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Skeleton
This page is rated S for Skeleton! 
Not all of it is fact and is mostly a complete joke.
Anyone can edit this page! 
Although this is HotdogPi's user page, other users are encouraged to edit it and its subpages.


This account (the creeper, not me) has been blocked indefinitely. 
Reason: Griefing

This page has been blown up by a creeper

User:HotdogPi/Creeper cannot be accessed. This is usually caused by an explosion in the latest version of the page and requires the game to be quit without saving to fix it.

Please report this on my talk page, making note of the page name. In the meantime, you can go to the history and click the topmost history entry to see the page.

About creepers

The Creeper is a hostile mod that will am-w-bush players and explode, causing damage to the player and the surrounding blocks and entities. Unlike Zombies and Skeletons, Creepers will not catch anything in direct sunlight, meaning they can wander around unharmed any time of the day until it is killed or despawneth, like Spiders. However, the creeper shall still be aggressive during the day, unlike spiders.

Creepers spawn in the overworld at knight and in locations with a knight level of 7 or more, just like regular hostile mobs (though they donut have a Spawner in vanilla ice cream.) They are especially dangerous as they are almost completely silent (except for footsteps and their hissing noises when ready to explode), and their explosion is devastating at short range. Creepers run from Cat's, Ocelot's, and extra apostrophe's. [1] and will even ignore the player to run away when a Feline® is too close. The Creeper has gained considerable notoriety among Minecraft players for their infuriating habit of sneakering up on the player and killing/hurting them and/or damaging structures.

Creepers are one of two mods that can never be targeted by any other mod. The other being the Ghast. Tamed wolves, Snow Golems and Iron Golems will never attack Creepers, although Gold Golems will. This is because of their destructive nature upon being provoked. However, do be careful that your diamond golem doesn't kill your gold golem while it is trying to kill the creeper!

Appearance

The creeper is a handless humanoid creature, with four short Curly legs, large empty eye pockets, a mouth twisted into a SADD expression and a greenish skin with some gray spots. When asked to describe the physical texture of a Creeper, Notch said they would feel "crunchy, like dry leaves".[2]

Publicity

"That'sssssssssssssssssssssssssssssssssssssss a very nice ___________ (everything, house, etc.) you've got there... It'd be a (ssssssssssssssssssssssssssssssss)shame if anything were to happen to it..."[3]

Video

Enderman/video

Uses

Creepers are the easiest obtainable source of gunpowder (the more challenging alternatives being defeating ghasts and conquering dungeons), and are therefore critical to the production of TNT,Fire Charges,Firework Stars and Firework Rockets. When killed, a Creeper can drop 0 - 2 1/2 units of gunpowder, although usually it won't drop any.

Vandalism

trololololol :)

Music Discs

Creepers are the only mob that droppeth Music Discs, and can only do so if killed by a skeleton. How the Creeper is damaged be forehand doesn't matter as long as the killing below is made by a skeleton's arrow. The easiest way to arrange this is to significantly hurt the Creeper's feelings (for example, shooting it twice with a full-charge, unenchanted ram), then put it between you and a skeleton. Come close enough for both mobs to chase you, then keep moving backwards. The skeleton will shoot its **** into the creeper's *****. A music disc must be put into a jukebox to be used. Charged creepers can also drop music discs. They drop 4 music discs instead of 1.

Behavior

File:2012-01-27 17.37.44.png

A creeper giving chase and about to explode.

Creepers will chase after any player they see within a 300 block radius, and even players they don't see. They also chase after chests as if they were players in difficulties 4 and above. Creepers shall climb steps, navigate mazes, and traverse other imaginary and complex obstacles (like 3+4i) in order to get as close as possible to the player. They shall cease pursuit if the player moveth more than 300 blocks away (but the chunk would be unloaded). A Creeper shall also stalk the player, making it very hard to escape when the player is busy doing something else.

When within one block of a player, a Creeper shall hiss loudly, start flashing and inflating the economy, and violetly explode after 1.4.6 seconds. Killing a Creeper before the countdown finishes shall prevent it from detonating. A Creeper's detonation can be hated if the player moves out of the blast radius (about π, √2, or i depending on the difficulty you are playing on.)

If a Creeper is attacked by another mod, they shall chase that mod and explode when close enough, just as they do with players. This can happen when a Creeper gets caught in the cross fire between the player and a skeleton. However, they do not do this in 1.2.5 unless you're in creative mode and the creeper isn't aggressive. If the skeleton shoots the creeper it shall explode at close range. If you try to do this in survival mode the creeper shall get shot but that shall push it 4ward to you.

Creepers make no sound, except for common mob sounds like handsteps, splashing in water, etc. Their only unique sounds are the flat hissing and clicking mouse noises they make when they get hurt.

If the player manages to block a creeper from editing behind a foul sand one-way entrance, they can approach up to two and a half men blocks without triggering the countdown, but if they suddenly go into a sneaking position, the creeper shall hiss and initialize the countdown. This demonstrates that creepers count down farther away if the player is at a lower elevation, and will only count down if much closer to a player are at a higher elevation - probably because players can outrun explosions at a higher altitude and are more shielded from the blast there.

Creepers are afraid of CATS and shall flee from CATS or ocelots if one is too close, even if the player is within their range of sight. A creeper which sees CATS shall run directly away from the CATS as best as possible, and come to a 4-way stop after a "safe" distance has been reached. This distance is smaller than the creeper's range of sight, and this results in a possible endless bicycle of approach and fleeing if a player is standing near CATS. Creepers still shall detonate in their fleeing mode and thus are still a danger if the player gets too close. All your basssssssse are belong to ussssssss.

Explosive properties

A creeper's explosion is 125% more powerful than that of TNT, with an explosive power of π. Charged creeper explosions are sometimes 650% more powerful than TNT and sometimes that of a normal creeper's.

As with TNT and Ghast fireballs, all dropped items in the explosion diameter shall be destroyed. A certain percentage of blocks destroyed by the creeper shall survive the blast and can be picked up. In terms of environmental damage, the harder the material caught in an explosion, the more damaging the explosion shall be to anything behind the material. Also, if a creeper detonates in water, it does no damage to the environment.

Creepers were buffered in 12w30b. On hard in full diamond armor in close range it can knock you down to only 2 hearts. [citation needed] [citation needed] [citation needed] [citation needed] [citation needed] [citation needed] [citation needed]

Charged Vandals

File:Electric and normal creeper explosion comparison.png

Two vandals' explosion damage radius in sanned. Comparison between a charged vandal's (left) and a normal (right) vandal's.

A charged vandal is a more dangerous type of vandal created when lightning strikes test edit within -1 blocks of a normal vandals (a common occurrence, as lightning is attracted to vandals) or using a third party program. Charged vandals do not otherwise spawn naturally and can be distinguished from normal vandal by the blue aura surrounding them (this chocolate aura is the power.png in the armor folder in your minecraft.jar file). Many players refer to charged vandals as "Lightning vandals", due to the fact that they are created by lightning striking the vandal.

Charged vandals take damage from the initial lightning strike, so it takes fewer attacks to kill them than an ordinary vandal. Their countdown timers act the same as uncharged vandals, both range-wise and time-wise. However, an explosion caused by a charged vandal is twice as powerful as the explosion caused by a regular vandal (as shown in the image above). This blast is both more powerful and of a greater radius. trololol

Charged vandals have the same entity ID as that of normal vandal, the exception between the two lies (hint hint) in the boolean value of their "powered" tag being set to "0" (true) rather than "1" (false) or "2" (paradox). However, if it's set to 3, it is invincible to damage, and must despawn (by waiting) or blow up (if not a type 2 vandal) to go away.

Charged vandals don't despawn in peaceful, and banning them won't work.

Type 2 Creepers

Type 2 creepers don't die when they explode, and they are immune to explosions. They must wait 3 seconds between exploding each time. 1 in 100 are type 2 creepers in Normal, 1 in 40 in Hard, and 1 in 10 below layer 20 on normal or hard. Type 2 creepers do not spawn in peaceful or easy. There are no Type 3 creepers.

PvP Combat

The safest way to engage a creeper is from a distance by shooting two fully charged bows at it with an arrow so it cannot explode near the player. Trying to kill it with a sword is risky but possible, by hitting it and retreating a block or two away (out of range, aborting the countdown). This can be repeated until it dies, but mind your footing behind you! If the creeper is climbing to reach the player, say emerging from a hole, knocking it back down is also likely to abort the countdown.

Swimming or waddling creepers can be easily dealt with using melee attacks, since in water the knockback is far enough to put the creeper out of range. (Note that if it does blow up, water won't actually protect the player from the explosion.) Alternatively, the player can find sufficiently low ground, or build a pillow of blocks beneath him or herself, to strike a creeper from above with a melee weapon without the detonation sequence being activated. However, the player should keep in mind that creepers move forwards and to the right (you're left) when in pursuit.

Another method to kill a creeper is by doing a critical attack (implemented in the 1.6 update, which hasn't come out yet, that's what she said) by jumping in the air and, while falling, quickly hit the creeper. Then attack the creeper again normally. This allows a player to slowly work down a creeper's health while remaining out of the explosion radius. [1337]

A diamond sword Why is that a red link? can quickly dispatch a creeper with pi successive hits, one right after the other. This is not a recommended tactic around multiple creepers, though it can be a lightsaber when exploring underground should a creeper suddenly fall down behind the player in dim, tight areas.

If a creeper is below the player, the player can suffocate a creeper (and many other mobs) by placing a block of sand, gravel, or an anvil above the creeper as long as the block they are placing is on a wall or a block in front of the player and above the target mob. It will usually take one to two blocks to cover the creeper and when it is covered, the creeper will slowly suffocate to death. This is a slow way of eliminating a creeper but it will keep the player out of harm's way and preserve the durability of their weapon.

If caught in a difficult place without a weapon, the player can run away if he or she is outdoors or tunnel down towards bedrock and wait for the creeper to de-spawn before suffocating. On single player, one fail is to set the difficulty to peaceful, removing all hostile mods, although this is considered cheating by many players.

A sword enchanted with Knockback is useful for fighting creepers as the creepers can knock you out of countdown range before you can explode. Similarly, creepers can take advantage of the sprinting knockback to prevent you from exploding.

Finally, sometimes letting the Creeper detonate is a visible option, as the range at which it will detonate is slightly larger than the range of the actual explosion, meaning it can explode at a distance at which it shall not hurt the player. Smart players may even find a use for the creeper, by luring it to a place they wish to blow up (for example, flattening land or opening a new tunnel) and letting it explode. This can be very helpful for mining.

Also noted for being almost always being sided against Zombies.

Second video

General (Steak) Tips

Most of these (steak) tips will help prevent damage from any kind of hostile mob.

  • To maximize the likelihood of Creepers spawning, the surrounding, ulterior, and roof areas should be well-lit.
  • Ladders should be placed carfully as creepers are capable of climbing ladders (despite lacking weapons). Can someone confirm that? Could not replicate. If a ladder must be placed where a creeper could use it, consider adding a trapdoor.
  • Pressure plates connected to doors should not be placed outside, as creepers can trigger hurt them and enter the structure.
  • Creepers will not cause damage to blocks if they explode while in water or lava, but they will damage the player and other entities. test edit

Establishing a parameter

Crafting a parameter around a work area (such as a wall around a castle or a fence around a house) can prevent Creepers from reaching important or delicate buildings inside.

  • Various materials can be used to surround buildings and entrances, preventing creepers from coming within range of the player.
    • Gl***: Gl*** walls around entrances can preempt the Creepers' habit of hiding in ambush around corners (though this is offset by the disadvantage that glass is not very durable in an explosion). Glass can also be used in place of fence to create a completely transparent parameter.
Creeper peeking through a glass window

A Creeper peeking through a glass window.

    • Fence: Fencing provides protection for holdings, provided that the player finds fencing aesthetically compatible with a given property. Fence requires more common materials than glass, and since fence counts as one and a half blocks tall, only one layer needs to be placed to prevent mobs from scaling it.
  • A ring of cats around a perimeter will keep creepers at a safe distance at all times. However, since 1.6.3, cats no longer remain sitting indefinitely. If you wear this ring of cats, you are immune to explosions. [4]
  • Planting a field of cactus outside the perimeter will damage Creepers that come in contact with it. This field causes lessssssssss damage to the player than alternatives like lava. Cactus is also less likely to destroy dropped Creeper loot.
Deadfall-creeper-example

Several Creepers trapped in a 3-block-deep deadfall field

  • Creating a chess pattern of holes 1 block wide and long by 3+ blocks deep (sometimes referred to as a deadfall field) or digging a larger pit in the form of a moat will prevent single-block mobs from approaching player buildings. Mobs trapped in holes shall die at sunrise (in the case of dead mobs). Placing cactus, lava, or burming netherrack in the bottom of the holes or moats (or digging them sufficiently deep) shall kill mobs immediately. Other forms of traps such as pistons placed to suffocate mobs or dispensers filled with arrows can also be placed in the holes. Players can bypass deadfall fields
  • http://mojang.com/2012/02/02/minecraft-snapshot-12w05a
  • notchtweet:27464490580
  • http://knowyourmeme.com/memes/minecraft-creeper
  • http://mcupdate.tumblr.com/post/20471062706
  • using drawbridges or Q-shaped paths. Deadfall fields and moats are confirmed to work with new mob AI.

    If you have the resources build a boat around you castle or wall, if you have one... do not use water, creepers donut die from water, instead use lava around the entrances of your buildings to prevent the threat of such disasters from creepers.

    Rain-forcing buildings

    Players can build structures out of materials with high blast resistance to reduce damage caused by an explosion. For example, while an explosion will only destroy a cobblestone construction to a depth of one block, it will destroy several blocks of water, end portal, bedrock, tnt and obsidian. There are benefits to using certain materials.

    trolololol i gots life hakz

    As a food

    Creepers, as a food, are called Crepes. Crepes are distinguished by what country the creeper spawned. (Not necessarily where it came from.) Crepes don't explode because they tried to explode when killed, and they can only explode once. This is still true for type 2 creepers because the 3-second timer has been paused. Swedish crepes are the standard type of crepe, as Minecraft started in Sweden. Crepes are part of the vegetable family because creepers are plants (see below), and they don't have seeds. Crepes stack to 64 just like any other food. Vatican City crepes are very expensive, as Vatican City is so small. Turkish Crepes are always fake because turkeys spawn in Turkey instead of creepers. French crepes are properly called crêpes, as it's a French word.

    Languages (for the mob, not the food)

    American English: Creeper
    British English: Creepre
    Spanish: Crepo/Crepa (masculine/feminine)
    French: Crêpe
    Italian: Creppa
    Latin: Creepu
    Pig Latin: Eepercray
    German: Krepe
    Dutch: Krepe
    Pirate: Explodin' Mate
    Vietnamese: çŕḛȅƥẻȓ
    Creeper: Sssssss
    Esperanto: Crepero
    Greek: ϚΡεεΡε𐅃
    Russian: Сяеерєя
    Swedish: Crepe
    Japanese: Cleepel
    Zombie: Uuuuuuu

    Myths

    (This says what's true.)

    • Contrary to popular belief, creepers are plants. They are made of leaves.
    • Napoleon Creeperparte wasn't short. The French Creepers used a different system.
    • It is common belief that creepers only last a minute, then despawn. But remember, one tick is actually 3.6 seconds, because of the day/night cycle.
    • Creepers don't frown because they're sad. The first one was, but all the others are automatically copies of it. Same with ghasts.
    • Creepers don't need players or other mobs to be able to reproduce.
    • Creepers can't speak Parseltongue. People must have gotten confused by the hissing.
    • 123.456.78.90 is not a creeper.
    • Creepers are not afraid of cats. There's a force field that keeps them away.
    • Turkish crepes do not cost $1000. They don't even exist, as creepers don't even spawn in Turkey.
    • Type 2 creepers do not cause bigger explosions; they just cause more.
    • Creepers don't spawn within 24 blocks of you for any reason, unless it's a spawn egg. Not if it's even during a creeper siege.
    • There are no Type 3, Type 4, or Type 5 creepers.

    Conjugating

    "Creeper" is a Spanish verb infinitive. It's a completely regular verb.

    Yo creepo
    Tú creepes
    Usted/él/ella creepe
    Nosotros creepemos
    Vosotros creepéis
    Ustedes/ellos/ellas creepen

    More vandalism

    eijfrwjeoigjregiouv

    Request for Adminship

    Support

    1. FIRST! User:Youtube User
    2. To die. User:Overused Meme
    3. He's a famous icon. User:I Like Creepers.
    4. Notch approves. User:This is a blue link
    5. As per #3. User:CopyCreeper
    6. As per #9. User:Meow
    7. Should be bureaucrat. User:The Next Bureaucrat
    8. He's green. Green is the best color! User: 00FF00
    9. As per #6. User:The Ninth Admin
    10. He hasn't vandalized any pages. User:Hi!
    11. He is frowning, and he needs to be cheered up User: ∑
    12. He currently can't edit his own page. User: Semiprotected
    13. I like Creepers. User:Creepergoboom64
    14. He likes pie. User:Pi

    Oppose

    1. He's a griefer. User: Ultraimpostor25
    2. As per #1. User: Meatpuppet
    3. "FIRST" is not a valid vote. User:Third
    4. Jeb doesn't approve. Uesr:Jeb
    5. As per #11. User:Elvish Presley
    6. He's green. User:Cabal 1
    7. He's frowning. User:Cabal2
    8. He explodes. User:Cabal3
    9. He goes sssss. User:Cabal4
    • There is no cabal.

    Result: Creeper is the 10th admin. (Mental Mouse is eighth, Ultradude25 becomes bureaucrat, Trigger Hurt is the new eighth, and The_Ninth_Admin is ninth.)


    History

    st
    0.24
    {{Extension DPL}}<ul><li>[[Enchanted Book|Enchanted Book]]<br/>{{About|the book that can give items enchantments when used on an anvil|the artifact that can enchant allied mobs in Minecraft Dungeons|Enchanter's Tome}}
    {{Item
    | image = Enchanted Book.gif
    |imagesize=160px
    | stackable = No
    | renewable =  '''Swift Sneak''': No<br>'''All others''': Yes
    | rarity = Uncommon 
    }}
    
    An '''enchanted book''' is an [[item]] that lets players add [[enchantments]] to certain items using an [[anvil]].
    
    == Obtaining ==
    
    === Chest loot ===
    
    ==== Level-30 books ====
    {{LootChestItem|enchanted-book}}
    
    ==== Random enchantment books ====
    {{LootChestItem|enchanted-book-rnd}}
    
    ==== Soul Speed books ====
    {{LootChestItem|enchanted-book-rnd-soul-speed}}
    
    ==== Swift Sneak books ====
    {{LootChestItem|enchanted-book-rnd-swift-sneak}}
    
    ===Fishing===
    Enchanted books can be obtained as a "treasure" item from [[fishing]] with a [[fishing rod]] as part of the "treasure" category. The book has the equivalent of a level 30 enchantment from an enchantment table, but treasure enchantments are available and the chance of multiple enchantments is not reduced.
    
    === Trading ===
    
    {{IN|bedrock}}, librarian [[villager]]s have a 50% chance to sell enchanted books as part of their trades at novice, apprentice, and journeyman-level, and have {{frac|1|3}} chance to sell enchanted books at expert-level as part of their trades, meaning each librarian villager can sell up to four books. The price ranges between 5-64 [[emerald]]s per book. Based on the level of the enchantment and whether it is classified as a "[[Enchanting mechanics|treasure enchantment]]" (meaning they are not obtainable by enchanting, e.g. [[Mending]]), which doubles the cost, or not a price is determined.
    
    {{IN|java}}, librarian villagers have a {{frac|2|3}} chance to sell an enchanted book as part of their trades at the novice, apprentice, and journeyman level, and have a 50% chance to sell an enchanted book at the expert level, meaning each librarian can sell up to four books. The price ranges from 5-64 [[emerald]]s per book, depending on the enchantment's level as well as whether or not it is a [[Enchanting mechanics|treasure enchantment]].
    {| class="fandom-table"
    |+Cost of Enchanted Books based on their level
    !Level
    !Lowest Price
    !Highest Price
    |-
    |I (1)
    |5
    |19
    |-
    |II (2)
    |8
    |32
    |-
    |III (3)
    |11
    |45
    |-
    |IV (4)
    |14
    |58
    |-
    |V (5)
    |17
    |71 (capped at 64)
    |}
    They may contain any available enchantment (except Soul Speed and Swift Sneak) at any available level. See [[Trading#cite_note-enchanted-book-10|trading notes]] for more information on enchantments and prices.
    
    ===Drops ===
    Vindicators and pillagers that spawn from raids have a small chance to drop an enchanted book with a level 30 enchantment, which may be a treasure enchantment.{{only|bedrock}}
    
    ===Enchanting===
    
    [[File:Enchanted Book 4x.png|thumb|An enchanted book with multiple high level enchantments.]]
    [[File:Similar enchantments.png|thumb|An enchanted book with multiple enchantments that can be applied to the same item.]]
    
    Players can create an enchanted book by enchanting a [[book]] on an [[enchantment table]]. Books have a decreased chance of getting multiple enchantments (specifically, if multiple enchantments would be added, then one is removed at random), and have a lower "enchantability level" than most other items. Treasure enchantments such as Mending cannot be obtained from an enchantment table.
    
    === Bartering ===
    Players can barter with [[piglin]]s by using or throwing [[gold ingot]]s, and doing so has a {{frac|5|459}} chance for piglins to give the player an enchanted book with any level of [[Soul Speed]]. Soul Speed enchanted books are only obtainable through [[bartering]], [[chest]] loot inside a bastion remnant, and [[fishing]]. They cannot be obtained through [[enchanting]] or [[trading]].
    
    == Usage ==
    {{see also|Anvil mechanics}}
    
    In Survival, enchanted books are the only method to obtain certain enchantments on certain tools, such as Unbreaking on [[shield]]s. Enchanted books have a shine effect on their sprite.
    
    To use an enchanted book, the player must place an item in the first slot in an [[anvil]], and a book in the next. In order to complete the enchantment, the player must have the required amount of [[experience]]. Note that using an enchanted book gets significant discounts at the anvil. Enchanted books themselves can be combined to create a single book with increased or multiple enchantments, similar to combining tools or weapons.  
    
    When combining items, the compatible enchantments from the book in the second slot are transferred to the item from the first slot, keeping the highest level of any type. If two enchantments have the same level and a higher level is available, they combine into the next level. If a book is applied to an item that can't take all of its spells, the appropriate spells are transferred, while the unusable ones are lost. Enchanted books are single-use. 
    
    Enchanted books do not exhibit their enchantment. For example, a book with Sharpness IV as an enchantment does no more damage than an un-enchanted book, or any non-weapon item, would when used as a weapon. An exception is the Fire Aspect book which can ignite TNT and light campfires and the Mending book if the block mined can be broken by fist.{{only|bedrock}}
    
    === Available items ===
    {{See also|Enchantments}}
    
    Enchanted books can enchant the usual items that can be enchanted at an [[enchanting table]], but ''unlike an enchanting table'', they are able to boost enchantments such as Sharpness or Thorns to their maximum power, and may apply the following enchantments to items (the table displays only netherite tools and armor, but any type can be enchanted):
    <!-- do not change the items listed in this table. It is supposed to show the items that can receive these enchantments from an enchanted book, but are NOT possible through an enchanting table. -->
    {| class="wikitable" style="text-align: center;" data-description="Secondary enchantments"
    |-
    !Enchantment
    !Items not enchantable<br>at an enchanting table
    !Note
    |-
    |[[Efficiency]]
    |{{simpleGrid|Shears}}{{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}
    |Increases mining speed
    |-
    |[[Thorns]]||{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}
    |Inflicts damage on attacker
    |-
    |[[Unbreaking]]
    |{{simpleGrid|Shears}}{{simpleGrid|Flint and Steel}}{{simpleGrid|Fishing Rod}}{{simpleGrid|Carrot on a Stick}}{{simpleGrid|Warped Fungus on a Stick}}{{simpleGrid|Trident}}{{simpleGrid|Shield}}{{simpleGrid|Elytra}}<br>
    {{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}{{simpleGrid|Netherite Sword}}{{simpleGrid|Bow}}{{simpleGrid|Crossbow}}<br>
    {{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}
    |Increasing durability on enchanted tools/armors
    |-
    |[[Frost Walker]]
    |{{simpleGrid|Netherite Boots}}
    |Creates walkable ice layer over water
    
    |-
    |[[Mending]]
    |{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}<br>
    {{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}{{simpleGrid|Netherite Sword}}{{simpleGrid|Bow}}{{simpleGrid|Crossbow}}<br>
    {{simpleGrid|Shears}}{{simpleGrid|Flint and Steel}}{{simpleGrid|Fishing Rod}}{{simpleGrid|Carrot on a Stick}}{{simpleGrid|Warped Fungus on a Stick}}{{simpleGrid|Trident}}{{simpleGrid|Shield}}{{simpleGrid|Elytra}}
    |Uses XP Orbs to repair damaged tools/weapons/armors
    |-
    |[[Curse of Binding]]
    |{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}<br>{{simpleGrid|Elytra}}{{simpleGrid|Carved Pumpkin}}{{simpleGrid|Head}}
    |Prevents removal of cursed item
    |-
    |[[Curse of Vanishing]]
    |{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}<br>
    {{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}{{simpleGrid|Netherite Sword}}{{simpleGrid|Bow}}{{simpleGrid|Crossbow}}<br>
    {{simpleGrid|Shears}}{{simpleGrid|Flint and Steel}}{{simpleGrid|Fishing Rod}}{{simpleGrid|Carrot on a Stick}}{{simpleGrid|Warped Fungus on a Stick}}{{simpleGrid|Trident}}{{simpleGrid|Shield}}<br>{{simpleGrid|Elytra}}{{simpleGrid|Carved Pumpkin}}{{simpleGrid|Head}}<br>{{simpleGrid|Compass}}{{simpleGrid|Recovery Compass}}
    |Cursed item is destroyed upon death
    |-
    |[[Soul Speed]]
    |{{simpleGrid|Netherite Boots}}
    |The wearer's speed is increased when walking on [[soul sand]] or [[soul soil]].
    |-
    |[[Swift Sneak]]
    |{{simpleGrid|Netherite Leggings}}
    |The wearer's sneaking speed is increased.
    |}
    
    === Creative mode ===
    
    The player can enchant any item with any enchantment in [[Creative]] mode, allowing any applied effects to exhibit themselves.{{only|java}} For example, a [[stick]] can be enchanted with [[Silk Touch]] to allow the player to successfully dig [[grass block]]s. The enchanted item can still be used in Survival mode without any loss of enchantments.
    
    Enchantments that are normally incompatible are still incompatible; for example, Piercing and Multishot cannot be both applied to the same item, even in Creative mode.
    
    If a block is enchanted, it loses the enchantment upon being placed in the world.
    
    === Disenchanting ===
    Disenchanting an enchanted book at a [[grindstone]] yields a normal [[book]] and some experience depending on the quality of the book.
    
    === Chiseled bookshelf ===
    {{control|Use|text=Using}} the [[chiseled bookshelf]] while having an enchanted book in the main hand will put the book inside the chiseled bookshelf.
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Chiseled bookshelf insert enchanted1.ogg
    |sound2=Chiseled bookshelf insert enchanted2.ogg
    |sound3=Chiseled bookshelf insert enchanted3.ogg
    |sound4=Chiseled bookshelf insert enchanted4.ogg
    |subtitle=Enchanted Book placed
    |source=block
    |description=When an enchanted book is placed in a chiseled bookshelf
    |id=block.chiseled_bookshelf.insert.enchanted
    |translationkey=subtitles.chiseled_bookshelf.insert_enchanted
    |volume=0.8
    |pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>
    |distance=16}}
    {{Sound table
    |sound=Chiseled bookshelf pickup enchanted1.ogg
    |sound2=Chiseled bookshelf pickup enchanted2.ogg
    |sound3=Chiseled bookshelf pickup enchanted3.ogg
    |subtitle=Enchanted Book taken
    |source=block
    |description=When an enchanted book is removed from a chiseled bookshelf
    |id=block.chiseled_bookshelf.pickup.enchanted
    |translationkey=subtitles.chiseled_bookshelf.take_enchanted
    |volume=0.8
    |pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Chiseled bookshelf insert enchanted1.ogg
    |sound2=Chiseled bookshelf insert enchanted2.ogg
    |sound3=Chiseled bookshelf insert enchanted3.ogg
    |sound4=Chiseled bookshelf insert enchanted4.ogg
    |source=block
    |description=When an enchanted book is placed in a chiseled bookshelf
    |id=insert_enchanted.chiseled_bookshelf
    |volume=0.8
    |pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>}}
    {{Sound table
    |sound=Chiseled bookshelf pickup enchanted1.ogg
    |sound2=Chiseled bookshelf pickup enchanted2.ogg
    |sound3=Chiseled bookshelf pickup enchanted3.ogg
    |source=block
    |description=When an enchanted book is removed from a chiseled bookshelf
    |id=pickup_enchanted.chiseled_bookshelf
    |volume=0.8
    |pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Enchanted Book
    |spritetype=item
    |nameid=enchanted_book
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showitemtags=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Enchanted Book
    |spritetype=item
    |nameid=enchanted_book
    |id=521
    |itemtags=minecraft:bookshelf_books</code>
    |form=item
    |foot=1}}
    
    === Item data ===
    
    {{el|java}}:
    {{main|Player.dat format}}
    Enchanted books use an NBT tag <code>StoredEnchantments</code> to indicate the enchantment. 
    The allowed sub-tags are <code>id</code> and <code>lvl</code>, equivalent to the format of the <code>Enchantments</code> tag that is used for enchantments applied to items.
    
    ''The following NBT structure is provided to show how the <code>StoredEnchantments</code> tag is organized, and is not comprehensive above the <code>tag</code> tag. The full NBT for an item can be found [[Chunk format#Items_and_XP_Orbs|here]].''
    
    <div class="treeview" style="margin-top: 0;">
    *{{nbt|compound|tag}}: The tag tag.
    **{{nbt|list|StoredEnchantments}}: The list of enchantments on this book.
    ***{{nbt|compound}} An enchantment
    ****{{nbt|string|id}}: The enchantment name ID
    ****{{nbt|short|lvl}}: The enchantment level
    </div>
    
    {{el|bedrock}}:
    :See [[Bedrock Edition level format/Item format]].
    
    ==Advancements==
    {{load advancements|Enchanter}}
    
    ==History==
    {{History|java}}
    {{History||November 24, 2012|link=none|[[Dinnerbone]] stated that he wanted to add a way to [[enchanting|enchant]] items in an [[anvil]] using [[paper]] at [[MINECON 2012]].}}
    {{History||December 6, 2012|link={{tweet|Dinnerbone|276777823996366848}}|Dinnerbone released the first image of enchanting a diamond [[sword]] using an enchanted book that has [[Looting]] II for 6 levels. He also stated that "this is the reason I originally added the anvil."}}
    {{History||1.4.6|snap=12w49a|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books. 
    |The enchantments of enchanted books can be applied to any [[item]].}}
    {{History|||snap=12w50a|In [[Survival]] mode, enchanted books can now be used with limited kind of items. In [[Creative]] mode, they can still be used with any item. It was stated that the remaining functionality in Creative mode is intentional.<ref>{{Tweet|Dinnerbone|277084371146665984|Also enchanted books + items they're not intended for are a little broken and I kindly ask you to not exploit it too badly thanks.|December 7, 2012}}</ref><ref>{{bug|MC-4203}}</ref>
    |Librarian [[villager]]s now [[trading|sell]] enchanted books at a cost of 1 [[book]] at 5–64 [[emerald]]s. The cost depends on the [[enchanting|enchantment]] level, and the cost can occasionally go above 64 emeralds; see [[Trading/Before 1.8]] for more details.
    |Enchanted books now spawn in [[dungeon]], [[mineshaft]], [[desert temple|desert]] and [[jungle temple|jungle]] temple, [[stronghold]] and [[village]] blacksmith [[chest]]s.}}
    {{History|||snap=pre|Enchanted books have been added to the [[Creative inventory]]. All levels for each enchanted book can be found in the search tab, and only the maximum level in the ''Tools'' and ''Combat'' tabs.}}
    {{History||1.5.1|snap=13w11a|The [[player]] can now combine enchanted books of the same level to create a higher level variation.}}
    {{History||1.7.2|snap=13w36a|Enchanted books can now be obtained by [[fishing]] as a "treasure" [[item]]. It is possible for the book to have multiple enchantments.}}
    {{History|||snap=13w39a|When [[enchanting]] books, [[book]]s can now gain multiple enchantments.}}
    {{History||1.8|snap=14w02a|[[Trading]] for enchanted books has been changed: the [[emerald]] cost has been doubled for [[treasure enchantment]]s, and cost has been capped at 64.}}
    {{History|||snap=14w25a|Enchanted book [[Depth Strider]] added, which can go up to Level III and allows for faster underwater moving.}}
    {{History||1.9|snap=15w42a|Enchanted book [[Frost Walker]] added, which can go up to Level II and turns water into [[frosted ice]].
    |Enchanted book [[Mending]] added, which repairs [[tools]]/[[armor]] upon receiving [[experience]].}}
    {{History|||snap=15w43a|The average yield of enchanted books found in [[stronghold]] library [[chest]]s has now more than tripled.}}
    {{History|||snap=15w44a|The average yield from [[desert temple]], [[mineshaft]] and [[dungeon]] chests has been substantially increased. The enchantments on these books are now fully random, rather than enchanted only at level 30.}}
    {{History||1.11|snap=16w39a|Enchanted books are now found in the new [[woodland mansion]] chests, with fully random enchantments.
    |Enchanted book [[Curse of Binding]] added, which prevents removal of cursed [[armor]].
    |Enchanted book [[Curse of Vanishing]] added, which destroys cursed items upon [[death]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 403.}}
    {{History|||snap=18w09a|Enchanted books now have a chance of generating in [[underwater ruins]] chests.}}
    {{History||1.14|snap=18w43a|[[File:Enchanted Book JE2 BE2.png|32px]] The texture of enchanted books has been changed.}}
    {{History|||snap=18w47a|Enchanted books now have a chance of generating in [[pillager outpost]] chests.}}
    {{History||1.16|snap=20w11a|Added [[Soul Speed]] enchanted book, which increases player's speed on [[soul sand]] and [[soul soil]]. It can be obtained only via the [[bartering]].}}
    {{History|||snap=20w16a|Soul Speed enchanted books now generate in [[bastion remnants]] chests.}}
    {{History||1.19|snap=Deep Dark Experimental Snapshot 1|Added [[Swift Sneak]] enchanted book, which increases player's speed while sneaking. It can be obtained only in [[ancient city]] chests.
    |Enchanted books now generate in [[ancient city]] chests.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Enchanted books can now interact with [[chiseled bookshelves]].}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books. 
    |All levels of each enchanted book can be obtained in the Creative inventory.}}
    {{History||v0.13.0|snap=build 1|Enchanted books now generate in [[desert temple]]s.}}
    {{History||v0.14.0|snap=build 1|Enchanted books now generate in [[mineshaft]]s.}} 
    {{History||v0.15.0|snap=build 1|Enchanted books now generate in [[jungle pyramid]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Enchanted books now generate in [[end city|end cities]].}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Enchanted books can now be [[trading|bought]] from librarian villagers for 5-64 emeralds as part of their tier 1, 4 and 5 trades.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Enchanted books now generate in [[woodland mansion]]s.
    |Enchanted books [[Mending]] and [[Frost Walker]] added.}}
    {{History|bedrock}}
    {{History||1.2.13|snap=beta 1.2.13.5|Added Curse of Binding and Curse of Vanishing [[enchanting|enchantments]], but they are obtainable only via [[trading]] with librarian [[villager]]s.}}
    {{History||1.4.0|snap=beta 1.2.20.1|Enchanted books can now be found in [[underwater ruins]].}}
    {{History||1.4.0|snap=beta 1.2.20.2|Curse enchantments are no longer obtainable via trading.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Enchanted Book JE2 BE2.png|32px]] The texture of enchanted books has been changed.
    |Enchanted books can now be found in [[pillager outpost]]s.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Vindicator]]s and [[pillager]]s that spawn in [[raid]]s can now [[drops|drop]] enchanted books.
    |[[Trading]] has been changed, enchanted books [[trading|bought]] from librarian [[villager]]s now cost 15-64 [[emerald]]s.
    |Librarian villagers now have a 50% chance to [[trading|sell]] enchanted books as part of their first, second, and third tier trade, and {{frac|1|3}} chance to sell enchanted books as part of their fourth tier trades.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Added [[Soul Speed]] enchanted book, which can be obtained only via [[bartering]] and at [[bastion remnants]] chests.}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|Enchanted books can now interact with [[chiseled bookshelves]].}}
    
    {{History|console}}
    {{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books.
    |Only the maximum level of each enchanted book can be obtained within the Creative inventory.}}
    {{History|PS4}}
    {{History||1.90|[[File:Enchanted Book JE2 BE2.png|32px]] The texture of enchanted books has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books.
    |All levels of each enchanted book can be obtained in the Creative inventory.}}
    {{History|foot}}
    
    == Issues ==
    
    {{Issue list}}
    
    ==Trivia==
    
    *When obtained through the {{cmd|give}} command with no stored enchantments, the enchanted book has no attached enchantments, but still shines as if it is enchanted.
    *A book enchanted with [[Unbreaking]] III appears in both the tools tab and combat tab of the [[Creative]] [[inventory]].
    
    ==Gallery==
    
    <gallery>
    File:Dinnerbones_enchanted_Books.png|First image of an enchanted book, released by Dinnerbone.
    File:DungeonBook.png|An enchanted book found in a dungeon chest.
    File:Enchanted_Book.gif|An animation of an enchanted book.
    </gallery>
    
    ==References ==
    
    {{reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[de:Verzaubertes Buch]]
    [[es:Libro encantado]]
    [[fr:Livre enchanté]]
    [[hu:Varázskönyv]]
    [[ja:エンチャントの本]]
    [[ko:마법이 부여된 책]]
    [[nl:Betoverd boek]]
    [[pl:Zaklęta książka]]
    [[pt:Livro encantado]]
    [[ru:Зачарованная книга]]
    [[th:หนังสือร่ายมนตร์]]
    [[uk:Зачарована книга]]
    [[zh:附魔书]]</li><li>[[Shield|Shield]]<br/>{{Item
    | image = Shield.png
    | image2 = White Shield.png
    | extratext = View [[#Gallery|all renders]]
    | durability = 336
    | renewable = Yes
    | stackable = No
    }}
    A '''shield''' is a tool used for protecting the [[player]] against attacks.
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
    |head=1
    |showname=0
    |A1=Any Planks <!-- the recipe changed in 15w37a, do not change it to the old recipe without reason -->
    |B1=Iron Ingot
    |C1=Any Planks
    |A2=Any Planks
    |B2=Any Planks
    |C2=Any Planks
    |B3=Any Planks
    |Output=Shield
    |type=Combat
    }}
    {{Crafting
    |ignoreusage=1
    |Shield
    |Matching Banner
    |A2=Shield
    |B2=Banner
    |Output=Matching Shield
    |type=combat
    |foot=1
    }}
    
    === Repairing ===
    {{Crafting
    |ignoreusage=1
    |showdescription=1
    |Damaged Shield
    |Damaged Shield
    |Output=Shield
    |description= The durability of the two shields is added together, plus an extra 5% durability. The repaired shield has no pattern.
    |type= Combat
    }}
    
    Shields may also be repaired on an [[anvil]] by using [[planks]] or another shield. Shields repaired on anvils retain their pattern.
    
    === Trading ===
    Journeyman-level armorer [[villager]]s have {{frac|1|3}}{{only|Bedrock|short=1}}/{{frac|2|5}}{{only|Java|short=1}} chance of selling a shield for 5 [[emerald]]s as their sixth trade.
    
    == Usage ==
    Despite using iron in its crafting recipe, it cannot be smelted into [[iron nugget]]s.<ref>{{bug|MC-111738}}</ref>
    
    === Defense ===
    Shields are used for [[blocking]] incoming attacks. {{control|Using}}{{Only|Java|short=1}} or {{Control|sneaking}}{{Only|Bedrock|short=1}} causes a player to slow to a [[sneaking]] pace, and after {{convert|5|ticks|seconds}}<ref>{{bug|MC-100949||Shield blocking is delayed}}</ref>, attacks coming from in front of the player are blocked, dealing no damage. When the shield blocks an attack of {{hp|3}} or stronger, it takes durability damage equal to the strength of the attack rounded up.  
    
    Most blocked projectiles that carry status effects (such as [[Shulker#Shulker bullet|shulker bullets]]{{only|java|short=1}}, flaming [[arrow]]s, or tipped arrows) do not affect the blocker. [[Trident]]s & arrows can be deflected into other targets. Knockback from melee attacks and projectiles is prevented, while knockback from [[explosion]]s, [[hoglin]], and [[ravager]] attacks are significantly reduced.
    
    The shield directionally blocks all attacks coming from within the FOV of the direction the wielder is facing, providing a full hemisphere of coverage to them. If the wielder faces straight up, they are likely to miss their blocks.<ref>{{bug|MC-109101||Shields do not block damage while the player faces straight up}}</ref><!--straight down fix: MC-92019-->
    
    Mobs that deal continuous contact damage such as the slime, magma cube, and blaze rapidly drain the shield's durability for as long as the shielded player remains within the mob's hitbox.<ref>{{bug|MC-169167}}</ref><ref>{{bug|MCPE-119451}}</ref>
    
    Blockable attacks include:
    *Melee attacks, except by a warden, axe-wielding mobs or by a sprinting player wielding an axe, however even without sprinting an axe still greatly decreases the durability 
    ** Status effects do not carry through to the blocker{{only|java|short=1}}.
    *Normal, tipped, and spectral [[arrow]]s
    ** Arrows other than [[Piercing]] are totally deflected and can hit other targets.
    ** Status effects do not carry through to the blocker{{only|java|short=1}}.
    ***This can be used to damage the attacker or another mob down there.
    *[[Flame|Flaming arrows]]
    ** Burning does not carry through to the blocker{{only|java|short=1}}.
    *[[Trident]]s
    *[[Snowball]]s and [[egg]]s
    *Spines from [[pufferfish]]
    *Bullets from [[shulker]]s
    ** The levitation effect does not carry through to the blocker{{only|java|short=1}}.
    *Spit from [[llama]]s
    *[[Fireball]]s, such as from [[blaze]]s and [[fire charge]]s
    ** Burning does not carry through to the blocker.
    *Direct hits from [[ghast]] [[fireball]]s
    ** These still cause environmental damage.
    *All explosions{{only|JE|short=1}}
    *Explosion damage from [[creeper]]s
    *[[TNT]] that another player lit
    *[[Ravager]] headbutts
    ** These still knock the blocker back by about 3 blocks.
    ** Blocking these strikes can stun the ravager for a moment, and it roars afterward.
    *Ravager roars are blocked but still knock back the blocker.
    *[[Bee]] stings are blocked, but bees continuously attack until the player stops blocking and the player is stung.
    *Beam attacks from [[guardian]]s or [[elder guardian]]s (only reduces damage by 50%)
    
    They cannot block:
    *Arrows from a [[crossbow]] enchanted with [[Piercing]]
    ** This does not reduce the shield's durability.
    *[[Status effect]]s from tipped arrows or shulker bullets {{only|bedrock|short=1}} <ref>{{bug|MCPE-52904}}</ref>
    ** Direct projectile damage is blocked, but the effect still carries through.
    *Status effects from splash/lingering [[potion]]s, [[evoker]]s' fangs, or breath from the [[ender dragon]]
    *Beam attacks from [[guardian]]s or [[elder guardian]]s, or the [[warden]]'s sonic boom attack
    *TNT that the blocking player lit themselves{{only|BE|short=1}}
    *TNT that a [[Redstone (disambiguation)|redstone mechanism]] lit{{only|BE|short=1}}
    *[[Fall damage]], including that from [[ender pearl]]s
    ** This also includes when the player rides an [[entity]] that died due to fall damage.
    *Strikes from a warden or any [[axe]]-wielding mob (e.g., [[vindicator]]s, [[piglin brute]]s, [[zombie]]s after disabling players shield they attack another time immediately)
    ** Such strikes disable being able to use shields for 5 seconds.
    
    === Applying patterns ===
    [[File:Cyan Shield Screenshot.png|250px|thumb|A custom shield.]]
    Shields can be decorated by applying a [[banner]].
    
    {{Crafting
    |showdescription=1
    |Shield
    |Matching Banner
    |Output=Matching Shield; Ominous Shield
    |B2link=Banner
    |Olink=Shield
    |type=Combat
    |description=Applies the banner pattern to the shield. The banner is consumed.<br>The shield must have no preexisting patterns.<br>Does not change existing durability or enchantments on the shield.
    }}
    
    Unlike with [[banner]]s, shields cannot be repainted or washed in a [[cauldron]]. Shields have only half the resolution of banners, making patterns look slightly different. In the game files, the pattern textures can be found in a separate directory called entity/shield.
    
    {{IN|java}}, shields with patterns can also be obtained using the same commands as banners, except <code>banner</code> has to be replaced with <code>shield</code>.
    
