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(Rewatch the episodes and you will see that the personal name of the Warden in the show is William and Narrator mistakingly calls William Jonathan before correcting himself. Also, Jonathan was a joke name. William was the name IN the show.)
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{{About|the hostile mob in the Minecraft 1.19 [[The Wild Update]]|the unseen illager in [[Minecraft Dungeons]]|MCD:Warden|the [[MCD:Ancient|ancient mob]] in Minecraft Dungeons|MCD:Frostwarden|the character in [[Minecraft: Story Mode]]|Minecraft Story Mode:The Warden}}
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{{About|the hostile mob in Minecraft|the unseen illager in [[Minecraft Dungeons]]|MCD:Warden|the [[MCD:Ancient|ancient mob]] in Minecraft Dungeons|MCD:Frostwarden|the character in [[Minecraft: Story Mode]]|Minecraft Story Mode:The Warden}}
 
{{Entity
 
{{Entity
 
| image = Warden.gif
 
| image = Warden.gif
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| damage = '''Melee:'''<br>Easy: {{hp|16}}<br>Normal: {{hp|30}}<br>Hard: {{hp|45}}<br>
 
| damage = '''Melee:'''<br>Easy: {{hp|16}}<br>Normal: {{hp|30}}<br>Hard: {{hp|45}}<br>
 
'''Ranged:'''<br>Easy: {{hp|6}}<br>Normal: {{hp|10}}<br>Hard: {{hp|15}}
 
'''Ranged:'''<br>Easy: {{hp|6}}<br>Normal: {{hp|10}}<br>Hard: {{hp|15}}
| spawn = When a player activates a naturally-generated [[sculk shrieker]] four times or more & the [[light level]] is 11 or lower.
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| spawn = When a player activates naturally generated [[sculk shrieker]]s four times or more.
 
| size = Height: 2.9 blocks<br>Width: 0.9 blocks
 
| size = Height: 2.9 blocks<br>Width: 0.9 blocks
 
}}
 
}}
   
The '''warden''' is a hostile [[mob]] summoned by [[sculk shrieker]]s in the [[deep dark]]. It can perform both melee and ranged attacks. Wardens are completely blind, relying on their sense of smell and hearing to identify moving [[entities]]. Wardens currently deal the highest non-explosive [[damage]] of any mob in the game.
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The '''warden''' is a hostile [[mob]] summoned by [[sculk shrieker]]s in the [[deep dark]]. Wardens are completely blind, relying on [[Sculk Sensor#Vibration detection|vibrations]] and sense of smell to identify [[player]]s and mobs to attack. Wardens have high [[health]] and deal the highest melee [[damage]] of all mobs, and if necessary, they can launch a ranged sonic boom attack that bypasses blocks and armor.
   
 
== Spawning ==
 
== Spawning ==
Wardens do not use traditional mob spawning mechanics. When a player activates a naturally generated [[sculk shrieker]] four times, there isn't another warden within 48 blocks, and if the [[light level]] is less than 11, a warden emerges from the ground. The emerging animation lasts for 6.7 seconds.
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Wardens do not use traditional mob spawning mechanics. When a player activates naturally generated [[sculk shrieker]]s four times, and there isn't another warden within 24 blocks{{only|je|short=1}}{{upcoming|be 1.19.10}}/48 blocks{{only|be|short=1}}{{until|be 1.19.10}}, a warden emerges from the ground. The emerging animation lasts for 6.7 seconds.
   
 
The warning count for sculk shriekers is specific to each ''player'', not each sculk shrieker. This means that the same player can activate four different sculk shriekers, and a warden still spawns on the fourth activation.
 
The warning count for sculk shriekers is specific to each ''player'', not each sculk shrieker. This means that the same player can activate four different sculk shriekers, and a warden still spawns on the fourth activation.
   
Up to 20 attempts are made to spawn a warden within a 11×13×11 box, centered on the shrieker. During each attempt, the game picks a random y column, then the game picks the topmost spawnable block in that column. Spawnable blocks have a top surface with full collision, and the block above must have no collision. Like other mobs, the spawning warden cannot collide with any existing entities or liquids.
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Up to 20 attempts are made to spawn a warden within a 11×13×11 box, centered on the shrieker. During each attempt, the game picks a random y column, then the game picks the topmost spawnable block in that column. Spawnable blocks have a top surface with full collision, and the block above must have no collision. [[Light level]] has no effect on warden spawning. Like other mobs, the spawning warden cannot collide with any existing entities or liquids.
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  +
{{IN|java}}, the spawning of wardens can be toggled with the [[game rule]] {{cd|doWardenSpawning}}.
   
 
== Drops ==
 
== Drops ==
Wardens drop a single [[sculk catalyst]] upon death. They also drop {{xp|5}} [[experience]] if killed by a player or a tamed [[wolf]].
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Wardens drop a single {{BlockLink|sculk catalyst}} upon death. They also drop {{xp|5}} [[experience]] if killed by a player or a tamed [[wolf]].
   
 
== Behavior ==
 
== Behavior ==
Wardens are completely blind and wander randomly around the world after spawning, even if [[rails]], [[powder snow]], or [[magma blocks]] are in its way. The warden's hitbox can fit inside of a corridor 1 block wide and 3 blocks tall. This allows the warden to chase foes precisely, even in small cave corridors. Wardens are immune to fire and lava damage, and are not affected by [[knockback]]. Nearby vibrations agitate the warden, in which it moves toward where the sound originated. It can also sniff the area around it, allowing it to zero in on a single entity's location. Wardens grow more agitated as moving players and mobs create more vibrations.
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Wardens are completely blind and wander randomly around the world after spawning, even if [[rail]]s, [[powder snow]], or [[magma block]]s are in its way. The warden's hitbox can fit inside of a corridor 1 block wide and 3 blocks tall. This allows the warden to chase foes precisely, even in small cave corridors. Wardens are immune to [[fire]] and [[lava]] damage, and are not affected by [[Damage#Knockback|knockback]]. Nearby vibrations agitate the warden, and it moves toward where the sound originated. It can also sniff the area around it, allowing it to zero in on a single entity's location. Wardens grow more agitated as moving players and mobs create more vibrations.
   
The warden gives 12 seconds of the [[Darkness]] effect to all players within a 20 block radius every 6 seconds. The souls in its chest create a low, throbbing heartbeat, which occurs in tandem with the [[Darkness]] effect. As the warden proceeds to become more agitated, these souls and heartbeats occur at a faster rate.<ref>{{Tweet|kingbdogz|1449816849655472128|Currently the Warden's heartbeat gets faster the angrier or "close" it is to find its prey. In real time, this has really felt like it mimics the panic level of the player itself &mdash; the closer the Warden is to finding you, the more anxious you're probably going to be.|October 17, 2021}}</ref> A warden prefers to track down mobs that it finds most suspicious, rather than the closest one to its current position.<ref>{{Tweet|kingbdogz|1464376942791213059|Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player.|November 26, 2021}}</ref>
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The warden gives 12 seconds of the [[Darkness]] effect to all players within a 20 block radius every 6 seconds. The souls in its chest create a low, throbbing heartbeat, which occurs in tandem with the Darkness effect. As the warden proceeds to become more agitated, these souls and heartbeats occur at a faster rate.<ref>{{Tweet|kingbdogz|1449816849655472128|Currently the Warden's heartbeat gets faster the angrier or "close" it is to find its prey. In real time, this has really felt like it mimics the panic level of the player itself &mdash; the closer the Warden is to finding you, the more anxious you're probably going to be.|October 17, 2021}}</ref> A warden prefers to track down mobs that it finds most suspicious, rather than the closest one to its current position.<ref>{{Tweet|kingbdogz|1464376942791213059|Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player.|November 26, 2021}}</ref>
   
The warden listens to all vibrations (except the wing flapping vibration) in a 16 block radius around it. Vibrations from other wardens, [[armor stand|armor stands]], dying mobs, and players in [[creative]] or [[spectator]] mode are ignored. Like with [[sculk sensor|sculk sensors]], a sneaking player is not detected when walking, falling, or shooting a projectile. The warden has a 2 second cooldown between detecting vibrations.
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The warden listens to all vibrations (except the wing flapping vibration) in a 16 block radius around it. Vibrations from other wardens, [[armor stand]]s, dying mobs, and players in [[Creative]] or [[Spectator]] mode are ignored. Like with [[sculk sensor]]s, a sneaking player is not detected when walking, falling, or shooting a projectile. The warden has a 2-second cooldown between detecting vibrations.
   
Wardens keep track of how angry it is at each suspect as a number from 0 to 150. When the warden notices a vibration, it adds anger to the mob that caused the vibration. It adds 10 anger if the vibration was a projectile, and 35 anger otherwise. However, if the warden notices two projectiles within five seconds, it adds the full 35 anger. Wardens do not get angry at a mob that shoots a projectile if the mob is more than 30 blocks away, although that projectile counts towards the two projectiles within five seconds counter. Anger decays at a rate of 1 per second and clears completely if the target either dies, or switches to creative or spectator mode.
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Wardens keep track of how angry it is at each suspect as a number from 0 to 150. When the warden notices a vibration, it adds anger to the mob that caused the vibration. It adds 10 anger if the vibration was a projectile, and 35 anger otherwise. However, if the warden notices two projectiles within five seconds, it adds the full 35 anger. Wardens do not get angry at a mob that shoots a projectile if the mob is more than 30 blocks away, although that projectile counts towards the two projectiles within five seconds counter. Anger decays at a rate of 1 per second and clears completely if the target either dies, or switches to Creative or Spectator mode.
   
 
Wardens attack mobs that attack or touch the warden. If a warden is directly hurt by a mob, or indirectly hurt by a mob within five blocks, the warden adds 100 anger toward that mob. If a mob comes into contact with a warden, then the warden adds 35 anger toward that mob. The warden becoming angry due to collision with another mob has a one second cooldown.
 
Wardens attack mobs that attack or touch the warden. If a warden is directly hurt by a mob, or indirectly hurt by a mob within five blocks, the warden adds 100 anger toward that mob. If a mob comes into contact with a warden, then the warden adds 35 anger toward that mob. The warden becoming angry due to collision with another mob has a one second cooldown.
   
Wardens sniff the surroundings to detect nearby mobs every 5 to 10 seconds while idle. The sniffing animation lasts 4.2 seconds. At the end of the sniffing animation, the warden detects the nearest mob within a 6 block horizontal radius and 20 block vertical radius. The warden then adds 35 anger toward that mob.
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Wardens sniff the surroundings to detect nearby mobs every 5 to 10 seconds while idle. The sniffing animation lasts 4.2 seconds. At the end of the sniffing animation, the warden detects the nearest mob within a 6 block horizontal radius and 20 block vertical radius. The warden then adds 35 anger toward that mob, even if they are not making any sounds.
   
Once a warden reaches 80 anger with a target, it roars, adds 20 anger toward the target, and pursues the target. In this alerted state, the warden pathfinds to the target normally, regardless of vibrations made.
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Once a warden reaches 80 anger with a target, it roars, adds 20 anger toward the target, and pursues the target. In this alerted state, the warden pathfinds to the target normally, regardless of vibrations made. It is unknown as to why this happens lore-wise.
   
The warden has an inherent bias toward player vibrations, attacks and contact - even if they are already enraged at another mob, players can override this to be targeted themselves. This is not true of any other mob.<ref>{{bug|MC-251045}}</ref> Apart from [[players]], a warden tracks down and attacks all other mobs, excluding other wardens. The warden can also follow vibrations made by non-mob entities such as projectiles or minecarts.
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The warden has an inherent bias toward player vibrations, attacks and contact - even if they are already enraged at another mob, players can override this to be targeted themselves. This is not true of any other mob.<ref>{{bug|MC-251045}}</ref> Apart from players, a warden tracks down and attacks all other mobs, excluding other wardens. The warden can also follow vibrations made by non-mob entities such as projectiles or [[minecart]]s.
   
After sixty seconds of being "calm" and not detecting any vibrations, if the warden is on the ground, it burrows back into the ground and despawns. If the warden is in a liquid, then it immediately despawns without digging instead. The burrowing animation lasts for 5 seconds. The warden is completely invulnerable while emerging or burrowing, excluding damage from {{cmd|kill}}, though it can still be pushed by entities, [[piston]]s or [[fluid|liquids]]. Named wardens do not dig or despawn.
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After 60 seconds of being "calm" and not detecting any vibrations, if the warden is on the ground, it burrows back into the ground and despawns. If the warden is in a liquid, then it immediately despawns without digging instead. The burrowing animation lasts for 5 seconds. The warden is completely invulnerable while emerging or burrowing, excluding damage from {{cmd|kill}}, though it can still be pushed by entities, [[piston]]s or [[fluid|liquids]]. Named wardens do not dig or despawn.
   
The warden's melee attack has a cooldown of 0.9 seconds and disables [[shield]]s for 5 seconds. If the target is still in its search radius and on high ground or hiding behind walls, a warden can charge up a powerful sonic boom. Specifically, the warden can use the sonic boom if it has been 10 seconds since the warden detects or switches targets, it has been 5 seconds since the warden used a melee or ranged attack, and the target is within the sonic boom attack range of a 15 block horizontal radius and 20 block vertical radius. This guided attack directly attacks the target, passing through [[block]]s and other mobs without damaging them. The warden takes 1.7 seconds to charge up, then unleashes the attack which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible with the formation of green-blue [[particles]] that are quickly projected out of the warden's chest. This attack bypasses shields, armor, enchantments, and even the [[Wither|wither armor]] of the [[wither]]. Only the [[Resistance]] effect can reduce this attack's damage.
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The warden's melee attack has a cooldown of 0.9 seconds and disables [[shield]]s for 5 seconds. If the target is still in its search radius and on high ground or hiding behind walls, a warden can charge up a powerful sonic boom. Specifically, the warden can use the sonic boom if it has been 10 seconds since the warden detects or switches targets, it has been 5 seconds since the warden used a melee or ranged attack, and the target is within the sonic boom attack range of a 15 block horizontal radius and 20 block vertical radius. This guided attack directly attacks the target, passing through [[block]]s and other mobs without damaging them. The warden takes 1.7 seconds to charge up, then unleashes the attack which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible with the formation of green-blue [[particles]] that are quickly projected out of the warden's chest. This attack bypasses shields, [[armor]], enchantments, [[Block|blocks]], and even the wither armor of the [[wither]]. Only the [[Resistance]] effect can reduce this attack's damage.
   
 
== Sounds ==
 
== Sounds ==
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== History ==
 
== History ==
{{History|java}}
 
 
{{History||2020|link=https://www.youtube.com/watch?v=cd7cVNeb0Uk|Several pieces of concept art were created for the warden, known at the time as the stalker.
 
