You can use a crafting table to create everything in Minecraft, from swords to switches to everything in between. But there is another type of hand tool that you can use to craft and repair enchanted weapons and armor. We'll show you how to make an anvil in Minecraft so you can make the cool items that are simply not possible in the crafting and enchanting tables.
Before diving in, there is a lot to consider when working with the anvil in survival mode. You can't just create an enchanted weapon and set off. There are related XP costs that can lock an enchantment or repair until you get more experience. However, if you play in creative mode, you will not be charged actual XP costs, although the anvil indicates otherwise.
With this guide, there is no long list of ingredients. All you need is iron ore, and then you melt iron bars, make iron blocks, and put the two together to make your anvil.
Melt iron bars
Iron ore has to be smelted in the furnace to produce iron bars. You will find iron ore 5 to 25 blocks below the surface. These blocks have gold and tan spots as shown above.
Step 1: Open your oven.
Step 2: Place iron ore in the top square.
Step 3: Put fuel like wood, charcoal or coal in the lower square – everything that burns.
Step 4: Drag the resulting iron ingot down into your inventory.
Note: As shown above, you can insert several iron ore blocks and fuel into the furnace. Iron bars will continue to melt until one or all of the resources are used up.
Ultimately, you need to melt 31 iron bars: 27 to make three iron blocks (nine each) and four more for the anvil.
Make iron blocks
You need a lot of iron bars to make these iron blocks!
Step 1: Open your craft table.
Step 2: Place an iron bar in each space on the craft grid, a total of nine iron bars.
Step 3: Drag the resulting iron block down into your inventory.
Step 4: Repeat these steps two more times to make the three iron blocks you need.
Make an anvil
Now we can make this anvil thing and see what it's about.
Step 1: Open your craft table.
Step 2: Place an iron block in each of the three squares in the top row.
Step 3: Place an iron bar in the middle square in the middle row.
Step 4: Place one iron bar in each of the three squares in the bottom row.
Step 5: Drag the resulting anvil down into your inventory.
After you have an anvil, you need to understand the mechanics of using this tool before opening it for the first time.
At first glance, you would think that your new anvil is perfect for repairing all weapons and armor. However, this is not the case at all. Here's what you can do about repairs and where:
Inventory or craft table
- Repair with identical, non-enchanted items.
- Repair with the non-enchanted target and its root ingredient.
- Repair with the enchanted target and its root ingredient.
- Repair with the enchanted target item and an identical item (enchanted or not enchanted).
With the anvil you can enchant weapons and armor. The advantage of using this tool over an enchantment table is that you can enchant an item up to six times – only once in the enchantment table. There are no lapis costs and you can also enchant a wider range of tools.
The downside is that an anvil eventually breaks and you need to have an enchantment book, neither of which apply to enchantment tables. The anvil also requires higher XP costs.
XP is like currency
Minecraft players who play in creative mode do not have to worry about level and currency. You can repair and enchant weapons, armor and tools without thinking.
The survival mode, however, really deals with the focal points of Minecraft mechanics. In the foreground is the leveling system, in which small green balls are collected from falling mobs and magic bottles. This experience can in turn be used as a currency for repairs and enchantments.
The total cost of using an anvil varies by item. The focus is on the previous work penalty, which adds an XP penalty each time you change an item. The formula is 2n – 1 While "2" is two basic levels of the penalty for each change and "n" is the number of previous changes. For example, if a sword is revised five times, the penalty is 31:
2 x 2 x 2 x 2 x 2 = 32 – 1 = 31
This means that 31 XP will be deducted from your current XP pool. For example, if you only have 20 XP and a weapon repair costs 7 XP, you will be reduced to 13 XP. In survival mode, you cannot spend more than 39 XP because the anvil shows the costs in red and green letters (or is "too expensive"). These numbers are irrelevant in creative mode.
In the Java Edition, these costs are identified as enchantment costs, while the Bedrock Edition lists them as XP costs. This label and the associated costs are shown in the anvil when you insert an article into both slots.
All new items start at 0 XP penalty. Here's a quick reference:
|# or rework||punishment|
Note that this applies to a single item that you throw into the anvil. One article may have a specific penalty for previous work and the second article may have a different penalty for previous work. This results in a combined item that may cost a different penalty than the one shown in the table.
Anvil use can get complicated
Before digging deeper, we need to clear the three squares of the anvil:
Left (blue) – The target Items. You change everything you place on this field. Mechanically, however You add it to whatever you place in the middle square. This is important to note.
