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Plantilla:Traducción en proceso

Anvil2

Ejemplo de reparación de dos picos de diamante

En esta página, se explicarán las diferentes mecánicas detrás del funcionamiento del yunque.

El yunque es un objeto usado principalmente para reparar herramientas, armaduras y armas, pudiendo hacerlo sin eliminar los encantamientos que tenga. También puede usarse para combinar los encantamientos de dos objetos, para renombrar un objeto con un nombre personalizados o para aplastar a los enemigos o jugadores que estén debajo si se arroja sobre ellos. Todas estas funciones (salvo la última) requieren de niveles de experiencia y de algunos materiales para completarse.

El yunque tiene 5 funciones básicas:

  • Renombrar cualquier objeto, incluyendo bloques normales. Recuerda que la mayoría de los bloques perderán su nombre cuando los coloques.
  • Reparar un objeto de una categoría específica usando unidades del mismo material. Por ejemplo, podrás usar lingotes de hierro para reparar herramientas y armaduras de hierro. Los objetos aceptados para ser reparados indican qué material se puede emplear para hacerlo en su nombre por defecto (excepto en el caso de la cota de malla, que se repara usando lingotes de hierro, caparazones de tortuga reparados con escudos, y élitros reparados con membranas de fantasma).
  • Combinar dos objetos del mismo tipo y material (por ejemplo, picos, arcos o tijeras de hierro). La combinación de sus durabilidades será similar a la de una mesa de fabricación, mientras que la combinación de sus encantamientos seguirá una serie de reglas que se explicarán más adelante en esta página.
  • Combining a tool with an enchanted book to add the book's enchantment to the tool. This costs much less than combining enchantments from two similar items, and can give enchantments to items that they could not get at an enchanting table.
  • Crushing any players or mobs who happen to walk under or be under the anvil while it is falling.

Renaming items can be done in the same work step as repairing or combining, provided the experience cost is not too high. In survival mode, the anvil can apply only 39 levels worth of work in a single operation. If the job would cost 40 or more levels, it is rejected as "Too Expensive!" This does not apply in creative mode.

Penalizaciones a piezas ya modificadas

Regardless of the work being done, be it rename, repair, or combine, an extra cost is imposed to work on an item that has previously been altered in an anvil—the "prior work penalty." When an item is new, this value is zero.

Each time an item is worked on an anvil (except when renaming only), the number of times the item has been worked previously is taken as n, the number 2 is raised to the power of n, and then 1 is subtracted. Thus if an item has been worked n times, the penalty is 2n-1. After six workings, the penalty is 63 levels (26−1), making any further repair or enchantment impossible in survival. After 31 workings, the penalty is 2147483647 levels (231−1) rendering further workings impossible in any mode.

Combining two items also combines the penalties for both items. The penalty on the resulting item is based on the input item with the higher penalty. For example, combining items with penalties 3 and 15 pays a penalty of 18 levels. The item with a penalty of 15 has been worked 4 times prior (24−1=15). Thus the combined item, having been worked 5 times now, now has a penalty of 31 (25-1).

Esta penalización se aplica incluso con objetos que no reciben daño, como los libros encantados. Por ejemplo, si se combinan 4 x libro de Fortuna I para crear un libro de Fortuna III, el libro tendrá una penalización de 3.

Cantidad de modificaciones Penalización (Plantilla:Code)
0 0
1 1
2 3
3 7
4 15
5 31

Item repair on a crafting grid removes all prior work penalties, and also removes any enchantments. If a grindstone is used, the item keeps its custom name, and some XP from enchantments can be reclaimed.

Renaming

Renaming always costs a single level, in addition to any prior work penalty. Renaming does not increase the prior work penalty.

If the item is being renamed only, without being repaired or enchanted, the maximum level cost is 39 levels even if the prior work penalty is higher. However, once the penalty reaches or exceeds 2147483647, further renames become impossible.

Stackable items can be renamed as a stack while paying a single prior work penalty and a single level for the rename. Note that renamed items, in general, do not stack with normal items, and renamed blocks lose their name when placed.

The custom name of a renamed item can be reset by renaming it to a name that consists of spaces. However, that item's repair cost is not reset. Therefore, it cannot be stacked with other items of the same type with different repair costs.

Unit repair

Some items are "tiered" and can be repaired using units of its repair material, each unit restores up to 25% total durability of the item (rounded down) and costs 1 level per unit of material used in addition to any applicable prior work penalties.

  • The material to use is specific for each item (see the table below). For many items, this is determined by its tier or armor material.
  • If the stack of raw material has been renamed, its prior work penalty is paid once regardless of the number of units being used in the repair.
  • Due to the rapid increase in prior work penalty for each repair, it is generally most effective to use an item almost to the breaking point and then repair using four units of raw material at once (or by combining with a newly crafted instance of the item).