{{History||2020|link=https://www.youtube.com/watch?v=cd7cVNeb0Uk|Several pieces of concept art were created for the warden, known at the time as the stalker.
 
|[[File:Warden (pre-release 1).png|32px]] A prototype of the original stalker design was programmed into the game.
 
|[[File:Warden (pre-release 1).png|32px]] A prototype of the original stalker design was programmed into the game.
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{{History|||snap=22w14a|Wardens now gets angry at all living mobs that bump into it, not just players.|Wardens now slow down in water and are affected by bubble columns again.}}
 
{{History|||snap=22w14a|Wardens now gets angry at all living mobs that bump into it, not just players.|Wardens now slow down in water and are affected by bubble columns again.}}
 
{{History|||snap=22w15a|[[File:Warden Sonic Boom Attack.gif|62px]] Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.|Wardens can now smell players from further away.|The vertical range in which wardens get angry has been increased from 6 to 20 blocks.|Reverted the warden's vertical reach back to how it was before 22w12a.<ref>{{bug|MC-250192}}</ref>}}
 
{{History|||snap=22w15a|[[File:Warden Sonic Boom Attack.gif|62px]] Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.|Wardens can now smell players from further away.|The vertical range in which wardens get angry has been increased from 6 to 20 blocks.|Reverted the warden's vertical reach back to how it was before 22w12a.<ref>{{bug|MC-250192}}</ref>}}
{{History|||snap=22w16a|Decreased the warden's vertical reach again, from 3 to 2 blocks.}}
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{{History|||snap=22w16a|Decreased the warden's vertical reach again, from 3 to 2 blocks.
  +
|Added the [[game rule]] {{cd|doWardenSpawning}}.}}
 
{{History|||snap=22w17a|Wardens now drop one sculk catalyst upon death.|The amount of damage dealt by its ranged attack has been decreased from {{hp|30}} to {{hp|10}}.|The cooldown for their ranged attack has been decreased from 5 to 2 seconds.|The ranged attack can now bypass shields and armor.}}
 
{{History|||snap=22w17a|Wardens now drop one sculk catalyst upon death.|The amount of damage dealt by its ranged attack has been decreased from {{hp|30}} to {{hp|10}}.|The cooldown for their ranged attack has been decreased from 5 to 2 seconds.|The ranged attack can now bypass shields and armor.}}
 
{{History|||snap=22w18a|Updated the textures of the sonic boom particle.}}
 
{{History|||snap=22w18a|Updated the textures of the sonic boom particle.}}
 
{{History|||snap=22w19a|The warden's ranged attack is now affected by difficulty.}}
 
{{History|||snap=22w19a|The warden's ranged attack is now affected by difficulty.}}
 
{{History|||snap=22w19a|Sculk shriekers now need to be activated four times to summon the warden.}}
 
{{History|||snap=22w19a|Sculk shriekers now need to be activated four times to summon the warden.}}
{{History|||snap=Pre-release 3|Sonic boom attack damage is no longer reduced by the [[protection]] enchantment.}}
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{{History|||snap=Pre-release 3|Sonic boom attack damage is no longer reduced by the [[Protection]] enchantment.}}
 
{{History|bedrock}}
 
{{History|bedrock}}
 
{{History||December 9, 2021|link={{tweet|kingbdogz|1469019573936656385}}|[[File:Warden JE1 BE1.png|32px]]Development of deep dark content, including the warden, was revealed for Bedrock.}}
 
{{History||December 9, 2021|link={{tweet|kingbdogz|1469019573936656385}}|[[File:Warden JE1 BE1.png|32px]]Development of deep dark content, including the warden, was revealed for Bedrock.}}
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== Trivia ==
 
== Trivia ==
* The concept for the warden was originally planned for the [[Nether Update]] as a "blind [[piglin]] that could only respond to sounds" that could be found within a "new biome."<ref>https://www.minecraft.net/en-us/article/meet-warden</ref>
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* The concept for the warden was originally planned for the [[Nether Update]] as a "blind [[piglin]] that could only respond to sounds" that could be found within a "new biome".<ref>https://www.minecraft.net/en-us/article/meet-warden</ref>
* Some previous names being considered for the warden were the '''shade''', the '''stalker''', and the '''hollowed'''.<ref>{{ytl|n9TpuPGH9hk|Minecraft Now: Wild Update and Farlands ft AntVenom!|Minecraft|May 19, 2022|t=1567s}}</ref><ref name="wardeninfo">{{ytl|cd7cVNeb0Uk&feature|The Secrets of How We're Making the Warden|Minecraft|January 21, 2022}}</ref>
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* Some previous names being considered for the warden were the '''shade''',<ref>{{ytl|n9TpuPGH9hk|Minecraft Now: Wild Update and Farlands ft AntVenom!|Minecraft|May 19, 2022|t=1567s}}</ref> the '''stalker''', and the '''hollowed'''.<ref name="wardeninfo">{{ytl|cd7cVNeb0Uk|The Secrets of How We're Making the Warden|Minecraft|January 21, 2022|t=168s}}</ref>
 
** The stalker iteration was tall and asymmetrical with a glowing core (sometimes referred to as a chest crystal<ref>https://www.minecraft.net/en-us/article/meet-warden</ref>). It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a form one block high form to prevent players from escaping through small tunnels. This iteration, specifically its appearance and transformation mechanic, felt clunky and was more goofy than scary, so it was scrapped by the Mojang developers.<ref>{{tweet|kingbdogz|1484953764205318147|Some ideas we had for early iterations of the Warden. stalkers were going to have a glowing item in the middle of its chest that you would also randomly find throughout the biome floating on totems. The idea was stalkers would stand perfectly still to "fake" those glowing items.|January 22, 2022}}</ref>
 
** The stalker iteration was tall and asymmetrical with a glowing core (sometimes referred to as a chest crystal<ref>https://www.minecraft.net/en-us/article/meet-warden</ref>). It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a form one block high form to prevent players from escaping through small tunnels. This iteration, specifically its appearance and transformation mechanic, felt clunky and was more goofy than scary, so it was scrapped by the Mojang developers.<ref>{{tweet|kingbdogz|1484953764205318147|Some ideas we had for early iterations of the Warden. stalkers were going to have a glowing item in the middle of its chest that you would also randomly find throughout the biome floating on totems. The idea was stalkers would stand perfectly still to "fake" those glowing items.|January 22, 2022}}</ref>
 
** The hollowed was designed with the intent of inciting [[Wikipedia:Trypophobia|trypophobia]] and had white flesh with holes in it. The developers deemed that iteration too gory and had to be toned down.<ref>{{ytl|9leQqqlWwU0|146 - From Modding to Mojang with Kingbdogz // The Spawn Chunks: A Minecraft Podcast|The Spawn Chunks @ 2:55|June 21, 2021|t=5264}}</ref>
 
** The hollowed was designed with the intent of inciting [[Wikipedia:Trypophobia|trypophobia]] and had white flesh with holes in it. The developers deemed that iteration too gory and had to be toned down.<ref>{{ytl|9leQqqlWwU0|146 - From Modding to Mojang with Kingbdogz // The Spawn Chunks: A Minecraft Podcast|The Spawn Chunks @ 2:55|June 21, 2021|t=5264}}</ref>
* In the sixth episode of ''[https://www.youtube.com/playlist?list=PLZHdY_46KnYutPL4boezjUogDLKRbzXmE The Secrets of Minecraft]'', it was jokingly revealed that the warden's personal name is "William", similar to how the [[Ender Dragon|ender dragon]], the [[wither]], and [[player]] characters all have personal joke names. The word was also jokingly broken down into the words: war and den.<ref name="wardeninfo" />
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* In the sixth episode of ''[https://www.youtube.com/playlist?list=PLZHdY_46KnYutPL4boezjUogDLKRbzXmE The Secrets of Minecraft]'', it was jokingly revealed that the warden's personal name was "William", similar to how the [[player]], the [[Ender Dragon|ender dragon]], and the [[wither]] all have personal joke names.<ref name="wardeninfo" /> The name "warden" was also jokingly broken down into "War! Dens!" in the description.
  +
** "Jonathan" can be seen on a blackboard for name suggestions alongside "the stalker" and "the hollowed".
  +
** It also jokingly explained that the name "warden" was the result of calling it "William" and spelling it wrong.
  +
*** In the tenth episode, [[Narrator (YouTube)|Narrator]] mistakingly calls William by the name ''Jonathan'' before quickly correcting himself.<ref>{{Ytl|Z4haZTbU9ZA|The Secrets of Minecraft's Deep Dark|Minecraft|June 24, 2022|t=310s}}</ref>
 
* [[Brandon Pearce]] stated in a tweet that the souls in the warden's chest is incredibly important to its lore.<ref>{{Tweet|kingbdogz|1484988496876126210|In terms of character, the souls in its chest were incredibly important to its lore and, likewise with the color palette. It all comes together to tell a story that I think can be really more unsettling than any of these previous iterations, despite it being less "gory".|January 23, 2022}}</ref>
 
* [[Brandon Pearce]] stated in a tweet that the souls in the warden's chest is incredibly important to its lore.<ref>{{Tweet|kingbdogz|1484988496876126210|In terms of character, the souls in its chest were incredibly important to its lore and, likewise with the color palette. It all comes together to tell a story that I think can be really more unsettling than any of these previous iterations, despite it being less "gory".|January 23, 2022}}</ref>
 
** He also stated that the warden is inspired by the "monster" heard at the end of the [[music disc]] "11".<ref>{{ytl|pH_6-ZVOUAk|Ask Mojang #11: All About Caves & Cliffs|Minecraft|OCtober 30, 2020}}</ref>
 
** He also stated that the warden is inspired by the "monster" heard at the end of the [[music disc]] "11".<ref>{{ytl|pH_6-ZVOUAk|Ask Mojang #11: All About Caves & Cliffs|Minecraft|OCtober 30, 2020}}</ref>
* Coincidentally, in the spin-off game, [[Minecraft: Story Mode]], there is an unrelated character also named [[Minecraft Story Mode:The Warden|The Warden]].
+
* Coincidentally, in the spin-off game, [[Minecraft: Story Mode|''Minecraft: Story Mode'']], there is an unrelated character also named [[Minecraft Story Mode:The Warden|The Warden]].
 
* Although the warden is supposed to be blind, [[Spectator|spectating]] it reveals that it still has normal vision.
 
* Although the warden is supposed to be blind, [[Spectator|spectating]] it reveals that it still has normal vision.
   
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<gallery>
 
<gallery>
 
File:Warden emerging.gif|A newly-spawned warden emerging from the ground
 
File:Warden emerging.gif|A newly-spawned warden emerging from the ground
 
File:Warden digging.gif|A warden burrowing into the ground before despawning
 
File:Warden sniffing.gif|A warden sniffing
 
File:Warden sniffing.gif|A warden sniffing
 
File:Warden roar.gif|A warden roaring
 
File:Warden roar.gif|A warden roaring
File:Warden digging.gif|A warden burrowing into the ground before despawning
 
File:Warden Sonic Boom Attack.gif|A warden performing its ranged sonic boom attack
 
 
File:Warden attacking.gif|A warden performing its melee attack
 
File:Warden attacking.gif|A warden performing its melee attack
 
File:Warden Sonic Boom Attack.gif|A warden performing its ranged sonic boom attack
  +
File:Warden Hurt MCPE-153967.gif|A glitched warden hurt in Bedrock Edition<ref>bugs.mojang.com/browse/MCPE-153963</ref>.
 
</gallery>
 
</gallery>
   
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File:Warden inspecting a zombie.png|A warden inspecting a [[zombie]].
 
File:Warden inspecting a zombie.png|A warden inspecting a [[zombie]].
 
Warden sonic boom.jpg|The warden using its sonic boom attack on a [[chicken]].
 
Warden sonic boom.jpg|The warden using its sonic boom attack on a [[chicken]].
  +
Warden vs Golem.png|A warden fighting an iron golem.
  +
Warden in an ancient city.png|Warden in an ancient city.
 
</gallery>
 
</gallery>
   
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{{Entities}}
 
{{Entities}}
   
[[Category:Blind mobs]]
 
 
[[Category:Hostile mobs]]
 
[[Category:Hostile mobs]]
 
[[Category:Monster mobs]]
 
[[Category:Monster mobs]]
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[[fr:Warden]]
 
[[fr:Warden]]
 
[[it:Warden]]
 
[[it:Warden]]
[[ja:Warden]]
+
[[ja:ウォーデン]]
 
[[pl:Nadzorca]]
 
[[pl:Nadzorca]]
 
[[pt:Defensor]]
 
[[pt:Defensor]]
 
[[ru:Хранитель]]
 
[[ru:Хранитель]]
 
[[zh:监守者]]
 
[[zh:监守者]]
 
[[Category:Undead mobs]]

Revision as of 14:43, 4 July 2022

This article is about the hostile mob in Minecraft. For the unseen illager in Minecraft Dungeons, see MCD:Warden. For the ancient mob in Minecraft Dungeons, see MCD:Frostwarden. For the character in Minecraft: Story Mode, see Minecraft Story Mode:The Warden.

The warden is a hostile mob summoned by sculk shriekers in the deep dark. Wardens are completely blind, relying on vibrations and sense of smell to identify players and mobs to attack. Wardens have high health and deal the highest melee damage of all mobs, and if necessary, they can launch a ranged sonic boom attack that bypasses blocks and armor.

Spawning

Wardens do not use traditional mob spawning mechanics. When a player activates naturally generated sculk shriekers four times, and there isn't another warden within 24 blocks‌[JE only][upcoming: BE 1.19.10]/48 blocks‌[BE only][until BE 1.19.10], a warden emerges from the ground. The emerging animation lasts for 6.7 seconds.

The warning count for sculk shriekers is specific to each player, not each sculk shrieker. This means that the same player can activate four different sculk shriekers, and a warden still spawns on the fourth activation.

Up to 20 attempts are made to spawn a warden within a 11×13×11 box, centered on the shrieker. During each attempt, the game picks a random y column, then the game picks the topmost spawnable block in that column. Spawnable blocks have a top surface with full collision, and the block above must have no collision. Light level has no effect on warden spawning. Like other mobs, the spawning warden cannot collide with any existing entities or liquids.

In Java Edition, the spawning of wardens can be toggled with the game rule doWardenSpawning.

Drops

Wardens drop a single sculk catalyst upon death. They also drop 5 experience if killed by a player or a tamed wolf.

Behavior

Wardens are completely blind and wander randomly around the world after spawning, even if rails, powder snow, or magma blocks are in its way. The warden's hitbox can fit inside of a corridor 1 block wide and 3 blocks tall. This allows the warden to chase foes precisely, even in small cave corridors. Wardens are immune to fire and lava damage, and are not affected by knockback. Nearby vibrations agitate the warden, and it moves toward where the sound originated. It can also sniff the area around it, allowing it to zero in on a single entity's location. Wardens grow more agitated as moving players and mobs create more vibrations.