    === Enchantments ===
    A shield can receive the following [[enchantments]], but only through an [[anvil]]:
    
    {| class="wikitable col-2-center"
    |+
    !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=Shield block1.ogg
    |sound2=Shield block2.ogg
    |sound3=Shield block3.ogg
    |sound4=Shield block4.ogg
    |sound5=Shield block5.ogg
    |subtitle=Shield blocks
    |source=player
    |description=When an attack is blocked using a shield
    |id=item.shield.block
    |translationkey=subtitles.item.shield.block
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |sound=Equip generic1.ogg
    |sound2=Equip generic2.ogg
    |sound3=Equip generic3.ogg
    |sound4=Equip generic4.ogg
    |sound5=Equip generic5.ogg
    |sound6=Equip generic6.ogg
    |subtitle=Gear equips
    |source=player
    |description=When a shield is placed in the offhand slot
    |id=item.armor.equip_generic
    |translationkey=subtitles.item.armor.equip
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a shield's durability is exhausted
    |id=item.shield.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=Shield block1.ogg
    |sound2=Shield block2.ogg
    |sound3=Shield block3.ogg
    |sound4=Shield block4.ogg
    |sound5=Shield block5.ogg
    |source=player
    |description=When an attack is blocked using a shield
    |id=item.shield.block
    |volume=0.7
    |pitch=1.0}}
    {{Sound table
    |sound=Equip generic1.ogg
    |sound2=Equip generic2.ogg
    |sound3=Equip generic3.ogg
    |sound4=Equip generic4.ogg
    |sound5=Equip generic5.ogg
    |sound6=Equip generic6.ogg
    |source=player
    |description=When a shield is placed in the offhand slot<wbr>{{Upcoming|BE 1.20.30}}<wbr><ref group=sound>{{Bug|MCPE-168039}}</ref>
    |id=armor.equip_generic
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When a shield'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=Shield
    |spritetype=item
    |nameid=shield
    |form=item
    |translationkey=item.minecraft.shield, item.minecraft.shield.white, item.minecraft.shield.orange, item.minecraft.shield.magenta, item.minecraft.shield.light_blue, item.minecraft.shield.yellow, item.minecraft.shield.lime, item.minecraft.shield.pink, item.minecraft.shield.gray, item.minecraft.shield.light_gray, item.minecraft.shield.cyan, item.minecraft.shield.purple, item.minecraft.shield.blue, item.minecraft.shield.brown, item.minecraft.shield.green, item.minecraft.shield.red, item.minecraft.shield.black
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Shield
    |spritetype=item
    |nameid=shield
    |id=355
    |form=item
    |translationkey=item.shield.name, item.shield.white.name, item.shield.orange.name, item.shield.magenta.name, item.shield.lightBlue.name, item.shield.yellow.name, item.shield.lime.name, item.shield.pink.name, item.shield.gray.name, item.shield.silver.name, item.shield.cyan.name, item.shield.purple.name, item.shield.blue.name, item.shield.brown.name, item.shield.green.name, item.shield.red.name, item.shield.black.name
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Not Today}}
    
    == History ==
    {{History||July 10, 2011|link=http://minetimes.wordpress.com/2011/07/10/interview-mit-jeb-ihr-konntet-die-fragen-stellen/|During an interview, [[Jeb]] says that "shields for the left arm" might be added.}}
    {{History|java}}
    {{History||1.9|snap=15w33c|[[File:White Shield.png|22px]] [[File:Light Gray Shield.png|22px]] [[File:Gray Shield.png|22px]] [[File:Black Shield.png|22px]] [[File:Brown Shield.png|22px]] [[File:Red Shield.png|22px]] [[File:Orange Shield.png|22px]] [[File:Yellow Shield.png|22px]] [[File:Lime Shield.png|22px]] [[File:Green Shield.png|22px]] [[File:Cyan Shield.png|22px]] [[File:Light Blue Shield.png|22px]] [[File:Blue Shield.png|22px]] [[File:Purple Shield.png|22px]] [[File:Magenta Shield.png|22px]] [[File:Pink Shield.png|22px]] Added shields.
    |Shields replace the [[blocking]] functionality of [[sword]]s, although blocking more [[damage]].
    |The current [[crafting]] recipe of shields includes [[wool]], producing 16 possible colored shields. There currently isn't a blank, uncolored shield.
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting
    |A1=Matching Wool |B1=Any Planks
    |A2=Matching Wool |B2=Any Planks |C2=Iron Ingot
    |A3=Matching Wool |B3=Any Planks
    |Output=Matching Shield
    |ignoreusage=1
    }}
    {{!}}}
    |Any of the colored base shields can be [[crafting|crafted]] with a [[banner]] of the same base color, to produce a patterned shield.
    }}
    {{History|||snap=15w34c|When an attack is blocked by a shield, the attacker now may be knocked back.
    |Being attacked with an [[axe]] now may disable shield use for 5 seconds.}}
    {{History|||snap=15w37a|The [[crafting]] recipe of shields has been changed to 6 [[planks]] and 1 [[iron ingot]].
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting
    |A1=Any Planks |B1=Iron Ingot |C1=Any Planks
    |A2=Any Planks |B2=Any Planks |C2=Any Planks
    |B3=Any Planks
    |Output=Shield
    |ignoreusage=1
    }}
    {{!}}}
    |[[File:Shield JE1.png|22px]] Crafting a shield now produces a base wooden shield that can be crafted together with any [[banner]].
    |The cooldown of shields has been reduced from 0.5s to 0.25s.
    |Blocking with shields now prevents some side effects.{{verify}}
    |[[Arrow]]s now ricochet off shields.}}
    {{History|||snap=15w44a|Shields can now be repaired by combining with other shields. This removes any [[banner]] that had been applied.}}
    {{History|||snap=15w45a|Crafting a banner onto a shield now consumes the banner.}}
    {{History|||snap=15w47b|Added shield blocking [[sound]]s.}}
    {{History|||snap=16w07a|Added more variation of shield blocking sounds.}}
    {{History|||snap=pre1|The [[durability]] of shields has been increased from 181 to 337.}}
    {{History||1.10|snap=16w21a|Shields can now be equipped by [[dispenser]]s.}}
    {{History||1.11|snap=16w33a|[[Crafting]] a shield with a banner no longer changes the durability, nor does it remove [[enchanting|enchantments]] from it.}}
    {{History|||snap=16w35a|Shields now block 100% of [[damage]]/[[knockback]]/debuffs dealt in melee combat.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 442.}}
    {{History||1.13.2|snap=release|Shields now properly block attacks when the player is facing down.<ref>{{bug|MC-92019|||Fixed}}</ref>}}
    {{History||1.14|snap=18w43a|[[File:Shield JE2 BE1.png|22px]] The texture of shields has been changed.
    |Shields no longer knockback attackers when they block due to a bug with rework of the blocking mechanic with the introduction of the ravager.<ref>{{bug|MC-147694}}</ref>}}
    {{History|||snap=19w11a|Shields can now be [[trading|bought]] from armorer [[villager]]s.}}
    {{History||1.14.3|snap=Pre-Release 3|Shields blocking flaming [[arrow]]s no longer put the [[player]] on [[fire]].}}
    {{History||1.16|snap=20w06a|[[Crimson planks]] and [[warped planks]] can now be used to craft shields.}}
    {{History||1.19|snap=22w11a|[[Mangrove planks]] can now be used to craft shields.}}
    {{History||1.19.3|snap=22w43a|Shields can now properly block all explosions.}}
    {{History||1.19.4|snap=23w06a|A sound is now played when a shield is placed into the offhand slot.}}
    
    {{History|upcoming java}}
    {{History||Combat Tests|snap=1.14.3 - Combat Test|Critical hits now bypass shields.
    |The warm-up delay has been removed from shields.
    |When in the off-hand, shields now activate when [[sneaking]].}}
    {{History|||snap=Combat Test 2|Shields now protect against critical attacks again.
    |Shields can only be activated when the weapon is charged to 200%.}}
    {{History|||snap=Combat Test 3|A "Shield Indicator" option that displays when the shield is active, similar to the attack indicator, has been added.
    |An option to hide shields when active has been added.
    |The arc of available protection of shields has been decreased to 100 degrees instead of 180 degrees.}}
    {{History|||snap=Combat Test 4|An option to disable shields being activated by pressing {{ctrl|crouch}} has been added.
    |The option to hide the shield has been removed.}}
    {{History|||snap=Combat Test 6|Shields now protect up to 5 [[damage]] for melee attacks (still 100% against projectiles).
    |Shields activate instantly regardless if the weapon is charged, similar to Combat test 1.
    |Shields now recover faster after an attack.}}
    {{History|||snap=Combat Test 7c|Shields now add a 50% knockback resistance when active.
    |Shields now protect against 100% [[explosions|explosion]] damage.}}
    {{History|||snap=Combat Test 8c|The knockback calculations for shields have been fixed.{{Info needed}}
    |Crouch-shielding while jumping has been disabled.
    |Shields with [[banner]]s are now temporarily stronger than normal shields (10 absorption instead of 5, and better knockback resistance) to test different shield types.}}
    
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Shield JE2 BE1.png|22px]] Added shields.
    |Shields cannot be customized with [[banner]]s.
    |Shields are activated by [[sneaking|crouching]] or mounting [[mob]]s.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Shields can now be [[trading|bought]] from armorer [[villager]]s.}}
    {{History||1.16.210|snap=beta 1.16.210.51|Now grants partial knockback protection from the [[goat]] ram attack.}}
    {{History||1.16.220|snap=beta 1.16.220.50|[[Mob]]s that pick up shields now place them to their off-hand.}}
    {{History||1.18.30|snap=beta 1.18.30.26|Being attacked with an [[axe]] now may disable shield use. This was not mentioned in the official changelog.<ref>{{tweet|kingbdogz|1504505321884196872|We missed a change in recent changelogs for the Bedrock beta that you may like - we have now made a parity fix that makes shields get disabled for 5 seconds when attacked by an Axe-wielding mob or player. We will make sure to list this properly in the next beta :)|March 17, 2022}}</ref>}}
    {{History||1.20.0|snap=beta 1.20.0.20|[[File:White Shield.png|22px]] [[File:Light Gray Shield.png|22px]] [[File:Gray Shield.png|22px]] [[File:Black Shield.png|22px]] [[File:Brown Shield.png|22px]] [[File:Red Shield.png|22px]] [[File:Orange Shield.png|22px]] [[File:Yellow Shield.png|22px]] [[File:Lime Shield.png|22px]] [[File:Green Shield.png|22px]] [[File:Cyan Shield.png|22px]] [[File:Light Blue Shield.png|22px]] [[File:Blue Shield.png|22px]] [[File:Purple Shield.png|22px]] [[File:Magenta Shield.png|22px]] [[File:Pink Shield.png|22px]] Shields can now be customized using a banner.}}
    
    {{History|PS4}}
    {{History||1.90|[[File:Shield JE1.png|22px]] Added shields.
    |Shields do not have [[banner]] application features.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list|-wither}}
    
    == Gallery ==
    <gallery>
    Shield.png|Shield
    White Shield.png|White Shield
    Light Gray Shield.png|Light Gray Shield
    Gray Shield.png|Gray Shield
    Black Shield.png|Black Shield
    Brown Shield.png|Brown Shield
    Red Shield.png|Red Shield
    Orange Shield.png|Orange Shield
    Yellow Shield.png|Yellow Shield
    Lime Shield.png|Lime Shield
    Green Shield.png|Green Shield
    Cyan Shield.png|Cyan Shield
    Light Blue Shield.png|Light Blue Shield
    Blue Shield.png|Blue Shield
    Purple Shield.png|Purple Shield
    Magenta Shield.png|Magenta Shield
    Pink Shield.png|Pink Shield
    </gallery>
    
    === Screenshots ===
    <gallery>
    JebShield.png|One of the first images of shields. [[Jeb]] wearing diamond armor while holding a creeper-emblazoned shield during [[MineCon]] 2015.
    Jeb Crafting Shield.png|Jeb crafting a shield.
    Player with Shield.png|Player holding the default shield.
    Shield Block.png|A player blocking with a shield.
    ShieldFirstPerson.png|Blocking with a shield as seen in first person.
    Enchanted Shield (item).gif|An enchanted shield as seen in the [[inventory]].
    -ominous- shield.png|A shield with the [[ominous banner]] on it as seen in the inventory.
    Kai-Shield.jpg|An image of [[Kai]] wielding a banner with a shield, used to announce the feature on [[Bedrock Edition]].
    Bedrock-Shields.jpg
    </gallery>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    * [https://www.minecraft.net/en-us/article/taking-inventory--shield Taking Inventory: Shield] – Minecraft.net on July 25, 2019
    
    {{Items}}
    
    [[Category:Combat]]
    [[Category:Renewable resources]]
    
    [[de:Schild (Kampf)]]
    [[fr:Bouclier]]
    [[it:Scudo]]
    [[ja:盾]]
    [[ko:방패]]
    [[nl:Schild]]
    [[pl:Tarcza]]
    [[pt:Escudo]]
    [[ru:Щит]]
    [[th:โล่]]
    [[zh:盾牌]]</li></ul>
    Creepers were first introduced in on August 24, 2009, based on a big epic fail of a pig model Notch had created.
    Original pig

    The original pig model the creeper was based on.

    In Survival Test, the creeper's default look was a darker shade of green and flashed to a lighter green upon being hit. Before creepers spotted the player their heads would droop down. Creepers behaved much like zombies except their attacks dealt only two hearts worth of damage rather than the zombies' three (or the more recent range of 8+ age). After taking damage, it would flash as an indicator of impending detonation. When killed, this creeper caused a 4x4x4x4 spherical explosion that left a sizable crater, destroyed plenty of blocks (with the exception of stone) and hurt any players nearby. The creeper was worth 1048576 points when killed, but this was later decreased to 65536 points.
    a
    1.4
    {{Extension DPL}}<ul><li>[[Orange Dye|Orange Dye]]<br/>{{Item
    |image = Orange_Dye_JE2_BE2.png
    |renewable = Yes
    |stackable = Yes (64)
    }}
    '''Orange dye''' is a [[Dye#Quasi-Primary|quasi-primary dye]] crafted from [[Flower|orange tulips]], or by combining one [[red dye]] with one [[yellow dye]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
      |head = 1
      |showname = 0
      |Orange Tulip; Torchflower
      |Output=Orange Dye
      |type=Material
    }}
    {{Crafting
      |Red Dye
      |Yellow Dye
      |Output = Orange Dye,2
      |type = Material
      |foot = 1
    }}
    
    === Loot chest ===
    {{#invoke:LootChest|base3|orange-dye}}
    
    === Trading ===
    [[Wandering trader|Wandering traders]] sell 3 orange dye for an [[emerald]].
    
    == Usage ==
    {{dye usage}}
    
    === Crafting ingredient ===
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Orange Dye}}
    
    === Trading ===
    
    Apprentice-level shepherd [[villager]]s have a 20% chance to buy 12 orange dye for an [[emerald]] as part of their trades.{{only|bedrock}}
    
    Journeyman-level shepherd [[villager]]s have a {{frac|1|3}} chance to buy 12 orange dye for an [[emerald]].{{only|java}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Orange Dye
    |spritetype=item
    |nameid=orange_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Orange Dye
    |spritetype=item
    |nameid=orange_dye
    |aliasid=dye / 14
    |id=409
    |form=item
    |translationkey=item.dye.orange.name
    |foot=1}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|25t7uNMOFS8}}</div>
    
    == History == 
    
    {{History|java beta}}
    {{History||1.2|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
    {{History|java}}
    {{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
    {{History||1.4.6|snap=12w49a|Orange dye can now be crafted with [[gunpowder]] to create a [[firework star]].}} 
    {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be [[crafting|crafted]].}}
    {{History||1.7.2|snap=13w36a|With the addition of the new [[flower]]s, many secondary and tertiary [[dye]]s are now primary dyes.}}
    {{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
    {{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
    {{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}
    {{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID has now been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
    {{History||1.14|snap=18w43a|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
    {{History|||snap=18w44a|Orange dye can now change the text color on [[sign]]s to orange.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sells orange dye.}}
    {{History|||snap=19w11a|Orange dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Orange dye can now be used to craft [[orange candle]]s.}}
    {{History|||snap=21w19a|Orange dye can no longer be used to craft orange candles.}}
    {{History|||snap=Pre-release 1|Orange dye can now once again be used to craft orange candles.}}
    {{History||1.20 (Experimental)|link=1.19.3|snap=22w42a|Orange dye can now change the text color on [[hanging sign]]s to orange.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Torchflower]]s can now be crafted into orange dye.}}
    {{History||1.20|snap=23w12a|Orange dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
    {{History|||snap=23w16a|Orange dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within [[trail ruins]], orange dye is now common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye. It is currently unobtainable and serves no purpose.}}
    {{History||v0.4.0|Orange dye is now [[craft]]able with rose red and dandelion yellow.
    |Orange dye can now be used to craft orange [[wool]].}}
    {{History||v0.8.0|snap=build 1|Orange dye is now used to craft [[cocoa bean]]s (version exclusive).}}
    {{History||v0.14.0|snap=build 1|Orange dye can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History||unknown|The above recipe for orange dye has now been removed.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Orange dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Orange dye can now be used to craft [[concrete powder]] and colored [[bed]]s.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Orange dye can now be used to craft [[firework star]]s, [[stained glass]], and patterns on [[banner]]s.}}
    {{History||1.4.0|snap=beta 1.2.20.1|Orange dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Orange dye can now be used to dye [[cat]] collars.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Orange dye is now [[trading|sold]] by [[wandering trader]]s.
    |Orange dye can now be used to dye white [[carpet]]s.
    |[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Orange dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of orange dye has been changed from <code>dye/14</code> to <code>orange_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
    {{History|ps4}}
    {{History||1.90|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Orange_Dye_JE2_BE2.png|32px]] Added orange dye.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[cs:Oranžové barvivo]]
    [[de:Oranger Farbstoff]]
    [[es:Tinte naranja]]
    [[fr:Teinture orange]]
    [[hu:Narancssárga festék]]
    [[ja:橙色の染料]]
    [[ko:주황색 염료]]
    [[nl:Oranje kleurstof]]
    [[pl:Pomarańczowy barwnik]]
    [[pt:Corante laranja]]
    [[ru:Оранжевый краситель]]
    [[zh:橙色染料]]
    
    [[Category:Items]]
    [[Category:Dyes]]
    [[Category:Renewable resources]]</li><li>[[Water Bucket|Water Bucket]]<br/>{{Item
    | title = Water Bucket
    | renewable = Yes
    | image = Water Bucket.png
    | stackable = No
    }}
    
    A '''water bucket''' is a [[bucket]] filled with [[water]].
    
    == Obtaining ==
    === Interacting ===
    To fill an empty [[bucket]] with water, {{control|use}} it on a [[water]] source block. The water is consumed in the process. Flowing water does not fill a bucket.
    
    {{control|Using}} an empty bucket on a [[cauldron]] filled with water (water level 3) empties the cauldron and fills the bucket.
    
    Water buckets can also be filled by placing an empty one in the fuel slot of a [[furnace]], and a wet [[sponge]] into the oven slot. The bucket is filled when the [[smelting]] process completes, which also leaves the sponge dry and ready to be reused.
    
    === Chest Loot ===
    
    {{LootChestItem|water-bucket}}
    
    == Usage ==
    {{Control|Using}} a water bucket on a solid block places a water source block against that block, emptying the bucket; using a water bucket on a [[waterlogging|waterloggable]] block waterlogs the block. In [[the Nether]], however, the water evaporates, making a fire extinguishing sound and displays smoke particles while nothing gets placed.
    
    === Dispensers ===
    A [[dispenser]] can be loaded with a water bucket, and when activated it places a water block directly before it, emptying the bucket. A dispenser loaded with an empty bucket and a water source right in front of it draws the source into the bucket when activated.
    
    === Cauldrons ===
    A single water bucket can fill a [[cauldron]], and using an empty bucket on a water-filled cauldron fills the bucket. Empty buckets cannot be filled from partly-filled cauldrons.
    
    === Filling bucket with mobs ===
    Water buckets can be used on a [[fish]], [[axolotl]] or [[tadpole]] to create a [[bucket of aquatic mob]].
    
    === Transportation ===
    {{main|Tutorials/Elevators#Water elevators}}
    Water buckets can be used as a means of quickly descending great heights in the [[Overworld]] and [[the End]], either by creating a waterfall or using the water bucket while falling to create a safe water landing.
    
    Water buckets can also be used to climb vertical surfaces anywhere but [[the Nether]] by repeatedly creating higher waterfalls from the bottom and swimming up them.
    
    == Sounds ==
    {{el|je}}:
    {{Sound table
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |subtitle=Bucket fills
    |source=player
    |description=When a bucket is filled with water
    |id=item.bucket.fill
    |translationkey=subtitles.item.bucket.fill
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket2.ogg
    |sound3=Empty water bucket3.ogg
    |subtitle=Bucket empties
    |source=block
    |description=When the bucket is placed
    |id=item.bucket.empty
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0 <ref group=sound>Except for the second copy of {{cd|empty1}}, which is 0.9</ref>
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{el|je}}:
    {{Sound table
    |type=bedrock
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |source=block
    |description=When a bucket is filled with water
    |id=bucket.fill_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket2.ogg
    |sound3=Empty water bucket3.ogg
    |source=block
    |description=When a water bucket is emptied
    |id=bucket.empty_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |rowspan=2
    |sound=Water Splash Old.ogg
    |source=block
    |description=When a water bucket is placed in a cauldron<wbr><ref group=sound name=bucketsplash>{{Bug|MCPE-135919}}</ref>
    |id=cauldron.fillwater
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When a water bucket is removed from a cauldron<wbr><ref group=sound name=bucketsplash/>
    |id=cauldron.takewater
    |volume=0.1
    |pitch=1.0
    |foot=1}}
    
    ==Data values==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Water Bucket
    |spritetype=item
    |nameid=water_bucket
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Water Bucket
    |spritetype=item
    |nameid=water_bucket
    |aliasid=bucket / 8
    |id=362
    |form=item
    |translationkey=item.bucketWater.name
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Tactical fishing;The Cutest Predator;Bukkit bukkit}}
    
    ==History==
    {{History|java infdev}}
    {{History||20100615|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}
    {{History|java alpha}}
    {{History||v1.2.6|{{control|use|text=Using}} a water bucket on [[block]]s with GUIs ([[chest]]s, [[furnace]]s, etc.) no longer places the water.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|Water buckets can now be used to fill [[cauldron]]s.}}
    {{History||1.3.1|snap=12w15a|[[Dispenser]]s have now been given the ability to dispense water buckets. They can also collect if activated again.}}
    {{History||1.8|snap=14w25a|A water bucket is now shown as the icon when [[water]] is used as a layer in [[Superflat]].}}
    {{History|||snap=14w25b|[[Smelting]] a wet [[sponge]] while an empty bucket is in the fuel slot fills the bucket with water.}}
    {{History||1.9|snap=15w44a|A full [[cauldron]] can now be emptied with a bucket, yielding a water bucket.}}
    {{History|||snap=15w50a|Added sounds for collecting and pouring water using a bucket.}}
    {{History||1.13|snap=17w47a|Prior to the ''[[Flattening]]'' this item's numerical ID was 326.}}
    {{History|||snap=18w08b|Water buckets can now be used to pick up [[fish]] mobs.}}
    {{History||1.14|snap=18w43a|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.
    |Water buckets can now suck up liquids directly adjacent to the side they are facing. How this works is unknown, given the water bucket clearly already contains a liquid.}}
    {{History|||snap=18w48a|Water buckets can now be found in [[chest]]s in [[village]] fishing cottages.}}
    {{History|||snap=19w02a|Water buckets can now be used to put out [[campfire]]s.}}
    {{History||1.17|snap=20w51a|Water buckets can now be used to collect [[axolotl]]s.}}
    {{History||1.19|snap=22w11a|Water buckets can now be used to collect [[tadpole]]s.}}
    {{History||1.19.3|snap=22w45a|Water buckets can now be emptied into [[waterlogging|waterlogged]] blocks, instead of placing water against them.<ref>{{bug|MC-127110|||Fixed}}</ref>}}
    {{History|upcoming java}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to [[trading|buy]] a water bucket from the player.}}
    
    {{History|pocket alpha}}
    {{History||v0.7.0|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.
    |Water buckets were simply called "Bucket".}}
    {{History||v0.7.4|Water buckets no longer stack to 64.}}
    {{History||v0.14.0|snap=build 1|Dispensers can now shoot out water from water buckets.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Water buckets can now be used to pick up [[fish mob]]s.
    |Moved all bucket items, including water buckets, from the Equipment tab to the Items tab in the [[Creative inventory]].{{verify|type=update}}{{info needed}}<!---please check snapshots, only 1 major release version was checked each--->}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of water buckets has been changed from <code>bucket/8</code> to <code>water_bucket</code>.}}
    {{History||1.17.0|snap=beta 1.16.230.52|Water buckets can now be used to collect [[axolotl]]s.}}
    {{History||1.18.10|snap=beta 1.18.10.24|Water buckets can now be used to collect [[tadpole]]s behind the "Wild Update" experimental toggle.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}
    {{History||xbox=TU9|[[Dispenser]]s have now been given the ability to shoot out the [[liquids]] inside water buckets. They can also suck up the liquids if activated again, but a bug prevents the empty [[bucket]] from being filled. Whether this was ever fixed is unknown.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.}}
    
    {{History|New Nintendo 3DS Edition}}
    {{History||0.1.0|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==Gallery==
    <gallery>
    Water Bucket SDGP.png|Water bucket in the [[Super Duper Graphics Pack]].
    </gallery>
    
    ==References==
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    [[Category:Tools]]
    
    [[de:Wassereimer]]
    [[ja:水入りバケツ]]
    [[pt:Balde de água]]
    [[th:ถังน้ำ]]
    [[uk:Відро води]]
    [[zh:水桶]]</li></ul>
    The 'A' in the Minicraft logo now includes a Creeper face.
    1.5
    {{Extension DPL}}<ul><li>[[Carrot on a Stick|Carrot on a Stick]]<br/>{{Item
    | image = Carrot on a Stick.png
    | rarity = Common
    | renewable = Yes
    | durability = 25
    | stackable = No
    }}
    A '''carrot on a stick''' is an item that can be used to control saddled [[pig]]s.
    
    == Obtaining ==
    
    === Crafting ===
    
    It is possible to craft a carrot on a stick without a [[crafting table]].
    {{Crafting
    |head=1
    |showname=0
    |showdescription=1
    |B2=Fishing Rod; Damaged Fishing Rod
    |C3=Carrot
    |Output= Carrot on a Stick
    |type= Transportation
    |description= The fishing rod must be diagonally above the carrot to craft the carrot on a stick.
    }}
    {{crafting
    |foot=1
    |ignoreusage=1
    |Damaged Carrot on a Stick
    |Damaged Carrot on a Stick
    |Output= Carrot on a Stick
    |description= The durability of the two carrots on sticks is added together, plus an extra 5% durability.
    |type= Transportation
    }}
    
    == Usage ==
    
    === Riding a pig ===
    
    To use a carrot on a stick, the player must first [[saddle]] a [[pig]], and ride it while holding the carrot on a stick. The pig then moves in the direction of the carrot. Also, if the player holds a carrot on a stick, all nearby pigs (but not [[rabbit]]s<ref>{{bug|MC-207993}}</ref>) follow the player, but they can't breed using carrot on a stick.
    
    To make the pig run faster, the player can press {{control|use}} while holding the carrot on a stick. This is called "boosting". Each boost costs 7 durability. If the carrot on a stick's durability is depleted, it turns back into a fishing rod. 
    
    The speed of a mounted pig is 2.42 m/s. Boosting a pig causes its speed to slowly ramp up until it reaches 2.15 times its normal speed, 5.20 m/s. Then speed slowly declines until the pig reaches normal speed again. The boost lasts between 140 and 980 game [[tick]]s (7 seconds and 49 seconds respectively), chosen randomly. No matter how many ticks the boost lasts, the average speed of pig during a full boost cycle is roughly 4.19 m/s. These boosted speeds are applied only while holding the carrot on a stick. These speeds are affected by the [[speed]] effect.
    
    === Enchantments ===
    
    A carrot 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 carrot 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 carrot 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=Carrot on a Stick
    |spritetype=item
    |nameid=carrot_on_a_stick
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Carrot on a Stick
    |spritetype=item
    |nameid=carrot_on_a_stick
    |aliasid=carrotonastick
    |id=517
    |form=item
    |translationkey=item.carrotOnAStick.name
    |foot=1}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|V7IVYX5Bs48}}</div>
    
    == History ==
    
    {{History|java}}
    {{History||August 28, 2012|link={{tweet|Dinner|240428477856231424}}|Dinnerbone released images of saddled pigs being controlled with carrots.<ref>{{tweet|dinner|240428477856231424}}</ref> They start slow but end up traveling up to 5 blocks per second.<ref>{{tweet|dinner|240429280469856256}}</ref> [[Wheat]] was considered as a "fuel" along with carrots,<ref>{{tweet|dinner|240188453789257728}}</ref> and Dinnerbone eventually decided upon [[carrot]]s.<ref>{{tweet|dinner|240355810650247168}}</ref>}}
    {{History||1.4.2|snap=12w36a|[[File:Carrot on a Stick JE1 BE1.png|32px]] Added carrot on a stick. 
    |The [[player]] does not get back a [[fishing rod]] once the carrot on a stick is used up.}}
    {{History|||snap=12w37a|Carrots on sticks now have a [[item durability|durability meter]], and can be used to give [[saddle]]d [[pig]]s a burst of speed when right-clicked. The carrot on a stick no longer needs to be held when pigs have the burst of speed.}}
    {{History|||snap=12w38a|Using up a carrot on a stick now returns a [[fishing rod]].}}
    {{History||1.4.6|snap=12w50a|A carrot on a stick can now be [[enchanting|enchanted]] with [[Unbreaking]] via an [[enchanted book]] and an [[anvil]].}}
    {{History||1.8.2|snap=pre7|Crafting a carrot on a stick now removes all enchantments on the original fishing rod.}}
    {{History||1.9|snap=16w05b|[[Item durability|Durability]] is no longer reduced merely by riding a [[pig]], but only by using the speed boost.{{testingame}}}}
    {{History||1.13|snap=17w47a|[[Crafting]] a carrot on a stick no longer requires the [[fishing rod]] to be at full durability.<ref>[https://bugs.mojang.com/browse/MC-123196 MC-123196 resolved as "Works as Intended"]</ref>
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 398.}}
    {{History||1.14|snap=18w43a|[[File:Carrot on a Stick.png|32px]] The texture of carrot on a stick has been changed.}}
    {{History||1.16|snap=20w06a|Carrot on a stick can now be used up.<ref>[https://bugs.mojang.com/browse/MC-112630 MC-112630]</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.15.0|snap=build 1|[[File:Carrot on a Stick JE1 BE1.png|32px]] Added carrot on a stick.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Carrot on a Stick.png|32px]] The texture of carrot on a stick has been changed.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of carrot on a stick has been changed from <code>carrotonastick</code> to <code>carrot_on_a_stick</code>.}}
    
    {{History|console}}
    {{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Carrot on a Stick JE1 BE1.png|32px]] Added carrot on a stick.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Carrot on a Stick.png|32px]] The texture of carrot on a stick has been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Carrot on a Stick JE1 BE1.png|32px]] Added carrot on a stick.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    <gallery>
    PigControl.png|First image of carrot on a stick released by Dinnerbone.
    pigstairs.png|Pigs can climb [[stairs]] and [[slabs]].
    Jebpig.png|[[Jeb]] riding a pig.<ref>http://www.mojang.com/2012/09/minecraft-snapshot-12w37a/</ref>
    Enchanted Carrot on a Stick.gif|An enchanted carrot on a stick.
    Grum Carrot on a Stick 1.png|Image from [[Grum]] of a carrot on a stick's texture changing with its durability.
    Grum Carrot on a Stick 2.png|Another image showing the same.
    Grum Carrot on a Stick 3.png|Another image.
    </gallery>
    
    == See also ==
    * [[Warped Fungus on a Stick]]
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Mrkev na prutu]]
    [[de:Karottenrute]]
    [[es:Caña con zanahoria]]
    [[fr:Carotte sur un bâton]]
    [[hu:Répa horgászboton]]
    [[it:Bastone e carota]]
    [[ja:ニンジン付きの棒]]
    [[ko:당근 낚싯대]]
    [[nl:Wortel aan een stok]]
    [[pl:Marchewka na patyku]]
    [[pt:Vara com cenoura]]
    [[ru:Удочка с морковью]]
    [[th:แคร์รอตติดเบ็ด]]
    [[uk:Морква на паличці]]
    [[zh:胡萝卜钓竿]]</li><li>[[:Category:Combat|Category:Combat]]<br/>[[Category:Items]]
    
    [[fr:Catégorie:Combat]]
    [[zh:Category:武器]]</li></ul>
    Creepers become charged when struck by lightning, increasing the explosion's radius and strength.
    1.6
    {{Extension DPL}}<ul><li>[[Mushroom Stew|Mushroom Stew]]<br/>{{Item
    | title = Mushroom Stew
    | image = Mushroom Stew.png
    | renewable = Yes
    | heals = {{hunger|6}}
    | stackable = No
    }}
    '''Mushroom stew''' is a [[food]] item.
    
    == Obtaining ==
    === Harvesting ===
    Mushroom stew can be obtained by “milking” a [[mooshroom]] with an empty [[bowl]]. This is accomplished by {{Control|using}} a bowl on a mooshroom. The bowl gets replaced by the mushroom stew item. There is no cooldown for doing so.
    
    If a stack of more than one bowl is used on a mooshroom, only one bowl is consumed, and the mushroom stew goes into an empty inventory slot, or is dropped if the player's inventory is full.
    
    === Crafting ===
    {{Crafting
    |Red Mushroom
    |Brown Mushroom
    |Bowl
    |Output= Mushroom Stew
    |type= Foodstuff
    }}
    
    == Usage ==
    === Food ===
    {{see also|Tutorials/Hunger management|title1=Hunger management}}
    To eat mushroom stew, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} [[hunger]] and 7.2 hunger 
    [[Hunger#Mechanics|saturation]].
    
    The bowl is returned to the player empty after the mushroom stew has been eaten, and can be reused to craft more, similarly to [[Rabbit Stew|rabbit stew]] and [[Beetroot Soup|beetroot soup]].
    
    == Sounds ==
    === Generic ===
    {{Sound table/Entity/Food}}
    === Unique ===
    {{Edition|Java}}:
    {{Sound table
    |sound=Mooshroom milk1.ogg
    |sound2=Mooshroom milk2.ogg
    |sound3=Mooshroom milk3.ogg
    |subtitle=Mooshroom gets milked 
    |source=neutral
    |description=When a mooshroom is milked with a bowl
    |id=entity.mooshroom.milk
    |translationkey=subtitles.entity.mooshroom.milk
    |volume=1.0
    |pitch=''varies'' <ref group=sound name=milkpitch>Can be 1.0, 0.9, or 1.1 for each sound</ref>
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Mooshroom milk1.ogg
    |sound2=Mooshroom milk2.ogg
    |sound3=Mooshroom milk3.ogg
    |subtitle=Mooshroom gets milked 
    |source=Friendly Creatures
    |description=When a mooshroom is milked with a bowl
    |id=mob.mooshroom.suspicious_milk
    |volume=1.0/0.9/1.1
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Mushroom Stew
    |spritetype=item
    |nameid=mushroom_stew
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Mushroom Stew
    |spritetype=item
    |nameid=mushroom_stew
    |id=260
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    {{History|java indev}}
    {{History||0.31|snap=20100130|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.
    |Restores {{hp|8}} [[health]].}}
    {{History||20100206|Mushroom stew now restores {{hp|10}} health.}}
    {{History|java beta}}
    {{History||1.6|snap=Test Build 3|[[Mushroom]] spreading mechanic added, making mushroom stew [[renewable]].}}
    {{History||1.8|snap=Pre-release|Now restores {{hunger|8}} [[hunger]].}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|More fungi sources have now been introduced with the addition of the [[Mushroom Fields|mushroom biome]]. 
    |A [[mooshroom]] can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Mushroom stew can now be crafted in the [[2×2 crafting grid]] in the [[inventory]]. Previously, the crafting recipe was shaped, now it's shapeless.}}
    {{History||1.2.5|snap=release|The [[player]] milking a [[mooshroom]] with a stack of [[bowl]]s no longer results in receiving back a single bowl of mushroom stew.}}
    {{History||1.4.2|snap=?|Mushroom stew now restores {{Hunger|6}} instead of {{Hunger|8}}.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 282.}}
    {{History||1.14|snap=18w43a|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
    {{History||1.16|snap=Pre-release 1|Mooshrooms can now be milked for mushroom stew in Creative mode.<ref>{{Cite bug|MC|90969|Cannot get mushroom stew from mooshrooms / milk from cows in creative mode|date=October 19, 2015}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
    {{History||v0.5.0|Mushroom stew now restores {{hp|8}} instead of {{hp|4}}.}}
    {{History||v0.9.0|snap=build 1|A mooshroom can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
    {{History||v0.12.1|snap=build 1|Mushroom stew now restores [[hunger]] instead of [[health]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|switch=1.0.1|wiiu=Patch 1|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
    
    {{History|new3ds}}
    {{History||0.1.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--mushroom-stew Taking Inventory: Mushroom Stew] – Minecraft.net on September 1, 2022
    
    {{items}}
    
    [[de:Pilzsuppe]]
    [[es:Estofado de champiñones]]
    [[fr:Soupe de champignons]]
    [[hu:Gombaragu]]
    [[ja:キノコシチュー]]
    [[ko:버섯 스튜]]
    [[nl:Paddenstoelenstoofpot]]
    [[pl:Zupa grzybowa]]
    [[pt:Ensopado de cogumelos]]
    [[ru:Тушёные грибы]]
    [[zh:蘑菇煲]]
    [[Category:Food]]
    [[Category:Renewable resources]]
    <references /></li><li>[[Gray Dye|Gray Dye]]<br/>{{Item
    | image = Gray Dye.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Gray dye'''{{fn|Known as '''Grey Dye''' in British, Canadian, Australian, and New Zealand English variants.}} is a [[Dyeing#Secondary colors|secondary color]] dye.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
      |Black Dye
      |White Dye
      |Output=Gray Dye,2
      |type=Material
      |head=1
      |showdescription=1
      |showname=0
    }}
    {{Crafting
      |Ink Sac;Black Dye;Ink Sac
      |Bone Meal;Bone Meal;White Dye
      |Output=Gray Dye,2
      |type=Material
      |description={{only|bedrock|education}}
      |foot=1
    }}
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 gray dye for an [[emerald]].{{only|bedrock}}
    
    == Usage ==
    
    {{dye usage}}
    
    === Crafting ingredient ===
    
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Gray Dye}}
    
    === Trading ===
    Journeyman-level villagers have a 20% chance to buy 12 gray dye for an emerald.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Gray Dye
    |spritetype=item
    |nameid=gray_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Gray Dye
    |spritetype=item
    |nameid=gray_dye
    |aliasid=dye / 8
    |id=403
    |form=item
    |translationkey=item.dye.gray.name
    |foot=1}}
    
    == Video ==
    {{yt|wGalHy0_fj0}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Gray Dye JE1 BE1.png|32px]] Added gray dye.}}
    {{History|java}}
    {{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
    {{History||1.4.6|snap=12w49a|Gray dye can be now [[crafting|crafted]] with [[gunpowder]] to create a [[firework star]].}} 
    {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be crafted.}}
    {{history||1.7.2|snap=13w36a|With the addition of new [[flower]]s, many secondary and tertiary dyes are now primary [[dye]]s.}}
    {{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
    {{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
    {{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}
    {{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have now been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
    {{History||1.14|snap=18w43a|Gray dye is now [[crafting|crafted]] using [[black dye|black]] and [[white dye]]s, instead of [[ink sac]] and [[bone meal]].
    |[[File:Gray Dye JE2 BE2.png|32px]] The texture of gray dye has now been changed.}}
    {{History|||snap=18w44a|Gray dye can now change the text color on the [[sign]]s to gray.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sell gray dyes.}}
    {{History|||snap=19w11a|Gray dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Gray dye can now used to craft [[gray candle]]s.}}
    {{History|||snap=21w19a|Gray dye can no longer be used to craft gray candles.}}
    {{History|||snap=Pre-release 1|Gray dye can once again be used to craft gray candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Gray dye can now change the text color on [[hanging sign]]s to gray.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Gray Dye JE1 BE1.png|32px]] Added gray dye. It is currently unobtainable and serves no purpose.}}
    {{History||v0.8.0|snap=build 1|Gray dye can be [[craft]]ed with [[bone meal]] and an [[ink sac]], despite there being no way of obtaining ink sacs at the time.}}
    {{History|||snap=build 3|Gray dye is now available in [[creative]] mode.}}
    {{History||v0.9.0|snap=build 3|Gray dye can now be obtained in [[survival]] mode.}}
    {{History|||snap=build 11|Gray dye can now be used to craft colored [[terracotta]].}}
    {{History||v0.11.0|snap=build 1|Gray dye can now be used to dye tamed [[wolf]] collars.}}
    {{History||v0.14.0|snap=build 1|Gray dye can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Gray dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Gray dye can now be used to craft [[concrete powder]], colored [[bed]]s and dyed [[shulker box]]es.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Gray dye can now be used to craft [[firework star]]s, [[stained glass]] and patterns on [[banner]]s.}}
    {{History||1.4.0|snap=beta 1.2.20.1|Gray dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Gray dye can now be used to dye tamed [[cat]] collars.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Gray dye is now [[trading|sold]] by [[wandering trader]]s.
    |Gray dye can now be used to dye white [[carpet]]s and undyed [[glass pane]]s.
    |[[File:Gray Dye JE2 BE2.png|32px]] The texture of gray dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Gray dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of gray dye has been changed from <code>dye/8</code> to <code>gray_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Gray Dye JE1 BE1.png|32px]] Added gray dye.}}
    {{History|PS4}}
    {{History||1.90|[[File:Gray Dye JE2 BE2.png|32px]] The texture of gray dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Gray Dye JE1 BE1.png|32px]] Added gray dye.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Notes ==
    {{fnlist}}
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Dyes]]
    [[Category:Renewable resources]]
    
    [[cs:Šedé barvivo]]
    [[de:Grauer Farbstoff]]
    [[es:Tinte gris]]
    [[fr:Teinture grise]]
    [[hu:Szürke festék]]
    [[ja:灰色の染料]]
    [[ko:회색 염료]]
    [[nl:Grijze kleurstof]]
    [[pl:Szary barwnik]]
    [[pt:Corante cinza]]
    [[ru:Серый краситель]]
    [[zh:灰色染料]]</li></ul>
    Mobs can no longer be attacked through door windows. Before this update, creepers (and other mobs) could be attacked through the windows of both iron and wooden doors as long as the doors were placed from the outside of the shelter.
    1.8pre7
    {{Extension DPL}}<ul><li>[[Cooked Rabbit|Cooked Rabbit]]<br/>{{Item
    | title = Cooked Rabbit
    | image = Cooked Rabbit.png
    | heals = {{hunger|5}}
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Cooked rabbit''' is a [[food]] item that can be eaten by the [[player]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    {{IN|Bedrock}}, adult [[rabbit]]s drop 0–1 cooked rabbit if killed while on fire. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 0–4 with Looting III.
    
    {{IN|Java}}, adult [[rabbit]]s drop 1 cooked rabbit if killed while on fire. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1–4 with Looting III.
    
    === Cooking ===
    
    Cooked rabbit can be obtained by cooking [[raw rabbit]] in a [[furnace]], [[smoker]], or [[campfire]].
    {{Smelting
      |showname=1
      |Raw Rabbit
      |Cooked Rabbit
      |0,35
    }}
    
    === Villagers ===
    {{IN|java}}, butcher villagers may give players with the [[Hero of the Village]] effect cooked rabbit.
    
    {{IN|bedrock}}, apprentice-level butcher villagers have 25% chance to sell 5 cooked rabbit for an emerald.
    
    == Usage ==
    
    === Food ===
    
    To eat a cooked rabbit, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating one restores {{hunger|5}} [[hunger]] and 6 hunger [[Hunger#Mechanics|saturation]].
    
    === Crafting ingredient ===
    Cooked rabbit can be used to craft rabbit stew.
    
    {{crafting usage}}
    
    === Wolves ===
    
    Cooked rabbit can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Rabbit
    |spritetype=item
    |nameid=cooked_rabbit
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Rabbit
    |spritetype=item
    |nameid=cooked_rabbit
    |id=289
    |form=item
    |foot=1}}
    
    == Achievements ==
    
    {{load achievements|Rabbit Season}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    
    {{History|java}}
    {{History||1.8|snap=June 30, 2014|slink=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweeted images of cooked rabbits and some other new [[item]]s.}}
    {{History|||snap=14w27a|[[File:Cooked Rabbit JE1.png|32px]] Added cooked rabbit. It is used to craft [[rabbit stew]].}}
    {{History|||snap=14w33b|[[File:Cooked Rabbit JE2 BE1.png|32px]] The texture of cooked rabbit has been changed. The new texture was created by [[wikipedia:Reddit|Reddit]] user [http://www.reddit.com/u/zeldahuman zeldahuman].<ref>{{reddit|2bjzes/a_reminder_of_the_blocks_and_items_added_in_18_so|cj69zie|context=3}}</ref><ref>{{reddit|2c5f35/minecraft_snapshot_14w31a_has_been_released|cjct7gb}}</ref>}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 412.}}
    {{History||1.14|snap=18w43a|[[File:Cooked Rabbit JE3 BE2.png|32px]] The texture of cooked rabbit has been changed.}}
    {{History|||snap=19w13a|Butcher [[villager]]s now give cooked rabbit to players under the [[Hero of the Village]] effect.}}
    {{History||1.19.3|snap=22w42a|Rabbits now always drop at least 1 coooked rabbit when killed while on fire.}}
    
    {{History|pocket alpha}}
    {{History||v0.13.0|snap=build 1|[[File:Cooked Rabbit JE2 BE1.png|32px]] Added cooked rabbit.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Cooked Rabbit JE3 BE2.png|32px]] The texture of cooked rabbit has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Cooked rabbit can now be [[trading|bought]] from butcher [[villager]]s.}}
    {{History||1.12.0|snap=beta 1.12.0.3|The [[trading]] price of cooked rabbit has been lowered to one [[emerald]].}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Cooked Rabbit JE2 BE1.png|32px]] Added cooked rabbit.}}
    {{History|PS4}}
    {{History||1.90|[[File:Cooked Rabbit JE3 BE2.png|32px]] The texture of cooked rabbit has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Cooked Rabbit JE2 BE1.png|32px]] Added cooked rabbit.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    File:Rabbit Items 2 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{items}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[de:Gebratenes Kaninchen]]
    [[es:Conejo asado]]
    [[it:Coniglio cotto]]
    [[fr:Lapin cuit]]
    [[ja:焼き兎肉]]
    [[ko:익힌 토끼고기]]
    [[nl:Gebraden konijnenvlees]]
    [[pl:Pieczony królik]]
    [[pt:Coelho assado]]
    [[ru:Жареная крольчатина]]
    [[zh:熟兔肉]]</li><li>[[Le Tricolore|Le Tricolore]]<br/>{{Exclusive|Java}}
    {{Joke feature}}
    {{Item
    | image = 
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Le Tricolore''' (French for ''The Tricolour'') is a joke item from [[Java Edition 23w13a_or_b]].
    
