Durability

Item durability is a property that affects all tools, weapons, and armor, as well as certain other usable items. It represents the number of useful actions an item can perform and depletes upon item use. The bar starts at green, but as the durability decreases, the color turns to red. When the durability is empty, the item is about to become destroyed. The only way to increase durability is by merging two damaged tools or armor or repair them with materials.

Interface
The remaining durability of any item can be seen by looking at the item's durability bar on the bottom of the item icon in the inventory and action bar. Unused items will not display a durability bar. As the item's durability decreases, the bar's colored area shortens right to left, changing color from green to red and leaving an empty gray part. When the item has only a small number of uses left, the durability bar is represented as empty, due to rounding to the nearest pixel 1-down until the tool or armor is destroyed.

The numeric durability of the player's items can be displayed in-game by pressing +. (This enables various additional information in the tooltips for items in the player's inventory.)

Weapons or tools picked up by mobs will not lower in durability; it will remain the same as when the item was first picked up by the mob. However, helmets worn by undead mobs in sunlight will lose durability as they protect said mobs from burning.

Armor durability
Armor durability is based on the armor's type (head, torso, legs, feet) and material (leather, gold, chain mail, iron, diamond). Any time the player takes damage, each piece of armor they are wearing loses one point of durability.

Armor durability only decreases when its wearer takes damage that the armor is capable of reducing. This includes:
 * Direct attacks from mobs and other players
 * Getting hit with an arrow, snowball or fireball
 * Touching a block of fire, lava, magma block or cactus
 * Explosions (deals more than one point of durability)
 * The Thorns enchantment

The following types of damage are not reduced by ordinary armor and have no effect on the armor's durability. Some enchantments can protect against them, but they still don't damage the armor.
 * Ongoing damage from being on fire
 * Suffocating inside a block
 * Drowning in water
 * Starvation
 * Fall damage
 * Falling into the void
 * The Poison, Wither and Instant Damage status effects.

Values represent the number of points of durability damage this armor must take before it is destroyed.

Note that every time the player takes damage that armor is capable of reducing (see above), it counts as one point of durability damage for every worn armor piece. Armor with the Thorns enchantment automatically loses another point of durability, and two more (for a total of four) if it reflects damage to the attacker.

Tool durability
Some tools are not block-breaking tools: This includes hoes, bows, fishing rods, carrots on sticks, flint and steel and elytra. Such tools are no better than bare fists at breaking blocks, but they do not take damage from doing so—they only take damage by being used in their own various manners.

For block-breaking tools, a use is counted only if a player completely breaks apart one block or hits a mob. If a block is partially broken this is not counted as a full use.

Items with an Unbreaking enchantment do not always lose durability when used; for a given enchantment level, the chance that they will use durability is 1 in (1+level). The result is that they will last an extra level times their original durability, give or take a few.

Note that certain uses cause either no damage or extra damage to the tool:


 * Axes, pickaxes, and shovels:
 * Breaking a block that breaks instantly counts as 0 uses.
 * Breaking other blocks counts as 1 use.
 * Tilling a grass block using a shovel to make grass path counts as 1 use.
 * Using on a log or wood block using an axe to make it stripped counts as 1 use.
 * Hitting a mob (hostile, neutral or farm animal) counts as 2 uses.
 * Hoes:
 * Breaking any block counts as 0 uses.
 * Tilling dirt or grass counts as 1 use.
 * Hitting a mob counts as 1 use.
 * Shears:
 * Hitting a mob counts as 0 uses.
 * Shearing a sheep counts as 1 use.
 * Breaking any block counts as 1 use.
 * Swords:
 * Breaking a block that breaks instantly counts as 0 uses.
 * Breaking other blocks counts as 2 uses.
 * Hitting a mob counts as 1 use.
 * Fishing rods:
 * Breaking a block or hitting a mob count as 0 uses.
 * Casting the line and reeling it in empty, counts as 0 uses.
 * Reeling in an item counts as 1 use.
 * Catching the bobber/hook on a block, then reeling it in, counts as 2 uses.
 * Using the line to yank on an item counts as 3 uses.
 * Using the line to yank on a mob counts as 5 uses.
 * Carrot on a stick
 * Breaking a block or hitting a mob counts as 0 uses.
 * Using the boost counts as 7 uses.
 * Flint and steel
 * Breaking a block or hitting a mob counts as 0 uses.
 * Using it to set a block on fire or light a nether portal counts as 1 use.
 * Bow
 * Firing an arrow counts as 1 use.
 * Tridents:
 * Breaking a block that breaks instantly counts as 0 uses.
 * Breaking other blocks counts as 2 uses.
 * Attacking a mob or firing counts as 1 use.
 * Elytra
 * Flying for one-second counts as 1 use. The durability cannot go below 1.
 * Shield
 * When the shield blocks an attack, it takes damage equal to the strength of the attack (rounded down) plus 1
 * All other tools can be used indefinitely.

Proper use of tools will maximize their durabilities. Assuming a player uses a tool appropriately, the following list shows the maximum durabilities for tools of each material type.


 * Gold: 32 uses
 * Wood: 59 uses
 * Stone: 131 uses
 * Iron: 250 uses
 * Diamond: 1561 uses


 * Fishing rod: 64 uses
 * Flint and steel: 64 uses
 * Carrot on a stick: 25 uses
 * Shears: 238 uses
 * Shield: 336 uses
 * Bow: 384 uses
 * Trident: 250 uses
 * Elytra: 432 uses