?|[[Bee]]s can now be leashed.}}
{{History||1.16|snap=20w09a|[[Skeleton horse]]s and [[zombie horse]]s can now be leashed.<ref>{{bug|MC-166246}}</ref>}}
{{History|||snap=?|[[Hoglin]]s can now be leashed.}}
{{History||1.16.2|snap=20w27a|[[Zoglin]]s can now be leashed.}}
{{History||1.17|snap=21w19a|[[Squid]]s and [[glow squid]]s can now be leashed.<ref>{{bug|MC-136647}}</ref>}}
{{History|||snap=?|[[Axolotl]]s can now be leashed.}}
{{History||1.19|snap=22w13a|Lead may now be found in [[ancient city]] [[chest]]s.}}
{{History|||snap=?|[[Frog]]s can now be leashed.}}
{{History||1.19.3|snap=22w42a|[[Camel]]s can now be leashed.|Mobs no longer accumulate fall damage when dangling on leads.<ref>{{bug|MC-14167||Mobs build up fall damage when dangling on a lead|Fixed}}</ref>}}
{{History||1.20 (Experimental)|link=1.19.4|snap=?|[[Sniffer]]s can now be leashed.}}
{{History||1.20|snap=23w12a|Lead can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Lead no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; lead now is in the common loot.}}

{{History|pocket alpha}}
{{History||v0.15.0|snap=build 1|[[File:Lead JE1 BE1.png|32px]] Added leads.}}
{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.0|Leads now have better "physics".
|The [[entity]] ID of the knot has been changed from <code>leashknot</code> to <code>leash_knot</code>.
|Leads can now be found inside [[woodland mansion]] [[chest]]s.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Leads can now be found inside [[buried treasure]] [[chest]]s.
|Leads can now be used on [[boat]]s.}}
{{History||1.4.0|snap=beta 1.2.20.1|Leads can now be used to craft [[balloon]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Lead JE2 BE2.png|32px]] The texture of leads has been changed.
|[[Wandering trader]]s now [[drops|drop]] leads after they are detached from trader [[llama]]s.}}
{{History||1.14.0|snap=beta 1.14.0.1|Leads can now be used on [[polar bear]]s, [[ocelot]]s, [[parrot]]s, [[dolphin]]s and old [[villager]]s.}}
{{History||1.19.0|snap=beta 1.19.0.20|Allays can now be leashed.}}

{{History|console}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Lead JE1 BE1.png|32px]] Added leads.}}
{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|[[Sound]]s have been added for leads.}}
{{History|Ps4}}
{{History||1.90|[[File:Lead JE2 BE2.png|32px]] The texture of leads has been changed.}}

{{History|3ds}}
{{History||0.1.0|[[File:Lead JE1 BE1.png|32px]] Added leads.}}
{{History|foot}}

== Issues ==
{{issue list|Lead|Leash}}

== Trivia ==
[[File:Steve wearing Lead.png|100px]] [[File:Alex wearing Lead.png|100px]]
* The lead is named as "leash" in the texture file.
* If a [[player]] goes to sleep while holding a mob on a lead, the lead remains attached.
* {{IN|Java}}, when using the {{cmd|item}} command to put a lead in a player's head slot, the item gets rotated and positioned in such a way that it looks like the player is wearing a monocle.

== Gallery ==
<gallery>
Multiple_Leash.png|Many animals can be tied to one fence post.
HorseLeashedOnAFence.png|A [[horse]] wearing [[golden horse armor]] that is leashed to a fence post.
ThreeTiedSheep.png|Three sheep tied to the same fence.
More accurate lead mobs.png|A shot of all the mobs that could be tied with leads as of 1.6.1, except donkeys and mules.
Yo Yo.png|With the use of the leash, it is possible to suspend animals in the air by tying the leash on high-up fence posts.
YoYo.png|A [[donkey]] with the Grumm/Dinnerbone [[name tag]] [[easter egg]] tied to a fence with a lead to make a yo-yo.
Flying_Sheep.png|Several [[sheep]] hanging in the air in [[Creative]] mode.
Pocket Edition Lead.jpg|First image of a lead in ''Bedrock Edition''.
</gallery>

== References ==
{{Reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory-lead Taking Inventory: Lead] – Minecraft.net on April 8, 2022

{{items}}

{{entities}}

[[Category:Tools]]

[[de:Leine]]
[[es:Rienda]]
[[fr:Laisse]]
[[hu:Lasszó]]
[[it:Guinzaglio]]
[[ja:リード]]
[[ko:끈]]
[[nl:Leidtouw]]
[[pl:Smycz]]
[[pt:Laço]]
[[ru:Поводок]]
[[th:เชือกจูง]]
[[zh:拴绳]]
[[Category:Renewable resources]]</li><li>[[Helmet|Helmet]]<br/>{{Update|Include information about armor trims and updated netherite upgrade information.}}
{{redirect|Cap|mob spawning caps|Spawn}}
{{redirect|Turtle Shell|the item dropped by maturing turtles|Scute}}
{{Item
| image = <gallery>
Leather Cap.png| Leather
Chainmail Helmet.png| Chainmail
Iron Helmet.png| Iron
Diamond Helmet.png| Diamond
Golden Helmet.png| Golden
Netherite Helmet.png| Netherite
Turtle Shell.png| Turtle Shell
</gallery>
| durability = 
* Leather: 55
* Chainmail: 165
* Iron: 165
* Golden: 77
* Diamond: 363
* Netherite: 407
* Turtle Shell: 275
| renewable = 
* '''Netherite''': No
* '''All others''': Yes
| stackable = No
}}
'''Helmets''' are a type of [[armor]] that covers the head of the player. There are seven types of helmets: '''leather cap''', '''chainmail helmet''', '''iron helmet''', '''diamond helmet''', '''gold helmet''', '''netherite helmet''', and '''turtle shell'''.