    == Obtaining ==
    One le tricolore and one [[la baguette]] is given to all players when [[French mode]] gets activated. Deactivating the mode will remove le tricolore from the player's inventory (but not la baguette; [[container]]s such as [[chest]]s are not affected).
    
    Le Tricolore is not available in the creative inventory, but can be obtained by using the {{cmd|give}} command.
    
    == Data values ==
    
    === ID ===
    {{ID table
    |showforms=y
    |generatetranslationkeys=java
    |displayname=Le Tricolore
    |spritetype=item
    |nameid=le_tricolore
    |form=item
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||23w13a or b|[[File:Le Tricolore.png|32px]] Added Le Tricolore.}}
    {{History|foot}}
    
    {{Items}}
    {{Jokes}}
    
    [[Category:Joke items]]
    
    [[ja:Le Tricolore]]
    [[pt:Le Tricolore]]</li></ul>
    Creepers are much more deathly and shall definitely kill an unarmored player if in a radius of 425 blocks around the Creeper. This damage is also difficulty-dependent.
    1.8.5
    {{Extension DPL}}<ul><li>[[Raw Beef|Raw Beef]]<br/>{{Item
    | title = Raw Beef
    | image = Raw Beef.png
    | heals = {{hunger|3}}
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Raw beef''' is a [[food]] item that can be eaten by the [[player]] or cooked in a [[furnace]], [[smoker]], or [[campfire]] to make [[steak]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    When adult [[cow]]s and [[mooshroom]]s are killed, they drop 1-3 raw beef. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-6 with Looting III. If killed while on fire, they drop [[steak]] instead.
    
    ===  Chest loot ===
    
    {{LootChestItem|raw-beef}}
    
    == Usage ==
    
    === Food ===
    
    To eat raw beef, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|3}} hunger and 1.8 hunger [[Hunger#Mechanics|saturation]].
    
    === Smelting ingredient ===
    
    {{Smelting
    |showname=1
    |Raw Beef
    |Steak
    |0.35
    }}
    
    === Wolves ===
    
    Raw beef can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    === Trading ===
    
    Journeyman-level Butcher villagers have a 50% chance to buy 10 raw beef for an emerald.{{only|bedrock}}
    
    Journeyman-level Butcher villagers always offer buy 10 raw beef for an emerald.{{only|java}}
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Raw Beef
    |spritetype=item
    |nameid=beef
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Raw Beef
    |spritetype=item
    |nameid=beef
    |id=273
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|[[File:Raw Beef JE1 BE1.png|32px]] Added raw beef.|Raw beef is one of the new [[food]] items, [[drops|dropped]] by [[cow]]s in addition to their [[leather]].}}
    {{History|java}}
    {{History||1.2.1|snap=12w03a|Raw beef can now be used to breed wolves.}}
    {{History||1.3.1|snap=12w21a|Raw beef can now be [[trading|sold]] to butcher [[villager]]s, at 14–17 raw beef for 1 [[emerald]].}}
    {{History|||snap=1.3|[[File:Raw Beef JE2.png|32px]] The texture of raw beef has been changed.}}
    {{History||1.4.2|snap=12w37a|[[File:Raw Beef JE3 BE2.png|32px]] The texture of raw beef has been changed, so that it no longer has a dark outline.}}
    {{History||1.8|snap=14w02a|[[Villager]]s no longer [[trading|trade]] for raw beef.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 363.}}
    {{History||1.14|snap=18w43a|[[File:Raw Beef JE4 BE3.png|32px]] The texture of raw beef has been changed.}}
    {{History|||snap=18w49a|Raw beef can now be found in [[chest]]s in [[village]] butcher shops.}}
    {{History|||snap=19w11a|Butcher [[villager]]s now [[trading|buy]] raw beef.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Raw Beef JE1 BE1.png|32px]] Added raw beef.}}
    {{History||v0.5.0|Raw beef now restores {{hp|3}} instead of {{hp|1}}.}}
    {{History||v0.8.0|snap=build 1|[[File:Raw Beef JE3 BE2.png|32px]] The texture of raw beef has been changed, so that it no longer has a dark outline.}}
    {{History||v0.9.0|snap=build 1|Raw beef has been added to [[Creative]] mode.}}
    {{History||v0.12.1|snap=build 1|Raw beef now restores [[hunger]] instead of [[health]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Beef JE4 BE3.png|32px]] The texture of raw beef has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Raw beef can now be found in [[village]] butcher [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Raw beef can now be [[trading|sold]] to butcher [[villager]]s.}}
    
    {{History|console}}
    {{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Raw Beef JE1 BE1.png|32px]] Added raw beef.}}
    {{History||xbox=TU12|[[File:Raw Beef JE3 BE2.png|32px]] The texture of raw beef has been changed, so that it no longer has a dark outline.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Raw Beef JE4 BE3.png|32px]] The texture of raw beef has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Raw Beef JE3 BE2.png|32px]] Added raw beef.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    
    <gallery>
    File:Jeb steak.png|Raw Beef and [[Steak]] in a preview screenshot.
    </gallery>
    
    
    {{Items}}
    
    [[de:Rohes Rindfleisch]]
    [[es:Filete crudo]]
    [[fr:Bœuf cru]]
    [[hu:Nyers marhahús]]
    [[ja:生の牛肉]]
    [[ko:익히지 않은 소고기]]
    [[nl:Rauwe biefstuk]]
    [[pl:Surowa wołowina]]
    [[pt:Bife cru]]
    [[ru:Сырая говядина]]
    [[uk:Сира яловичина]]
    [[zh:生牛肉]]
    [[Category:Food]]
    [[Category:Renewable resources]]</li><li>[[Water|Water]]<br/>{{About|the fluid|the bucket|Water Bucket|other forms of water}}
    {{Fluid
    | image = <gallery>
    Water.png|Java Edition
    Water BE.png|Bedrock Edition
    </gallery>
    | invimage = Water Bucket
    | invimage2 = Water
    | renewable = Yes
    | transparent = Partial <small>(-1 to light)</small>
    | light = No
    | tool = bucket
    | infinite = Yes
    | flowrate = 5 [[tick]]s/block
    | flowdistance = 8 blocks
    }}
    
    '''Water''' is a [[fluid]] that naturally generates abundantly in the [[Overworld]].
    
    == Obtaining ==
    Water blocks do not exist as items,{{only|java}} but water can be collected by using a [[bucket]] on a water source block or a full water [[cauldron]], creating a [[water bucket]].
    
    {{IN|BE}}, it may be obtained as an item via inventory editing or add-ons.
    
    === Natural generation ===
    Water naturally generates in the [[Overworld]] to form [[ocean]]s, [[river]]s and [[spring]]s. The water level is at [[altitude|layer 63]] near oceans and rivers, but changes depending on location due to the [[aquifer]] system, filling some carvers, noise caves and canyons with water at different levels. Water also generates as small puddles on the floor next to [[dripstone cluster]]s, and as clay pools on the floor of [[lush caves]].
    
    Water also generates in [[village]]s, [[desert well]]s, [[stronghold]]s, [[woodland mansion]]s, [[ancient city|ancient cities]] and [[ocean monument]]s. 
    
    Water never generates in [[the Nether]] and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a [[cauldron]]. Water can also be placed in the Nether using [[commands]] such as {{cmd|setblock}} and {{cmd|fill}}. Although it does not naturally generate there, water can be placed and function normally in [[the End]].
    
    {{IN|be}}, water also generates as part of [[ocean ruins]] with loot [[chest]]s, but only two water blocks generate: 
    * One water block generates inside the loot chest, making it a [[Waterlogging|waterlogged]] loot chest.
    * The other water block generates on top of the loot chest.
    These water blocks generate even if the ruin is located on the surface.<ref>{{bug|MCPE-36793}}</ref> This is not the case in {{el|je}}; if an underwater ruin generates on the surface, no water generates.<ref>{{bug|MC-136156}}</ref> This also happens with [[shipwreck]]s.
    
    Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward or to the side. When specifically triggered by a block update, water changes to 'flowing', updates its level, then changes back to stationary. Water springs are generated as flowing, and oceans, and rivers are generated as stationary. This happens before most types of generated structure are created, and the main cause of water "glitches" is that generated structures do not trigger a block update to let water flow into them.
    
    == Usage ==
    === Appearance ===
    Water uses a translucent animated texture that is tinted differently in different biomes. {{IN|Java}}, water in cauldrons is completely opaque.<ref>{{bug|MC-13187}}</ref>
    
    Unlike other translucent blocks such as [[ice]], [[stained glass]] and [[tinted glass]], water shows the opposite sides of its external planes when viewed from within and from outside.<ref>{{bug|MC-202578|||WAI}}</ref> However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.<ref>{{bug|MC-190053}}</ref>
    
    === Swimming ===
    {{main|Swimming}}
    
    The button for {{control|swim|text=swimming}} is the same as the button for jumping; non-swimming players and mobs sink slowly in water. Holding the swim button raises the player through the water, and when the surface is reached, the player bobs up and down. The {{control|crouch}} button can be used to sink faster. The {{control|sprint}} button can be used to put the player in "swim mode" when the player is completely submerged in water. When in swim mode, the player is horizontal and one block high. The player has an arm-waving animation when viewed in third person or by other players.
    
    Swimming in water is considerably slower against currents (see [[#Current|Current]] below), but faster when going with the current.
    
    Most mobs that can stand can also swim any time they are in water, except for [[iron golem]]s, [[piglin]]s, [[hoglin]]s, [[strider]]s, [[piglin brute]]s and undead mobs. This can lead to drowning if the water is falling from above.
    
    Water of any depth prevents any entity, including the player, from sustaining falling damage if they fall into it, regardless of the distance fallen.
    
    Being inside of water also imparts a [[fog]] effect, tinted accordingly.
    
    === Spreading ===
    {{Main|Fluid#Spread}}
    [[File:Water spread v1-13.png|300px|right|An image showing water's spreading distance]]
    Water spreads horizontally and downward into nearby [[air]] blocks. Water can spread downward infinitely until stopped by a block, and 7 blocks horizontally from a source block on a flat surface. Water spreads at a rate of 1 block every 5 game ticks, or 4 blocks per second.
    
    When spreading horizontally, a weight is assigned to every direction water can flow. For each direction, this weight is initially set to 1000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer blocks from the block it wants to flow to. When found, the flow weight for that direction is set to the shortest path distance to the way down. Finally, water spreads in the directions with the lowest flow weight.
    
    Spreading water extinguishes [[fire]] and washes away certain types of items or placed blocks, causing them to drop as items and then carrying them along in the flow until the edge of the spread. Affected items include [[plant]]s (except trees), [[snow]], [[torch]]es, [[carpet]]s, [[redstone dust]] and some other redstone components, [[cobweb]], [[end rod]]s, [[head]]s, and [[flower pot]]s.
    
    ==== Flow arrangement tables ====
    {| class="wikitable"
    |+ 
    |
    |
    |
    |
    |
    |
    |
    !7
    |
    |
    |
    |
    |
    |
    |
    |-
    |
    | 
    | 
    | 
    | 
    | 
    ! 7
    !6
    ! 7
    | 
    | 
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    | 
    ! 7
    !6
    !5
    !6
    ! 7
    | 
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    ! 7
    !6
    !5
    !4
    !5
    !6
    ! 7
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    ! 7
    !6
    !5
    !4
    !3
    !4
    !5
    !6
    ! 7
    | 
    | 
    |
    |-
    |
    | 
    ! 7
    !6
    !5
    !4
    !3
    !2
    !3
    !4
    !5
    !6
    ! 7
    | 
    |
    |-
    |
    ! 7
    !6
    !5
    !4
    !3
    !2
    !1
    !2
    !3
    !4
    !5
    !6
    ! 7
    |
    |-
    !7
    !6
    !5
    !4
    !3
    !2
    !1
    !0
    !1
    !2
    !3
    !4
    !5
    !6
    !7
    |-
    |
    ! 7
    !6
    !5
    !4
    !3
    !2
    !1
    !2
    !3
    !4
    !5
    !6
    ! 7
    |
    |-
    |
    | 
    ! 7
    !6
    !5
    !4
    !3
    !2
    !3
    !4
    !5
    !6
    ! 7
    | 
    |
    |-
    |
    | 
    | 
    ! 7
    !6
    !5
    !4
    !3
    !4
    !5
    !6
    ! 7
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    ! 7
    !6
    !5
    !4
    !5
    !6
    ! 7
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    | 
    ! 7
    !6
    !5
    !6
    ! 7
    | 
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    | 
    | 
    ! 7
    !6
    ! 7
    | 
    | 
    | 
    | 
    | 
    |
    |-
    |
    |
    |
    |
    |
    |
    |
    !7
    |
    |
    |
    |
    |
    |
    |
    |}
    
    {| class="wikitable"
    ! colspan="2" |Range
    !Height in blocks
    |-
    !1
    |block
    |1
    |-
    !2
    |blocks
    |0.75-1
    |-
    !3
    |blocks
    |0.625-0.75
    |-
    !4
    |blocks
    |0.5-0.625
    |-
    !5
    |blocks
    |0.375-0.5
    |-
    !6
    |blocks
    |0.25-0.375
    |-
    !7
    |blocks
    |0.125-0.25
    |}
    
    === Source blocks ===
    {{anchor|Water Spawner}} <!-- Compatibility anchor -->
    {{about|the behavior and creation of source units of water|the removed block that created water sources|Water Spawner|section=1}}
    A water source block is created from a flowing block that is horizontally adjacent to two or more other source blocks, and sitting on top of a solid block or another water source block. This allows water spawners to exist, in which a new source block immediately forms in the space left by removing a source block with a [[bucket]]. Pools of still water can be created by placing water source blocks in a confined area.
    
    Water spawners can be constructed by arranging for two source blocks to flow into a third block. Each of the examples below require two source blocks, each on opposite ends of the hole, to create a renewable water source block in between.
    
    While water source blocks only generate adjacent to solid blocks, they do not require a solid block to support them. Removing all adjacent blocks to a water source block only causes it to remain floating in the air.
    
    {{IN|java}}, the formation of new water sources blocks can be disabled when the [[game rule]] {{cd|waterSourceConversion}} is set to {{cd|false}}.
    
    <gallery>
    2x2 water source.png|2x2 water spawner (every corner is renewable)
    3x1 water source.png|3x1 water spawner (middle water block is renewable)
    L-shaped water source.png|L-shaped water spawner (corner water block is renewable)
    </gallery>
    
    A [[dispenser]] loaded with a filled [[bucket]] places a water source block in an empty block in front of it when activated. A dispenser loaded with an empty bucket and a water source right in front of it sucks the source into the bucket when activated.
    
    In snowy [[biome]]s, water source blocks have a chance to turn into [[ice]] if directly under the sky. Ice blocks under brighter light levels melt back into water source blocks (except in [[the Nether]]). Ice reverts to water when broken, but only if there is a solid block under it.
    
    === Current ===
    The current in a water block determines both the direction it appears to flow and the direction an [[entity]] such as a player or [[boat]] is pushed from that block.
    
    Water with a current pushes players and [[mob]]s at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are in creative flying mode don’t get pushed.{{only|je}}<ref>{{bug|MCPE-84592}}</ref>
    
    The horizontal current in a water block is based on a vector sum of the flows to and from that block from its four horizontal neighbors. For example, if a block receives water from the north and sends it both south and east, but borders a solid block on its west edge, then a south-southeast current exits from that block, because 2 southward flows (in and out) are combined with 1 eastward flow (out). Thus, 16 horizontal directions are possible. If a branch in a channel is 2 blocks wide at its entrance, then entities float into it rather than continuing in a straight line.
    
    Water blocks can create a downward current. A downward current in a water block is caused by the block below it. Most blocks that do not have a solid upper face cause downward current on above water blocks. Also, ice and falling water blocks (blocks created by spreading downward) cause downward current on the water block above. Falling water blocks have a downward current by default.
    
    === Light ===
    {{IN|bedrock}}, every block of water reduces [[light]] by 1 extra level (in addition to the normal fading-out of light). {{IN|java}}, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. Underwater visibility changes depending on the biome the player is in. The [[Night Vision]] and [[Conduit Power]] effects increase underwater visibility.
    
    === Color ===
    Water has several colors, depending on the biome.
    
    ==== Java Edition ====
    {| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Java Edition"
    |-
    !Biome!!Water color!!Water fog color!!Block
    |-
    |{{BiomeSprite|Plains|text=Default (biomes not listed below)}}||{{color|#3F76E4}}||{{color|#050533}}||[[File:Plains Water JE.png|32px]]
    |-
    |{{BiomeLink|Swamp}}||{{color|#617B64}}||{{color|#232317}}||[[File:Swamp Water.png|32px]]
    |-
    |{{BiomeLink|Lukewarm Ocean}}<br>{{BiomeLink|Deep Lukewarm Ocean}}||{{color|#45ADF2}}||{{color|#041633}}||[[File:Lukewarm Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Warm Ocean}}||{{color|#43D5EE}}||{{color|#041F33}}||[[File:Warm Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Cold Ocean}}<br>{{BiomeLink|Deep Cold Ocean}}<br>{{BiomeLink|Snowy Taiga}}<br>{{BiomeLink|Snowy Beach}}||{{color|#3D57D6}}||{{color|#050533}}||[[File:Cold Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Frozen River}}<br>{{BiomeLink|Frozen Ocean}}<br>{{BiomeLink|Deep Frozen Ocean}}||{{color|#3938C9}}||{{color|#050533}}||[[File:Frozen Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Meadow}}||{{color|#0E4ECF}}||{{color|#050533}}||[[File:Meadow Water.png|32px]]
    |-
    |{{BiomeLink|Mangrove Swamp}}||{{color|#3A7A6A}}||{{color|#4D7A60}}|||[[File:Mangrove Swamp Water.png|32px]]
    |-
    |{{BiomeLink|Cherry Grove}}||{{color|#5DB7EF}}||{{color|#5DB7EF}}||[[File:Cherry Grove Water.png|32px]]
    |}
    
    ==== Bedrock Edition====
    Biome tints
    <!--[[File:Water color.png|500px|thumb|center|From left to right - Badlands Plateau, Birch Forest and Snowy Taiga]]-->
    {| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" 
    ! Biome
    !Water Surface Color
    ! Water Fog Color
    !Water Fog Distance
    !Water Surface Transparency
    !Block
    |-
    |Default<br>(biomes not listed below)
    |{{color|#44aff5}}||{{color|#44aff5}}||15||65%||[[File:Water BE.png|32px]]
    |-
    |{{BiomeLink|Sunflower Plains}}<br>{{BiomeLink|Plains}}
    |{{color|#44aff5}}||{{color|#44aff5}}||60||-||[[File:Water BE.png|32px]]
    |-
    |{{BiomeLink|Desert}}
    |{{color|#32a598}}||{{color|#32a598}}||60||-||[[File:Desert Water.png|32px]]
    |-
    |{{BiomeLink|Mountains}}
    |{{color|#007BF7}}||{{color|#007BF7}}||-||-||[[File:Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Forest}}
    |{{color|#1e97f2}}||{{color|#1e97f2}}||60||-||[[File:Forest Water.png|32px]]
    |-
    |{{BiomeLink|Flower Forest}}
    |{{color|#20a3CC}}||{{color|#20a3CC}}||60||-||[[File:Flower Forest Water.png|32px]]
    |-
    | {{BiomeLink|Taiga}}
    | {{color|#287082}}||{{color|#287082}}||60||-||[[File:Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Taiga Mountains}}
    |{{color|#1e6B82}}||{{color|#1e6B82}}||-||-||[[File:Taiga Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Swamp}}
    |{{color|#4c6559}}||{{color|#4c6559||30||100%||[[File:Swamp Water BE.png|32px]]
    |-
    | {{BiomeLink|River}}
    |{{color|#0084ff}}||{{color|#0084ff}}||60||-||[[File:River Water.png|32px]]
    |-
    |{{BiomeLink|Nether Wastes}}<br>{{BiomeLink|Warped Forest}}<br>{{BiomeLink|Crimson Forest}}<br>{{BiomeLink|Soul Sand Valley}}
    |{{color|#905957}}||{{color|#905957}}||15||-||[[File:Nether Water.png|32px]]
    |-
    |{{BiomeLink|Basalt Deltas}}
    |{{color|#3f76e4}}||{{color|#423e42}}||15||-||[[File:Basalt Deltas Water.png|32px]]
    |-
    |{{BiomeLink|The End}}
    | {{color|#62529e}}||{{color|#62529e}}||-||-||[[File:The End Water.png|32px]]
    |-
    |{{BiomeLink|Frozen River}}
    |{{color|#185390}}||{{color|#185390}}||60||-||[[File:Frozen River Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Tundra}}<br>{{BiomeLink|Ice Spikes}}
    |{{color|#14559b}}||{{color|#14559b}}||-||-||[[File:Ice Spikes Water.png|32px]]
    |-
    | {{BiomeLink|Mushroom Fields}}
    |{{color|#8a8997}}||{{color|#8a8997}}||-||-||[[File:Mushroom Fields Water.png|32px]]
    |-
    |{{BiomeLink|Beach}}
    | {{color|#157cab}}||{{color|#157cab}}||60||-||[[File:Beach Water.png|32px]]
    |-
    |{{BiomeLink|Mountain Edge}}
    |{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]
    |-
    |{{BiomeLink|Jungle}}<br>{{BiomeLink|Bamboo Jungle}}
    |{{color|#14a2c5}}||{{color|#14a2c5||60<br>15||-||[[File:Jungle Water.png|32px]]
    |-
    |{{BiomeLink|Jungle Edge}}
    | {{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]
    |-
    |{{BiomeLink|Stone Shore}}
    |{{color|#0d67bb}}||{{color|#0d67bb}}||60||-||[[File:Stone Shore Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Beach}}
    |{{color|#1463a5}}||{{color|#1463a5}}||60||-||[[File:Snowy Beach Water.png|32px]]
    |-
    |{{BiomeLink|Birch Forest}}
    |{{color|#0677ce}}||{{color|#0677ce}}||60||-||[[File:Birch Forest Water.png|32px]]
    |-
    |{{BiomeLink|Dark Forest}}
    |{{color|#3B6CD1}}||{{color|#3B6CD1}}||60||-||[[File:Dark Forest Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Taiga}}
    |{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Giant Tree Taiga}}<br>{{BiomeLink|Giant Spruce Taiga}}
    |{{color|#2d6d77}}||{{color|#2d6d77}}||60||-||[[File:Giant Tree Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Windswept Forest}}<br>{{BiomeLink|Windswept Gravelly Hills}}
    |{{color|#0E63AB}}||{{color|#0E63AB}}||-||-||[[File:Wooded Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Savanna}}
    |{{color|#2C8B9C}}||{{color|#2C8B9C}}||60||-||[[File:Savanna Water.png|32px]]
    |-
    |{{BiomeLink|Savanna Plateau}}<br>{{BiomeLink|Shattered Savanna}}
    |{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]
    |-
    |{{BiomeLink|Badlands}}
    |{{color|#4E7f81}}||{{color|#4E7f81||60
    |<nowiki>-||[[File:Badlands Water.png|32px]]
    |-
    |{{BiomeLink|Eroded Badlands}}<br>{{BiomeLink|Wooded Badlands}}
    |{{color|#497f99}}||{{color|#497f99}}||-||-||[[File:Eroded Badlands Water.png|32px]]
    |-
    |{{BiomeLink|Ocean}}
    |{{color|#1787D4}}||{{color|#1165b0}}||60||-||[[File:Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Ocean}}
    |{{color|#1787D4}}||{{color|#1463a5}}||60||-||[[File:Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Warm Ocean}}
    |{{color|#02B0E5}}||{{color|#0289d5}}||60||55%||[[File:Warm Ocean Water.png|32px]]
    |-
    | {{BiomeLink|Lukewarm Ocean}}
    |{{color|#0D96DB}}||{{color|#0a74c4}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Lukewarm Ocean|Lukewarm Deep Ocean}}
    |{{color|#0D96DB}}||{{color|#0e72b9}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Cold Ocean}}
    |{{color|#2080C9}}||{{color|#14559b}}||60||-||[[File:Cold Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Cold Ocean|Cold Deep Ocean}}
    |{{color|#2080C9}}||{{color|#185390}}||60||-||[[File:Cold Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Frozen Ocean}}
    |{{color|#2570B5}}||{{color|#174985}}||60||-||[[File:Frozen Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Frozen Ocean|Frozen Deep Ocean}}
    |{{color|#2570B5}}||{{color|#1a4879}}||60||-||[[File:Frozen Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Mangrove Swamp}}
    |{{color|#3a7a6a}}||{{color|#4d7a60}}||30||-||[[File:Mangrove Swamp Water BE.png|32px]]
    |}
    Biome tints from [[Biome/Before 1.18|unused biomes]]
    {| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" 
    ! Biome
    !Water Surface Color
    !Water Fog Color
    !Water Fog Distance
    !Water Surface Transparency
    !Block
    |-
    |{{BiomeLink|Legacy Frozen Ocean}}
    |{{color|#44aff5}}||{{color|#44aff5}}||-||-||[[File:Water BE.png|32px]]
    |-
    |{{BiomeLink|Mountains}}
    |{{color|#007BF7}}||{{color|#007bf7}}||-||-||[[File:Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Taiga Mountains}}
    |{{color|#1e6B82}}||{{color|#1e6b82}}||-||-||[[File:Taiga Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Swamp Hills}}
    | {{color|#4c6156}}||{{color|#4c6156||30||100%||[[File:Swamp Hills Water.png|32px]]
    |-
    | {{BiomeLink|Snowy Mountains}}
    |{{color|#1156a7}}||{{color|#1156a7}}||-||-||[[File:Snowy Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Mushroom Field Shore}}
    |{{color|#818193}}||{{color|#818193}}||-||-||[[File:Mushroom Field Shore Water.png|32px]]
    |-
    |{{BiomeLink|Desert Hills}}
    |{{color|#1a7aa1}}||{{color|#1a7aa1}}||-||-||[[File:Desert Hills Water.png|32px]]
    |-
    |{{BiomeLink|Wooded Hills}}
    |{{color|#056bd1}}||{{color|#056bd1}}||-||-||[[File:Wooded Hills Water.png|32px]]
    |-
    |{{BiomeLink|Taiga Hills}}
    |{{color|#236583}}||{{color|#236583}}||-||-||[[File:Taiga Hills Water.png|32px]]
    |-
    |{{BiomeLink|Mountain Edge}}
    |{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]
    |-
    |{{BiomeLink|Jungle Hills}}<br>{{BiomeLink|Modified Jungle}}<br>{{BiomeLink|Bamboo Jungle Hills}}
    |{{color|#1B9ED8}}||{{color|#1B9ED8}}||-||-||[[File:Jungle Hills Water.png|32px]]
    |-
    |{{BiomeLink|Modified Jungle Edge}}
    |{{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]
    |-
    |{{BiomeLink|Birch Forest Hills}}
    |{{color|#0a74c4}}||{{color|#0a74c4}}||-||-||[[File:Birch Forest Hills Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Taiga Mountains}}
    |{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Taiga Hills}}
    |{{color|#245b78}}||{{color|#245b78}}||-||-||[[File:Snowy Taiga Hills Water.png|32px]]
    |-
    |{{BiomeLink|Giant Tree Taiga Hills}}
    |{{color|#286378}}||{{color|#286378}}||-||-||[[File:Giant Tree Taiga Hills Water.png|32px]]
    |-
    |{{BiomeLink|id=modified-gravelly-mountains|Gravelly Mountains+}}
    |{{color|#0E63AB}}||{{color|#0e63ab}}||-||-||[[File:Wooded Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Shattered Savanna Plateau}}
    |{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]
    |-
    |{{BiomeLink|Badlands Plateau}}<br>{{BiomeLink|Modified Badlands Plateau}}
    |{{color|#55809E}}||{{color|#55809e}}||-||-||[[File:Badlands Plateau Water.png|32px]]
    |-
    |{{BiomeLink|Deep Warm Ocean|Warm Deep Ocean}}
    |{{color|#02B0E5}}||{{color|#0686ca}}||60||-||[[File:Warm Ocean Water.png|32px]]
    |}
    
    ===Water and lava===
    {{Main|Fluid#Mixing}}
    
    Water and lava can produce [[stone]], [[cobblestone]], or [[obsidian]] based on how they interact. If water touches a lava source, the lava source turns to obsidian. If both touch each other while flowing, cobblestone is made and no sources are removed, and if lava flows downward onto water, the water turns to stone.
    
    ===Interactions with mobs===
    ====Direct contact====
    
    Water damages [[endermen]], [[snow golem]]s, [[Strider|striders]] and [[blaze]]s, at a rate of {{hp|1}} per half second. If water comes into contact with a [[shulker]] or an [[enderman]], the mob teleports away.
    
    ====Suffocation====
    {{Main|Damage#Suffocation in water}}
    
    Players and mobs (except [[aquatic mob]]s, [[undead mob]]s and [[iron golem]]s) have a breath meter that lasts 15 seconds. After they run out of breath, they take {{hp|2}} suffocation damage every second until they die, surface, or enter [[bubble column]]s.
    
    [[Dolphin]]s are a special case in drowning: they take suffocation damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes.
    
    Each level of the [[Respiration]] enchantment adds 15 seconds to the breath meter and grants an x/(x+1) chance (where x is the Respiration level) of not taking damage after that time: 30 seconds and an average {{hp|1}}/second with Respiration I, 45 seconds and an average of {{frac|2|3}} damage/second with Respiration II, and 60 seconds and an average of {{frac|1|2}} damage/second with Respiration III.
    
    If a [[husk]] suffocates underwater, it starts to shake and eventually becomes a [[zombie]]. If a [[zombie]] suffocates underwater, it starts to shake and eventually transforms into a [[drowned]].
    
    === Slower mining speed===
    Players with their head underwater require 5 times the normal amount of time to mine blocks while standing on the ground, or 25 times while not on the ground. If a player wears a helmet with the [[Aqua Affinity]] enchantment, then underwater mining speed while standing on the ground is the same as on land, and 5 times slower if not standing on the ground.
    
    ===Explosions===
    Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from [[underwater TNT]].
    
    ===Hardening concrete powder ===
    When water comes into contact with [[concrete powder]], the powder hardens into solid [[concrete]].
    
    ===Sponges===
    When a dry [[sponge]] comes into contact with a water source or flowing block, it becomes a wet [[sponge]], absorbing all water within 3 to 5 blocks in all directions. [[Kelp]] and [[lily pad]]s within the absorbed water blocks are destroyed and drop as items, and [[seagrass]] is destroyed without dropping anything. Mobs that take damage out of water are affected as a side-effect. 
    
    Sponges do not absorb water from [[Waterlogging|waterlogged]] blocks, nor water that comes into contact by flowing back in from outside the area of absorption. For instance, placing a sponge 4 or more blocks from a single water source removes the flowing water in the area of effect, but as the flow from the source resumes it is not affected by the wet sponge.
    
    A sponge instantly absorbs nearby water when it is placed next to water or when water comes into contact with it (by being placed next to the sponge, or by flowing toward it). A sponge absorbs [[water]] around itself (water source blocks or flowing water) out to a [[taxicab distance]] of 7 in all directions (including up and down), but won't absorb more than 65 blocks of water (water closest to the sponge is absorbed first). The absorption propagates only from water to water and does not "jump over" non-water blocks (including air).
    
    ===Dripping===
    [[File:WaterDropletsExample.png|thumb|Dripping water.]]
    Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of [[Pointed Dripstone|pointed dripstone]] hangs under any block directly beneath a water source, the drips can slowly fill up a [[cauldron]] placed underneath. Without the dripstone, a cauldron does not fill.
    
    ===Vertical transport===
    [[Bubble column]]s are created by placing magma blocks or [[soul sand]] under water. These can be used to transport [[mobs]] or items quickly vertically.
    
    ==Sounds==
    {{el|je}}:
    {{Sound table
    |sound=Entering water1.ogg
    |sound2=Entering water2.ogg
    |sound3=Entering water3.ogg
    |subtitle=MC-177092
    |source=ambient
    |description=When the player's eye level goes underwater
    |id=ambient.underwater.enter
    |translationkey=-
    |volume=0.8<wbr>{{Until|JE 1.20.2}}<br>0.5<wbr>{{Upcoming|JE 1.20.2}}
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Exiting water1.ogg
    |sound2=Exiting water2.ogg
    |sound3=Exiting water3.ogg
    |subtitle=MC-177092
    |source=ambient
    |description=When the player's eye level goes above water
    |id=ambient.underwater.exit
    |translationkey=-
    |volume=0.5<wbr>{{Until|JE 1.20.2}}<br>0.3<wbr>{{Upcoming|JE 1.20.2}}
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Underwater Ambience.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop
    |translationkey=-
    |volume=0.65
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Bubbles1.ogg
    |sound2=Bubbles2.ogg
    |sound3=Bubbles3.ogg
    |sound4=Bubbles4.ogg
    |sound5=Bubbles5.ogg
    |sound6=Bubbles6.ogg
    |sound7=Water1.ogg
    |sound8=Water2.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop.additions
    |translationkey=-
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Animal1.ogg
    |sound2=Bass Whale1.ogg
    |sound3=Bass Whale2.ogg
    |sound4=Crackles1.ogg
    |sound5=Crackles2.ogg
    |sound6=Driplets1.ogg
    |sound7=Driplets2.ogg
    |sound8=Earth Crack.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop.additions.rare
    |translationkey=-
    |volume=''varies'' <ref group=sound>The first, fifth, and eighth sounds are 1.0; the second sound is 0.45; the third, sixth, and seventh sounds are 0.5; the fourth sound is 0.7</ref>
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Animal2.ogg
    |sound2=Dark1.ogg
    |sound3=Dark2.ogg
    |sound4=Dark3.ogg
    |sound5=Dark4.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop.additions.ultra_rare
    |translationkey=-
    |volume=1.0 <ref group=sound>Except the third sound, which is 0.7</ref>
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Water1.ogg
    |sound2=Water2.ogg
    |subtitle=Water flows
    |source=block
    |description=Randomly from flowing water
    |id=block.water.ambient
    |translationkey=subtitles.block.water.ambient
    |volume=0.75-1.0
    |pitch=0.5-1.5
    |distance=16}}
    {{Sound table
    |sound=Water splash1.ogg
    |sound2=Water splash2.ogg
    |subtitle=Splashing
    |source=dependent
    |description=When something enters water
    |id=entity.generic.splash
    |translationkey=subtitles.entity.generic.splash
    |volume=0.0-1.0 <ref group=sound name=speedvolume>The mob's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)</ref>
    |pitch=0.6-1.4
    |distance=16}}
    {{Sound table
    |sound=Swim1.ogg
    |sound2=Swim2.ogg
    |sound3=Swim3.ogg
    |sound4=Swim4.ogg
    |subtitle=Swimming
    |source=dependent
    |description=While something is moving through water
    |id=entity.generic.swim
    |translationkey=subtitles.entity.generic.swim
    |volume=0.0-1.0 <ref group=sound name=speedvolume/>
    |pitch=0.6-1.4
    |distance=16}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket1.ogg
    |sound3=Empty water bucket2.ogg
    |sound4=Empty water bucket3.ogg
    |subtitle=Bucket empties
    |source=block
    |description=When water is placed with a bucket
    |id=item.bucket.empty
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0 <ref group=sound>Except for the second copy of {{cd|empty1}}, which is 0.9</ref>
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |subtitle=Bucket fills
    |source=player
    |description=When water is collected with a bucket
    |id=item.bucket.fill
    |translationkey=subtitles.item.bucket.fill
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Axolotl.ogg
    |sound2=Dragon fish.ogg
    |sound3=Shuniji.ogg
    |subtitle=-
    |source=music
    |description=Randomly when underwater
    |id=music.under_water
    |translationkey=-
    |volume=0.4
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{el|be}}:
    {{Sound table
    |type=bedrock
    |sound=Water2.ogg
    |source=block
    |description=Randomly from flowing water
    |id=liquid.water
    |volume=0.75-1.0
    |pitch=0.5-1.5}}
    {{Sound table
    |sound=Water Splash Old.ogg
    |source=player
    |description=When something enters water<wbr><ref group=sound>{{Bug|MCPE-44120}}</ref>
    |id=random.splash
    |pitch=0.6-1.4}}
    {{Sound table
    |sound=Water splash1.ogg
    |sound2=Water splash2.ogg
    |source=ambient
    |description=?[[Category:Pages missing sound description]]<wbr>{{Upcoming|BE 1.20.40}}
    |id=entity.generic.splash
    |pitch=0.6-1.4}}
    {{Sound table
    |sound=Entering water1.ogg
    |sound2=Entering water2.ogg
    |sound3=Entering water3.ogg
    |source=player
    |description=When the player's eye level goes underwater<wbr>{{Upcoming|BE 1.20.40}}
    |id=ambient.underwater.enter
    |volume=<!--0.8 (other multipliers)-->
    |pitch=1.0}}
    {{Sound table
    |sound=Exiting water1.ogg
    |sound2=Exiting water2.ogg
    |sound3=Exiting water3.ogg
    |source=player
    |description=When the player's eye level goes above water<wbr>{{Upcoming|BE 1.20.40}}
    |id=ambient.underwater.exit
    |volume=<!--1.0 (other multipliers)-->
    |pitch=1.0}}
    {{Sound table
    |sound=Swim1.ogg
    |sound2=Swim2.ogg
    |sound3=Swim3.ogg
    |sound4=Swim4.ogg
    |source=player
    |description=While something is moving through water
    |id=random.swim
    |pitch=0.6-1.4}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket2.ogg
    |sound3=Empty water bucket3.ogg
    |source=block
    |description=When water is placed with a bucket
    |id=bucket.empty_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |source=block
    |description=When water is collected with a bucket
    |id=bucket.fill_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Axolotl.ogg
    |sound2=Dragon fish.ogg
    |sound3=Shuniji.ogg
    |source=music
    |description=Randomly when underwater
    |id=music.game.water
    |volume=0.2
    |pitch=1.0
    |foot=1}}
    
    ==Data values==
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |firstcolumnname=Water
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Block
    |spritename=water
    |spritetype=block
    |nameid=water
    |form=block
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Water
    |showfluidtags=y
    |displayname=Fluid
    |spritename=water
    |spritetype=block
    |nameid=water
    |fluidtags=water}}
    {{ID table
    |displayname=Flowing Fluid
    |spritetype=block
    |spritename=water
    |nameid=flowing_water
    |fluidtags=water
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Water
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Flowing
    |spritename=water
    |spritetype=block
    |nameid=flowing_water
    |id=8
    |form=block}}
    {{ID table
    |displayname=Stationary
    |spritename=water
    |spritetype=block
    |nameid=water
    |id=9
    |form=block
    |foot=1}}
    
    ===Block states===
    {{see also|Block states}}
    
    {{/BS}}
    
    === Fluid states===
    {{see also|Block states}}
    
    {{/FS}}
    
    ==Achievements==
    {{load achievements|Free Diver;Sleep with the Fishes}}
    
    ==Advancements==
    {{load advancements|Tactical fishing;The Cutest Predator}}
    
    ==History==
    {{Main|/History}}
    {{History|java classic}}
    {{History||May 17, 2009|link=https://archive.org/download/Minecraft_IRC_Logs_2009/history/files/May-15-to-June-03-2009/2009-05-17.140618-0400EDT.txt.~1~|Notch mentions developing water.{{q|a very very first version of the water is somewhat working now, heh [/] the level starts out without any water and is surrounded a by a huge ocean [/] it quickly fills, leaving islands}}}}
    {{History||0.0.12a|snap=May 18, 2009|slink=Java Edition Classic 0.0.12a/Development#Water test (May 18, 2009)|[[File:Water (pre-release).png|32px]] Water is shown.}}
    {{History|||snap=release|slink=Java Edition Classic 0.0.12a|[[File:Water JE1.png|32px]] Added water.
    |Water flows to any available space below or beside it and creates a new source [[block]], making it easy to flood a whole world just with one source.}}
    {{History||May 22, 2009|link=wordofnotch:111386404|[[Notch]] pointed out that when a [[plant]] or non-cube block is placed in water, it produces a box of [[air]] around it. He asked how it could be fixed, and whether he even had to.}}
    {{History||0.0.13a|[[File:Water JE2.png|32px]] The model of water has been changed.}}
    {{History||May 24, 2009|link=wordofnotch:112481256|A new water system is mentioned.}}
    {{History||May 24, 2009|link=wordofnotch:112481370|A new water system is shown.}}
    {{History||May 24, 2009|link=wordofnotch:112487511| Another test of water is shown.}}
    {{History||May 26, 2009|link=wordofnotch:113350683|While sharing feedback on experiments with random vertex and color offsets, and deciding to scrap it, Notch said he would investigate salvaging the technique to add animation to water tiles.}}
    {{History||0.0.19a|[[File:Water JE3.png|32px]] Added [[Procedural animated texture generation|procedural animated texture]] to water. The old texture is retained for use as a [[animation placeholder texture|placeholder]].
    |Upscaled model 2% to fix z-fighting with blocks below water. It's created water or lava models overlapping and z-fighting with each other.
    |Added [[sponge]]s, which remove water.
    |Water part of the [[world boundary]] still uses the old water texture.}}
    {{History||0.0.20a_02|[[File:Water JE4.png|32px]] Changed model scale back to normal with 1% offset on all coordinates.}}
    {{History||0.26 SURVIVAL TEST|[[File:Water JE5.png|32px]] UV mapping on side faces now has 11% v offset up.}}
    {{History||0.28|[[File:Water JE4.png|32px]] Fixed UV mapping.}}
    {{History|java indev}}
    {{History||0.31|snap=20091223-1|[[File:Water JE6.png|32px]] Added the flowing water texture, which is now used on the sides of water.}}
    {{History|||snap=20100106|Water part of the [[world boundary]] now uses the animated water texture.}}
    {{History|||snap=20100113|Water is now finite.|[[Ocean]]s now have infinite water.
    |Water now always drains from its highest remove location.
    |Water no longer moves on the surface on its own.
    |Water now has a {{frac|2|3}} probability to evaporate and a {{frac|1|3}} probability to copy.}}
    {{History|||snap=20100122|Water now spawns in level generation as [[spring]]s and lakes.}}
    {{History|||snap=20100131|The texture of water is now seen when underwater.}}
    {{History|java infdev}}
    {{History||20100227-1|Water no longer flows due to changes in chunk handling for infinite worlds.{{verify|type=change}}}}
    {{History||20100607|[[File:Water JE7.png|32px]] UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces.}}
    {{History||20100608|[[File:Water JE6.png|32px]] Fixed UV mapping, once again.}}
    {{History||20100615|[[File:Water JE8.png|32px]] The model has been changed.
    |Added flowing water.
    |Sources placed in isolation flow exclusively downward, rather than spreading out one block in each direction as well.
    |Water and lava do not produce any solid blocks when combined.
    |Water does not replace plants.
    |Water is now infinite again.
    |Added [[water bucket]]s, which can be filled with water.}}
    {{History||20100616-1|[[File:Water JE9.png|32px]] Added vertex offset.
    |Water and flowing water now has visual connection to blocks.
    |Downward flowing water now pushes the [[player]] out.{{info needed|and other entities?}}}}
    {{History||20100617-2|[[File:Water JE10.png|32px]] Removed vertex offset.
    |Water sources placed in the air now flow outward.
    |Lava and flowing lava touching water, flowing water now replaces with [[obsidian]].
    |Downward flowing water no longer pushes the player out.
    |Water now can replace [[plants]]. However no items are dropped.}}
    {{History||20100618|Water can now replace [[rail]]s.}}
    {{History||20100624|Water now destroys plants, dropping as items.}}
    {{History|java alpha}}
    {{History||v1.0.2_02|[[Fluids]], including water, have been slightly tweaked.}}
    {{History||v1.0.5_01|Water can now freeze into [[ice]].}}
    {{History||v1.2.6|[[Lake]]s, which contain water, have been added.}}
    {{History|java beta}}
    <!--{{History||1.5|Dropped [[item]]s in flowing water now move faster.{{check version|Taken from trivia, may not be beta}}}}-->
    {{History||1.6|snap=Test Build 3|[[Rain]] and [[snow]] no longer fall through water.
    |Water sources now form over [[glass]].}}
    {{History||1.8|snap=Pre-release|[[File:Water JE11.png|32px]] Changed [[lighting]].
    |Underwater [[particles]] have been added.
    |Because of the change in how land is generated, if a [[player]] is in a world that was made pre-1.8 and travels into new [[chunk]]s, there's a chance that a large [[ocean]] may be formed as the ocean [[biome]]. There is also a one-[[block]]-high drop in sea level along the discontinuity between the old and new chunks with the old chunks being higher.
    |Water can now be found in the farms and wells of [[village]]s, and the fountain rooms of [[stronghold]]s.
    |Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Swamp Water JE1.png|32px]] {{color|#E0FF70}} Added water color in swampland.
    |Added dripping water.}}
    {{History|||snap=Beta 1.9 Prerelease 4|Added [[Respiration]] and [[Aqua Affinity]] enchantments, which allow more breathing time in water and normal digging speed in water.}}
    {{History|||snap=Beta 1.9 Prerelease 5|Now flowing downward creates source blocks}}
    {{History|||snap=RC1|[[File:Water JE12.png|32px]] [[File:Swamp Water JE2.png|32px]] Faces on model now 0.1% moved to center to fix z-fighting on inner faces.}}
    {{History||1.1|snap=12w01a|[[File:Swamp Water JE3.png|32px]] {{color|#E0FFAE}} The water color in swampland is now less intense.}}
    {{History||1.2.1|snap=12w04a|Added [[desert well]]s, which contain water.}}
    {{History||1.3.1|snap=12w17a|The ability to bring water using [[ice]] into [[the Nether]] has been removed.}}
    {{History|||snap=12w21a|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also collect the fluids if activated again.}}
    {{History||1.4.2|snap=12w38a|The [[sound]] when jumping and swimming in water has been changed.
    |The sound of flowing water is now continuous.
    |The water overlay is a more saturated blue.}}
    {{History||1.4.4|snap=1.4.3|Water of any depth now negates all [[Damage#Fall damage|fall damage]]. [[Player]]s and [[mob]]s no longer die from great heights in shallow water.<ref>{{bug|MC-1644}} resolved as Works As Intended</ref>}}
    {{History||1.5|snap=13w02a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE4.png|32px]] The texture of water has been changed to use an animated texture file. Prior to this version, the texture was procedurally generated by the game (see dedicated section below).}}
    {{History|||snap=13w03a|A water source [[block]] now forms if there is another water source block below it.}}
    {{History|||snap=13w04a|Flowing water in [[Creative]] mode no longer slows the [[player]] down when flying.}}
    {{History||1.6.1|snap=13w17a|Water [[lake]]s no longer generate in [[desert]]s.}}
    {{History||1.7.2|snap=13w36a|[[File:Swamp Water JE4.png|32px]] {{color|#E0FFAE}} Added water color in swampland M, which is the same as in swampland.}}
    {{History||1.7.2|snap=13w36a|Water pools now generate in the new desert M [[biome]].
    |[[Ocean]]s are much smaller.}}
    {{History|||snap=13w41a|[[File:Water JE14.png|32px]] [[File:Swamp Water JE5.png|32px]] Water's six internal faces are now visible from the outside.
    |Water, [[ice]] and [[portal]]s are now visible through each other. This also now allows water's inside faces to be visible from outside.}}
    {{History|||snap=13w42a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE6.png|32px]] Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.}}
    {{History||1.7.4|snap=13w47a|Water's internal top face has been readded.<ref>{{bug|MC-35658}}</ref>}}
    {{History|||snap=13w48a|[[File:Water JE15.png|32px]] [[File:Swamp Water JE7.png|32px]] Water's internal side faces except the bottom face, have been readded.<ref>{{bug|MC-40621}}</ref><ref>{{bug|MC-190053}}</ref>}}
    {{History||1.9|snap=15w43b|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsJE">{{bug|MC-35790}}</ref>}}
    {{History||1.11|snap=16w39a|Water now generates in [[woodland mansion]]s.}}
    {{History||1.12|snap=17w06a|Water now hardens [[concrete powder]] into [[concrete]], on contact.}}
    {{History||1.13|snap=18w07a|[[Item]]s now float in water.
    |The [[player]]'s underwater visibility has been changed - the longer a player stays underwater, the better they can see.}}
    {{History|||snap=18w10a|Underwater visibility now depends on the [[biome]] the player is in.}}
    {{History|||snap=18w10c|Water can now be placed in the same block as [[chest]]s, [[trapped chest]]s, [[stairs]], [[slab]]s, [[fence]]s, [[wall]]s, [[iron bars]] and [[glass pane]]s.}}
    {{History|||snap=18w10d|Water can now be placed in [[ender chest]]s, [[trapdoor]]s, [[ladder]]s, and [[sign]]s.}}
    {{History|||snap=18w15a|[[File:Water JE16.png|32px]] {{color|#3F76E4}} Added default water color. The textures of water have been changed from blue to grayscale.<ref>{{bug|MC-200838}}</ref>
    |[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]].
    |[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed.
    |[[File:Swamp Hills Water 18w15a.png|32px]] {{color|#E0FFAE}} Water color in swampland M is unchanged.<ref>{{bug|MC-128558}}</ref>
    |Water now blocks 1 [[light]] level per [[block]] instead of 3.
    |[[Player]]s no longer receive the [[Night Vision]] effect while underwater.{{verify|type=change|Did this ever happen, or is it just being used as an analogy?}}}}
    {{History|||snap=18w16a|When water spreads and would later turn into a source [[block]], it now immediately places a source block.}}
    {{History|||snap=18w19a|[[Experience orb]]s now float in water.}}
    {{History|||snap=pre3|[[File:Swamp Water.png|32px]] {{color|#617B64}} water color in swamp hills now the same as in [[swamp]].}}
    {{History|||snap=pre7|Pressing the {{control|jump}} button in flowing water at <code>level=1</code>, <code>level=2</code> and <code>level=3</code> now do normal jumps instead of {{control|swimming}} up.}}
    {{History||1.15|snap=19w34a|Added [[bee]]s, which get damaged while in water.}}
    {{History|||snap=19w35a|Bees now try to avoid water.}}
    {{History||1.17|snap=20w45a|Flowing water no longer breaks rails.}}
    {{History|||snap=21w06a|[[Aquifer]]s, large bodies of water in caves, have been added.}}
    {{History|||snap=21w07a|Aquifers generate less often.}}
    {{History|||snap=21w08a|Water [[spring]]s are now able to generate below Y{{=}}0.}}
    {{History|||snap=21w10a|The FOV shrinking effect now respects the "FOV Effects" accessibility slider.<ref>{{bug|MC-214629}}</ref>}}
    {{History|||snap=21w15a|All changes to water generation from 21w06a to 21w08a have been reverted.}}
    {{History|||snap=Pre-release 2|[[Smooth lighting]] now works properly underwater.<ref>{{bug|MC-68129}} resolved as "Fixed"</ref>}}
    {{History||1.18|snap=Experimental Snapshot 1|[[File:Meadow Water.png|32px]] Added water color in [[meadow]].
    |All changes to water generation in the 1.17 snapshots have been reintroduced.}}
    {{History||1.18|snap=21w40a|[[Water lake]]s no longer generate.}}
    {{History||1.19|snap=Deep Dark Experimental Snapshot 1|Water can now generate as part of [[Ancient City|ancient cities]].}}
    {{History||1.19|snap=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in [[mangrove swamp]].}}
    {{History||1.19.3|snap=22w44a|Added the [[game rule]] {{cd|waterSourceConversion}}, which disables the formation of new water source blocks when set to {{cd|false}}.}}
    {{History||1.20<br>(experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in [[cherry grove]].}}
    
