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Blast resistance






Yes (64), same damage state only







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



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

Block Anvil
Hardness 5
Breaking time[note 1]
Hand 25
Wooden 3.75
Stone 1.9
Iron 1.25
Diamond 0.95
Golden 0.65
  1. Times are for unenchanted tools in seconds.

Natural generation

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


A total of 31 iron ingots (including 27 for three blocks of iron) are required to craft an anvil.

Ingredients Crafting recipe
Block of Iron +
Iron Ingot


Repairing and renaming items

Ana Başlık: Anvil mechanics

Anvils have two modes to repair items that have a durability rating:

  • As with the grindstone, a player may repair items by combining two similar items. With the anvil, however, the target retains its enchantments and may gain new ones from the sacrificed items.
  • Alternatively, a player can use materials originally required in the crafting of the item (iron ingots for iron items with durability, diamonds for diamond items with durability) to repair a single item. One material can repair 25% of the target's maximum durability. This is a very good deal in the case of a chestplate, for example; a full repair (four materials) would total only half of the item's original cost (eight materials). In the case of tools and weapons, however, this may be a significantly less economical option; combining two diamond shovels would cost two diamonds in total, while up to four diamonds could be required to directly repair one. Still, it may be worth making the more expensive upgrade if the enchantments are considered difficult to obtain.

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


Şunlara da bakın: Repair

Example showing a repair of two diamond pickaxes.

Repairing with materials works for the most part, but not with all items: in general, repairing works for items with their material in the default name. For example, an anvil can repair an iron pickaxe with materials (iron in this case) while an anvil cannot repair bows or shears except with other bows or shears. As a special case, chain armor can be repaired with iron ingots, turtle shells can be repaired with scutes, and elytra can be repaired with phantom membranes. The repair does not need to be complete; one material repairs 14 of the item's maximum durability.

Repairing with a matching item works for any item with durability including bows, shears and so on. The items must match in type. For example, a golden pickaxe cannot combine with an iron one.

Note that in both cases the resulting durability is limited to the item's maximum, and there is no discount for "over-repair".

As a subset of repairing one item with another, the anvil can transfer enchantments from the sacrifice to the target. This can have a synergistic effect when both items share identical enchantments, or simply add to each other when they do not. Two Sharpness II swords can be combined to make a Sharpness III sword, for example, or a pickaxe with Efficiency can be combined with one that has Unbreaking. This can produce enchantments and combinations that are not possible with an enchanting table. But even so, some enchantments cannot be combined if they are similar, or contradicting, in terms of what they do. If the target is damaged, the player has to pay for the repair as well as the transfer.

Transferring high-level enchantments is more expensive, and renaming an item has an additional surcharge. The anvil has a limit of 39 levels; beyond that, repairs are refused. This limit is not present in Creative mode.

Every time armor or tools are repaired, the minimum experience cost doubles (e.g., 1 level, 2 levels, 4 levels, 8 levels, etc.).


Any item or stack of items can be renamed at a cost of one level plus any prior-work penalty. If the player is only renaming, the maximum total cost is 39 levels. The maximum length for renaming is 35 characters. Some items have special effects when renamed:

  • A name tag must be renamed before it can be used.
  • Renaming a bucket of fish names the fish inside as well, meaning a fish can be named without a name tag.
  • A renamed item (can be any item, doesn't need to be a weapon) that kills another player or tamed mob causes the name to appear in the death message.[Java edition only]
  • A renamed spawn egg produces a mob with the same name.
  • Chests, trapped chests, shulker boxes, furnaces, hoppers, droppers, dispensers, minecarts with chests, minecarts with hoppers, enchantment tables, barrels, smokers, blast furnaces and brewing stands display the name in their GUI when placed.
  • Renamed command blocks use their name in chat messages instead of [@].

Any name changes to items are applied to the data tag {Item:{tag:{display:{Name:"{\"text\":\"<name>\"}"}}}}. Similarly this data tag can be accessed by the nbt argument using target selectors.

Enchanted books

Enchanted books are used to enchant tools. Enchanted books themselves can be combined to create higher-tiered books. This makes an anvil the alternative to an enchantment table.