The warden gives 12 seconds of the Darkness effect to all players within a 20 block radius every 6 seconds. The souls in its chest create a low, throbbing heartbeat, which occurs in tandem with the Darkness effect. As the warden proceeds to become more agitated, these souls and heartbeats occur at a faster rate.[1] A warden prefers to track down mobs that it finds most suspicious, rather than the closest one to its current position.[2]

The warden listens to all vibrations (except the wing flapping vibration) in a 16 block radius around it. Vibrations from other wardens, armor stands, dying mobs, and players in Creative or Spectator mode are ignored. Like with sculk sensors, a sneaking player is not detected when walking, falling, or shooting a projectile. The warden has a 2-second cooldown between detecting vibrations.

Wardens keep track of how angry it is at each suspect as a number from 0 to 150. When the warden notices a vibration, it adds anger to the mob that caused the vibration. It adds 10 anger if the vibration was a projectile, and 35 anger otherwise. However, if the warden notices two projectiles within five seconds, it adds the full 35 anger. Wardens do not get angry at a mob that shoots a projectile if the mob is more than 30 blocks away, although that projectile counts towards the two projectiles within five seconds counter. Anger decays at a rate of 1 per second and clears completely if the target either dies, or switches to Creative or Spectator mode.

Wardens attack mobs that attack or touch the warden. If a warden is directly hurt by a mob, or indirectly hurt by a mob within five blocks, the warden adds 100 anger toward that mob. If a mob comes into contact with a warden, then the warden adds 35 anger toward that mob. The warden becoming angry due to collision with another mob has a one second cooldown.

Wardens sniff the surroundings to detect nearby mobs every 5 to 10 seconds while idle. The sniffing animation lasts 4.2 seconds. At the end of the sniffing animation, the warden detects the nearest mob within a 6 block horizontal radius and 20 block vertical radius. The warden then adds 35 anger toward that mob, even if they are not making any sounds.

Once a warden reaches 80 anger with a target, it roars, adds 20 anger toward the target, and pursues the target. In this alerted state, the warden pathfinds to the target normally, regardless of vibrations made. It is unknown as to why this happens lore-wise.

The warden has an inherent bias toward player vibrations, attacks and contact - even if they are already enraged at another mob, players can override this to be targeted themselves. This is not true of any other mob.[3] Apart from players, a warden tracks down and attacks all other mobs, excluding other wardens. The warden can also follow vibrations made by non-mob entities such as projectiles or minecarts.

After 60 seconds of being "calm" and not detecting any vibrations, if the warden is on the ground, it burrows back into the ground and despawns. If the warden is in a liquid, then it immediately despawns without digging instead. The burrowing animation lasts for 5 seconds. The warden is completely invulnerable while emerging or burrowing, excluding damage from /kill, though it can still be pushed by entities, pistons or liquids. Named wardens do not dig or despawn.

The warden's melee attack has a cooldown of 0.9 seconds and disables shields for 5 seconds. If the target is still in its search radius and on high ground or hiding behind walls, a warden can charge up a powerful sonic boom. Specifically, the warden can use the sonic boom if it has been 10 seconds since the warden detects or switches targets, it has been 5 seconds since the warden used a melee or ranged attack, and the target is within the sonic boom attack range of a 15 block horizontal radius and 20 block vertical radius. This guided attack directly attacks the target, passing through blocks and other mobs without damaging them. The warden takes 1.7 seconds to charge up, then unleashes the attack which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible with the formation of green-blue particles that are quickly projected out of the warden's chest. This attack bypasses shields, armor, enchantments, blocks, and even the wither armor of the wither. Only the Resistance effect can reduce this attack's damage.

Sounds

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
Warden groans angrilyHostile CreaturesPlays randomly while searching for an entityentity.warden.agitatedsubtitles.entity.warden.agitated1??
Warden whinesHostile CreaturesPlays when the warden emerges, or randomlyentity.warden.ambientsubtitles.entity.warden.ambient1??
Warden ragesHostile CreaturesWarden targets an enemyentity.warden.angrysubtitles.entity.warden.angry1??
Warden lands hitHostile CreaturesWarden attacksentity.warden.attack_impactsubtitles.entity.warden.attack_impact1??
Warden digsHostile CreaturesWarden despawnsentity.warden.digsubtitles.entity.warden.dig1??
Warden diesHostile CreaturesDyingentity.warden.deathsubtitles.entity.warden.death1??
Warden emergesHostile CreaturesWarden spawnsentity.warden.emergesubtitles.entity.warden.emerge1??
Warden's heart beatsHostile CreaturesPlays randomlyentity.warden.heartbeatsubtitles.entity.warden.heartbeat1??
Warden hurtsHostile CreaturesTaking damageentity.warden.hurtsubtitles.entity.warden.hurt1??
Warden takes noticeHostile CreaturesWarden notices vibrationentity.warden.listeningsubtitles.entity.warden.listening1??
Warden takes notice angrilyHostile CreaturesWarden moves toward the source of vibrationentity.warden.listening_angrysubtitles.entity.warden.listening_angry1??
Warden approachesHostile CreaturesWarden gets called by sculk shrieker onceentity.warden.nearby_closesubtitles.entity.warden.nearby_close1??
Warden advancesHostile CreaturesWarden gets called by sculk shrieker twiceentity.warden.nearby_closersubtitles.entity.warden.nearby_closer1??
Warden draws closeHostile CreaturesWarden gets called by sculk shrieker thriceentity.warden.nearby_closestsubtitles.entity.warden.nearby_closest1??
Warden roarsHostile CreaturesTargets entityentity.warden.roarsubtitles.entity.warden.roar1??
Warden sniffsHostile CreaturesScans for nearby entitiesentity.warden.sniffsubtitles.entity.warden.sniff0.75??
Warden boomsHostile CreaturesWarden casts sonic boomentity.warden.sonic_boomsubtitles.entity.warden.sonic_boom1??
Warden chargesHostile CreaturesWarden prepares sonic boomentity.warden.sonic_chargesubtitles.entity.warden.sonic_charge1??
Warden stepsHostile CreaturesWalkingentity.warden.stepsubtitles.entity.warden.step0.3??
Warden tendrils clickHostile CreaturesDetects movemententity.warden.tendril_clickssubtitles.entity.warden.tendril_clicks1??

Data values

ID

Java Edition:

NameIdentifierTranslation key
Wardenwardenentity.minecraft.warden

Bedrock Edition:

NameIdentifierNumeric ID Translation key
Wardenwarden131entity.warden.name

Entity data

Wardens have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format
  • Entity data
    • Tags common to all entities
    • Tags common to all mobs
    •  anger: Anger management of the warden.
      •  suspects: List of suspects that have angered the warden.
        • A suspect.
          •  anger The level of anger. It has a maximum value of 150 and decreases by 1 every second.
          •  uuid: The UUID of the entity that is associated with the anger, stored as four ints.

Advancements

There are currently no advancements associated with killing a warden. The warden is intended to be a natural disaster that is nearly impossible to kill and best avoided.[4] Therefore, killing a warden doesn't count for the Monster Hunter advancement, nor is it needed to receive the Monsters Hunted advancement.[5]

Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-rawInvicon Sculk SensorSneak 100
Sneak near a Sculk Sensor or Warden to prevent it from detecting you AdventureSneak within 8 blocks from a sculk sensor, or 16 blocks from a warden.adventure/avoid_vibration

History

2020Several pieces of concept art were created for the warden, known at the time as the stalker.
Warden (pre-release 1) A prototype of the original stalker design was programmed into the game.
Warden (pre-release 2) Warden (pre-release 2 alternate) A second version of the stalker could transform into a form that was less wide and tall when chasing an entity or player, while its regular form was meant to disguise as a treasure totem. This iteration got scrapped as it was considered too goofy and insufficiently scary.
2020The stalker was renamed to hollowed.
Several pieces of concept art were also created for the hollowed design iteration.
Warden (pre-release 3) A prototype of the hollowed design was programmed into the game.
This iteration was ultimately scrapped, as it was considered too gory for Minecraft.
October 3, 2020Warden (pre-release 4) The warden is announced at Minecraft Live 2020.
October 6, 2020A set of teaser images regarding the warden's size and behavior were posted on Brandon Pearce's Twitter.
October 16, 2021Warden JE1 BE1 New spawning conditions and textures for the warden were revealed at Minecraft Live 2021.
November 26, 2021The warden is revealed to have a sense of smell; it can detect and pathfind toward the general location of a player or mob through a "smelling" action. It also prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.[6][7]
December 18, 2021The warden's emerging animations were showcased.
Java Edition
1.19
{{Extension DPL}}<ul><li>[[Raw Copper|Raw Copper]]<br/>{{Item
| image = Raw Copper.png
| renewable = No
| stackable = Yes (64)
}}
'''Raw copper''' is a raw metal resource obtained from mining [[copper ore]].

== Obtaining ==

=== Mining ===
Copper ore and deepslate copper ore mined with a [[stone pickaxe]] or better drops 2–5 units of raw copper. If the pickaxe is enchanted with [[Fortune]], it can drop extra raw copper, allowing for a maximum of 20 units per ore block with Fortune III, or an average of 7.7 units of raw copper per ore block. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops the ore block instead.

=== Crafting ===
{{Crafting
|showname=1
|Block of Raw Copper
|Output=Raw Copper,9
|type=Material
|foot=1
}}

== Usage ==
The primary usage of raw copper is [[smelting]] it into [[copper ingot]]s.

=== Crafting ===
{{crafting usage}}

=== Smelting ingredient ===
{{Smelting
|showname=2
|Raw Copper
|Copper Ingot
|0.7
}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Raw Copper
|spritetype=item
|nameid=raw_copper
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Copper
|spritetype=item
|nameid=raw_copper
|form=item
|id=507
|foot=1}}

== History ==
{{History|java}}
{{History||1.17|snap=21w14a|[[File:Raw Copper JE1.png|32px]] Added raw copper.}}
{{History|||snap=April 13, 2021|slink={{Tweet|JasperBoerstra|1381991999952277513}}|[[File:Raw Copper JE2.png|32px]] [[JAPPA]] shows a new raw copper texture.}}
{{History|||snap=21w15a|[[File:Raw Copper JE2.png|32px]] The texture of raw copper has been changed.
|Raw copper can now be used to craft [[block of raw copper]].}}
{{History|||snap=April 16, 2021|slink={{Tweet|JasperBoerstra|1383047666037325829}}|[[File:Raw Copper (pre-release).png|32px]] [[JAPPA]] shows a new raw copper texture again.}}
{{History|||snap=21w16a|[[File:Raw Copper JE3.png|32px]] The texture of raw copper has been changed.}}
{{History|||snap=21w17a|[[Copper ore]] now drops 2-3 raw copper when mined instead of a single unit.}}
{{History||1.18|snap=21w40a|[[Copper ore]] now drops 2-5 raw copper when mined.}}

{{History|bedrock}}
{{History||1.17.0|snap=beta 1.17.0.50|[[File:Raw Copper JE2.png|32px]] Added raw copper.}}
{{History|||snap=beta 1.17.0.52|Raw copper are now available without enabling [[experimental gameplay]].}}
{{History|||snap=beta 1.17.0.54|[[File:Raw Copper JE3.png|32px]] The texture of raw copper has been changed.}}
{{History|foot}}

== Issues ==
{{Issue list}}

==Gallery==
<gallery>
JE 1.17 Dev Raw Metals.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 1.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 2.png|Jappa shows raw ore textures.
Jappa Raw Ores 3.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 4.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 5.jpg|Jappa shows raw ore textures.
</gallery>

{{Items}}

[[Category:Non-renewable resources]]

[[de:Rohkupfer]]
[[es:Cobre en bruto]]
[[fr:Cuivre brut]]
[[it:Rame grezzo]]
[[ja:銅の原石]]
[[pl:Surowa miedź]]
[[pt:Cobre bruto]]
[[ru:Необработанная медь]]
[[tr:Ham Bakır]]
[[uk:Необроблена мідь]]
[[zh:粗铜]]</li><li>[[Horse Armor|Horse Armor]]<br/>{{Item
| image = <gallery>
Leather Horse Armor.png | Leather 
Iron Horse Armor.png | Iron
Golden Horse Armor.png | Golden
Diamond Horse Armor.png | Diamond
</gallery>
| image2 = <gallery>
Leather Horse Armor (item).png|Leather
Iron Horse Armor (item).png|Iron
Golden Horse Armor (item).png|Golden
Diamond Horse Armor (item).png|Diamond
</gallery>
| extratext = View [[#Gallery|all renders]]
| renewable = 
* '''Leather''': Yes
* '''All others''': No
| stackable = No
}}

'''Horse armor''' is a special type of [[armor]] that can be given to a [[horse]] to wear.

== Obtaining ==

===Chest loot===
{{LootChestItem|iron-horse-armor}}
{{LootChestItem|golden-horse-armor}}
{{LootChestItem|diamond-horse-armor}}

===Crafting===
{{crafting
|A1= Leather
|C1= Leather
|A2= Leather
|B2= Leather
|C2= Leather
|A3= Leather
|C3= Leather
|Output= Leather Horse Armor
|type=Miscellaneous
}}

Only leather horse armor can be crafted; other horse armor can be obtained only from chest loot from some generated structures.

===Trading===
Expert-level [[leatherworker]] villagers [[trading|sell]] leather horse armor for 6 [[emerald]]s as part of their trade.

==Usage==

Only normal adult horses can wear armor; foals, [[donkey]]s, [[mule]]s, and undead variants such as [[skeleton horse]]s and [[zombie horse]]s cannot be equipped with armor.

=== Types ===
Horse armor has leather, iron, gold, and diamond variants. However, horse armor does not have netherite or chainmail variants.

=== Armor Stands ===
Horse armor cannot be placed or displayed on [[armor stand]]s. 

===Protection===
Horse armor can be equipped to horses either by manually placing it in its respective slot by pressing E while riding the horse ({{SlotSprite|Horse Armor}}), or by right-clicking the horse with it.

There is a gradual increase in the defense given from a horse wearing the different types of armor. Note that golden horse armor provides more protection than iron horse armor, whereas the opposite is true for [[armor|player armor]].
{| class="wikitable" data-description="Armor defense"
|-
! Material !! [[Armor]]
|-
! [[Leather]]
| {{armor|3}} 
|-
! [[Iron]]
| {{armor|5}} 
|-
! [[Gold]]
| {{armor|7}} 
|-
! [[Diamond]]
| {{armor|11}} 
|}
When a horse dies while equipped with any horse armor, it drops its normal loot, saddle (if it had one), and the horse armor.

Leather horse armor protects horses from freezing in [[powder snow]], but it does not negate other powder snow effects (e.g., falling through, inability to jump).

===Durability===
Unlike [[armor|player armor]], horse armor does not have durability. This means a single horse armor can be used infinitely unless destroyed.
=== Enchanting ===
Unlike [[armor|player armor]], horse armor cannot be enchanted in survival mode. However, {{in|java}} Creative mode, horse armor can be used with an [[anvil]] to enchant with [[Depth Strider]], [[Thorns]], [[Respiration]], [[Feather Falling]], and [[Curse of vanishing]]. Other enchantments can be applied, but they have no effect.