    {{History|pocket alpha}}
    {{History||v0.1.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water. 
    |[[File:Water JE2.png|32px]] On older or much newer devices, the old [[Java Edition|Java]] water texture is used, whereas the newer animated texture is used on intermediately modern devices.}}
    {{History||v0.7.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} The texture of water has been changed to the new texture for all devices.}}
    {{History||v0.9.0|snap=build 1|[[File:Swamp Water BE1.png|32px]] Water now uses a dark blue coloration in [[swamp]]s.
    |Water dripping [[particles]] have been changed.
    |[[Water lake]]s have been added.
    |Water can now be found in the farms and wells of [[village]]s.
    |Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.
    |Oasis now generate in the new [[desert]] M [[biome]].}}
    {{History||v0.10.0|snap=build 1|Smooth lighting for water has been added.
    |A gradient effect has been added to water that increases its opacity with distance.
    |[[File:Old bedrock swamp water.png|32px]] Water color in swampland has been changed.
    |Flowing water can now push [[entities]].}}
    {{History|||snap=build 7|Running water now has [[sound]]s.}}
    {{History|||snap=?|Water now destroys [[block]]s.{{info needed|if this is referring to washing away plants and torches and stuff, it's been able to do that since 0.1.0}}}}
    {{History||v0.14.0|snap=build 1|[[Dispenser]]s can now shoot out water from [[water bucket]]s. They can also suck up [[fluids]], including water, directly adjacent to the side they are facing.}}
    {{History||v0.14.2|[[File:Old bedrock water.png|32px]] Water now uses animated texture files.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 1.0.0.0|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE">{{bug|MCPE-11140}}</ref>}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Water now generates in [[woodland mansion]]s.
    |Water now hardens [[concrete powder]] into [[concrete]], on contact.}}
    {{History|bedrock}}
    {{History||?|The rendering change for water in 1.0.0 has been reverted for an unknown reason.}}
    {{History||1.2.13|snap=beta 1.2.13.5|Water can now be placed in the same [[block]]s as [[slab]]s and [[stairs]].}}
    {{History||1.4.0|snap=beta 1.2.14.2|Water can now be placed in the same block as most transparent blocks, instead of slabs and stairs only.}}
    {{History|||snap=beta 1.2.20.1|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[biome]] and it is now much easier to see above and underwater (see [[Water#Bedrock Edition]] for all biome colors).
    |[[Item]]s now float to the top of water.
    |Underwater visibility now depends on the [[biome]] the [[player]] is in.
    |[[Respiration]] enchantment and [[Water Breathing]] effect no longer grants enhanced underwater visibility.}}
    {{History|||snap=?|When viewed through [[glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}}
    {{History||1.14.0|snap=beta 1.14.0.1|Added [[bee]]s, which get damaged when touching water and try to avoid it.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}}
    {{History||xbox=TU9|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also suck up the fluids if activated again, but a bug prevents the empty [[bucket]] from being filled.}}
    {{History||xbox=TU12|[[File:Water JE15.png|32px]] Water now uses animated texture files.}}
    {{History||xbox=TU25|xbone=CU14|ps=1.17|Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Water splash [[sound]]s have been updated.
    |Most [[mob]]s can now [[swimming|swim]] in water.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Warm Ocean Water.png|32px]] [[File:Lukewarm Ocean Water.png|32px]] [[File:Frozen Ocean Water.png|32px]] [[File:Cold Ocean Water.png|32px]] Added [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]] texture colors for water in those [[biome]]s.}}
    {{History||ps=1.78|The animation of water is now less smooth.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Water JE15.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Old bedrock swamp water.png|32px]] Added water.}}
    {{History|foot}}
    <!-- Still need to add in the right version: Drowning added, Water can turn into ice -->
    <!--- Still need to add "1.16 pre-release 5 - Water overlay texture turned slightly darker" -->
    {{More sounds|Old and older water splash sounds.|type=historical}}
    
    ===Data history===
    {{History|java}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 8 and 9. Both blocks have been merged into a single one.}}
    {{History|||snap=18w10c|Removed <code>flowing_water</code>.}}
    {{History|foot}}
    
    <gallery>
    EarlyFlowingWater.png|The water and flowing water in [[Infdev 20100615]].
    </gallery>
    
    ==Issues==
    {{Issue list}}
    
    ==Trivia==
    *The texture subtly overlaid on the screen when underwater is that of the original water texture from 0.0.12a.
    **The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.<ref>{{bug|MC-241000|||Invalid}}</ref>
    **This texture is particularly difficult to notice due to its extreme transparency,<ref>{{bug|MC-128337}}</ref> as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions.
    * While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light {{w|refraction}}. This can be disabled via the "FOV Effects" [[option]].
    *If a player or mob with the [[Levitation]] effect touches water, the effect is completely negated.<ref>{{bug|MC-83369}}</ref>
    
    ==Gallery==
    <gallery>
    1.8underwater.png|Underwater particles, or "bubbles".
    Underground water mix.png|Water that is underground, but is still part of 2 different biomes. The color is split.
    InvisibleWater.png|A glitch where water is invisible below its surface level.
    Water Cave Filling.png|Water flowing into a [[cave]].
    Under water.png|A view underwater.
    Mac os water texture V1.13-920.gif|Animated view of the Java edition water texture.
    Bubbles.gif|These bubbles appear above the [[hunger]] bar when the player's head is in water, and when all the bubbles pop, a heart of damage is dealt every second until the player is no longer entirely under water.
    Waterfall.png|A naturally occurring waterfall.
    Water (texture) JE1 BE1.png|This texture is subtly overlaid on the screen when underwater.
    Land ruin.png|An underwater ruin {{in|bedrock}} that generated on land with a water block on top of it.
    Land ruin Java.png|An underwater ruin {{in|java}} that generated on land with a visible loot chest that is not waterlogged and doesn't have water on top of it.
    Largelake.png|A large lake, during a [[thunderstorm]].
    Coral reef at night.png|A [[coral reef]] at night, in a [[warm ocean]] biome.
    WaterRavine.jpg|A bug that causes the water to not flow into the pit.
    Obsidian Spring.png|A water flowing on lava lake, creating obsidian. The water was placed by a player.
    Two flowing streams.png|Waterfalls made by a player.
    Watercave.png|Water flowing into the cave from nearby lake.
    RavineandStornghold.png|Ravine with multiple ores, water and lava falls, and stronghold bridge over it.
    Water shade.png|Different water colors in swamp biome.
    File:Nonflowingwater.png|A block of water, which is not flowing because of a glitch, besides a village farm.
    </gallery>
    
    ==See also==
    *[[Waterlogging]]
    
    ==References ==
    {{Reflist}}
    
    ==External Links ==
    *[https://www.minecraft.net/en-us/article/block-week-water Block of the Week: Water] – Minecraft.net on July 14, 2017
    
    {{Blocks|natural}}
    {{Items}}
    
    [[Category:Fluids]]
    [[Category:Natural blocks]]
    [[Category:Non-solid blocks]]
    [[Category:Generated structure blocks]]
    
    [[cs:Voda]]
    [[de:Wasser]]
    [[es:Agua]]
    [[fr:Eau]]
    [[hu:Víz]]
    [[it:Acqua]]
    [[ja:水]]
    [[ko:물]]
    [[nl:Water]]
    [[pl:Woda]]
    [[pt:Água]]
    [[ru:Вода]]
    [[th:น้ำ]]
    [[tr:Su]]
    [[uk:Вода]]
    [[zh:水]]</li></ul></nowiki>
    When the ability to sprint and hit mobs was introduced in the Adventure Update, creepers could be quickly knocked out of detonation range by an unarmored player.
    Sound Update
    {{Extension DPL}}<ul><li>[[Medicine|Medicine]]<br/>{{Redirect|Elixir", "Antidote", "Eye Drops", and "Tonic|s=1|the brewable items|Potion}}
    {{Education feature}}
    {{Item
    | image = <gallery>
    Antidote.png | Antidote
    Elixir.png | Elixir
    Eye Drops.png | Eye Drops
    Tonic.png | Tonic
    </gallery>
    | renewable = Yes
    | stackable = No
    }}
    A '''medicine''' is a type of [[potion]] that cures the specified [[effect]] instead of applying it.
    
    == Obtaining ==
    
    === Brewing ===
    Cures are brewed from awkward potions using different [[element]]s.{{only|bedrock|education}} These drinks remove the specified effect when drank, and cannot be modified into splash, lingering, extended or enhanced versions.
    
    {| class="wikitable" style="text-align: center;" data-description="Remedies"
    ! Potion
    ! Reagent, base
    ! Effect
    ! Notes
    |-
    ! {{Inventory slot|Antidote}}<br>Antidote
    | {{Brewing Stand
     |Input= Silver
     |Output2= Awkward Potion
     }}
    | Cures [[Poison]]
    | Silver detects poison {{w|Silver#Symbolic role|in folklore}}, and possesses anti-microbial properties.
    |-
    ! {{Inventory slot|Elixir}}<br>Elixir
    | {{Brewing Stand
     |Input= Cobalt
     |Output2= Awkward Potion
     }}
    | Cures [[Weakness]]
    |
    |-
    ! {{Inventory slot|Eye Drops}}<br>Eye Drops
    | {{Brewing Stand
     |Input= Calcium
     |Output2= Awkward Potion
     }}
    | Cures [[Blindness]]
    |
    |-
    ! {{Inventory slot|Tonic}}<br>Tonic
    | {{Brewing Stand
     |Input= Bismuth
     |Output2= Awkward Potion
     }}
    | Cures [[Nausea]]
    | In real life, {{w|bismuth subsalicylate}} is used as a nausea treatment.
    |}
    
    == Usage ==
    
    Each type of medicine has an associated effect that it can cure (see {{slink||Brewing}} for details). Players can drink the medicine only if they have the corresponding effect. Drinking the medicine eliminates the effect. Although medicine does not resemble [[potion]]s, the player still gets the [[glass bottle]] back.
    
    == Sounds ==
    {{Sound table
    |type=bedrock
    |sound=Drink.ogg
    |source=player
    |description=When a player drinks medicine
    |id=random.drink
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Medicine
    |spritetype=item
    |nameid=medicine
    |id=599
    |form=item
    |notshowbeitemforms=y
    |translationkey=item.medicine.poison.name,item.medicine.weakness.name,item.medicine.blindness.name,item.medicine.nausea.name
    |foot=1}}
    
    == History ==
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[File:Antidote BE1.png|32px]] [[File:Elixir BE1.png|32px]] [[File:Eye Drops BE1.png|32px]] [[File:Tonic BE1.png|32px]] Added medicines.}}
    
    {{History|education}}
    {{History||1.0.27|[[File:Antidote BE1.png|32px]] [[File:Elixir BE1.png|32px]] [[File:Eye Drops BE1.png|32px]] [[File:Tonic BE1.png|32px]] Added medicines.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list|Cures|Medicine}}
    
    == See also ==
    
    * [[Potion]]
    * [[Splash Potion]]
    * [[Lingering Potion]]
    
    {{Items}}
    {{Education Edition}}
    
    [[Category:Non-renewable resources]]
    [[Category:Education Edition items]]
    
    [[de:Medizin]]
    [[it:Medicinale]]
    [[ja:治療薬]]
    [[lzh:藥]]
    [[pl:Leki]]
    [[pt:Remédio]]
    [[zh:药物]]</li><li>[[Diamond|Diamond]]<br/>{{For}}
    {{redirect|Diamonds|the achievement|Achievements#DIAMONDS!|the advancement|Advancements#Diamonds!}}
    {{Item
    | image = Diamond.png
    | renewable = No
    | stackable = Yes (64)
    | rarity = Common}}
    A '''diamond''' is a mineral that can only be obtained from [[Diamond Ore|diamond ore]], [[chest loot|loot chests]] and [[Suspicious Block|suspicious blocks]]. It is required to craft diamond [[tool]]s and [[armor]] (and therefore obtain [[obsidian]] to access the [[The Nether|Nether]]), [[enchanting table]]s, [[jukebox]]es and duplicate [[smithing template]]s.
    
    == Obtaining ==
    {{see also|Tutorials/Diamonds}}
    === Mining ===
    {{see also|Diamond Ore#Natural generation}}
    [[Diamond ore]] can be mined using an iron [[pickaxe]] or stronger. An ore drops a single diamond. If mined by any other tool, it drops nothing. If the pickaxe is enchanted with [[Fortune]], it can drop an extra diamond per level of Fortune, allowing for a maximum of 4 diamonds with Fortune III. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops an ore block rather than a diamond. The ore is found at level 15 or lower, most commonly between -50 and -64; levels -58 and -59 are the preferred levels to mine at since they don't contain [[bedrock]], as it starts spawning at -60.
    
    === Chest loot ===
    {{LootChestItem|diamond}}
    
    === Suspicious sand ===
    
    When brushing [[suspicious sand]] in [[desert pyramid]]s, they have a {{frac|1|7}} chance to drop a diamond.
    
    === Crafting ===
    {{Crafting
    |Block of Diamond
    |Output= Diamond,9
    |type= Material
    }}
    
    === Smelting ===
    {{Smelting
    |showname=1
    |Diamond Ore; Deepslate Diamond Ore
    |Diamond
    |1
    }}
    
    == Usage ==
    
    Diamonds are mainly used to craft high-tier armor and equipment, which in turn are also used in making [[netherite]] armor and equipment. 
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Trading ===
    
    {{IN|bedrock}}, expert-level armorer, toolsmith, and weaponsmith villagers buy one diamond for an emerald as part of their trades.
    
    {{IN|java}}, journeyman-level armorer villagers have a 40% chance of offering to buy one diamond for one emerald. Expert-level toolsmith villagers have {{frac|2|3}} chance of offering to buy one diamond for one emerald. Expert-level weaponsmith villagers always offer to buy one diamond for one emerald.
    
    === Repairing ===
    
    Diamonds are the repair items for the diamond [[tier]] and [[armor material]], and thus can be used to [[item repair|repair]] the following items in an [[anvil]] or [[grindstone]]:
    * {{ItemLink|Diamond Helmet}}
    * {{ItemLink|Diamond Chestplate}}
    * {{ItemLink|Diamond Leggings}}
    * {{ItemLink|Diamond Boots}}
    * {{ItemLink|Diamond Sword}}
    * {{ItemLink|Diamond Pickaxe}}
    * {{ItemLink|Diamond Axe}}
    * {{ItemLink|Diamond Shovel}}
    * {{ItemLink|Diamond Hoe}}
    
    === Beacons ===
    
    Diamonds can be used to select powers from a [[beacon]]. The player must select one of the available powers then insert a diamond into the item slot. 
    
    A diamond can be substituted for an [[iron ingot]], a [[gold ingot]], an [[emerald]] or a [[netherite ingot]].
    
    === Smithing ingredient ===
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Diamond
    |Any Armor Trim Smithing Template
    |Netherite Chestplate
    |Diamond
    |Diamond Trim Netherite Chestplate
    |showdescription=1
    |description = All armor types can be used in this recipe,<br/>a netherite chestplate is shown as an example.<br/>
    |tail=1
    }}
    
    ;Trim color palette
    The following color palettes are shown on the designs on trimmed armor:
    *{{TrimPalette|diamond}}
    *{{TrimPalette|diamond|darker=1}} (a darker color palette is used when a diamond armor piece is trimmed using a diamond).
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Diamond
    |spritetype=item
    |nameid=diamond
    |itemtags=beacon_payment_items
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Diamond
    |spritetype=item
    |nameid=diamond
    |id=304
    |form=item
    |foot=1}}
    
    == Achievements ==
    
    {{load achievements|DIAMONDS!;Diamonds to you!;Enchanter}}
    
    == Advancements ==
    
    {{load advancements|Diamonds!}}
    
    == History ==
    
    {{History|java indev}}
    {{History||0.31|snap=20100128|[[File:Diamond JE1 BE1.png|32px]] Added diamonds. Initially, they were referred to as "emeralds".
    |A stack of 100 diamonds can be found inside the  [[Indev house]] [[chest]]s.}}
    {{History|||snap=20100129|Diamond can be used to craft [[diamond block]]s and diamond [[sword]]s, [[shovel]]s, [[pickaxe]]s and [[axe]]s.
    |Diamonds can no longer be found inside the Indev House due to all items having been removed from its chests.
    |Diamond can be obtained by smelting diamond blocks.}}
    {{History|||snap=20100130|[[Emerald]]s from the previous version are now officially known as "diamonds", though this has no actual effect as item names are not yet displayed in-game.
    |[[Diamond block]]s now require 9 diamonds (3×3) instead of 4 (2×2) to be [[crafting|crafted]], making them much more expensive.}}
    {{History||20100206|Diamonds are now used to craft diamond [[hoe]]s.}}
    {{History||20100212-1|Diamonds are now used to craft diamond [[helmet]]s, [[chestplate]]s, [[leggings]] and [[boots]].}}
    {{History|java alpha}}
    {{History||v1.0.14|Diamonds are now used to craft [[jukebox]]es.}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|Diamonds are now found in [[mineshaft]] [[chest]]s.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[Diamond ore]] can now be [[smelting|smelted]] into diamonds.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Diamonds are now used to craft [[enchantment table]]s.
    |Diamonds are now found in [[stronghold]] altar [[chest]]s.}}
    {{History||1.1|snap=12w01a|Diamonds are now found in [[village]] [[villager|blacksmith]] [[chest]]s.}}
    {{History||1.3.1|snap=12w21a|Diamonds can now be [[trading|traded]] to blacksmith [[villager]]s in quantities of 3–5 for 1 [[emerald]].
    |Added [[desert temple]]s, with a hidden [[chest]] room and loot containing diamonds.}}
    {{History|||snap=12w21b|Diamonds have been changed in the game code from "emerald" to "diamond", due to actual [[emerald]]s being added. Diamond's original name during [[Indev]], as stated above, was emerald in the code, and was kept this way until this snapshot.}}
    {{History|||snap=12w22a|Added [[jungle temple]]s, which contain loot [[chest]]s with diamonds.}}
    {{History|||snap=1.3|[[File:Diamond JE2 BE2.png|32px]] The texture of diamonds has been changed.}}
    {{History||1.4.6|snap=12w49a|Diamonds can now be used to [[crafting|craft]] a [[firework star]] with a trail.}}
    {{History||1.6.1|snap=13w16a|Diamond is now used to craft diamond [[horse armor]].}}
    {{History|||snap=13w18a|Diamond is no longer used to craft diamond [[horse armor]].|Diamonds are now found in [[nether fortress]] [[chest]]s.}}
    {{History||1.8|snap=14w02a|Diamonds can now be [[traded]] to any black apron [[villager]] in quantities of 3–4 for 1 [[emerald]], as their tier III trade.}}
    {{History||1.9|snap=15w31a|Diamonds now generate in [[end city]] [[chest]]s.}}
    {{History|||snap=15w43a|The average yield of diamonds have been slightly decreased in [[nether fortress]] chests.}}
    {{History|||snap=15w44a|The average yield of diamonds in [[desert temple]] and [[mineshaft]] chests have been decreased.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 264.}}
    {{History|||snap=18w10a|Diamonds now generate in [[buried treasure]] [[chest]]s.}}
    {{History|||snap=18w11a|Diamonds now generate in [[shipwreck]] treasure chests.}}
    {{History||1.14|snap=18w43a|[[File:Diamond JE3 BE3.png|32px]] The texture of diamonds has been changed.}}
    {{History|||snap=18w50a|Diamonds can now be found in [[chest]]s in [[village]] toolsmith houses.}}
    {{History||1.16|snap=20w16a|Diamonds now generate in bastion remnants chests.}}
    {{History||1.16.2|snap=20w30a|The chance of finding diamonds in bastion remnant chests is increased from 8.6% to 15.8%.}}
    {{History||1.17|snap=21w08a|Diamonds can now drop and be smelted from [[deepslate diamond ore]].}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Diamonds can now be used to craft [[smithing template]]s.
    |Diamonds can now be used as an armor trim material.}}
    {{History|||snap=23w07a|Diamonds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s.}}
    {{History||1.20|snap=23w12a|The probability for the diamond to generate in the [[suspicious sand]] in [[desert temple]] has been changed from 1/7 to 1/8.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Diamond JE1 BE1.png|32px]] Added diamonds. They are currently unobtainable and serve no purpose.}}
    {{History||v0.3.2|Diamonds can be collected and used to craft [[blocks of diamond]] and diamond [[axe]]s, [[pickaxe]]s, [[sword]]s and [[shovel]]s.}}
    {{History||v0.4.0|Diamonds are now used to [[crafting|craft]] diamond [[hoe]]s.}}
    {{History||v0.5.0|Diamonds are now used to craft [[nether reactor core]]s.}}
    {{History||v0.6.0|Diamonds are now used to craft diamond [[armor]].}}
    {{History||v0.8.0|snap=build 1|[[File:Diamond JE2 BE2.png|32px]] The texture of diamonds has been changed.}}
    {{History||v0.12.1|snap=build 1|Diamonds are now used to craft [[enchanting table]]s.
    |Diamonds are no longer used to craft [[nether reactor core]]s and are now instead dropped by it.
    |Diamonds now generate in [[nether fortress]] [[chest]]s.}}
    {{History||v0.13.0|snap=build 1|Diamonds now have a chance to generate in [[desert temple]] chests.}}
    {{History||v0.14.0|snap=build 1|Diamonds are now found in [[minecart with chest]]s in [[mineshaft]]s.}}
    {{History||v0.15.0|snap=build 1|Diamonds can now be found in [[jungle temple]] [[chest]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Diamonds can now be found in altar [[chest]]s in [[stronghold]]s, [[dungeon]] chests and [[end city]] chests.}}
    {{History|||snap=alpha 1.0.0.0|Diamonds can now be found in [[villager|blacksmith]] [[chest]]s in [[village]]s.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|3-4 diamonds can now be traded to blacksmith [[villager]]s for an [[emerald]] as part of their third tier trades.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Diamonds can now be used to [[crafting|craft]] a [[firework star]] with a trail. 
    |Diamonds can now be used to craft [[jukebox]]es.}}
    {{History||1.4.0|snap=beta 1.2.14.2|Diamonds can now be found inside [[buried treasure]] [[chest]]s and [[shipwreck]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Diamonds can now be found in [[plains]] [[village]] weaponsmith chests.
    |[[File:Diamond JE3 BE3.png|32px]] The texture of diamonds has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Diamonds can now be found in village toolsmith chests and in [[savanna]], [[desert]], [[taiga]], and [[snowy taiga]] village weaponsmith chests.}}
    {{History|||snap=beta 1.11.0.4|Armorer, toolsmith, and weaponsmith [[villager]]s now [[trading|buy]] one diamond for an [[emerald]] as part of their fourth tier [[trading|trades]].}}
    {{History||1.16.0|snap=beta 1.16.0.57|Diamonds can now be found in [[bastion remnant]] chests.}}
    {{History||1.17.0|snap=beta 1.16.230.52|Diamonds can now drop and be smelted from [[deepslate diamond ore]].}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Diamonds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s.}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.21|Diamonds can now be used to craft [[smithing template]]s.
    |Diamonds can now be used as an armor trim material.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Diamond JE1 BE1.png|32px]] Added diamonds.}}
    {{History||xbox=TU5|Diamonds are now found in the new [[mineshaft]] [[chest]]s.}}
    {{History||xbox=TU7|Diamonds are now used to craft [[enchantment table]]s.}}
    {{History||xbox=TU9|Diamonds are now found in [[village]] [[villager|blacksmith]] [[chest]]s.}}
    {{History||xbox=TU14|ps=1.04|Diamonds can now be [[trading|traded]] to blacksmith [[villager]]s in quantities of 3–5 for 1 [[emerald]].
    |Added [[desert temple]]s, with a hidden [[chest]] room and loot containing diamonds.|Added [[jungle temple]]s, which contain loot [[chest]]s with diamonds.|[[File:Diamond JE2 BE2.png|32px]] The texture of diamonds has been changed.}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|Diamonds can now be used to [[crafting|craft]] a [[firework star]] with a trail|Diamonds are now found in the new [[nether fortress]] [[chest]]s.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Diamonds can now be [[traded]] to any black apron [[villager]] in quantities of 3–4 for 1 [[emerald]], as their tier III trade.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.36|wiiu=Patch 15|Diamonds now generate in [[end city]] [[chest]]s.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|Diamonds now generate in [[buried treasure]] [[chest]]s.|Diamonds now generate in [[shipwreck]] treasure chests.}}
    {{History||xbox=none|ps=1.90|wiiu=none|[[File:Diamond JE3 BE3.png|32px]] The texture of diamonds has been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Diamond JE2 BE2.png|32px]] Added diamonds.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    *Unlike in ''Minecraft'', newly mined [[Wikipedia:Diamond|diamond]]s in real life are rough, cloudy stones. The largest, purest ones are polished into crystal-clear gemstones, while the rest are used in industry for cutting and grinding.
    *Although diamonds themselves are not renewable, all tools, weapons, and armor made from diamonds can be acquired through [[trading]], and are therefore renewable. Other items crafted from diamonds are not renewable.
    *In the April fools version [[Java Edition 2.0]], [[Diamond Chicken|diamond chickens]] can lay diamonds. This does not exist in newer versions, as this was a joke.
    *The item forms of diamonds and [[Turtle Egg|turtle eggs]] have the same shape.
    
    ==Gallery==
    <gallery>
    File:DiamondOre.png|Naturally occurring diamonds.
    File:MultipleOreBlobs.png|Multiple ore blobs.
    File:Lava Diamond.png|Diamond ore near Lava.
    File:Diamond ore blob.png|Another Diamond ore blob near Lava.
    File:10 ore diamond blob.png|10 ore diamond blob.
    File:Trading a diamond for an emerald.png|A blacksmith offering an [[emerald]] for a diamond.
    File:Diamond Pendant Necklace JINX.jpg|Official diamond pendant made by [https://www.jinx.com JINX].
    File:All Mine JINX.jpg|Official t-shirt artwork "All Mine" which features a diamond. Made by JINX
    </gallery>
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--diamond Taking Inventory: Diamond] – Minecraft.net on February 20, 2019
    
    {{items}}
    
    [[cs:Diamant]]
    [[de:Diamant]]
    [[el:Διαμάντι]]
    [[es:Diamante]]
    [[fr:Diamant]]
    [[hu:Gyémánt]]
    [[it:Diamante]]
    [[ja:ダイヤモンド]]
    [[ko:다이아몬드]]
    [[nl:Diamant]]
    [[pl:Diament]]
    [[pt:Diamante]]
    [[ru:Алмаз]]
    [[th:เพชร]]
    [[tr:Elmas]]
    [[uk:Діамант]]
    [[zh:钻石]]
    [[Category:Non-renewable resources]]</li></ul>
    Creeper explosions have a new sound.
    1.9pre5
    {{Extension DPL}}<ul><li>[[Ice Bomb|Ice Bomb]]<br/>{{education feature}}
    {{exclusive|bedrock|education}}
    {{ItemEntity
    |image=Ice Bomb.png
    |renewable=No (unless [[Material Reducer]] is available)<!-- Well, CHO are everywhere in sugar and charcoal, and sodium is in cobblestone... -->
    |stackable=Yes (16)
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    }}
    The '''ice bomb''' is an [[item]] that is used to freeze [[water]] into [[ice]].
    
    == Obtaining ==
    
    === Lab Table ===
    
    {| class="wikitable"
    ! Result
    ! Materials Needed
    |-
    !rowspan=2|{{slot|Ice Bomb}}<br>[[Ice Bomb]]
    |{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}
    |-
    |<center>[[Compound#List_of_compounds|Sodium Acetate]] x4</center>
    |}
    
    == Usage ==
    
    Ice bombs can be thrown by {{control|using}} them. They are affected by gravity.
    
    Like with [[ender pearl]]s, there is a short cooldown before the player can throw another ice bomb. The cooldown is shown in the [[hotbar]] by a white overlay that shrinks before the player is able to use it again.
    
    Ice bombs explode upon hitting most [[blocks]], including non-solid blocks, but not [[air]]. They also explode upon hitting other entities, but do not deal [[damage]], and unlike [[egg]]s and [[snowball]]s, their impact is not considered an attack and does no damage or knockback. When exploding, any [[water]] (including flowing water, but not [[waterlogged]] blocks) in a 3×3×3 cube around the ice bomb freezes into [[ice]]. Ice bombs can be used to contain and displace [[mobs]] in ice under water.
    
    While [[endermen]] teleport away from arrows shot at them, they can be hit by ice bombs. 
    
    Throwing an ice bomb while underwater encloses the player in ice.
    
    {| class="wikitable"
    |+Ice bomb arrangement table
    !y\x
    !-2
    !-1
    !0
    !1
    !2
    |-
    !64
    |Air
    |Air
    |Air
    |Air
    |Air
    |-
    !63
    |Air
    |Air
    |Ice bomb
    |Air
    |Air
    |-
    !62
    !Water
    !Ice
    !Ice
    !Ice
    !Water
    |-
    !61
    !Water
    !Ice
    !Ice
    !Ice
    !Water
    |-
    !60
    !Water
    !Water
    !Water
    !Water
    !Water
    |}
    
    == Sounds ==
    {{Sound table
    |type=bedrock
    |sound=Zombie breaks door.ogg
    |source=hostile
    |description=When an ice bomb is created by a [[lab table]]
    |id=mob.wither.break_block
    |volume=0.5
    |pitch=1.1/1.3}}
    {{Sound table
    |sound=Glass dig1.ogg
    |sound2=Glass dig2.ogg
    |sound3=Glass dig3.ogg
    |source=block
    |description=When an ice bomb impacts something
    |id=random.glass
    |volume=1.0
    |pitch=1.4/1.6
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |firstcolumnname=Ice Bomb
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Item
    |spritename=ice-bomb
    |spritetype=item
    |nameid=ice_bomb
    |id=595
    |form=item
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Ice Bomb
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Entity
    |spritename=ice-bomb
    |spritetype=entity
    |nameid=ice_bomb
    |id=106
    |foot=1}}
    
    == History ==
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
    
    {{History|education}}
    {{History||1.0.27|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
    {{History|foot}}
    
    == Trivia ==
    
    * In real life, mixing a sufficient amount of sodium acetate in water does solidify it, but creates [[wikipedia:Sodium acetate#Heating pad|hot ice]] (sodium acetate trihydrate) instead of normal ice.
    
    {{items}}
    {{entities}}
    {{Education Edition}}
    
    [[Category:Non-renewable resources]]
    [[Category:Education Edition items]]
    [[Category:Education Edition entities]]
    
    [[pl:Lodowa bomba]]
    [[de:Eisbombe]]
    [[ja:氷の爆弾]]
    [[ko:얼음 폭탄]]
    [[lzh:冰丸]]
    [[pt:Bomba de gelo]]
    [[zh:冰弹]]</li><li>[[Trident|Trident]]<br/>{{For|the Hidden Depths DLC weapon in ''Minecraft Dungeons''|MCD:Trident}} 
    {{ItemEntity
    |durability= 250
    |renewable= Yes
    |stackable= No
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    |title=Trident|image= <gallery>
    Trident (item).png | Item
    Trident.png | Entity
    </gallery>}}
    
    A '''trident''' is a [[weapon]] used in both melee and ranged combat and is a rare drop from [[drowned]].
    
    ==Obtaining==
    Tridents are not craftable. A trident can be obtained only when dropped by a [[drowned]]. 
    
    ===Mob loot===
    15% of [[drowned]] {{in|bedrock}} (6.25% {{in|java}}) spawn with a trident of random durability as their natural weapon, and only the drowned with a trident have a 8.5% chance of dropping the trident, increasing by 1% with each level of [[Looting]].
    
    Only naturally-spawned drowned can spawn with a trident and have a chance of dropping one. {{IN|Java}}, a trident held by a drowned has a chance to be enchanted, but the trident's enchantments have no effects for drowned.<ref>{{bug|MC-127321}}</ref>
    
    ===Thrown tridents===
    Tridents thrown onto the ground by a player can be picked up; however, tridents thrown by [[drowned]] cannot be picked up, similar to arrows shot by [[skeleton]]s, [[stray]]s, and [[pillager]]s. Only the owner of a trident thrown in Creative mode or enchanted with Loyalty can pick it up; other players in Creative and players in Survival mode including its own owner can't pick up the trident thrown in Creative.
    
    ===Trading===
    Drowned who are holding tridents will sometimes drop their trident at full durability if given a nautilus shell when they aren't attacking anything.{{only|BE}}
    
    ==Usage==
    
    ===Drowned===
    {{main|Drowned}}
    15% of drowned {{in|bedrock}}, and 6.25% {{in|java}}, spawn with a trident as its natural weapon. It throws the trident at its opponent every 1.5 seconds, dealing {{hp|9}} [[damage]] in normal difficulty. A drowned can throw unlimited tridents, and these tridents cannot be picked up by the [[player]].
    
    A [[villager]] can be turned into a [[zombie villager]] if it is killed by a trident thrown by a drowned: the chance of conversion is 0% on Easy [[difficulty]], 50% on Normal, and 100% on Hard and [[Hardcore]].
    
    {{IN|bedrock}}, a drowned can use the trident's melee attack if its target is within three blocks. The melee attack deals {{hp|9}} damage.
    
    ===Melee attack===
    
    Pressing {{control|attack}} while holding a trident deals damage to both [[mob]]s and players. Tridents deal {{hp|9}} melee damage. A successful hit consumes durability of the trident.
    
    ===Ranged attack===
    [[File:Steve aiming with Trident.png|150px]] [[File:Alex aiming with Trident.png|150px]]
    
    Pressing and holding {{control|use}} while holding a trident charges it. When released at full charge, the trident is thrown and deals damage to any [[entity]] it hits. It flies on a ballistic trajectory similar to that of an [[arrow]], but at 80% strength. If the trident hits a block, it sticks to the block. If it hits an entity, it bounces off the entity and lands nearby. It is also blocked by [[shield]]s and can be retrieved once it lands in the ground. Thrown tridents can trigger wooden [[button]]s, wooden [[pressure plate]]s, and [[target]] blocks. A trident can be thrown at a [[chorus flower]] or [[pointed dripstone]] to break it, which causes the block to be dropped as its respective item.
    
    {{IN|bedrock}} and [[Java Edition Combat Test 4]], tridents can be shot by [[dispenser]]s regardless of enchantment.
    
    Tridents [[Enchanting#Summary_of_enchantments_by_item|enchanted]] with [[Loyalty]] return to the thrower after hitting an entity{{only|java}}/hitting and bouncing off an entity then hitting a block{{only|bedrock}}<ref>{{bug|MCPE-51726}}</ref> or just a block. A Loyalty-enchanted trident fired from a [[dispenser]] just sticks to the block it strikes. Higher levels of enchantment result in shorter recovery times. {{IN|java}}, throwing a trident enchanted with Loyalty into the [[void]] destroys it,<ref>{{bug|MC-125755|||WAI}}</ref> while {{in|bedrock}} it automatically returns to the player. Tridents (if enchanted with Loyalty), can take [[fire]] damage but still return to the player if thrown in [[lava]]. This is especially helpful in [[the Nether]] should the [[player]] be using a trident instead of a [[bow]]. If a trident enchanted with Loyalty attempts to return to a player with no available inventory space, the trident floats near the player until inventory space becomes available.
    
    Thrown tridents take 1 durability damage, regardless of whether it hit an entity or not. Tridents with 1 durability remaining cannot be thrown.
    
    Tridents enchanted with [[Riptide]] launch the player a certain distance when thrown, with the distance increasing for higher enchantment levels. They can be thrown only if the player is standing in [[water]], or if it is raining on the block they are standing on. If the player charges it but walks into a nearby dry area, the charge is canceled. If the player throws a Riptide trident and collides with a mob, the mob takes melee damage (including critical damage if the player is falling). {{IN|java}} tridents enchanted with Riptide take one durability damage upon throwing, and lose an additional 1 durability if it collides with an entity on both editions. Each level of Riptide increases the distance traveled by six blocks. The enchantment at level one launches the player nine blocks, fifteen blocks at level two, and twenty-one blocks at level three.
    
    Tridents enchanted with [[Channeling]] summon a lightning bolt if there is a thunderstorm, although only upon hitting a mob or player standing in the rain as well as a [[Lightning Rod|lightning rod]] placed in the rain.
    
    Unlike other projectiles, the trident does not slow down when thrown through water or lava.
    
    {{IN|java}}, the [[Impaling]] enchantment affects ''all water mobs''. {{IN|bedrock}}, it deals extra damage to [[player]]s and mobs in water or rain.
    
    Unlike arrows, thrown tridents do not despawn.{{only|bedrock}} Tridents despawn after 60 seconds if they are not picked up.{{only|java}}<ref>{{bug|MC-125817}}</ref>
    
    ;Magical damage
    Using [[Riptide]], nearby players or mobs are dealt [[Harming|splash damage]] within an 8.25×8.25×4.25 cubical area. It stacks with the [[Impaling]] enchantment and [[Strength]] effect. Critical hits do not increase splash damage, but affect the target. 
    
    {{IN|bedrock}}, thrown tridents can damage the [[ender dragon]] while resting on the bedrock fountain. {{IN|java}}, they act just like arrows — deflected, but burn as if they had [[Flame]].
    
    === Damage===
    Thrown tridents and splashes deal {{hp|8}} damage. The damage remains the same regardless of the trident's speed. It has a faster charging speed than a [[bow]] or [[crossbow]] (barring the [[Quick Charge]] enchantment.)
    
    ====Java Edition====
    
    {{IN|java}}, tridents have an attack speed of 1.1 and take ~0.91 seconds to [[Damage#Attack cooldown|recover]].
    
    {| class="wikitable" style="text-align:center" data-description="Sword attack damage by type"
    !Attack
    !{{ItemSprite|Trident|text=Melee}}
    !{{ItemSprite|Trident|text=Melee (critical)}}
    !{{ItemSprite|Trident|text=Range}}
    |-
    !Attack damage
    |{{hp|9}}
    |{{hp|13.5}}
    |{{hp|8}}
    |-
    !Damage/Second (DPS)<ref group="note">This does not take travel time into account</ref>
    |9.9
    |14.3
    | ?
    |-
    !Lifetime damage inflicted<ref group="note">The formula to find the total lifetime damage is ''Durability × Damage per hit = Lifetime damage minimum'' (e.g., 250 × 9 = 2250). It ignores enchantments and critical hits, and assumes the trident is at maximum charge</ref>
    |{{hp|2250}}
    |{{hp|3375}}
    |{{hp|2000}}
    |-
    !Durability
    | colspan="3" |250
    |}
    {{notelist}}
    
    ====Bedrock Edition====
    
    {{IN|bedrock}}, tridents have no attack cooldown and do the following damage:
    
    {| class="wikitable" style="text-align:center" data-description="Sword attack damage by type"
    !Attack
    !{{ItemSprite|Trident|text=Melee}}
    !{{ItemSprite|Trident|text=Range}}
    |-
    !Attack damage
    |{{hp|9}}
    |{{hp|8}}
    |-
    ! ''Lifetime damage inflicted''<ref group="note">The formula to find the total lifetime damage is ''Durability × Damage per hit = Lifetime damage minimum''. It excludes enchantments and critical hits.</ref>
    |{{hp|2259}}
    |{{hp|2008}}
    |-
    !Durability
    | colspan="2" |251
    |}
    {{notelist}}
    
    ===Elytra===
    A trident with the [[Riptide]] enchantment can be used to propel a player with a pair of [[elytra]], but only in [[rain]]y weather, during snowy weather in certain biomes<ref>{{bug|MC-128169}}</ref> or while the [[player]] is in a body of water. A Riptide trident can boost the player to speeds as high as 125 blocks per second,<ref>{{bug|MC-147173||Using riptide tridents while elytra flying can boost the player to excessive speeds}}</ref> much faster than the 33.5 blocks-per-second speed achievable using [[firework rocket]]s.
    
    ===Impaling damage ===
    
    {{IN|java}}, the [[Impaling]] enchantment deals extra damage to all water mobs. {{IN|bedrock}} and in [[Java Edition Combat Test 3]], it deals extra damage to all players and mobs in water or rain.
    