Falling anvils

Falling anvil
Upload Falling anvil.png
Dahili ID

PC: 104
PE: 102


PC: 68

Ad alanlı ID

PC: ghast fireball

When there are air blocks below an anvil, the anvil falls in the same way sand, gravel, concrete powder, and dragon eggs fall. A placed anvil cannot be pushed or pulled by pistons,[Java edition only] but a falling anvil can. This is different Şablon:İn where anvils can be pushed and pulled by pistons. Anvils make a metallic clang sound when they land.

A falling anvil damages any player or mob that it falls on. The damage amount depends on fall distance: 2 () per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6 () damage). The damage is capped at 40 ( × 20), no matter how far the anvil falls. Wearing a helmet reduces the damage by 14, but this costs durability on the helmet. When a player dies by an anvil falling on them, the chat area displays the message: "*Player name* was squashed by a falling anvil." However, if a player is merely touched by an anvil entity or falling anvil, no damage occurs until the falling anvil becomes a solid anvil-block in the airspace where the player is located. Falling anvils can be manipulated by TNT cannons, passing through mobs or players without damaging them.

If an anvil falls onto a bed, a slab, or falls underwater, it breaks and drops for the player to pick up.

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


Ana Başlık: Map

Şablon:IN, an anvil can be used instead of a crafting table to zoom a map out, to clone a map, or to place a player position marker on a map. Map/BE However, with the introduction of the cartography table, this feature became dispensable.

Becoming damaged

With each use, an anvil has a 12% chance to become damaged – degrading one stage at a time, first becoming chipped, then damaged, then eventually destroyed. An anvil typically survives for 25 uses on average or approximately one use per 1.24 iron ingots used in crafting the anvil.

An anvil can be damaged and destroyed from falling. If it falls from a height greater than one block, the chance of degrading by one stage is 5% × the number of blocks fallen.

The damage state does not affect the anvil's function, but only anvils of the same damage state can stack in inventory.


Şablon:Sound table Şablon:Sound table Şablon:Sound table Şablon:Sound table Şablon:Sound table Şablon:Sound table Şablon:Sound table Şablon:Sound table

Data values



Icon Dec Hex Name Block
0 0 (unused)
1 1 (unused)
2 2 (unused)


Icon Dec Hex Name Block
3 3 (unused)

Block states

Şunlara da bakın: Block states


Block data

Şunlara da bakın: Data values

Şablon:IN, anvils use the following data values:


