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Skeleton drops

Typical drops from a Skeleton: Experience Orbs, an Arrow, and Bones.

I Rilasci sono oggetti che appaiono quando i mob o altre entità muoiono. Ci sono 5 tipi principali di rilasci: rilasci comuni, rilasci non comuni, rilasci rari, oggetti equipaggiati e orbi di esperienza.

Rilasci comuni

I Rilasci comuni possono avvenire ogni volta che un mob muore e appaiono dove si trovava il mob quando ha ricevuto il colpo che lo uccide. Molti mob hanno particolari oggetti che possono essere rilasciati quando vengono uccisi. Alcuni rilasci comuni, come la pelle, non vengono rilasciati sempre, ma hanno un'alta probabilità di essere rilasciati (almeno il 50%, dipende dal range di possibilità). Alcuni altri rilasci comuni, come le verghe di vampo, non vengono mai rilasciati se il mob non è stato ucciso dal giocatore (lo stesso vale per gli orbi di esperienza.

Per ognuno di questi oggetti, c'è una distribuzione casuale (uniforme) del numero di oggetti che verrà rilasciato; questo viene detto range di rilascio dell'oggetto. Per esempio, una mucca rilascerà 0-2 pezzi di pelle e 1-3 pezzi di carne cruda. Dal momento che il range per la pelle include lo 0, c'è ⅓ di possibilità che nessun pezzo di pelle verrà rilasciato uccidendo una mucca.

Se il mob ucciso è piccolo, non verrà rilasciato alcun oggetto comune.

Saccheggio

Quando i mob vengono uccisi con uno strumento incantato con l'incantesimo saccheggio, l'effetto sul suo rilascio dipende dal rilascio. Ci sono tre comportamenti comuni:

  • Il rilascio viene calcolato come per due rilasci separati, uno con rilascio regolare e uno con un range aggiuntivo da 0 al livello di Saccheggio impiegato, per esempio 0-3 per Saccheggio Ⅲ. Per esempio, uccidere una mucca con una spada incantata con Saccheggio Ⅲ farà rilasciare 0-2 + 0-3 di pelle e 1-2 + 0-3 di carne cruda. La distribuzione non è uniforme, ma equivale alla somma delle due distribuzioni uniformi (è come lanciare due dadi che spesso restituiscono la somma di 7).
  • Ogni livello di Saccheggio incrementa il termine maggiore del range di rilascio di 1. Per esempio. uccidere un blaze con una spada con Saccheggio Ⅲ farà rilasciare 0-4 verghe di vampo.
  • L'incantesimo non influenza la quantità di rilascio. Ad esempio, uccidendo un sheep rilascerà sempre esattamente un blocco di wool.

Rilasci non comuni

I Rilasci non comuni sono simili ai rilasci comuni e appaiono nel luogo in cui l'entità muore. Comunque, un rilascio non comune consiste in un oggetto singolo, che ha una bassa possibilità di essere rilasciata. Per esempio, un ragno ha ⅓ di possibiltà di far cadere un occhio di ragno dopo la morte.

L'incantesimo Saccheggio incrementa la possibilità di un rilascio non comune facendo un altro tentativo nel rilasciare l'oggetto se il primo tentativo falisce. La possibilità di succcesso di questo secondo tentativo è di ½ per Saccheggio Ⅰ, ⅔ per Saccheggio Ⅱ e ¾ per Saccheggio Ⅲ.

Rilasci rari

I Rilasci rari avvengono in aggiunta ai rilasci comuni. A differenza di molti rilasci comuni, essi avvengono solo se il mostro viene ucciso dal giocatore. Tutti i rilasci rari, eccetto i teschi, sono ottenibili in altri modi. I rilasci rari consistono sempre in un oggetto singolo, mai multipli.

I rilasci rari hanno il 2.5% di possibilità di avvenire quando un mostro muore. Usare un'arma con l'incantesimo Saccheggio aumenta la possibilità di rilascio di 0.5 punti percentuali per livello (fino ad un massimo del 4% con Saccheggio Ⅲ).

Oggetti equipaggiati

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An enchanted bow received from a skeleton's drops

Quando vengono uccisi da un giocatore, i mostri possono rilasciare equipaggiamento e pezzi di armature con i quali sono comparsi. Ogni pezzo con cui è "nato" un mostro ha una possibiltà dell'8.5% di essere rilasciato. L'incantesimo Saccheggio aumenta la probabilità dell'1% per livello (fino all'11.5% di Saccheggio Ⅲ). Questo significa che è possibile che venga rilasciato più di un pezzo di equipaggiamento dopo la morte.

