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sounds.json is a file used by the sound system in resource packs which tells the sound system what sound files to play when a sound event is triggered by one or more in-game events. This file is located in assets\minecraft in resource packs, and the default file is located in .minecraft\assets\objects and its hashed name can be found by looking it up in the file .minecraft\assets\indexes\1.8.json.

File structure

This file is stored in JSON format, but is represented here using NBT.

  • The root Object.
    • A sound event. The name of this Object is the name of the sound event, which is usually patterned after its path (such as "random.break"). All default sound events are listed in the table below.
      •  category: The category this sound event belongs to. Valid category names are "ambient", "weather", "player", "neutral", "hostile", "block", "record", "music", and "master". This String lets the sound system know what sound events belong to what category, so the volume can be adjusted based on what the sound options are set to for each category.
      •  replace: true/false. Used only in resource packs. True if the sounds listed in sounds should replace the sounds listed in the default sounds.json for this sound event. False if the sounds listed should be added to the list of default sounds. Optional. If undefined, defaults to "false". In versions prior to 1.7.6-pre1, this String is ignored due to a bug.
      •  sounds: The sound files this sound event uses. One of the listed sounds is randomly selected to play when this sound event is triggered. Optional.
        • The path to a sound file from the "sounds" folder. Uses forward slashes instead of backslashes.
        • A sound file. This Object is used only when the sound requires additional Strings.
          •  name: The path to this sound file from the "sounds" folder. Uses forward slashes instead of backslashes. May also be the name of another sound event.
          •  volume: The volume this sound will be played at. Value is a decimal between 0.0 and 1.0. If undefined, defaults to 1.0.
          •  pitch: Plays the pitch at the specified value. If undefined, defaults to 1.0, but higher and lower values can be chosen.
          •  weight: The chance that this sound will be selected to play when this sound event is triggered. Defaults to 1. An example: putting 2 in for the value would be like placing in the name twice. Inversely, putting in 0.5, assuming no other weights are put on other sounds, will behave similarly to putting in all other names but this one twice.
          •  stream: true/false. True if this sound should be streamed from its file. It is recommended that this is set to "true" for sounds that have a duration longer than a few seconds to avoid lag. Used for all sounds in the "music" and "record" categories (except Note Block sounds), as (almost) all the sounds that belong to those categories are over a minute long. Optional. If undefined, defaults to "false".
          •  type: Two values are available: "sound" and "event"; "sound" plays from the name of the file, while "event" plays from an already defined event. If undefined, defaults to "sound".

An example of sounds.json can be found here.
Dinnerbone's specifications can be found here.

Sound events

A sound event is linked to one or more in-game events. Two sound events may share the same sound file, but correspond to different in-game events and/or belong to different sound categories. A few valid sound events aren't included in sounds.json, while others don't have an in-game event associated with them. Any sound event that lacks an in-game event can be played only with /playsound. All default sound events, the sounds they use, the category they belong to, and the in-game events they are triggered by are listed in the following table.