Objetos reparables Mecánicas del yunque/Repairable items

Combinar objetos

The anvil can be used to combine two items of the same type and material, or an item with an enchanted book. This applies only to items with durability: weapons, shields, tools, and armor, as well as enchanted books. The first/left item is the target item, the second/right item is the sacrifice item, which is destroyed. Combining two similar items does either or both of two things. Each of these costs levels, but if they're both done at once, part of the cost is shared:

  • The target is repaired, adding the durability of the sacrifice plus a bonus of 12% of the maximum durability, up to the item's maximum durability. If the target item is undamaged, there is no charge for repair, otherwise, the cost is 2 levels.
  • If the sacrifice has enchantments, it also tries to combine the sacrifice's enchantments onto the target. Regardless of whether any enchantments on the target are actually changed, the cost is based on the total enchantments on the target and sacrifice. For each enchantment on the sacrifice:
    • If the target has the enchantment as well...
      • and the sacrifice level is greater, the target is raised to the sacrifice's level.
      • and the sacrifice level is equal, the target gains one level, unless it is already at the maximum level for that enchantment.
      • and the sacrifice level is less, nothing changes on the target.
    • If the target does not have the enchantment, it gains all levels of that enchantment, unless it already has an incompatible enchantment. Enchantments are incompatible if both are in one of the following groups:
      • Espada: Afilado, Smite, and Perdición de los artrópodos
      • Herramienta: Fortune and Silk Touch (as of Java version 1.12.2 you can combine these; the sacrifice item's enchantment is lost)
      • Armadura: Protection, Fire Protection, Blast Protection, Projectile Protection
      • Botas: Depth Strider and Frost Walker
      • Arco: Infinity and Mending
      • Ballesta: Multishot and Piercing
      • Tridente: Loyalty and Riptide or Channeling and Riptide
      • Libros: Silk Touch and Looting or Silk Touch and Luck of the Sea (and all of the above).

The total cost for combining two similar items is the sum of:

  • Prior Work penalties of both target and sacrifice.
  • If renaming, the extra cost of renaming
  • If the target item is not at full durability, the repair cost of 2 levels.
  • If the sacrifice has enchantments, the enchantment cost.

If the sacrifice is a book, there is no repair, but the anvil tries to combine the book's enchantments onto the target. The item can also be renamed at the same time. The enchantment cost is generally less than for combining two similar items.

Coste de combinación de encantamientos

(This is just the enchanting cost. The total cost outline is in Combining items.)

  • For each enchantment on the sacrifice:
    • Ignore any enchantment that cannot be applied to the target (e.g. Protection on a sword).
    • Add one level for every incompatible enchantment on the target (In Java Edition).
    • If the enchantment is compatible with the existing enchantments on the target:
      • For Java Edition, add the final level of the enchantment on the resulting item multiplied by the multiplier from the table below.
      • For Bedrock Edition, add the difference between the final level and the initial level on the target item multiplied by the multiplier from the table below.
Multiplicadores de coste por encantamiento
ID[note 1] Enchantment Max Level Applies to Multiplier from item Multiplier from book
0 Protección[note 2] IV Netherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsTurtle Helmet 1 1
1 Protección contra el fuego[note 2] IV Netherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsTurtle Helmet 2 1
2 Feather Falling IV Netherite Boots 2 1
3 Blast Protection[note 2] IV Netherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsTurtle Helmet 4 2
4 Projectile Protection[note 2] IV Netherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsTurtle Helmet 2 1
5 Thorns III Netherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsTurtle Helmet 8 4
6 Respiration III Netherite HelmetTurtle Helmet 4 2
7 Depth Strider[note 3] III Netherite Boots 4 2
8 Aqua Affinity I Netherite HelmetTurtle Helmet 4 2
9 Sharpness[note 4] V Netherite SwordNetherite Axe 1 1
10 Smite[note 4] V Netherite SwordNetherite Axe 2 1
11 Bane of Arthropods[note 4] V Netherite SwordNetherite Axe 2 1
12 Knockback II Netherite Sword 2 1
13 Fire Aspect II Netherite Sword 4 2
14 Looting III Netherite Sword 4 2
15 Efficiency V Netherite PickaxeNetherite ShovelNetherite AxeShears 1 1
16 Silk Touch[note 5] I Netherite PickaxeNetherite ShovelNetherite Axe 8 4
17 Unbreaking III Netherite PickaxeNetherite ShovelNetherite AxeFishing RodNetherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsNetherite SwordBowNetherite HoeShearsFlint and SteelCarrot on a StickWarped Fungus on a StickShieldElytraTurtle HelmetTridentCrossbow 2 1
18 Fortune[note 5] III Netherite PickaxeNetherite ShovelNetherite Axe 4 2
19 Power V 1 1
20 Punch II 4 2
21 Flame I 4 2
22 Infinity[note 6] I 8 4
23 Luck of the Sea III 4 2
24 Lure III 4 2
25 Frost Walker[note 3] II Netherite Boots 4 2
26 Mending[note 6] I Netherite PickaxeNetherite ShovelNetherite AxeFishing RodNetherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsNetherite SwordBowNetherite HoeShearsFlint and SteelCarrot on a StickWarped Fungus on a StickShieldElytraTurtle HelmetTridentCrossbow 4 2
27 Curse of Binding I Netherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsElytraCarved PumpkinHeadTurtle Helmet 8 4
28 Curse of Vanishing I Netherite PickaxeNetherite ShovelNetherite AxeFishing RodNetherite HelmetNetherite ChestplateNetherite LeggingsNetherite BootsNetherite SwordBowNetherite HoeShearsFlint and SteelCarrot on a StickWarped Fungus on a StickShieldElytraCarved PumpkinHeadTurtle HelmetTridentCrossbow 8 4
29 Impaling V 4 2
30 Riptide[note 7] III 4 2
31 Lealtad[note 7] III 1 1
32 Channeling[note 7] I 8 4
33 Multishot[note 8] I 4 2
34 Piercing[note 8] IV 1 1
35 Quick Charge III 2 1
36 Soul Speed III Netherite Boots 8 4
NA[note 9] Sweeping Edge III Netherite Sword 4 2