=== Dyeing ===
Leather horse armor can be dyed 12,326,391 different colors (using lone dyes or dye combinations) and put onto a horse to display that color. These changes can be reverted by {{control|using}} a filled [[cauldron]] with dyed leather horse armor.

===Smelting usage===
{{Smelting|showname=1|Iron Horse Armor;Golden Horse Armor|Iron Nugget;Gold Nugget|0,1}}

===Piglins===
{{EntityLink|Piglin|Piglins}} are attracted to golden horse armor and run toward any golden horse armor on the ground, inspecting it for 6 to 8 seconds before putting it in their inventory.

== Sounds ==
{{Edition|Java}}:
{{Sound table
|sound=Horse armor.ogg
|subtitle=Horse armor equips
|source=neutral
|description=When armor is equipped to a horse
|id=entity.horse.armor
|translationkey=subtitles.entity.horse.armor
|volume=0.5
|pitch=1.0
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Horse armor.ogg
|source=neutral
|description=When armor is equipped to a horse
|id=mob.horse.armor
|volume=0.6
|pitch=1.0
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Leather Horse Armor
|spritetype=item
|nameid=leather_horse_armor
|form=item}}
{{ID table
|displayname=Iron Horse Armor
|spritetype=item
|nameid=iron_horse_armor
|form=item}}
{{ID table
|displayname=Diamond Horse Armor
|spritetype=item
|nameid=diamond_horse_armor
|form=item}}
{{ID table
|displayname=Golden Horse Armor
|spritetype=item
|nameid=golden_horse_armor
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|showaliasids=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Leather Horse Armor
|spritetype=item
|nameid=leather_horse_armor
|aliasid=horsearmorleather
|id=530
|form=item
|translationkey=item.horsearmorleather.name}}
{{ID table
|displayname=Iron Horse Armor
|spritetype=item
|nameid=iron_horse_armor
|aliasid=horsearmoriron
|id=531
|form=item
|translationkey=item.horsearmoriron.name}}
{{ID table
|displayname=Diamond Horse Armor
|spritetype=item
|nameid=diamond_horse_armor
|aliasid=horsearmordiamond
|id=533
|form=item
|translationkey=item.horsearmordiamond.name}}
{{ID table
|displayname=Golden Horse Armor
|spritetype=item
|nameid=golden_horse_armor
|aliasid=horsearmorgold
|id=532
|form=item
|translationkey=item.horsearmorgold.name
|foot=1}}

=== Item data ===
When leather horse armor is dyed, it has the following NBT:

{{el|java}}:
{{main|Player.dat format}}
<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>

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

== History ==
{{History|java}}
{{History||1.6.1|snap=13w16a|[[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor.
|Horse armor can be [[crafting|crafted]] using the following recipe.
{{{!}} class{{=}}"collapsible collapsed"
! Recipe
{{!}}-
{{!}}
{{Crafting Table
  |C1=Iron Ingot; Gold Ingot; Diamond
  |A2=Iron Ingot; Gold Ingot; Diamond 
  |B2=Any Wool
  |C2=Iron Ingot; Gold Ingot; Diamond
  |A3=Iron Ingot; Gold Ingot; Diamond
  |B3=Iron Ingot; Gold Ingot; Diamond
  |C3=Iron Ingot; Gold Ingot; Diamond
  |Output=Iron Horse Armor; Golden Horse Armor; Diamond Horse Armor
}}
{{!}}}
}}
{{History|||snap=13w18a|The crafting recipe for horse armor has been removed.
|Horse armor can now be found in [[chest]]s in [[jungle temple|jungle]] & [[desert temple]]s, [[dungeon]]s, [[nether fortress]]es, [[stronghold]] altar rooms and [[village]] blacksmith buildings.
|Iron horse armor can now additionally be found in [[mineshaft]] chests.}}
{{History|||snap=13w21a|Horse armor is no longer stackable, to be consistent with other types of [[armor]].}}
{{History||1.9|snap=15w31a|Horse armor has been added to [[end city]] [[chest]]s.}}
{{History|||snap=15w43a|The average yield of horse armor in [[nether fortress]] chests has slightly decreased.}}
{{History|||snap=15w44a|The average yield of horse armor in [[desert temple]] chests has increased.
|The average yield of iron horse armor from [[dungeon]] chests has slightly decreased.
|Iron horse armor has been removed from [[mineshaft]] [[chest]]s.}}
{{History||1.11.1|snap=16w50a|Golden and iron horse armor can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
{{History||1.13|snap=17w45a|[[File:Iron Horse Armor JE2.png|32px]] [[File:Golden Horse Armor JE2.png|32px]] [[File:Diamond Horse Armor JE2.png|32px]] The textures of horse armor have been changed, as the [[model]] of [[horse]]s has changed.}}
{{History|||snap=17w46a|[[File:Iron Horse Armor 17w46a.png|32px]] [[File:Golden Horse Armor 17w46a.png|32px]] [[File:Diamond Horse Armor 17w46a.png|32px]] The model of horse armor has been changed, but the textures of horse armor have remained unaltered.}}
{{History|||snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 417, 418 and 419.}}
{{History|||snap=18w03a|[[File:Iron Horse Armor JE3.png|32px]] [[File:Golden Horse Armor JE3 BE2.png|32px]] [[File:Diamond Horse Armor JE3 BE2.png|32px]] The textures of horse armor have been changed, as the [[model]] of [[horse]]s has changed.}}
{{History|||snap=18w22a|[[File:Iron Horse Armor JE4 BE2.png|32px]] The texture of iron horse armor when equipped has been changed.<ref>{{bug|MC-124357}}</ref>}}
{{History|||snap=pre2|A bug with the [[horse]] skin and horse armor textures not applying correctly has been fixed.<ref>{{bug|MC-124364}}</ref>}}
{{History||1.14|snap=18w50a|[[File:Iron Horse Armor (item) JE2 BE2.png|32px]] [[File:Golden Horse Armor (item) JE2 BE2.png|32px]] [[File:Diamond Horse Armor (item) JE2 BE2.png|32px]] The textures of horse armor [[item]]s have been changed.}}
{{History|||snap=February 20, 2019|slink=https://twitter.com/_LadyAgnes/status/1098134917299531776?s=19|Leather horse armor announced for {{el|je}}.}}
{{History|||snap=19w08a|[[File:Iron Horse Armor JE5 BE3.png|32px]] [[File:Golden Horse Armor JE4 BE3.png|32px]] [[File:Diamond Horse Armor JE4 BE3.png|32px]]<br>[[File:Iron Horse Armor (item) JE3.png|32px]] [[File:Golden Horse Armor (item) JE3 BE3.png|32px]] [[File:Diamond Horse Armor (item) JE3 BE3.png|32px]] The textures of iron, gold and diamond horse armor have been changed.
|[[File:Leather Horse Armor JE1 BE3.png|32px]] [[File:Leather Horse Armor (item) JE1.png|32px]] Added leather horse armor, which can be [[dyeing|dyed]] 12,326,391 different colors, similar to leather [[armor]].}}
{{History|||snap=19w11a|Leatherworker [[villager]]s now [[trading|sell]] leather horse armor.}}
{{History||1.14.1|snap=Pre-Release 1|[[File:Leather Horse Armor (item) JE2.png|32px]] The texture of leather horse armor [[item]] has been changed to be more consistent with the other types of horse armor.
|[[File:Iron Horse Armor (item) JE4 BE3.png|32px]] The texture of iron horse armor item has been changed.}}
{{History||1.16|snap=20w15a|Horse armor placed in a dispenser can now be put on tamed horses.}}
{{History|||snap=20w16a|Golden horse armor now generates in [[ruined portal]] chests.}}
{{History||1.17|snap=21w13a|Leather horse armor now protects [[horse]]s from [[freezing]].}}
{{History||1.19|snap=22w13a|Diamond horse armor may now be found in [[ancient city]] [[chest]]s.}}

{{History|pocket alpha}}
{{History||v0.15.0|snap=build 1|[[File:Leather Horse Armor BE1.png|32px]] [[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Leather Horse Armor (item) BE1.png|32px]] [[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor and [[dyeing|dyeable]] leather horse armor as a version exclusive.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Horse armor can now be found inside [[end city]] [[chest]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Iron and golden horse armor are now [[smelting|smeltable]].}}
{{History|bedrock}}
{{History||1.2.6|snap=beta 1.2.6.2|[[File:Leather Horse Armor BE2.png|32px]] [[File:Iron Horse Armor JE4 BE2.png|32px]] [[File:Golden Horse Armor JE3 BE2.png|32px]] [[File:Diamond Horse Armor JE3 BE2.png|32px]] The textures of horse armor have been changed, as the [[model]] of [[horse]]s has been changed.}}
{{History||1.10.0|snap=beta 1.10.0.3|Horse armor can now be found in [[plains]] [[village]] weaponsmith [[chest]]s.
|[[File:Leather Horse Armor JE1 BE3.png|32px]] [[File:Iron Horse Armor JE5 BE3.png|32px]] [[File:Golden Horse Armor JE4 BE3.png|32px]] [[File:Diamond Horse Armor JE4 BE3.png|32px]]<br>[[File:Leather Horse Armor (item) BE2.png|32px]] [[File:Iron Horse Armor (item) JE2 BE2.png|32px]] [[File:Golden Horse Armor (item) JE2 BE2.png|32px]] [[File:Diamond Horse Armor (item) JE2 BE2.png|32px]] The textures of all horse armor have been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Horse armor can now be found in [[savanna]], [[desert]], [[taiga]], [[snowy taiga]] and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|Leather horse armor can now be [[trading|bought]] from leatherworker [[villager]]s.}}
{{History|||snap=beta 1.11.0.5|[[File:Leather Horse Armor (item) BE3.png|32px]] [[File:Iron Horse Armor (item) JE4 BE3.png|32px]] [[File:Golden Horse Armor (item) JE3 BE3.png|32px]] [[File:Diamond Horse Armor (item) JE3 BE3.png|32px]] The textures of all horse armor [[item]]s have been changed.}}
{{History||1.17.0|snap=beta 1.16.230.54|Leather horse armor now protects [[horse]]s from [[freezing]].}}

{{History|console}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor.}}
{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Iron and golden horse armor are now [[smelting|smeltable]].}}
{{History||xbox=TU60|xbone=CU51|ps=1.64|wiiu=Patch 30|switch=1.0.11|[[File:Leather Horse Armor BE1.png|32px]]<br>[[File:Leather Horse Armor (item) BE1.png|32px]] Added leather horse armor.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Leather Horse Armor JE1 BE3.png|32px]] [[File:Iron Horse Armor JE5 BE3.png|32px]] [[File:Golden Horse Armor JE4 BE3.png|32px]] [[File:Diamond Horse Armor JE4 BE3.png|32px]]<br>[[File:Leather Horse Armor (item) BE3.png|32px]] [[File:Iron Horse Armor (item) JE3.png|32px]] [[File:Golden Horse Armor (item) JE3 BE3.png|32px]] [[File:Diamond Horse Armor (item) JE3 BE3.png|32px]] The textures of leather, iron, gold and diamond horse armor have been changed.}}

{{History|3ds}}
{{History||0.1.0|[[File:Leather Horse Armor BE1.png|32px]] [[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Leather Horse Armor (item) BE1.png|32px]] [[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Gallery ==
<gallery>
Leather Horse Armor.png | Undyed Leather armor
White Leather Horse Armor.png | White Leather armor
Light Gray Leather Horse Armor.png | Light Gray Leather armor
Gray Leather Horse Armor.png | Gray Leather armor
Black Leather Horse Armor.png | Black Leather armor
Brown Leather Horse Armor.png | Brown Leather armor
Red Leather Horse Armor.png | Red Leather armor
Orange Leather Horse Armor.png | Orange Leather armor
Yellow Leather Horse Armor.png | Yellow Leather armor
Lime Leather Horse Armor.png | Lime Leather armor
Green Leather Horse Armor.png | Green Leather armor
Cyan Leather Horse Armor.png | Cyan Leather armor
Light Blue Leather Horse Armor.png | Light Blue Leather armor
Blue Leather Horse Armor.png | Blue Leather armor
Purple Leather Horse Armor.png | Purple Leather armor
Magenta Leather Horse Armor.png | Magenta Leather armor
Pink Leather Horse Armor.png | Pink Leather armor
</gallery>

=== Screenshots ===
<gallery>
Armored Horse.png|A [[horse]] equipped with iron horse armor and bound to a fence post by a [[lead]].
13w21a-new-HorseUI-inventory.png|The GUI for horses implemented in [[Java Edition 13w21a|13w21a]], which allows the removal and switching of armor.
GodSpawner.png|A golden horse armor found in a [[dungeon]] chest, which coincidentally contains an [[enchanted golden apple]].
Horses with armor.png|4 [[horse]]s equipped with [[leather]], [[iron]], [[gold]], and [[diamond]] armor.
Leather Horse Armor 1.jpg|First image of leather horse armor.
Leather Horse Armor 2.jpg|Second image of leather horse armor.
Leather Horse Armor 3.jpg|Third image of leather horse armor.
Leather Horse Armor 4.jpg|Fourth image of leather horse armor.
Leather Horse Armor 5.jpg|Fifth image of leather horse armor.
</gallery>

== Notes ==
{{Notelist}}

== References ==
{{Reflist}}

{{items}}

[[Category:Armor]]

[[de:Rossharnisch]]
[[es:Armadura para caballo]]
[[fr:Armure pour cheval]]
[[it:Bardatura]]
[[ja:馬鎧]]
[[ko:말 갑옷]]
[[nl:Paardenharnas]]
[[pl:Zbroja końska]]
[[pt:Armadura para cavalo]]
[[ru:Конская броня]]
[[uk:Кінські обладунки]]
[[zh:马铠]]</li></ul>
Deep Dark Experimental Snapshot 1Warden JE1 BE1 Added wardens.
22w11aRemoved wardens.
22w12aReadded wardens.
Wardens are no longer considered undead.
Wardens have been given a attacking animation.
Increased warden's vertical reach from 3 blocks to 4 blocks.
Wardens no longer slow down in water.
Wardens are now immune to fire and lava.
Warden textures have been changed. The tusks on the chest have been separated and new overlays have been added.
22w13aWardens can now walk over rails.[8]
22w14aWardens now gets angry at all living mobs that bump into it, not just players.
Wardens now slow down in water and are affected by bubble columns again.
22w15aWarden Sonic Boom Attack Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.
Wardens can now smell players from further away.
The vertical range in which wardens get angry has been increased from 6 to 20 blocks.
Reverted the warden's vertical reach back to how it was before 22w12a.[9]
22w16aDecreased the warden's vertical reach again, from 3 to 2 blocks.
Added the game rule doWardenSpawning.
22w17aWardens now drop one sculk catalyst upon death.
The amount of damage dealt by its ranged attack has been decreased from 30♥ × 15 to 10♥♥♥♥♥.
The cooldown for their ranged attack has been decreased from 5 to 2 seconds.
The ranged attack can now bypass shields and armor.
22w18aUpdated the textures of the sonic boom particle.
22w19aThe warden's ranged attack is now affected by difficulty.
22w19aSculk shriekers now need to be activated four times to summon the warden.
Pre-release 3Sonic boom attack damage is no longer reduced by the Protection enchantment.
Bedrock Edition
December 9, 2021Warden JE1 BE1Development of deep dark content, including the warden, was revealed for Bedrock.
December 17, 2021A new burrowing animation was showcased.
Wild Update
(Experimental)
beta 1.18.30.32Added wardens behind the "Wild Update" experimental toggle.
Currently, there are no hit or death sound effects, and some of its features are outdated compared to the latest Java Edition snapshots.
1.19.0
{{Extension DPL}}<ul><li>[[Sugar Cane|Sugar Cane]]<br/>{{Block
|image=Sugar Cane.png
|image2=Sugar Cane (item) JE3.png
|extratext = View all [[#Gallery|renders]]
|transparent=Yes
|light=No
|tool=any
|renewable=Yes
|stackable=Yes (64)
|flammable=No
|lavasusceptible=No
}}

'''Sugar cane''' is a block found as 1–4-block-tall. It plants near water in the [[Overworld]]. As an item, it is an important crafting ingredient.