Sound Event Sounds Used Category In-Game Event(s)
ambient.cave.cave ambient/cave/cave1
ambient/cave/cave2
ambient/cave/cave3
ambient/cave/cave4
ambient/cave/cave5
ambient/cave/cave6
ambient/cave/cave6
ambient/cave/cave7
ambient/cave/cave8
ambient/cave/cave9
ambient/cave/cave10
ambient/cave/cave11
ambient/cave/cave12
ambient/cave/cave13
ambient (Ambient/Environment) Being within 10-20 blocks of an area not exposed to the sky with a light level of less than eight.
ambient.weather.rain ambient/weather/rain1
ambient/weather/rain2
ambient/weather/rain3
ambient/weather/rain4
weather (Weather) Being close to the surface of a block open to the sky when it is raining.
ambient.weather.thunder ambient/weather/thunder1
ambient/weather/thunder2
ambient/weather/thunder3
weather (Weather) Lightning strikes.
game.player.hurt.fall.big damage/fallbig player (Players) A player contacting the surface of a block after falling from a tall height.
game.player.hurt.fall.small damage/fallsmall player (Players) A player contacting the surface of a block after falling from a short height.
game.neutral.hurt.fall.big damage/fallbig neutral (Friendly Creatures) A passive mob contacting the surface of a block after falling from a tall height.
game.neutral.hurt.fall.small damage/fallsmall neutral (Friendly Creatures) A passive mob contacting the surface of a block after falling from a short height.
game.hostile.hurt.fall.big damage/fallbig hostile (Hostile Creatures) A hostile mob contacting the surface of a block after falling from a tall height.
game.hostile.hurt.fall.small damage/fallsmall hostile (Hostile Creatures) A hostile mob contacting the surface of a block after falling from a short height.
game.player.hurt damage/hit1
damage/hit2
damage/hit3
player (Players) A player taking damage.
game.neutral.hurt damage/hit1
damage/hit2
damage/hit3
neutral (Friendly Creatures) A passive mob taking damage. Always overridden by the damage sound specific to each mob.
game.hostile.hurt damage/hit1
damage/hit2
damage/hit3
hostile (Hostile Creatures) A hostile mob taking damage. Used only by Giants; overridden by the damage sound specific to each mob in any other case.
game.player.die damage/hit1
damage/hit2
damage/hit3
player (Players) A player dies.
game.neutral.die damage/hit1
damage/hit2
damage/hit3
neutral (Friendly Creatures) A passive mob dies. Always overridden by the death sound specific to each mob.
game.hostile.die damage/hit1
damage/hit2
damage/hit3
hostile (Hostile Creatures) A hostile mob dies. Used only by Giants; overridden by the death sound specific to each mob in any other case.
dig.cloth dig/cloth1
dig/cloth2
dig/cloth3
dig/cloth4
block (Blocks) Placing or breaking blocks classified as "cloth".
dig.grass dig/grass1
dig/grass2
dig/grass3
dig/grass4
block (Blocks) Placing or breaking blocks classified as "grass" or a Sheep eats Grass.
dig.gravel dig/gravel1
dig/gravel2
dig/gravel3
dig/gravel4
block (Blocks) Placing or breaking blocks classified as "gravel".
dig.sand dig/sand1
dig/sand2
dig/sand3
dig/sand4
block (Blocks) Placing or breaking blocks classified as "sand".
dig.snow dig/snow1
dig/snow2
dig/snow3
dig/snow4
block (Blocks) Placing or breaking blocks classified as "snow".
dig.stone dig/stone1
dig/stone2
dig/stone3
dig/stone4
block (Blocks) Placing or breaking blocks classified as "stone".
dig.wood dig/wood1
dig/wood2
dig/wood3
dig/wood4
block (Blocks) Placing or breaking blocks classified as "wood".
fire.fire fire/fire block (Blocks) Being near Fire or a Blaze.
fire.ignite fire/ignite block (Blocks) Setting Fire or igniting a Creeper using a Flint and Steel.
item.fireCharge.use mob/ghast/fireball4 block (Blocks) Setting Fire using a Fire Charge.
fireworks.blast fireworks/blast1 ambient (Ambient/Environment) A small, close firework explosion.
fireworks.blast_far fireworks/blast_far1 ambient (Ambient/Environment) A small, far firework explosion.
fireworks.largeBlast fireworks/largeBlast1 ambient (Ambient/Environment) A large, close firework explosion.
fireworks.largeBlast_far fireworks/largeBlast_far1 ambient (Ambient/Environment) A large, far firework explosion.
fireworks.launch fireworks.launch1 ambient (Ambient/Environment) A firework being launched by a player or a dispenser.
fireworks.twinkle fireworks.twinkle1 ambient (Ambient/Environment) A close firework twinkles.
fireworks.twinkle_far fireworks.twinkle_far1 ambient (Ambient/Environment) A faraway firework twinkles.
liquid.lava liquid/lava block (Blocks) Being near Lava.
liquid.lavapop liquid/lavapop block (Blocks) Randomly when being near Lava. Accompanied by a lava fireball particle effect.
game.neutral.swim.splash liquid/splash
liquid/splash2
neutral (Friendly Creatures) A passive mob falls into water or a Fishing Rod Bobber is cast into Water.
game.player.swim.splash liquid/splash
liquid/splash2
block (Blocks) A player falls into water.
game.hostile.swim.splash liquid/splash
liquid/splash2
hostile (Hostile Creatures) A hostile mob falls into water.
game.player.swim liquid/swim1
liquid/swim2
liquid/swim3
liquid/swim4
player (Players) A player is swimming.
game.neutral.swim liquid/swim1
liquid/swim2
liquid/swim3
liquid/swim4
neutral (Friendly Creatures) A passive mob is swimming.
game.hostile.swim liquid/swim1
liquid/swim2
liquid/swim3
liquid/swim4
hostile (Hostile Creatures) A hostile mob is swimming.
liquid.water liquid/water block (Blocks) Being near flowing Water.
minecart.base minecart/base neutral (Friendly Creatures) A minecart moving.
minecart.inside minecart/inside player (Players) Being inside a moving minecart.
mob.bat.death mob/bat/death neutral (Friendly Creatures) A Bat dies.
mob.bat.hurt mob/bat/hurt1
mob.bat.hurt2
mob.bat.hurt3
mob.bat.hurt4
neutral (Friendly Creatures) A Bat taking damage.
mob.bat.idle mob/bat/idle1
mob.bat.idle2
mob.bat.idle3
mob.bat.idle4
neutral (Friendly Creatures) Randomly when a Bat is within 16 blocks.
mob.bat.loop mob/bat/loop neutral (Friendly Creatures) None
mob.bat.takeoff mob/bat/takeoff neutral (Friendly Creatures) A Bat takes off/begins to fly.
mob.blaze.breathe mob/blaze/breathe1
mob/blaze/breathe2
mob/blaze/breathe3
mob/blaze/breathe4
hostile (Hostile Creatures) Randomly when a Blaze is within 16 blocks.
mob.blaze.death mob/blaze/death hostile (Hostile Creatures) A Blaze dies.
mob.blaze.hit mob/blaze/hit1
mob/blaze/hit2
mob/blaze/hit3
mob/blaze/hit4
hostile (Hostile Creatures) A Blaze takes damage.
mob.guardian.hit mob/guardian/guardian_hit1
mob/guardian/guardian_hit2
mob/guardian/guardian_hit3
mob/guardian/guardian_hit4
hostile (Hostile Creatures) A regular Guardian takes damage while in water.
mob.guardian.idle mob/guardian/guardian_idle1
mob/guardian/guardian_idle2
mob/guardian/guardian_idle3
mob/guardian/guardian_idle4
hostile (Hostile Creatures) Randomly when a regular Guardian is within 16 blocks and is in water.
mob.guardian.death mob/guardian/guardian_death hostile (Hostile Creatures) A regular Guardian dies while in water.
mob.guardian.elder.hit mob/guardian/elder_hit1
mob/guardian/elder_hit2
mob/guardian/elder_hit3
mob/guardian/elder_hit4
hostile (Hostile Creatures) An Elder Guardian takes damage while in water.
mob.guardian.elder.idle mob/guardian/elder_idle1
mob/guardian/elder_idle2
mob/guardian/elder_idle3
mob/guardian/elder_idle4
hostile (Hostile Creatures) Randomly when an Elder Guardian is within 16 blocks and is in water.
mob.guardian.elder.death mob/guardian/elder_death hostile (Hostile Creatures) An Elder Guardian dies while in water.
mob.guardian.land.hit mob/guardian/land_hit1
mob/guardian/land_hit2
mob/guardian/land_hit3
mob/guardian/land_hit4
hostile (Hostile Creatures) A Guardian takes damage while not in water.
mob.guardian.land.idle mob/guardian/land_idle1
mob/guardian/land_idle2
mob/guardian/land_idle3
mob/guardian/land_idle4
hostile (Hostile Creatures) Randomly when a Guardian is within 16 blocks and not in water.
mob.guardian.land.death mob/guardian/land_death hostile (Hostile Creatures) A Guardian dies while not in water.
mob.guardian.curse mob/guardian/curse hostile (Hostile Creatures) A player is within 50 blocks of an Elder Guardian and does not have the Mining Fatigue effect, has Mining Fatigue II or lower, or has less than a minute left of Mining Fatigue III. Accompanied by a ghostly image of an Elder Guardian and Mining Fatigue III for five minutes.
mob.guardian.attack mob/guardian/attack_loop hostile (Hostile Creatures) A Guardian's attack beam is aimed at a player or a squid. Can be heard up to 50 blocks away due to a bug.
mob.guardian.flop mob/guardian/flop1
mob/guardian/flop2
mob/guardian/flop3
mob/guardian/flop4
hostile (Hostile Creatures) A Guardian is hopping around out of water.
mob.cat.hiss mob/cat/hiss1
mob/cat/hiss2
mob/cat/hiss3
neutral (Friendly Creatures) Unknown
mob.cat.hitt mob/cat/hitt1
mob/cat/hitt2
mob/cat/hitt3
neutral (Friendly Creatures) A Cat or Ocelot takes damage or dies.
mob.cat.meow mob/cat/meow1
mob/cat/meow2
mob/cat/meow3
mob/cat/meow4
neutral (Friendly Creatures) Randomly when a tamed Cat is within 16 blocks.
mob.cat.purr mob/cat/purr1
mob/cat/purr2
mob/cat/purr3
neutral (Friendly Creatures) When Tamed Cats mate after being fed Raw Fish.
mob.cat.purreow mob/cat/purreow1
mob/cat/purreow2
neutral (Friendly Creatures) Randomly when a Tamed Cat is within 16 blocks.
mob.chicken.hurt mob/chicken/hurt1
mob/chicken/hurt2
neutral (Friendly Creatures) A Chicken takes damage or dies.
mob.chicken.plop mob/chicken/plop neutral (Friendly Creatures) A Chicken lays an Egg.
mob.chicken.say mob/chicken/say1
mob/chicken/say2
mob/chicken.say3
neutral (Friendly Creatures) Randomly when a Chicken is within 16 blocks.
mob.chicken.step mob/chicken/step1
mob/chicken/step2
neutral (Friendly Creatures) A Chicken is walking.
mob.cow.hurt mob/cow/hurt1
mob/cow/hurt2
mob/cow/hurt3
neutral (Friendly Creatures) A Cow or Mooshroom takes damage or dies.
mob.cow.say mob/cow/say1
mob/cow/say2
mob/cow/say3
mob/cow/say4
neutral (Friendly Creatures) Randomly when a Cow or Mooshroom is within 16 blocks.
mob.cow.step mob/cow/step1
mob/cow/step2
mob/cow/step3
mob/cow/step4
neutral (Friendly Creatures) A Cow or Mooshroom is walking.
mob.creeper.death mob/creeper/death hostile (Hostile Creatures) A Creeper dies.
mob.creeper.say mob/creeper/say1
mob/creeper/say2
mob/creeper/say3
mob/creeper/say4
hostile (Hostile Creatures) A Creeper takes damage.
mob.enderdragon.end mob/enderdragon/end hostile (Hostile Creatures) An Ender Dragon dies.
mob.enderdragon.growl mob/enderdragon/growl1
mob/enderdragon/growl2
mob/enderdragon/growl3
mob/enderdragon/growl4
hostile (Hostile Creatures) Randomly when an Ender Dragon is within 50 blocks of the Player.
mob.enderdragon.hit mob/enderdragon/hit1
mob/enderdragon/hit2
mob/enderdragon/hit3
mob/enderdragon/hit4
hostile (Hostile Creatures) An Ender Dragon takes damage.
mob.enderdragon.wings mob/enderdragon/wings1
mob/enderdragon/wings2
mob/enderdragon/wings3
mob/enderdragon/wings4
mob/enderdragon/wings5
mob/enderdragon/wings6
hostile (Hostile Creatures) An Ender Dragon flaps its wings.
mob.endermen.death mob/endermen/death hostile (Hostile Creatures) An Enderman dies.
mob.endermen.hit mob/endermen/hit1
mob/endermen/hit2
mob/endermen/hit3
mob/endermen/hit4
hostile (Hostile Creatures) An Enderman takes damage.
mob.endermen.idle mob/endermen/idle1
mob/endermen/idle2
mob/endermen/idle3
mob/endermen/idle4
mob/endermen/idle5
hostile (Hostile Creatures) Randomly when an Enderman is within 16 blocks and not angry.
mob.endermen.portal mob/endermen/portal
mob/endermen/portal2
hostile (Hostile Creatures) An Enderman teleports.
mob.endermen.scream mob/endermen/scream1
mob/endermen/scream2
mob/endermen/scream3
mob/endermen/scream4
hostile (Hostile Creatures) Randomly when an Endermen is within 16 blocks and angry.
mob.endermen.stare mob/endermen/stare hostile (Hostile Creatures) A player looks at an Enderman, angering it.
mob.ghast.affectionate_scream mob/ghast/affectionate_scream hostile (Hostile Creatures) None
mob.ghast.charge mob/ghast/charge hostile (Hostile Creatures) Right before a Ghast shoots a fireball.
mob.ghast.death mob/ghast/death hostile (Hostile Creatures) A Ghast dies.
mob.ghast.fireball mob/ghast/fireball4 hostile (Hostile Creatures) A Ghast, Blaze, or Dispenser shoots a fireball.
mob.ghast.moan mob/ghast/moan1
mob/ghast/moan2
mob/ghast/moan3
mob/ghast/moan4
mob/ghast/moan5
mob/ghast/moan6
mob/ghast/moan7
hostile (Hostile Creatures) Randomly when a Ghast is within 100 blocks.
mob.ghast.scream mob/ghast/scream1
mob/ghast/scream2
mob/ghast/scream3
mob/ghast/scream4
mob/ghast/scream5
hostile (Hostile Creatures) A Ghast takes damage.
mob.horse.angry mob/horse/angry1 neutral (Friendly Creatures) A player is thrown off of an untamed Horse.
mob.horse.armor mob/horse/armor neutral (Friendly Creatures) A player puts Horse Armor onto a Horse.
mob.horse.breathe mob/horse/breathe1
mob/horse/breathe2
mob/horse/breathe3
neutral (Friendly Creatures) Randomly when a tamed Horse is galloping.
mob.horse.death mob/horse/death neutral (Friendly Creatures) A Horse dies.
mob.horse.donkey.angry mob/horse/donkey/angry1
mob/horse/donkey/angry2
neutral (Friendly Creatures) A player is thrown off an untamed Donkey or Mule.
mob.horse.donkey.death mob/horse/donkey/death neutral (Friendly Creatures) A Donkey or Mule dies.
mob.horse.donkey.hit mob/horse/donkey/hit1
mob/horse/donkey/hit2
mob/horse/donkey/hit3
neutral (Friendly Creatures) A Donkey or Mule takes damage.
mob.horse.donkey.idle mob/horse/donkey/idle1
mob/horse/donkey/idle2
mob/horse/donkey/idle3
neutral (Friendly Creatures) Randomly when a Donkey or Mule is within 16 blocks.
mob.horse.gallop mob/horse/gallop1
mob/horse/gallop2
mob/horse/gallop3
mob/horse/gallop4
neutral (Friendly Creatures) A ridden Horse is galloping.
mob.horse.hit mob/horse/hit1
mob/horse/hit2
mob/horse/hit3
mob/horse/hit4
neutral (Friendly Creatures) A Horse takes damage.
mob.horse.idle mob/horse/idle1
mob/horse/idle2
mob/horse/idle3
neutral (Friendly Creatures) Randomly when a Horse is within 16 blocks.
mob.horse.jump mob/horse/jump neutral (Friendly Creatures) A Horse jumps while galloping.
mob.horse.land mob/horse/land neutral (Friendly Creatures) A Horse lands after jumping.
mob.horse.leather mob/horse/leather neutral (Friendly Creatures) A player puts a Saddle on a Horse or Pig.
mob.horse.skeleton.death mob/horse/skeleton/death neutral (Friendly Creatures) A Skeleton Horse dies.
mob.horse.skeleton.hit mob/horse/skeleton/hit1
mob/horse/skeleton/hit2
mob/horse/skeleton/hit3
mob/horse/skeleton/hit4
neutral (Friendly Creatures) A Skeleton Horse takes damage.
mob.horse.skeleton.idle mob/horse/skeleton/idle1
mob/horse/skeleton/idle2
mob/horse/skeleton/idle3
neutral (Friendly Creatures) Randomly when a Skeleton Horse is within 16 blocks.
mob.horse.soft mob/horse/soft1
mob/horse/soft2
mob/horse/soft3
mob/horse/soft4
mob/horse/soft5
mob/horse/soft6
neutral (Friendly Creatures) A Horse (not being ridden) is walking.
mob.horse.wood mob/horse/wood1
mob/horse/wood2
mob/horse/wood3
mob/horse/wood4
mob/horse/wood5
mob/horse/wood6
neutral (Friendly Creatures) A ridden Horse is walking.
mob.horse.zombie.death mob/horse/zombie/death neutral (Friendly Creatures) A Zombie Horse dies.
mob.horse.zombie.hit mob/horse/zombie/hit1
mob/horse/zombie/hit2
mob/horse/zombie/hit3
mob/horse/zombie/hit4
neutral (Friendly Creatures) A Zombie Horse takes damage.
mob.horse.zombie.idle mob/horse/zombie/idle1
mob/horse/zombie/idle2
mob/horse/zombie/idle3
neutral (Friendly Creatures) Randomly when a Zombie Horse is within 16 blocks.
mob.irongolem.death mob/irongolem/death neutral (Friendly Creatures) An Iron Golem dies.
mob.irongolem.hit mob/irongolem/hit1
mob/irongolem/hit2
mob/irongolem/hit3
mob/irongolem/hit4
neutral (Friendly Creatures) An Iron Golem takes damage.
mob.irongolem.throw mob/irongolem/throw neutral (Friendly Creatures) An Iron Golem attacks a mob.
mob.irongolem.walk mob/irongolem/walk1
mob/irongolem/walk2
mob/irongolem/walk3
mob/irongolem/walk4
neutral (Friendly Creatures) An Iron Golem is walking.
mob.magmacube.big mob/magmacube/big1
mob/magmacube/big2
mob/magmacube/big3
mob/magmacube/big4
hostile (Hostile Creatures) A big or small Magma Cube jumps, takes damage, or dies.
mob.magmacube.jump mob/magmacube/jump1
mob/magmacube/jump2
mob/magmacube/jump3
mob/magmacube/jump4
hostile (Hostile Creatures) None
mob.magmacube.small mob/magmacube/small1
mob/magmacube/small2
mob/magmacube/small3
mob/magmacube/small4
mob/magmacube/small5
hostile (Hostile Creatures) A tiny Magma Cube jumps, takes damage, or dies.
mob.pig.death mob/pig/death neutral (Friendly Creatures) A Pig dies.
mob.pig.say mob/pig/say1
mob/pig/say2
mob.pig.say3
neutral (Friendly Creatures) Randomly when a Pig is within 16 blocks or when a Pig takes damage.
mob.pig.step mob/pig/step1
mob/pig/step2
mob/pig/step3
mob/pig/step4
mob/pig/step5
neutral (Friendly Creatures) A Pig is walking.
mob.rabbit.hurt mob/rabbit/hurt1