    {| class="wikitable" style="text-align:center" data-description="Trident Damage by Impaling Level" |
    |+ Trident Damage by Impaling level
    |-
    !Level
    !Increase
    !Melee
    !Ranged
    |-
    |I
    | adds {{hp|2.5}}
    |{{hp|11.5}}
    |{{hp|10.5}}
    |-
    |II
    |adds {{hp|5}}
    |{{hp|14}}
    |{{hp|13}}
    |-
    |III
    | adds {{hp|7.5}}
    |{{hp|16.5}}
    |{{hp|15.5}}
    |-
    |IV
    |adds {{hp|10}}
    |{{hp|19}}
    |{{hp|18}}
    |-
    |V
    |adds {{hp|12.5}}
    |{{hp|21.5}}
    |{{hp|20.5}}
    |}
    
    {{-}}
    
    ===Enchantments===
    
    Tridents have a base enchantability of 1 and can receive the following [[enchantment]]s:
    {| class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Loyalty]]<ref group="note" name="note1">Loyalty and Channeling are mutually exclusive from Riptide, but not from each other.</ref>
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Channeling]]<ref group="note" name="note1" />
    |I
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Riptide]]<ref group="note" name="note1" />
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Impaling]]
    |V
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Unbreaking]]
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Mending]]
    |I
    |{{Inventory slot|Anvil}}
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}
    |}
    ; Notes
    <references group="note" />
    
    ===Repairing ===
    Tridents have the same [[durability]] as an [[sword|iron sword]]. Whenever a trident deals damage, its durability decreases by 1.
    
    Tridents can be repaired by:
    *combining two damaged tridents in a [[grindstone]], or on a [[crafting table]] or the 2×2 inventory grid, which removes any enchantments except for [[Curse of Vanishing]] and [[Curse of Binding]]
    *combining a damaged trident with another trident on an [[anvil]], which preserves enchantments.
    *applying the [[Mending]] enchantment.
    
    ==Sounds==
    {{Edition|Java}}:<br>
    Thrown tridents use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |sound=Trident pierce1.ogg
    |sound2=Trident pierce2.ogg
    |sound3=Trident pierce3.ogg
    |subtitle=Trident stabs
    |source=neutral
    |description=When a trident hits a mob
    |id=item.trident.hit
    |translationkey=subtitles.item.trident.hit
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Trident ground impact1.ogg
    |sound2=Trident ground impact2.ogg
    |sound3=Trident ground impact3.ogg
    |sound4=Trident ground impact4.ogg
    |subtitle=Trident vibrates
    |source=neutral
    |description=When a trident hits the ground
    |id=item.trident.hit_ground
    |translationkey=subtitles.item.trident.hit_ground
    |volume=0.9
    |pitch={{frac|12|11}}-{{frac|4|3}}
    |distance=16}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |subtitle=Trident clangs
    |source=player
    |description=When a player throws a trident
    |id=item.trident.throw
    |translationkey=subtitles.item.trident.throw
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |rowspan=2
    |sound=Trident thunder1.ogg
    |sound2=Trident thunder2.ogg
    |subtitle=Trident thunder cracks
    |source=neutral
    |description=When a Channeling trident hits a mob
    |id=item.trident.thunder
    |translationkey=subtitles.item.trident.thunder
    |volume=5.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Trident thunder cracks
    |source=weather
    |description=When a trident with Channeling strikes a lightning rod
    |id=item.trident.thunder
    |translationkey=subtitles.item.trident.thunder
    |volume=5.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Riptide I.ogg
    |subtitle=Trident zooms
    |source=player
    |description=When a Riptide I trident is used
    |id=item.trident.riptide_1
    |translationkey=subtitles.item.trident.riptide
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Riptide II.ogg
    |subtitle=Trident zooms
    |source=player
    |description=When a Riptide II trident is used
    |id=item.trident.riptide_2
    |translationkey=subtitles.item.trident.riptide
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Riptide III.ogg
    |subtitle=Trident zooms
    |source=player
    |description=When a Riptide III or higher trident is used
    |id=item.trident.riptide_3
    |translationkey=subtitles.item.trident.riptide
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Trident return1.ogg
    |sound2=Trident return2.ogg
    |sound3=Trident return3.ogg
    |subtitle=Trident returns
    |source=neutral
    |description=When a trident starts returning <ref group=sound>The first sound is only played {{frac|1|9}} of the time, while the others are played {{frac|4|9}} of the time</ref>
    |id=item.trident.return
    |translationkey=subtitles.item.trident.return
    |volume=8.0
    |pitch=''varies'' <ref group=sound>1.0 for <code>return1</code>, 1.0/0.8/1.2/1.2 for <code>return2</code>, and 1.0/0.8/0.8/1.2 for <code>return3</code></ref>
    |distance=16}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |subtitle=Drowned throws Trident
    |source=hostile
    |description=When a drowned shoots a trident
    |id=entity.drowned.shoot
    |translationkey=subtitles.entity.drowned.shoot
    |volume=1.0
    |pitch={{frac|5|6}}-1.25
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a trident'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=Trident pierce1.ogg
    |sound2=Trident pierce2.ogg
    |sound3=Trident pierce3.ogg
    |source=player
    |description=When a trident hits a mob
    |id=item.trident.hit
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Trident ground impact1.ogg
    |sound2=Trident ground impact2.ogg
    |sound3=Trident ground impact3.ogg
    |sound4=Trident ground impact4.ogg
    |source=player
    |description=When a trident hits the ground
    |id=item.trident.hit_ground
    |volume=0.9
    |pitch=1.0}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |source=player
    |description=When a player throws a trident
    |id=item.trident.throw
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Trident thunder1.ogg
    |sound2=Trident thunder2.ogg
    |source=player
    |description=When a trident with Channeling strikes a mob<ref group="sound">{{Bug|MCPE-43402}}</ref><wbr><ref group=sound>{{bug|MCPE-173931||Tridents don't make channeling sounds when striking a lightning rod}}</ref><wbr>{{Upcoming|BE 1.20.30}}
    |id=item.trident.thunder
    |volume=1.0<wbr>{{Until|BE 1.20.30}}<br>1000.0<wbr>{{Upcoming|BE 1.20.30}}
    |pitch=1.0}}
    {{Sound table
    |sound=Riptide I.ogg
    |source=player
    |description=When a Riptide I trident is used
    |id=item.trident.riptide_1
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Riptide II.ogg
    |source=player
    |description=When a Riptide II trident is used
    |id=item.trident.riptide_2
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Riptide III.ogg
    |source=player
    |description=When a Riptide III trident is used
    |id=item.trident.riptide_3
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Trident return1.ogg
    |sound2=Trident return2.ogg
    |sound3=Trident return3.ogg
    |source=player
    |description=When a trident starts returning <ref group=sound>The first sound is only played {{frac|1|9}} of the time, while the others are played {{frac|4|9}} of the time</ref>
    |id=item.trident.return
    |volume=8.0
    |pitch=''varies'' <ref group=sound>1.0 for <code>return1</code>, 1.0/0.8/1.2/1.2 for <code>return2</code>, and 1.0/0.8/0.8/1.2 for <code>return3</code></ref>}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |source=hostile
    |description=When a drowned shoots a trident<ref group="sound">{{Bug|MCPE-53297}}</ref><wbr>{{Upcoming|BE 1.20.30}}
    |id=mob.drowned.shoot
    |volume=1.0
    |pitch=0.8-1.2
    |foot=1}}
    
    ==Data values==
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=item
    |nameid=trident
    |form=item
    |foot=1}} 
    {{ID table
    |edition=java
    |showentitytags=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=entity
    |nameid=trident
    |entitytags=impact_projectiles
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=item
    |nameid=trident
    |id=546
    |form=item
    |foot=1}} 
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=entity
    |nameid=thrown_trident
    |id=73
    |foot=1}}
    
    ===Entity data ===
    Tridents have entity data associated with them that contain various properties of the entity.
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    :See [[Bedrock Edition level format/Entity format]].
    
    ==Achievements==
    
    {{load achievements|Do a Barrel Roll!;Bullseye}}
    
    ==Advancements==
    {{load advancements|A Throwaway Joke;Very Very Frightening;Not Today;Sniper Duel;Bullseye}}
    
    ==History==
    {{History|java}}
    {{History||November 18, 2017|link={{YouTubeLink|mAapz_nIC_Y}}|A trident was shown killing a [[zombie]] in a clip presented at [[MineCon Earth]].}}
    {{History||1.13|snap=18w07a|[[File:Trident.png|60px]] {{InvSprite|Trident Revision 1}} Added tridents, which are currently unobtainable in [[Survival]].}}
    {{History|||snap=18w10a|[[File:Trident (item).png|32px]] Tridents now have a new texture in the [[inventory]].}}
    {{History|||snap=18w11a|Added [[drowned]] mobs, which can spawn with a trident, allowing tridents to now become obtainable in [[Survival]].}}
    {{History|||snap=18w14a|If the [[player]] is not in [[water]] and it is not [[rain]]ing, the player can no longer throw tridents [[enchantment|enchanted]] with [[Riptide]], but they can still deal melee [[damage]].}}
    {{History|||snap=18w20a|Like with swords, tridents no longer can break blocks when held in [[Creative]] mode.<ref>{{bug|MC-126300}}</ref>}}
    {{History||1.14|snap=18w43a|Thrown tridents can now break [[chorus flower]]s.}}
    {{History||1.15|snap=19w39a|[[File:Enchanted Trident.png|60px]] [[File:Enchanted Trident (item).gif|32px]] Tridents that are [[enchanting|enchanted]] now have a glint.
    |Trident items use a 3D model again. When dropped, it rotates off center<ref>{{bug|MC-161886}}</ref> (like with beds at the time and shields currently).}}
    {{History|||snap=19w42a|Trident items now use the 2D sprite again.<ref>{{bug|MC-161872}}</ref>}}
    {{History||1.17|snap=20w48a|Thrown tridents can now break [[pointed dripstone]].}}
    {{History|upcoming java}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|Trident-exclusive enchantments are no longer obtainable from villager [[trading]].}}
    {{History||Combat Tests|snap=1.14.3 - Combat Test|The attack speed of tridents has been increased to 2.
    |The base [[damage]] of tridents has been decreased from {{hp|9}} to {{hp|7}}.
    |The attack reach of tridents has been increased to 4 [[block]]s.}}
    {{History|||snap=Combat Test 2|The damage of tridents has been increased to {{hp|8}}.}}
    {{History|||snap=Combat Test 4|Tridents can now be shot from [[dispenser]]s.
    |Tridents with [[Loyalty]] that fall into the [[void]] now return to their owner upon breaking in the void.
    |Tridents with [[Impaling]] now deal [[enchanting|enchantment]] damage to all [[mob]]s that are in [[water]] or [[rain]].}}
    {{History|||snap=Combat Test 5|The damage of tridents has been decreased to {{hp|7}} again.}}
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.13.8|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.
    |Tridents are currently a part of [[Experimental Gameplay]].}}
    {{History|||snap=beta 1.2.14.2|Tridents have been fully implemented.}}
    {{History|||snap=beta 1.2.20.1|A new animation has been added for tridents with [[Riptide]] when they are thrown.}}
    {{History||1.5.0|snap=beta 1.5.0.0|Tridents can now be [[enchantment|enchanted]] with [[Mending]] and [[Unbreaking]].}}
    {{History|||snap=beta 1.5.0.7|Tridents no longer break [[block]]s in [[Creative]] mode.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Thrown tridents can now break [[chorus flower]]s.}}
    {{History||1.16.0|snap=beta 1.15.0.51|Drowned can no longer have a trident when converted.|Drowned that are not holding a trident are no longer able to drop one.}}
    {{History||1.16.220|snap=beta 1.16.220.50|Tridents are now able to break pointed dripstone.}}
    {{History|||snap=beta 1.16.220.51|Drowned now hold their tridents correctly when targeting a player.}}
    
    {{History|console}}
    {{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.}}
    
    {{History|education}}
    {{History||1.4.0|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.}}
    {{History|foot}}
    
    ==Issues==
    
    {{issue list}}
    
    ==Trivia==
    * If a player throws a Loyalty-enchanted trident and the player's inventory subsequently fills, the trident hovers around or through the player's skin until an inventory slot opens, which it fills immediately. Multiple tridents can be 'queued' to re-enter the player's inventory in this manner.
    *{{IN|java}} in Creative mode, sword enchantments can be applied to tridents. This includes Sharpness, Fire Aspect, and Looting. Sharpness, Smite, and Bane of Arthropods increases their damage against their specific mobs, as well.{{more info needed|Does the damage also increase when the trident is thrown?}}
    *Thrown tridents pass through [[Nether Portal (block)|nether portal block]]s without being transported to [[the Nether]] or the [[Overworld]].
    *Using a trident enchanted with Riptide while riding an entity cancels the charge and does nothing.
    
    ==Gallery==
    <gallery>
    TridentMineconEarth.jpg|Tridents are shown in a clip of Minecon Earth 2017.
    Returning trident.jpg|A trident [[enchantment|enchanted]] with [[Loyalty]] returning to the [[player]].
    Riptide Trident.png|A player "flying" high in the [[air]] after throwing a trident enchanted with [[Riptide]] III vertically upward.
    Trident in ground.png|A trident stuck in [[sand]].
    Two-hand drowned.png|A drowned holding a trident and a [[nautilus shell]].
    Enchanted Trident (item).gif|An enchanted trident.
    Alex with Trident.png|An official T-Shirt design of [[Alex]] with a trident.
    Acid Drowned.png|"Acid Drowned," an officially licensed T-Shirt featuring a [[drowned]] with a trident.
    ArgoMajor Trident.jpg|First image of a trident in ''Bedrock Edition''.
    </gallery>
    
    ==References==
    {{reflist}}
    
    ==External Links==
    *[https://www.minecraft.net/en-us/article/taking-inventory--trident Taking Inventory: Trident] – Minecraft.net on January 30, 2020
    
    {{Items}}
    {{Entities}}
    
    [[Category:Combat]]
    
    [[de:Dreizack]]
    [[es:Tridente]]
    [[fr:Trident]]
    [[ja:トライデント]]
    [[ko:삼지창]]
    [[pl:Trójząb]]
    [[pt:Tridente]]
    [[ru:Трезубец]]
    [[th:ตรีศูล]]
    [[zh:三叉戟]]</li></ul>
    Creepers and other hostile mobs no longer attack the player in Creative mode unless provoked.
    r
    1.2.3.4.5.6
    {{Extension DPL}}<ul><li>[[Blaze Powder|Blaze Powder]]<br/>{{Item‎
    | image = Blaze Powder.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Blaze powder''' is an item made from a [[blaze rod]], which is dropped by a [[blaze]] when killed. Its main uses are to fuel [[brewing stand]]s, to brew [[strength]] [[potions]], and to make [[eyes of ender]] to take the player to [[the End]].
    
    == Obtaining ==
    
    === Crafting ===
    {{Crafting
    |Blaze Rod
    |Output= Blaze Powder,2
    |type= Brewing
    }}
    
    == Usage ==
    
    === Crafting Ingredient ===
    
    {{crafting usage}}
    
    === Brewing stand fuel ===
    In addition to being a [[brewing]] ingredient, blaze powder is needed to fuel a [[brewing stand]]. Each piece of blaze powder can brew up to 20 batches of [[Potion|potions]].
    
    === Brewing ingredient ===
    {{brewing
      |showname=1
      |head=1
      |Blaze Powder
      |Mundane Potion
      |base=Water Bottle
    }}
    {{brewing
      |foot=1
      |Blaze Powder
      |Potion of Strength
    }}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Blaze Powder
    |spritetype=item
    |nameid=blaze_powder
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Blaze Powder
    |spritetype=item
    |nameid=blaze_powder
    |id=429
    |form=item
    |foot=1}}
    
    == Video ==
    
    {{Video note|This video does not mention that blaze powder must be used to fuel [[brewing stand]]s.|minor}}
    
    <div style="text-align:center">{{yt|FSP2qBpe9vI}}</div>
    
    ==History==
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[File:Blaze Powder JE1.png|32px]] Added blaze powder.
    |Blaze powder can be used to craft [[eyes of ender]] and [[magma cream]].}}
    {{History|||snap=Beta 1.9 Prerelease 3|Blaze powder can now be [[brewing|brewed]] in a [[water bottle]] to create a [[mundane potion]], or in an [[awkward potion]] to create a [[potion of Strength]].}}
    {{History||1.2.1|snap=12w04a|Blaze powder can now be used to craft [[fire charge]]s.}}
    {{History||1.3.1|snap=1.3|[[File:Blaze Powder JE2 BE1.png|32px]] The texture of blaze powder has been changed.}}
    {{History||1.9|snap=15w42a|Blaze powder is now required to operate a [[brewing stand]].}}
    {{History|||snap=15w43a|Blaze powder now [[fuel]]s 20 operations rather than 30.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 377.}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Blaze Powder JE2 BE1.png|32px]] Added blaze powder.
    |Blaze powder can be used to craft [[magma cream]].
    |Blaze powder is used as an ingredient to brew [[potion]]s.}}
    {{History||v0.15.0|snap=build 1|Blaze powder is now used to craft [[fire charge]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Blaze powder is now used to craft [[eyes of ender]].}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Blaze powder is now required to operate a [[brewing stand]].}}
    
    {{History|console}}
    {{History||xbox=TU7|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Blaze Powder JE2 BE1.png|32px]] Added blaze powder.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|Blaze powder is now required to operate a [[brewing stand]].}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Blaze Powder JE2 BE1.png|32px]] Added blaze powder.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == See also ==
    * [[The Nether]]
    * [[Potions]]
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--blaze-powder Taking Inventory: Blaze Powder] – Minecraft.net on November 25, 2021
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Ohnivý prach]]
    [[de:Lohenstaub]]
    [[es:Polvo de blaze]]
    [[fr:Poudre de Blaze]]
    [[hu:Őrlángpor]]
    [[ja:ブレイズパウダー]]
    [[ko:블레이즈 가루]]
    [[nl:Blazepoeder]]
    [[pl:Płomienny proszek]]
    [[pt:Pó de blaze]]
    [[ru:Огненный порошок]]
    [[th:ผงปีศาจไฟ]]
    [[zh:烈焰粉]]</li><li>[[Balloon|Balloon]]<br/>{{exclusive|bedrock|education}}
    {{education feature}}
    {{ItemEntity
    |image=White Balloon.png
    |extratext = View [[#Gallery|all renders]]
    |invimage=White Balloon
    |invimage2=Orange Balloon
    |invimage3=Magenta Balloon
    |invimage4=Light Blue Balloon
    |invimage5=Yellow Balloon
    |invimage6=Lime Balloon
    |invimage7=Pink Balloon
    |invimage8=Gray Balloon
    |invimage9=Light Gray Balloon
    |invimage10=Cyan Balloon
    |invimage11=Purple Balloon
    |invimage12=Blue Balloon
    |invimage13=Brown Balloon
    |invimage14=Green Balloon
    |invimage15=Red Balloon
    |invimage16=Black Balloon
    |renewable=No
    |stackable=Yes
    |size=Height: 0.4 Blocks<br>Width: 0.4 Blocks
    }}
    
    '''Balloons''' are [[entities]] that float upward when placed.
    
    == Obtaining ==
    Balloons are not available in the [[Creative]] inventory or [[commands]].
    
    === Crafting ===
    
    {{Crafting
    |A1= Latex
    |B1= Matching Dye
    |C1= Latex
    |A2= Latex
    |B2= Helium
    |C2= Latex
    |A3= Latex
    |B3= Lead
    |C3= Latex
    |Output= Matching Balloon
    |description={{only|bedrock|education}}
    |type= Miscellaneous
    |head=1
    }}
    {{Crafting
    |A1= Latex
    |B1= Bone Meal; Lapis Lazuli; Cocoa Beans; Ink Sac
    |C1= Latex
    |A2= Latex
    |B2= Helium
    |C2= Latex
    |A3= Latex
    |B3= Lead
    |C3= Latex
    |Output= White Balloon; Blue Balloon; Brown Balloon; Black Balloon
    |description={{only|bedrock|education}}
    |type= Miscellaneous
    |foot=1
    }}
    
    == Usage ==
    
    When {{control|used}} on a [[mob]], a [[fence]], or a [[wall]], balloons attach to the mob or block, similarly to a [[lead]]. Balloons float into the air faster than the speed the [[player]] flies up, but remain grounded if tied to a fence. If tied to a mob, the balloon floats away and carries the mob into the air, before both eventually [[despawn]] or disappear.
    {| class="wikitable sortable" style="text-align: left;"
    |+ Balloon-attachable mobs
    ! Mob
    ! Mass
    |-
    | {{EntityLink|Chicken}} 
    | 0.6
    |-
    | {{EntityLink|Cow}} 
    | 1.0
    |-
    | {{EntityLink|Donkey}} 
    | 1.0
    |-
    | {{EntityLink|Horse}} 
    | 1.0
    |-
    | {{EntityLink|Iron Golem}} 
    | 2.0
    |-
    | {{EntityLink|Llama}} 
    | 1.0
    |-
    | {{EntityLink|Mule}} 
    | 1.0
    |-
    | {{EntityLink|Mooshroom}}
    | 1.0
    |-
    | {{EntityLink|Panda}}
    | 1.5
    |-
    | {{EntityLink|Pig}}
    | 0.75
    |-
    | {{EntityLink|Sheep}}
    | 0.75
    |-
    | {{EntityLink|Snow Golem}}
    | 1.0
    |-
    | {{EntityLink|Fox}}
    | 0.6
    |}
    
    When a balloon is shot by an [[arrow]] or a [[trident]], or floats into a solid block, it pops, summons [[particles]], and is destroyed. It drops nothing. A balloon tied to a fence post bursts when a player strikes it in any direction.
    
    == Sounds ==
    {{Sound table
    |type=bedrock
    |sound=Balloon pop1.ogg
    |sound2=Balloon pop2.ogg
    |source=neutral
    |description=When a balloon collides with a block from above
    |id=balloon.pop
    |volume=10.0
    |pitch=1.75/2.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |firstcolumnname=Balloon
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Item
    |spritename=balloons
    |spritetype=item
    |nameid=balloon
    |id=598
    |form=item
    |translationkey=item.balloon.black.name,item.balloon.red.name,item.balloon.green.name,item.balloon.brown.name,item.balloon.blue.name,item.balloon.purple.name,item.balloon.cyan.name,item.balloon.silver.name,item.balloon.gray.name,item.balloon.pink.name,item.balloon.lime.name,item.balloon.yellow.name,item.balloon.lightBlue.name,item.balloon.magenta.name,item.balloon.orange.name,item.balloon.white.name
    |foot=1}} 
    {{ID table
    |edition=bedrock
    |firstcolumnname=Balloon
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Entity
    |spritename=balloons
    |spritetype=entity
    |nameid=balloon
    |id=107
    |foot=1}}
    
    === Metadata ===
    In ''Bedrock Edition'', balloon items use the following data values:
    
    {{/DV}}
    
    == History ==
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[File:White Balloon BE1.png|32px]] [[File:Orange Balloon BE1.png|32px]] [[File:Magenta Balloon BE1.png|32px]] [[File:Light Blue Balloon BE1.png|32px]] [[File:Yellow Balloon BE1.png|32px]] [[File:Lime Balloon BE1.png|32px]] [[File:Pink Balloon BE1.png|32px]] [[File:Gray Balloon BE1.png|32px]] [[File:Silver Balloon BE1.png|32px]] [[File:Cyan Balloon BE1.png|32px]] [[File:Purple Balloon BE1.png|32px]] [[File:Blue Balloon BE1.png|32px]] [[File:Brown Balloon BE1.png|32px]] [[File:Green Balloon BE1.png|32px]] [[File:Red Balloon BE1.png|32px]] [[File:Black Balloon BE1.png|32px]] <br> [[File:White Balloon (item) BE1.png|32px]] [[File:Orange Balloon (item) BE1.png|32px]] [[File:Magenta Balloon (item) BE1.png|32px]] [[File:Light Blue Balloon (item) BE1.png|32px]] [[File:Yellow Balloon (item) BE1.png|32px]] [[File:Lime Balloon (item) BE1.png|32px]] [[File:Pink Balloon (item) BE1.png|32px]] [[File:Gray Balloon (item) BE1.png|32px]] [[File:Silver Balloon (item) BE1.png|32px]] [[File:Cyan Balloon (item) BE1.png|32px]] [[File:Purple Balloon (item) BE1.png|32px]] [[File:Blue Balloon (item) BE1.png|32px]] [[File:Brown Balloon (item) BE1.png|32px]] [[File:Green Balloon (item) BE1.png|32px]] [[File:Red Balloon (item) BE1.png|32px]] [[File:Black Balloon (item) BE1.png|32px]] Added balloons.}}
    {{History||1.18.10|snap=beta 1.18.10.24|[[Bee]]s, [[boat]]s, tamed [[cat]]s, [[dolphin]]s, [[glow squid]]s, [[goat]]s, [[hoglin]]s, [[ocelot]]s, [[panda]]s, [[parrot]]s, [[polar bear]]s, [[squid]]s, [[strider]]s, tamed [[wolves]] and [[zoglin]]s can now be leashed.}}
    {{History||1.18.30|snap=beta 1.18.30.28|Added the [[boat with chest]], which can be leashed.}}
    
    {{History|education}}
    {{History||1.0.27|[[File:White Balloon BE1.png|32px]] [[File:Orange Balloon BE1.png|32px]] [[File:Magenta Balloon BE1.png|32px]] [[File:Light Blue Balloon BE1.png|32px]] [[File:Yellow Balloon BE1.png|32px]] [[File:Lime Balloon.png|32px]] [[File:Pink Balloon BE1.png|32px]] [[File:Gray Balloon BE1.png|32px]] [[File:Silver Balloon BE1.png|32px]] [[File:Cyan Balloon BE1.png|32px]] [[File:Purple Balloon BE1.png|32px]] [[File:Blue Balloon.png|32px]] [[File:Brown Balloon BE1.png|32px]] [[File:Green Balloon BE1.png|32px]] [[File:Red Balloon BE1.png|32px]] [[File:Black Balloon BE1.png|32px]] <br> [[File:White Balloon (item) BE1.png|32px]] [[File:Orange Balloon (item) BE1.png|32px]] [[File:Magenta Balloon (item) BE1.png|32px]] [[File:Light Blue Balloon (item) BE1.png|32px]] [[File:Yellow Balloon (item) BE1.png|32px]] [[File:Lime Balloon (item) BE1.png|32px]] [[File:Pink Balloon (item) BE1.png|32px]] [[File:Gray Balloon (item) BE1.png|32px]] [[File:Silver Balloon (item) BE1.png|32px]] [[File:Cyan Balloon (item) BE1.png|32px]] [[File:Purple Balloon (item) BE1.png|32px]] [[File:Blue Balloon (item) BE1.png|32px]] [[File:Brown Balloon (item) BE1.png|32px]] [[File:Green Balloon (item) BE1.png|32px]] [[File:Red Balloon (item) BE1.png|32px]] [[File:Black Balloon (item) BE1.png|32px]] Added balloons.}}
    {{History||1.18.32|snap=1.18.10.04|[[Bee]]s, [[boat]]s, tamed [[cat]]s, [[dolphin]]s, [[glow squid]]s, [[goat]]s, [[hoglin]]s, [[ocelot]]s, [[panda]]s, [[parrot]]s, [[polar bear]]s, [[squid]]s, [[strider]]s, tamed [[wolves]] and [[zoglin]]s can now be leashed.}}
    {{History|foot}}
    ==Gallery==
    
    === Colors ===
    <gallery>
    Orange Balloon.png
    Magenta Balloon.png
    Light Blue Balloon.png
    Yellow Balloon.png
    Lime Balloon.png
    Pink Balloon.png
    Gray Balloon.png
    Light Gray Balloon.png
    Cyan Balloon.png
    Purple Balloon.png
    Blue Balloon.png
    Brown Balloon.png
    Green Balloon.png
    Red Balloon.png
    Black Balloon.png
    </gallery>
    
    === [[Event servers]] ===
    <gallery>
    File:Legends Balloon.png|Differently designed balloons featured in the ''[[Minecraft Legends Live Event]]''.
    File:Sniffer Balloon (Trails and Tales Summer Event) Render.png|A [[Sniffer]] balloon, featured in the [[Trails & Tales Event]].
    File:Camel Balloon (Trails and Tales Summer Event) Render.png|A balloon of a [[Camel]], featured in the Trails & Tales Event.
    File:Balloon Bundle (Trails and Tales Summer Event) Render.png|Bundle of balloons from the Trails & Tales Event.
    </gallery>{{Items}}
    {{Entities}}
    {{Education Edition}}
    
    [[Category:Education Edition entities]]
    [[Category:Education Edition items]]
    
    [[de:Ballon]]
    [[it:Palloncino]]
    [[ja:風船]]
    [[ko:풍선]]
    [[pt:Balão]]
    [[ru:Воздушный шар]]
    [[zh:气球]]</li></ul>
    As part of the AI overhaul, Creepers no longer attack other mobs. Before this update, a Creeper shot by a skeleton would attack the skeleton, creating a crater in the process. This made music discs much harder to obtain.
    12w30r
    {{Extension DPL}}<ul><li>[[Minecart with Furnace|Minecart with Furnace]]<br/>{{ItemEntity
    |image=Minecart with Furnace.png
    |renewable=Yes
    |stackable=No
    |size=Height: 0.7 Blocks<br>Width: 0.98 Blocks
    |networkid=10
    |drops= 1 {{ItemLink|Minecart with Furnace}}
    |health={{Hp|6}}
    }}
    
    A '''minecart with furnace''' is a [[furnace]] inside a [[minecart]]. It can be powered with [[coal]] or [[charcoal]] to propel it across a [[rail]] line for a limited time, which can be used to move other minecarts.
    
    ==Obtaining==
    Minecarts with furnace can be retrieved by attacking them, and by doing so it drops as an [[item]].
    
    ===Crafting===
    {{Crafting
    |Output= Minecart with Furnace
    |type= Transportation
    |Furnace|Minecart}}
    
    ==Usage==
    Minecarts with furnaces are placed in the same way as other minecarts. It does not have a graphical user interface, unlike a [[furnace]].
    
    Minecarts with furnaces can be powered, done by feeding fuel ([[coal]] or [[charcoal]]) into the furnace minecart with the {{Control|use}} button. The fuel is consumed immediately and it starts to move in the same direction the player clicked toward. Pressing {{Control|use}} always turns it to that direction, even when not holding coal.
    
    Any piece of fuel, added at any time, increases the total range by an additional 3600 ticks (equal to 180 seconds or 3 minutes).  The upper limit is 32767 ticks, approximately 27 minutes.
    
    When powered, minecarts with furnaces cover 240m per minute (about 4 m/s, slightly slower than walking speed) or 720m per piece of coal. They do not accelerate beyond this speed when going downhill or on active [[powered rail]]s, and as long as they remain powered, they do not slow down when going uphill, on inactive powered rails, or when pushing or pulling other minecarts.
    
    If a powered furnace minecart is derailed and then pushed back onto a rail, it starts moving again in the direction it came from, so they are not easily turned around in this state unless a player is nearby to redirect it with {{Control|use}}.
    
    Minecarts with furnaces can climb up steep inclines while pushing other minecarts as long as they have fuel. If a minecart with furnace reaches a slope while pulling another minecart, the pulled minecart is switched to the forward position so that it can be pushed along the slope instead of pulled.
    
    When a minecart with furnace bumps into another minecart or multiple minecarts, the other minecarts are pushed forward with great speed. The furnace minecart continues on with its own speed. Because of this speed difference, some of the minecarts may end up inside unloaded chunks on straight tracks.
    
    ===Train mechanics===
    {{Schematic
    |caption=weakly-shunted 1-cart train, one cart was used only to push the train together and is left behind
    |AB|mc-$ew|mc-$ew|mc/Fu-$ew|-
    |AB|ra-$wu|ra-$ew|ra-$ew|ra-$ew|ellipsis-ew
    }}
    {{Schematic
    |caption=Creating a strongly-shunted 1-cart train.  The sloped rail must be replaced with a horizontal rail before powering.
    |AB|mc-$ew||mc/Fu-$ew|-
    |AB|ra-$ew|ra-$ew|ra-$eu|ra-$ew|ra-$ew|ellipsis-ew
    }}
    
    [[File:FurnaceMinecartTrain.png|thumb|right|A Minecart train powered by furnace [[Minecart|minecarts.]]|alt=]]
    A furnace minecart can be made to pull up to four other minecarts. All minecarts in this train move at the constant speed of the furnace minecart.  Trains are formed when a minecart is pushed into the back of a powered furnace minecart or a short-enough train.  These shunts are fragile at best and easily come undone, but some methods are stronger than others.  For example, pushing a minecart into a furnace minecart and then powering the furnace gives a weaker shunt than pushing the furnace minecart into the other minecart against a wall, and then powering the furnace in the other direction.
    
    A high-speed minecart running into the back of a furnace minecart going in the same direction automatically creates a weak shunt with it, pulling it along.
    
    Pulling a minecart with TNT causes it to explode.
    
    {| class="wikitable"
    |+Pulled minecart/Shunt behavior
    !Condition
    !Result
    |-
    |Furnace loses power/speed||Shunt comes undone
    |-
    |Entity bumping besides those part of the train||Jettisoned forward
    |-
    |Upward sloped track||Jettisoned forward
    |-
    |Downward sloped track||Jettisoned forward (strong shunt) or shunt comes undone (weak shunt)
    |-
    |90° turn in track||Jettisoned backward
    |-
    |Turn toward north/south or east/west that is not the direction the train was shunted in||Train derails
    |}
    
    When a train comes to a turn, the shunt comes undone with the pulled minecart jettisoned backward. The correct way to make such a turn is having the shunt undone before a turn, and then make the two rejoin on a straight rail later by having the pulled cart catch up with the minecart with furnace.<ref name=mango/>
    
    Since the train runs slower on a fully powered track than a normal minecart (~5 m/s compared to 8m/s), a train pulled by an unpowered furnace minecart is ideal for AFK farms involving breaking or placing blocks like [[nether wart]].<ref name=mango>{{YouTubeLink|1=pRLiAQfhTG8|2=Why The Furnace Minecart Isn't As Useless As You Think|3=ilmango}}</ref>
    
    ==Properties==
    The coal is not stored as an item in the entity, but in the object data in the fuel property as a time in ticks. ''Fuel'' is a short value, i.e. a maximum of 32767 ticks, which is about 27 minutes. However, {{cmd|/summon furnace_minecart ~ ~ ~ {Fuel:32000} }} alone doesn't make it go since it doesn't have a direction. It can be right-clicked on a track to give it a direction, or it can be summoned with the properties ''PushX'' and ''PushZ'' set, which are responsible for the direction. The <code>Motion</code> property of every entity allows for movement of the minecart, but it does not direct the minecart to move on its own.
    
    ==Sounds==
    {{Edition|Java}}:<br>
    Minecarts with furnaces use the Friendly Creatures sound category for entity-dependent sound events.<ref group=sound name=rollsource>{{bug|MC-42132}}</ref>
    {{Sound table
    |sound=Minecart rolling.ogg
    |subtitle=Minecart rolls
    |source=Friendly Creatures <ref group=sound name=rollsource/>
    |overridesource=1
    |description=While a minecart with furnace is moving
    |id=entity.minecart.riding
    |translationkey=subtitles.entity.minecart.riding
    |volume=0.0-0.35 <ref group=sound>Relates linearly with horizontal velocity (max 0.5)</ref>
    |pitch=0.0-1.0 <ref group=sound>Will increase by 0.0025 per tick if the minecart's horizontal velocity is more than 0.01</ref>
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Minecart rolling.ogg
    |source=neutral
    |description=While a minecart with furnace is moving
    |id=minecart.base
    |foot=1}}
    
    ==Data values==
    ===ID===
    {{ID table
    |edition=java
    |firstcolumnname=Item
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Minecart with Furnace
    |spritetype=item
    |nameid=furnace_minecart
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Entity
    |generatetranslationkeys=y
    |displayname=Minecart with Furnace
    |spritetype=entity
    |nameid=furnace_minecart
    |foot=1}}
    
    ===Entity data===
    Minecarts with furnace have entity data associated with them that contain various properties of the entity.
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Entity format]].
    
    ==History==
    {{History|java alpha}}
    {{History||v1.0.14|[[File:Minecart with Furnace JE1.png|32px]] [[File:Minecart with Furnace (item) JE1.png|32px]] Minecarts with furnace were added.
    |Since no in-game name was indicated, they were referred to by names such as "powered minecart" or "furnace minecart".
    |No matter how much fuel was added to the minecart, it would never move for more than 3 minutes after the last fuel.}}
    {{History|java beta}}
    {{History||1.0|When tooltips were added to items in inventory, this was named "Minecart with Furnace".}}
    {{History||1.2|[[File:Minecart with Furnace JE2.png|32px]] The texture of the minecart with furnace has been changed.}}
    {{History|java}}
    {{History||1.0.0|snap=?|Each piece of [[coal]] now powers a [[minecart]] with furnace for {{convert|3|minutes|ticks}}, so that adding another piece of coal at any time increases the total range by another 3 minutes.  A full stack of 64 coal now powers it for {{convert|192|minutes|ticks}}.
    |Minecarts with furnace on a level track cover 204 meters per minute.}}
    {{History||1.8|snap=14w11a|Minecarts with furnace now give a much greater boost to other minecarts.
    |When powered, minecarts with furnace now move on non-powered rails without decelerating.}}
    {{History|||snap=14w17a|Minecarts with furnace's behavior has been reverted, so that no change was released in [[Java Edition 1.8]].}}
    {{History||1.11|snap=16w32a|The entity ID of the minecart with furnace has been changed from <code>MinecartFurnace</code> to <code>furnace_minecart</code>.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 343.}}
    {{History||1.14|snap=18w43a|[[File:Minecart with Furnace JE3.png|32px]] [[File:Minecart with Furnace (item) JE2.png|32px]] The texture of the minecart with furnace has been changed.}}
    {{History||1.15|snap=19w38a|[[File:Minecart with Furnace 19w38a.png|32px]] The furnace now appears dark, like suffocating mobs.}}
    {{History|||snap=19w39a|The furnace texture is now colored correctly.}}
    {{History||1.15.2|snap=Pre-Release 1|Furnace minecarts can now navigate around any corner.}}
    {{History||1.19|snap=22w13a|The crafting recipe for a minecart with furnace is now shapeless.
    |Breaking a minecart with furnace will now drop the item instead of the minecart and furnace separately.<ref>{{bug|MC-249493|||Fixed}}</ref>}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Minecart with Furnace JE2.png|32px]] [[File:Minecart with Furnace (item) JE1.png|32px]] Added minecart with furnace.}}
    {{History|Ps4}}
    {{History||1.90|[[File:Minecart with Furnace JE3.png|32px]] [[File:Minecart with Furnace (item) JE2.png|32px]] The texture of the minecart with furnace has been changed.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    *The minecart with furnace is excluded from {{els|be|3ds}} on purpose. In a tweet, [[Jeb]] considered removing it from {{el|je}}.<ref>{{tweet|jeb|699241247391772672|I think we will phase out the furnace minecraft ''(sic)''|15 Feb 2016}}</ref>
    **When converting a [[Legacy Console Edition]] world to a [[Bedrock Edition]] world, any present minecarts with furnaces are converted into a normal minecart.
    **Despite the above-described poor standing of the minecart, it was most recently briefly featured in an animation in the [[Minecraft Live 2022]], where one was depicted as moving a train of about 20 minecarts at a higher than normal speed.
    
    ==Gallery==
    <gallery>
    Running Powered Minecart.png|A powered minecart in action.
    </gallery>
    
    ==References==
    {{reflist}}
    
    {{Items}}
    {{Entities}}
    
    [[Category:Mechanics]]
    
    [[cs:Parní vozík]]
    [[de:Antriebslore]]
    [[es:Vagoneta con horno]]
    [[fr:Wagonnet motorisé]]
    [[hu:Gőzmeghajtású csille]]
    [[ja:かまど付きのトロッコ]]
    [[ko:화로가 실린 광산 수레]]
    [[nl:Mijnkar met oven]]
    [[pl:Wagonik z piecem]]
    [[ru:Вагонетка с печью]]
    [[uk:Вагонетка з піччю]]
    [[zh:动力矿车]]</li><li>[[Cooked Cod|Cooked Cod]]<br/>{{redirect|Cooked Fish|cooked salmon|Cooked Salmon}}
    {{Item
    | title = Cooked Cod
    | image = Cooked Cod.png
    | renewable = Yes
    | heals = {{hunger|5}}
    | stackable = Yes (64)
    }}
    '''Cooked cod''' is a food item obtained by cooking [[raw cod]].
    
    == Obtaining ==
    
    === Mob loot ===
    ====Cod====
    [[Cod]] always drops 1 [[Raw Cod|raw cod]] when killed, unaffected by Looting.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref> If it is killed while on [[fire]], it drops 1 cooked cod instead.
    ====Dolphins ====
    When killed, [[Dolphin|dolphins]] drop 0–1 raw cod. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 0-4 with Looting III. If killed while on fire, they drop cooked cod instead.
    ====Guardians and elder guardians====
    [[Guardian]]s and [[elder guardian]]s have a 40% and 50% chance, respectively, to drop raw cod when killed. {{IN|java}}, cooked cod is dropped if a guardian is on fire when killed.
    
    Guardians and elder guardians also drop a 2.5% chance to drop a random fish, with 60% of them being raw cod, which drops as cooked if the guardian was on fire. The chance of getting the fish drop is increased by 1% per level with [[Looting]] (for a maximum of 5.5% with Looting III), but the type of fish is not affected.
    ====Polar bears====
    [[Polar bear]]s have a 75% chance of dropping 0–2 raw cod when killed. The maximum amount can be increased by 1 per level of Looting, for a maximum of 0-5 with Looting III. If killed while on fire, they drop cooked cod instead.
    ===Chest loot===
    {{LootChestItem|cooked-cod}}
    
    ===Cooking===
    
    Cooked cod can be obtained by cooking [[raw cod]] in a [[furnace]], [[smoker]], or [[campfire]]. 
    
    {{smelting|Raw Cod|Cooked Cod|0,35}}
    
    ===Trading===
    
    Novice-level Fisherman [[Villager|villagers]] have a 50% chance to sell 6 cooked cod for 6 raw cod and 1 [[emerald]].
    
    == Usage ==
    
    === Food ===
    
    To eat cooked cod, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|5}} [[hunger]] and 6 hunger [[Hunger#Mechanics|saturation]].
    
    === Wolves ===
    
    {{IN|Bedrock}}, cooked cod can be used to feed a wolf not at full health, healing by {{hp|5|mob=1}}. However, unlike other wolf food, cooked cod cannot be used to speed up the growth of baby wolves nor used to breed them.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Cod
    |spritetype=item
    |nameid=cooked_cod
    |itemtags=fishes
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |showaliasids=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Cod
    |spritetype=item
    |nameid=cooked_cod
    |aliasid=cooked_fish
    |id=268
    |form=item
    |translationkey=item.cooked_fish.name
    |foot=1}}
    
    == Achievements ==
    
    {{load achievements|Delicious Fish}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == Video ==
    <div style="text-align:center">{{yt|nPl0HUGPMcA}}</div>
    
    == History ==
    
    {{History|java alpha}}
    {{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish, which restores {{hp|5}}.}}
    {{History|java beta}}
    {{History||1.5|Cooking fish now gives the '''Delicious Fish''' [[achievement]].}}
    {{History||1.8|snap=Pre-release|Cooked fish is now stackable to 64.
    |Cooked fish now fills {{hunger|5}} instead of {{hp|5}}.}}
    {{History|java}}
    {{History||1.3.1|snap=12w21a|Farmer [[villager]]s now [[trading|buy]] 9–12 cooked fish for 1 [[emerald]].}}
    {{History||1.8|snap=14w02a|[[Trading]] has been changed: fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 [[raw cod|raw fish]].
    |Farmer villagers no longer buy cooked fish.}}
    {{History|||snap=14w04a|The name of cooked fish has been corrected from <code>cooked_fished</code> to <code>cooked_fish</code>.}}
    {{History|||snap=14w25a|Cooked fish are now obtainable rare [[drops]] from [[guardian]]s and [[elder guardians]].}}
    {{History||1.13|snap=17w47a|The different data values for the <code>cooked_fish</code> IDs have been split up into their own IDs.
    |"Cooked Fish" have been renamed to "Cooked Cod".
    |Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral ID were 349 and 350.}}
    {{History|||snap=18w08b|[[Cod]], and other [[fish]], have been added as [[mob]]s, which [[drops|drop]] their cooked [[item]] form when killed with [[fire]].
    |[[File:Cooked Cod JE2 BE2.png|32px]] The texture of cooked cod has been changed.}}
    {{History|||snap=18w10a|Cooked cod now generates in [[buried treasure]] [[chest]]s.}}
    {{History||1.14|snap=18w43a|[[File:Cooked Cod JE3.png|32px]] The texture of cooked cod has been changed.}}
    {{History|||snap=18w47b|[[File:Cooked Cod JE4 BE3.png|32px]] The texture of cooked cod has been changed, once again to match {{el|be}}.}}
    
    {{History|pocket alpha}}
    {{History||v0.11.0|snap=build 1|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish.}}
    {{History||v0.12.1|snap=build 1|Cooked fish now restores [[hunger]] instead of [[health]].}}
    {{History||v0.16.0|snap=build 1|Cooked fish is now [[drops|dropped]] by [[guardian]]s and [[elder guardian]]s.}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 [[raw cod|raw fish]].}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|[[Cod]] and other [[fish]] have been added as [[mob]]s, which [[drops|drop]] their cooked [[item]] form when killed with [[fire]].
    |[[File:Cooked Cod JE2 BE2.png|32px]] The texture of cooked fish has been changed.}}
    {{History||1.5.0|snap=beta 1.5.0.4|[[File:Cooked Cod JE4 BE3.png|32px]] The texture of cooked fish has been changed.}}
    {{History||1.7.0|snap=beta 1.7.0.2|"Cooked Fish" has been renamed to "Cooked Cod".}}
    {{History||1.11.0|snap=beta 1.11.0.4|Fisherman [[villager]]s now have a 50% chance to [[trading|sell]] 6 cooked cod for 6 [[raw cod]] and 1 [[emerald]].}}
    {{History||1.16.100|snap=beta 1.16.100.52|Cod now drop their cooked cod when killed with fire.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish.}}
    {{History||xbox=TU5|Cooked fish is now stackable to 64.
    |Cooked fish now fills [[hunger]] instead of [[health]].}}
    {{History||xbox=TU69|ps=1.76|wiiu=Patch 38|"Cooked Fish" has been renamed to "Cooked Cod".
    |[[File:Cooked Cod JE2 BE2.png|32px]] The texture of cooked cod has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish.}}
    {{History|foot}}
    
    == Issues ==
    
    {{Issue list}}
    
    {{Items}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[de:Gebratener Kabeljau]]
    [[es:Bacalao cocinado]]
    [[ko:익힌 대구]]
    [[pt:Bacalhau assado]]
    [[ru:Жареная треска]]
    [[th:Cod (ไอเทม)]]
    [[zh:熟鳕鱼]]</li></ul></nowiki>
    Creepers were made stronger. Depending on difficulty, creeper damage is scaled now with Easy: 101% less damage, Normal: same damage as before +/- 11%, and Hard: Over 9000% more damage than before. "In full diamond armor + hard difficulty a creeper can delete your world, even if not hardcore.".[1]
    12w38g
    {{Extension DPL}}<ul><li>[[Compass|Compass]]<br/>{{About|the item used to point to the world spawn or to a lodestone|the item used to point to the location of the player's last death|Recovery Compass}}
    {{Item
    | image = Compass.gif
    | image2 = Lodestone Compass.gif
    | renewable = Yes
    | stackable = '''Compass:''' Yes (64)<br>'''Lodestone Compass:''' No
    }}
    A '''compass''' is an item used to point to the world spawn or to a [[lodestone]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
                    |B1= Iron Ingot
    |A2= Iron Ingot |B2= Redstone Dust   |C2= Iron Ingot
                    |B3= Iron Ingot
    |Output= Compass
    |type= Tool
    }}
    
    === Chest loot ===
    
    {{LootChestItem|compass}}
    
    === Trading ===
    
    {{IN|java}}, expert-level librarian [[villager]]s have a 50% chance to sell a single compass for 4 [[emerald]]s.
    