==Obtaining==
Sugar cane can be mined instantly with anything.

When the spot a sugar cane block is placed in becomes unsuitable, such as when the supporting block is removed, the sugar cane block uproots and drops as an item. {{IN|be}}, sugar cane uproots immediately after all adjacent water is removed. {{IN|je}}, sugar cane uproots on the next block update or [[Tick#Random tick|random tick]].

A sugar cane block drops itself as an item if a piston tries to push it (trying to pull it does nothing) or moves a block into its space.

===Natural generation===
[[File:Sugar Canez.png|thumb|250px|Naturally-occurring sugar cane near a river.]]
Sugar cane can generate naturally near [[water]] and [[ice]], as two ({{frac|11|18}} chance), three ({{frac|5|18}} chance), or four ({{frac|2|18}} chance) blocks tall. Rare taller sugar canes can be found if the world generator places two smaller canes on top of each other. It generates in approximately 0.8 sugar cane per chunk seeing as how they only generate near bodies of water.

Sugar canes attempt to generate 10 times in any Overworld biome, which requires water. An extra 10 attempts are made in [[swamp]] biomes, and 50 in [[desert]] biomes, which makes sugar cane twice as frequent in swamps and six times as frequent in desert biomes, making the banks of [[river]]s that cut through deserts lined with sugar canes.  Sugar canes do not grow faster in swamps or deserts they only spawn a increased amount.

Sugar cane cannot generate in caves {{in|je}}.<ref>{{bug|MC-214959||Sugar cane generated in cave|Fixed}}</ref>

===Trading===
[[Wandering trader]]s can sell sugar cane for an [[emerald]].

==Usage==
Due to its water-displacing properties, sugar cane can interestingly be used to create underwater paths, allowing [[player]]s to move at normal speed and breathe if it is two blocks in height.{{only|java}}<ref>{{bug|MC-929||Sugar cane can be placed underwater|WAI}}</ref>

Sugar cane takes on a different shade of green depending on the biome in which it is placed.

===Crafting ingredient===
{{crafting usage}}

===Farming===
{{main|Tutorials/Sugar cane farming}}
[[File:Underground Sugar Farm.png|200px|thumb|An underground sugar cane farm.]]

Sugar cane can generate naturally up to any number of blocks tall, but ''grow'' only to a height of three blocks, adding a block of height when the top sugar cane block has received 16 random [[Tick#Block tick|block tick]]s (i.e. on average every 18 minutes on ''Java Edition''<!-- Average 68.27 seconds/tick * 16 ticks/growth = 18.2 minutes --> or 54 minutes on Bedrock Edition, but the actual rate can vary widely). 
Sugar cane must be planted on a [[grass block]], [[dirt]], [[coarse dirt]], [[rooted dirt]], [[podzol]], [[mycelium]], [[sand]], [[red sand]], [[suspicious sand]], [[moss block]], or [[mud]] that is directly adjacent to [[water]], [[waterlogged]] block, or [[frosted ice]] (not merely above or diagonal to water), or on top of another sugar cane block. The adjacent water block can be covered with another block, whether [[opacity|opaque or transparent]], and sugar cane can still be placed and grow next to it. Sugar cane grows regardless of light level, even in complete darkness.
[[File:4blockcane.png|thumb|A natural 4-block-high sugar cane plant.]]
{{IN|bedrock}}, [[bone meal]] can be used to instantly grow sugar cane to three blocks. Only one bone meal is consumed. {{IN|java}}, bone meal cannot be used on sugar cane.<ref>{{bug|MC-73963||Can't use bonemeal on cacti or sugar cane|WAI}}</ref>

On average, it takes [[Tutorials/Sugar_cane_farming#Mechanics|18 minutes]] for a single block of sugar cane to grow 3 blocks tall.

=== Composting ===
Placing sugar cane into a [[composter]] has a 50% chance of raising the compost level by 1.

== List of colors ==
{{Missing information|Bedrock Edition colors (see [[Water#Color]]{{verify|it's there?}})}}

=== ''Java Edition'' ===
These values are generated by the biome dyeing algorithm. See [[Color#Biome colors|Biome colors]] for more information.
<div class="mw-collapsible mw-collapsed" style="float: left">
{| class="wikitable sortable" style="text-align:center" data-description="Java edition biome colors"
!Biome !! Category !! Rainfall !! Sugarcane Color !! Temperature Affects !! Render
|-
| {{BiomeLink|Badlands}} || Mesa || No || #90814d || No || [[File:Badlands Sugar Cane.png|32px]]
|-
| {{BiomeLink|Beach}} || Beach || Rain || #91bd59 || || [[File:Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|Birch Forest}} || Forest || Rain || #88bb67 || || [[File:Birch Forest Sugar Cane.png|32px]]
|-
| {{BiomeLink|Cold Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Dark Forest}} || Forest || Rain || #507a32 || || [[File:Dark Forest Sugar Cane.png|32px]]
|-
| {{BiomeLink|Deep Cold Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Deep Frozen Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Deep Lukewarm Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Deep Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Desert}} || Desert || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]
|-
| {{BiomeLink|End Barrens}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|End Highlands}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|End Midlands}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Eroded Badlands}} || Mesa || No || #90814d || No || [[File:Badlands Sugar Cane.png|32px]]
|-
| {{BiomeLink|Flower Forest}} || Forest || Rain || #79c05a || || [[File:Forest Sugar Cane.png|32px]]
|-
| {{BiomeLink|Forest}} || Forest || Rain || #79c05a || || [[File:Forest Sugar Cane.png|32px]]
|-
| {{BiomeLink|Frozen Ocean}} || Ocean || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|Frozen River}} || River || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|Old Growth Spruce Taiga}} || Taiga || Rain || #86b783 || || [[File:Taiga Sugar Cane.png|32px]]
|-
| {{BiomeLink|Old Growth Pine Taiga}} || Taiga || Rain || #86b87f || || [[File:Old Growth Pine Taiga Sugar Cane.png|32px]]
|-
| {{BiomeLink|Ice Spikes}} || Icy || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|Jungle}} || Jungle || Rain || #59c93c || || [[File:Jungle Sugar Cane.png|32px]]
|-
| {{BiomeLink|Sparse Jungle}} || Jungle || Rain || #64c73f || || [[File:Sparse Jungle Sugar Cane.png|32px]]
|-
| {{BiomeLink|Lukewarm Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Windswept Hills}} || Extreme Hills || Rain || #8ab689 || || [[File:Windswept Hills Sugar Cane.png|32px]]
|-
| {{BiomeLink|Mushroom Fields}} || Mushroom || Rain || #55c93f || || [[File:Mushroom Fields Sugar Cane.png|32px]]
|-
| {{BiomeLink|Nether}} || Nether || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]
|-
| {{BiomeLink|Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Plains}} || Plains || Rain || #91bd59 || || [[File:Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|River}} || River || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Savanna}} || Savanna || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]
|-
| {{BiomeLink|Savanna Plateau}} || Savanna || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]
|-
| {{BiomeLink|Windswept Savanna}} || Savanna || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]
|-
| {{BiomeLink|Small End Islands}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Snowy Beach}} || Beach || Snow || #83b593 || || [[File:Snowy Beach Sugar Cane.png|32px]]
|-
| {{BiomeLink|Snowy Taiga}} || Taiga || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|Snowy Plains}} || Icy || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|Stony Shore}} || None || Rain || #8ab689 || || [[File:Windswept Hills Sugar Cane.png|32px]]
|-
| {{BiomeLink|Sunflower Plains}} || Plains || Rain || #91bd59 || || [[File:Plains Sugar Cane.png|32px]]
|-
| {{BiomeLink|Swamp}} || Swamp || Rain || #6A7039 || If temperature below -0.1, used #4C763C. || [[File:Swamp Sugar Cane.png|32px]] / [[File:Swamp Sugar Cane (Cold).png|32px]]
|-
| {{BiomeLink|Taiga}} || Taiga || Rain || #86b783 || || [[File:Taiga Sugar Cane.png|32px]]
|-
| {{BiomeLink|Old Growth Birch Forest}} || Forest || Rain || #88bb67 || || [[File:Birch Forest Sugar Cane.png|32px]]
|-
| {{BiomeLink|The End}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|The Void}} || None || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Warm Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]
|-
| {{BiomeLink|Wooded Badlands}} || Mesa || No || #90814d || No || [[File:Badlands Sugar Cane.png|32px]]
|-
| {{BiomeLink|Windswept Forest}} || Extreme Hills || Rain || #8ab689 || || [[File:Windswept Hills Sugar Cane.png|32px]]
|}
</div>
{{clear}}
=== Bedrock Edition ===
{{empty section}}

== Sounds ==
{{Sound table/Block/Grass}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Sugar Cane
|spritetype=block
|nameid=sugar_cane
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Sugar Cane
|shownumericids=y
|showforms=y
|showaliasids=y
|generatetranslationkeys=y
|displayname=Block
|spritename=sugar-cane
|spritetype=block
|nameid=reeds
|id=83
|form=block
|itemform=item.reeds}}
{{ID table
|displayname=Item
|spritename=sugar-cane
|spritetype=item
|nameid=sugar_cane
|id=385
|form=item
|aliasid=reeds
|translationkey=item.reeds.name
|foot=1}}

=== Block states ===
{{see also|Block states}}

{{/BS}}

== Video ==
{{Video note|This video was made before sugar cane had a different shade of green depending on the biome.|minor}}
<div style="text-align:center">{{yt|zlOnwn3PH5o}}</div>

== History ==
{{more images|Appearance when affected by {{bug|MC-48831}}}}
{{History|java alpha}}
{{History||v1.0.11|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added reeds in the [[Seecret Updates|Seecret Friday Update 6]].
|Reeds are informally referred to as "bamboo" or "papyrus" by many [[player]]s. 
|Since reeds can be washed away with [[water]] currents or instantly destroyed by removing the water adjacent to them, automated reed farms can be made. 
|Reeds can be used to craft [[paper]].}}
{{History|java beta}}
{{History||1.2|[[Notch]] has [[wikipedia:Retroactive continuity|retconned]] reeds into sugar cane so that it can now be [[crafting|crafted]] into [[sugar]], included in the recipe for the [[cake]]s.}}
{{History||1.6|snap=Test Build 3|[[Arrow]]s no longer stick to sugar cane, and instead, they pass through. However, [[snowball]]s still come into contact with any sugar cane blocks, as if they are solid.}}
{{History||1.8|snap=Pre-release|Sugar cane can now grow and be placed onto [[sand]] as long as they are adjacent to [[water]]. This update allows sugar canes to appear next to [[water]] ponds in [[desert]] biomes.
|Sugar cane is now available in the [[creative]] [[inventory]] in both block and item forms.}}
{{History|java}}
{{History||1.0.0|snap=?|The sugar cane block has been removed from the creative inventory.}}
{{History||1.7.2|snap=13w36a|[[File:Sugar Cane JE2 BE2.png|32px]] Sugar cane is now [[tint]]ed depending on the [[biome]] it's in.
|The item texture remained unchanged, however, and still used the color palette from Alpha to 1.6.4.<ref name="Bug">{{bug|MC-216227}}</ref>}}
{{History||1.9|snap=15w43a|Sugar cane no longer breaks if its adjacent [[water]] is turned to [[frosted ice]].}}
{{History||1.13|snap=17w47a|The ID of sugar cane has now been changed from <code>reeds</code> to <code>sugar_cane</code>.
|"Sugar Canes" have now been renamed to "Sugar Cane".
|Prior to [[1.13/Flattening|''The Flattening'']], this [[block]]'s numeral ID was 83, and the [[item]]'s 338.}}
{{History||1.14|snap=18w43a|[[File:Sugar Cane (item) JE2 BE2.png|32px]] The texture of the sugar cane item has been changed.}}
{{History|||snap=19w03a|Placing sugar cane into a [[composter]] has a 20% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Sugar cane now has a 50% chance of increasing the compost level in a composter by 1.
|Added [[wandering trader]]s, which sell sugar cane.}}
{{History||1.16|snap=20w13a|Sugar cane has been moved from the Miscellaneous tab to the Decoration Blocks tab in the [[Creative inventory]].<ref name="misc decoration">https://bugs.mojang.com/browse/MC-174434</ref>}}
{{History||1.17|snap=21w11a|[[File:Sugar Cane (item) JE3.png|32px]] The texture of the sugar cane item has been changed, so that it actually matches the color it uses when placed again.<ref name="Bug"/>}}
{{History|||snap=Pre-release 1|Sugar cane now generates in mushroom fields.<ref>{{bug|MC-226683}}</ref>}}
{{History||1.19|snap=22w15a|Sugar cane can now be planted on mud.}}
{{History||1.20|snap=23w14a|Sugar cane can now be planted on [[suspicious sand]].}}