==Obtaining ==

===Crafting===

{{crafting
  |head=1
  |showname=0
  |showdescription=1
  |name=Helmet
   |A2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
   |B2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
   |C2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
    |A3= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
    |C3= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
  |description=
  |Output= Leather Cap;Golden Helmet;Iron Helmet;Diamond Helmet;Turtle Shell
  |type= Combat
}}
{{crafting
  |ignoreusage=1
  |name=[[Helmet]]
  |ingredients=Damaged matching helmet
  |Damaged Leather Cap; Damaged Golden Helmet; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Diamond Helmet; Damaged Turtle Shell; Damaged Netherite Helmet
  |Damaged Leather Cap; Damaged Golden Helmet; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Diamond Helmet; Damaged Turtle Shell; Damaged Netherite Helmet
  |Output= Leather Cap; Golden Helmet; Chainmail Helmet; Iron Helmet; Diamond Helmet; Turtle Shell; Netherite Helmet
  |description= The durability of the two helmets is added together, plus an extra 5% durability.
  |type= Combat
  |foot=1
}}

===Upgrading===

{{Smithing
|head=1
|Netherite Upgrade
|Diamond Helmet
|Netherite Ingot
|Netherite Helmet
|tail=1
}}

===Repairing===
====Grinding====
{{Grinding
|showdescription=1
|ingredients=2x Damaged [[Leather Cap]] or<br>2x Damaged [[Chainmail Helmet]] or<br>2x Damaged [[Iron Helmet]] or<br>2x Damaged [[Golden Helmet]] or<br>2x Damaged [[Diamond Helmet]] or<br>2x Damaged [[Netherite Helmet]] or<br>2x Damaged [[Turtle Shell]]
|Damaged Leather Cap; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Golden Helmet; Damaged Diamond Helmet; Damaged Netherite Helmet; Damaged Turtle Shell
|Damaged Leather Cap; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Golden Helmet; Damaged Diamond Helmet; Damaged Netherite Helmet; Damaged Turtle Shell
|Leather Cap; Chainmail Helmet; Iron Helmet; Golden Helmet; Diamond Helmet; Netherite Helmet; Turtle Shell
|description=The durability of the two helmets are added together, plus an extra 5% durability.
}}

====[[Anvil mechanics#Unit repair|Unit repair]]====
Helmets can be repaired in an [[anvil]] by adding units of the [[armor material]]'s repair material, with each repair material restoring 25% of the helmet's maximum durability, rounded down.

===Mob loot===

If a [[zombie]], [[husk]], [[stray]] or [[skeleton]] is wearing armor, there is a 8.5% chance (9.5% with [[Looting]] I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop a helmet upon death. The dropped helmet is usually badly damaged, and may be [[enchanted]] with enchantment levels 5-19.

{{IN|bedrock}}, [[vindicator]]s and [[pillager]]s spawned in [[raid]]s have a 8.3525% chance (10.28% on hard) to drop [[iron]] helmets. The dropped helmets are usually badly damaged, and have a 50% chance of being [[enchanted]] with a random [[enchantment]].

===Natural generation===
Two [[armor stand]]s are found in each taiga [[village]] outdoor armory, one of them equipped with an [[iron helmet]].

===Chest loot===
{{IN|BE}}, a sealed room in [[woodland mansion]]s can appear that has a chest sometimes containing an [[Efficiency]] I leather cap.<ref>{{bug|MCPE-109048}}</ref>
{{LootChestItem|leather-cap,random-enchanted-leather-cap,chainmail-helmet,iron-helmet,level-enchanted-iron-helmet,golden-helmet,random-enchanted-golden-helmet,diamond-helmet,damaged-diamond-helmet,level-enchanted-diamond-helmet,damaged-random-enchanted-diamond-helmet,damaged-random-enchanted-diamond-helmet-2}}

===Trading===

{{IN|java}}, novice-level armorer villagers have a 40% chance to sell an iron helmet for 4 emeralds. Journeyman-level armorers have a 40% chance to sell a chainmail helmet for 1 emerald. Master-level armorers always sell an enchanted diamond helmet for 11-27 emeralds. Apprentice-level leatherworker villagers have a {{frac|2|3}} chance to sell a leather cap<ref group="note" name="dye note">The leather armor has a random color created by two dyes (possibly the same dye twice.)</ref> for 5 emeralds. Master-level leatherworker villagers offer the same trade.

Armorer villagers may give the players with the [[Hero of the Village]] effect a chainmail helmet.

{{IN|bedrock}}, novice-level armorer villagers have a 25% chance to sell iron helmet for 5 emeralds, {{frac|1|3}} chance to sell chainmail helmet at journeyman-level for an emerald, and 50% chance to sell enchanted diamond helmet for 8 emeralds at master-level. Apprentice-level leatherworker villagers have a 50% chance to sell leather cap for 5 emeralds as part of their trades, and 50% chance to sell an enchanted leather cap for 5 emeralds at the master level.

{{notelist|columns=1}}

==Usage ==

Helmets can be placed in the top armor slot of a player's [[inventory]] for activation.

===Defense points===

Defense points are each signified by half of a shirt of mail in the armor bar above the health bar. Each defense point reduces any damage dealt to the player that is absorbed by armor by 4%, increasing additively with the number of defense points. Different materials and combinations of armor provide different levels of defense.