mob/rabbit/hurt2
mob/rabbit/hurt3
mob/rabbit/hurt4
neutral (Friendly Creatures) A Rabbit takes damage.
mob.rabbit.idle mob/rabbit/idle1
mob/rabbit/idle2
mob/rabbit/idle3
mob/rabbit/idle4
neutral (Friendly Creatures) Randomly when a Rabbit is within 16 blocks.
mob.rabbit.hop mob/rabbit/hop1
mob/rabbit/hop2
mob/rabbit/hop3
mob/rabbit/hop4
neutral (Friendly Creatures) A Rabbit hops.
mob.rabbit.death mob/rabbit/bunnymurder neutral (Friendly Creatures) A Rabbit dies.
mob.sheep.say mob/sheep/say1
mob/sheep/say2
mob/sheep/say3
neutral (Friendly Creatures) Randomly when a Sheep is within 16 blocks or when a Sheep takes damage or dies.
mob.sheep.shear mob/sheep/shear neutral (Friendly Creatures) A Sheep or Mooshroom is sheared.
mob.sheep.step mob/sheep/step1
mob/sheep/step2
mob/sheep/step3
mob/sheep/step4
mob/sheep/step5
neutral (Friendly Creatures) A Sheep is walking.
mob.silverfish.hit mob/silverfish/hit1
mob/silverfish/hit2
mob/silverfish/hit3
hostile (Hostile Creatures) A Silverfish takes damage.
mob.silverfish.kill mob/silverfish/kill hostile (Hostile Creatures) A Silverfish dies.
mob.silverfish.say mob/silverfish/say1
mob/silverfish/say2
mob/silverfish/say3
mob/silverfish/say4
hostile (Hostile Creatures) Randomly when a Silverfish is within 16 blocks.
mob.silverfish.step mob/silverfish/step1
mob/silverfish/step2
mob/silverfish/step3
mob/silverfish/step4
hostile (Hostile Creatures) None
mob.skeleton.death mob/skeleton/death hostile (Hostile Creatures) A Skeleton or a Wither Skeleton dies.
mob.skeleton.hurt mob/skeleton/hurt1
mob/skeleton/hurt2
mob/skeleton/hurt3
mob/skeleton/hurt4
hostile (Hostile Creatures) A Skeleton or a Wither Skeleton takes damage.
mob.skeleton.say mob/skeleton/say1
mob/skeleton/say2
mob/skeleton/say3
hostile (Hostile Creatures) Randomly when a Skeleton or a Wither Skeleton is within 16 blocks.
mob.skeleton.step mob/skeleton/step1
mob/skeleton/step2
mob/skeleton/step3
mob/skeleton/step4
hostile (Hostile Creatures) A Skeleton or a Wither Skeleton is walking.
mob.slime.attack mob/slime/attack1
mob/slime/attack2
hostile (Hostile Creatures) None
mob.slime.big mob/slime/big1
mob/slime/big2
mob/slime/big3
mob/slime/big4
hostile (Hostile Creatures) A big or small Slime jumps, takes damage, or dies; or a Slime Block is placed.
mob.slime.small mob/slime/small1
mob/slime/small2
mob/slime/small3
mob/slime/small4
mob/slime/small5
hostile (Hostile Creatures) A tiny Slime jumps, takes damage, or dies; or a mob walks on a Slime Block.
mob.spider.death mob/spider/death hostile (Hostile Creatures) A Spider dies.
mob.spider.say mob/spider/say1
mob/spider/say2
mob/spider/say3
mob/spider/say4
hostile (Hostile Creatures) Randomly when a Spider is within 16 blocks or when a Spider takes damage.
mob.spider.step mob/spider/step1
mob/spider/step2
mob/spider/step3
mob/spider/step4
hostile (Hostile Creatures) A Spider is walking.
mob.villager.death mob/villager/death neutral (Friendly Creatures) A Villager dies.
mob.villager.haggle mob/villager/haggle1
mob/villager/haggle2
mob/villager/haggle3
neutral (Friendly Creatures) A player right-clicks on a Villager, opening the trading GUI.
mob.villager.hit mob/villager/hit1
mob/villager/hit2
mob/villager/hit3
mob/villager/hit4
neutral (Friendly Creatures) A Villager takes damage.
mob.villager.idle mob/villager/idle1
mob/villager/idle2
mob/villager/idle3
neutral (Friendly Creatures) Randomly when a Villager is within 16 blocks.
mob.villager.no mob/villager/no1
mob/villager/no2
mob/villager/no3
neutral (Friendly Creatures) A player exits a trading option.
mob.villager.yes mob/villager/yes1
mob/villager/yes2
mob/villager/yes3
neutral (Friendly Creatures) A player trades with a Villager (removes an item from the right slot in the trading GUI).
mob.wither.death mob/wither/death hostile (Hostile Creatures) A Wither dies.
mob.wither.hurt mob/wither/hurt1
mob/wither/hurt2
mob/wither/hurt3
mob/wither/hurt4
hostile (Hostile Creatures) A Wither takes damage.
mob.wither.idle mob/wither/idle1
mob/wither/idle2
mob/wither/idle3
mob/wither/idle4
hostile (Hostile Creatures) Randomly when a Wither is within 16 blocks.
mob.wither.shoot mob/wither/shoot hostile (Hostile Creatures) A Wither shoots a Wither Skull.
mob.wither.spawn mob/wither/spawn hostile (Hostile Creatures) A Wither is spawned.
mob.wolf.bark mob/wolf/bark1
mob/wolf/bark2
mob/wolf/bark3
neutral (Friendly Creatures) Randomly when a Wolf is within 16 blocks and is not angry.
mob.wolf.death mob/wolf/death neutral (Friendly Creatures) A Wolf dies.
mob.wolf.growl mob/wolf/growl1
mob/wolf/growl2
mob/wolf/growl3
neutral (Friendly Creatures) Randomly when an angry Wolf is within 16 blocks.
mob.wolf.howl mob/wolf/howl1
mob/wolf/howl2
neutral (Friendly Creatures) None
mob.wolf.hurt mob/wolf/hurt1
mob/wolf/hurt2
mob/wolf/hurt3
neutral (Friendly Creatures) A Wolf takes damage.
mob.wolf.panting mob/wolf/panting neutral (Friendly Creatures) Randomly when a Wolf is within 16 blocks and not angry.
mob.wolf.shake mob/wolf/shake neutral (Friendly Creatures) A Wolf shakes itself dry after exiting water.
mob.wolf.step mob/wolf/step1
mob/wolf/step2
mob/wolf/step3
mob/wolf/step4
mob/wolf/step5
neutral (Friendly Creatures) A Wolf is walking.
mob.wolf.whine mob/wolf/whine neutral (Friendly Creatures) Randomly when a tamed Wolf has low health.
mob.zombie.death mob/zombie/death hostile (Hostile Creatures) A Zombie dies.
mob.zombie.hurt mob/zombie/hurt1
mob/zombie/hurt2
hostile (Hostile Creatures) A Zombie takes damage.
mob.zombie.infect mob/zombie/infect hostile (Hostile Creatures) A villager is turned into a Zombie Villager.
mob.zombie.metal mob/zombie/metal1
mob/zombie/metal2
mob/zombie/metal3
hostile (Hostile Creatures) None
mob.zombie.remedy mob/zombie/remedy hostile (Hostile Creatures) A Zombie Villager is fed a Golden Apple while having the Weakness effect.
mob.zombie.say mob/zombie/say1
mob/zombie/say2
mob/zombie/say2
hostile (Hostile Creatures) Randomly when a Zombie is within 16 blocks.
mob.zombie.step mob/zombie/step1
mob/zombie/step2
mob/zombie/step3
mob/zombie/step4
mob/zombie/step5
hostile (Hostile Creatures) A Zombie or Zombie Pigman is walking.
mob.zombie.unfect mob/zombie/unfect hostile (Hostile Creatures) A Zombie Villager is turned into a Villager.
mob.zombie.wood mob/zombie/wood1
mob/zombie/wood2
mob/zombie/wood3
mob/zombie/wood4
hostile (Hostile Creatures) A Zombie pounds on a Wooden Door.
mob.zombie.woodbreak mob/zombie/woodbreak hostile (Hostile Creatures) A Zombie breaks a Wooden Door or a Wither breaks blocks around it.
mob.zombiepig.zpig mob/zombiepig/zpig1
mob/zombiepig/zpig2
mob/zombiepig/zpig3
mob/zombiepig/zpig4
hostile (Hostile Creatures) Randomly when a Zombie Pigman is within 16 blocks.
mob.zombiepig.zpigangry mob/zombiepig/zpigangry1
mob/zombiepig/zpigangry2
mob/zombiepig/zpigangry3
mob/zombiepig/zpigangry4
hostile (Hostile Creatures) When Zombie Pigmen become hostile to a Player.
mob.zombiepig.zpigdeath mob/zombiepig/zpigdeath hostile (Hostile Creatures) A Zombie Pigman dies.
mob.zombiepig.zpighurt mob/zombiepig/zpighurt1
mob/zombiepig/zpighurt2
hostile (Hostile Creatures) A Zombie Pigman takes damage.
note.bass note/bass record (Jukebox/Noteblocks) None
note.bassattack note/bassattack record (Jukebox/Noteblocks) A Note Block that is on top of a "wood" block is clicked or powered by redstone.
note.bd note/bd record (Jukebox/Noteblocks) A Note Block that is on top of a "stone" block is clicked or powered by redstone.
note.harp note/harp record (Jukebox/Noteblocks) A Note Block that is on top of an "other" block is clicked or powered by redstone.
note.hat note/hat record (Jukebox/Noteblocks) A Note Block that is on top of a "glass" block is clicked or powered by redstone.
note.pling note/pling record (Jukebox/Noteblocks) None
note.snare note/snare record (Jukebox/Noteblocks) A Note Block that is on top of a "sand" block is clicked or powered by redstone.
portal.portal portal/portal block (Blocks) Being near a Nether portal block.
portal.travel portal/travel player (players) None
portal.trigger portal/trigger block (Blocks) A player travels through or steps out of a Nether portal.
random.anvil_break random/anvil_break block (Blocks) An Anvil breaks.
random.anvil_land random/anvil_land block (Blocks) An Anvil is placed or lands after falling.
random.anvil_use random/anvil_use block (Blocks) A player removes an item from the output slot in the Anvil GUI.
random.bow random/bow neutral (Friendly Creatures) A player or Skeleton shoots an Arrow; a player casts a Fishing Rod; a player throws a Snowball, Egg, Splash Potion, Bottle O' Enchanting, Ender Pearl, or Eye of Ender; a Snow Golem throws a snowball at a mob; or a Dispenser shoots an Arrow, Snowball, Egg, Splash Potion, or Bottle O' Enchanting.
random.bowhit random/bowhit1
random/bowhit2
random/bowhit3
random/bowhit4
neutral (Friendly Creatures) An Arrow gets stuck in a block, an arrow hits an entity, an active Tripwire (connected to Tripwire Hooks) is broken with Shears, or an active Tripwire Hook is broken.
random.break random/break player (Players) A player breaks a Pickaxe, Sword, Axe, Shovel, Bow, Flint and Steel, Shears, or Fishing Rod; or a piece of armor a mob (excluding players, bug?) is wearing breaks.
random.burp random/burp player (Players) A player consumes a piece of food.
random.chestclosed random/chestclosed block (Blocks) A Chest is closed.
random.chestopen random/chestopen block (Blocks) A Chest is opened.
gui.button.press random/click master (Master Volume) A button in the menu or a GUI is clicked.
random.click random/click block (Blocks) Any kind of switch changes its power state (on or off), a Dispenser or Dropper is powered, a Redstone Comparator's mode is changed, or two Tripwire Hooks are connected with String.
random.door_close random/door_close block (Blocks) A Door, Trapdoor, or Fence Gate is opened or closed or a player attempts to open a locked container and is not holding the correct key item.
random.door_open random/door_open block (Blocks) A Door, Trapdoor, or Fence Gate is opened or closed or a player attempts to open a locked container and is not holding the correct key item.
random.drink random/drink player (Players) A player is drinking a Potion or Milk.
random.eat random/eat1
random/eat2
random/eat3
player (Players) A player is eating food.
random.explode random/explode1
random/explode2
random/explode3
random/explode4
block (Blocks) TNT, a Creeper, a Ghast's fireball, a Wither Skull, an Ender Crystal, or a Bed (in the Nether or the End) explodes or lightning strikes at close range.
random.fizz random/fizz block (Blocks) Fire is extinguished, an Item or Experience Orb is destroyed by Lava, Lava touches Water, Lava destroys a non-solid block in its path, or a Redstone Torch burns out.
game.tnt.primed random/fuse block (Blocks) TNT is ignited.
creeper.primed random/fuse hostile (Hostile Creatures) A Creeper just about to explode.
dig.glass random/glass1
random/glass2
random/glass3
block (Blocks) Breaking a block classified as "glass".
game.potion.smash random/glass1
random/glass2
random/glass3
neutral (Friendly Creatures) A thrown Splash Potion breaks.
random.levelup random/levelup player (Players) A player reaches an experience level that is a multiple of 5.
random.orb random/orb player (Players) A player gains experience points.
random.pop random/pop player (Players) A player picks up an Item.
random.splash random/splash player (Players) A fish is caught on a fishing rod bobber.
random.successful_hit random/successful_hit player (Players) A player shoots an armored player with an Arrow.
random.wood_click random/wood_click block (Blocks) None
records.11 records/11 record (Jukebox/Noteblocks) A player inserts a "11" Music Disc into a Jukebox.
records.13 records/13 record (Jukebox/Noteblocks) A player inserts a "13" Music Disc into a Jukebox.
records.blocks records/blocks record (Jukebox/Noteblocks) A player inserts a "blocks" Music Disc into a Jukebox.
records.cat records/cat record (Jukebox/Noteblocks) A player inserts a "cat" Music Disc into a Jukebox.
records.chirp records/chirp record (Jukebox/Noteblocks) A player inserts a "chirp" Music Disc into a Jukebox.
records.far records/far record (Jukebox/Noteblocks) A player inserts a "far" Music Disc into a Jukebox.
records.mall records/mall record (Jukebox/Noteblocks) A player inserts a "mall" Music Disc into a Jukebox.
records.mellohi records/mellohi record (Jukebox/Noteblocks) A player inserts a "mellohi" Music Disc into a Jukebox.
records.stal records/stal record (Jukebox/Noteblocks) A player inserts a "stal" Music Disc into a Jukebox.
records.strad records/strad record (Jukebox/Noteblocks) A player inserts a "strad" Music Disc into a Jukebox.
records.wait records/wait record (Jukebox/Noteblocks) A player inserts a "wait" Music Disc into a Jukebox.
records.ward records/ward record (Jukebox/Noteblocks) A player inserts a "ward" Music Disc into a Jukebox.
step.cloth step/cloth1
step/cloth2
step/cloth3
step/cloth4
neutral (Friendly Creatures) A mob walks on a block classified as "cloth" or a player is breaking a block classified as "cloth" (during the cracking animation).
step.grass step/grass1
step/grass2
step/grass3
step/grass4
step/grass5
step/grass6
neutral (Friendly Creatures) A mob walks on a block classified as "grass" or a player is breaking a block classified as "grass" (during the cracking animation).
step.gravel step/gravel1
step/gravel2
step/gravel3
step/gravel4
neutral (Friendly Creatures) A mob walks on a block classified as "gravel", Dirt/Grass/Mycelium is tilled with a Hoe (creating Farmland), or a player is breaking a block classified as "gravel" (during the cracking animation).
step.ladder step/ladder1
step/ladder2
step/ladder3
step/ladder4
step/ladder5
neutral (Friendly Creatures) A mob climbs or descends a Ladder or a player is breaking a Ladder (during the cracking animation).
step.sand step/sand1
step/sand2
step/sand3
step/sand4
step/sand5
neutral (Friendly Creatures) A mob walks on a block classified as "sand" or a player is breaking a block classified as "sand" (during the cracking animation).
step.snow step/snow1
step/snow2
step/snow3
step/snow4
neutral (Friendly Creatures) A mob walks on a block classified as "snow" or a player is breaking a block classified as "snow" (during the cracking animation).
step.stone step/stone1
step/stone2
step/stone3
step/stone4
step/stone5
step/stone6
neutral (Friendly Creatures) A mob walks on a block classified as "stone" or "glass", a player is breaking a block classified as "stone" or "glass" (during the cracking animation), or a player places a block classified as "glass".
step.wood step/wood1
step/wood2
step/wood3
step/wood4
step/wood5
step/wood6
neutral (Friendly Creatures) A mob walks on a block classified as "wood" or a player is breaking a block classified as "wood" (during the cracking animation).
tile.piston.in tile/piston/in block (Blocks) A Piston retracts.
tile.piston.out tile/piston/out block (Blocks) A Piston extends.
music.menu music/menu1
music/menu2
music/menu3
music/menu4
music (Music) Every 5 minutes when a menu screen is open (not playing the game).
music.game music/game/calm1
music/game/calm2
music/game/calm3
music/game/hal1
music/game/hal2
music/game/hal3
music/game/hal4
music/game/nuance1
music/game/nuance2
music/game/piano1
music/game/piano2
music/game/piano3
music (Music) During sunrise, noon, sunset, and midnight. If the day cycle is turned off, the music plays every 5 minutes.
music.game.creative music/game/calm1
music/game/calm2
music/game/calm3
music/game/hal1
music/game/hal2
music/game/hal3
music/game/hal4
music/game/nuance1
music/game/nuance2
music/game/piano1
music/game/piano2
music/game/piano3
music/game/creative1
music/game/creative2
music/game/creative3
music/game/creative4
music/game/creative5
music/game/creative6
music (Music) During sunrise, noon, sunset, and midnight (player must be in Creative mode). If the day cycle is turned off, the music plays every 5 minutes.
music.game.end music/game/end/end music (Music) Being in the End.
music.game.end.dragon music/game/end/boss music (Music) Being near the Ender Dragon. (?)
music.game.end.credits music/game/end/credits music (Music) Entering the exit portal in the End.
music.game.nether music/game/nether/nether1
music/game/nether/nether2
music/game/nether/nether3
music/game/nether/nether4
music (Music) Being in the Nether.
none[note 1] None None Randomly when a Snow Golem or Iron Golem is within 16 blocks or when a Snow Golem takes damage or dies.
step.anvil [note 1] None None A mob/player walks on an Anvil.
damage.thorns [note 1] None None When a mob attacks and takes damage from the Thorns enchantment; or when a player attacks a Guardian with its spikes extended.
eating [note 1] None None When a horse is fed by a player.
mob.attack [note 1] None None A Slime or Magma Cube attacks the player.
  1. a b c d e Not included in the default sounds.json.