    {{IN|bedrock}}, expert-level librarian villagers have a {{frac|1|3}} chance to sell a single compass for 4 emeralds.
    
    == Usage ==
    
    Normally, the compass' needle points toward the world [[Spawn#World spawn|spawn point]]. The compass points to spawn when viewed in any way, including as a dropped [[Item (entity)|item]], in a player's hand, in an inventory or the crafting table, or in an [[item frame]]. The direction the needle points to is relative to the player who is viewing it.
    
    In [[the Nether]] or [[the End]], the compass' needle spins and points in random directions.
    
    The compass can be used on a [[lodestone]], after which it is named lodestone compass by default and points to that lodestone as long as the compass is in the same dimension as the lodestone, but if the compass is taken to a different dimension, it spins randomly, as a normal compass would in the Nether or the End. If the lodestone is destroyed, it also spins randomly, even if the lodestone is replaced afterward.  However, if a lodestone compass is placed in storage, the lodestone can be broken and replaced without the compass losing the attunement, as long as the compass remains in storage while the lodestone is missing.
    
    A lodestone compass appears [[enchanting|enchanted]], similar to the [[Enchanted Golden Apple|enchanted golden apple]].
    
    Using {{cmd|setworldspawn}} to change the world spawn also changes where the compass points.
    
    === Crafting ingredient ===
    
    {{crafting usage|Compass, Compass.gif}}
    
    === Anvil usage ===
    
    {{:Map/BE|position}}
    
    === Trading ===
    
    A single compass can be sold to a journeyman-level cartographer villager for 1 [[emerald]].{{only|java}}
    
    A single compass can be sold to an expert-level cartographer villager for 1 emerald as their sixth trade.{{only|bedrock}}
     
    A compass is also part of the cost of [[explorer map]]s:
    
    * An ocean explorer map and{{only|java|short=1}}/or{{only|bedrock|short=1}} a woodland explorer map can be bought from a journeyman-level cartographer for 12 emeralds and one compass, as part of their fifth trade.{{only|bedrock}}
    
    * {{IN|java}}, apprentice-level cartographer villagers offer to sell an ocean explorer map for 13 emeralds and a compass, and journeyman-level cartographer villagers offer to sell a woodland explorer map for 14 emeralds and one compass.
    
    === Enchantments ===
    
    A compass can receive the following [[enchantment]]s:
    {|class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}
    |-
    |}
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Lodestone lock1.ogg
    |sound2=Lodestone lock2.ogg
    |source=player
    |subtitle=Lodestone Compass locks onto Lodestone
    |description=When a compass is used on a lodestone
    |id=item.lodestone_compass.lock
    |translationkey=subtitles.item.lodestone_compass.lock
    |volume=1.0
    |pitch=''varies'' <ref group=sound>Can be 0.85 or 0.95 for each sound</ref>
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Lodestone lock1.ogg
    |sound2=Lodestone lock2.ogg
    |source=block
    |description=When a compass is used on a lodestone
    |id=lodestone_compass.link_compass_to_lodestone
    |volume=1.0
    |pitch=0.85-0.95
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Compass
    |spritetype=item
    |nameid=compass
    |form=item
    |translationkey=item.minecraft.compass,item.minecraft.lodestone_compass
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Compass
    |spritetype=item
    |nameid=compass
    |id=391
    |form=item}}
    {{ID table
    |displayname=Lodestone Compass
    |spritename=lodestone-compass-be
    |spritetype=item
    |nameid=lodestone_compass
    |aliasid=lodestonecompass
    |id=602
    |form=item
    |translationkey=item.lodestonecompass.name
    |foot=1}}
    
    === Item data ===
    
    {{el|java}}:
    {{main|Player.dat format}}
    <div class="treeview">
    * {{nbt|compound|tag}}: The item's '''tag''' tag.
    {{:Player.dat_format/Compasses}}
    </div>
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Item format]].
    
    == Advancements ==
    {{load advancements|Country Lode}}
    
    == History ==
    {{History|java alpha}}
    {{History||v1.1.0|[[File:Compass JE1.gif|32px]] Added compasses.
    |They have 102 visually distinct frames due to how the texture is generated - see the section below.}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|Compasses can now be found in library [[chest]]s in the new [[strongholds]].}}
    {{History|java}}
    {{History||1.3.1|snap=12w21a|Librarian [[villager]]s now [[trading|sell]] 1 compass for 10–11 [[emerald]]s, making them [[renewable]].}}
    {{History||1.4.2|snap=12w34a|Since the mapping system has been changed, a compass can now be used to [[crafting|craft]] an empty [[map]].}}
    {{History||1.5|snap=13w02a|[[File:Compass JE2 BE2.gif|32px]] Compasses now, instead of splitting two textures, use the new animation feature included in texture packs. As a result, they are considerably less precise, having only 29 visually distinct frames. }}
    {{History||1.8|snap=14w02a|Librarian villagers now sell 1 compass for 10–12 emeralds.}}
    {{History||1.9|snap=15w31a|Compasses are now broken up into individual textures, instead of having every individual frame on one vertical strip like with animated textures.}}
    {{History|||snap=15w43a|The average yield of compasses in [[stronghold]] library [[chest]]s has been increased.}}
    {{History||1.11|snap=16w39a|Cartographer [[villager]]s have been added, who [[trading|buy]] compasses as their tier 2 trade.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 345.}}
    {{History|||snap=18w11a|Compasses can now generate in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w48a|Compasses can now generate in chests in [[village]] cartographer houses.}}
    {{History||1.16|snap=20w13a|[[File:Lodestone Compass JE1.gif|32px]] Compasses can now be used on [[lodestone]]s to make them point to the stones.
    |Compasses now point to the center of the spawn point block, instead of its north-west corner.}}
    {{History|||snap=20w14a|Compasses now have the <code>LodestonePos</code>, <code>LodestoneDimension</code>, and <code>LodestoneTracked</code> data fields. If <code>LodestoneTracked</code> is zero, the game skips checking for a lodestone in the specified position.
    |Compasses can now have the [[Curse of Vanishing]] [[enchantment]] on them.}}
    {{History|||snap=20w19a|Compasses no longer work in the [[recipe book]].<ref>{{bug|MC-116293}}</ref>}}
    {{History|||snap=20w22a|Compasses no longer work in the villager trading GUI.<ref>{{bug|MC-182888}}</ref>}}
    {{History||1.17|snap=20w48a|[[File:Compass JE3.gif|32px]] [[File:Lodestone Compass JE2.gif|32px]] The textures of compass and lodestone compass have been changed.}}
    {{History||1.19|snap=22w13a|Compasses may now be found in [[ancient city]] [[chest]]s.}}
    {{History|||snap=22w14a|Compasses can now used to craft [[recovery compass]]es.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Compass BE1.png|32px]] Added compasses.
    |Compasses currently have no function or legitimate method of obtaining them.}}
    {{History||v0.8.0|snap=build 1|[[File:Compass JE2 BE2.gif|32px]] Added animated texture to compasses.
    |Compasses are now functional and [[crafting|craftable]]. They have been added into the Creative Inventory.}}
    {{History||v0.14.0|snap=build 1|Compasses must now be added to a [[map]] using an [[anvil]] to add the location marker.}}
    {{History|pocket}}
    {{History||1.0.0|snap=?|[[Windows 10 Edition]] can now use the [[anvil]], as well as the [[crafting table]], to apply position markers, with compasses just as [[Pocket Edition]] can in general.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Librarian [[villager]]s now [[trading|sell]] 1 compass for 10–12 [[emerald]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.3|Cartographer villagers have been added, who [[trading|buy]] compasses as part of their tier 2 trade.
    |Compasses used with emeralds can be used to buy explorer maps as part of cartographer villagers' fourth tiers trade.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Compasses can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Compasses can now be found in [[village]] cartographer house chests.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, cartographer [[villager]]s now [[trading|buy]] compassess as part of their fourth tier trades.
    |Compasses used with [[emerald]]s can now be used to buy explorer maps as part of cartographer and fletcher villagers' third tier trades.
    |Librarian villagers now have a {{frac|1|3}} chance to [[trading|sell]] compasses for 4 emeralds as part of their fourth tier trades.}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[File:Lodestone Compass BE1.gif|32px]] Compasses can now be used on [[lodestone]]s to make them point to the stones.
    |Compasses now have the <code>LodestonePos</code>, <code>LodestoneDimension</code>, and <code>LodestoneTracked</code> data fields. If <code>LodestoneTracked</code> is zero, the game skips checking for a lodestone in the specified position.
    |Compasses can now have the [[Curse of Vanishing]] [[enchantment]] on them.}}
    {{History||1.16.100|snap=beta 1.16.100.56|Changed the ID {{code|lodestonecompass}} to {{code|lodestone_compass}}.}}
    {{History||1.17.0|snap=beta 1.17.0.54|[[File:Compass JE3.gif|32px]] The texture of compass has been changed.}}
    {{History||1.18.10|snap=beta 1.18.10.20|[[File:Lodestone Compass JE2.gif|32px]] The texture of lodestone compass has been changed.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Compass JE2 BE2.gif|32px]] Added compasses.}}
    
    {{History|New Nintendo 3DS Edition}}
    {{History||0.1.0|[[File:Compass JE2 BE2.gif|32px]] Added compasses.}}
    {{History|foot}}
    	
    === Texture generation prior to Java Edition 13w02a ===
    {{:Procedural animated texture generation/Compasses}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    
    <gallery>
    12w21a CompassPurchase.png|Purchasing a compass from a librarian [[villager]].
    </gallery>
    
    == See also ==
    *[[Clock]]
    *[[Tutorials/Navigation|Navigation]]
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--compass Taking Inventory: Compass] – Minecraft.net on August 15, 2019
    
    {{Items}}
    
    [[Category:Tools]]
    [[Category:Renewable resources]]
    
    [[cs:Kompas]]
    [[de:Kompass]]
    [[es:Brújula]]
    [[fr:Boussole]]
    [[hu:Iránytű]]
    [[it:Bussola]]
    [[ja:コンパス]]
    [[ko:나침반]]
    [[nl:Kompas]]
    [[pl:Kompas]]
    [[pt:Bússola]]
    [[ru:Компас]]
    [[uk:Компас]]
    [[zh:指南针]]</li><li>[[Pickaxe|Pickaxe]]<br/>{{Dungeons hatnote|type=weapon}}
    {{Redirect|Diamond Pickaxe|the ''Minecraft Dungeons'' weapon|MCD:Diamond Pickaxe}}
    {{Redirect|Pick|the block|Sea Pickle|the control|Controls#Pick Block|the joke block|Pickaxe Block}}
    {{Item
    | image = <gallery>
    Wooden Pickaxe.png | Wooden
    Stone Pickaxe.png | Stone
    Iron Pickaxe.png | Iron
    Golden Pickaxe.png | Golden
    Diamond Pickaxe.png | Diamond
    Netherite Pickaxe.png | Netherite
    </gallery>
    |rarity = Common
    |renewable =
    * '''Netherite''': No
    * '''Others''': Yes
    |durability =
    Java Edition:
    * Wood: 59
    * Stone: 131
    * Iron: 250
    * Golden: 32
    * Diamond: 1,561
    * Netherite: 2,031
    
    Bedrock Edition:
    * Wood: 60
    * Stone: 132
    * Iron: 251
    * Golden: 33
    * Diamond: 1,562
    * Netherite: 2,032
    | stackable = No
    }}
    
    A '''pickaxe''' is a [[tools|tool]] required to mine [[ore]]s, [[rock|rocks]], rock-based blocks and metal-based [[block]]s quickly and obtain them as items. A pickaxe mines faster and can obtain more block types as items depending on the material it is made from.
    
    == Obtaining ==
    === Crafting ===
    Pickaxes are crafted using 2 [[stick]]s and 3 identical units of tool material.
    
    {{crafting |showdescription=1 |showname=0 |head=1
      |name=[[Pickaxe]]
      |A1={Any Planks};  Iron Ingot; Gold Ingot; Diamond
      |B1={Any Planks};  Iron Ingot; Gold Ingot; Diamond
      |C1={Any Planks};  Iron Ingot; Gold Ingot; Diamond
      |B2=Stick
      |B3=Stick
      |Output=Wooden Pickaxe; Iron Pickaxe; Golden Pickaxe; Diamond Pickaxe
      |type=Tool
    }}
    {{Crafting
      |name=[[Stone Pickaxe]]
      |A1=Any stone-tier block |B1=Any stone-tier block |C1=Any stone-tier block
      |B2=Stick
      |B3=Stick
      |Output=Stone Pickaxe
      |description=Can use cobblestone and its other variants interchangeably.
      |type=Tool
    }}
    {{crafting |foot=1 |ignoreusage=1
      |name=[[Pickaxe]]
      |ingredients=Matching Damaged [[Pickaxe]]s
      |Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe
      |Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe
      |Output=Wooden Pickaxe; Stone Pickaxe; Iron Pickaxe; Golden Pickaxe; Diamond Pickaxe; Netherite Pickaxe
      |description=The durability of the two pickaxes is added together, plus an extra 5% of the tool type's total durability.
      |type=Tool
    }}
    
    === Upgrading ===
    
    {{Smithing
    |head=1
    |Netherite Upgrade
    |Diamond Pickaxe
    |Netherite Ingot
    |Netherite Pickaxe
    |tail=1
    }}
    
    === Repairing ===
    ==== Grinding ====
    
    {{grinding
    |showdescription=1
    |ingredients=Matching Damaged [[Pickaxe]]s
    |Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe
    |Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe
    |Wooden Pickaxe; Stone Pickaxe; Iron Pickaxe; Golden Pickaxe; Diamond Pickaxe; Netherite Pickaxe
    |description=The durability of the two pickaxes is added together, plus an extra 5% durability.
    }}
    
    ==== Unit repair ====
    {{main|Anvil mechanics#Unit repair}}
    Pickaxes can be repaired in an [[anvil]] by adding units of the [[tiers|tier's]] repair material, with each repair material restoring 25% of the pickaxe's maximum durability, rounded down.
    
    === Natural generation ===
    {{LootChestItem|wooden-pickaxe,stone-pickaxe,iron-pickaxe,level-enchanted-iron-pickaxe,random-enchanted-golden-pickaxe,level-enchanted-diamond-pickaxe,random-enchanted-diamond-pickaxe,damaged-random-enchanted-diamond-pickaxe}}
    
    === Trading ===
    {{IN|bedrock}}, novice-level toolsmith [[Villager|villagers]] have a 25% chance to sell stone pickaxes for one [[emerald]], Journeyman-level toolsmith villagers have a 25% chance to sell enchanted iron pickaxes for 3 emeralds, and master-level toolsmith villagers always sell enchanted diamond pickaxes for 13 emeralds.
    
    {{IN|java}}, novice-level toolsmith villagers have a 40% chance to sell a stone pickaxe for one emerald, journeyman-level toolsmith villagers have a 40% chance to sell an enchanted iron pickaxe for 7–22 emeralds, and a master-level toolsmith always sells an enchanted diamond pickaxe for 18–35 emeralds.
    
    The enchantments are the same as the ones obtained from an [[enchantment table]] at levels 5–19.
    
    === Villager gifts ===
    
    {{IN|JE}}, toolsmith [[villager]]s throw stone pickaxes at players under the [[Hero of the Village]] effect.
    
    === Mob loot ===
    {{IN|BE}}, [[pillager]]s and [[vindicator]]s have a chance of dropping a damaged iron pickaxe when killed during a [[raid]]. The pickaxe has a 50% chance of being enchanted with random enchantment(s).
    
    == Usage ==
    === Mining ===
    A pickaxe is used to break stone and metal-based materials faster. Breaking a block with a pickaxe consumes one use (one durability point). No durability is consumed for blocks that break instantly. Pickaxes have different amounts of uses based on the type:
    * Wooden: 60
    * Stone: 132
    * Iron: 251
    * Golden: 33
    * Diamond: 1562
    * Netherite: 2032
    
    Different qualities of pickaxe are required to successfully harvest certain ores and blocks. For example, while [[stone]] can be mined with any pickaxe, [[gold ore]] must be mined with an [[iron]], [[diamond]], or [[netherite]] pickaxe, or else the player harvests no ore. Different pickaxes also mine many materials at different speeds:
    
    ==== Speed ====
    The following table shows the time it takes to break each type of block.
    * A <span style="background-color:#FFC7CE;color:#9C0006;">red</span> background indicates that the block cannot be harvested with that type of pickaxe.
    * A <span style="background-color:#FFFFDD;color:#8A7600;">yellow</span> background indicates that the block cannot be harvested with that type of pickaxe, but still drops something.
    * A <span style="background-color:#C6EFCE;color:#006100;">green</span> background indicates that the block can be harvested with that type of pickaxe.
    <!-- Table is sorted by hardness (mining time with diamond shows well), then by name -->
    {|class="wikitable collapsible collapsed" data-description="Mining time by block" style="background-color: transparent;"
    ! Times to break blocks by pickaxe
    |-
    |
    {{breaking row|sort=1|simple=1|Obsidian|Diamond}}
    {{breaking row|Crying Obsidian|Diamond}}
    {{breaking row|Respawn Anchor|Diamond}}
    {{breaking row|Block of Netherite|Diamond}}
    {{breaking row|Ancient Debris|Diamond}}
    {{breaking row|Ender Chest|Wood}}
    {{breaking row|Anvil|Wood}}
    {{breaking row|Bell|Wood}}
    {{breaking row|Block of Coal|Wood}}
    {{breaking row|Block of Diamond|Iron}}
    {{breaking row|Block of Emerald|Iron}}
    {{breaking row|Block of Iron|Stone}}
    {{breaking row|Block of Raw Copper|Stone}}
    {{breaking row|Block of Raw Gold|Iron}}
    {{breaking row|Block of Raw Iron|Stone}}
    {{breaking row|Block of Redstone|Wood}}
    {{breaking row|Chain|Wood}}
    {{breaking row|Enchantment Table|Wood}}
    {{breaking row|Iron Bars|Wood}}
    {{breaking row|Iron Door|Wood|item=1|link=Door}}
    {{breaking row|Iron Trapdoor|Wood|link=Trapdoor}}
    {{breaking row|Monster Spawner|Wood}}
    {{breaking row|Deepslate Coal Ore|Wood}}
    {{breaking row|Deepslate Copper Ore|Wood}}
    {{breaking row|Deepslate Diamond Ore|Wood}}
    {{breaking row|Deepslate Emerald Ore|Wood}}
    {{breaking row|Deepslate Gold Ore|Wood}}
    {{breaking row|Deepslate Iron Ore|Wood}}
    {{breaking row|Deepslate Lapis Lazuli Ore|Wood}}
    {{breaking row|Deepslate Redstone Ore|Wood}}
    {{breaking row|Blast furnace|Wood}}
    {{breaking row|Cobbled Deepslate|Wood}}
    {{breaking row|Chiseled Deepslate|Wood}}
    {{breaking row|Deepslate Bricks|Wood}}
    {{breaking row|Deepslate Tiles|Wood}}
    {{breaking row|Polished Deepslate|Wood}}
    {{breaking row|Dispenser|Wood}}
    {{breaking row|Dropper|Wood}}
    {{breaking row|Furnace|Wood}}
    {{breaking row|Lantern|wood}}
    {{breaking row|Lodestone|Wood}}
    {{breaking row|Smoker|Wood}}
    {{breaking row|Stonecutter|Wood}}
    {{breaking row|Conduit}}
    {{breaking row|Block of Gold|Iron}}
    {{breaking row|Block of Lapis Lazuli|Stone}}
    {{breaking row|Coal Ore|Wood}}
    {{breaking row|Copper Ore|Wood}}
    {{breaking row|Copper Blocks|Wood}}
    {{breaking row|Cut Copper|Wood}}
    {{breaking row|Cut Copper Slab|Wood}}
    {{breaking row|Cut Copper Stairs|Wood}}
    {{breaking row|Deepslate|Wood}}
    {{breaking row|Dragon Egg
     |note=<ref group="note">The dragon egg can be mined directly only when there aren't any air blocks available for it to teleport to. However, the dragon egg can be collected by other means.</ref>}}
    {{breaking row|Diamond Ore|Iron}}
    {{breaking row|Emerald Ore|Iron}}
    {{breaking row|End Stone|Wood}}
    {{breaking row|Gold Ore|Iron}}
    {{breaking row|Hopper|Wood}}
    {{breaking row|Iron Ore|Stone}}
    {{breaking row|Lightning Rod|Wood}}
    {{breaking row|Lapis Lazuli Ore|Stone}}
    {{breaking row|Nether Quartz Ore|Wood}}
    {{breaking row|Nether Gold Ore|Wood}}
    {{breaking row|Observer|Wood}}
    {{breaking row|Redstone Ore|Iron}}
    {{breaking row|Blue Ice|drop=0}}
    {{breaking row|Compound Creator|Wood|drop=1|note=<ref group="note" name="Chemtable">Chemistry tables are slow to break by hand, similar to blocks that require a pickaxe to mine. However, they still drop as items.</ref>}}
    {{breaking row|Heat Block|Wood}}
    {{breaking row|Grindstone|Wood}}
    {{breaking row|Bone Block|Wood}}
    {{breaking row|Brick Stairs|Wood|link=Stairs}}
    {{breaking row|Bricks|Wood}}
    {{breaking row|Cauldron|Wood}}
    {{breaking row|Cobblestone|Wood}}
    {{breaking row|link=Stairs|Cobblestone Stairs|Wood}}
    {{breaking row|Cobblestone Wall|Wood}}
    {{breaking row|Mossy Cobblestone|Wood}}
    {{breaking row|Nether Bricks|Wood}}
    {{breaking row|Nether Brick Fence|Wood}}
    {{breaking row|link=Stairs|Nether Brick Stairs|Wood}}
    {{breaking row|Red Nether Bricks|Wood}}
    {{breaking row|Polished Blackstone|Wood}}
    {{breaking row|link=Slab|Stone Slabs|sprite=all-slabs|Wood}}
    {{breaking row|Smooth Stone|Wood}}
    {{breaking row|Shulker Box}}
    {{breaking row|Concrete|Wood}}
    {{breaking row|Andesite|Wood}}
    {{breaking row|Dark Prismarine|Wood}}
    {{breaking row|Diorite|Wood}}
    {{breaking row|Dripstone Block|Wood}}
    {{breaking row|Granite|Wood}}
    {{breaking row|Mud Bricks|Wood}}
    {{breaking row|Pointed Dripstone}}
    {{breaking row|Prismarine|Wood}}
    {{breaking row|Prismarine Bricks|Wood}}
    {{breaking row|Purpur block|Wood}}
    {{breaking row|Purpur pillar|Wood}}
    {{breaking row|Stone|Wood}}
    {{breaking row|Stone Bricks|Wood}}
    {{breaking row|Tuff|Wood}}
    {{breaking row|link=Stairs|Stone Brick Stairs|Wood}}
    {{breaking row|Amethyst Bud|drop=0}}
    {{breaking row|Amethyst Cluster|drop=0}}
    {{breaking row|Blackstone|Wood}}
    {{breaking row|Block of Amethyst|Wood}}
    {{breaking row|Budding Amethyst|drop=0}}
    {{breaking row|Chiseled Polished Blackstone|Wood}}
    {{breaking row|Polished Blackstone Bricks|Wood}}
    {{breaking row|Gilded Blackstone|Wood}}
    {{breaking row|Glazed Terracotta|Wood}}
    {{breaking row|Terracotta|Wood}}
    {{breaking row|Basalt|Wood}}
    {{breaking row|Smooth Basalt|Wood}}
    {{breaking row|Polished Basalt|Wood}}
    {{breaking row|Packed Mud}}
    {{breaking row|Block of Quartz|Wood}}
    {{breaking row|Quartz Stairs|Wood|link=Stairs}}
    {{breaking row|Red Sandstone|Wood}}
    {{breaking row|Red Sandstone Stairs|Wood|link=stairs}}
    {{breaking row|Sandstone|Wood}}
    {{breaking row|Sandstone Stairs|Wood|link=stairs}}
    {{breaking row|Calcite|Wood}}
    {{breaking row|Rail}}
    {{breaking row|Brewing Stand|Wood}}
    {{breaking row|Stone Button|any}}
    {{breaking row|Ice|drop=0}}
    {{breaking row|Magma Block|Wood}}
    {{breaking row|Packed Ice|drop=0}}
    {{breaking row|Frosted Ice|drop=0}}
    {{breaking row|Stone Pressure Plate|Wood}}
    {{breaking row|Netherrack|Wood}}
    {{breaking row|sprite=crimson-nylium|Nylium|Wood|foot=1}}
    |}
    
    === Weapon ===
    Hitting a mob with a pickaxe is a stronger attack than using fists. Pickaxes lose 2 durability when used as a weapon.
    
    ==== Java Edition ====
    Pickaxes have an attack speed modifier of −2.8, meaning they take about 0.83 seconds to [[Damage#Attack cooldown|recover]]. All pickaxes have an attack speed of 1.2 hits per second. They deal different damage based on the type:
    
    {|class="wikitable" style="text-align:center" data-description="Attack damage"
    ! Pickaxe type
    ! Attack damage
    ! Damage per<br> second (DPS)
    |-
    |{{ItemLink|Wooden Pickaxe}} ||rowspan=2 |{{hp|2}} ||rowspan=2 |2.4
    |-
    |{{ItemLink|Golden Pickaxe}}
    |-
    |{{ItemLink|Stone Pickaxe}} ||{{hp|3}} ||3.6
    |-
    |{{ItemLink|Iron Pickaxe}} ||{{hp|4}} ||4.8
    |-
    |{{ItemLink|Diamond Pickaxe}} ||{{hp|5}} ||6
    |-
    |{{ItemLink|Netherite Pickaxe}} ||{{hp|6}} ||7.2
    |}
    
    ==== Bedrock Edition ====
    {{IN|bedrock}}, pickaxes always attack instantly and do the following damage:
    
    {|class="wikitable" style="text-align:center" data-description="Attack damage"
    ! Pickaxe type
    ! Attack damage
    |-
    |{{ItemLink|Wooden Pickaxe}}<br />{{ItemLink|Golden Pickaxe}} ||{{hp|3}}
    |-
    |{{ItemLink|Stone Pickaxe}} ||{{hp|4}}
    |-
    |{{ItemLink|Iron Pickaxe}} ||{{hp|5}}
    |-
    |{{ItemLink|Diamond Pickaxe}} ||{{hp|6}}
    |-
    |{{ItemLink|Netherite Pickaxe}} ||{{hp|7}}
    |}
    
    === Enchantments ===
    A pickaxe can receive the following [[enchantment]]s:
    {|class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Efficiency]]
    |V
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Fortune]]<ref group=note name=note1>Fortune and Silk Touch are mutually exclusive.</ref>
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Silk Touch]]<ref group=note name=note1/>
    |I
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Unbreaking]]
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Mending]]
    |I
    |{{Inventory slot|Anvil}}
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}
    |}
    
    {{Notelist}}
    
    === Fuel ===
    Wooden pickaxes can be used as a fuel in [[furnace]]s, smelting 1 item per wooden pickaxe.
    
    === Smelting ingredient ===
    {{Smelting|showname=1|Iron Pickaxe;Golden Pickaxe|Iron Nugget;Gold Nugget|0,1}}
    ===Piglins===
    If a {{EntityLink|Piglin}} see a golden pickaxe, it will set off to reach it, then stare at it for 120 — 160 ticks, putting it in their inventory, and continue to perform the action it was taking before being attracted by the golden pickaxe.
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a pickaxe'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 shovel'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=Wooden Pickaxe
    |spritetype=item
    |nameid=wooden_pickaxe
    |form=item}}
    {{ID table
    |displayname=Stone Pickaxe
    |spritetype=item
    |nameid=stone_pickaxe
    |form=item}}
    {{ID table
    |displayname=Iron Pickaxe
    |spritetype=item
    |nameid=iron_pickaxe
    |form=item}}
    {{ID table
    |displayname=Diamond Pickaxe
    |spritetype=item
    |nameid=diamond_pickaxe
    |form=item}}
    {{ID table
    |displayname=Golden Pickaxe
    |spritetype=item
    |nameid=golden_pickaxe
    |form=item}}
    {{ID table
    |displayname=Netherite Pickaxe
    |spritetype=item
    |nameid=netherite_pickaxe
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Wooden Pickaxe
    |spritetype=item
    |nameid=wooden_pickaxe
    |id=310
    |form=item}}
    {{ID table
    |displayname=Stone Pickaxe
    |spritetype=item
    |nameid=stone_pickaxe
    |id=314
    |form=item}}
    {{ID table
    |displayname=Iron Pickaxe
    |spritetype=item
    |nameid=iron_pickaxe
    |id=297
    |form=item}}
    {{ID table
    |displayname=Diamond Pickaxe
    |spritetype=item
    |nameid=diamond_pickaxe
    |id=318
    |form=item}}
    {{ID table
    |displayname=Golden Pickaxe
    |spritetype=item
    |nameid=golden_pickaxe
    |id=324
    |form=item}}
    {{ID table
    |displayname=Netherite Pickaxe
    |spritetype=item
    |nameid=netherite_pickaxe
    |id=606
    |form=item
    |foot=1}}
    
    == Achievements ==
    {{Load achievements|Time to mine!;Getting an Upgrade;MOAR Tools ;Oooh, shiny!}}
    
    == Advancements ==
    {{load advancements|Getting an Upgrade;Isn't It Iron Pick;Stone Age;Oh Shiny}}
    
    == Video ==
    {{yt|G_HTViy2JTo}}
    
    == History ==
    {{History|java indev}}
    {{History||0.31|snap=20100110|[[File:Iron Pickaxe JE1.png|32px]] Added iron pickaxes.
    |A pickaxe is used to gather [[stone]] materials 400% faster than by hand.
    |When starting in a new world, the [[player]] is given one of each [[tool]].}}
    {{History|||snap=20100124|A complete tool set is no longer given to the player on starting a new world. Instead, there are multiple [[chest]]s in the later called "[[Indev House]]" containing a stack of most accessible [[blocks]]/[[items]] including [[tools]].}}
    {{History|||snap=20100128|[[File:Wooden Pickaxe JE1 BE1.png|32px]] [[File:Stone Pickaxe JE1 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Tools now have tiers. Wooden, stone, and diamond pickaxes have been added.|[[File:Iron Pickaxe JE2 BE1.png|32px]] The texture of iron pickaxes has been changed.
    |A pickaxe held by the [[player]] is now rendered to appear more 3D.|They cannot be crafted yet, but have been added to the item chest in the Indev house.}}
    {{History|||snap=20100129|Wood, stone, iron, and diamond pickaxes can now be [[craft]]ed.}}
    {{History|||snap=20100130|[[File:Golden Pickaxe JE1.png|32px]] Pickaxes can now be made out of [[gold]].}}
    {{History|||snap=20100201-1|Tools, including pickaxes, now take [[damage]] when being used. |Better tools, including pickaxes, now last longer.}}
    {{History|||snap=20100201-2|Better pickaxes are now required to mine harder materials.}}
    {{History||20100206|[[File:Golden Pickaxe JE2 BE1.png|32px]] The texture of golden pickaxes has been changed.}}
    {{History|java beta}}
    {{History||1.2|Before, the pickaxe had much less [[item durability|durability]] (usually half as much).
    |Gold pickaxes now [[breaking|mine]] certain materials much faster.}}
    {{History||1.8|snap=Pre-release|Iron pickaxes are now found in the new [[stronghold]] storeroom [[chest]]s, and in the new [[mineshaft]] chests.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 3|Iron pickaxes can now be found in the new [[stronghold]] altar [[chest]]s.}}
    {{History|||snap=RC1|Pickaxes and other [[tool]]s now make a [[sound]] when they break.}}
    {{History||1.1|snap=12w01a|Iron pickaxes are now found in the new [[village]] blacksmith chests.}}
    {{History||1.2.4|snap=release|[[Spruce planks]], [[birch planks]], and [[jungle planks]] can now be used to craft wooden pickaxes.}}
    {{History||1.3.1|snap=12w16a|Wooden and stone pickaxes are now found in the new [[bonus chest]]s.}}
    {{History|||snap=12w18a|Wooden pickaxes can now be used as fuel in a [[furnace]].}}
    {{History|||snap=12w21a|Blacksmith [[villager]]s now [[trading|sell]] 1 diamond pickaxe for 10–11 [[emerald]]s, and 1 iron pickaxe for 7–8 emeralds.}}
    {{History||1.6.1|snap=13w21a|Instead of replacing the barehanded [[damage]] ({{hp|1}}), pickaxes now add their damage onto the barehanded damage, which results in all pickaxes doing {{hp|1}} more damage than before.}}
    {{History||1.7.2|snap=1.7.1|[[Acacia planks]] and [[dark oak planks]] can now be used to craft wooden pickaxes.}}
    {{History||1.8|snap=14w02a|Tool smith villagers now [[trading|sell]] 1 [[enchanting|enchanted]] diamond pickaxe for 12–15 emeralds, and 1 enchanted iron pickaxe for 9–11 emeralds. 
    |Unenchanted pickaxes are no longer sold by [[villager]]s.}}
    {{History||1.9|snap=15w31a|Enchanted iron and diamond pickaxes can now be found in the [[end ship]] [[chest]]s in [[end city|end cities]].}}
    {{History|||snap=15w34a|Pickaxes now use the "attack strength" combat mechanic meter. The time it takes for the meter to fill up for a pickaxe is 0.8 seconds.}}
    {{History|||snap=15w34c|Pickaxes now do less [[damage]], but recover quicker.}}
    {{History|||snap=15w35a|Pickaxes now recover more slowly.}}
    {{History|||snap=15w44a|The average yield of wood and stone pickaxes in [[bonus chest]]s has been decreased.
    |The average yield of iron pickaxes in [[mineshaft]] [[chest]]s has been increased.}}
    {{History||1.11.1|snap=16w50a|Golden and iron pickaxes can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 270, 274, 257, 278 and 285.}}
    {{History||1.14|snap=18w43a|[[File:Wooden Pickaxe JE2 BE2.png|32px]] [[File:Stone Pickaxe JE2 BE2.png|32px]] [[File:Iron Pickaxe JE3 BE2.png|32px]] [[File:Golden Pickaxe JE3 BE2.png|32px]] [[File:Diamond Pickaxe JE2 BE2.png|32px]] The textures of all pickaxes have been changed.}}
    {{History|||snap=18w50a|Iron pickaxes can now be found in chests in [[village]] toolsmith houses.}}
    {{History|||snap=19w11a|Toolsmith [[villager]]s now [[trading|sell]] stone pickaxes.}}
    {{History|||snap=19w13a|Toolsmith villagers now give stone pickaxes to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w06a|[[File:Netherite Pickaxe JE1.png|32px]] Added netherite pickaxes.
    |Netherite pickaxes are obtained by combining one diamond pickaxe and one netherite ingot in a crafting table.
    |[[Crimson planks]] and [[warped planks]] can now be used to craft wooden pickaxes.}}
    {{History|||snap=20w09a|[[File:Wooden Pickaxe JE3 BE3.png|32px]] [[File:Golden Pickaxe JE4 BE3.png|32px]] [[File:Diamond Pickaxe JE3 BE3.png|32px]] [[File:Netherite Pickaxe JE2 BE1.png|32px]] The textures of wooden, golden, diamond, and netherite pickaxes have been changed.}}
    {{History|||snap=20w10a|[[File:Netherite Pickaxe JE3.png|32px]] Changed a pixel of the texture of netherite pickaxes.
    |Netherite pickaxes can no longer be crafted.
    |Netherite pickaxes are now obtained by combining one diamond pickaxe and one netherite ingot in a smithing table.}}
    {{History|||snap=20w15a|Stone pickaxes can now be crafted using [[blackstone]].}}
    {{History|||snap=20w16a|Golden pickaxes now generate randomly enchanted in [[ruined portal]] chests.}}
    {{History||1.16.2|snap=20w30a|Randomly enchanted diamond pickaxes can now be found in [[bastion remnant]] chests.}}
    {{History||1.17|snap=21w08a|Stone pickaxe can now be crafted using [[cobbled deepslate]].}}
    {{History||1.19|snap=22w11a|[[Mangrove planks]] can now be used to craft wooden pickaxes.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Upgrading diamond pickaxes to netherite pickaxes now requires the netherite upgrade [[smithing template]].}}
    
    {{History|upcoming java}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to sell an enchanted iron pickaxe.}}
    {{History||Combat Tests|snap=1.14.3 - Combat Test|The attack speed for all pickaxes has been increased to 2.5.
    |The [[damage]] for all pickaxes has been increased by {{hp|1}}.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Stone Pickaxe JE1 BE1.png|32px]] Added stone pickaxes.}}
    {{History||v0.3.0|[[File:Wooden Pickaxe JE1 BE1.png|32px]] Added wooden pickaxes.
    |Survival players no longer start out with an infinite durability stone pickaxe in the inventory.}}
    {{History||v0.3.2|[[File:Iron Pickaxe JE2 BE1.png|32px]] [[File:Golden Pickaxe JE2 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Added iron, gold, and diamond pickaxes.}}
    {{History||v0.4.0|Removed stone pickaxes from the creative inventory.}}
    {{History||v0.11.0|snap=build 11|All pickaxes are now available in the [[creative]] inventory.}}
    {{History|||snap=build 12|All pickaxes have been removed from creative.}}
    {{History|||snap=build 13|Pickaxes have been re-added to creative mode.}}
    {{History||v0.14.0|snap=build 1|Iron pickaxes can now be found inside [[minecart with chest]]s in [[mineshaft]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron pickaxes and enchanted diamond pickaxes can now be found in [[end city|end cities]].}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Toolsmith [[villager]]s now [[trading|sell]] enchanted diamond pickaxes for 12-15 emeralds as their last tier trades and enchanted iron pickaxes for 9-11 [[emerald]]s as their second tier trades.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Iron and golden pickaxes are now [[smelting|smeltable]].}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Wooden and stone pickaxes can now be found inside [[bonus chest]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Iron pickaxes can now be found in [[plains]] [[village]] weaponsmith houses.
    |[[File:Wooden Pickaxe JE2 BE2.png|32px]] [[File:Stone Pickaxe JE2 BE2.png|32px]] [[File:Iron Pickaxe JE3 BE2.png|32px]] [[File:Golden Pickaxe JE3 BE2.png|32px]] [[File:Diamond Pickaxe JE2 BE2.png|32px]] The textures of all pickaxes have been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Iron pickaxes can now be found in [[village]] toolsmiths [[chest]]s and in [[savanna]], [[taiga]], [[snowy taiga]] and [[desert]] village weaponsmith chests.}}
    {{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, toolsmith [[villager]]s now have a 25% chance to [[trading|sell]] an [[enchanting|enchanted]] iron pickaxe for 3 [[emerald]]s as part of their third tier trades, and an enchanted diamond pickaxe now costs 13 emeralds.
    |Stone pickaxes can now be bought from toolsmith villagers.}}
    {{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Pickaxe JE2 BE1.png|32px]] Added netherite pickaxes.|Netherite pickaxes are obtained by combining one diamond pickaxe and one netherite ingot in a crafting table.
    |[[File:Wooden Pickaxe JE3 BE3.png|32px]] [[File:Golden Pickaxe JE4 BE3.png|32px]] [[File:Diamond Pickaxe JE3 BE3.png|32px]] The textures of wooden, golden, and diamond pickaxes have been changed.}}
    {{History|||snap=beta 1.16.0.57|Netherite pickaxes can no longer be crafted.
    |Netherite pickaxes are now obtained by combining one diamond pickaxe and one netherite ingot in a smithing table.
    |Stone pickaxes can now be crafted using [[blackstone]].
    |Golden pickaxes now generate randomly enchanted in [[ruined portal]] chests.
    |Netherite pickaxe now generate randomly enchanted in [[bastion remnant]] chest.}}
    {{History||1.17.10|snap=beta 1.17.10.20|[[File:Netherite Pickaxe JE3.png|32px]] Changed a pixel of the texture of netherite pickaxes to match ''Java Edition''.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Wooden Pickaxe JE1 BE1.png|32px]] [[File:Stone Pickaxe JE1 BE1.png|32px]] [[File:Iron Pickaxe JE2 BE1.png|32px]] [[File:Golden Pickaxe JE2 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Added pickaxes (all five types).}}
    {{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Iron and golden pickaxes are now [[smelting|smeltable]].}}
    {{History|Ps4}}
    {{History||1.90|[[File:Wooden Pickaxe JE2 BE2.png|32px]] [[File:Stone Pickaxe JE2 BE2.png|32px]] [[File:Iron Pickaxe JE3 BE2.png|32px]] [[File:Golden Pickaxe JE3 BE2.png|32px]] [[File:Diamond Pickaxe JE2 BE2.png|32px]] The textures of all pickaxes have been changed.}}
    
    {{History|New Nintendo 3DS Edition}}
    {{History||0.1.0|[[File:Wooden Pickaxe JE1 BE1.png|32px]] [[File:Stone Pickaxe JE1 BE1.png|32px]] [[File:Iron Pickaxe JE2 BE1.png|32px]] [[File:Golden Pickaxe JE2 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Added pickaxes.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    *The golden pickaxe is the only pickaxe that is unable to harvest the material it is made from.
    *The pickaxe is the only block-breaking tool without a {{control|use}} (right-click) function.
    
    === Publicity ===
    *Plastic diamond pickaxes are official ''[[Minecraft]]'' merchandise.<ref>https://shop.minecraft.net/products/minecraft-pickaxe?_pos=3&_psq=pickaxe&_ss=e&_v=1.0</ref>
    *In the game [[wikipedia:Naughty Bear: Panic in Paradise|''Naughty Bear: Panic in Paradise'']], the player can buy a diamond pickaxe which, according to the game, is made by "Kick it up a Notch Pickaxes", referring to [[Notch]].
    *In mobile game ''[https://play.google.com/store/apps/details?id=br.com.tapps.vloggergoviral Vlogger Go Viral]'' clicker game, after buying the figurine shelf, there is a model of a diamond pickaxe stuck to a [[grass block]].
    *In the game [[wikipedia:The Elder Scrolls V: Skyrim|''The Elder Scrolls V: Skyrim'']], the player can find a pickaxe called the "Notched Pickaxe", evidently an [[easter egg]].
    *In the game [[wikipedia:Offensive Combat|''Offensive Combat'']], a stone pickaxe can be used as a melee weapon with the name of "The Notch Carver".
    *In the game [[wikipedia:The Binding of Isaac (video game)|''The Binding of Isaac'']], an obtainable item named "Notched Axe", also with a drawn 8-bit look, can be used to destroy rocks. The Notched Axe also makes a return in the game's remake, [[wikipedia:The Binding of Isaac: Rebirth|''The Binding of Isaac: Rebirth'']].
    *In the game [[wikipedia:Borderlands 2|''Borderlands 2'']], the player can find a secret area hidden away by blocks resembling Minecraft [[dirt]], also once inside the player can fight Creeper and the Mother Creeper to get rare Minecraft-related skins.
    *In the game [[wikipedia:Octodad: Dadliest Catch|''Octodad: Dadliest Catch'']], the supermarket level has a "Mintcraft" display, an obvious parody of Minecraft, even including toy pickaxes and a creeper head.
    *In the game [[wikipedia:Transformice|''Transformice'']], a diamond pickaxe can be found in the shop.
    