The following table shows the number of defense points added by helmets.

{| class="wikitable" data-description="Helmet defense points"
|-
! scope="col" |Material
! scope="col" |
|-
! scope="row" |Leather
|{{armor|1}}
|-
! scope="row" |Golden
| rowspan="4" |{{armor|2}}
|-
! scope="row" |Chainmail
|-
! scope="row" |Iron
|-
! scope="row" |Turtle Shell
|-
! scope="row" |Diamond
| rowspan="2" |{{armor|3}}
|-
! scope="row" |Netherite
|}

===Knockback resistance===
A netherite helmet provides 10% knockback resistance.

===Durability===

The following table shows the amount of damage each piece of armor can absorb before being destroyed.

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 {{hp|4}} of incoming damage (rounded down, but never below 1). Damage taken that armor doesn't protect (such as [[Damage#Fall damage|falling]] or [[Damage#Drowning|drowning]]) does not damage the armor, even if it is enchanted to protect against that type of damage. The following chart displays how many hits helmets can endure.

Netherite armor is not damaged by [[lava]] or [[fire]] when worn.

{| class="wikitable" data-description="Helmet durability"
|-
!Material
!Durability
|-
! scope="row" |Leather
|55
|-
! scope="row" |Golden
|77
|-
! scope="row" |Chainmail
| rowspan="2" |165
|-
! scope="row" |Iron
|-
! scope="row" |Turtle Shell
|275
|-
! scope="row" |Diamond
|363
|-
! scope="row" |Netherite
|407
|}

====Repair====

Helmets may be [[item repair|repaired]] by using them along with some of their crafting material (leather, gold ingots, iron ingots, diamonds or netherite) in an [[anvil]]. Chainmail helmets may be repaired in this way with iron ingots. They may also be repaired by crafting them together with another helmet of like material.

===Enchantments===
A helmet can receive the following [[enchantment]]s. Note that while iron and chainmail have the same durability, chainmail has a higher [[Tutorials/Enchanting mechanics#Enchantability|enchantability]] than iron or diamond.
{| class="wikitable"
|-
!Enchantment !!Max Level !!Notes
|-
|[[Fire Protection]]|| IV ||<ref group="note" name="exclusive">Fire Protection, Blast Protection, Projectile Protection and Protection are mutually exclusive</ref>
|-
|[[Projectile Protection]]|| IV ||<ref group="note" name="exclusive" />
|-
|[[Blast Protection]]|| IV ||<ref group="note" name="exclusive" />
|-
|[[Protection]]|| IV ||<ref group="note" name="exclusive" />
|-
|[[Unbreaking]]||III
|
|-
|[[Respiration]]||III
|
|-
|[[Aqua Affinity]]||I
|
|-
|[[Thorns]]||III ||<ref group="note" name="anvil">Only from using an [[anvil]] and [[enchanted book]]s.</ref>
|-
|[[Mending]]||I ||<ref group="note" name="anvil2">Only from chest loot, fishing, or an anvil and enchanted books.</ref>
|-
|[[Curse of Binding]]||I ||<ref group="note" name="anvil2" />
|-
|[[Curse of Vanishing]]||I ||<ref group="note" name="anvil2" />
|}
{{notelist}}

===Turtle shell effect===

Equipping a {{ItemSprite|Turtle Shell}} turtle shell provides the {{EffectLink|Water Breathing}} status effect, allowing the player to remain underwater for an additional 10 seconds. The time that this effect lasts does not begin to count down until the player dives underwater, then the 10 seconds are counted down. The effect immediately recharges after exposure to air.

===Brewing ingredient===
A turtle shell can also be used as a potion brewing ingredient.
{{Brewing
 |Turtle Shell
 |Potion of the Turtle Master
 |Potion of the Turtle Master
 |Potion of the Turtle Master
 |showname=1
}}

===Smelting usage===

{{Smelting|showname=1|Iron Helmet;Chainmail Helmet;Golden Helmet|Iron Nugget;Iron Nugget;Gold Nugget|0,1}}
===Piglins===
{{EntityLink|Piglin|Piglins}} are attracted to ''golden'' helmets and pick them up, examining them for 6 to 8 seconds. Piglins can wear other helmets but are not attracted to them. They prefer stronger helmets over weaker helmets, with one exception: They always prefer golden helmets, throwing out stronger helmets in favor of gold helmets. Enchanted helmets are preferred over unenchanted helmets.