Block sound categories

The sound system divides all blocks into categories to determine which sounds play when a block is placed, destroyed, or walked on. Slime Blocks are not included in the following table because they have unique digging and step sounds.

Category Blocks Notes
cloth Wool
Cactus
Cake
Carpet
grass Grass Block
Sponge
Wet Sponge
Leaves
Tall Grass
Fern
Dead Bush
Flowers
Brown Mushroom
Red Mushroom
TNT
Wheat
Sugar Canes
Vines
Mycelium
Lily Pad
Carrots
Potatoes
Hay Bale
Wheat, Lily Pads, Carrots, and Potatoes do not make a sound when placed.
gravel Dirt
Coarse Dirt
Podzol
Gravel
Farmland
Clay
sand Sand
Red Sand
Soul Sand
snow Snow (cover)
Snow Block
stone Stone
Granite
Polished Granite
Diorite
Polished Diorite
Andesite
Polished Andesite
Cobblestone
Bedrock
Gold Ore
Iron Ore
Coal Ore
Lapis Lazuli Ore
Lapis Lazuli Block
Dispenser
Sandstone
Note Block
Powered Rail
Detector Rail
Sticky Piston
Cobweb
Piston
Block of Gold
Block of Iron
Stone Slab
Bricks
Mossy Cobblestone
Obsidian
Monster Spawner
Redstone Wire
Diamond Ore
Block of Diamond
Furnace
Rail
Cobblestone Stairs
Stone Pressure Plate
Iron Door
Redstone Ore
Stone Button
Jukebox
Netherrack
Monster Egg
Stone Bricks
Iron Bars
Brick Stairs
Stone Brick Stairs
Nether Bricks
Nether Brick Fence
Nether Brick Stairs
Nether Wart
Enchantment Table
Brewing Stand
Cauldron
End Portal
End Stone
Dragon Egg
Redstone Lamp
Sandstone Stairs
Emerald Ore
Ender Chest
Tripwire Hook
Tripwire
Block of Emerald
Command Block
Beacon
Cobblestone Wall
Flower Pot
Head
Anvil
Block of Redstone
Nether Quartz Ore
Hopper
Block of Quartz
Quartz Stairs
Activator Rail
Dropper
Stained Clay
Barrier
Iron Trapdoor
Prismarine
Prismarine Bricks
Dark Prismarine
Hardened Clay
Block of Coal
Red Sandstone
Red Sandstone Stairs
Red Sandstone Slab
Note Blocks and Jukeboxes are the only blocks in this category that are mined with an Axe instead of a Pickaxe.
Redstone Wire, Iron Doors, and Nether Wart do not make a sound when placed.
wood Oak Wood Planks
Spruce Wood Planks
Birch Wood Planks
Jungle Wood Planks
Acacia Wood Planks
Dark Oak Wood Planks
Oak Wood
Spruce Wood
Birch Wood
Jungle Wood
Bed
Bookshelf
Torch
Fire
Oak Wood Stairs
Chest
Crafting Table
Ladder
Sign
Lever
Wooden Pressure Plate
Redstone Torch
Oak Fence
Pumpkin
Jack-o'-Lantern
Redstone Repeater
Wooden Trapdoor
Huge Mushroom Block
Melon
Pumpkin Stem
Melon Stem
Oak Fence Gate
Oak Wood Slab
Spruce Wood Slab
Birch Wood Slab
Jungle Wood Slab
Acacia Wood Slab
Dark Oak Wood Slab
Cocoa Pod
Spruce Wood Stairs
Birch Wood Stairs
Jungle Wood Stairs
Wooden Button
Trapped Chest
Light Weighted Pressure Plate
Heavy Weighted Pressure Plate
Redstone Comparator
Daylight Sensor
Acacia Wood
Dark Oak Wood
Acacia Wood Stairs
Dark Oak Wood Stairs
Banner
Spruce Fence Gate
Birch Fence Gate
Jungle Fence Gate
Dark Oak Fence Gate
Acacia Fence Gate
Spruce Fence
Birch Fence
Jungle Fence
Dark Oak Fence
Acacia Fence
Spruce Door
Birch Door
Jungle Door
Acacia Door
Dark Oak Door
Weighted Pressure Plates are the only blocks in this category that are mined with a Pickaxe instead of an Axe.
Fire's destruction sound is random.fizz instead of dig.wood.
Beds, Pumpkin Stems, Melon Stems, Cocoa Pods, Banners, and Doors do not make a sound when placed.
glass Glass
Ice
Glowstone
Nether Portal
Stained Glass
Glass Pane
End Portal Frame
Stained Glass Pane
Sea Lantern
Packed Ice
These blocks use the walking and cracking sounds of "stone" blocks, but their placement sound is step.stone and their destruction sound is dig.glass.

History

r
1.7.2
{{Extension DPL}}<ul><li>[[Warped Fungus on a Stick|Warped Fungus on a Stick]]<br/>{{Item
| image = Warped Fungus on a Stick.png
| durability = 100
| renewable = Yes
| stackable = No
}}

A '''warped fungus on a stick''' is an item that can be used to control saddled [[strider]]s.

== Obtaining ==

=== Crafting ===

{{Crafting
|head=1
|showdescription=1  
|A1=Fishing Rod; Damaged Fishing Rod
|B2=Warped Fungus
|Output= Warped Fungus on a Stick
|description=Crafting from a damaged fishing rod is available only {{in|bedrock}}. ''Java Edition'' requires a pristine fishing rod. The [[2×2 grid]] can also be used for crafting instead of a crafting table.
|type= Transportation
}}
{{crafting
|foot=1
|ignoreusage=1
|Damaged Warped Fungus on a Stick
|Damaged Warped Fungus on a Stick
|Output= Warped Fungus on a Stick
|description= The durability of the two warped fungi on sticks is added together, plus an extra 5% durability.
|type= Transportation
}}

=== Mobs ===
A [[zombified piglin]] that spawns as a strider jockey holds a warped fungus on a stick instead of a {{ItemLink|golden sword}}, and has an 8.5%{{Only|java|short=y}} or 25%{{Only|bedrock|short=y}} chance to drop it if killed by a player or tamed [[wolf]], or upon death when angry. chance is increased by 1%{{Only|java|short=y}} or 5%{{Only|bedrock|short=y}} per level of Looting, for a maximum of 11.5%{{Only|java|short=y}} or 40%{{Only|bedrock|short=y}} with Looting III.

== Usage ==
[[File:Strider riding.gif|A [[player]] shown using a warped fungus on a stick to ride a [[strider]] (click to see animation).|thumb|350px]]
Similar to how a [[carrot on a stick]] is used to control [[pig]]s, the [[player]]s can use a warped fungus on a stick to control a [[strider]]. To do this, the player simply holds the [[item]] in one hand and any nearby striders within view is attracted toward the player. If mounted on a [[saddle]]d strider, the strider moves in the direction the player is facing while holding the warped fungus on a stick. Right clicking with the item makes the strider go faster, but reduces the item's durability by 1 for every speed boost. If the item durability reaches 0, it turns into a fishing rod.

Due to a strider's ability to walk on [[lava]], this is a beneficial [[tools|tool]] for using striders as a safe transport across [[the Nether]]'s terrain, which is otherwise considered difficult to traverse.