{{History|pocket alpha}}
{{History||Pre-release|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added sugar cane.}}
{{History||v0.2.0|Despite being visible in the inventory, sugar cane does not drop anything when mined, making it unobtainable in Survival mode.}}
{{History||v0.2.1|Survival players now start with an infinite stack of sugar cane in the inventory.}}
{{History||v0.3.0|Sugar cane now drops its item form when mined.
|Survival players no longer start with an infinite stack of sugar cane in the inventory.}}
{{History||v0.5.0|Sugar cane can now be grown on [[sand]].
|Sugar cane can now be obtained after activating the [[nether reactor]].}}
{{History||v0.8.0|snap=build 5|[[Bone meal]] can now grow sugar cane to maximum height.}}
{{History||v0.9.0|snap=build 1|[[File:Sugar Cane JE2 BE2.png|32px]] The color of sugar cane now changes depending on the [[biome]] they are in.
|Using bone meal on sugar cane is no longer able to break blocks above it.}}
{{History||v0.12.1|snap=build 1|Sugar cane is no longer available from the [[nether reactor]].}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|[[File:Sugar Cane JE1 BE1.png|32px]] Due to a bug, sugar canes no longer change color depending on the [[biome]].}}
{{History|bedrock}}
{{History||1.2.13|snap=beta 1.2.13.5|[[File:Sugar Cane JE2 BE2.png|32px]] The color of sugar canes now changes depending on the [[biome]], once again.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Sugar Cane (item) JE2 BE2.png|32px]] The texture of the sugar cane [[item]] has been changed.
|Sugar cane can now be [[trading|bought]] from [[wandering trader]]s.}}
{{History||1.11.0|snap=beta 1.11.0.1|Sugar canes can now be used to fill up [[composter]]s.}}
{{History||1.17.0|snap=beta 1.17.0.50|[[File:Sugar Cane (item) JE3.png|32px]] The texture of the sugar cane item has been changed, so that it actually matches the color it uses when placed again.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added sugar canes.
|Sugar canes are solid, making it useful for growable walls. Unlike on Java Edition, they were never renamed to Sugar Cane.}}
{{History||xbox=TU2|Sugar canes are no longer solid, and arrows pass through them.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Sugar Cane JE2 BE2.png|32px]] The color of sugar cane now changes depending on the [[biome]] they're in.}}
{{History||xbox=TU60|xbone=CU51|ps=1.64|wiiu=Patch 30|switch=1.0.11|Sugar cane can now be grown with [[bonemeal]].}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Sugar Cane (item) JE2 BE2.png|32px]] The texture of the sugar cane [[item]] has been changed.}}
{{History||xbox=none|xbone=none|ps=1.91|wiiu=none|switch=none|Sugar cane can now be [[trading|bought]] from [[wandering trader]]s.
|Sugar canes can now be used to fill up [[composter]]s.}}

{{History|New Nintendo 3DS Edition}}
{{History||0.1.0|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added sugar cane.}}
{{History|foot}}

=== Sugar cane "item" ===
{{:Technical blocks/Sugar Cane}}

== Issues ==
{{Issue list}}

== Trivia ==
*When a sugar cane is broken at the second level, the time resets (for example, if a two-block high sugar cane is broken, but is just about to grow to the third stage, it would reset that time).
*By placing more sugar canes on top of a sugar cane plant, it is possible to create tall sugar canes (up to y=319, the maximum height for building), although they do not naturally grow this high.
*Before sugar cane received an official name, they were sometimes referred to as [[bamboo]], a block added 9 years later. Other names were "reeds" and "papyrus".

== Gallery ==
=== Renders ===
<gallery>
Plains Sugar Cane.png|Plains
Taiga Sugar Cane.png|Taiga
Snowy Plains Sugar Cane.png|Snowy plains
Jungle Sugar Cane.png|Jungle
Desert Sugar Cane.png|Desert
Swamp Sugar Cane (Cold).png|Swamp (cold)
Swamp Sugar Cane.png|Swamp
Badlands Sugar Cane.png|Badlands
</gallery>

=== In-game ===
<gallery>
Huge Sugar Farm.png|A large sugar cane farm using 2×2 [[water]] holes.
Sugar Cane Waterfall.png|Water flowing over sugar cane.
UnderwaterSugarCane.png|Naturally generated sugar cane found underwater.
Sugar and Cactus.png|A [[cactus]] and sugar cane stalk generated next to each other.
SugarCaneRavine.png|Sugar cane found in the [[ravine]].
Reeds in Winter mode.png|Reeds generated in the [[winter mode]].
Sugar Cane Naturally Growing.png|Sugar cane growing between [[biome]]s.
Mesa Sugar Cane.jpg|Sugar cane growing on [[red sand]] in a [[badlands]] biome.
Sugarcanenowaterglitch.png|Sugar cane generated without a water source.
SwampCane.png|Sugar cane generated in a [[swamp]] biome.
Sugar cane savanna.png|Sugar cane growing in a [[savanna]] biome.
ForestSugarcane.png|Sugar cane growing in a [[forest]] biome.
Lava cane.png|Sugar cane growing with lava flowing around it.
Before breaking.png|Sugar canes few seconds before breaking because the water is frozen.
Undergroundreed.png|A sugar cane plant that generated in an underground [[water lake]].
Cave Sugar.png|Another example.
</gallery>

=== Heights ===
<gallery>
Tall Sugar Cane.png|Four-block tall sugar cane.
4RiverCane.png|Four-block tall sugar cane.
4-block tall sugar cane.png|Four-block tall sugar cane in a [[plains]] biome.
</gallery>

== References ==
{{Reflist}}

{{Blocks|vegetation}}

{{Items}}

[[Category:Plants]]
[[Category:Natural blocks]]
[[Category:Non-solid blocks]]

[[cs:Cukrová třtina]]
[[de:Zuckerrohr]]
[[es:Caña de azúcar]]
[[fr:Canne à sucre]]
[[hu:Cukornád]]
[[it:Canna da zucchero]]
[[ja:サトウキビ]]
[[ko:사탕수수]]
[[nl:Suikerriet]]
[[pl:Trzcina cukrowa]]
[[pt:Cana-de-açúcar]]
[[ru:Сахарный тростник]]
[[th:อ้อย]]
[[uk:Цукрова тростина]]
[[zh:甘蔗]]</li><li>[[Axe|Axe]]<br/>{{For}}
{{Item
| image = <gallery>
Wooden Axe.png | Wooden
Stone Axe.png | Stone
Iron Axe.png | Iron
Golden Axe.png | Golden
Diamond Axe.png | Diamond
Netherite Axe.png | Netherite
</gallery>
| rarity = Common
| renewable = 
* '''Netherite''': No 
* '''Others''': Yes
| durability = 
'''Bedrock Edition'''
* Golden: 33
* Wooden: 60 
* Stone: 132
* Iron: 251
* Diamond: 1562
* Netherite: 2032
'''Java Edition'''
* Golden: 32
* Wooden: 59
* Stone: 131
* Iron: 250
* Diamond: 1561
* Netherite: 2031
| stackable = No
}}

An '''axe''' is a [[tool]] used to hasten the [[breaking]] of [[wood]]-based or other tough organic [[block]]s, strip or scrape certain blocks, or as a melee [[weapon]] that can disable [[Shield|shields]] it hits.

==Obtaining==
===Crafting===
{{Crafting
  |head=1
  |showname=0
  |showdescription=1
  |name=[[Axe]]
  |A1={Any Planks}; Iron Ingot; Gold Ingot; Diamond
  |B1={Any Planks}; Iron Ingot; Gold Ingot; Diamond
  |A2={Any Planks}; Iron Ingot; Gold Ingot; Diamond
  |B2=Stick
  |B3=Stick
  |Output= Wooden Axe; Iron Axe; Golden Axe; Diamond Axe
  |type= Tool
}}
{{Crafting
  |name=[[Stone Axe]]
  |A1=Any stone-tier block |B1=Any stone-tier block
  |A2=Any stone-tier block |B2=Stick
  |B3=Stick
  |Output=Stone Axe
  |type=Tool
  |description=Can use cobblestone and its other variants interchangeably.
}}
{{Crafting
  |foot=1
  |ignoreusage=1
  |name=[[Axe]]
  |ingredients=Damaged Matching [[Axe]]
  |Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
  |Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
  |Output=Wooden Axe; Stone Axe; Iron Axe; Golden Axe; Diamond Axe; Netherite Axe
  |description= The durability of the two axes is added together, plus an extra 5% durability.
  |type= Tool
}}

=== Upgrading ===
{{Smithing
|head=1
|Netherite Upgrade
|Diamond Axe
|Netherite Ingot
|Netherite Axe
|tail=1
}}

===Repairing===

====Grinding====
{{Grinding
|showdescription=1
|ingredients= 2× Damaged [[Wooden Axe]] or 2× Damaged [[Stone Axe]] or 2× Damaged [[Iron Axe]] or 2× Damaged [[Golden Axe]] or 2× Damaged [[Diamond Axe]] or 2× Damaged [[Netherite Axe]]
|Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
|Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
|Wooden Axe; Stone Axe; Iron Axe; Golden Axe; Diamond Axe; Netherite Axe
|description=The durability of the two axes is added together, plus an extra 5% of max durability.
}}

====[[Anvil mechanics#Unit repair|Unit repair]]====
An axe can be repaired in an [[anvil]] by adding units of the [[tiers|tier]]'s repair material, with each repair material restoring 25% of the axe's maximum durability, rounded down.

===Mob loot===

==== Equipment ====
{{Main|Drops#Equipped items}}

A [[vindicator]] spawns with an iron axe and has an 8.5% chance (9.5% with Looting I, 10.5% with Looting II, and 11.5% with Looting III) of dropping it upon death by the player. It is usually heavily damaged and is sometimes enchanted.

A [[piglin brute]] spawns with a golden axe and has an 8.5% chance (9.5% with Looting I, 10.5% with Looting II, and 11.5% with Looting III) of dropping it upon death by the player. Also, {{in|java}}, [[Zombified Piglin|zombified piglins]] can drop their golden axe (with the same chance as piglin brute drop) if they have been zombified from a [[Piglin Brute|piglin brute.]]

====Raids====
{{IN|be}}, [[Vindicator]] and [[pillager]]s that spawn in raids have a 4.1% chance (5.12% on hard) to drop a badly-damaged iron axe, which is sometimes enchanted with a random enchantment. A vindicator can drop 2 iron axes, one from natural equipment and one from raid drops.

===Trading===
Novice-level [[Trading#Toolsmith|Toolsmith]] [[villager]]s have a 25% chance to sell a stone axe for one [[emerald]], journeyman-level Toolsmith villagers have a 25% chance to sell an enchanted iron axe for eight emeralds, and expert-level Toolsmith villagers have a 50% chance to sell an enchanted diamond axe for 13 emeralds.{{only|bedrock}}

Novice-level [[Trading#Toolsmith 2|Toolsmith]] villagers have a 40% chance to sell a stone axe for one emerald, journeyman-level Toolsmith villagers have a 40% chance to sell an enchanted iron axe for 7-22 emeralds, and expert-level Toolsmith villagers have a 66.67% chance to sell an enchanted diamond axe for 18-35 emeralds.{{only|java}}

Novice-level [[Trading#Weaponsmith|Weaponsmith]] [[villager]]s sell an iron axe for 3 emeralds as one of their trades, and master-level Weaponsmith villagers sell an enchanted diamond axe for 12 emeralds.{{only|bedrock}}

Novice-level [[Trading#Weaponsmith 2|Weaponsmith]] villagers have a 66.67% chance to sell an iron axe for 3 emeralds. Master-level Weaponsmith villagers always offer to sell an enchanted diamond axe for 18-35 emeralds.{{only|java}}

The enchantments are the same as the ones obtained from an [[enchantment table]] at levels 5–19.

=== Villager gifts ===
[[Trading#Toolsmith 2|Toolsmith]] [[villagers]] occasionally throw stone axes at players with the [[Hero of the Village]] status effect.{{only|java}}

[[Trading#Weaponsmith 2|Weaponsmith]] [[villagers]] occasionally throw either stone, gold, or iron axes at players with the [[Hero of the Village]] status effect.{{only|java}}

===Structure loot===
{{IN|JE}}, a sealed room in [[woodland mansion]]s can appear that has a chest always containing an [[Efficiency]] I iron axe.
{{LootChestItem|wooden-axe,stone-axe,random-enchanted-golden-axe,damaged-random-enchanted-netherite-axe,iron-axe}}

==Usage==

===Chopping===
An axe is used to break [[logs]], blocks derived from wood and some other blocks faster than by using other tools. An axe uses 1 durability to break 1 block. For blocks that break instantly, it uses 0 durability.

====Durability====
Each tier of axe has a different durability:
{| class="wikitable sortable"
! Material
! [[Durability]]
|-
| {{itemLink|Wooden Axe|Wood|link=Axe}}
| 59
|-
| {{itemLink|Stone Axe|Stone|link=Axe}}
| 131
|-
| {{itemLink|Iron Axe|Iron|link=Axe}}
| 250
|-
| {{itemLink|Diamond Axe|Diamond|link=Axe}}
| 1561
|-
| {{itemLink|Golden Axe|Golden|link=Axe}}
| 32
|-
| {{itemLink|Netherite Axe|Netherite|link=Axe}}
| 2031
|}

====Speed====
The following table summarizes the speed at which axes of different qualities perform.
{{breaking row|Wooden Trapdoors|link=Trapdoor|sort=1|simple=1}}
{{breaking row|Wooden Doors|item=1|link=Door|sprite=oak-door}}
{{breaking row|Barrel}}
{{breaking row|Cartography Table}}
{{breaking row|Chest}}
{{breaking row|Trapped Chest}}
{{breaking row|Crafting Table}}
{{breaking row|Fletching Table}}
{{breaking row|Lectern}}
{{breaking row|Loom}}
{{breaking row|Smithing Table}}
{{breaking row|Bamboo Mosaic}}
{{breaking row|Block of Bamboo}}
{{breaking row|Campfire}}
{{breaking row|Fences}}
{{breaking row|Fence Gates}}
{{breaking row|Jukebox}}
{{breaking row|Logs}}
{{breaking row|Planks}}
{{breaking row|Wooden Slabs|link=Slabs|sprite=all-wooden-slabs}}
{{breaking row|Wooden Stairs|link=Stairs|sprite=all-wooden-stairs}}
{{breaking row|Bookshelf}}
{{breaking row|Chiseled Bookshelf}}
{{breaking row|Banners}}
{{breaking row|Jack o'Lantern}}
{{breaking row|Melon}}
{{breaking row|Pumpkin}}
{{breaking row|Sign|sprite=oak-sign}}
{{breaking row|Hanging Sign|sprite=hanging-oak-sign}}
{{breaking row|Note Block}}
{{breaking row|Mangrove Roots}}
{{breaking row|Wooden Pressure Plate|sprite=oak-pressure-plate}}
{{breaking row|Beehive}}
{{breaking row|Ladder}}
{{breaking row|Bee Nest|drop=0}}
{{breaking row|Composter}}
{{breaking row|Bamboo}}
{{breaking row|sprite=red-bed|Bed}}
{{breaking row|Cocoa}}
{{breaking row|Daylight Detector}}
{{breaking row|Mushroom Block|sprite=mushroom-blocks}}
{{breaking row|Vines|drop=0|foot=1}}

=== Stripping ===
{{control|Using}} an axe on a [[log]], [[wood]] block, [[block of bamboo]]\, or [[block of copper]] causes it to become a [[stripped log]], [[stripped wood]] block, [[block of stripped bamboo]], or removes one layer of oxidization or wax, respectively. This consumes one point of durability from the axe.

===Weapon===
An axe loses 2 points of durability when used as a weapon. 