==Sounds ==
{{el|je}}:
{{Sound table
|sound=Equip leather1.ogg
|sound2=Equip leather2.ogg
|sound3=Equip leather3.ogg
|sound4=Equip leather4.ogg
|sound5=Equip leather5.ogg
|sound6=Equip leather6.ogg
|subtitle=Leather armor rustles
|source=player
|description=When a leather helmet is equipped
|id=item.armor.equip_leather
|translationkey=subtitles.item.armor.equip_leather
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Equip chain1.ogg
|sound2=Equip chain2.ogg
|sound3=Equip chain3.ogg
|sound4=Equip chain4.ogg
|sound5=Equip chain5.ogg
|sound6=Equip chain6.ogg
|subtitle=Chain armor jingles
|source=player
|description=When a chainmail helmet is equipped
|id=item.armor.equip_chain
|translationkey=subtitles.item.armor.equip_chain
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Equip iron1.ogg
|sound2=Equip iron2.ogg
|sound3=Equip iron3.ogg
|sound4=Equip iron4.ogg
|sound5=Equip iron5.ogg
|sound6=Equip iron6.ogg
|subtitle=Iron armor clanks
|source=player
|description=When an iron helmet is equipped
|id=item.armor.equip_iron
|translationkey=subtitles.item.armor.equip_iron
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Equip gold1.ogg
|sound2=Equip gold2.ogg
|sound3=Equip gold3.ogg
|sound4=Equip gold4.ogg
|sound5=Equip gold5.ogg
|sound6=Equip gold6.ogg
|subtitle=Gold armor clinks
|source=player
|description=When a gold helmet is equipped
|id=item.armor.equip_gold
|translationkey=subtitles.item.armor.equip_gold
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Equip diamond1.ogg
|sound2=Equip diamond2.ogg
|sound3=Equip diamond3.ogg
|sound4=Equip diamond4.ogg
|sound5=Equip diamond5.ogg
|sound6=Equip diamond6.ogg
|subtitle=Diamond armor clangs
|source=player
|description=When a diamond helmet is equipped
|id=item.armor.equip_diamond
|translationkey=subtitles.item.armor.equip_diamond
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Equip netherite1.ogg
|sound2=Equip netherite2.ogg
|sound3=Equip netherite3.ogg
|sound4=Equip netherite4.ogg
|subtitle=Netherite armor clanks
|source=player
|description=When a netherite helmet is equipped
|id=item.armor.equip_netherite
|translationkey=subtitles.item.armor.equip_netherite
|volume=0.8
|pitch=1.0/0.9
|distance=16}}
{{Sound table
|sound=Equip turtle shell.ogg
|subtitle=Turtle Shell thunks
|source=player
|description=When a turtle shell is equipped
|id=item.armor.equip_turtle
|translationkey=subtitles.item.armor.equip_turtle
|volume=1.0
|pitch=1.0/0.85/1.1
|distance=16}}
{{Sound table
|sound=Random break.ogg
|subtitle=Item breaks
|source=dependent
|description=When a helmet's durability is exhausted
|id=entity.item.break
|translationkey=subtitles.entity.item.break
|volume=0.8
|pitch=0.8-1.2
|distance=16
|foot=1}}

{{el|be}}:
{{Sound table
|type=bedrock
|sound=Equip leather1.ogg
|sound2=Equip leather2.ogg
|sound3=Equip leather3.ogg
|sound4=Equip leather4.ogg
|sound5=Equip leather5.ogg
|sound6=Equip leather6.ogg
|source=player
|description=When a leather helmet or a turtle shell is equipped
|id=armor.equip_leather
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Equip chain1.ogg
|sound2=Equip chain2.ogg
|sound3=Equip chain3.ogg
|sound4=Equip chain4.ogg
|sound5=Equip chain5.ogg
|sound6=Equip chain6.ogg
|source=player
|description=When a chain helmet is equipped
|id=armor.equip_chain
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Equip iron1.ogg
|sound2=Equip iron2.ogg
|sound3=Equip iron3.ogg
|sound4=Equip iron4.ogg
|sound5=Equip iron5.ogg
|sound6=Equip iron6.ogg
|source=player
|description=When an iron helmet is equipped
|id=armor.equip_iron
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Equip gold1.ogg
|sound2=Equip gold2.ogg
|sound3=Equip gold3.ogg
|sound4=Equip gold4.ogg
|sound5=Equip gold5.ogg
|sound6=Equip gold6.ogg
|source=player
|description=When a gold helmet is equipped
|id=armor.equip_gold
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Equip diamond1.ogg
|sound2=Equip diamond2.ogg
|sound3=Equip diamond3.ogg
|sound4=Equip diamond4.ogg
|sound5=Equip diamond5.ogg
|sound6=Equip diamond6.ogg
|source=player
|description=When a diamond helmet is equipped
|id=armor.equip_diamond
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Equip netherite1.ogg
|sound2=Equip netherite2.ogg
|sound3=Equip netherite3.ogg
|sound4=Equip netherite4.ogg
|source=player
|description=When a netherite helmet is equipped.
|id=armor.equip_netherite
|volume=1.0
|pitch=1.0}}
{{Sound table
|rowspan=2
|sound=Water Splash Old.ogg
|source=block
|description=When a leather helmet is dyed using a cauldron
|id=cauldron.dyearmor
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When a leather helmet's dye is removed using a cauldron
|id=cauldron.cleanarmor
|volume=0.1
|pitch=1.0}}
{{Sound table
|sound=Random break.ogg
|source=player
|description=When a helmet's durability is exhausted
|id=random.break
|volume=1.0
|pitch=0.9
|foot=1}}

==Data values ==
=== ID===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Leather Cap
|spritetype=item
|nameid=leather_helmet
|itemtags=freeze_immune_wearables
|form=item}}
{{ID table
|displayname=Chainmail Helmet
|spritetype=item
|nameid=chainmail_helmet
|form=item}}
{{ID table
|displayname=Iron Helmet
|spritetype=item
|nameid=iron_helmet
|form=item}}
{{ID table
|displayname=Diamond Helmet
|spritetype=item
|nameid=diamond_helmet
|form=item}}
{{ID table
|displayname=Golden Helmet
|spritetype=item
|nameid=golden_helmet
|form=item}}
{{ID table
|displayname=Netherite Helmet
|spritetype=item
|nameid=netherite_helmet
|form=item}}
{{ID table
|displayname=Turtle Shell
|spritetype=item
|nameid=turtle_helmet
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Leather Cap
|spritetype=item
|nameid=leather_helmet
|id=335
|form=item}}
{{ID table
|displayname=Chainmail Helmet
|spritetype=item
|nameid=chainmail_helmet
|id=339
|form=item}}
{{ID table
|displayname=Iron Helmet
|spritetype=item
|nameid=iron_helmet
|id=343
|form=item}}
{{ID table
|displayname=Diamond Helmet
|spritetype=item
|nameid=diamond_helmet
|id=347
|form=item}}
{{ID table
|displayname=Golden Helmet
|spritetype=item
|nameid=golden_helmet
|id=351
|form=item}}
{{ID table
|displayname=Netherite Helmet
|spritetype=item
|nameid=netherite_helmet
|id=609
|form=item}}
{{ID table
|displayname=Turtle Shell
|spritetype=item
|nameid=turtle_helmet
|id=573
|form=item
|foot=1}}