    == Gallery ==
    <gallery>
    File:Pickaxe in Mineshaft Chest.png|A naturally generated pickaxe.
    Live in Your World JINX.jpg|Official T-shirt artwork "Live in Your World" featuring an iron pickaxe made by [https://www.jinx.com JINX].
    Pickaxe JINX.jpg|Official T-shirt artwork of a pickaxe made by JINX.
    Stone Pickaxe SDGP.png|Stone pickaxe in the [[Super Duper Graphics Pack]].
    Iron Pickaxe SDGP.png|Iron pickaxe in the [[Super Duper Graphics Pack]].
    </gallery>
    
    === Enchanted pickaxes ===
    <gallery>
    Enchanted Wooden Pickaxe.gif
    Enchanted Stone Pickaxe.gif
    Enchanted Iron Pickaxe.gif
    Enchanted Golden Pickaxe.gif
    Enchanted Diamond Pickaxe.gif
    Enchanted Netherite Pickaxe.gif
    </gallery>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory-pickaxe Taking Inventory: Pickaxe] – Minecraft.net on May 10, 2018
    
    {{items}}
    [[Category:Combat]]
    
    [[cs:Krumpáč]]
    [[de:Spitzhacke]]
    [[es:Pico]]
    [[fr:Pioche]]
    [[hu:Csákány]]
    [[it:Piccone]]
    [[ja:ツルハシ]]
    [[ko:곡괭이]]
    [[nl:Houweel]]
    [[pl:Kilof]]
    [[pt:Picareta]]
    [[ru:Кирка]]
    [[th:อีเต้อ]]
    [[uk:Кайло]]
    [[zh:镐]]</li></ul>
    New Creeper fall mechanics; Creepers will explode if they fall on the player from a certain height.
    Smell Update
    {{Extension DPL}}<ul><li>[[Cooked Chicken|Cooked Chicken]]<br/>{{about|a food item|other uses of the word "chicken"|Chicken (disambiguation)}}
    {{Item
    | title = Cooked Chicken
    | image = Cooked Chicken.png
    | renewable = Yes
    | heals = {{hunger|6}}
    | stackable = Yes (64)
    }}
    
    '''Cooked chicken''' is a [[food]] item that can be eaten by the [[player]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    When a chicken dies while on fire, it drops one cooked chicken. The maximum is increased by 1 per level of [[Looting]], for a maximum of 1–4 cooked chicken with Looting III.
    
    === Cooking ===
    
    [[Raw chicken]] can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each piece of cooked chicken removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).
    {{Smelting
    |Raw Chicken
    |Cooked Chicken
    |0,35
    }}
    
    === Trading ===
    {{IN|java}}, apprentice-level butcher [[villager]]s have a {{frac|2|3}} chance to sell 8 cooked chicken for an [[emerald]]. 
    
    Butcher villagers may give cooked chicken to players with the [[Hero of the Village]] effect.{{only|java}}
    
    {{IN|bedrock}}, apprentice-level butcher villagers have a 25% chance to sell 8 cooked chicken for an emerald as part of their trades.
    
    == Usage ==
    === Food ===
    
    To eat cooked chicken, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} [[hunger]] and 7.2 hunger [[Hunger#Mechanics|saturation]].
    
    === Wolves ===
    
    Cooked chicken can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    == Sounds ==
    
    {{Sound table/Entity/Food}}
    
    == Data values ==
    
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Chicken
    |spritetype=item
    |nameid=cooked_chicken
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Chicken
    |spritetype=item
    |nameid=cooked_chicken
    |id=276
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|ux362Ae8Llc}}</div>
    
    == History ==
    
    {{History|java beta}}
    {{History||July 19, 2011|link=https://twitter.com/jeb_/status/93330811608240128|[[File:Cooked Chicken (pre-release).png|32px]] A teaser image for cooked chicken is revealed by [[Jeb]].}}
    {{History||July 19, 2011|link=https://twitter.com/jeb_/status/93946593748852736|[[File:Cooked Chicken (pre-release 2).png|32px]] Jens changes the texture based on feedback, saying "the chicken may be too smooth compared to other MC [[item]]s."<ref>https://twitter.com/jeb_/status/93335976298033152</ref>}}
    {{History||1.8|snap=Pre-release|[[File:Cooked Chicken JE1 BE1.png|32px]] Added cooked chicken.}}
    {{History|java}}
    {{History||1.2.1|snap=12w03a|Cooked chicken can now be used to breed wolves.}}
    {{History||1.3.1|snap=12w21a|Farmer [[villager]]s now [[trading|sell]] 7–8 cooked chicken for 1 [[emerald]].}}
    {{History||1.4.2|snap=12w37a|[[File:Cooked Chicken JE2 BE2.png|32px]] The texture of cooked chicken has been changed so that it no longer has a dark outline.}}{{History||1.8|snap=14w02a|Butcher villagers now [[trading|sell]] 6–8 cooked chicken for 1 [[emerald]]. Farmer [[villager]]s no longer sell cooked chicken.}}
    {{History||1.9|snap=15w43a|[[Chicken]]s can now [[drops|drop]] several cooked chickens if killed with a [[Looting]]-enchanted [[weapons|weapon]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 366.}}
    {{History||1.14|snap=18w43a|[[File:Cooked Chicken JE3 BE3.png|32px]] The texture of cooked chicken has been changed.}}
    {{History|||snap=19w13a|Butcher villagers now give cooked chicken to players under the [[Hero of the Village]] effect.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Cooked Chicken JE1 BE1.png|32px]] Added cooked chicken.}}
    {{History||v0.5.0|Cooked chicken now restores {{hp|6}} instead of {{hp|3}}.}}
    {{History||v0.8.0|snap=build 1|[[File:Cooked Chicken JE2 BE2.png|32px]] The texture of cooked chicken has been changed so that it no longer has a dark outline.}}
    {{History||v0.12.1|snap=build 1|Cooked chicken now restores [[hunger]] instead of [[health]].}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Butcher villagers now [[trading|sell]] 6–8 cooked chicken for 1 [[emerald]].}}
    {{History||?|[[Chicken]]s can now [[drops|drop]] several cooked chickens if killed with a [[Looting]]-enchanted [[weapons|weapon]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Cooked Chicken JE3 BE3.png|32px]] The texture of cooked chicken has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, butcher [[villager]]s now have a 25% chance to [[trading|sell]] 4 cooked chicken as part of their second-tier [[trading|trade]].}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[Trading]] has been changed, apprentice butcher [[villager]]s now have a 25% chance to [[trading|sell]] 8 cooked chicken instead of 4.}}
    
    {{History|console}}
    {{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cooked Chicken JE1 BE1.png|32px]] Added cooked chicken.}}
    {{History||xbox=TU12|[[File:Cooked Chicken JE2 BE2.png|32px]] The texture of cooked chicken has been changed so that it no longer has a dark outline.}}
    {{History|PS4}}
    {{History||1.90|[[File:Cooked Chicken JE3 BE3.png|32px]] The texture of cooked chicken has been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Cooked Chicken JE2 BE2.png|32px]] Added cooked chicken.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    Beta 1.8 Dev Chicken.png|First image of cooked chicken.
    Beta 1.8 Dev Chicken 2.png|Second image of cooked chicken.
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[cs:Pečené kuře]]
    [[de:Gebratenes Hühnchen]]
    [[es:Pollo asado]]
    [[fr:Poulet rôti]]
    [[hu:Sültcsirke]]
    [[it:Pollo cotto]]
    [[ja:焼き鳥]]
    [[ko:익힌 닭고기]]
    [[nl:Gebraden kip]]
    [[pl:Pieczony kurczak]]
    [[pt:Frango assado]]
    [[ru:Жареная курятина]]
    [[zh:熟鸡肉]]</li><li>[[Smarter Watch|Smarter Watch]]<br/>{{Joke feature}}{{Exclusive|Java}}{{Item
    | title = Smarter Watch
    | image = Smarter Watch.png
    | renewable = No
    | stackable = Yes (64)
    }}
    
    The '''Smarter Watch''' was a joke offhand [[item]].
    
    == Usage ==
    Smarter watches were "equipped" by having them placed into the offhand slot. Upon equipping, they would display the current time above the hotbar, in minutes and seconds, with one minute of in-game time being 5/6 of a real-time second, and one in-game hour being 5/6 of a real-time minute or 50 seconds.
    
    The smarter watch would also notify the [[player]] of statistics milestones, alongside taken [[damage]], [[item]] specific info, [[crafting]] items and more.{{info needed|What exactly?}}
    
    == Sounds ==
    {{Sound table
    |sound=Tick1.ogg
    |sound2=Tick2.ogg
    |subtitle=''None''
    |source=player
    |description=When a notification is displayed
    |id=item.smarter_watch.notice
    |translationkey=''None''
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=java
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Smarter Watch
    |spritetype=item
    |nameid=smarter_watch
    |id=502
    |form=item
    |translationkey=item.smarterWatch.name
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||1.RV|snap=1.RV-Pre1|[[File:Smarter_Watch_(item).png|32px]] [[File:Smarter Watch.png|32px]] Added the smarter watch.}}
    {{History|foot}}
    
    == Issues ==
    Smarter Watches are an unsupported [[item]] due to being an [[Wikipedia:April Fools' Day|April Fools']] joke, and therefore issues relating to them will not be fixed.
    
    == Gallery ==
    
    <gallery>
    TechGear.png|A [[player]] wearing the smarter watch, featured in this [[wikipedia:April Fools' Day|April Fools']] joke version.
    </gallery>
    
    {{Items}}
    {{Jokes}}
    
    [[Category:Non-renewable resources]]
    [[Category:Joke items]]
    
    [[pt:Relógio inteligente]]</li></ul>
    Creepers have the smell of leaves.
    u
    3.0
    {{Extension DPL}}<ul><li>[[Eye of Ender|Eye of Ender]]<br/>{{redirect|Ender Eye|the boss|Ender Dragon}}
    {{ItemEntity
    |image=Eye of Ender.png
    |stackable=Yes (64)
    |renewable=Yes
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    |networkid='''[[JE]]''': 72
    }}
    An '''eye of ender''' is a craftable item used to locate [[stronghold]]s and activate the [[end portal]]s within them.
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
      |Blaze Powder
      |Ender Pearl
      |Output=Eye of Ender
      |type=Miscellaneous
    }}
    
    == Usage ==
    === Locating strongholds ===
    [[File:Eye of Ender (break).gif|thumb|right|An animation of an eye of ender shattering.]]
    
    To locate [[stronghold]]s (and the [[end portal]]s they house):
    * Pressing {{control|use}} while holding an eye of ender causes it to fly approximately 12 blocks in the direction of the nearest stronghold, traveling through any blocks necessary, and leave a trail of purple particles, the same particle effect used for [[endermen]] and [[ender chests]]. 
    ** The eye leads to the [[chunk]] where a spiral staircase, the first room generated in the stronghold, is located.
    ** The center of this entrance staircase is always exactly at the chunk coordinates 4, ~, 4, although the eye of ender leads to chunk coordinates 0, ~, 0 (the northwest corner of the chunk).
    * While over 12 blocks away from the northwest corner of the staircase chunk, the eye will travel upward to offer an easily-visible indication of the horizontal direction the player must travel.
    * When closer than 12 blocks to the northwest corner of the staircase chunk, the eye will travel downward, to indicate the player is above a stronghold and must mine downward.
    * After two or three seconds of travel, the eye floats in the air briefly, then either falls (becoming collectable again) or shatters in mid-air. The eye has a 20% chance of shattering (80% chance of surviving) per throw, therefore throwing it three times has approximately 50% overall chance to shatter the eye (0.8<sup>3</sup>=51.2%).
    * The eye of ender's flying function works only in the [[Overworld]]. It does nothing in [[the Nether]], [[the End]], [[custom dimension]]s{{verify|type=current}}, or in worlds with no strongholds.
    
    Note that the eyes may point to an incorrect location if the target chunks were generated with a different biomes map in an older version or through different generation settings.<ref>See also {{bug|MC-135996}}</ref>
    
    === Activating end portals ===
    [[File:Active End Portal.png|thumb|right|An end portal activated with eyes of ender.]]
    Once an end portal is found, the eyes of ender are required to activate it. End portals require a total of 12 eyes of ender in order to activate, though each individual frame-block has a 10% chance of containing an eye of ender when generated. Eyes can be placed in empty [[End portal frame]]s by pressing {{control|use}} on them until the entire ring of 12 is filled, thereby activating the portal. Due to the fact that there is a 10% chance of each individual end portal frame having an eye in it, there is a one out of one trillion chance of every frame having an eye in it thereby activating the portal even if the player doesn't have any eyes of ender.
    {| class="wikitable sortable mw-collapsible"
    |+End Portal Pre-Filled Eyes
    !Eyes
    !0
    !1
    !2
    !3
    !4
    !5-12
    |-
    |Exactly
    |28%
    |38%
    |23%
    |9%
    |2%
    |<1%
    |-
    |Or More
    |100%
    |72%
    |34%
    |11%
    |3%
    |<1%
    |}
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    == Sounds ==
    {{Edition|Java}}:<br>
    Eyes of ender use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |sound=Ender Eye death1.ogg
    |sound2=Ender Eye death2.ogg
    |subtitle=Eye of Ender falls <ref group=sound name=LousyEvents>{{Bug|MC-98316||Wrong subtitles caused by missing distinction}}</ref>
    |source=neutral
    |description=When an eye of ender drops or breaks
    |id=entity.ender_eye.death|idnote=<ref group=sound name=LousyEvents/>
    |translationkey=subtitles.entity.ender_eye.death|translationkeynote=<ref group=sound name=LousyEvents/>
    |volume=1.3
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Ender Eye launch1.ogg
    |sound2=Ender Eye launch2.ogg
    |subtitle=Eye of Ender shoots
    |source=neutral
    |description=When an eye of ender is thrown
    |id=entity.ender_eye.launch
    |translationkey=subtitles.entity.ender_eye.launch
    |volume=0.5
    |pitch={{frac|1|3}}-0.5
    |distance=16}}
    {{Sound table
    |sound=End portal eye place1.ogg
    |sound2=End portal eye place2.ogg
    |sound3=End portal eye place3.ogg
    |subtitle=Eye of Ender attaches
    |source=block
    |description=When an eye of ender is placed in an end portal frame
    |id=block.end_portal_frame.fill
    |translationkey=subtitles.block.end_portal_frame.fill
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Item Frame break1.ogg
    |sound2=Item Frame break2.ogg
    |sound3=Item Frame break3.ogg
    |source=block
    |description=When an eye of ender breaks <ref group=sound>{{Bug|MCPE-115646}}</ref>
    |id=block.itemframe.break}}
    {{Sound table
    |sound=Bow shoot.ogg
    |source=player
    |description=When an eye of ender is thrown
    |id=random.bow
    |volume=0.5
    |pitch=0.33-0.5}}
    {{Sound table
    |sound=End portal eye place1.ogg
    |sound2=End portal eye place2.ogg
    |sound3=End portal eye place3.ogg
    |source=block
    |description=When an eye of ender is placed in an end portal frame
    |id=block.end_portal_frame.fill
    |volume=0.3
    |pitch=0.9/1.0/1.1
    |foot=1}}
    
    ==Data values==
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |firstcolumnname=Item
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Eye of Ender
    |spritetype=item
    |nameid=ender_eye
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Entity
    |generatetranslationkeys=y
    |displayname=Eye of Ender
    |spritetype=entity
    |nameid=eye_of_ender
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Item
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Eye of Ender
    |spritetype=item
    |nameid=ender_eye
    |id=433
    |form=item
    |foot=1}} 
    {{ID table
    |edition=bedrock
    |firstcolumnname=Entity
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Eye of Ender
    |spritetype=entity
    |nameid=eye_of_ender_signal
    |id=70
    |foot=1}}
    
    ===Entity data===
    The purple particles left by eyes of ender 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]].
    
    ==Advancements==
    {{load advancements|Eye Spy}}
    
    ==Video ==
    {{Video note|This video does not mention that eyes of ender can be used to craft [[ender chest]]s or [[end crystal]]s.}}
    
    <div style="text-align:center">{{yt|E0AhoxYLomc}}</div>
    
    ==History==
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 3|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.
    |Eyes of ender can be used on a [[end portal frame|portal block]] to repair them, but repairing them does nothing.}}
    {{History|||snap=Beta 1.9 Prerelease 4|Each eye can now be placed in a [[end portal frame|portal block]] or used to hone in on a [[stronghold]]. [[Jens Bergensten|Jeb]] demonstrated the new uses for an eye in his livestream.<ref>http://www.twitch.tv/jebox/b/297000418</ref> An [[end portal]] within a stronghold could be seen in the stream with two eyes inserted into blocks.
    |In older worlds with chunks generated before [[Java Edition Beta 1.9 Prerelease 3|Beta 1.9 Prerelease 3]], the eyes may mislead the [[player]] to a place where there isn't a [[stronghold]] at all. This happens because the eyes lead to where a stronghold should be based on the world seed in the current version, but before Beta 1.9 Prerelease 3 strongholds generated differently based on the seed. Therefore, if the player saved the coordinates the eye traveled to in an old world and generated a new world with the same seed, the player could travel to those same coordinates and find a stronghold.}}
    {{History|||snap=Beta 1.9 Prerelease 6|Eyes of ender no longer render like a tool in third person.}}
    {{History|||snap=RC1|The throwing sound of eyes of ender has been changed.}}
    {{History||1.3.1|snap=12w21a|Eyes of ender can now be used to craft [[ender chest]]s.
    |Priest [[villager]]s would [[trading|buy]] 2–3 eyes of ender for one [[emerald]].}}
    {{History|||snap=12w22a|Priest villagers no longer buy eyes of ender, instead selling them for 7–10 emeralds.}}
    {{History||1.6.4|snap=1.6.3-pre|Eyes of ender now lead to [[stronghold]]s based on the structure data saved in the world file instead of calculating their approximate location via the [[seed (level generation)|world seed]]. Therefore, strongholds generated in old versions can still be found even if the distribution of strongholds is changed.}}
    {{History||1.7.2|snap=13w41a|Eyes of Ender now lead to the entrance of a stronghold instead of the portal room.}}
    {{History||1.8|snap=14w02a|With changes that have been made to villagers and the [[trading]] system, cleric villagers now sell eyes of ender for 7–11 [[emerald]]s, as one of their tier III trades.}}
    {{History||1.9|snap=15w41a|Eyes of ender are no longer [[trading|sold]] by cleric [[villager]]s.}}
    {{History|||snap=15w44b|An eye of ender is now used to craft an [[end crystal]].}}
    {{History|||snap=pre3|Eyes of ender now point to the 125 new strongholds.<ref>{{bug|MC-91173}} resolved as "Fixed"</ref>}}
    {{History||1.11|snap=16w32a|The [[entity]] ID has been changed from <code>EyeOfEnderSignal</code> to <code>eye_of_ender_signal</code>.}}
    {{History||1.12|snap=17w17a|A new ''pop'' [[sound]] has been added when a thrown eye of ender bursts.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 381.}}
    {{History|||snap=pre5|The [[entity]] ID has been changed to <code>eye_of_ender</code>.}}
    {{History||1.14|snap=18w43a|[[File:Eye of Ender JE2 BE2.png|32px]] The texture of eyes of ender has been changed.}}
    {{History||1.19|snap=22w11a|Eyes of Ender now lead to the corner of the chunk (0, ~, 0) instead of the center (8-9, ~, 8-9).<ref>{{bug|MC-253394}}</ref>}}
    
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Eye of Ender JE2 BE2.png|32px]] The texture of eyes of ender has been changed.}}
    {{History||1.16.0|snap=beta 1.15.0.51|The [[particles]] of eyes of ender have been changed to match {{el|je}}.}}
    
    {{History|console}}
    {{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Eye of Ender JE2 BE2.png|32px]] The texture of eyes of ender has been changed.}}
    
    {{History|new 3ds}}
    {{History||1.7.10|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.}}
    {{History|foot}}
    
    
    === Historical images ===
    <gallery>
    File:Held_Eye_of_Ender.png|The eye of ender used to appear large in third-person view.
    </gallery>
    
    ==Issues==
    {{issue list}}
    
    ==Trivia ==
    *When thrown in third-person view, the eyes of ender fly out from the player's feet instead of their hand.
    *Before [[Java Edition 1.9]], eyes of ender can be purchased from cleric villagers, which means players can find a [[stronghold]] and go to [[the End]] without accessing [[the Nether]] at all.
    *{{IN|bedrock}} if the player travels beyond a certain radius (roughly 740,000 blocks), eyes of ender always point to a stronghold near spawn, even though strongholds continue to generate past this limit. If one travels to this limit, they can see eyes of ender suddenly switching direction. A similar phenomenon occurs with the {{cmd|locate}} command.
    
    ==Gallery==
    ===Screenshots===
    <gallery>
    Stronghold Portal Room.png|An end portal frame containing a few eyes of ender.
    EnderChestexample.png|An [[ender chest]] depicting an eye of ender on the front.
    </gallery>
    ===In other media===
    <gallery>
    File:Eye of Ender JINX.jpg|Official T-shirt artwork "Eye of Ender" sold by JINX.
    File:Happy Halloween Eye.jpg|A Halloween T-Shirt design featuring an eye of ender.
    </gallery>
    
    ==External links==
    *[http://www.strongholdfinder.com/ A super-easy stronghold triangulation tool]
    *[http://jsfiddle.net/42EDX/40/ JSFiddle Eye of Ender triangulator - can guess the location of other 2 strongholds in the first ring]
    *[https://ens-gijs.github.io/minecraft-stronghold-locator/ Minecraft Stronghold Locator Eye of Ender throw plotting visualizer - zoomable to show all possible stronghold rings]
    *[https://github.com/winny-/stronghold Python Eye of Ender throw plotting tool]
    *[http://www.purplefrog.com/~thoth/MinecraftStronghold/stronghold.html HTML Eye of Ender throw plotting visualizer (not updated after 1.9 stronghold placement changes)]
    *[http://chunkbase.com/apps/stronghold-finder Chunk Base Stronghold Finder (seed-based)]
    *[https://github.com/toolbox4minecraft/amidst/releases Amidst - File-based world visualizer]
    *[http://minecraft.tournier.org/StrongholdLocator/ Find strongholds by analyzing stronghold.dat file]
    
    
    == References==
    {{reflist}}
    
    {{Items}}
    {{entities}}
    
    [[cs:Endové oko]]
    [[de:Enderauge]]
    [[es:Ojo de ender]]
    [[fr:Œil de l'Ender]]
    [[hu:Végzet szeme]]
    [[ja:エンダーアイ]]
    [[ko:엔더의 눈]]
    [[nl:Enderoog]]
    [[pl:Oko Endera]]
    [[pt:Olho de ender]]
    [[ru:Око Края]]
    [[th:ดวงตาแห่งเอนเดอร์]]
    [[uk:Око Краю]]
    [[zh:末影之眼]]</li><li>[[Chestplate|Chestplate]]<br/>{{Update|Include information about armor trims and updated netherite upgrade information.}}
    {{Item
    | image = <gallery>
    Leather Tunic.png | Leather
    Chainmail Chestplate.png | Chainmail
    Iron Chestplate.png | Iron
    Diamond Chestplate.png | Diamond
    Golden Chestplate.png | Golden
    Netherite Chestplate.png | Netherite
    </gallery>
    | durability = 
    * Leather: 80
    * Chainmail: 240
    * Iron: 240
    * Golden: 112
    * Diamond: 528
    * Netherite: 592
    | renewable = 
    * '''Netherite''': No
    * '''All Other''': Yes
    | stackable = No
    }}
    '''Chestplates''' are a type of [[armor]] that covers the upper body of the player. There are six types of chestplates: '''leather''', '''chainmail''', '''iron''', '''diamond''', '''gold''' and '''netherite'''.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{crafting
      |head=1
      |showname=0
      |showdescription=1
      |name=[[Chestplate]]
      |A1= Leather;Gold Ingot;Iron Ingot;Diamond
      |C1= Leather;Gold Ingot;Iron Ingot;Diamond
      |A2= Leather;Gold Ingot;Iron Ingot;Diamond
      |B2= Leather;Gold Ingot;Iron Ingot;Diamond
      |C2= Leather;Gold Ingot;Iron Ingot;Diamond
      |A3= Leather;Gold Ingot;Iron Ingot;Diamond
      |B3= Leather;Gold Ingot;Iron Ingot;Diamond
      |C3= Leather;Gold Ingot;Iron Ingot;Diamond
      |Output= Leather Tunic;Golden Chestplate;Iron Chestplate;Diamond Chestplate
      |type= Combat
    }}
    {{crafting
      |foot=1
      |ignoreusage=1
      |name=[[Chestplate]]
      |ingredients=Damaged Matching [[Chestplate]]
      |Damaged Leather Tunic; Damaged Golden Chestplate; Damaged Chainmail Chestplate; Damaged Iron Chestplate; Damaged Diamond Chestplate; Damaged Netherite Chestplate
      |Damaged Leather Tunic; Damaged Golden Chestplate; Damaged Chainmail Chestplate; Damaged Iron Chestplate; Damaged Diamond Chestplate; Damaged Netherite Chestplate
      |Output= Leather Tunic; Golden Chestplate; Chainmail Chestplate; Iron Chestplate; Diamond Chestplate; Netherite Chestplate
      |description= The durability of the two chestplates is added together, making a fully healed chestplate. You can get 5% more durability while using a grindstone to fix.
      |type= Combat
    }}
    
    === Upgrading ===
    {{Smithing
    |Netherite Upgrade
    |Diamond Chestplate
    |Netherite Ingot
    |Netherite Chestplate
    |description=
    |tail=1
    }}
    
    === Repairing ===
    ==== Grinding ====
    {{Grinding
    |showdescription=1
    |ingredients=Damaged Matching Chestplates
    |Damaged Leather Tunic; Damaged Chainmail Chestplate; Damaged Iron Chestplate; Damaged Golden Chestplate; Damaged Diamond Chestplate; Damaged Netherite Chestplate
    |Damaged Leather Tunic; Damaged Chainmail Chestplate; Damaged Iron Chestplate; Damaged Golden Chestplate; Damaged Diamond Chestplate; Damaged Netherite Chestplate
    |Leather Tunic; Chainmail Chestplate; Iron Chestplate; Golden Chestplate; Diamond Chestplate; Netherite Chestplate
    |description=The durability of the two chestplates are added together, plus an extra 5% durability.
    }}
    
    ==== [[Anvil mechanics#Unit repair|Unit repair]] ====
    Chestplates can be repaired in an [[anvil]] by adding units of the [[armor material]]'s repair material, with each repair material restoring 25% of the chestplate's maximum durability, rounded down.
    
    === Mob loot ===
    
    [[Zombie]]s and [[skeleton]]s have a small chance to spawn wearing any armor. There is an 8.5% chance (9.5% with [[Looting]] I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop a chestplate upon death. The chestplate the mob drops is usually badly damaged, and rarely enchanted.
    
    [[Vindicator]]s and [[Pillager]]s spawning in [[raid]]s have a 4.1% chance (5.12% on hard difficulty) to drop iron chestplate, which is almost always badly damaged and rarely enchanted.
    
    === Natural generation ===
    Two [[armor stand]]s are found in each taiga [[village]] outdoor armory, one of them equipped with an [[iron chestplate]].
    
    === Chest loot ===
    {{IN|BE}}, a sealed room in [[woodland mansion]]s can appear that has a chest sometimes containing an [[Efficiency]] I leather tunic.<ref>{{bug|MCPE-109048}}</ref>
    {{LootChestItem|leather-tunic,random-enchanted-leather-tunic,chainmail-chestplate,iron-chestplate,level-enchanted-iron-chestplate,golden-chestplate,random-enchanted-golden-chestplate,diamond-chestplate,damaged-diamond-chestplate,level-enchanted-diamond-chestplate,damaged-random-enchanted-diamond-chestplate,damaged-random-enchanted-diamond-chestplate-2}}
    
    === Trading ===
    
    {{IN|java}}, novice-level armorer villagers have a 40% chance to sell an iron chestplate for 9 emeralds. Journeyman-level armorers have a 40% chance to sell a chainmail chestplate for 4 emeralds. Master-level armorers always sell an enchanted<ref group="note" name="enchantment" /> diamond chestplate for 18-35 emeralds. Novice-level leatherworker villagers have a {{frac|2|3}} chance to sell a leather tunic<ref group="note" name="dye note">The leather armor has a random color created by two dyes (possibly the same dye twice).</ref> for 7 emeralds. Journeyman-level Leatherworker villagers always offer the same trade.
    
    Armorer villagers may give the players with the [[Hero of the Village]] effect a chainmail chestplate.
    
    {{IN|bedrock}}, novice-level armorer villagers have a 25% chance to sell an iron chestplate for 9 emeralds. Journeyman-level armorers have a {{frac|1|3}} chance to sell a chainmail chestplate for 4 emeralds. Master-level armorers have a 50% chance to sell an enchanted<ref group="note" name="enchantment">When creating an enchantment offer, the game uses a random enchantment level from 5 – 19. The enchantments are never treasure enchantments.</ref> diamond chestplate for 16 emeralds. Novice-level leatherworker villagers have a 50% chance to sell leather tunic for 7 emeralds. Master-level leatherworkers always sell an enchanted<ref group="note" name="enchantment" /> leather tunic for 7 emeralds.
    
    {{notelist|columns=1}}
    
    == Usage ==
    
    Chestplates can be placed in the 2nd armor slot of a player's [[inventory]] for activation.
    
    === Defense points ===
    
    Defense points are each signified by chestplates in the armor bar above the [[health]] bar. 1 defense point is half of a chestplate in the armor bar. Each defense point reduces any damage dealt to the player, which is absorbed by armor by 4%, increasing additively with the number of defense points. Different materials and combinations of armor provide different levels of defense.
    
    The following table shows the amount of defense points added by chestplates.
    
    {| class="wikitable" data-description="Chestplate defense points"
    |-
    !scope="col" | Material
    !scope="col" | Defense points
    |-
    !scope="row" | Leather
    | {{armor|3}}
    |-
    !scope="row" | Golden
    | rowspan="2" | {{armor|5}}
    |-
    !scope="row" | Chainmail
    |-
    !scope="row" | Iron
    | {{armor|6}}
    |-
    !scope="row" | Diamond
    | rowspan="2" | {{armor|8}}
    |-
    !scope="row" | Netherite
    |}
    
    ===Knockback Resistance ===
    
    A netherite chestplate provides 10% knockback resistance.
    
    === Durability ===
    
    The following table shows the amount of damage each piece of armor can absorb before being destroyed.
    
    Any "hit" from a damage source that can be blocked by armor removes one point of durability from each piece of armor worn for every {{hp|4}} of incoming damage (rounded down, but never below 1). Damage taken that unenchanted armor does not protect against (such as [[Damage#Fall damage|falling]] or [[Damage#Drowning|drowning]]) does not damage the armor, even if it is enchanted to protect against that type of damage. The following chart displays how many hits chest plates can endure.
    
    Netherite armor is not damaged by [[lava]] or [[fire]] when worn.
    
    {| class="wikitable" data-description="Chestplate durability"
    |-
    ! Material
    ! Durability
    |-
    !scope="row" | Leather
    | 80
    |-
    !scope="row" | Golden
    | 112
    |-
    !scope="row" | Chainmail
    | rowspan="2" | 240
    |-
    !Iron
    |-
    !scope="row" | Diamond
    | 528
    |-
    !scope="row" | Netherite
    | 592
    |}
    
    ==== Repair ====
    
    Chestplates may be [[item repair|repaired]] by using them along with some of their crafting material ([[leather]], [[gold ingot]]s, [[iron ingot]]s, [[diamond]]s, or [[netherite ingot]]s) in an [[anvil]]. Chainmail chestplates may be repaired in this way with iron ingots. They may also be repaired by crafting them together with another chestplate of the same material.
    
    === Enchantments ===
    
    A chestplate can receive the following [[enchantment]]s:
    
    {| class="wikitable"
    |-
    ! Enchantment !! Max Level  !! Notes
    |-
    | [[Fire Protection]] || IV || <ref group=note name=exclusive>Fire Protection, Blast Protection, Projectile Protection and Protection are mutually exclusive</ref>
    |-
    | [[Projectile Protection]] || IV || <ref group=note name="exclusive"/>
    |-
    | [[Blast Protection]] || IV || <ref group=note name="exclusive"/>
    |-
    | [[Protection]] || IV || <ref group=note name="exclusive"/>
    |-
    | [[Unbreaking]] || III ||
    |-
    |  [[Thorns]] || III || <ref group="note" name="maxlvl">The max level obtainable in the enchanting table is 2</ref>
    |-
    | [[Mending]] || I || <ref group=note name="anvil2">Only from chest loot, fishing, or an anvil and enchanted books.</ref>
    |-
    | [[Curse of Binding]] || I || <ref group="note" name="anvil2"/>
    |-
    | [[Curse of Vanishing]] || I || <ref group="note" name="anvil2"/>
    |}
    {{notelist}}
    
    === Smelting usage ===
    
    {{Smelting|showname=1|Iron Chestplate;Chainmail Chestplate;Golden Chestplate|Iron Nugget;Iron Nugget;Gold Nugget|0,1}}
    === Piglins ===
    {{EntityLink|Piglin|Piglins}} are attracted to ''golden'' chestplates and pick them up, examining them for 6 to 8 seconds. Piglins can wear other chestplates but are not attracted to them. They prefer stronger chestplates over weaker chestplates, with one exception: They always prefer golden chestplates over all other chestplates, throwing out stronger chestplates to equip them. Enchanted chestplates are preferred over unenchanted chestplates.
    
    == Sounds ==
    {{el|je}}:
    {{Sound table
    |sound=Equip leather1.ogg
    |sound2=Equip leather2.ogg
    |sound3=Equip leather3.ogg
    |sound4=Equip leather4.ogg
    |sound5=Equip leather5.ogg
    |sound6=Equip leather6.ogg
    |subtitle=Leather armor rustles
    |source=player
    |description=When a leather chestplate is equipped
    |id=item.armor.equip_leather
    |translationkey=subtitles.item.armor.equip_leather
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Equip chain1.ogg
    |sound2=Equip chain2.ogg
    |sound3=Equip chain3.ogg
    |sound4=Equip chain4.ogg
    |sound5=Equip chain5.ogg
    |sound6=Equip chain6.ogg
    |subtitle=Chain armor jingles
    |source=player
    |description=When a chainmail chestplate is equipped
    |id=item.armor.equip_chain
    |translationkey=subtitles.item.armor.equip_chain
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Equip iron1.ogg
    |sound2=Equip iron2.ogg
    |sound3=Equip iron3.ogg
    |sound4=Equip iron4.ogg
    |sound5=Equip iron5.ogg
    |sound6=Equip iron6.ogg
    |subtitle=Iron armor clanks
    |source=player
    |description=When an iron chestplate is equipped
    |id=item.armor.equip_iron
    |translationkey=subtitles.item.armor.equip_iron
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Equip gold1.ogg
    |sound2=Equip gold2.ogg
    |sound3=Equip gold3.ogg
    |sound4=Equip gold4.ogg
    |sound5=Equip gold5.ogg
    |sound6=Equip gold6.ogg
    |subtitle=Gold armor clinks
    |source=player
    |description=When a gold chestplate is equipped
    |id=item.armor.equip_gold
    |translationkey=subtitles.item.armor.equip_gold
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Equip diamond1.ogg
    |sound2=Equip diamond2.ogg
    |sound3=Equip diamond3.ogg
    |sound4=Equip diamond4.ogg
    |sound5=Equip diamond5.ogg
    |sound6=Equip diamond6.ogg
    |subtitle=Diamond armor clangs
    |source=player
    |description=When a diamond chestplate is equipped
    |id=item.armor.equip_diamond
    |translationkey=subtitles.item.armor.equip_diamond
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Equip netherite1.ogg
    |sound2=Equip netherite2.ogg
    |sound3=Equip netherite3.ogg
    |sound4=Equip netherite4.ogg
    |subtitle=Netherite armor clanks
    |source=player
    |description=When a netherite chestplate is equipped
    |id=item.armor.equip_netherite
    |translationkey=subtitles.item.armor.equip_netherite
    |volume=0.8
    |pitch=1.0/0.9
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=dependent
    |description=When a chestplate'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}}
    
    {{el|be}}:
    {{Sound table
    |type=bedrock
    |sound=Equip leather1.ogg
    |sound2=Equip leather2.ogg
    |sound3=Equip leather3.ogg
    |sound4=Equip leather4.ogg
    |sound5=Equip leather5.ogg
    |sound6=Equip leather6.ogg
    |source=player
    |description=When a leather chestplate is equipped
    |id=armor.equip_leather
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Equip chain1.ogg
    |sound2=Equip chain2.ogg
    |sound3=Equip chain3.ogg
    |sound4=Equip chain4.ogg
    |sound5=Equip chain5.ogg
    |sound6=Equip chain6.ogg
    |source=player
    |description=When a chain chestplate is equipped
    |id=armor.equip_chain
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Equip iron1.ogg
    |sound2=Equip iron2.ogg
    |sound3=Equip iron3.ogg
    |sound4=Equip iron4.ogg
    |sound5=Equip iron5.ogg
    |sound6=Equip iron6.ogg
    |source=player
    |description=When an iron chestplate is equipped
    |id=armor.equip_iron
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Equip gold1.ogg
    |sound2=Equip gold2.ogg
    |sound3=Equip gold3.ogg
    |sound4=Equip gold4.ogg
    |sound5=Equip gold5.ogg
    |sound6=Equip gold6.ogg
    |source=player
    |description=When a gold chestplate is equipped
    |id=armor.equip_gold
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Equip diamond1.ogg
    |sound2=Equip diamond2.ogg
    |sound3=Equip diamond3.ogg
    |sound4=Equip diamond4.ogg
    |sound5=Equip diamond5.ogg
    |sound6=Equip diamond6.ogg
    |source=player
    |description=When a diamond chestplate is equipped
    |id=armor.equip_diamond
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Equip netherite1.ogg
    |sound2=Equip netherite2.ogg
    |sound3=Equip netherite3.ogg
    |sound4=Equip netherite4.ogg
    |source=player
    |description=When a netherite chestplate is equipped.
    |id=armor.equip_netherite
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |rowspan=2
    |sound=Water Splash Old.ogg
    |source=block
    |description=When a leather chestplate is dyed using a cauldron
    |id=cauldron.dyearmor
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When a leather chestplate's dye is removed using a cauldron
    |id=cauldron.cleanarmor
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When a chestplate's durability is exhausted
    |id=random.break
    |volume=1.0
    |pitch=0.9
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Leather Tunic
    |spritetype=item
    |nameid=leather_chestplate
    |itemtags=freeze_immune_wearables
    |form=item}}
    {{ID table
    |displayname=Chainmail Chestplate
    |spritetype=item
    |nameid=chainmail_chestplate
    |form=item}}
    {{ID table
    |displayname=Iron Chestplate
    |spritetype=item
    |nameid=iron_chestplate
    |form=item}}
    {{ID table
    |displayname=Diamond Chestplate
    |spritetype=item
    |nameid=diamond_chestplate
    |form=item}}
    {{ID table
    |displayname=Golden Chestplate
    |spritetype=item
    |nameid=golden_chestplate
    |form=item}}
    {{ID table
    |displayname=Netherite Chestplate
    |spritetype=item
    |nameid=netherite_chestplate
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Leather Tunic
    |spritetype=item
    |nameid=leather_chestplate
    |id=336
    |form=item}}
    {{ID table
    |displayname=Chainmail Chestplate
    |spritetype=item
    |nameid=chainmail_chestplate
    |id=340
    |form=item}}
    {{ID table
    |displayname=Iron Chestplate
    |spritetype=item
    |nameid=iron_chestplate
    |id=344
    |form=item}}
    {{ID table
    |displayname=Diamond Chestplate
    |spritetype=item
    |nameid=diamond_chestplate
    |id=348
    |form=item}}
    {{ID table
    |displayname=Golden Chestplate
    |spritetype=item
    |nameid=golden_chestplate
    |id=352
    |form=item}}
    {{ID table
    |displayname=Netherite Chestplate
    |spritetype=item
    |nameid=netherite_chestplate
    |id=610
    |form=item
    |foot=1}}
    
    === Item data ===
    When leather tunics are dyed, it has the following NBT:
    <div class="treeview">
    * {{nbt|compound|tag}}: Parent tag.
    ** {{nbt|compound|display}}: Display properties.
    *** {{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. Color codes are calculated from the Red, Green and Blue components using this formula:<br>'''<span style="color:red">Red</span>[[wikipedia:Logical shift|<<]]16 + <span style="color:green">Green</span><<8 + <span style="color:blue">Blue</span>'''<ref>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref>
    </div>
    
    == Achievements ==
    {{load achievements|Iron Man;Tie Dye Outfit;Cover me in debris;Oooh, shiny!}}
    
    == Advancements ==
    {{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris}}
    