Ejemplos:

  • Dealing with equal enchantments:
    • In the first slot, the target is a sword with Sharpness III, Knockback II, and Looting III.
    • In the second slot, the sacrifice is a sword with Sharpness III and Looting III.
    • For the Sharpness III enchantment on the sacrifice: Since the target has an equal level, add one to the target's Sharpness level giving Sharpness IV. In Java, Add 4 (multiplier 1 times 4 levels) and in Bedrock, add 1 (multiplier 1 times the increase in levels 1) to the level cost for Sharpness IV.
    • For the Looting III enchantment on the sacrifice: Since the maximum level for Looting is III, the target remains at Looting III. In Java 12 (multiplier 4 times 3 levels) is still added to the level cost while in Bedrock, 0 is added since the level did not change.
    • Thus, the enchanting cost is 16 in Java and 1 in Bedrock. The total cost for the work includes any prior work penalties, repair costs, and rename costs.
    • If combined in the other order (the sword having three enchantments as the sacrifice), there would also be a cost of 4 (level 2 times multiplier 2) for the Knockback II enchantment for both Java and Bedrock (since the target has zero levels in Knockback), giving a total enchantment cost of 20 levels in Java and 5 levels in Bedrock.
  • Dealing with unequal enchantments:
    • In the first slot, the target is a sword with Sharpness III, Knockback II, and Looting I.
    • In the second slot, the sacrifice is a sword with Sharpness I and Looting III.
    • For the Sharpness I enchantment on the sacrifice: Since the target has a higher level, the target keeps Sharpness III. But in Java, 3 (multiplier 1 times 3 levels) is still added to the level cost. In Bedrock, since the level on the target is unchanged, the cost added is 0.
    • For the Looting III enchantment on the sacrifice: Since the target has a lower level, it is upgraded to Looting III. In Java, add 12 (multiplier 4 times 3 levels) to the level cost. In Bedrock, add 8 (multiplier 4 times the increase in levels 2)
    • Thus, the enchanting cost is 15 in Java and 8 in Bedrock. The total cost for the work includes any prior work penalties, repair costs, and rename costs.
    • If combined in the other order (the sword having three enchantments as the sacrifice), there would also be a cost of 4 (multiplier 2 times 2 levels) for adding the Knockback II enchantment, giving a total enchantment cost of 19 levels in Java. In Bedrock, the looting level would be unchanged, the sharpness cost would be 2 (multiplier 1 times the increase in levels 2) plus the Knockback cost gives a total enchantment cost of 6 levels.
  • Dealing with conflicting enchantments:
    • In the first slot, the target is a sword with Sharpness II and Looting II.
    • In the second slot, the sacrifice is a sword with Smite V and Looting II.
    • For the Smite V enchantment on the sacrifice: Since Smite is incompatible with Sharpness, add 1 level in Java, nothing for Bedrock. The target keeps Sharpness II.
    • For the Looting II enchantment on the sacrifice: Since the target has an equal level, add one to the target's Looting level giving Looting III. In Java, add 12 (multiplier 4 times 3 levels) to the level cost for Looting III. In Bedrock, add 4 (multiplier 4 times the increase in levels 1) to the level cost for Looting.
    • Thus, the enchanting cost is 13 in Java and 4 for Bedrock. The total cost for the work includes any prior work penalties, repair costs, and rename costs.
    • If combined in the other order (the Sharpness sword as the sacrifice), the cost would again be 13 in Java and 4 in Bedrock with the result having Smite V and Looting III.
  • Using books:
    • In the first slot, the target is a sword with Looting II.
    • In the second slot, the sacrifice is a book with Protection III, Sharpness I, and Looting II.
    • For the Protection III enchantment on the sacrifice: Since Protection is incompatible with swords, ignore it.
    • For the Sharpness I enchantment on the sacrifice: Since the target has no Sharpness, it gets Sharpness I. Add 1 level (multiplier 1 times 1 level) for Sharpness I.
    • For the Looting II enchantment on the sacrifice: Since the target has an equal level, add one to the target's Looting level giving Looting III. In Java, add 6 (multiplier 2 times 3 levels) to the level cost for Looting III. In Bedrock, add 2 (multiplier 2 times the increase in levels 1) to the level cost for Looting.
    • Thus, the enchanting cost is 7 in Java and 3 in Bedrock. The total cost for the work includes any prior work penalties and rename costs.