===Item data===
When leather caps are dyed, it has the following NBT:
<div class="treeview">
*{{nbt|compound|tag}}: Parent tag.
**{{nbt|compound|display}}: Display properties. 
***{{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. Color codes are calculated from the Red, Green and Blue components using this formula:<br>'''<span style="color:red">Red</span>[[wikipedia:Logical shift|<<]]16 + <span style="color:green">Green</span><<8 + <span style="color:blue">Blue</span>'''<ref>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref>
</div>

==Achievements ==
{{load achievements|Iron Man;Tie Dye Outfit;Cover me in debris;Oooh, shiny!}}

==Advancements ==
{{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris;A Furious Cocktail;How Did We Get Here}}

==History ==
{{History|java classic}}
{{History||August 13, 2009|link=wordofnotch:162091556|Notch tested armor models on [[mob (entity)|mob]]. Only [[chestplate]]s and helmets were available. They were merely aesthetic at the time and had no effect on gameplay.}}
{{History||0.24_SURVIVAL_TEST|[[File:Plate Helmet.png|32px]] Added [[Java_Edition_removed_features#Armor_in_Survival_Test|plate helmet]]s.
|[[File:Chainmail Helmet JE1.png|32px]] Added the model and the texture for unused [[Java_Edition_removed_features#Armor_in_Survival_Test|chain helmet]]s.
|[[File:Zombie full set.png|32px]] [[File:Skeleton helmet.png|26px]] Plate armor models have been tested on [[zombie]]s and [[skeleton]]s. It had no effect on gameplay.}}
{{History|java indev}}
{{History||0.31|snap=20091223-1|Plate and chain armor [[model]]s are no longer used.}}
{{History|||snap=20091231-2|[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Studded Helmet (item) JE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] Added [[item]]s of relation to leather, [[History of textures/Unused textures#Studded armor|studded]], chainmail and plate (iron) helmets.
|The textures of leather helmets are taken from one of [[Notch]]'s previous games, ''[[Legend of the Chambered]]''. The rest are from ''[[Legend of the Chambered 2]]''.}}
{{History||20100206|[[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added items of golden and diamond helmets.
|Removed leather-chain helmets.}}
{{History||20100212-1|Added armor models.
|[[File:Indev 20100212 armor.png|50px]] Armor models are now displayed on the [[player]] in the [[inventory]].}}
{{History||20100218|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]] Added models of leather, chainmail, iron, gold, and diamond helmets.
|Helmets can now be [[crafting|crafted]] and worn.
|Helmets now function. All helmets give {{Armor|3}}. Helmets have limited [[item durability|durability]], with lower tier helmets less durable than higher tier helmets.}}
{{History|java alpha}}
{{History||v1.0.8|With the introduction of [[leather]], "Cloth Cap" has been renamed to "Leather Cap".
|Leather cap is now [[crafting|crafted]] with leather instead of [[wool|cloth]].}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|The armor protection behavior has been changed. Prior to this update, the total armor protection is based in this equation: (((''total equipped armor damage reduction'' − 1) × (''all equipped armor max damage'' − ''total equipped armor damage'')) ÷ (''total equipped armor max damage'' + 1)). Armor no longer reduces certain damage types to be covered by enchantments.}}
{{History|||snap=October 3, 2011|slink={{tweet|notch|120859830339637249}}|The first images of a [[player]] wearing enchanted armor are revealed.}}
{{History|||snap=Beta 1.9 Prerelease 3|Iron helmets can now be found in the new [[stronghold]] altar [[chest]]s.}}
{{History|||snap=Beta 1.9 Prerelease 4|Helmets can now be [[enchanting|enchanted]].}}
{{History||1.1|snap=12w01a|Iron helmets can now be found in the new blacksmith [[chest]]s in [[village]]s.}}
{{History||1.2.1|snap=12w06a|[[Zombie]]s now drop iron helmets on rare occasions and [[zombie pigman|zombie pigmen]] now drop golden helmets.}}
{{History||1.3.1|snap=12w15a|{{key|Shift}}+clicking can now be used to wear helmets.}}
{{History|||snap=12w21a|Chain helmets can now be obtained legitimately in [[survival]] mode through [[trading]].
|Blacksmith [[villager]]s now [[trading|sell]] chain helmets for 5–6 emeralds.
|Blacksmith villagers now sell diamond helmets for 7 emeralds.
|Blacksmith villagers now sell iron helmets for 4–5 emeralds.
|Butchers now sell leather caps for 2–3 emeralds.}}
{{History||1.4.2|snap=12w32a|[[Mob]] armor has been reintroduced. A partial or full set of any armor is now sometimes worn by [[zombie]]s, [[skeleton]]s and [[zombified piglins|zombie pigmen]], with the likelihood increasing with difficulty.}}
{{History|||snap=August 17, 2012|slink={{tweet|Dinnerbone|236445090929844225}}|[[Jeb]] and [[Dinnerbone]] tweeted pictures of [[dye]]able leather armor.}}
{{History|||snap=12w34a|Leather helmets can now be dyed by [[crafting]] a leather armor piece with [[dye]]s. Dyes can be removed by {{control|use|text=using}} dyed leather armor on a [[cauldron]] with [[water]].
|[[File:Leather Cap JE2.png|32px]] [[File:Leather Cap (item) JE2.png|32px]] Default leather caps textures are now slightly darker.}}
{{History|||snap=12w36a|[[Dye]]d leather caps are now more saturated and have a slight tint of tan in respect to the default armor color.}}
{{History|||snap=12w37a|[[File:Leather Cap JE3 BE2.png|32px]] [[File:Leather Cap (item) JE3 BE2.png|32px]] Leather armor now has non-dyed parts on the cap. This has been implemented so that [[player]]s can distinguish between other types of helmets and similarly colored leather caps.}}
{{History||1.5|snap=13w04a|Helmets in the [[player]]'s hand can now be equipped by right-clicking.
|[[Dispenser]]s can now equip nearby players with helmets.}}
{{History||1.8|snap=14w02a|[[Trading|Trades]] changed: armorer [[villager]]s now [[trading|sell]] chain helmets for 5–7 emeralds.
|Armorer villagers no longer sell diamond helmets.
|Armorer villagers now sell iron helmets for 4–6 emeralds.
|Leatherworkers no longer sell other leather caps.}}
{{History|||snap=14w05a|Helmets no longer turns red when [[mob]]s and [[player]]s are hurt.}}
{{History|||snap=14w06a|Helmets are now visible on [[giant]]s.}}