=== Enchantments ===
A warped fungus on a stick can receive the following enchantments, but only through an [[anvil]]:

{|class="wikitable col-2-center col-3-right"
|+
!Name
!Max Level
![[Enchanting|Method]]
|-
|[[Unbreaking]]
|III
|{{Inventory slot|Anvil}}
|-
|[[Mending]]
|I
|{{Inventory slot|Anvil}}
|-
|[[Curse of Vanishing]]
|I
|{{Inventory slot|Anvil}}
|}

== Sounds ==
{{Edition|Java}}:
{{Sound table
|sound=Random break.ogg
|subtitle=Item breaks
|source=player
|description=When a warped fungus on a stick'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}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Random break.ogg
|source=player
|description=When a warped fungus on a stick's durability is exhausted
|id=random.break
|volume=1.0
|pitch=0.9
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Warped Fungus on a Stick
|spritetype=item
|nameid=warped_fungus_on_a_stick
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Warped Fungus on a Stick
|spritetype=item
|nameid=warped_fungus_on_a_stick
|id=618
|form=item
|foot=1}}

== Advancements ==
{{load advancements|This Boat Has Legs}}

== History ==
{{History|java}}
{{History||1.16|snap=20w13a|[[File:Warped Fungus on a Stick JE1 BE1.png|32px]] Added warped fungus on a stick.}}
{{History|||snap=20w14a|Now has 100 durability instead of 25.
|Now takes only 1 damage every time the strider is speed boosted.}}
{{History||1.16.2|snap=Pre-release 1|The [[zombified piglin]] riding a [[strider]] now spawns holding a warped fungus on a stick.}}

{{History|bedrock}}
{{History||1.16.0|snap=beta 1.16.0.57|[[File:Warped Fungus on a Stick JE1 BE1.png|32px]] Added warped fungus on a stick.}}
{{History|||snap=beta 1.16.0.63|Warped Fungus on a Stick can now be enchanted.}}
{{History||1.16.100|snap=beta 1.16.100.54|The [[zombified piglin]] riding a [[strider]] now spawns holding a warped fungus on a stick.}}
{{History|foot}}

== Issues ==
{{Issue list}}

== See also ==
* {{ItemLink|Carrot on a Stick}}
* {{ItemLink|Saddle}}

== References ==

{{Items}}

[[Category:Renewable resources]]

[[de:Wirrpilzrute]]
[[es:Caña con hongo distorsionado]]
[[fr:Champignon biscornu sur un bâton]]
[[ja:歪んだキノコ付きの棒]]
[[lzh:譎蕈釣竿]]
[[pl:Spaczony grzyb na patyku]]
[[pt:Vara com fungo distorcido]]
[[ru:Удочка с искажённым грибком]]
[[zh:诡异菌钓竿]]</li><li>[[Arrow|Arrow]]<br/>{{ItemEntity
|title=Arrow
|image=Arrow.png
|image2=Spectral Arrow.png
|renewable='''Uncraftable and Luck{{only|java|short=1}}''': No <br/>
'''All others''': Yes
|stackable='''Normal / Spectral:''' Yes (64)<br/>
'''Tipped:''' Yes (64, only if same effect)
|size=Height: 0.5 Blocks<br>Width: 0.5 Blocks
|networkid='''Normal / Tipped:'''<br>'''[[JE]]''': 60<br>
'''Spectral:'''<br>'''[[JE]]''': 91
}}
An '''arrow''' serves as ammunition for [[bow]]s, [[crossbow]]s, and [[dispenser]]s. Arrows can be modified to give [[status effects]] to [[player]]s and [[mob]]s.

== Obtaining ==

=== Picking up arrows ===

Arrows shot by players can always be [[#Retrieving|picked up]] in Creative mode.

An arrow ''cannot'' be picked up by a player in [[Survival]] or [[Adventure]] mode if:
* It is shot by a player in [[Creative]] mode.
* It is shot by any [[mob]] able to shoot arrows, such as [[skeleton]]s, [[stray]]s, [[pillager]]s, or [[piglin]]s. This includes mobs that do not shoot arrows in normal gameplay, such as [[illusioner]]s and bow-wielding [[wither skeleton]]s.
** This is the case even in Creative mode.<ref>{{bug|MC-128845|||WAI}}</ref>
* It is shot with an [[Infinity]]-enchanted [[bow]].
* It is one of the two extra arrows shot with a [[Multishot]]-enchanted [[crossbow]].

=== Mob loot ===

[[Skeleton]]s and [[stray]]s drop 0-2 arrows upon death. The maximum drop is increased by 1 per level of [[Looting]], for a maximum of 0–5 arrows with Looting III.

Strays have a 50% chance of dropping 1 arrow of [[Slowness]] when killed by a player. Each level of Looting increases the chance of this drop by 50% of the previous chance. This results in a maximum of 93.75% with Looting III.

{{IN|bedrock}}, [[pillager]]s also drop 0–2 arrows upon death. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 arrows with Looting III.

=== Trading ===

Novice-level fletcher [[villager]]s have a 50% chance {{in|bedrock}}, or a {{frac|2|3}} chance {{in|java}}, to sell 16 arrows for one [[emerald]] as part of their trades.

{{IN|bedrock}}, master-level fletcher villagers have a {{frac|1|2}} chance to sell 5 tipped arrows for 2 emeralds and 5 arrows. {{IN|java}}, they have a {{frac|2|3}} chance to sell 5 tipped arrows for 2 emeralds and 5 arrows.  Trades {{in|java}} can be the base effect, level II, or extended; {{in|bedrock}}, only the arrow of decay is level II.<!-- A check should be made if it chooses randomly from the whole of the list of possible arrows variants, or it it chooses a base arrow potion effect, then randomly choose from that arrow's options. The first one would make arrow's without a level II, like Fire Resistance for example, slightly less likely than ones with all three options like Swiftness.  -->

<!-- None are extended duration, but villagers can trade level 2 arrows. -->
* Arrow of [[Fire Resistance]]
* Arrow of [[Harming]]
* Arrow of [[Healing]]
* Arrow of [[Invisibility]]
* Arrow of [[Leaping]]
* Arrow of [[Night Vision]]
* Arrow of [[Poison]]
* Arrow of [[Regeneration]]
* Arrow of [[Slowness]]
* Arrow of [[Strength]]
* Arrow of [[Swiftness]]
* Arrow of the [[Potion of the Turtle Master|Turtle Master]]
* Arrow of [[Water Breathing]]
* Arrow of [[Weakness]]
* Arrow of [[Slow Falling]]{{only|java}}<!-- bedrock fletchers never sell arrows of slow falling -->
* Arrow of [[Decay]]{{only|bedrock}}

These are all potion effects except Slow Falling {{in|bedrock}} and [[Luck]] {{in|java}}. Trading is the only legitimate way to obtain arrows of Decay in [[Survival]] mode.

=== Bartering ===

Spectral arrows{{only|java}}/normal arrows{{only|bedrock}} can be obtained through [[bartering]] with [[piglin]]s, and have a ~8.71% chance to give the [[player]] 6-12 arrows.

=== Villager gifts ===
{{IN|java}}, any regular or tipped arrow (except for [[luck]] and [[Bad Luck]] arrows) can be obtained as a reward item from [[fletcher]] [[villager]]s when the player has the [[Hero of the Village]] status effect.

=== Crafting ===

{{Crafting
|head=1
|B1= Flint
|B2= Stick
|B3= Feather
|Output = Arrow,4
|type = Combat
|showdescription=1
}}
{{Crafting
|A2= Glowstone Dust
|B1= Glowstone Dust
|B2= Arrow
|B3= Glowstone Dust
|C2= Glowstone Dust
|Output = Spectral Arrow,2
|type = Combat
|description = {{only|java}}
}}
{{Crafting
|foot=1
|description=Arrows of Decay are exclusive to {{el|be}} unless obtained via [[creative]] or [[commands]]. Arrows of luck are exclusive to {{el|je}}. A custom potion obtained via [[commands]] cannot craft arrows with the potion's custom name, lore, or the <code>CustomPotionColor</code>.
|A1= Arrow
|A2= Arrow
|A3= Arrow
|B1= Arrow
|B2= Matching Lingering Potion
|B3= Arrow
|C1= Arrow
|C2= Arrow
|C3= Arrow
|Output = Matching Tipped Arrow,8
|type = Combat
}}

=== Chest loot ===
{{LootChestItem|arrow}}
{{LootChestItem|spectral-arrow}}

=== Retrieving ===

Arrows stuck in a block that were originally shot by dispensers or by players in [[Survival]] without the [[Infinity]] enchantment may be collected. Arrows originally shot by [[skeleton]]s, [[stray]]s, [[illusioner]]s, [[pillager]]s, [[piglin]]s, players in [[Creative]], players using the [[Infinity]] enchantment, or duplicate arrows created by [[Crossbow]]s with the [[Multishot]] enchantment cannot be collected. Arrows cannot be retrieved when they are stuck in a player or mob, and players or mobs do not drop them when killed. Retrievable arrows have a despawn timer of 60 seconds.

=== Cauldrons ===
{{main|Cauldron#Potions}}

{{IN|bedrock}}, tipped arrows can also be obtained by using arrows on [[Cauldron#Potions|cauldrons]] that contain [[potion]]s. The number of tipped arrows created depends on the potion inside the cauldron. When the cauldron is {{frac|1|3}} full, 16 arrows can be tipped. When the cauldron is {{frac|2|3}} full, up to 32 arrows can be tipped and when the cauldron is full, an entire stack of 64 arrows can be tipped. This is more efficient than using lingering potions as up to 21.33 arrows can be tipped per potion.

== Usage ==
{{see also|Bow}}

When fired, arrows fly in a [[wikipedia:Trajectory of a projectile|ballistic trajectory]] affected by gravity and drag in [[air]], [[water]], and [[lava]]. The arrow's velocity is multiplied by 0.99 every game tick, and it also experiences 20 block/s<sup>2</sup> of downward acceleration induced by gravity.

Arrows travel approximately 3 [[block]]s when fired parallel to a flat plane with no charge, 15 blocks average with medium charge, and 24 blocks average with maximum charge. When fired from a fully charged bow, arrows can travel 120 blocks if fired from an optimal angle. The maximum height an arrow fired by a bow can reach is around 66 blocks.

An arrow fired in water experiences much more drag than in air: it moves less than 8 blocks before completely losing horizontal speed and falling straight down, although the knockback of the arrow remains unaffected. It also leaves a trail of bubbles in its wake.

There is a random variable to the trajectory of an arrow, given by <code>this.rand.nextGaussian() * 0.0075 * (double)inaccuracy</code> for the x, y and z coordinate. The inaccuracy is relatively small, becoming noticeable over larger distances. The inaccuracy of different arrow delivery devices may differ. Dispensers fire with an inaccuracy of 6, while bows fire with an inaccuracy of 1.

An arrow's speed determine the damage it inflicts. The damage inflicted is calculated by multiplying the arrow's [[#Entity data|damage value]] with its velocity in blocks per [[Tick#Game tick|game tick]]. When fired from a fully-charged unenchanted bow, arrows do {{hp|6}} of damage, with a smaller chance to damage for up to {{hp|11}} via critical hits. They inflict up to {{hp|5}} damage from a medium-charged bow, and {{hp|1}} from a bow with no charge. Arrows fired from dispensers always do {{hp|3}} of damage unless their velocity is modified by an external source. Arrows fired from [[crossbow]]s do {{hp|6}} to {{hp|11}} of damage.

Arrows trigger [[Damage#Immunity|damage immunity]] on hit. However, unlike other methods of damage that may bypass invulnerability under certain conditions, arrows hitting the mob while it is invulnerable lose all speed and drop to the ground, dealing no damage unless they contact another mob.

[[File:ArrowShotInTree.png|thumb|An arrow shot into a [[tree]].]]
Arrows also stick into objects they come in contact with and remain there for one minute before disappearing; the distance from the object and the angle determine how far into the target the arrow penetrates. Such arrows may be [[#Retrieving|retrieved]].

If the arrow has any custom potion effects (NBT tag <code>CustomPotionEffects</code>), all potion effects, including vanilla potion effects (NBT tag <code>Potion</code>) are removed 30 seconds after the arrow stops moving.

If an arrow is stuck in a block, and that block is broken or disappears (e.g., [[leaves]] upon decay), then the arrow falls straight down and damages entities below, but never deals a critical hit. The 1-minute despawn timer is then refreshed, meaning it will take another minute for the arrow to despawn.

Arrows bounce off players and mobs immune to damage, like a player in Creative mode, a [[wither]] under the "wither armor" effect, and a perching [[ender dragon]].

Arrows shot through [[lava]] or (if there's at least a 2 block gap) [[fire]] catch on fire and show an appropriate animation until they pass through water. Like arrows shot from a bow with the Flame enchantment, they can set other entities they hit on fire for 5 seconds as well as ignite TNT and campfires.

An arrow shot at any kind of boat{{only|java|short=1}} or minecart causes the vehicle to break, dropping any components (including container contents).

