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This article is about the block. For the file format, see Anvil file format.



Yes (64), same damage state only


Blast resistance










Catches fire from lava


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



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

Block Anvil
Hardness 5
Breaking time[FN 1]
Default 25
Wooden 3.75
Stone 1.9
Iron 1.25
Diamond 0.95
Netherite 0.85
Golden 0.65
  1. Times are for unenchanted tools as wielded by players with no status effects, measured in seconds. For more information, see Breaking § Speed.

Natural generation

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


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

Ingredients Crafting recipe
Block of Iron +
Iron Ingot


Repairing and renaming items

Main article: Anvil mechanics

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

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

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


See also: Repair
Example showing a repair of two diamond pickaxes.

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

Repairing with a matching item works for any item with durability including bows, shears and so on. The items must be a matching tool and of a matching material. For example, a golden pickaxe cannot combine with a golden sword or iron pickaxe.

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

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

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

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


Any item or stack of items can be renamed at a cost of one level plus any prior-work penalty. If the player is only renaming, the maximum total cost is 39 levels. The maximum length for renaming is 35‌[until JE 1.17] or 50‌[upcoming: JE 1.17]characters. Some items have special effects when renamed:

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

Enchanted books

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

Falling anvils


Main article: Falling Block

When there is no supporting block below an anvil, the anvil falls in the same way sand, gravel, concrete powder, and dragon eggs fall. A placed anvil cannot be pushed or pulled by pistons,‌[Java Edition only] but a falling anvil can be pushed (though cannot be pulled), as it is an entity. This is different in Bedrock Edition where anvils can be pushed and pulled by pistons. Anvils make a metallic clang sound when they land.

A falling anvil damages any player, mob or item[Java Edition only] that it falls on. The damage amount depends on fall distance: 29px per block fallen after the first (e.g., an anvil that falls 4 blocks deals 69px9px9px damage). The damage is capped at 409px × 20, no matter how far the anvil falls. Wearing a helmet reduces the damage by 14, but this costs durability on the helmet. When a player dies by an anvil falling on them, the death message "<player> was squashed by a falling anvil" appears. However, if a player is merely touched by a falling anvil entity, no damage is dealt unless the falling anvil becomes an anvil block in the same block where the player is located.

If an anvil falls onto a block with a solid top surface, but the same block it is in cannot be replaced (torch, slab, etc.), it breaks and drops as an item.

An anvil that falls for 3 blocks and longer destroys any item entity it lands on.‌[Java Edition only]


Main article: Map

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

Becoming damaged

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

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

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



Template:Sound table/Block/Anvil


Java Edition:

SoundSubtitleSourceDescriptionNamespaced IDTranslation keyVolumePitchAttenuation
File:Anvil destroy.oggAnvil destroyedBlocks?block.anvil.destroysubtitles.block.anvil.destroy1.01.016
File:Anvil land.oggAnvil landedBlocks?block.anvil.landsubtitles.block.anvil.land1.01.016
File:Anvil use.oggAnvil usedBlocks?block.anvil.usesubtitles.block.anvil.use1.01.016

Data values


Java Edition:

NameNamespaced IDBlock tags (JE)Item tags (JE)FormTranslation key
AnvilanvilanvilanvilBlock & Itemblock.minecraft.anvil
Chipped Anvilchipped_anvilanvilanvilBlock & Itemblock.minecraft.chipped_anvil
Damaged Anvildamaged_anvilanvilanvilBlock & Itemblock.minecraft.damaged_anvil

Bedrock Edition:

NameNamespaced IDNumeric ID FormTranslation key
Anvilanvil145Block &


See also: Data values

In Bedrock Edition, anvils use the following data values:


Block states

See also: Block states


Falling block entity

Falling Block/Infobox

Main article: Falling Block

Falling Block/ED




Java Edition Indev
February 5, 2010Anvils were mentioned by Notch.
Java Edition
October 7, 2012Dinnerbone tweets the first images of the anvil's interface.
October 10, 201232px Dinnerbone tweets the first screenshot of the anvil.
1.4.212w41a32px 32px 32px Added anvils.
Anvils currently require one iron ingot and six blocks of iron:
Ingredients Crafting recipe
Block of Iron +
Iron Ingot