{{History|||snap=14w25a|Chain helmets [[Java Edition removed features#Chainmail armor|cannot be crafted anymore]] due to the [[item]] form of [[fire]] being [[Java Edition removed features#Obtainable until 1.8|removed]].}}
{{History||1.9|snap=15w31a|Enchanted iron and diamond helmets can now be found in [[end city]] ship [[chest]]s.
|[[Mob]]s now wear armor from the bottom to the top, rather than from the top to the bottom. This means that a mob with three armor pieces, for example, spawn with all armor except a helmet.}}
{{History|||snap=15w34b|Helmet [[item durability|durability]] now affects armor value.}}
{{History|||snap=15w36a|Armor and armor [[enchanting|enchantment]] calculations have been changed. For the original values, see [[Armor/Before 1.9|here]].}}
{{History|||snap=15w36d|Helmet durability affecting value has been removed.
|Helmets now has an attribute controlling the defense points.}}
{{History|||snap=15w50a|Added <code>equip</code> [[sound]]s for leather armor.}}
{{History|||snap=16w02a|Armor and armor enchantment calculations have been changed again.}}
{{History|||snap=16w05a|Armor calculations have been changed, once again.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 298, 302, 306, 310 and 314.}}
{{History|||snap=18w07a|[[File:Turtle Shell.png|32px]] [[File:Turtle Shell (item) JE1 BE1.png|32px]] Added turtle shells.}}
{{History|||snap=18w09a|Golden helmets now have a chance of generating in [[underwater ruins]].}}
{{History|||snap=18w11a|Enchanted leather caps can now generate in the chests of [[shipwreck]]s.}}
{{History|||snap=18w20a|"Chain Helmet" has now been renamed to "Chainmail Helmet".}}
{{History||1.14|snap=18w43a|[[File:Leather Cap JE4 BE2.png|32px]] [[File:Chainmail Helmet JE3 BE2.png|32px]] [[File:Iron Helmet JE2 BE2.png|32px]] [[File:Golden Helmet JE2 BE2.png|32px]] [[File:Diamond Helmet JE2 BE2.png|32px]]<br>[[File:Leather Cap (item) JE4 BE3.png|32px]] [[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmets have been changed.}}
{{History|||snap=18w48a|Leather caps can now be found in [[chest]]s in [[village]] tanneries.}}
{{History|||snap=18w50a|Iron helmets can now be found on [[armor stand]]s in [[taiga]] villages.}}
{{History|||snap=19w08a|[[File:Golden Helmet (item) JE3 BE3.png|32px]] The textures of gold helmet [[item]]s have been changed.}}
{{History|||snap=19w11a|Armorer villagers now sell enchanted diamond helmets, making diamond helmets effectively [[renewable resource|renewable]] again.
|Leatherworker villagers now sell randomly [[dye]]d leather caps.}}
{{History|||snap=19w13a|Armorer villagers now give chainmail helmets to players under the [[Hero of the Village]] effect.}}
{{History||1.16|snap=20w06a|[[File:Netherite Helmet JE1.png|32px]] [[File:Netherite Helmet (item) JE1.png|32px]] Added netherite helmets.}}
{{History|||snap=20w07a|[[File:Leather piglin helmet.png|32px]] [[File:Chainmail piglin helmet.png|32px]] [[File:Iron piglin helmet.png|32px]] [[File:Golden piglin helmet.png|32px]] [[File:Diamond piglin helmet.png|32px]] [[File:Netherite piglin helmet JE1.png|32px]] Added textures and [[model]]s for all helmets when they are used by [[piglin]]s.
|Netherite helmets are now obtained by combining one diamond armor piece and one netherite ingot in a crafting table.
|[[File:Turtle Shell piglin MC-172110.png|32px]] Turtle shells, when used by piglins and [[zombified piglin]]s, result in a [[missing texture]] when being displayed.<ref>{{Cite bug|MC|172110|Texture of turtle shells is missing when worn by a piglin or zombified piglin|date=February 14, 2020}}</ref>}}
{{History|||snap=20w09a|[[File:Diamond Helmet (item) JE3 BE3.png|32px]] The textures of diamond helmet [[item]]s have been changed.}}
{{History|||snap=20w10a|[[File:Netherite Helmet JE2 BE1.png|32px]] [[File:Netherite Helmet (item) JE2 BE1.png|32px]] The texture of netherite helmets has been changed.
|[[File:Netherite piglin helmet.png|32px]] The texture of netherite helmets for [[piglin]]s has been changed.
|Netherite helmets can no longer be [[crafting|crafted]].
|Netherite helmets are now obtained by combining one diamond helmet and one netherite ingot in a [[smithing table]].}}
{{History|||snap=20w16a|Golden and netherite helmets now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] and [[ruined portal]] chests.}}
{{History|||snap=20w17a|Diamonds helmets now generate in place of netherite helmets in bastion remnant [[chest]]s.}}
{{History|||snap=pre3|The special helmet [[model]]s and textures created for [[piglin]]s have been removed except for leather helmets.}}
{{History||1.17|snap=20w48a|Wearing a leather helmet now prevents [[Powder Snow#Freezing|freezing]] entirely.}}
{{History|||snap=21w13a|The two unused textures of the leather cap for [[piglin]]s<ref><code>/assets/minecraft/textures/models/armor/piglin_leather_layer_1.png</code></ref><ref><code>/assets/minecraft/textures/models/armor/piglin_leather_layer_1_overlay.png</code></ref> have been removed.}}
{{History||1.18.2|snap=22w03a|Netherite helmet knockback resistance is no longer random.}}
{{History||1.19|snap=22w17a|[[File:Leather Cap JE5.png|32px]] The texture of the leather cap item has been changed.|Changed the leather cap texture when worn so the center bar now extends to the bottom of the back face.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Non-leather helmets can now be trimmed using a [[smithing table]].
|There are 10 types of material that determine the color of the trim:
*Iron
*Copper
*Gold
*Lapis
*Emerald
*Diamond
*Netherite
*Redstone
*Amethyst
*Quartz
|Upgrading diamond helmets to netherite helmets now requires the netherite upgrade [[smithing template]].}}
{{History|||snap=23w05a|Leather caps can now be trimmed using a smithing table.|Helmets can now have trims of the same material it is made out of.}}
{{History|||snap=23w06a|Swapped {{cd|iron}} and {{cd|iron_darker}} palette, then made {{cd|iron_darker}} darker overall.}}
{{History||1.19.4|snap=23w05a|Helmets can now be swapped by {{ctrl|using}} them in the hotbar.<ref>{{bug|MC-216270|||Fixed}}</ref>}}
{{History||?|Helmets can now be swapped in [[armor stand]]s by {{ctrl|using}} them/[[head]]s/[[carved pumpkin]]s in the armor stand's slot.}}
{{History||1.20|snap=23w12a|The pattern textures of dune and sentry armor trims are changed.|Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}