==== Bedrock Edition ====
{{IN|bedrock}}, axes always attack instantly and deal {{hp|1}} less damage than a [[sword]] of the same quality but it lowers the durability of armor and shields faster than any other tool in-game.
{| class="wikitable" style="text-align:center" data-description="Bedrock damage"
! Material !! Damage
|-
| {{ItemSprite|Wooden Axe}} Wooden || rowspan="2" |{{hp|4}}
|-
| {{ItemSprite|Golden Axe}} Golden
|-
| {{ItemSprite|Stone Axe}} Stone ||{{hp|5}}
|-
| {{ItemSprite|Iron Axe}} Iron ||{{hp|6}}
|-
| {{ItemSprite|Diamond Axe}} Diamond ||{{hp|7}}
|-
| {{ItemSprite|Netherite Axe}} Netherite ||{{hp|8}}
|}

====Java Edition====

Attacking a [[shield]] user with an axe should have a chance to disable the use of the shield for 5 seconds, but currently this always disables a shield.<ref>{{bug|MC-197537}}</ref> The base chance is 25%, plus 5 percentage points per level of [[Efficiency]] on the axe, plus 75 percentage points if attacking while sprinting. [[Vindicator]]s, [[piglin brute]]s, or other [[mob]]s with commands always disable the player's shield. Damage done when using an axe as a weapon is more than that of a [[sword]] of the same tier, though they take longer than a sword to [[Damage#Attack cooldown|recover]], resulting in lower <abbr title="Damage/Second">DPS</abbr> (with the exception of [[gold]]en axes). The damage dealt and cooldown time depends on the type:

{| class="wikitable" style="text-align:center" data-description="Attack damage"
! Material
! {{ItemSprite|Wooden Axe|text=Wooden}}
! {{ItemSprite|Golden Axe|text=Gold}}
! {{ItemSprite|Stone Axe|text=Stone}}
! {{ItemSprite|Iron Axe|text=Iron}}
! {{ItemSprite|Diamond Axe|text=Diamond}}
! {{ItemSprite|Netherite Axe|text=Netherite}}
|-
! Attack Damage
| {{hp|7}}
| {{hp|7}}
| {{hp|9}}
| {{hp|9}}
| {{hp|9}}
| {{hp|10}}
|-
! Attack Speed
| 0.8
| 1.0
| 0.8
| 0.9
| 1.0
| 1.0
|-
! Recovery time
| {{convert|1.25|sec|tick|sep=}}
| {{convert|1|sec|tick|sep=}}
| {{convert|1.25|sec|tick|sep=}}
| {{convert|1.11|sec|tick|sep=}}
| {{convert|1|sec|tick|sep=}}
| {{convert|1|sec|tick|sep=}}
|-
! <abbr title="Damage/Second">DPS</abbr>
| 5.6
| 7.0
| 7.2
| 8.1
| 9.0
| 10.0
|-
! Lifetime damage inflicted<ref group="note">The formula to find the total lifetime damage is <code>ceil(''durability'' ÷ 2) × ''damage per hit''</code>. The durability is halved then ceiled because axes take double durability when used as a weapon, and the last 1 durability can also deal damage. The formula also ignores enchantments and critical hits, and assumes each attack is performed at maximum charge.</ref>
| {{hp|210}}
| {{hp|112}}
| {{hp|594}}
| {{hp|1125}}
| {{hp|7029}}
| {{hp|10160}}
|}
{{notelist}}

=== Enchantments ===
An axe can receive the following enchantments:
{| class="wikitable col-2-center col-3-right"
|+
!Name
!Max Level
![[Enchanting|Method]]
|-
|[[Fortune]]<ref group=note name=exc>Silk Touch and Fortune are mutually exclusive.</ref>
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Silk Touch]]<ref group=note name=exc/>
|I
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Efficiency]]
|V
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Unbreaking]]
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Sharpness]]<ref group="note" name="exc2">Sharpness, Smite, Bane of Arthropods, and Cleaving{{upcoming|java Combat Tests}} are mutually exclusive.</ref>
|V
|{{Inventory slot|Anvil}}
|-
|[[Smite]]<ref group="note" name=exc2/>
|V
|{{Inventory slot|Anvil}}
|-
|[[Bane of Arthropods]]<ref group="note" name=exc2/>
|V
|{{Inventory slot|Anvil}}
|-
|[[Fire Aspect]]{{upcoming|java Combat Tests}}<ref group="note" name="sword">Fire Aspect, Looting, Knockback, and Sweeping Edge currently exist, but they can be used only for [[sword]]s.</ref>
|II
|{{Inventory slot|Anvil}}
|-
|[[Looting]]{{upcoming|java Combat Tests}}<ref group="note" name="sword" />
|III
|{{Inventory slot|Anvil}}
|-
|[[Knockback]]{{upcoming|java Combat Tests}}<ref group="note" name="sword" />
|II
|{{Inventory slot|Anvil}}
|-
|[[Cleaving]]{{upcoming|java Combat Tests}}<ref group="note" name="exc2" />
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Sweeping Edge]]{{upcoming|java Combat Tests}}<ref group="note" name="sword" />
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Mending]]
|I
|{{Inventory slot|Anvil}}
|-
|[[Curse of Vanishing]]
|I
|{{Inventory slot|Anvil}}
|}

{{notelist}}

=== Fuel===
Wooden axes can be used as a fuel in [[furnace]]s, smelting 1 item per axe.

===Smelting ingredient===
{{Smelting|showname=1|Iron Axe;Golden Axe|Iron Nugget;Gold Nugget|0,1}}

===Piglins===
{{EntityLink|Piglin|Piglins}} are attracted to golden axes and run toward any golden axes on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory.

== Sounds ==
{{el|je}}:
{{Sound table
|sound=Axe strip1.ogg
|sound2=Axe strip2.ogg
|sound3=Axe strip3.ogg
|sound4=Axe strip4.ogg
|subtitle=Axe strips
|source=block
|description=When an axe strips a log or wood block
|id=item.axe.strip
|translationkey=subtitles.item.axe.strip
|volume=0.9
|pitch=1.0/0.85
|distance=16}}
{{Sound table
|sound=wax_off1.ogg
|sound2=wax_off2.ogg
|sound3=wax_off3.ogg
|subtitle=Wax off
|source=block
|description=When an axe unwaxes a [[block of copper]]
|id=item.axe.wax_off
|translationkey=subtitles.item.axe.wax_off
|volume=1.0
|pitch=0.9/1.1/1.0
|distance=16}}
{{Sound table
|sound=scrape1.ogg
|sound2=scrape2.ogg
|sound3=scrape3.ogg
|subtitle=Axe scrapes
|source=block
|description=When an axe deoxidizes a block of copper
|id=item.axe.scrape
|translationkey=subtitles.item.axe.scrape
|volume=1.0
|pitch=1.0/0.9/1.1
|distance=16}}
{{Sound table
|sound=Random break.ogg
|subtitle=Item breaks
|source=player
|description=When an axe'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=Wood hit1.ogg
|sound2=Wood hit2.ogg
|sound3=Wood hit3.ogg
|sound4=Wood hit4.ogg
|sound5=Wood hit5.ogg
|sound6=Wood hit6.ogg
|source=block
|description=When an axe strips a log or wood block <ref group=sound name=stripsoundbug>{{Bug|MCPE-106552}}</ref>
|id=use.wood
|volume=1.0
|pitch=0.8}}
{{Sound table
|sound=Stem step1.ogg
|sound2=Stem step2.ogg
|sound3=Stem step3.ogg
|sound4=Stem step4.ogg
|sound5=Stem step5.ogg
|sound6=Stem step6.ogg
|source=block
|description=When an axe strips a stem or hyphae block <ref group=sound name=stripsoundbug/>
|id=use.stem
|volume=1.0
|pitch=0.8}}
{{Sound table
|sound=Bamboo wood step1.ogg
|sound2=Bamboo wood step2.ogg
|sound3=Bamboo wood step3.ogg
|sound4=Bamboo wood step4.ogg
|sound5=Bamboo wood step5.ogg
|sound6=Bamboo wood step6.ogg
|source=player
|description=When an axe strips a [[block of bamboo]] <ref group=sound name=stripsoundbug/>
|id=step.bamboo_wood
|volume=1.0
|pitch=0.8}}
{{Sound table
|sound=Cherry wood step1.ogg
|sound2=Cherry wood step2.ogg
|sound3=Cherry wood step3.ogg
|sound4=Cherry wood step4.ogg
|sound5=Cherry wood step5.ogg
|sound6=Cherry wood step6.ogg
|source=player
|description=When an axe strips a cherry log or cherry wood block <ref group=sound name=stripsoundbug/>
|id=step.cherry_wood
|volume=1.0
|pitch=0.8}}
{{Sound table
|sound=wax_off1.ogg
|sound2=wax_off2.ogg
|sound3=wax_off3.ogg
|source=neutral
|description=When an axe unwaxes or deoxidizes a block of copper {{More info|Is use.copper used as well?}}
|id=copper.wax.off
|volume=1.0
|pitch=0.8-1.2}}
{{Sound table
|sound=Random break.ogg
|source=player
|description=When an axe'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 Axe
|spritetype=item
|nameid=wooden_axe
|form=item}}
{{ID table
|displayname=Stone Axe
|spritetype=item
|nameid=stone_axe
|form=item}}
{{ID table
|displayname=Iron Axe
|spritetype=item
|nameid=iron_axe
|form=item}}
{{ID table
|displayname=Diamond Axe
|spritetype=item
|nameid=diamond_axe
|form=item}}
{{ID table
|displayname=Golden Axe
|spritetype=item
|nameid=golden_axe
|form=item}}
{{ID table
|displayname=Netherite Axe
|spritetype=item
|nameid=netherite_axe
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Wooden Axe
|spritetype=item
|nameid=wooden_axe
|id=311
|form=item}}
{{ID table
|displayname=Stone Axe
|spritetype=item
|nameid=stone_axe
|id=315
|form=item}}
{{ID table
|displayname=Iron Axe
|spritetype=item
|nameid=iron_axe
|id=298
|form=item}}
{{ID table
|displayname=Diamond Axe
|spritetype=item
|nameid=diamond_axe
|id=319
|form=item}}
{{ID table
|displayname=Golden Axe
|spritetype=item
|nameid=golden_axe
|id=325
|form=item}}
{{ID table
|displayname=Netherite Axe
|spritetype=item
|nameid=netherite_axe
|id=607
|form=item
|foot=1}}

==Achievements==
{{load achievements|MOAR Tools ;Oooh, shiny!}}

==Advancements ==
{{load advancements|Oh Shiny;Wax off}}

==History==
{{History|java indev}}
{{History||0.31|snap=20100110|[[File:Iron Axe JE1.png|32px]] Added iron axes.
|An axe is used to gather [[log|wood]] 400% faster than by hand.
|When starting in a new world, the [[player]] is given one of each [[tools|tool]].}}
{{History|||snap=20100122|[[File:Iron Axe JE2.png|32px]] The texture of axes has been changed. Half of the axe head has been removed.}}
{{History|||snap=20100124|[[File:Iron Axe JE3.png|32px]] The texture of axes has been changed again. The other axe head is now used instead.
|A complete toolset 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 Axe JE1 BE1.png|32px]] [[File:Stone Axe JE1 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] [[Tools]] now have tiers. Wooden, stone, and diamond axes have been added.
|[[File:Iron Axe JE4 BE1.png|32px]] The texture of iron axes has been changed.
|An axe 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|Wooden, stone, iron, and diamond axes can now be [[craft]]ed.}}
{{History|||snap=20100130|[[File:Golden Axe JE1.png|32px]] Axes can now be made out of gold.}}
{{History|||snap=20100201-1|[[Tools]] now take [[damage]] when being used. Better tools now last longer.}}
{{History||20100206|[[File:Golden Axe JE2 BE1.png|32px]] The texture of golden axes has been changed.}}
{{History|java beta}}
{{History||1.2|Gold [[tools]], including axes, now remove [[block]]s faster than diamond tools.}}
{{History|java}}
{{History||1.2.4|snap=release|[[Spruce planks]], [[birch planks]], and [[jungle planks]] can now be used to craft wooden axes.}}
{{History||1.3.1|snap=12w16a|Wooden and stone axes are now found in the new [[bonus chest]]s.}}
{{History|||snap=12w18a|Wooden axes can now be used as [[fuel]] in a [[furnace]].}}
{{History|||snap=12w21a|Blacksmith [[villager]]s now [[trading|sell]] 1 diamond axe for 9–11 [[emerald]]s, and 1 iron axe for 6–7 emeralds.}}
{{History||1.6.1|snap=13w21a|Instead of replacing the barehanded [[damage]] ({{hp|1}}), axes now add their damage onto the barehanded damage, which results in all axes 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 axes.}}
{{History||1.8|snap=14w02a|Weapon smith villagers now sell 1 [[enchanting|enchanted]] diamond axe for 9–12 emeralds, and 1 iron axe for 6–8 emeralds. Unenchanted diamond axes are no longer sold.}}
{{History||1.9|snap=15w34a|Axes now use the attack speed combat mechanic meter. The time it takes for the meter to fill up for an axe is 1.2 seconds.}}
{{History|||snap=15w34b|Axes now have an attack speed of 0.8, taking about 1.25 seconds to fill the attack meter.}}
{{History|||snap=15w34c|Axes do {{hp|4}} more [[damage]] than previously.
|Axes now have an attack speed of 0.85.
|Axes can now temporarily disable [[shield]] use.}}
{{History|||snap=15w35a|The [[damage]] of axes has been reduced by {{hp|1}}.
|The speed of axes has been increased to 0.9.}}
{{History|||snap=15w37a|Stone and diamond axes now both do {{hp|9}} damage, instead of the previous {{hp|8}} and {{hp|10}} respectively.
|Axes now have attack speed based on the tier, with wooden and stone having a speed of 0.8, iron having a speed of 0.9, and diamond and gold having a speed of 1.}}
{{History|||snap=15w43a|Stone axes may now be found in [[igloo]] basement chests.}}
{{History|||snap=15w44a|The average yield of stone and wooden axes from [[bonus chest]]s has been decreased.}}
{{History||1.11.1|snap=16w50a|Golden and iron axes now [[smelting|smelt]] 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 271, 275, 258, 279 and 286.}}
{{History||1.13|snap=18w07a|{{control|Using}} an axe on a block of [[wood]] or [[log]] now turns it into a stripped block of wood or log.}}
{{History|||snap=18w09a|Stone axes now can generate in the [[chest]]s of [[underwater ruins]].}}
{{History|||snap=pre2|{{control|Using}} an axe on a bark now turns it into a stripped bark.}}
{{History||1.14|snap=18w43a|[[File:Wooden Axe JE2 BE2.png|32px]] [[File:Stone Axe JE2 BE2.png|32px]] [[File:Iron Axe JE5 BE2.png|32px]] [[File:Golden Axe JE3 BE2.png|32px]] [[File:Diamond Axe JE2 BE2.png|32px]] The textures of all axes have been changed.}}
{{History|||snap=19w11a|Toolsmith villagers now sell stone axes, as well as enchanted iron and diamond axes.}}
{{History|||snap=19w13a|Toolsmith villagers now give stone axes to players under the [[Hero of the Village]] effect.
|Weaponsmith villagers now give stone, golden and iron axes to players under the [[Hero of the Village]] effect.}}
{{History||1.16|snap=20w06a|[[File:Netherite Axe JE1.png|32px]] Added netherite axes.
|Netherite axes are obtained by combining one diamond axe and one netherite ingot in a crafting table.
|[[Crimson planks]] and [[warped planks]] can now be used to craft wooden axes.}}
{{History|||snap=20w09a|[[File:Diamond Axe JE3 BE3.png|32px]] The texture of diamond axes has been changed.}}
{{History|||snap=20w10a|[[File:Netherite Axe JE2.png|32px]] The texture of netherite axes has been changed.
|Netherite axes can no longer be crafted.
|Netherite axes are now obtained by combining one diamond axe and one netherite ingot in a smithing table.}}
{{History|||snap=20w15a|Stone axes can now be crafted using [[blackstone]].}}
{{History|||snap=20w16a|Golden axes now generate randomly enchanted in [[ruined portal]] chests.}} 
{{History||1.16.2|snap=20w30a|Enchanted golden axes can now be found in [[bastion remnant]] chests.}}
{{History||1.17|snap=21w08a|Stone axes can now be crafted using [[cobbled deepslate]].}}
{{History|||snap=21w11a|Axes can now be used to scrape wax and oxidation off [[copper block]]s.}}
{{History||1.19|snap=22w11a|[[Mangrove planks]] can now be used to craft wooden axes.}}
{{History||1.20 (Experimental)|link=1.19.3|snap=22w42a|Added [[block of bamboo]], which when used with an axe gives a block of stripped bamboo.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Upgrading diamond axes to netherite axes now requires the netherite upgrade [[smithing template]].}}
{{History||1.20|snap=23w12a|Iron axes can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]].}}

