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Minecraft:Durability

From SAS Gaming Wiki
File:Durability bars.png
width=544x544

Durability is a property that affects Minecraft:tools, Minecraft:weapons, and Minecraft:armor. It restricts the time(s) that the items can be used. The durability bar starts at green, but as the durability decreases, the color gradually turns to yellow, then orange, and finally red. When the durability is empty, the item is about to be destroyed, apart from the Minecraft:elytra, which changes to a broken state in which it is unusable until repaired. Durability may be increased by combining two damaged items in the crafting grid or a Minecraft:grindstone, repairing them with materials in an Minecraft:anvil, or through the Minecraft:Mending enchantment.

Minecraft:Horse armor and Minecraft:nautilus armor do not have durability.

Interface

The remaining durability of any item can be seen by looking at the item's durability bar on the bottom of the item icon in the Minecraft:inventory and action bar. Unused items do not display a durability bar. As the item's durability decreases, the bar's colored area shortens right to left, changing color from green to red and leaving an empty gray part. When the item has a small number of uses left, the durability bar is represented as empty, due to rounding to the nearest pixel 1-down, until the tool or armor is destroyed.

Template:IN, the numeric durability of the Minecraft:player's items can be displayed in-game by pressing Template:Key+Template:Key. This enables additional information in the tooltips for items in the player's inventory.

A weapon, tool or piece of armor picked up by a Minecraft:mob does not decrease in durability;<ref>Template:Bug</ref> it remains the same as when the item was first picked up by the mob. However, a Minecraft:helmet worn by any Minecraft:undead mob (except Minecraft:husks and Minecraft:parched) in sunlight has a 50% chance to lose 1 durability for every tick the mob would normally be set on fire, due to the helmet absorbing the mob's damage from burning.<ref>Template:Bug</ref> Template:IN, a Minecraft:crossbow wielded by a Minecraft:pillager or a Minecraft:piglin also loses durability and eventually breaks;<ref>Template:Bug</ref> this is not the case Template:In.<ref>Template:Bug</ref>

Items with the Template:Cd component do not deplete their durability or break when used. Their durability is not shown, even with advanced tooltips enabled, though it is retained in the NBT data. Such an item can be acquired using Template:Command.Template:Only

Most items have the same durability in Java Edition as they do in Bedrock Edition, but due to a bug<ref>Template:Bug</ref>, items can be used one extra time in Bedrock Edition.

Armor durability

Minecraft:Armor durability is based on the armor's type (head, torso, legs, or feet) and material (leather, gold, chain mail, copper, iron, diamond, and netherite). Any time the Minecraft:player takes damage that can be reduced by armor, each piece of armor they are wearing loses 1 durability for every Template:Hp of incoming damage (rounded down, but never below 1).

Armor can reduce damage from the following sources:

The following types of damage are not reduced by ordinary Minecraft:armor and have no effect on the armor's durability, but some enchantments protect against them:

The following types of damage are not reduced by ordinary Minecraft:armor, even with enchantments such as Minecraft:Protection:

Values in the table below represent the number of points of durability damage this armor can take before it is destroyed.

Note that every time the Minecraft:player takes Minecraft:damage that armor is capable of reducing (see above), it counts as one point of durability damage for every worn armor piece.

The relationship between the durablities for an armor of a given type are as follows: 11:16:15:13 (from top to bottom on a player). This means that for every 16 points of durability a chestplate has, the boots of the same type will have 13 points of durability.

Material Helmet Chestplate Leggings Boots
Turtle shell 275 N/A N/A N/A
Leather 55 80 75 65
Golden 77 112 105 91
Copper 121 176 165 143
Chainmail 165 240 225 195
Iron 165 240 225 195
Diamond 363 528 495 429
Netherite 407 592 555 481

Bedrock Edition

When the Minecraft:player takes fatal Minecraft:damage, the mechanic of the reduction of the armors' durability behaves differently:

Can the Minecraft:armor reduce the damage? The Minecraft:totem activates. The totem doesn't activate.
Yes Template:Tc Template:Tc
No Template:Tc Template:Tc

Tool & weapon durability

Some Minecraft:tools are not block-breaking tools: this includes Minecraft:fishing rods, Minecraft:carrots on sticks, Minecraft:flint and steel, Minecraft:warped fungi on sticks, Minecraft:brushes, and Minecraft:elytra. Such tools are no better than bare fists at breaking blocks, but they do not take damage from doing so—they take damage by being used in their own various manners.

For block-breaking tools, a use is counted if a Minecraft:player completely breaks apart one block or hits a Minecraft:mob. If a Minecraft:block is partially broken, this is not counted as a full use. Additional uses can be counted with specific actions performed by the item (e.g. paving dirt by a Minecraft:shovel).

Weapons with durability take damage from attacks: either a melee hit (Minecraft:sword, Minecraft:trident and Minecraft:mace) or a shot/throw (Minecraft:bow, Minecraft:crossbow and trident).