There are also some equipped items which are guaranteed to drop:

  • All items the mob picked up after spawning are always dropped, even when it isn't killed by a player and even if it is a baby zombie.
    • This is only the case for hostile mobs, not for villagers.
  • When a witch dies while it drinks a potion, it will drop the potion.
  • Horses, donkeys, mules, and pigs drop any items equipped to them by players, like saddles.

Experience Orbs

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Experience Orbs only drop if a mob dies less than three seconds after being attacked (melee, bow, snowballs, eggs) by a player or by a player's pet wolf. Their total value will always be the specific amount of experience granted by killing that mob. They are also dropped from a thrown Bottle o' Enchanting. Collected experience accumulates into levels, which can be used for enchanting.

Experience Orbs are similar to items but not the same. Unlike other drops, Experience Orbs appear at the location of the mob's corpse at the moment it disappears in a puff of smoke. Experience Orbs will move towards nearby players.

Mob drops

Mob Exp Common drops Rare drops Equipped and worn items Notes
Animals
Template:EntityLink 0 None None None
Template:EntityLink 1–3 0–2 Template:ItemLink
1 Template:ItemLink or 1 Template:ItemLink
None None Meat is cooked if died while on fire.
Meat unaffected by looting.
Also lays an Template:ItemLink every 5–10 minutes.
Template:EntityLink 1–3 0–2 Template:ItemLink
1–3 Template:ItemLink or 1–3 Template:ItemLink
None None Meat is cooked if died while on fire.
Gives Template:ItemLink when right-clicked with an empty bucket.
Template:EntityLink
Template:EntityLink
1–3 0–2 Template:ItemLink None 1 Template:ItemLink if saddled
1 Template:BlockLink if equipped
Also drops all of the chest's contents.
Template:EntityLink 1–3 0–2 Template:ItemLink None 1 Template:ItemLink if saddled
1 Template:ItemLink if equipped
Template:EntityLink 1–3 0–2 Template:ItemLink
1–3 Template:ItemLink or 1–3 Template:ItemLink
None None Meat is cooked if died while on fire.
Shearing drops 5 Template:BlockLink, converting it to a normal cow, a process which cannot be reverted.
Gives Template:ItemLink when right-clicked with an empty bucket.
Gives Template:ItemLink when right-clicked with an empty bowl.
Template:EntityLink 1–3 None None None
Template:EntityLink 1–3 1–3 Template:ItemLink or 1–3 Template:ItemLink None 1 Template:ItemLink if saddled Meat is cooked if died while on fire.
Template:EntityLink 1–3 1 Template:BlockLink if not sheared None None Not affected by Looting.
Shearing drops 1-3 Template:BlockLink.
Wool is colored if the sheep was spawned colored or dyed.
Template:EntityLink 1–3 0–2 Template:ItemLink None None
Template:EntityLink 1–3 1–3 Template:ItemLink None None
Template:EntityLink 1–3 None None None
Template:EntityLink 1–3 0–2 Template:ItemLink None None Rotten Flesh is an uncommon drop.
Golems
Template:EntityLink 0 3–5 Template:ItemLink
0–2 Template:BlockLink
None None Not affected by Looting.
Template:EntityLink 0 0–15 Template:ItemLink or
1 Template:BlockLink + 8 Template:ItemLink if spawned with at least 8 in the world.
None None Not affected by Looting.
Pumpkin and 8 Snowballs due to 8 existing snow golems is only in Xbox 360 Edition.
Monsters
Template:EntityLink 10 0–1 Template:ItemLink if killed by a player or tamed dog
0–2 Template:ItemLink if killed by a player
None None Glowstone Dust can only be dropped by Blazes in the Xbox 360 Edition.
Template:EntityLink 5 0–2 Template:ItemLink
0–1 Template:ItemLink if killed by a player or tamed dog
None None Eye is an uncommon drop (33% chance).
Looting doesn't affect number of eyes dropped, but increases probability of a drop.
Template:EntityLink 5 0–2 Template:ItemLink
1 Template:ItemLink if killed by a skeleton
None None
Template:EntityLink 12,000 None None None Experience is dropped in 10 drops of 1000 experience and one drop of 2000 experience.
Creates a portal including removable blocks:
4 Template:BlockLink
1 Template:BlockLink
Template:EntityLink 5 0–1 Template:ItemLink None None
Template:EntityLink 5 0–1 Template:ItemLink
0–2 Template:ItemLink
None None
Template:EntityLink 1, 2, or 4 0–1 Template:ItemLink if size > 1 None None Uncommon drop (25% chance).
Template:EntityLink 5 None None None
Template:EntityLink 5 0–2 Template:ItemLink
0–2 Template:ItemLink
None Template:ItemLink
Template:ItemLink
Gear may be enchanted.
Template:EntityLink 1, 2, or 4 0–2 Template:ItemLink if size = 1 None None
Template:EntityLink 5 0–2 Template:ItemLink
0–1 Template:ItemLink if killed by a player or tamed dog
None None Eye is an uncommon drop (33% chance)
Looting doesn't affect number of eyes dropped, but increases probability of a drop.
Template:EntityLink 5 0–6 Template:ItemLink
0–6 Template:ItemLink
0–6 Template:ItemLink
0–6 Template:ItemLink
0–6 Template:ItemLink
0–6 Template:ItemLink
0–6 Template:ItemLink
None Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
On death, witches drop 1–3 item types, each 0–2 times. The same type can be chosen multiple times, therefore it is possible to get 6 of a one item.
Template:EntityLink 50 1 Template:ItemLink None None Not affected by looting.
Template:EntityLink 5 0–1 Template:ItemLink
0–2 Template:ItemLink
Template:BlockLink Template:ItemLink Coal is an uncommon drop (33% chance).
Template:EntityLink 5 0–2 Template:ItemLink Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
Gear may be enchanted.
Template:EntityLink 5 0–1 Template:ItemLink
0–1 Template:ItemLink
Template:ItemLink Template:ItemLink Gear may be enchanted.
NPCs
Template:EntityLink 0 None None None
Template:Upcoming
Template:EntityLink 5 None None None
Template:EntityLink 5 0–2 Template:ItemLink
0–1 Template:ItemLink
0–1 Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
None Prismarine crystals drop only if raw fish fails.
Raw Fish is both a common drop and a rare drop.
Template:EntityLink 5 0–2 Template:ItemLink
0–1 Template:ItemLink
0–1 Template:ItemLink
1 Template:BlockLink if killed by the player
Template:ItemLink
Template:ItemLink
Template:ItemLink
Template:ItemLink
None Prismarine crystals drop only if raw fish fails.
Raw Fish is both a common drop and a rare drop.
Template:EntityLink 1–3 0–1 Template:ItemLink or 0–1 Template:ItemLink
0–1 Template:ItemLink
Template:ItemLink None Meat is cooked if died while on fire.