Planeando el segundo encantamiento

There are two important things to notice about the anvil mechanics when planning the order of multiple enchantments to the same item:

  • When combining two items with prior work penalties, while the penalties for both items apply to the cost, only the higher of the penalties of the two items is considered when determining the penalty of the resulting item. For example, when combining two items with 2 workings each, the resulting item has only 3 workings with the fourth consumed by the penalty.
  • The choice of which item to use as the sacrifice matters. For example having a Soul Speed III book in the first slot and a Mending book in the second slot has a cost of 2 levels, but reversing the order of the books results in a cost of 12, even though the resulting book is the same in the two cases.

To minimize the prior work penalties, always combine two items with equal penalties as possible. It is possible to have 7 different enchantments on a single pair of boots. Starting with an unenchanted pair of boots and the 7 enchantments on individual books, the limit on the cost permitted by the anvil is exceeded if trying to combine the books one at a time with the boots. However, it is possible to avoid this by properly pairing up the items. First combine the boots with one of the books, plus the remaining 6 books in 3 pairs. Then combine the boots with one of the books and the other two books that have 2 enchantments each. Finally combine the boots with the book that has 4 enchantments. This results in a pair of boots with 3 workings on it, although in practice 7 workings have taken place.

Enchantment Order Diagram

Minimal-cost enchantment order.

It is also possible to minimize the cost of combining by carefully pairing up the items for combination. The enchantment with the highest cost should be in the sacrifice slot the least amount of times. For example. To combine the 7 enchantments using the pairing method, one should use the following order:

  • Soul Speed III (12), Thorns III (12), Feather Falling IV (4), Depth Strider III (6), Protection IV (4), Unbreaking III (3), Mending (2)
  • Combining the items pairwise (with the boots in the first slot) the cost is 12+4+4+2=22.
  • The resulting items are: Boots (Soul Speed III), Thorns III+Feather Falling IV (16), Depth Strider III+Protection IV (10), Unbreaking III+Mending (5).
  • The cost of the second round of combination is 16+5=21, plus 4 for the penalties, totalling 25.
  • The resulting items are: Boots (Soul Speed III+Thorns III+Feather Falling IV), Depth Strider III+Protection IV+Unbreaking III+Mending (15).
  • The cost of the last step is 15 plus the two penalties of 3 each, totalling 21.
  • El coste total es de 22+25+21=68 niveles.

Curiosidades

  • Los encantamientos que se añaden a las materias primas (por ejemplo, un lingote de hierro con Afilado III) se ignorarán al hacer reparaciones, y no se combinarán en el objeto final.
  • Because prior work penalty is charged for any rename, it is most economical to rename a weapon before repairing or enchanting it, minimizing the penalty the player must pay for the rename.

Notas

  1. Numeral IDs are Bedrock Edition only
  2. 2,0 2,1 2,2 2,3 The different kinds of Protection are not compatible
  3. 3,0 3,1 Depth Strider and Frost Walker are not compatible
  4. 4,0 4,1 4,2 Sharpness, Smite, and Bane of Arthropods are not compatible
  5. 5,0 5,1 Silk Touch and Fortune are not compatible
  6. 6,0 6,1 Infinity and Mending are not compatible
  7. 7,0 7,1 7,2 Riptide, Loyalty and Channeling are not compatible.
  8. 8,0 8,1 Multishot and Piercing are not compatible
  9. Sweeping Edge has no numeral ID since it is not in Bedrock Edition
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