Falling block entity

Falling Block/Infobox

Ana Başlık: Falling Block

Falling Block/ED


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February 5, 2010Anvils were mentioned by Notch.
October 7, 2012Dinnerbone tweets the first images of the anvil's interface.
October 10, 2012Anvil (N) (pre-release).png Dinnerbone tweets the first screenshot of the anvil.
1.4.212w41aAnvil (N) JE1 BE1.png Chipped Anvil (N) JE1 BE1.png Damaged Anvil (N) JE1 BE1.png Added anvils.
Anvils currently require one iron ingot and six blocks of iron:
Ingredients Crafting recipe
Block of Iron +
Iron Ingot
12w42aAnvils now have an easier crafting recipe.
It is now possible to repair tools using anvils, by using more of the material it is made of (such as adding diamonds to a nearly broken diamond pickaxe).
Items that are renamed now have item names that appear as italic text.
The # Levels information inside anvils has been renamed to Enchantment cost.
1.4Added new sounds for the anvil.
The level cap for anvils for creative mode have been removed.
1.4.612w49aEnchanted books have been added, which can be used only with the anvil.
12w50aEnchanting non-tools with enchanted books using the anvil now works only in creative mode.
Silk Touch can now be applied to shears by using the anvil, meaning cobwebs can now be harvested.
1.513w02aMobs spawned from renamed spawn eggs, from using the anvil, have the name of their spawn egg, and their names appear in the death message of them killing a player.
Mobs that are spawned from renamed spawn eggs, from using the anvil, can now display their custom name as nametag using an NBT tag.
Brewing stands, chests, dispensers, enchantment tables, furnaces and trapped chests that are renamed using anvils now display their new name in their GUI where the normal name used to appear.
13w04aMobs now show the name given to them (either by renaming their spawn egg using an anvil or by external editors) above their head when the player looks directly at them within hitting range. a spawn egg "Dinnerbone" or "Grumm" using an anvil now causes the mob to spawn upside down (this also works with renaming name tags).
1.7.413w48bRenaming a sheep spawn egg to jeb_ using an anvil now causes the sheep to spawn with multicolored wool (this also works with renaming name tags).
1.814w02aThe costs of using anvils have been reduced to balance out with the new enchanting system.
Renaming items using anvils now costs only 1 level.
Repairing costs using anvils have been reduced, 1 level per raw material or sacrifice regardless of durability restored.
Extra costs for repairing an enchanted tool using anvils have been eliminated. Costs for combining enchantments have been reduced.
Repairing costs while using anvils can no longer be kept down by renaming items.
14w04aPrior work cost increase while using anvils has been changed from linear (1 per repair) to exponential (times 2 plus 1 per repair).
Repairing with a "sacrifice" while using anvils now costs 2 levels rather than only 1.
14w10aAnvil (N) JE2.png Chipped Anvil (N) JE2.png Damaged Anvil (N) JE2.png The models of anvil have been changed.
1.915w42aRenaming an item while using anvils no longer incurs a prior work penalty.
1.1116w32aAnvils now give sounds when they break.
16w35aRenamed items from anvils now keep their name when picked back up.
16w39aA damaged anvil now generates in woodland mansions.
1.11.1?Anvils no longer allow enchanted books to apply to items, if no change in enchantments would take effect. This can occur if all enchantments on the book are incompatible with existing enchantments on the item – or if the enchanted book has no enchantments.
1.1317w47aThe different anvil damage block states for the anvil ID have been split up into their own IDs.
"Slightly Damaged Anvil" and "Very Damaged Anvil" renamed to "Chipped Anvil" and "Damaged Anvil", respectively.
Prior to The Flattening, this block's numeral ID was 145.
1.1418w43aAnvil (N) JE3.png Chipped Anvil (N) JE3.png Damaged Anvil (N) JE3.png The textures of anvils have been changed.
Pocket Edition Alpha
v0.12.1build 1Anvil (N) JE1 BE1.png Chipped Anvil (N) JE1 BE1.png Damaged Anvil (N) JE1 BE1.png Added anvils.
v0.14.0build 1Anvils are now needed to add the markers onto maps by putting a map and a compass in.
v0.15.0build 1Anvils can now be moved by pistons.
Pocket Edition
?Renamed items using anvils now keep their name when picked back up.
1.1.0alpha damaged anvils now generate in woodland mansions.
?Anvil (N) JE3.png Chipped Anvil (N) JE3.png Damaged Anvil (N) JE3.png The models of anvil have been changed.
?Broken Anvil (N) BE1.png Added broken anvils.
1.2.13beta Anvil (N) BE2.png Damaged Anvil (N) BE2.png Anvils with cracks now display these cracks on the raised portion of the base plate as well.
1.10.0beta (N) JE2.png Chipped Anvil (N) BE3.png Damaged Anvil (N) BE3.png Broken Anvil (N) BE2.png The textures of anvils have been changed.
Console Edition
TU14CU11.05Patch 11.0.1Anvil (N) JE1 BE1.png Chipped Anvil (N) JE1 BE1.png Damaged Anvil (N) JE1 BE1.png Added anvils.
TU31CU191.22Patch 3Anvil repairing has been rebalanced as per Java 1.8 changes.
1.90Anvil (N) JE3.png Chipped Anvil (N) JE3.png Damaged Anvil (N) JE3.png The textures of anvils have been changed.
new 3ds
0.1.0Anvil (N) JE1 BE1.png Chipped Anvil (N) JE1 BE1.png Damaged Anvil (N) JE1 BE1.png Added anvils.


Şablon:İssue list


  • If an item is renamed, such as diamonds, it cannot stack with unnamed or differently-named items.
  • For unenchanted items, "unit repair" can easily cost more material than just crafting a new item or combining damaged items. The exception is armor, where players can use less material at the cost of experience levels.
  • If placed on top of exploding TNT blocks, the explosion does not affect the surrounding area. This is because the anvil falls into the space the TNT entity is occupying, and since the TNT's explosion power is not high enough to destroy the anvil, no blocks are destroyed.
  • Şablon:IN, any item can be enchanted with the anvil in Creative mode.