Entity drops

Entity Drops Notes
Projectiles
Template:ItemLink 3–11 Template:EntityLink
Template:EntityLink 0–4 Template:EntityLink spawned Eggs have a Template:Fraction chance of spawning one baby chicken. If that happens, there is an additional Template:Fraction chance of the egg spawning four baby chickens instead of one.
Stationary
Template:EntityLink None Creates an explosion when destroyed, 50% more powerful than TNT.
Template:EntityLink 1 Template:ItemLink Drops itself and the item it contains.
Template:EntityLink 1 Template:ItemLink
Vehicles
Template:EntityLink 2 Template:ItemLink if crashed
3 Template:BlockLink if crashed
1 Template:ItemLink if broken by other means
Template:EntityLink 1 Template:ItemLink
Template:EntityLink 1 Template:ItemLink
1 Template:BlockLink
Also drops all of the chest's contents.
Template:EntityLink 1 Template:ItemLink
Template:EntityLink 1 Template:ItemLink
1 Template:BlockLink
Template:EntityLink 1 Template:ItemLink
1 Template:BlockLink
Also drops all of its contents.
Template:EntityLink 1 Template:ItemLink
Template:EntityLink 1 Template:ItemLink
1 Template:BlockLink
Drops nothing when activated or destroyed by an explosion.

Block drops

Most blocks drop themselves when broken. All special drops from blocks are listed below. "Silk Touch" column indicates, if the block can be collected using the Silk Touch enchantment.