Arrows can get visually stuck in players {{in|java}}, although not any mobs. They appear as regular arrows regardless of type.<ref>{{bug|MC-83933|||WAI}}</ref>
<gallery>
Steve got shot.png|Steve got shot.
Alex got shot.png|Alex got shot.
</gallery>

=== Redstone circuits ===

An arrow can activate a wooden [[button]], wooden [[pressure plate]], a [[tripwire]], or a [[target]]. An arrow will continue to power these blocks until it is removed, either due to despawning, or being picked up. Target blocks emit a redstone pulse for one second, as opposed to the static depressed state of the other switches. Non-wooden switches are not affected by arrows.

When arrows are fired into the sides of blocks, they change their orientation to point more downward than their original flight path might indicate. This can cause them to intersect and thus trigger switches above them that they didn't actually hit, or block rails above them.

=== Explosions ===

Arrows are affected by explosions while they are in flight. Since explosions can increase the speed of an arrow, they can also increase the damage dealt by them. {{only|Java}}

== Variants ==

=== Tipped arrows ===
{{See also|#Crafting}}

Tipped arrows are arrows that imbue a potion effect when hitting a mob or player. The duration of the effect is {{frac|1|8}} that of the corresponding potion, if applicable, and is not affected by the power of the arrow. The status effect is the same as the regular power effect for the potion. If a bow is enchanted with [[Infinity]], tipped arrows are still consumed. 

The types of arrows are:

<div class="list-style-none" style="-moz-column-width:19em;-webkit-column-width:19em;column-width:19em">
* {{ItemLink|link=none|Arrow of Regeneration}}
* {{ItemLink|link=none|Arrow of Swiftness}}
* {{ItemLink|link=none|Arrow of Fire Resistance}}
* {{ItemLink|link=none|Arrow of Healing}}
* {{ItemLink|link=none|Arrow of Night Vision}}
* {{ItemLink|link=none|Arrow of Strength}}
* {{ItemLink|link=none|Arrow of Leaping}}
* {{ItemLink|link=none|Arrow of Invisibility}}
* {{ItemLink|link=none|Arrow of Poison}}
* {{ItemLink|link=none|Arrow of Weakness}}
* {{ItemLink|link=none|Arrow of Slowness}}
* {{ItemLink|link=none|Arrow of Harming}}
* {{ItemLink|link=none|Arrow of Water Breathing}}
* {{ItemLink|link=none|Arrow of Luck}}{{only|java|short=1}}
* {{ItemLink|link=none|Arrow of Decay}}{{only|bedrock|short=1}}
* {{ItemLink|link=none|Arrow of the Turtle Master}}
* {{ItemLink|link=none|Arrow of Slow Falling}}
</div>

Arrows of Harming (and arrows of Healing when used against undead mobs) do not add a static amount of damage to the arrow.<ref>{{bug|MC-107856||Arrows of harming/healing do not stack with bow damage}}</ref> Instead, the arrow's damage is first calculated, then checked to see if it is below {{Health|12}}. If the arrow's damage is less than 12, the Harming effect of the arrow makes up the difference, to ensure the arrow does exactly {{Health|12}}. Therefore, an unenchanted bow cannot deal more than 12 damage using Harming (or Healing) arrows, as it can deal a maximum of {{Health|11}} damage on level ground. However, if the arrow would deal more than 12 damage, the harming effect is entirely neutralized. This means that bows enchanted with Power I through Power III has a chance to not utilize the arrow at full charge, and any Power level above III never utilizes Arrows of Harming effectively at full charge when against unarmored mobs/players. 

==== No-effect tipped arrows ====

It is possible to craft tipped arrows using [[Lingering Potion#Lingering water bottle|Lingering Water Bottles]] as well as Awkward, Thick, and Mundane [[Lingering Potion|Lingering potions]]. If crafted with a water bottle, the arrow is called an arrow of Splashing. If crafted with Mundane, Awkward, or Thick potions, it is called a tipped arrow.<ref>{{bug|MC-158539}}</ref> Tipped arrows crafted from different potions do not stack, as resultant tipped arrows all have different potion tags.

In Bedrock Edition, all four kinds as well as the long mundane tipped arrow aren't obtainable either in creative, by cauldrons, by crafting, or by commands.

All four kinds generate blue particles in flight and upon landing, but otherwise behave like regular arrows. In particular, arrow of Splashing has no effect on fire and campfires and when shot from a bow with the Flame enchantment, can light campfires and TNT just like regular arrows on fire. 

{| class="wikitable" style="text-align: center;" data-description="Unused potions"
! Icon
! Name
|-
| {{Slot|Arrow of Splashing|link=none}}
! Arrow of Splashing
|-
| {{Slot|Tipped Arrow|link=none}}
! Tipped Arrow
|}

==== Uncraftable tipped arrows ====

{{IN|java}}, the uncraftable tipped arrow is a tipped arrow with no effect that is unobtainable in regular gameplay. It is available in two variants that don't stack together:

* {{cmd|/give @s minecraft:tipped_arrow{Potion:"minecraft:empty"} }} - arrow assigned an effect placeholder "empty" 
* {{cmd|/give @s minecraft:tipped_arrow }} - arrow not assigned any effect.

The uncraftable arrow doesn't differ from regular arrows in behavior when used as a projectile.

{| class="wikitable" style="text-align: center;" data-description="Unused potions"
! Icon
! Name
|-
| {{Slot|Uncraftable Tipped Arrow|link=none}}
! Uncraftable Tipped Arrow
|}

=== Spectral arrows ===
{{exclusive|java}}
A spectral arrow confers the [[Glowing]] status effect for 10 seconds. The Glowing effect creates an outline of the target, which is visible through blocks, and colored based on the target's [[team]] (white by default). Even if a bow is enchanted with [[Infinity]], spectral arrows are still consumed. Spectral arrows can be acquired through [[bartering]] or crafted by combining 4 [[Glowstone Dust#Crafting ingredient|glowstone dust]] with one arrow, yielding 2 spectral arrows.

{| class="wikitable" style="text-align: center;" 
! Icon
! Name
|-
| {{Slot|Spectral Arrow|link=none}}
! Spectral Arrow
|}

== Sounds ==
{{edition|java}}:<br>
Arrows and spectral arrows use the Friendly Creatures sound category for entity-dependent sound events.
{{Sound table
|sound=Arrow hit1.ogg
|sound2=Arrow hit2.ogg
|sound3=Arrow hit3.ogg
|sound4=Arrow hit4.ogg
|subtitle=Arrow hits
|source=Friendly Creatures
|description=When an arrow impacts something
|id=entity.arrow.hit
|translationkey=subtitles.entity.arrow.hit
|volume=1.0
|pitch={{frac|12|11}} - {{frac|4|3}}
|distance=16}}
{{Sound table
|sound=Succesfull Hit.ogg
|subtitle=Player hit
|source=Players
|description=When an arrow shot by a player hits another player
|id=entity.arrow.hit_player
|translationkey=subtitles.entity.arrow.hit_player
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|rowspan=3
|sound=Bow shoot.ogg
|subtitle=Arrow fired
|source=Players
|description=When an arrow is fired by a player
|id=entity.arrow.shoot
|translationkey=subtitles.entity.arrow.shoot
|volume=1.0
|pitch=Around 1.2<ref group=sound>Depends on how long the bow is charged for, around 1.2 with a fully charged bow. The exact formula is <math>\frac{1}{\operatorname{randomFloat()}\times 4+1.2}+\frac{\text{progress}}{2}</math> </ref>
|distance=16}}
{{Sound table
|subtitle=Skeleton shoots
|source=Hostile Creatures
|description=When a skeleton shoots an arrow
|id=entity.skeleton.shoot
|translationkey=subtitles.entity.skeleton.shoot
|volume=1.0
|pitch={{frac|5|6}} - 1.25
|distance=16}}
{{Sound table
|subtitle=Dispensed item
|source=Blocks
|description=When a dispenser shoots an arrow
|id=block.dispenser.launch
|translationkey=subtitles.block.dispenser.dispense
|volume=1.0
|pitch=1.2
|distance=16}}
{{Sound table
|sound=Crossbow shoot1.ogg
|sound2=Crossbow shoot2.ogg
|sound3=Crossbow shoot3.ogg
|subtitle=Crossbow fires
|source=Players
|description=When a crossbow shoots an arrow
|id=item.crossbow.shoot
|translationkey=subtitles.item.crossbow.shoot
|volume=0.8 / 0.9
|pitch=0.9 / 1.0
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Arrow hit1.ogg
|sound2=Arrow hit2.ogg
|sound3=Arrow hit3.ogg
|sound4=Arrow hit4.ogg
|source=player
|description=When an arrow impacts something
|id=random.bowhit
|volume=1.0
|pitch=1.09-1.3}}
{{Sound table
|sound=Bow shoot.ogg
|source=player
|description=When something shoots an arrow
|id=random.bow
|volume=1.0
|pitch=0.83-1.25}}
{{Sound table
|sound=Crossbow shoot1.ogg
|sound2=Crossbow shoot2.ogg
|sound3=Crossbow shoot3.ogg
|source=player
|description=When a crossbow shoots an arrow
|id=crossbow.shoot
|volume=1.0
|pitch=1.0
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Arrow
|spritetype=item
|nameid=arrow
|itemtags=arrows
|form=item}}
{{ID table
|displayname=Spectral Arrow
|spritetype=item
|nameid=spectral_arrow
|itemtags=arrows
|form=item}}
{{ID table
|displayname=Tipped Arrow
|spritetype=item
|nameid=tipped_arrow
|itemtags=arrows
|form=item
|translationkey=item.minecraft.tipped_arrow, item.minecraft.tipped_arrow.effect.empty, item.minecraft.tipped_arrow.effect.water, item.minecraft.tipped_arrow.effect.mundane, item.minecraft.tipped_arrow.effect.thick, item.minecraft.tipped_arrow.effect.awkward, item.minecraft.tipped_arrow.effect.night_vision, item.minecraft.tipped_arrow.effect.invisibility, item.minecraft.tipped_arrow.effect.leaping, item.minecraft.tipped_arrow.effect.fire_resistance, item.minecraft.tipped_arrow.effect.swiftness, item.minecraft.tipped_arrow.effect.slowness, item.minecraft.tipped_arrow.effect.water_breathing, item.minecraft.tipped_arrow.effect.healing, item.minecraft.tipped_arrow.effect.harming, item.minecraft.tipped_arrow.effect.poison, item.minecraft.tipped_arrow.effect.regeneration, item.minecraft.tipped_arrow.effect.strength, item.minecraft.tipped_arrow.effect.weakness, item.minecraft.tipped_arrow.effect.levitation, item.minecraft.tipped_arrow.effect.luck, item.minecraft.tipped_arrow.effect.turtle_master, item.minecraft.tipped_arrow.effect.slow_falling
|foot=1}}
{{ID table
|edition=java
|showentitytags=y
|generatetranslationkeys=y
|displayname=Arrow
|spritetype=entity
|nameid=arrow
|entitytags=arrows, impact_projectiles}}
{{ID table
|displayname=Spectral Arrow
|spritetype=entity
|nameid=spectral_arrow
|entitytags=arrows, impact_projectiles
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showitemtags=y
|notshowbeitemforms=y
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Arrow
|spritetype=item
|nameid=arrow
|id=301
|itemtags=minecraft:arrow
|form=item
|translationkey=item.arrow.name, item.tipped_arrow.name, tipped_arrow.effect.water, tipped_arrow.effect.mundane, tipped_arrow.effect.thick, tipped_arrow.effect.awkward, tipped_arrow.effect.nightVision, tipped_arrow.effect.invisibility, tipped_arrow.effect.jump, tipped_arrow.effect.fireResistance, tipped_arrow.effect.moveSpeed, tipped_arrow.effect.moveSlowdown, tipped_arrow.effect.waterBreathing, tipped_arrow.effect.heal, tipped_arrow.effect.harm, tipped_arrow.effect.poison, tipped_arrow.effect.regeneration, tipped_arrow.effect.damageBoost, tipped_arrow.effect.weakness, tipped_arrow.effect.wither, tipped_arrow.effect.turtleMaster, tipped_arrow.effect.slowFalling
|foot=1}}
{{ID table
|edition=bedrock
|shownumericids=y
|generatetranslationkeys=y
|displayname=Arrow
|spritetype=entity
|nameid=arrow
|id=80
|foot=1}}

=== Metadata ===

{{IN|bedrock}}, arrows use the following item data values:

{{/DV}}

=== Entity data ===
==== Normal and tipped arrows ====
Arrows 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]].