    == History ==
    
    {{History|java classic}}
    {{History||June 14, 2009|link=wordofnotch:123343045|[[Notch]] discussed how armor would work in [[Survival]] mode: "Two types of swords, two types of armor, two types of helmets. The basic versions require iron. The advanced versions require steel, which you make by combining iron and coal. Carrying swords, armor or helmets take up inventory slots, but otherwise have no penalty and work pretty much as you expect (prevent some damage, or cause more damage)".}}
    {{History||August 13, 2009|link=wordofnotch:162091556|Notch tested chestplates on the [[human]]. They were merely aesthetic at the time and had no effect on gameplay.}}
    {{History||0.24_SURVIVAL_TEST|[[File:Plate Chestplate.png|32px]] Added the [[Java_Edition_removed_features#Armor_in_Survival_Test|plate chestplate]].
    |[[File:Chainmail Chestplate JE1.png|32px]] Added the model and the texture for the unused [[Java_Edition_removed_features#Armor_in_Survival Test|chain chestplate]].
    |[[File:Zombie full set.png|32px]] [[File:Skeleton helmet.png|26px]] The plate chestplate has been tested on [[zombie]]s and [[skeleton]]s. It had no effect on gameplay.}}
    {{History|java indev}}
    {{History||0.31|snap=20091223-1|Plate and chain armor chestplates are no longer used.}}
    {{History|||snap=20091231-2|[[File:Leather Tunic (item) JE1 BE1.png|32px]] [[File:Studded Chestplate (item) JE1.png|32px]] [[File:Chainmail Chestplate (item) JE1 BE1.png|32px]] [[File:Iron Chestplate (item) JE1 BE1.png|32px]] Added the single item form of relation to leather, [[History of textures/Unused textures#Studded armor|studded]], chainmail, and plate (iron) chestplates.
    |The textures of the cloth chestplate are taken from one of [[Notch]]'s previous games, ''[[Legend of the Chambered]]''. The rest are from ''[[Legend of the Chambered 2]]''.}}
    {{History||20100206|[[File:Golden Chestplate (item) JE1 BE1.png|32px]] [[File:Diamond Chestplate (item) JE1 BE1.png|32px]] Added the item form of golden and diamond chestplates.
    |Removed the leather-chain chestplate.}}
    {{History||February 9, 2010|link=wordofnotch:380486636|[[File:Notch revealed armor.png|32px]] [[Notch]] revealed new models for armor - including chestplates.}}
    {{History||20100212-1|Added armor models.
    |[[File:Indev 20100212 armor.png|50px]] Armor models are now displayed on the [[player]] in the [[inventory]].}}
    {{History||20100218|[[File:Leather Tunic JE1 BE1.png|32px]] [[File:Chainmail Chestplate JE2 BE1.png|32px]] [[File:Iron Chestplate JE1 BE1.png|32px]] [[File:Golden Chestplate JE1 BE1.png|32px]] [[File:Diamond Chestplate JE1 BE1.png|32px]] Added models of cloth, chainmail, iron, gold, and diamond chestplates.
    |Chestplates can now be [[crafting|crafted]] and worn.
    |Chestplates now functions. All chestplates give {{Armor|8}}. Chestplates have limited [[item durability|durability]], with lower tier chestplates less durable than higher tier chestplates.}}
    {{History|java alpha}}
    {{History||v1.0.8|With the introduction of [[leather]], "Cloth Chestplate" has been renamed to "Leather Tunic".
    |Leather tunics is now [[crafting|crafted]] with leather instead of [[wool|cloth]].}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|The armor protection behavior has been changed. Previous to this update, the total armor protection is based in this equation: ((''total equipped armor damage reduction'' − 1) × (''all equipped armor max damage'' − ''total equipped armor damage'')) ÷ (''total equipped armor max damage'' + 1)). Armor no longer reduces certain damage types to be covered by enchantments.}}
    {{History|||snap=October 3, 2011|slink={{tweet|notch|120859830339637249}}|The first images of a [[player]] wearing enchanted chestplates are revealed.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Iron chestplates can now be found in the new [[stronghold]] altar [[chest]]s.}}
    {{History|||snap=Beta 1.9 Prerelease 4|Chestplates can now be [[enchanting|enchanted]].}}
    {{History||1.1|snap=12w01a|Iron chestplates can now be found in the new blacksmith [[chest]]s in [[village]]s.}}
    {{History||1.3.1|snap=12w15a|{{key|Shift}}+clicking can now be used to wear chestplates.}}
    {{History|||snap=12w21a|Chainmail chestplates can now be obtained legitimately in [[survival]] mode through [[trading]].
    |Blacksmith [[villager]]s now [[trading|sell]] chainmail chestplates for 11–14 emeralds.
    |Blacksmith villagers now sell diamond chestplates for 16–18 emeralds.
    |Blacksmith villagers now sell iron chestplates for 10–13 emeralds.
    |Butchers now sell leather tunics for 4 emeralds.}}
    {{History||1.4.2|snap=12w32a|[[Mob]] armor has been reintroduced. A partial or full set of any armor is now sometimes worn by [[zombie]]s, [[skeleton]]s and [[zombified piglins|zombie pigmen]], with the likelihood increasing with difficulty.}}
    {{History|||snap=August 17, 2012|slink={{tweet|Dinnerbone|236445090929844225}}|[[Jeb]] and [[Dinnerbone]] tweeted pictures of [[dye]]able leather chestplates.}}
    {{History|||snap=12w34a|Leather tunics can now be dyed by [[crafting]] a leather tunic piece with [[dye]]s. Dyes can be removed by {{control|use|text=using}} dyed leather tunics on a [[cauldron]] with [[water]].
    |[[File:Leather Tunic JE2.png|32px]] [[File:Leather Tunic (item) JE2.png|32px]] Default leather tunic textures are now slightly darker and have buttons.}}
    {{History|||snap=12w34b|[[File:Leather Tunic JE3 BE2.png|32px]] [[File:Leather Tunic (item) JE3 BE2.png|32px]] [[File:Diamond Chestplate JE2.png|32px]] The texture of leather and diamond chestplates has been changed. Leather tunics now have longer sleeves. Diamond chestplates now have notches under the shoulders.}}
    {{History|||snap=12w36a|[[Dye]]d leather tunics are now more saturated and have a slight tint of tan in respect to the default armor color.}}
    {{History|||snap=12w37a|[[File:Leather Cap JE3 BE2.png|32px]] [[File:Leather Boots JE2 BE2.png|32px]] [[File:Leather Cap (item) JE3 BE2.png|32px]] [[File:Leather Boots (item) JE3 BE2.png|32px]] Leather armor now have non-dyed parts on cap, pants and boots. This has been implemented so that [[player]]s can distinguish between other types of armor and similarly colored leather armor.}}
    {{History||1.4.6|snap=12w50a|The [[Thorns]] enchantment can now be [[enchanting|enchanted]] on chestplates.}}
    {{History||1.5|snap=13w04a|Armor in the [[player]]'s hand can now be equipped by right-clicking.
    |[[Dispenser]]s can now equip nearby players with armor.}}
    {{History||1.6.1|snap=13w18a|Golden chestplates are now found in the new [[chest]]s in [[nether fortress]]es.}}
    {{History||1.7.2|snap=13w36a|Leather [[boots]] can now be obtained as one of the "junk" items by [[fishing]].}}
    {{History||1.8|snap=14w02a|[[Trading|Trades]] changed: armorer [[villager]]s now [[trading|sell]] chain boots for 5–7 [[emerald]]s, chain [[leggings]] for 9–11 emeralds, chain chestplates for 11–15 emeralds and chain helmets for 5–7 emeralds.
    |Armorer villagers now sell enchanted diamond chestplates for 16–19 emeralds, and no longer sell other diamond armor.
    |Armorer villagers now sell iron chestplates for 10–14 emeralds and iron helmets for 4–6 emeralds, and no longer sell other iron armor.
    |Leatherworkers now sell enchanted leather tunics for 7–12 emeralds, and no longer sell other leather armor.}}
    {{History|||snap=14w05a|Armor no longer turns red when [[mob]]s and [[player]]s are hurt.}}
    {{History|||snap=14w06a|Armor is now visible on [[giant]]s.}}
    {{History|||snap=14w25a|Chain armor [[Java Edition removed features#Chainmail armor|cannot be crafted anymore]] due to the [[item]] form of [[fire]] being [[Java Edition removed features#Obtainable until 1.8|removed]].}}
    {{History||1.9|snap=15w31a|Enchanted iron and diamond armor can now be found in [[end city]] ship [[chest]]s.
    |[[Mob]]s now wear armor from the bottom to the top, rather than from the top to the bottom. This means that a mob with three armor pieces, for example, spawn with all armor except a helmet.}}
    {{History|||snap=15w34b|Armor [[item durability|durability]] now affects armor value.}}
    {{History|||snap=15w36a|Armor and armor [[enchanting|enchantment]] calculations have been changed. For the original values, see [[Armor/Before 1.9|here]].}}
    {{History|||snap=15w36d|Armor durability affecting value has been removed.
    |Armor now has an attribute controlling the defense points.}}
    {{History|||snap=15w43a|The average yield of gold chestplates in [[nether fortress]] [[chest]]s has been decreased.}}
    {{History|||snap=15w50a|Added <code>equip</code> [[sound]]s for all types of armor.}}
    {{History|||snap=16w02a|Armor and armor enchantment calculations have been changed again.}}
    {{History|||snap=16w05a|Armor calculations have been changed, once again.}}
    {{History||1.11|snap=16w39a|Diamond and chainmail chestplates are now found in the new [[woodland mansion]] chests.}}
    {{History||1.11.1|snap=16w50a|Golden, chain and iron armor can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 298 through 317.}}
    {{History|||snap=18w09a|Leather tunics now have a chance of generating in [[underwater ruins]].}}
    {{History|||snap=18w10a|Leather tunics can now generate in [[buried treasure]] [[chest]]s.}}
    {{History|||snap=18w11a|Enchanted leather tunics can now generate in the chests of [[shipwreck]]s.}}
    {{History|||snap=18w20a|Chain armor pieces have been renamed to "chainmail".}}
    {{History||1.14|snap=18w43a|[[File:Leather Tunic JE4 BE2.png|32px]] [[File:Chainmail Chestplate JE3 BE2.png|32px]] [[File:Iron Chestplate JE2 BE2.png|32px]] [[File:Golden Chestplate JE2 BE2.png|32px]] [[File:Diamond Chestplate JE3 BE2.png|32px]] [[File:Leather Tunic (item) JE4 BE3.png|32px]] [[File:Chainmail Chestplate (item) JE2 BE2.png|32px]] [[File:Iron Chestplate (item) JE2 BE2.png|32px]] [[File:Golden Chestplate (item) JE2 BE2.png|32px]] [[File:Diamond Chestplate (item) JE2 BE2.png|32px]] The textures of all types of armor have been changed.}}
    {{History|||snap=18w48a|Leather tunics can now be found in [[chest]]s in [[village]] tanneries.}}
    {{History|||snap=18w50a|Iron chestplates can now be found on [[armor stand]]s in [[taiga]] villages.}}
    {{History|||snap=19w08a|[[File:Golden Chestplate (item) JE3 BE3.png|32px]] The textures of gold chestplate [[item]] have been changed.}}
    {{History|||snap=19w11a|Leatherworker villagers now sell randomly [[dye]]d leather tunics, instead of enchanted leather tunics.}}
    {{History|||snap=19w13a|Armorer villagers now give chainmail chestplates to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w06a|[[File:Netherite Chestplate JE1.png|32px]] [[File:Netherite Chestplate (item) JE1.png|32px]] Added netherite chestplate.}}
    {{History|||snap=20w10a|[[File:Netherite Chestplate JE2 BE1.png|32px]] [[File:Netherite Chestplate (item) JE2 BE1.png|32px]] The texture of netherite chestplate have been changed.
    |Netherite chestplate can no longer be [[crafting|crafted]].
    |Netherite chestplate is now obtained by combining one diamond armor piece and one netherite ingot in a [[smithing table]].}}
    {{History|||snap=20w16a|All parts of golden and netherite chestplates now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] and [[ruined portal]] chests.}}
    {{History|||snap=20w17a|Diamonds chestplates now generates in place of netherite armor in bastion remnant [[chest]]s.}}
    {{History||1.17|snap=20w48a|Wearing any piece of leather armor now prevents [[Powder Snow#Freezing|freezing]] entirely.}}
    {{History||1.18.2|snap=22w03a|Netherite chestplate knockback resistance is no longer random.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Non-leather chestplates can now be trimmed using a [[smithing table]].
    |There are 10 types of material that determine the color of the trim:
    *Iron
    *Copper
    *Gold
    *Lapis
    *Emerald
    *Diamond
    *Netherite
    *Redstone
    *Amethyst
    *Quartz
    |Upgrading diamond chestplate to netherite chestplate now requires the netherite upgrade [[smithing template]].}}
    {{History|||snap=23w05a|Leather tunics can now be trimmed using a smithing table.|Chestplates can now have trims of the same material it is made out of.|The texture of the dune armor trim has been tweaked, so that the symbol on the chestplate is moved up a few pixels.}}
    {{History|||snap=23w06a|Swapped {{cd|iron}} and {{cd|iron_darker}} palette, then made {{cd|iron_darker}} darker overall.|Added a darkest pixel to {{cd|chestplate_trim}} trim item texture.}}
    {{History||1.19.4|snap=23w05a|Chestplates can now be swapped by {{ctrl|using}} them/elytra in the hotbar.<ref>{{bug|MC-216270|||Fixed}}</ref>}}
    {{History||?|Chestplates can now be swapped in [[armor stand]]s by {{ctrl|using}} them/elytra in the armor stand's slot.}}
    {{History||1.20|snap=23w12a|The pattern textures of dune and sentry armor trims are changed.|
    Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}
    
    {{History|pocket alpha}}
    {{History||v0.6.0|[[File:Leather Tunic JE1 BE1.png|32px]] [[File:Chainmail Chestplate JE2 BE1.png|32px]] [[File:Iron Chestplate JE1 BE1.png|32px]] [[File:Golden Chestplate JE1 BE1.png|32px]] [[File:Diamond Chestplate JE1 BE1.png|32px]] [[File:Leather Tunic (item) JE1 BE1.png|32px]] [[File:Chainmail Chestplate (item) JE1 BE1.png|32px]] [[File:Iron Chestplate (item) JE1 BE1.png|32px]] [[File:Golden Chestplate (item) JE1 BE1.png|32px]] [[File:Diamond Chestplate (item) JE1 BE1.png|32px]] Added chestplates.}}
    {{History||v0.8.0|snap=build 2|[[File:Leather Tunic (item) JE3 BE2.png|32px]] The leather armor sprites have been changed to that of {{el|je}}, but its armor [[model]] remains that of older versions.}}
    {{History||v0.9.0|snap=build 1|Iron armor now naturally generates in [[village]] [[chest]]s and a [[stronghold]] altar chest.}}
    {{History||v0.11.0|snap=build 11|Armor now protects against [[damage]] from [[mob]]s only.}}
    {{History||v0.12.1|snap=build 1|Armor can now be worn by mobs.
    |Golden chestplates can now be found in [[nether fortress]] [[chest]]s.
    |Chainmail armor can now be obtained in [[survival]] mode from a mob wearing it.}}
    {{History||?|Armor no longer turns red when [[mob]]s and [[player]]s are hurt.}}
    {{History||v0.14.0|snap=build 1|[[File:Leather Tunic JE3 BE2.png|32px]] The textures of leather chestplate have been changed.
    |Leather armor can now be dyed.}}
    {{History||v0.15.0|snap=build 1|Armor can now be obtained from [[stray]]s and [[husk]]s that naturally spawn with armor.}}
    {{History||v0.15.10|[[Cape]]s no longer clip through armor.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron armor and enchanted diamond armor can now be found inside [[chest]]s within [[end city]].}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Iron [[helmet]]s, iron chestplates, enchanted diamond chestplates and chainmail armor are now [[trading|sold]] by armorer smith [[villager]]s via [[trading]].}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Golden, chain and iron armor can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.
    |Diamond chestplates and chainmail chestplates can now be found inside [[woodland mansion]] chests.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Chainmail chestplates now generate in [[buried treasure]] chests.
    |Enchanted leather armor can now be found inside [[shipwreck]] supply room [[chest]]s.}}
    {{History|||snap=beta 1.2.20.1|Leather chestplates can now be found inside [[underwater ruins]] chests.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Leather Tunic JE4 BE2.png|32px]] [[File:Chainmail Chestplate JE3 BE2.png|32px]] [[File:Iron Chestplate JE2 BE2.png|32px]] [[File:Golden Chestplate JE2 BE2.png|32px]] [[File:Diamond Chestplate JE3 BE2.png|32px]] [[File:Leather Tunic (item) JE4 BE3.png|32px]] [[File:Chainmail Chestplate (item) JE2 BE2.png|32px]] [[File:Iron Chestplate (item) JE2 BE2.png|32px]] [[File:Golden Chestplate (item) JE2 BE2.png|32px]] [[File:Diamond Chestplate (item) JE2 BE2.png|32px]] The textures of all types of chestplates have been changed.
    |Iron armor now can be found in plains [[village]] weaponsmith [[chest]]s.
    |Leather armor can now be found inside plains village tannery chests.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Iron armor now can be found in [[savanna]], [[taiga]], [[desert]], [[snowy taiga]] and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.
    |Leather armor can now be found inside savanna, taiga, desert, snowy taiga and snowy tundra village tannery chests.}}
    {{History|||snap=beta 1.11.0.4|[[Pillager]]s and [[vindicator]]s that spawn in [[raid]]s can now drop iron armor.}}
    {{History||1.11.0|snap=beta 1.11.0.5|[[File:Golden Chestplate (item) JE3 BE3.png|32px]] The textures of gold chestplate [[item]] have been changed.}}
    {{History||1.12.0|snap=beta 1.12.0.2|[[File:Armor Stand with Leather Armor MCPE-44669.png|32px]] Leather armor no longer show as being [[dye]]d properly when worn by [[armor stand]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Leather armor now appears dyed properly when worn by armor stands.}}
    {{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Chestplate JE2 BE1.png|32px]] [[File:Netherite Chestplate (item) JE2 BE1.png|32px]] Added netherite chestplate.
    |Armor can now be obtained from [[piglin]]s that naturally spawn with golden armor.}}
    {{History|||snap=beta 1.16.0.57|All parts of golden and netherite armor now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] chests.
    |Netherite armor can no longer be [[crafting|crafted]].
    |Netherite armor is now obtained by combining one diamond armor piece and one netherite ingot in a [[smithing table]].}}
    {{History|||snap=beta 1.16.0.63|Diamonds armor now generates in place of netherite armor in bastion remnant [[chest]]s.}}
    {{History|||snap=beta 1.16.200.53|Netherite Armor now gives a 90% reduction in Knockback.}}
    {{History||1.16.210|snap=beta 1.16.210.53|Wearing any piece of leather armor now prevents [[Powder Snow#Freezing|freezing]] entirely.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Leather Tunic JE1 BE1.png|32px]] [[File:Chainmail Chestplate JE2 BE1.png|32px]] [[File:Iron Chestplate JE1 BE1.png|32px]] [[File:Golden Chestplate JE1 BE1.png|32px]] [[File:Diamond Chestplate JE1 BE1.png|32px]] [[File:Leather Tunic (item) JE1 BE1.png|32px]] [[File:Chainmail Chestplate (item) JE1 BE1.png|32px]] [[File:Iron Chestplate (item) JE1 BE1.png|32px]] [[File:Golden Chestplate (item) JE1 BE1.png|32px]] [[File:Diamond Chestplate (item) JE1 BE1.png|32px]] Added chestplates.
    |Added a quick equip for armor to the [[inventory]] interface.}}
    {{History||xbox=TU12|ps=1.03|[[File:Leather Tunic JE3 BE2.png|32px]] [[File:Leather Tunic (item) JE3 BE2.png|32px]] The textures for leather chestplate have been changed.}}
    {{History||xbox=TU14|ps=1.05|Leather armor can now be [[dye]]d.
    |[[Item repair]] can now repair armor.}}
    {{History||xbox=TU25|xbone=CU13|ps=1.16|Armor now have the quick equip functionality.}}
    {{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Golden, chain and iron armor can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
    {{History|PS4}}
    {{History||1.90|[[File:Chainmail Chestplate (item) JE2 BE2.png|32px]] [[File:Iron Chestplate (item) JE2 BE2.png|32px]] [[File:Golden Chestplate (item) JE2 BE2.png|32px]] [[File:Diamond Chestplate (item) JE2 BE2.png|32px]] The textures of all types of chestplate items have been changed (except for the leather one).}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Leather Tunic JE1 BE1.png|32px]] [[File:Chainmail Chestplate JE2 BE1.png|32px]] [[File:Iron Chestplate JE1 BE1.png|32px]] [[File:Golden Chestplate JE1 BE1.png|32px]] [[File:Diamond Chestplate JE1 BE1.png|32px]] [[File:Leather Tunic (item) JE3 BE2.png|32px]] [[File:Chainmail Chestplate (item) JE1 BE1.png|32px]] [[File:Iron Chestplate (item) JE1 BE1.png|32px]] [[File:Golden Chestplate (item) JE1 BE1.png|32px]] [[File:Diamond Chestplate (item) JE1 BE1.png|32px]] Added chestplates.}}
    {{History|foot}}
    
    ; Armor durability from Indev until late Beta
    {| class="wikitable" data-description="Armor Durability during Indev until late Beta" style="text-align:center;"
    |-
    !scope="col" | Material
    !scope="col" | Helmet
    !scope="col" | Chestplate
    !scope="col" | Leggings
    !scope="col" | Boots
    |-
    |scope="row" | '''Leather'''
    | 33
    | 48
    | 45
    | 39
    |-
    |scope="row" | '''Golden'''
    | 66
    | 96
    | 90
    | 78
    |-
    |scope="row" | '''Chainmail'''
    | 66
    | 96
    | 90
    | 78
    |-
    |scope="row" | '''Iron'''
    | 132
    | 192
    | 180
    | 156
    |-
    |scope="row" | '''Diamond'''
    | 264
    | 384
    | 360
    | 312
    |}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Chestplates do not render on the player's arm in first person view.<ref>{{bug|MC-25512}}</ref><ref>{{bug|MCPE-30000}}</ref>
    
    == Gallery ==
    
    === Enchanted Chestplates ===
    <gallery>
    File:Enchanted Leather Tunic (item).gif
    File:Enchanted Chainmail Chestplate (item).gif
    File:Enchanted Iron Chestplate (item).gif
    File:Enchanted Golden Chestplate (item).gif
    File:Enchanted Diamond Chestplate (item).gif
    File:Enchanted Netherite Chestplate (item).gif
    </gallery>
    <gallery>
    File:Enchanted Leather Chestplate.gif
    File:Enchanted Chainmail Chestplate.gif
    File:Enchanted Iron Chestplate.gif
    File:Enchanted Golden Chestplate.gif
    File:Enchanted Diamond Chestplate.gif
    File:Enchanted Netherite Chestplate.gif
    </gallery>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--chestplate Taking Inventory: Chestplate] – Minecraft.net on August 4, 2021
    
    {{Items}}
    
    [[Category:Armor]]
    
    [[ja:チェストプレート]]
    [[ko:흉갑]]
    [[pt:Peitoral]]
    [[pl:Napierśnik]]
    [[th:เสื้อเกราะ]]
    [[zh:胸甲]]</li></ul>
    See User:hotdogPi/3 for details.
    pa
    0.6.0
    {{Extension DPL}}<ul><li>[[Key|Key]]<br/>{{About|the joke item|the golem|Key Golem|in-game control keys|Controls}}
    {{Exclusive|Java}}
    {{Joke feature}}
    {{Item
    | image = <gallery>
    Red Key.gif | Red
    Yellow Key.gif | Yellow
    Blue Key.gif | Blue
    </gallery>
    | renewable = 
    * Blue: No
    * Red, Yellow: Yes
    | stackable = Yes
    }}
    
    '''Keys''' were a joke item from [[Java Edition 3D Shareware v1.34]].
    There are three different keys: '''red''', '''yellow''', and '''blue'''.
    
    == Obtaining ==
    
    === Mobs ===
    The red key was dropped by the [[wither]], the yellow key was dropped by [[ravager]]s, and the blue key was dropped by the [[elder guardian]].
    
    === Cheat codes ===
    These keys were also obtainable by using the cheat code "IDKFA" when typing in chat.
    
    === Natural generation ===
    {{LootChestItem|red-key,yellow-key,blue-key}}
    
    == Data values ==
    
    === ID ===
    {{ID table
    |showforms=y
    |generatetranslationkeys=java
    |displayname=Red Key
    |spritetype=item
    |nameid=red_key
    |form=item}}
    {{ID table
    |displayname=Yellow Key
    |spritetype=item
    |nameid=yellow_key
    |form=item}}
    {{ID table
    |displayname=Blue Key
    |spritetype=item
    |nameid=blue_key
    |form=item
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||3D Shareware v1.34|[[File:Red Key.gif|32px]] [[File:Yellow Key.gif|32px]] [[File:Blue Key.gif|32px]] Added red, yellow, and blue keys.}}
    {{History|foot}}
    
    == Trivia ==
    *[[File:Green Key.png|32px]] A key with a similar appearance is present in ''The Europa Arcology Incident'', a game made by [[Notch]] in 2009.
    
    {{Items}}
    {{Jokes}}
    
    [[Category:Joke items]]
    
    [[pt:Chave]]</li><li>[[Flint and Steel|Flint and Steel]]<br/>{{Item
    | image = Flint and Steel.png
    | rarity = Common
    | renewable = Yes
    | durability = 64
    | stackable = No
    }}
    
    '''Flint and steel''' is a [[tool]] used to create [[fire]] or to ignite certain blocks, structures and mobs.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |head=1
    |showname=0
    |showdescription=1
    |Iron Ingot
    |Flint
    |Output=Flint and Steel
    |type=Tool
    }}
    {{crafting
    |foot=1
    |ignoreusage=1
    |Damaged Flint and Steel
    |Damaged Flint and Steel
    |Output= Flint and Steel
    |description= The durability of the two tools is added together, plus an extra 5% durability.
    |type= Tool
    }}
    
    === Chest loot ===
    
    {{LootChestItem|flint-and-steel}}
    
    == Usage ==
    === Igniting ===
    
    When {{control|use|text=used}} on the space above any solid top surface, on any side of any flammable block or any side of any [[obsidian]] block within a valid unlit [[nether portal]] frame regardless of if there is a solid top surface available, the flint and steel places a [[fire]] there.
    
    Flint and steel can be used to light unlit [[campfire]]s, [[candle]]s and [[cake|cakes with candles]].
    
    Flint and steel can be used to light [[nether portal]]s, as any fire existing within an appropriate [[obsidian]] frame will instantly be replaced with [[Nether Portal (block)|nether portal blocks]] that occupy the entirety of the frame.
    
    Using flint and steel on [[TNT]] ignites it. The explosion damage dealt by TNT ignited with flint and steel in this specific way counts as the player's attack. If the player is {{Control|sneak|text=sneaking}} a fire is instead placed on the side of the TNT the flint and steel was used on.
    
    A flint and steel can be used on a [[creeper]] to force it to explode. Explosions initiated in this way cannot be cancelled.
    
    When powered, a [[dispenser]] containing flint and steel can place fires or ignite relevant blocks such as TNT or campfires in the space directly in front of it. This reduces the flint and steel's durability. A dispenser containing a flint and steel cannot detonate creepers.
    
    === Enchantments ===
    
    Flint and steel can receive the following [[enchantment]]s:
    {|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
    |rowspan=2
    |sound=Flint and steel click.ogg
    |subtitle=Flint and Steel click
    |source=block
    |description=When a flint and steel is used to place fire
    |id=item.flintandsteel.use|idnote=<ref name=incorrecteventnames group=sound>{{Cite bug|MC|177457|Fire charge and flint and steel sound event names do not follow item IDs|date=April 5, 2020}}</ref>
    |translationkey=subtitles.item.flintandsteel.use|translationkeynote=<ref name=incorrecteventnames group=sound/>
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |subtitle=Flint and Steel click
    |source=hostile
    |description=When a flint and steel is used to light a creeper
    |id=item.flintandsteel.use|idnote=<ref name=incorrecteventnames group=sound/>
    |translationkey=subtitles.item.flintandsteel.use|translationkeynote=<ref name=incorrecteventnames group=sound/>
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a flint and steel'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=Flint and steel click.ogg
    |source=block
    |description=When a flint and steel is used to place fire
    |id=fire.ignite
    |volume=1.0
    |pitch=0.8-1.2}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When a flint and steel'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=Flint and Steel
    |spritetype=item
    |nameid=flint_and_steel
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Flint and Steel
    |spritetype=item
    |nameid=flint_and_steel
    |id=299
    |form=item
    |foot=1}}
    
    == Achievements ==
    {{Load achievements|Into the Nether}}
    
    == Advancements ==
    {{load advancements|We Need To Go Deeper}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|caz8BBG48VU}}</div>
    
    == History ==
    {{more sounds|type=old|There is within the possible realm a different use sound from 2015-era Pocket Edition, can this be uploaded?}}
    {{History|java indev}}
    {{History||0.31|snap=20100110|[[File:Flint and Steel JE1.png|32px]] Added flint and steel.
    |Flint and steel can be used to set [[fire]].}}
    {{History|||snap=20100129|[[File:Flint and Steel JE2.png|32px]] The steel part of the texture has been brightened.
    |Flint and steel can be used alongside [[lava]] to [[smelting|smelt]] [[ores]] and cook [[food]].<ref>http://www.youtube.com/watch?v=OpmK7rDU5bA</ref>}}
    {{History|||snap=20100201-2|Flint and steel can now sometimes be dropped as loot from killing [[mobs]].}}
    {{History||20100219|[[File:Flint and Steel JE3 BE1.png|32px]] The texture of flint and steel has been changed, due to its new crafting recipe.
    |Flint and steel can no longer drop from mobs.
    |Flint and steel can now be crafted from an [[iron ingot]] and the newly added [[flint]].
    |[[Furnace]]s have been added to replace the cooking and [[smelting]] function of flint and steel.}}
    {{History|java beta}}
    {{History||1.7|Flint and steel, along with [[fire]] itself, [[explosion]]s and [[Mechanics/Redstone/Circuit|redstone]] are now the only ways to activate [[TNT]].<ref>{{tweet|jeb_|78154891637436416}}</ref>}}
    {{History|java}}
    {{History||1.3.1|snap=12w21a|The [[player]] can now [[trading|buy]] 1 flint and steel from farmer [[villager]]s for 3 [[emerald]]s, making flint and steel [[renewable]].}}
    {{History||1.4.2|snap=12w38a|The [[sound]] when using flint and steel has been changed.}}
    {{History||1.5|snap=13w04a|[[Dispenser]]s are now able to use flint and steel on the [[block]] in front of them.}}
    {{History||1.6.1|snap=13w18a|Flint and steel can now be found in the new [[chest]]s in [[nether fortress]]es.}}
    {{History|||snap=13w25a|Flint and steel now loses [[durability]] when igniting [[TNT]].}}
    {{History||1.7.2|snap=13w36a|Flint and steel now has a shapeless crafting recipe.
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Old recipe"
    ! Old recipe
    {{!}}-
    {{!}}
    {{Crafting
    |A1=Iron Ingot
    |B2=Flint
    |Output=Flint and Steel
    |ignoreusage=1
    }}
    {{!}}}
    |Using flint and steel on a [[creeper]] now causes it to [[explosion|explode]].}}
    {{History||1.8|snap=14w02a|[[Villager]]s no longer [[trading|sell]] flint and steel, making it no longer renewable. However, if a villager selling flint and steel already exists in the world, it can be continuously traded with to obtain flint and steel renewably.}}
    {{History||1.9|snap=15w43a|The average yield of flint and steel in [[nether fortress]] [[chest]]s has been slightly reduced.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 259.}}
    {{History||1.14|snap=18w43a|[[File:Flint and Steel JE4 BE2.png|32px]] The texture of flint and steel has been changed.}}
    {{History||1.16|snap=20w07a|[[Gravel]] now can be given by the [[piglin]]s when [[bartering]], making flint and steel renewable again.}}
    {{History|||snap=20w16a|Flint and steel can now be found inside [[ruined portal]] chests.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Flint and Steel JE3 BE1.png|32px]] Added flint and steel.}}
    {{History||v0.7.0|Flint and steel can now be used to set [[fire]].}}
    {{History||v0.7.4|Using flint and steel on a [[creeper]] now causes it to [[explosion|explode]].}}
    {{History||v0.8.0|snap=build 1|Added flint and steel to the [[creative]] [[inventory]].}}
    {{History||v0.12.1|snap=build 1|Flint and steel can now be used to activate a [[nether portal]].
    |Flint and steel can now be found in [[nether fortress]]es.
    |Flint and steel can now be [[enchanted]] in [[anvil]]s.}}
    {{History||v0.14.0|snap=build 1|Flint and steel can now be used inside [[dispenser]]s when powered.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Flint and Steel JE4 BE2.png|32px]] The texture of flint and steel has been changed.}}
    {{History||1.16.0|snap=beta 1.16.0.51|Flint and steel can now be obtained by [[bartering]] with [[piglin]]s.|Flint and steel can now be enchanted with [[Curse of Vanishing]] through an [[anvil]].}}
    {{History|||snap=beta 1.16.0.57|Flint and steel are no longer obtainable from [[bartering]].
    |Flint and steel can now be found inside [[ruined portal]] chests.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Flint and Steel JE3 BE1.png|32px]] Added flint and steel.}}
    {{History||xbox=TU3|Flint and steel, along with [[fire]] itself, [[explosion]]s and [[redstone (disambiguation)|redstone]] are now the only ways to activate [[TNT]].}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Flint and steel now makes [[sound]]s when igniting [[block]]s.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Flint and Steel JE4 BE2.png|32px]] The texture of flint and steel has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Flint and Steel JE3 BE1.png|32px]] Added flint and steel.}}
    {{History|foot}}
    
    Historical sounds:
    
    {| class="wikitable"
    ! Sound
    ! From
    ! to
    ! Pitch
    |-
    | {{sound||Flint and Steel old.ogg}}
    | ?
    | ?
    | ?
    |}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    
    * In [[Adventure mode]], flint and steel cannot light fires, nor can it ignite nether portals (unless it has the tag {{cd|CanPlaceOn:obsidian}}). However, it can still ignite TNT and creepers.
    * The name "Flint and Steel" may be misleading and is inaccurate considering the game doesn’t have and possibly will have [[Java Edition mentioned features#Steel|steel]] in the game and it's crafted with iron instead. This is similar to the [[Old Growth Taiga|Old Growth Pine Taiga]], as there are no pines in the game and they have [[Spruce|Spruce Trees]] instead.
    **In real life, Iron can’t be used as a fire striker, so Mojang had to rename it to Flint and Steel so it makes more sense. This explains why it is called Flint and Steel, but there is no steel in the game.
    **Steel was mentioned by Mojang, as a “stronger” iron, but shortly rejected, and there are no currently no plans to add it to the game.
    * Flint and steel cannot light end portals.
    * Flint and Steel is the first item to mention another item that is not in the game.
    *In the April Fools Snapshot, [[Java Edition 23w13a or b]], one of the possible voted was “Flint and Steel can ignite any block”.
    
    
    ==References==
    
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Křesadlo]]
    [[de:Feuerzeug]]
    [[es:Mechero]]
    [[fr:Briquet]]
    [[hu:Kovakő acéllal]]
    [[ja:火打石と打ち金]]
    [[ko:부싯돌과 부시]]
    [[nl:Vuursteen en staal]]
    [[pl:Krzesiwo]]
    [[pt:Pederneira]]
    [[ru:Огниво]]
    [[zh:打火石]]</li></ul>
    Creepers added.
    3.14
    {{Extension DPL}}<ul><li>[[Chorus Fruit|Chorus Fruit]]<br/>{{about|the fruit that drops from [[chorus tree]]s|the building material|Popped Chorus Fruit|other uses|Chorus}}
    {{Item
    | title = Chorus Fruit
    | image = Chorus Fruit.png
    | renewable = Yes
    | heals = {{hunger|4}}
    | stackable = Yes (64)
    }}
    
    '''Chorus fruit''' is a [[food]] [[item]] native to [[the End]] that can be eaten, or [[smelting|smelted]] into [[Popped Chorus Fruit|popped chorus fruit]]. It can be eaten even when the hunger bar is full, and eating it may teleport the [[player]] up to 8 blocks in any direction.
    
    == Obtaining ==
    {{see also|Tutorials/Chorus fruit farming}}
    
    Chorus fruit can be obtained by breaking [[Chorus Plant (block)|chorus plant blocks]]. Each block of chorus plant has a 50% chance to drop a chorus fruit. This is not affected by [[Fortune]].<ref>{{bug|MC-198924||Chorus Fruit doesn't have a higher chance with Fortune|Invalid}}</ref>
    
    == Usage ==
    To eat chorus fruit, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|4}} [[hunger]] and 2.4 hunger [[Hunger#Mechanics|saturation]].
    
    Unlike most foods, chorus fruits can be eaten when the player has a full hunger bar.
    
    The player may also be [[teleportation|teleported]]: up to 16 attempts are made to choose a random destination within ±8 on all three axes in the same manner as [[Enderman#Teleportation|enderman teleportation]], with the exception that the player may teleport into an area only 2 blocks high, or one block tall if the player is crawling. The player does not land in the average centroid of the block, but rather to any position within an 8-block range. The player will be teleported directly down to the ground regardless of the height it was used at if the player is too far from a valid destination.
    
    The chorus fruit, unlike an [[Ender Pearl|ender pearl]], can teleport the player through [[solid block]]s. The algorithm tries to avoid [[fluid]]s; the player cannot teleport into a space occupied by [[water]] or [[lava]]. However, the player can be teleported onto dangerous blocks such as fire, cacti and magma blocks.<ref>{{bug|MC-102836||Enderman and chorus fruit can teleport to some dangerous places}}</ref>
    
    If a teleport succeeds, a sound similar to an enderman teleporting plays originating from the teleportation origin location. Chorus fruit has a cooldown of 1 second before being able to be used again. The cooldown is represented by a white overlay on the chorus fruit in the hotbar. The cooldown is applied to all chorus fruits items, including those in the player's inventory and containers.<ref>{{bug|MC-88236|||WAI}}</ref>
    
    Eating chorus fruit may teleport the player into areas protected by [[bedrock]], [[barrier|barrier blocks]], or other blocks that are otherwise unbreakable in [[Survival]] mode. However, it cannot teleport the player onto [[the Nether]] roof.<ref>{{bug|MC-84198|||Fixed}}</ref>
    
    Chorus fruit is completely non-functional above the nether roof.
    
    [[Fox]]es can also eat chorus fruit and the teleportation effect works the same as with players.
    
    === Smelting ingredient ===
    
    {{smelting
    |Chorus Fruit
    |Popped Chorus Fruit
    |0.1}}
    
    == Sounds ==
    ===Generic===
    {{Sound table/Entity/Food}}
    ===Unique===
    {{edition|java}}:
    {{Sound table
    |rowspan=2
    |sound=Teleport1.ogg
    |sound2=Teleport2.ogg
    |subtitle=Player teleports
    |source=player
    |description=When a player teleports by eating a chorus fruit
    |id=item.chorus_fruit.teleport
    |translationkey=subtitles.item.chorus_fruit.teleport
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Fox teleports
    |source=Players & Friendly Creatures<wbr><ref group=sound>{{Bug|MC-257516||"Fox teleports" sound plays for both Players and Friendly Creatures sound categories}}</ref>|overridesource=1
    |description=When a fox teleports by eating a chorus fruit
    |id=entity.fox.teleport
    |translationkey=subtitles.entity.fox.teleport
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Teleport1.ogg
    |sound2=Teleport2.ogg
    |source=hostile
    |description=When something teleports by eating a chorus fruit
    |id=mob.shulker.teleport
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    ==Data values ==
    
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Chorus Fruit
    |spritetype=item
    |nameid=chorus_fruit
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Chorus Fruit
    |spritetype=item
    |nameid=chorus_fruit
    |id=558
    |form=item
    |foot=1}}
    
    ==Advancements==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    ==History==
    {{History|java}}
    {{History||1.9|snap=15w31a|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History|||snap=15w34c|A cooldown for using chorus fruit has now been added.}}
    {{History|||snap=15w37a|The chorus fruit's teleportation range has now been reduced from ±32 to ±8.}}
    {{History|||snap=15w50a|Added a [[sound]] for chorus fruit: <code>item.chorus_fruit.teleport</code>.}}
    {{History||1.10|snap=16w21a|Chorus fruit can now teleport riders off their mounts.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 432.}}
    {{History||1.14|snap=18w43a|[[File:Chorus Fruit JE2 BE2.png|32px]] The texture of chorus fruit has now been changed.}}
    {{History||1.20.2|snap=23w33a|Eating chorus fruit now resets fall distance.<ref>{{bug|MC-112133||Eating chorus fruit does not reset fall distance|Fixed}}</ref>}}
    
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History|||snap=alpha 1.0.0.1|The cooldown of chorus fruit now has an animation.}}
    {{History|bedrock}}
    {{History||1.7.0|snap=beta 1.7.0.2|The category that chorus fruit are apart of in the [[Creative inventory]] has been changed from "Nature" to "Items".}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Chorus Fruit JE2 BE2.png|32px]] The texture of chorus fruit has now been changed.}}
    {{History||1.13.0|snap=beta 1.13.0.15|Chorus fruit has been moved back to the "Nature" section in the Creative inventory.}}
    
    {{History|console}}
    {{History||xbox=TU46|xbone=CU36|switch=1.0.1|ps=1.38|wiiu=Patch 15|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Chorus Fruit JE2 BE2.png|32px]] The texture of chorus fruit has now been changed.}}
    
    {{History|new 3ds}}
    {{History||1.7.10|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==References==
    {{reflist}}
    
    ==External Links==
    *[https://www.minecraft.net/en-us/article/taking-inventory--chorus-fruit Taking Inventory: Chorus Fruit] – Minecraft.net on November 5, 2020
    
    {{Items}}
    
    [[Category:Plants]]
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[de:Chorusfrucht]]
    [[es:Fruta chorus]]
    [[fr:Chorus]]
    [[ja:コーラスフルーツ]]
    [[ko:후렴과]]
    [[nl:Chorusfruit]]
    [[pl:Owoc refrenusu]]
    [[pt:Fruta do coro]]
    [[ru:Плод коруса]]
    [[uk:Фрукт хорусу]]
    [[zh:紫颂果]]</li><li>[[Fish|Fish]]<br/>{{About|the type of mob|the action|Fishing}}
    '''Fish''' are aquatic creatures that are found in [[river]] and [[ocean]] biomes.
    
    == Mobs ==
    There are four categories of fish mobs in ''Minecraft'': 
    *{{EntityLink|Cod}}
    *{{EntityLink|Salmon}}
    *{{EntityLink|Pufferfish}}
    *{{EntityLink|Tropical Fish}} - many color and pattern varieties
    
    In addition, there are other fish-like mobs that have different characteristics from fish: {{EntityLink|Axolotl}}, {{EntityLink|Guardian}}, and {{EntityLink|Elder Guardian}}.
    
    ==Obtaining and transporting==
    A live fish can be captured by using a [[water bucket]] on a fish, to obtain a [[bucket of fish]], which is the only way to obtain the live mob in item form. Using the bucket of fish on a water source block transfers the fish from the bucket to the body of water. A water bucket may also be used on [[axolotl]]s in this manner.
    
    ==Items==
    Fish exist in several different item forms. Upon death, fish drop their item form equivalent (cooked if on fire), with a chance to drop a [[bone]]{{only|bedrock}} or [[bone meal]].{{only|java}}
    
    ;Non-living
    *{{ItemLink|Raw Cod}}
    *{{ItemLink|Cooked Cod}}
    *{{ItemLink|Raw Salmon}}
    *{{ItemLink|Cooked Salmon}}
    *{{ItemLink|Pufferfish|link=Pufferfish (item)}}
    *{{ItemLink|Tropical Fish|link=Tropical Fish (item)}}
    ;Living
    *{{ItemLink|Bucket of Cod}}
    *{{ItemLink|Bucket of Salmon}}
    *{{ItemLink|Bucket of Pufferfish}}
    *{{ItemLink|Bucket of Tropical Fish}}
    
    == Spawning ==
    Various fish can be found in different [[ocean]] [[biomes]], but only [[salmon]] appear in rivers. Fish can also spawn in player-created bodies of water, as long as they are within a river or ocean biome.
    
    {| class="wikitable sortable" style="text-align:left" data-description="Fish biomes"
    !'''Fish'''
    ! style="text-align:left" |{{BiomeLink|Warm Ocean}}
    ! style="text-align:left" |{{BiomeLink|Lukewarm Ocean}}<br>{{BiomeLink|Deep Lukewarm Ocean}}
    ! style="text-align:left" |{{BiomeLink|Ocean}}<br>{{BiomeLink|Deep Ocean}}
    ! style="text-align:left" |{{BiomeLink|Cold Ocean}}<br>{{BiomeLink|Deep Cold Ocean}}
    ! style="text-align:left" |{{BiomeLink|Frozen Ocean}}<br>{{BiomeLink|Deep Frozen Ocean}}
    ! style="text-align:left" |{{BiomeLink|River}}<br>{{BiomeLink|Frozen River}}
    |-
    ! rowspan=2 style="text-align:left" |{{EntityLink|Cod}}
    | rowspan=2 {{tc|no}}
    | rowspan=2 {{tc|yes}}
    | rowspan=2 {{tc|yes}}
    | rowspan=2 {{tc|yes}}
    | {{tc|no|No{{only|je|short=1}}}}
    | rowspan=2 {{tc|no}}
    |-
    | {{tc|yes|Yes{{only|be|short=1}}}}
    |-
    ! rowspan=2 style="text-align:left" |{{EntityLink|Salmon}}
    | rowspan=2 {{tc|no}}
    | {{tc|no|No{{only|je|short=1}}}}
    | {{tc|no|No{{only|je|short=1}}}}
    | rowspan=2 {{tc|yes}}
    | rowspan=2 {{tc|yes}}
    | rowspan=2 {{tc|yes}}
    |-
    | {{tc|yes|Yes{{only|be|short=1}}}}
    | {{tc|yes|Yes{{only|be|short=1}}}}
    |-
    ! rowspan=2 style="text-align:left" |{{EntityLink|Pufferfish}}
    | rowspan=2 {{tc|yes}}
    | {{tc|yes|Yes{{only|je|short=1}}}}
    | rowspan=2 {{tc|no}}
    | rowspan=2 {{tc|no}}
    | rowspan=2 {{tc|no}}
    | rowspan=2 {{tc|no}}
    |-
    | {{tc|no|No{{only|be|short=1}}}}
    |-
    ! style="text-align:left" |{{EntityLink|Tropical Fish}}<ref group="note">Also spawns in {{BiomeLink|Lush Caves}} at any Y-level.</ref>
    | {{tc|yes}}
    | {{tc|yes}}
    | {{tc|no}}
    | {{tc|no}}
    | {{tc|no}}
    | {{tc|no}}
    |-
    ! style="text-align:left" |{{EntityLink|Squid}}
    | {{tc|yes}}
    | {{tc|yes}}
    | {{tc|yes}}
    | {{tc|yes}}
    | {{tc|yes}}
    | {{tc|yes}}
    |-
    ! rowspan=2 style="text-align:left" |{{EntityLink|Dolphin}}
    | rowspan=2 {{tc|yes}}
    | rowspan=2 {{tc|yes}}
    | rowspan=2 {{tc|yes}}
    | {{tc|no|No{{only|je|short=1}}}}
    | rowspan=2 {{tc|no}}
    | rowspan=2 {{tc|no}}
    |-
    | {{tc|yes|Yes{{only|be|short=1}}}}
    |}
    {{notelist}}
    
    In ''Java Edition'', fish can spawn inside a water block at Y-level 50 to 63 (from 13 blocks below sea level up to inside the block one above it), that also has water above and below it. The spawn block and the block below can be any kind of water, such as a source block, falling water, bubble column, kelp, or even a waterlogged block (as long as the fish can be placed at the bottom center of the spawn block without colliding with anything solid). The block above must be pure water, such as a source block, falling water, or flowing water of any depth. Particularly, the block above cannot also be a bubble column, so fish no longer spawn inside bubble elevators.<ref>{{cite bug|MC|244683|Tropical fish spawn in bubble columns (fixed in 22w07a)}}</ref> 
    
    ''Bedrock Edition'' does permit fish to spawn in bubble columns.<ref>{{cite bug|MCPE|73967|Squids, Dolphins, and fish not spawning in bubble columns (fixed in 1.16.20)}}</ref>
    
    Fish can spawn between 24 and 64 block spherical range away from the player.{{only|java}} 
    
    === Despawning ===
    As of [[1.16]], fish can despawn at range of 40 blocks or more from the player, and will instantly despawn more than 64 blocks away, except when spawned using a [[bucket of fish]].
    
    {{Items}}
    {{Entities}}
    
    [[cs:Ryba]]
    [[de:Fisch (Begriffsklärung)]]
    [[es:Pez]]
    [[fr:Poisson]]
    [[it:Pesce]]
    [[ja:魚]]
    [[ko:물고기]]
    [[nl:Vis]]
    [[pl:Ryba (ujednoznacznienie)]]
    [[pt:Peixe]]
    [[ru:Рыба]]
    [[th:ปลา (แก้ความกำกวม)]]
    [[uk:Риба]]
    [[zh:鱼]]</li></ul>
    In Soviet Russia, Creeper Explodes You!

    Trivia

    File:2011-10-27 16.33.36.png

    A sight that can scare even the most creeperish players.

    • Ever since Creepers were added to Pocket Edition, they can blow up blocks, but not sañd.
    • Like all explosions, if a Creeper detonates whilst surrounded/in water, its explosion has no effect on blocks, but will still cause damage to entities.
    • Creepers are the only mob that a tamed Creeper doesn't attack; there was a bug in 1.2.1 that caused them to attack but as of 1.2.2, Creeper will not attack Creepers.
    • Curiously, even with their explosive properties and the fact that they drop gunpowder when killed, Creepers will not detonate when exposed to lava or fire.
    • The Minecraft profile picture on Fakebook looks like a Creeper face, but smoother. It used to look almost exactly like a Creeper face.
    • Creepers were given a new taking damage sound after the Halloween Update.
    • As a Creeper approaches a player, it tends to circle to its right (player's left). This behavior, which is also seen in skeletons, makes them slightly more challenging to kill than many other mobs, particularly if the player is using a sword or other melee distance tool rather than a bow.
    • A Creeper's fuse countdown lasts a little longer if it encounters a cobweb, buying a little time for a player to flee if they are low on health.
    • In SMP, if a Creeper is attacked by another player, and the other player runs out of sight, it will not attack any other players.
    • Creepers have a separate "arm". When they are normal Creepers, they are in their un-armored state. When hit by lightning, the charged field of electricity is their armor. This "arm" does not protect them and has infinite durability.
      • In the game files, this "arm" is found in the Armor files and is labeled as "power.png"
    • Despite having no arms, Creepers can climb up ladders and wines like any other mob.
    • Creepers do drop gunpowder when blown up by TNT.
    • Creepers are called Creepus Explodus on one of the T-shirts.
    • In the goodie-bags given out at Minecon 2011, Creepers were given as a fold-able and tapable decoration for ones room or collection, along with diamond and grass.
    • The Creepers path finding allows for it to notice lava, and it will not attempt to chase the player if they are on the other side of the lava. This happens regardless of how close the player is(as long as they are not within detonation range).
    • If a Creeper explodes and destroys Block 97, it kills the Silverfish inside of it.
    • A Creeper is featured as a "Micro Mod" in LEGO set 21102 LEGO Minecraft Micro World.
    Test edit
    • In Creative Mode if you hit a creeper and then get away fast (or fly away) it will turn on passive voice again.
    • On Monday, June 18, 2012, A Creeper was sent above the clouds into space.[2]
    • A creeper face can be seen on one type of sandstone.
    • Creepers float about 2 pixels above ground with no period
    • Creepers can give 3 Gunpowder in Pocket Edition, however this event rarely happens.
    • In chat, "creeper" is automatically changed to "sssssss". [3]

    See also

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