Items with an Minecraft:Unbreaking enchantment do not always lose durability when used; for a given enchantment level, the chance of losing durability is 1 in (1+level). Such items last on average an extra level times their original durability.

Some blocks, such as Minecraft:short grass and Minecraft:crops, break instantly with any tool or an empty hand. This is distinct from blocks which do not naturally break instantly being broken by a tool with high speed. For more information, see Breaking § Instant breaking and Breaking § Blocks by hardness.

Minecraft:Axes, Minecraft:pickaxes, and Minecraft:shovels:

  • Breaking a block that naturally breaks instantly counts as 0 uses.
  • Breaking other blocks counts as 1 use.
  • Paving dirt-like block using a shovel to make a Minecraft:dirt path counts as 1 use.
  • Using an axe on a Minecraft:log or Minecraft:wood to strip it counts as 1 use.
  • Using an axe on Minecraft:copper-related blocks, if they are waxed or oxidized, counts as 1 use.
  • Hitting a mob (hostile, neutral or passive) counts as 2 uses.

Minecraft:Hoes:

  • Breaking a block that naturally breaks instantly counts as 0 uses.
  • Breaking other blocks counts as 1 use.
  • Tilling dirt or grass counts as 1 use.
  • Hitting a mob counts as 1Template:Only/2Template:Only use(s).

Minecraft:Shears:

Minecraft:Swords and Minecraft:maces:

  • Breaking a block that naturally breaks instantly counts as 0 uses.
  • Hitting a mob counts as 1 use.
  • Breaking other blocks counts as 2 uses.

Minecraft:Fishing rods:

  • Breaking a block or hitting a mob counts as 0 uses.
  • Casting the line and reeling it in empty counts as 0 uses.
  • Reeling in an item counts as 1 use.
  • Catching the bobber/hook on a block, then reeling it in, counts as 2 uses.
  • Using the line to yank on an item counts as 3 uses.
  • Using the line to yank on a mob counts as 5 uses.

Minecraft:Carrot on a stick:

  • Breaking a block or hitting a mob counts as 0 uses.
  • Using the boost counts as 7 uses Template:In or 2 uses Template:In.

Minecraft:Warped fungus on a stick:

  • Breaking a block or hitting a mob counts as 0 uses.
  • Using the boost counts as 1 use.

Minecraft:Flint and steel:

  • Hitting a mob counts as 0 uses.
  • Breaking a block counts as 0 usesTemplate:Only or 2 usesTemplate:Only.<ref name="MC-61176">Template:Bug</ref>
  • Using it to set a block on fire or light a Nether portal counts as 1 use.

Minecraft:Bows:

  • Breaking a block or hitting a mob counts as 0 uses.
  • Firing an arrow counts as 1 use.

Minecraft:Tridents:

  • Breaking a block that naturally breaks instantly counts as 0 uses.
  • Breaking other blocks counts as 2 uses.
  • Attacking a mob or throwing it counts as 1 use.

Minecraft:Elytra:

  • Flying for one second counts as 1 use. The durability cannot go below 1.

Minecraft:Shields:

Minecraft:Crossbows:

  • Shooting an arrow counts as 1 use.
  • Shooting three arrows (when enchanted with Minecraft:Multishot) counts as 3 uses.
  • Shooting a firework rocket counts as 3 uses.
  • Shooting three firework rockets (when enchanted with multishot) counts as 3×3 = 9 uses.

Minecraft:Sparklers and Minecraft:glow sticksTemplate:Only:

  • Durability gradually decreases while the item is active and held in hand.
  • If the player has a lit sparkler in their inventory and goes into the water, the sparkler is destroyed immediately regardless of durability.

Minecraft:Brushes:

Using a tool properly maximizes its durability. Assuming a player uses a tool appropriately, the following list shows the maximum durability for tools of each material type.

Materials
  • Gold: 32 uses (Least durable)
  • Wood: 59 uses
  • Stone: 131 uses
  • Copper: 191 uses
  • Iron: 250 uses
  • Diamond: 1561 uses
  • Netherite: 2031 uses (Most durable)
Specific tools and weapons

Wolf armor durability

{{#lst:Wolf Armor|durability}}

Combining

Template:Main Tools, weapons, and armors can have their durability combined, by crafting, using a grindstone, or by using an anvil. Crafting or using a grindstone gives the item with the sum of both items' durability added by 5% of the full durability of the item. Anvils give the item with the sum of the durability of both items' added by 12% of the full durability of the item. Tools, weapons, and armors can only be crafted in twos.

Sounds

Template:Edition Template:SoundTable

Template:Edition: Template:SoundTable

History

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

Issues

Template:Issue list

See also

References

Template:Reflist

Navigation

Template:Navbox combat Template:Navbox gameplay

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