==== Spectral arrows ====
Spectral arrows also have entity data that define various properties of the entity.

{{el|java}}:
{{main|Entity format}}
{{/ED1}}

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

== Achievements ==

{{load achievements|Sniper Duel;Archer;Bullseye}}

== Advancements ==
{{load advancements|Take Aim;Sniper Duel;Not Today;Bullseye;Ol' Betsy;Two Birds;Who's the Pillager Now;Arbalistic;How Did We Get Here}}

== Video ==

<div style="text-align:center">{{yt|STQkD1Oa65s}}</div>

== History ==
{{History|java classic}}
{{History||0.24_SURVIVAL_TEST|[[File:Arrow JE1.png|42px]] Arrows have been added as an object and are fired by pressing {{Key|Tab}}.}}
{{History||0.25 SURVIVAL TEST|[[File:Arrow JE2 BE1.png|42px]] The texture of arrows has been changed.
|Arrows now deal more [[damage]], and can damage the player.
|The [[player]] now spawns with 20 arrows; the remaining amount is shown above the hotbar labeled as "Arrows".
|[[File:Purple Arrow JE1.png|42px]] [[Skeleton]]s now fire purple arrows, instead of hitting the [[player]] directly. These arrows can't be collected by the [[player]]. 
|When a skeleton is killed, it now drops 6-9 normal arrows for the player to gather.}}
{{History||0.29|Arrows can no longer be shot by the player in Creative Mode.}}
{{History|java indev}}
{{History||0.31|snap=20100122|[[File:Arrow (item) JE1 BE1.png|32px]] Arrows have been added as [[item]]s alongside with [[bow]]s.
|The "Arrows" display above the hotbar has been removed.}}
{{History|||snap=20100124|Arrows now have a [[sound]] effect. What this sound effect is is completely unknown; it could be for hitting a block, for being fired or for something else entirely.}}
{{History|||snap=20100128|Arrows can now be [[craft]]ed using [[apple]]s.}}
{{History|||snap=20100129|Arrows can no longer be crafted.}}
{{History|||snap=20100130|Arrows are once again now craftable. Iron is used instead of steel.}}
{{History||20100219|Arrows are now dropped by [[skeleton]]s.}}
{{History|java infdev}}
{{History||20100316|Arrows now have a high chance of spawning either a [[sheep]], a [[pig]], a [[skeleton]], a [[creeper]], a [[spider]], or a [[zombie]] upon hitting a [[block]].
|The player now spawns with 999 arrows.}}
{{History||20100320|The player now spawns with 64 arrows.}}
{{History||20100327|The player no longer spawns with any arrows in new worlds.}}
{{History||20100413|Arrows no longer spawn [[mob]]s.}}
{{History|java alpha}}
{{History||v1.0.14|The tip of an arrow in crafting is now made from [[flint]] rather than an [[iron ingot]].}}
{{History|java beta}}
{{History||1.2|Arrows can now be fired by [[dispenser]]s.}}
{{History||1.6|snap=Test Build 3|Arrows could be used to stick in any [[block]] before this update, even some non-solid ones. For example, they could stick in [[torch]]es, [[sugar cane]] and [[nether portal]]s.}}
{{History||1.8|snap=Pre-release|Arrows can no longer be rapid-fired from [[bow]]s; they must be charged first.
|Arrows (with a bow at full strength) can now travel 120 blocks when fired from the optimal angle, and stick to [[mob]]s.}}
{{History||Sound Update|Arrow firing [[sound]]s have been changed - see sounds section}}
{{History|java}}
{{History||November 21, 2011|link={{ytl|BES9EKK4Aw4}}|Exploding arrows are mentioned.}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|Arrows no longer stick to [[mob]]s.
|Arrows remain visible in players.{{verify|then when were they removed? bug fix in 1.4.3 implies it was removed for players as well in this version}}}}
{{History|||snap=RC1|Arrow landing [[sound]]s have been changed.}}
{{History||1.1|snap=release|Arrows on [[fire]] now set the [[entity|entities]] they hit on fire. Before, arrows could be on fire (like other [[entities]]), but they did not set what they hit on fire, and there was no [[enchanting|enchantment]] to fire flaming arrows.}}
{{History||1.3.1|snap=12w21a|Farmer [[villager]]s now [[trading|sell]] 9–12 arrows for 1 [[emerald]].}}
{{History|||snap=12w22a|Arrows can now be found inside [[dispenser]]s in the newly added [[jungle temple]]s.}}
{{History|||snap=12w23a|Arrows can now activate [[tripwire]] switches and wooden [[pressure plate]]s.}}
{{History||1.4.2|snap=12w34a|Arrows can now activate wooden [[button]]s.}}
{{History|||snap=12w34b|Arrows on [[fire]] can now ignite [[TNT]].}}
{{History||1.4.4|snap=1.4.3|Arrows now stick to [[player]]s again, but not [[mob]]s.}}
{{History||1.4.6|snap=pre|Arrows now make a "ding" sound when they hit a player.}}
{{History||1.8|snap=14w02a|Farmer [[villager]]s no longer [[trading|sell]] arrows.
|Fletcher villagers now sell 8–12 arrows for 1 [[emerald]].}}
{{History|||snap=14w25a|An underwater arrow now loses all velocity after a few blocks and slowly falls.
|A flaming arrow underwater now gets extinguished.}}
{{History|||snap=14w26a|Fire arrows can now be used to detonate [[minecarts with TNT]].}}
{{History||1.9|snap=15w31a|[[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow MC-84253.png|32px]] Added 14 new tipped arrows. Due to a bug<ref>{{bug|MC-84253}}</ref>, all tipped arrows except arrow of Splashing are black.
|[[File:Spectral Arrow JE1.png|42px]] [[File:Spectral Arrow (item) JE1.png|32px]] Added spectral arrows. They show [[mob]] and [[player]] outlines in their team color when hit. They have no texture when shot.}}
{{History|||snap=15w31b|[[File:Spectral Arrow JE2.png|42px]] Spectral arrows now use their intended texture.<ref>{{bug|MC-82809}}</ref>}}
{{History|||snap=15w32a|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] 13 tipped arrows now have the correct textures.}}
{{History|||snap=15w33c|Added [[shield]]s; though they fully block [[damage]] from arrows, arrows still visually stick into the [[player]].}}
{{History|||snap=15w37a|Arrows now ricochet off of [[shield]]s.}}
{{History|||snap=15w44b|Added the initial method for obtaining tipped arrows, which lasted until snapshot [[16w06a]] – firing arrows into a [[lingering potion]] cloud.
|[[File:Arrow of Luck JE1 BE1.png|32px]] Added the Arrow of [[Luck]].
|[[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow Revision 1.png|32px]] Add tipped arrows for uncraftable potions, mundane potions, thick potions, and awkward potions. These are all available in the creative inventory.
|Add tipped arrows for all enhanced and extended potions
|[[File:Tipped Arrow Revision 1.png|32px]] Arrow of Splashing has been added to the creative inventory.}}
{{History|||snap=15w47b|Arrows now ricochet off of [[creative]] mode [[player]]s, whereas before they would pass straight through.}}
{{History|||snap=15w49a|Arrows now take the archer's motion into account. For example, if the player is falling, an arrow fired upward travels slower than if the player was standing still, and an arrow fired downward flies faster.
|Tipped and spectral arrows are no longer affected by the [[Infinity]] [[enchanting|enchantment]].}}
{{History|||snap=16w06a|Tipped arrows have been given a crafting recipe, and are no longer obtained by shooting them into a [[lingering potion]] cloud.}}
{{History||1.10|snap=16w20a|Arrows of [[slowness]] may now drop from [[stray]]s when they are killed by a [[player]].}}
{{History||1.11|snap=16w32a|The [[entity]] IDs have been changed from {{cd|Arrow}} and {{cd|SpectralArrow}} to {{cd|arrow}} and {{cd|spectral_arrow}}.|Tipped arrows of instant healing and instant damage now function. Previously, the fact that tipped arrows have 1/8th the duration was reducing 1 game tick to zero game ticks.}}{{History|||snap=16w42a|Arrows now have a {{cd|crit}} tag that determines whether it deals [[critical hit|critical damage]].}}
{{History||1.11|snap=16w39a|Tipped arrows without effects and the uncraftable tipped arrow have been removed from the creative inventory.<ref name="removed tipped arrow">https://bugs.mojang.com/browse/MC-92139</ref>}}
{{History||1.11.1|snap=16w50a|The arrow [[entity]] now has a {{cd|Color}} integer tag, for displaying the custom [[potion]] color of a fired arrow item that has a {{cd|CustomPotionColor}} tag.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 262, 439 and 440.}}
{{History|||snap=18w07a|[[File:Arrow of the Turtle Master JE1 BE1.png|32px]] Added the Arrow of the Turtle Master.}}
{{History|||snap=18w14a|[[File:Arrow of Slow Falling JE1 BE1.png|32px]] Added the Arrow of [[Slow Falling]].}}
{{History||1.14|snap=18w43a|Arrows are now used as ammo for [[crossbow]]s.
|Arrows can now break [[chorus flower]]s.
|[[File:Uncraftable Tipped Arrow JE2.png|32px]] [[File:Arrow of Splashing JE2.png|32px]] [[File:Arrow of Night Vision JE2 BE2.png|32px]] [[File:Arrow of Invisibility JE2 BE2.png|32px]] [[File:Arrow of Leaping JE2 BE2.png|32px]] [[File:Arrow of Fire Resistance JE2 BE2.png|32px]] [[File:Arrow of Swiftness JE2 BE2.png|32px]] [[File:Arrow of Slowness JE2 BE2.png|32px]] [[File:Arrow of the Turtle Master JE2 BE2.png|32px]] [[File:Arrow of Water Breathing JE2 BE2.png|32px]] [[File:Arrow of Healing JE2 BE2.png|32px]] [[File:Arrow of Harming JE2 BE2.png|32px]] [[File:Arrow of Poison JE2 BE2.png|32px]] [[File:Arrow of Regeneration JE2 BE2.png|32px]] [[File:Arrow of Strength JE2 BE2.png|32px]] [[File:Arrow of Weakness JE2 BE2.png|32px]] [[File:Arrow of Luck JE2 BE2.png|32px]] [[File:Arrow of Slow Falling JE2 BE2.png|32px]] The [[item]] sprite textures of tipped arrows has been changed.
|[[File:Spectral Arrow (item) JE2.png|32px]] The [[item]] sprite texture for spectral arrows has been changed.}}
{{History|||snap=18w47a|Arrows can now be generated inside of [[pillager outpost]] chests.}}
{{History|||snap=18w50a|Arrows can now be found in chests in fletcher houses.}}
{{History|||snap=19w11a|Fletcher [[villager]]s now [[trading|sell]] tipped arrows.}}
{{History|||snap=19w13a|Any regular or tipped arrow can be obtained as a reward [[item]] from fletcher villagers when the [[player]] has the [[Hero of the Village]] status effect.‌}}
{{History||1.14.1|snap=Pre-Release 2|Flaming arrows can now light [[campfire]]s.}}
{{History||1.16|snap=20w16a|Arrows and spectral arrows now generate in [[bastion remnant]] chests.}}
{{History||1.16.2|snap=20w28a|Spectral arrows can now be obtained through [[bartering]] with [[piglin]]s.}}
{{History|||snap=20w30a|The average yield of spectral arrows from bastion remnant chests have been substantially increased.}}
{{History||1.17|snap=21w11a|[[File:Spectral Arrow JE3.png|42px]] The texture of the spectral arrow is now have been changed.}}
{{History|||snap=21w13a|The unused original texture of the arrow<ref>[[File:Arrow (texture) JE2.png|48px]] <code>/asset/minecraft/textures/entity/arrow.png</code></ref> have been removed.}}
{{History||1.19.3|snap=22w43a|Tipped arrows for mundane, thick, and awkward potions, and the no-effect tipped arrow, are now available again in the Creative inventory.}}
{{History||1.19.4|snap=Pre-release 3|[[File:Arrow of Night Vision JE3.png|32px]] [[File:Arrow of Invisibility JE3.png|32px]] [[File:Arrow of Leaping JE3.png|32px]] [[File:Arrow of Fire Resistance JE3.png|32px]] [[File:Arrow of Swiftness JE3.png|32px]] [[File:Arrow of Slowness JE3.png|32px]] [[File:Arrow of the Turtle Master JE3.png|32px]] [[File:Arrow of Water Breathing JE3.png|32px]] [[File:Arrow of Harming JE3.png|32px]] [[File:Arrow of Poison JE3.png|32px]] [[File:Arrow of Strength JE3.png|32px]] Changed colors of the following tipped arrows: Night Vision, Invisibility, Leaping, Fire Resistance, Swiftness, Slowness, Turtle Master, Water Breathing, Harming, Poison, Strength, Resistance.}}
{{History||1.20|snap=23w12a|Wither [[effect]] particle colors have been adjusted to make them more distinguishable.
|The arrow of [[Slow Falling]] has had its color tweaked to make it more distinguishable from the arrow of [[Invisibility]].}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Arrow (item) JE1 BE1.png|32px]] Added arrows. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.3|[[File:Arrow JE2 BE1.png|42px]] Arrows now serve as ammunition for bows.
|Added skeletons, which drop arrows when they die.
|Arrows are now craftable.}}
{{History||v0.5.0|Arrows can now be obtained after activating the [[nether reactor]].}}
{{History||v0.12.1|snap=build 1|Arrows on [[fire]] now set the [[entity|entities]] they hit on fire. Before, arrows could be on fire (like other entities), but they would not set what they hit on fire, and there was no [[enchantment]] to fire flaming arrows.
|Arrows on fire can now ignite [[TNT]].
|An underwater arrow now loses all velocity after a few [[block]]s and slowly falls.
|Arrows are no longer available from the [[nether reactor]].}}
{{History||v0.13.0|snap=build 1|Arrows now update [[sand]] and [[gravel]].}}
{{History||v0.15.0|snap=build 1|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] Added tipped arrows.
|Tipped arrows are made by using [[cauldron]]s filled with [[potion]]s.
|Arrows can now be found inside [[dispenser]]s in [[jungle temple]]s.}}
{{History||v0.16.0|snap=build 4|[[File:Arrow of Decay BE1.png|32px]] Added the Arrow of [[Wither (status effect)|Decay]].
|Arrows of Decay currently have a white pixelated texture.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Tipped arrows are now [[crafting|craftable]], but they can still be obtained by using [[cauldron]]s filled with [[potion]]s.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Arrows are now [[trading|sold]] by fletcher [[villager]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|The [[entity]] ID has been changed from {{cd|arrow.skeleton}} to {{cd|arrow}}.}}
{{History|||snap=alpha 1.1.0.9|[[File:Arrow of Decay BE2.png|32px]] The texture of arrows of [[Wither (status effect)|Decay]] has been changed.}}
{{History|bedrock}}
{{History||1.5.0|snap=beta 1.5.0.4|[[File:Arrow of the Turtle Master JE1 BE1.png|32px]] Added the Arrow of the Turtle Master.}}
{{History||1.6.0|snap=beta 1.6.0.5|[[File:Arrow of Slow Falling JE1 BE1.png|32px]] Added the Arrow of [[Slow Falling]].}}
{{History||1.8.0|snap=beta 1.8.0.10|Arrows can now be used as ammo for the new [[crossbow]]s.}}
{{History||1.9.0|snap=beta 1.9.0.0|Added [[pillager]]s, which [[drops|drop]] arrows upon [[death]].}}
{{History|||snap=beta 1.9.0.2|Arrows and tipped arrows can now be used to craft [[fletching table]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Arrow of Night Vision JE2 BE2.png|32px]] [[File:Arrow of Invisibility JE2 BE2.png|32px]] [[File:Arrow of Leaping JE2 BE2.png|32px]] [[File:Arrow of Fire Resistance JE2 BE2.png|32px]] [[File:Arrow of Swiftness JE2 BE2.png|32px]] [[File:Arrow of Slowness JE2 BE2.png|32px]] [[File:Arrow of Water Breathing JE2 BE2.png|32px]] [[File:Arrow of Healing JE2 BE2.png|32px]] [[File:Arrow of Harming JE2 BE2.png|32px]] [[File:Arrow of Poison JE2 BE2.png|32px]] [[File:Arrow of Regeneration JE2 BE2.png|32px]] [[File:Arrow of Strength JE2 BE2.png|32px]] [[File:Arrow of Weakness JE2 BE2.png|32px]] [[File:Arrow of Decay BE3.png|32px]] [[File:Arrow of the Turtle Master JE2 BE2.png|32px]] [[File:Arrow of Slow Falling JE2 BE2.png|32px]] The [[item]] sprite textures of tipped arrows have been changed.
|Arrows can now be found in [[pillager outpost]] chests.
|Arrows can now break [[chorus flower]]s.}}
{{History||1.11.0|snap=beta 1.11.0.1|Arrows can now be found in [[village]] fletcher [[chest]]s.
|Flaming arrows can now light [[campfire]]s.}}
{{History|||snap=beta 1.11.0.4|Fletcher [[villager]]s now [[trading|sell]] 5 arrows for one [[emerald]].
|Various regular tipped arrows can now be obtained via [[trading]] with fletcher villagers.}}
{{History|||snap=beta 1.11.0.7|Arrow no longer can be used to craft [[fletching table]].}}
{{History||1.12.0|snap=beta 1.12.0.3|Novice-level fletcher villagers now [[trading|sell]] 16 regular arrows instead of 5 arrows.}}
{{History||1.16.0|snap=beta 1.16.0.51|Added [[piglin]]s, which [[drops|drop]] arrows upon [[death]].}}
{{History|||snap=beta 1.16.0.57|Arrows now generate in [[bastion remnants]] chests.
|Master-level fletcher villager now always offer 1 of 15 tipped arrows.
|Piglins no longer drop arrows upon death.}}
{{History||1.16.100|snap=beta 1.16.100.54|Arrows can now be obtained through [[bartering]].}}
{{History||1.19.80|snap=beta 1.19.80.21|Changed potion colors for the following tipped arrows: Fire Resistance, Harming, Invisibility, Leaping, Night Vision, Poison, Slowness, Strength, Swiftness, Turtle Master, and Water Breathing.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Arrow JE2 BE1.png|42px]] [[File:Arrow (item) JE1 BE1.png|32px]] Added arrows.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|An underwater arrow now loses all velocity after a few [[block]]s and slowly falls.
|A flaming arrow underwater now gets extinguished.}}
{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] [[File:Arrow of Luck JE1 BE1.png|32px]] Added tipped arrows.
|[[File:Spectral Arrow (item) JE1.png|32px]] Added spectral arrows.
|Spectral arrows are currently unobtainable and do not any effects.}}
{{History||xbox=TU57|xbone=CU49|ps=1.56|wiiu=Patch 27|switch=1.0.7|Spectral arrows now have effects but are not craftable. They can be obtained only via inventory editing.}}
{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Arrow of Decay BE2.png|32px]] [[File:Arrow of the Turtle Master JE1 BE1.png|32px]] [[File:Arrow of Slow Falling JE1 BE1.png|32px]] Added the Arrow of the [[Wither (status effect)|Decay]], Turtle Master, and [[Slow Falling]].}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Arrow of Night Vision JE2 BE2.png|32px]] [[File:Arrow of Invisibility JE2 BE2.png|32px]] [[File:Arrow of Leaping JE2 BE2.png|32px]] [[File:Arrow of Fire Resistance JE2 BE2.png|32px]] [[File:Arrow of Swiftness JE2 BE2.png|32px]] [[File:Arrow of Slowness JE2 BE2.png|32px]] [[File:Arrow of Water Breathing JE2 BE2.png|32px]] [[File:Arrow of Healing JE2 BE2.png|32px]] [[File:Arrow of Harming JE2 BE2.png|32px]] [[File:Arrow of Poison JE2 BE2.png|32px]] [[File:Arrow of Regeneration JE2 BE2.png|32px]] [[File:Arrow of Strength JE2 BE2.png|32px]] [[File:Arrow of Weakness JE2 BE2.png|32px]] [[File:Arrow of Luck JE2 BE2.png|32px]] [[File:Arrow of Decay BE3.png|32px]] [[File:Arrow of the Turtle Master JE2 BE2.png|32px]] [[File:Arrow of Slow Falling JE2 BE2.png|32px]] The [[item]] sprite textures of tipped arrows have been changed.
|[[File:Spectral Arrow (item) JE2.png|32px]] The [[item]] sprite texture for spectral arrow has been changed.}}