{{History|pocket alpha}}
{{History||v0.6.0|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.}}
{{History||v0.8.0|snap=build 2|[[File:Leather Cap (item) JE3 BE2.png|32px]] The leather helmet sprite has been changed to that of {{el|je}}, but its armor [[model]] remains that of older versions.}}
{{History||v0.9.0|snap=build 1|Iron helmets now naturally generate in [[village]] [[chest]]s and in [[stronghold]] altar chests.}}
{{History||v0.11.0|snap=build 11|Helmets now protect against [[damage]] from [[mob]]s only.}}
{{History||v0.12.1|snap=build 1|Helmets can now be worn by mobs.
|Chainmail helmets can now be obtained in [[survival]] mode from a mob wearing it.}}
{{History||?|Helmets no longer turn red when [[mob]]s and [[player]]s are hurt.}}
{{History||v0.14.0|snap=build 1|[[File:Leather Cap JE3 BE2.png|32px]] The texture of leather helmets have been changed.
|Leather helmets can now be dyed.}}
{{History||v0.15.0|snap=build 1|Helmets can now be obtained from [[stray]]s and [[husk]]s that naturally spawn with armor.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron helmets and enchanted diamond helmets can now be found inside [[chest]]s within [[end city|end cities]].}}
{{History||1.0.4|snap=alpha 1.0.4.0|Iron helmets and chainmail helmets are now [[trading|sold]] by armorer smith [[villager]]s via trading.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Golden, chain and iron helmets can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Chainmail helmets now generate in [[buried treasure]] chests.
|Enchanted leather helmets can now be found inside [[shipwreck]] supply room [[chest]]s.}}
{{History|||snap=beta 1.2.20.1|Golden helmets can now be found inside [[underwater ruins]] chests.}}
{{History||1.5.0|snap=beta 1.5.0.4|[[File:Turtle Shell.png|32px]] [[File:Turtle Shell (item) JE1 BE1.png|32px]] Added turtle shells.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Leather Cap JE4 BE2.png|32px]] [[File:Chainmail Helmet JE3 BE2.png|32px]] [[File:Iron Helmet JE2 BE2.png|32px]] [[File:Golden Helmet JE2 BE2.png|32px]] [[File:Diamond Helmet JE2 BE2.png|32px]]<br>[[File:Leather Cap (item) JE4 BE3.png|32px]] [[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmets have been changed.
|Iron helmets now can be found in plains [[village]] weaponsmith [[chest]]s.
|Leather helmets can now be found inside plains village tannery chests.}}
{{History||1.11.0|snap=beta 1.11.0.1|Iron helmets now can be found in [[savanna]], [[taiga]], [[desert]], [[snowy taiga]] and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.
|Leather helmets can now be found inside savanna, taiga, desert, snowy taiga and snowy tundra village tannery chests.
|Iron helmets can now be found in [[village]] armorer chests.}}
{{History|||snap=beta 1.11.0.4|[[Pillager]]s and [[vindicator]]s that spawn in [[raid]]s can now drop iron helmets.
|Diamond helmets are now sold by armorer villagers.}}
{{History||1.11.0|snap=beta 1.11.0.5|[[File:Golden Helmet (item) JE3 BE3.png|32px]] The textures of gold helmet [[item]]s have been changed.}}
{{History||1.12.0|snap=beta 1.12.0.2|[[File:Armor Stand with Leather Armor MCPE-44669.png|32px]] Leather armor no longer shows as being [[dye]]d properly when worn by [[armor stand]]s.}}
{{History||1.13.0|snap=beta 1.13.0.1|Leather armor now appears properly dyed when worn by armor stands.}}
{{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Helmet JE2 BE1.png|32px]] [[File:Netherite Helmet (item) JE2 BE1.png|32px]] Added netherite helmets.
|[[File:Diamond Helmet (item) JE3 BE3.png|32px]] The textures of diamond helmet [[item]]s have been changed.
|Helmets can now be obtained from [[piglin]]s that naturally spawn with golden helmets.}}
{{History|||snap=beta 1.16.0.57|Golden and netherite helmets now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] chests.
|Netherite helmets can no longer be [[crafting|crafted]].
|Netherite helmets are now obtained by combining one diamond helmet and one netherite ingot in a [[smithing table]].}}
{{History|||snap=beta 1.16.0.63|Diamonds helmets now generate in place of netherite helmets in bastion remnant [[chest]]s.}}
{{History|||snap=beta 1.16.200.53|Netherite helmets now gives a 90% reduction in knockback.}}
{{History||1.16.210|snap=beta 1.16.210.53|Wearing leather helmets now prevents [[Powder Snow#Freezing|freezing]] entirely.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.
|Added a quick equip for armor to the [[inventory]] interface.}}
{{History||xbox=TU12|ps=1.03|[[File:Leather Cap JE3 BE2.png|32px]] [[File:Leather Cap (item) JE3 BE2.png|32px]] The textures for leather helmets have been changed.}}
{{History||xbox=TU14|ps=1.05|Leather helmets can now be [[dye]]d.
|[[Item repair]] can now repair helmets.}}
{{History||xbox=TU25|xbone=CU13|ps=1.16|Helmets now have the quick equip functionality.}}
{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Golden, chain and iron helmets can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
{{History|PS4}}
{{History||1.90|[[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmet items have been changed (except for the leather helmets).}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE3 BE2.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.}}
{{History|foot}}
<gallery>
File:ArmorModel Aug 13 2009.jpg|First image of armor.
File:DinnerboneArmor.png|[[Dinnerbone]]'s first screenshot of dyed armor.
File:ArmorPE.png
</gallery>