Middle (red) – The to sacrifice Items. This is what you use to change the target element in the left square. This may seem a bit strange when you repair an enchanted sword, but you simply sacrifice that item and transfer the enchantment and remaining durability to the target item.
Right (green) – Your resulting article.
Here is an example with four enchanted books and a new diamond sword.
- Fire aspect II + Unbreaking III = 3XP (costs 4XP reversed)
- Sharpness V + recoil II = 2XP (costs 5XP reversed)
- Sharpness V / recoil II + fire aspect II / unbreaking III = 9XP
- New diamond sword + enchanted book (all four listed above) = 17XP
- Rename Enchanted Diamond Sword = 8XP
Since Unbreaking III costs 3XP anyway, adding Fire Aspect II didn't increase the cost. Adding Sharpness V to Knockback II has not increased the cost beyond 2XP. However, if the books had been reversed, we would have paid 5XP for adding Knockback II to level 5 sharpness.
How does Minecraft anticipate these penalties? It's complicated, but we're trying to explain it. An enchantment has separate, fixed multipliers for books and items. For example, the multiplier for Fire Aspect is two for a book and four for an item. Unbreaking is one for a book and two for an item.
If we add Fire Aspect II to Unbreaking III, the cost is only 3XP, since Unbreaking III already costs 3XP (also known as Level 3) and we multiply by one. If we add Unbreaking III to Fire Aspect II, the math is Level 2 x 2 = 4XP.
What if you use a sword and book? If our diamond sword is new, it has no previous penalties (zero). If you add it to Fire Aspect II, the math is still level 2 x 2 = 4 due to the enchanted book. If we place the resulting diamond sword with Fire Aspect II on the left panel and Knockback II on the second panel, the cost will be 3XP. Why? The sword now has a 1XP penalty, the book has a 2XP penalty, and the multiplier is one. So the math is Level 1 + Level 2 = Level 3 x 1 = 3XP.
What if you need to fix your Fire Aspect II sword? The cost is 9XP. This is because Fire Aspect II has a multiplier of four when used with items and the sword itself is now level 1. The math would be level 2 x 4 = 8XP (enchantment) + 1XP (sword) = 9XP in total. The sword we added to the mix because the target had no previous penalties.
Is your brain already melting? Remember that you want to place the item with the lowest penalty in the middle field. Anything placed on the left space – weapon, sword or book – is added to the middle square. If you enchant a weapon or armor, it can only go to the left field anyway.
In total, our example combined four enchanted books, applied the final book to a new diamond sword, and then renamed it. Overall, the 39XP cost us. Sure, we could have saved some XP costs by naming the diamond S = sword first for 1 XP, combining books with the same enchantment level, and then applying the four enchantment band to our sword.
The Anvil Mechanics Wiki has a handy table listing all the enchantments and their penalties. Another handy online tool can calculate your anvil XP costs after you have entered the target and victim objects and their current penalties. This latter tool can help you understand why a combination of two elements has a certain XP penalty.
After all the calculations are out of the way, let's see how the anvil is actually used.
Repair with an anvil
An identical item or basic ingredient is required for repair. For example, when you repair a wooden sword, you need an identical wooden sword or a wooden block. A gold sword requires another gold sword or bar, as shown above.
Step 1: Open the anvil.
Step 2: Place the item to be repaired on the left target space.
Step 3: Place an identical object or root ingredient in the middle square of the victim.
Note: You cannot repair a wooden sword with a gold sword, etc.
Step 4: Drag the repaired item into your inventory.
Step 5: Repeat this process as necessary until your target item has reached its full durability.
Rename with an anvil
This costs one penalty level plus all previous work penalties. In this case, we used a gold sword with a 1XP penalty, which resulted in @ XP total costs. Apparently we have to kill all skeletons lurking outside to get more XP!
Step 1: Open the anvil.
Step 2: Place your item on the left target square.
Step 3: Select the text box and enter the new name.
Step 4: Drag the renamed item down into your inventory.
Enchant with an anvil
Enchant a stone sword
Enchant an enchanted sword
Combine the enchanted sword
Step 1: Open the anvil.
Step 2: Place the item you want to enchant on the left target square. This item may already have a previous enchantment. You can also insert an enchantment book if you want to combine two books.
Step 3: Place an identical item or spell book in the middle victim space.
Step 4: Drag the enchanted item down to your inventory.