{{History|3ds}}
{{History||0.1.0|[[File:Arrow JE2 BE1.png|42px]] [[File:Arrow (item) JE1 BE1.png|32px]] Added arrows.
|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] Added tipped arrows.}}
{{History||1.3.12|[[File:Arrow of Decay BE2.png|32px]] Added arrows of [[Wither (effect)|Decay]].}}
{{History|foot}}

Historical sounds:

{| class="wikitable"
! Sound
! From
! to
! Pitch
|-
| {{sound||Arrow Old.ogg}}
| ?
| ?
| ?
|}

== Issues ==
{{issue list}}

== Trivia ==
* By default, arrows fly slightly offset to the right. If the player stands close to a wall and fires several arrows without moving the crosshair, the arrows cluster around a point slightly to the right of the crosshair. If the player switches their main hand to be the left hand in options, the arrows instead cluster to the left.
* Arrows fired at [[Nether Portal]]s often skip through the portal block completely and fail to collide, thus continuing through to the opposite side of the block.
* Arrows stuck in blocks vibrate upon a world reload.<ref>{{bug|MC-93992}} – "Arrow shakes when world loads" resolved as "Won't Fix"</ref>
* Although [[enderman|endermen]] teleport when hit by any tipped arrow, they are still given the said effects while avoiding arrow damage.
* {{IN|bedrock}}, even if a tipped arrow is blocked with a shield, while the direct damage from the arrows is negated, the player still gets the effect from the tipped arrow.<ref>{{bug|MCPE-52904}}</ref>

== Gallery ==
===Renders===
<gallery>
Arrow (item).png|Arrow
Spectral Arrow (item) JE2.png|Spectral Arrow
</gallery>
;Tipped Arrows
<gallery>
Arrow of Splashing JE2.png|Splashing
Arrow of Night Vision.png|Night Vision
Arrow of Invisibility.png|Invisibility
Arrow of Leaping.png|Leaping
Arrow of Fire Resistance.png|Fire Resistance
Arrow of Swiftness.png|Swiftness
Arrow of Slowness.png|Slowness
Arrow of the Turtle Master.png|Turtle Master
Arrow of Water Breathing.png|Water Breathing
Arrow of Healing.png|Healing
Arrow of Harming.png|Harming
Arrow of Poison.png|Poison
Arrow of Regeneration.png|Regeneration
Arrow of Strength.png|Strength
Arrow of Weakness.png|Weakness
Arrow of Slow Falling.png|Slow Falling
Arrow of Luck.png|Luck
Arrow of Decay.png|Decay
Uncraftable Tipped Arrow JE2.png|Uncraftable
</gallery>
===Other Media===
<gallery>
Tipped Arrow Ultra High Resolution Screenshot.png|Teaser image from [[Searge]] showing tipped arrows.
AllArrowTypes.png|All the arrow types present in [[Minecraft]].
Custom arrows.png|Examples of custom arrow types using {{cmd|/give}}.
Arrow in Sugar Cane.png|Some arrows stick into [[sugar cane]]s. This no longer works since Java Edition Beta 1.6.
Arrow Burning.gif|An arrow caught on [[fire]].
Flaming_stuck_spectral_arrow.png|A flaming spectral arrow stuck in a tree.
arrows_in_player.png|Many arrows stuck in the player, seen through the [[inventory]] screen.
Arrow Debugging.png|[[Searge]] with a bunch of arrows summoned above him.
Inventory Tipped Arrows 1.jpg|Tipped arrows in the inventory.
Inventory Tipped Arrows 2.jpg|Tipped arrows in the inventory.
Inventory Tipped Arrows 3.jpg|Tipped arrows in the inventory.
Inventory Tipped Arrows 4.jpg|Tipped arrows in the inventory.
Tipped Arrow (empty texture) BE1.png|Unused old texture file for an empty tipped arrow on ''Bedrock Edition''.
</gallery>

== References ==
{{reflist}}

{{Items}}
{{Entities}}

[[Category:Combat]]
[[Category:Renewable resources]]

[[de:Pfeil]]
[[es:Flecha]]
[[fr:Flèche]]
[[hu:Nyíl]]
[[it:Freccia]]
[[ja:矢]]
[[ko:화살]]
[[nl:Pijl]]
[[pl:Strzała]]
[[pt:Flecha]]
[[ru:Стрела]]
[[th:ลูกธนู]]
[[zh:箭]]</li></ul>
13w42aAdded sounds.json


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