;Armor durability from Indev until late Beta
{| class="wikitable" data-description="Armor Durability during Indev until late Beta" style="text-align:center;"
|-
!Leather
!Golden
!Chainmail
!Iron
!Diamond
|-
|33
|66
|66
|132
|264
|}

==Issues ==

{{issue list}}

==Trivia ==
*Unlike the other helmets, the netherite helmet covers most of the player's face, due to a nose guard and cheek plates.
*The turtle shell is the only helmet that is not part of a complete set.
* In Bedrock Edition, there exists a bug<ref>{{Cite bug|MCPE|109048|Efficiency 1 Leather Cap in Woodland Mansions|date=December 1, 2020}}</ref> that makes it possible to obtain a Leather Cap enchanted with Efficiency I from [[Woodland Mansion]] chests with a chance of 1.45%. The enchantment has no effect on the cap, however.

==Gallery ==
<gallery>
File:Zombie helmet.png|A zombie wearing a helmet in [[Survival Test]].
</gallery>
===Enchanted Helmets===
<gallery>
File:Enchanted Leather Cap (item).gif
File:Enchanted Chainmail Helmet (item).gif
File:Enchanted Iron Helmet (item).gif
File:Enchanted Golden Helmet (item).gif
File:Enchanted Diamond Helmet (item).gif
File:Enchanted Netherite Helmet (item).gif
File:Enchanted Turtle Shell (item).gif
</gallery>
<gallery>
File:Enchanted Leather Helmet.gif
File:Enchanted Chainmail Helmet.gif
File:Enchanted Iron Helmet.gif
File:Enchanted Golden Helmet.gif
File:Enchanted Diamond Helmet.gif
File:Enchanted Netherite Helmet.gif
File:Enchanted Turtle Shell.gif
</gallery>

==References ==
{{reflist}}

==External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--helmet Taking Inventory: Helmet] – Minecraft.net on February 20, 2020

{{Items}}

[[Category:Armor]]

[[es:Casco]]
[[ja:ヘルメット]]
[[ko:투구]]
[[pt:Capacete]]
[[pl:Hełm]]
[[zh:头盔]]</li></ul>
Orb of Dominance (Dungeons)Added the Orb of Dominance.

Gallery

Screenshots

References