{{History|upcoming java}}
{{History||Combat Tests|snap=1.14.3 - Combat Test|The attack speed for all axes has been increased to 2.
|All axes now deal {{hp|1}} more [[damage]] than their sword counterparts.}}
{{History|||snap=Combat Test 3|The [[Cleaving|Chopping]] enchantment has been added for axes, which adds 1 damage and 0.5 seconds (10 [[game tick]]s) of [[shield]] stunning per level and is mutually exclusive with [[Sharpness]].
|Axes now always disable shields for {{convert|1.6|seconds|ticks}}, instead of having a 25% to disable them for 5 seconds (100 game ticks).
|Axes now take 1 damage when attacking instead of 2.
|The [[Sweeping Edge]] enchantment can now be applied to axes.}}
{{History|||snap=Combat Test 4|[[Knockback]], [[Looting]], and [[Fire Aspect]] enchantments can now be applied to axes.}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Stone Axe JE1 BE1.png|32px]] Added stone axes.}}
{{History||v0.3.0|[[File:Wooden Axe JE1 BE1.png|32px]] Added wooden axes.
|Survival players no longer start with an infinite durability stone axe in the inventory.}}
{{History||v0.3.2|[[File:Iron Axe JE4 BE1.png|32px]] [[File:Golden Axe JE2 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] Added iron, golden and diamond axes.}}
{{History||v0.4.0|Removed stone axes from the creative inventory.}}
{{History||v0.11.0|snap=build 11|All axes are now available in the [[creative]] [[inventory]].}}
{{History|||snap=build 12|All axes have been removed from creative.}}
{{History|||snap=build 13|All axes have been re-added to creative mode.}}
{{History||v0.12.1|snap=build 1|Instead of replacing the barehanded [[damage]] ({{hp|1}}), axes now add their damage onto the barehanded damage, which results in all axes doing {{hp|1}} more damage than before.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Stone axes now can be found inside [[igloo]] basement [[chest]]s.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Weaponsmith [[villager]]s now [[trading|sell]] iron axes for 6-8 [[emerald]]s as part of their first tier [[trading|trades]] and [[enchanting|enchanted]] diamond axes for 9-12 emeralds as part of their third tier trades.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Iron and golden axes are now [[smelting|smeltable]].
|Iron axes with the [[Efficiency]] I enchantment can now be found inside [[chest]]s in [[woodland mansion]]s.
|Added [[vindicator]]s, who rarely [[drops|drop]] iron axes.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Wooden and stone axes can now be found in [[bonus chest]]s.}}
{{History||1.4.0|snap=beta 1.2.13.8|Using an axe on a [[log]] now turns it into a stripped log.}}
{{History|||snap=beta 1.2.20.1|Stone axes can now be found inside [[underwater ruins]] chests.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Wooden Axe JE2 BE2.png|32px]] [[File:Stone Axe JE2 BE2.png|32px]] [[File:Iron Axe JE5 BE2.png|32px]] [[File:Golden Axe JE3 BE2.png|32px]] [[File:Diamond Axe JE2 BE2.png|32px]] The textures of all axes have been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|[[Vindicator]]s and [[pillager]]s that spawn in [[raid]]s can now [[drops|drop]] an iron axe.
|[[Trading]] has been changed, weaponsmith [[villager]]s now [[trading|sell]] iron axes for 3 [[emerald]]s and [[enchanting|enchanted]] diamond axes for 12 emeralds as part of their fourth tier [[trading|trades]].
|Stone axes, enchanted iron axes, and diamond axes can now be [[trading|bought]] from toolsmith villagers.}}
{{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Axe BE1.png|32px]] Added netherite axes.|Netherite axes are obtained by combining one diamond axe and one netherite ingot in a crafting table.
|[[File:Diamond Axe JE3 BE3.png|32px]] The texture of diamond axes has been changed.}}
{{History|||snap=beta 1.16.0.57|Netherite axes can no longer be crafted.
|Netherite axes are now obtained by combining one diamond axe and one netherite ingot in a smithing table.
|Stone axes can now be crafted using blackstone.
|Golden axes now generate randomly enchanted in [[ruined portal]] chests.
|Netherite axes now generate randomly enchanted in [[bastion remnant]] chests.}}
{{History||1.16.20|snap=beta 1.16.20.50|Added [[piglin brute]]s, who rarely drop golden axes.}}
{{History||1.16.100|snap=beta 1.16.100.54|Piglin brutes no longer spawn with enchanted axes.}}
{{History|||snap=beta 1.16.100.55|Zombified piglins that are converted from piglin brutes now keep their golden axes.}}
{{History||1.16.220|snap=beta 1.16.220.52|Axes can now be used to scrape wax off copper blocks.}}
{{History||1.18.30|snap=beta 1.18.30.26|Axes can now temporarily disable [[shield]] use. This is 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|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Wooden Axe JE1 BE1.png|32px]] [[File:Stone Axe JE1 BE1.png|32px]] [[File:Iron Axe JE4 BE1.png|32px]] [[File:Golden Axe JE2 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] Added axes (all five types).}}
{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Iron and golden axes are now [[smelting|smeltable]].}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Wooden Axe JE2 BE2.png|32px]] [[File:Stone Axe JE2 BE2.png|32px]] [[File:Iron Axe JE5 BE2.png|32px]] [[File:Golden Axe JE3 BE2.png|32px]] [[File:Diamond Axe JE2 BE2.png|32px]] The textures of all axes have been changed.}}

{{History|New Nintendo 3DS Edition}}
{{History||0.1.0|[[File:Wooden Axe JE1 BE1.png|32px]] [[File:Stone Axe JE1 BE1.png|32px]] [[File:Iron Axe JE4 BE1.png|32px]] [[File:Golden Axe JE2 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] Added axes.}}
{{History|foot}}

==Issues==
{{issue list}}

==Trivia==
*Before [[Java Edition 1.13]], in the language files, axes were referred to as Hatchets.<ref name="1.8 lang">''1.8/assets/minecraft/lang/en_US.lang'', line 915: '''item.hatchetIron.name= Iron Axe'''</ref>
*Weaponsmith villagers gifting stone, iron and golden axes is a reference to the story ''[[wikipedia:The Honest Woodcutter|The Honest Woodcutter]]'', where a woodcutter dropped his axe into a river, and is successively provided a silver and a golden axe by the river god.{{cn}}

== Gallery ==
<gallery>
Stone Axe SDGP.png|Stone axe in the [[Super Duper Graphics Pack]].
</gallery>
=== Enchanted axes ===
<gallery>
Enchanted Wooden Axe.gif
Enchanted Stone Axe.gif
Enchanted Iron Axe.gif
Enchanted Golden Axe.gif
Enchanted Diamond Axe.gif
Enchanted Netherite Axe.gif
</gallery>

==See also==
*{{ItemLink|Pickaxe}}

==References==
{{Reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--axe Taking Inventory: Axe] – Minecraft.net on February 6, 2020

{{items}}

[[Category:Combat]]

[[cs:Sekera]]
[[de:Axt]]
[[es:Hacha]]
[[fr:Hache]]
[[hu:Balta]]
[[ja:斧]]
[[ko:도끼]]
[[nl:Bijl]]
[[pl:Siekiera]]
[[pt:Machado]]
[[ru:Топор]]
[[th:ขวาน]]
[[uk:Сокира]]
[[zh:斧]]</li></ul>
beta 1.19.0.20Wardens are now available without having to enable experimental gameplay.
Added hurt, death, and angry listening sound effects.
Wardens can now preserve anger levels toward despawned entities.
Wardens no longer get angry toward other wardens or inanimate objects.
beta 1.19.0.26Wardens now charge and release a ranged attack when the target is found to be well beyond the melee attack's range. This attack can penetrate walls.
Wardens can now smell players from further away.
The vertical range in which wardens get angry has been increased to 6 to 20 blocks.
Wardens now gets angry at all living mobs that bump into it, not just players.
Wardens now prioritize attacking players over other mobs.
beta 1.19.0.28Wardens now drop one sculk catalyst upon death.
The amount of damage dealt by its ranged attack has been decreased from 30♥ × 15 to 10♥♥♥♥♥.
The cooldown for their ranged attack has been decreased from 5 to 2 seconds.
The ranged attack can now bypass shields and armor.

Issues

Issues relating to "Warden" are maintained on the bug tracker. Report issues there.

Trivia

  • The concept for the warden was originally planned for the Nether Update as a "blind piglin that could only respond to sounds" that could be found within a "new biome".[10]
  • Some previous names being considered for the warden were the shade,[11] the stalker, and the hollowed.[12]
    • The stalker iteration was tall and asymmetrical with a glowing core (sometimes referred to as a chest crystal[13]). It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a form one block high form to prevent players from escaping through small tunnels. This iteration, specifically its appearance and transformation mechanic, felt clunky and was more goofy than scary, so it was scrapped by the Mojang developers.[14]
    • The hollowed was designed with the intent of inciting trypophobia and had white flesh with holes in it. The developers deemed that iteration too gory and had to be toned down.[15]
  • In the sixth episode of The Secrets of Minecraft, it was jokingly revealed that the warden's personal name was "William", similar to how the player, the ender dragon, and the wither all have personal joke names.[12] The name "warden" was also jokingly broken down into "War! Dens!" in the description.
    • "Jonathan" can be seen on a blackboard for name suggestions alongside "the stalker" and "the hollowed".
    • It also jokingly explained that the name "warden" was the result of calling it "William" and spelling it wrong.
      • In the tenth episode, Narrator mistakingly calls William by the name Jonathan before quickly correcting himself.[16]
  • Brandon Pearce stated in a tweet that the souls in the warden's chest is incredibly important to its lore.[17]
    • He also stated that the warden is inspired by the "monster" heard at the end of the music disc "11".[18]
  • Coincidentally, in the spin-off game, Minecraft: Story Mode, there is an unrelated character also named The Warden.
  • Although the warden is supposed to be blind, spectating it reveals that it still has normal vision.

Gallery

Animations

Screenshots

Developer screenshots

Artwork

Concept artwork

Videos

Other gameplay

References

  1. "Currently the Warden's heartbeat gets faster the angrier or "close" it is to find its prey. In real time, this has really felt like it mimics the panic level of the player itself — the closer the Warden is to finding you, the more anxious you're probably going to be."@kingbdogz on X, October 17, 2021
  2. "Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player."@kingbdogz on X, November 26, 2021
  3. MC-251045
  4. "You shouldn't be killing Wardens, they are designed to be unkillable"@kingbdogz on X, August 17, 2021
  5. "No"@kingbdogz on X, July 7, 2021
  6. "Kinda. Wardens have no capability to detect players through vision. It technically has no idea where the player is, a system tells the Warden a general location that the player MIGHT be, not exactly. Only when the Warden suspects a mob enough that it knows their exact position"@kingbdogz on X, November 26, 2021
  7. "Also currently it sniffs out the mob/player that it is most suspicious of, rather than the nearest mob/player."@kingbdogz on X, November 26, 2021
  8. MC-249642
  9. MC-250192
  10. https://www.minecraft.net/en-us/article/meet-warden
  11. "Minecraft Now: Wild Update and Farlands ft AntVenom!" – Minecraft on YouTube, May 19, 2022
  12. a b "The Secrets of How We're Making the Warden" – Minecraft on YouTube, January 21, 2022
  13. https://www.minecraft.net/en-us/article/meet-warden
  14. "Some ideas we had for early iterations of the Warden. stalkers were going to have a glowing item in the middle of its chest that you would also randomly find throughout the biome floating on totems. The idea was stalkers would stand perfectly still to "fake" those glowing items."@kingbdogz on X, January 22, 2022
  15. "146 - From Modding to Mojang with Kingbdogz // The Spawn Chunks: A Minecraft Podcast" – The Spawn Chunks @ 2:55 on YouTube, June 21, 2021
  16. "The Secrets of Minecraft's Deep Dark" – Minecraft on YouTube, June 24, 2022
  17. "In terms of character, the souls in its chest were incredibly important to its lore and, likewise with the color palette. It all comes together to tell a story that I think can be really more unsettling than any of these previous iterations, despite it being less "gory"."@kingbdogz on X, January 23, 2022
  18. "Ask Mojang #11: All About Caves & Cliffs" – Minecraft on YouTube, October 30, 2020
  19. bugs.mojang.com/browse/MCPE-153963
  20. https://www.minecraft.net/en-us/article/meet-warden
  21. "That Sculk with a version of the Stalker"@kingbdogz on X, January 22, 2022
  22. "Looking kinda short there, Iron Golem."@kingbdogz on X, October 6, 2020
  23. "warden x ancient city sneak peak"@Cojomax99 on X, February 15, 2022
  24. "Warden whines"@kingbdogz on X, February 17, 2022
  25. "Minecraft Now: Wild Update and Farlands ft AntVenom!" – Minecraft on YouTube, May 19, 2022