Block Exp Drops Silk
Touch
Notes
Materials and building blocks
Template:BlockLink 3 Template:ItemLink
Template:BlockLink 4 Template:ItemLink
Template:BlockLink T 2 Template:BlockLink No
Template:BlockLink 1 Template:BlockLink No
Template:BlockLink None
Template:BlockLink None
Template:BlockLink 2–4 Template:ItemLink Fortune increases drop, capped at 4.
Template:BlockLink
Template:BlockLink
Template:BlockLink
1 Template:BlockLink
Template:BlockLink 1 Template:BlockLink or 1 Template:ItemLink Flint is dropped with 10% chance.
Fortune enchantment increases this chance to 14% at Fortune I, 25% at Fortune II, and 100% at Fortune III.
Template:BlockLink None If there is another (solid or liquid) block directly underneath the ice block, ice will revert to water when broken. This doesn't work in the Nether.
Template:BlockLink None
Template:BlockLink T 4 Template:ItemLink
Template:BlockLink T 1–8 Template:ItemLink No One snowball per snow level.
Template:BlockLink T 1 Template:BlockLink
Ores
Template:BlockLink T 0–2 1 Template:ItemLink Fortune multiplies drop.
Template:BlockLink T 3–7 1 Template:ItemLink Fortune multiplies drop.
Template:BlockLink T 3–7 1 Template:ItemLink Fortune multiplies drop.
Template:BlockLink T 2–5 4–8 Template:ItemLink Fortune multiplies drop.
Template:BlockLink T 2–5 1 Template:ItemLink Fortune multiplies drop.
Template:BlockLink T 1–5 4–5 Template:ItemLink Fortune increases drop.
Plants
Template:BlockLink 1 Template:ItemLink if premature
1–4 Template:ItemLink if fully grown
No Fortune increases drop, if fully grown.
Template:BlockLink 1 Template:ItemLink if premature
3 Template:ItemLink if fully grown
No
Template:BlockLink None No An original block is dropped when broken using shears.
Template:BlockLink
Template:BlockLink
0–1 Template:ItemLink No An original block is dropped instead when broken using shears.
Seeds are dropped with 12.5% chance.
Fortune increases drop by 2 per level.
Template:BlockLink 0–2 Template:BlockLink Parzialmente There is 80% chance that no mushroom will be dropped, and 10% for both one and two mushrooms. On average that gives 0.3 mushrooms per block.
Silk Touch only drops one type of huge mushroom block, the one with all spores.
Template:BlockLink 0–1 Template:BlockLink
0–1 Template:ItemLink from oak leaves
When broken using shears, the original block is dropped along with the normal drops.
Jungle sapling is dropped with 2.5% chance; all other saplings are dropped with 5% chance.
An apple is dropped with 0.5% chance.
Fortune increases all drop chances.
Template:BlockLink 3–7 Template:ItemLink Fortune increases drop, capped at 9.
Template:BlockLink 0–3 Template:ItemLink No Every one of three possible seeds is dropped with a chance dependent on growth stage, ranging from 7% (just planted) to 53% (fully grown).
Template:BlockLink 1 Template:ItemLink if premature
2–4 Template:ItemLink if fully grown
No Fortune increases drop, if fully grown.
Template:BlockLink 1 Template:ItemLink if premature
1–4 Template:ItemLink if fully grown
0–1 Template:ItemLink if fully grown
No Fortune increases potato drop, if fully grown.
Poisonous potato is dropped with 2% chance.
Template:BlockLink 0–3 Template:ItemLink No Every one of three possible seeds is dropped with a chance dependent on growth stage, ranging from 7% (just planted) to 53% (fully grown).
Template:BlockLink 1 Template:ItemLink if premature
0–3 Template:ItemLink if fully grown
1 Template:ItemLink if fully grown
No Fortune increases seeds drop, if fully grown.
Other
Template:BlockLink None No
Template:BlockLink T 1 Template:ItemLink
Template:BlockLink T 8 Template:BlockLink Will not drop its contents when broken.
Template:BlockLink None No
Template:BlockLink 1 Template:EntityLink spawned Parzialmente When Monster Egg is destroyed by a tool with Silk Touch enchantment, it drops the type of block that the Monster Egg is disguised as (i.e. Stone, Cobblestone, or Stone Brick). This doesn't stop Silverfish from spawning.
Template:BlockLink T 15–43 None No

Notes:

  • Blocks marked with "T" need to be broken with a specific tool to drop anything (including experience). The Silk Touch enchantment doesn't remove this requirement.
  • Where noted, Fortune can increase the number of dropped items or multiply it. Increase simply gives 0-lvl extra items. Multiplication happen with the following chances:
    • Fortune I: 33% * 2 (33% more on average)
    • Fortune II: 25% * 2, 25% * 3 (75% more on average)
    • Fortune III: 20% * 2, 20% * 3, 20% * 4 (120% more on average)
  • Container blocks (brewing stand, chest, dispenser, dropper, flower pot, furnace, hopper, and jukebox) drop themselves when broken along with their content.
  • All blocks not listed in the table above drop themselves when broken. Fortune doesn't affect their drop.

Video

Rilasci/video

History

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Trivia

  • Dropped weapons, tools, and armor from mobs will have at least 25 durability remaining, which is also the most common. Less-damaged items are increasingly rare. Except for gold swords and tools, items will always have at least 26 points of damage taken.
  • Due to Zombies and Skeletons rarely spawning with random armor, and having a 5% chance of dropping one article of said worn armor on death, it is finally possible to legitimately acquire chainmail armor without trading with villagers.
  • While skeletons will drop bows of differing enchantments, the most common seems to be "Power I."

See also

  • Item (entity)

References


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