12w42aAnvils now have an easier crafting recipe.
It is now possible to repair tools using anvils, by using more of the material it is made of (such as adding diamonds to a nearly broken diamond pickaxe).
Items that are renamed now have item names that appear as italic text.
The # Levels information inside anvils has been renamed to Enchantment cost.
1.4Added new sounds for the anvil.
The level cap for anvils for creative mode have been removed.
1.4.612w49aEnchanted books have been added, which can be used only with the anvil.
12w50aEnchanting non-tools with enchanted books using the anvil now works only in creative mode.
Silk Touch can now be applied to shears by using the anvil, meaning cobwebs can now be harvested.
1.513w02aMobs spawned from renamed spawn eggs, from using the anvil, have the name of their spawn egg, and their names appear in the death message of them killing a player.
Mobs that are spawned from renamed spawn eggs, from using the anvil, can now display their custom name as nametag using an NBT tag.
Brewing stands, chests, dispensers, enchantment tables, furnaces and trapped chests that are renamed using anvils now display their new name in their GUI where the normal name used to appear.
13w04aMobs now show the name given to them (either by renaming their spawn egg using an anvil or by external editors) above their head when the player looks directly at them within hitting range. a spawn egg "Dinnerbone" or "Grumm" using an anvil now causes the mob to spawn upside down (this also works with renaming name tags).
1.7.413w48bRenaming a sheep spawn egg to jeb_ using an anvil now causes the sheep to spawn with multicolored wool (this also works with renaming name tags).
1.814w02aThe costs of using anvils have been reduced to balance out with the new enchanting system.
Renaming items using anvils now costs only 1 level.
Repairing costs using anvils have been reduced, 1 level per raw material or sacrifice regardless of durability restored.
Extra costs for repairing an enchanted tool using anvils have been eliminated. Costs for combining enchantments have been reduced.
Repairing costs while using anvils can no longer be kept down by renaming items.
14w04aPrior work cost increase while using anvils has been changed from linear (1 per repair) to exponential (times 2 plus 1 per repair).
Repairing with a "sacrifice" while using anvils now costs 2 levels rather than only 1.
14w10a32px 32px 32px The models of anvil have been changed.
1.915w42aRenaming an item while using anvils no longer incurs a prior work penalty.
1.1116w32aAnvils now give sounds when they break.
16w35aRenamed items from anvils now keep their name when picked back up.
16w39aA damaged anvil now generates in woodland mansions.
1.11.1?Anvils no longer allow enchanted books to apply to items, if no change in enchantments would take effect. This can occur if all enchantments on the book are incompatible with existing enchantments on the item – or if the enchanted book has no enchantments.
1.1317w47aThe different anvil damage block states for the anvil ID have been split up into their own IDs.
"Slightly Damaged Anvil" and "Very Damaged Anvil" renamed to "Chipped Anvil" and "Damaged Anvil", respectively.
Prior to The Flattening, this block's numeral ID was 145.
1.1418w43a32px 32px 32px The textures of anvils have been changed.
Upcoming Java Edition
1.1721w19aThe maximum length of names in the anvil UI has been increased from 35 to 50.
Pocket Edition Alpha
v0.12.1build 132px 32px 32px Added anvils.
v0.14.0build 1Anvils are now needed to add the markers onto maps by putting a map and a compass in.
v0.15.0build 1Anvils can now be moved by pistons.
Pocket Edition
?Renamed items using anvils now keep their name when picked back up.
1.1.0alpha damaged anvils now generate in woodland mansions.
Bedrock Edition
?32px Added broken anvils.
1.2.13beta 32px 32px Changed models of anvils. The models of anvils now also use top texture on top face of the raised portion. Mirrored textures vertically on sides.
1.10.0beta 32px 32px 32px The textures of anvils have been changed.
Legacy Console Edition
TU14CU1 1.05 Patch 11.0.132px 32px 32px Added anvils.
TU31CU19 1.22 Patch 3Anvil repairing has been rebalanced as per Java 1.8 changes.
1.90 32px 32px 32px The textures of anvils have been changed.
New Nintendo 3DS Edition
0.1.032px 32px 32px Added anvils.


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


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




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