Item repair

Item repair is a feature that allows players to repair damaged items with durability (tools, armor and weapons) by combining them in the crafting grid or a grindstone.
Usage
Two items of the same type and material can be placed anywhere on the crafting grid or grindstone, which results in a single repaired item. The durability of the repaired item equals the sum of the old items' durability plus a 'repair bonus' of 5% of the item's maximum uses, up to a limit of the maximum durability for that item. Repairing gives a slight benefit in conserving inventory space, as it combines two non-stackable objects into one.[1]
The repaired object is never enchanted even if both items were to have the exact same enchantments, with the exception of curse enchantments, which are transferred to the repaired item. Therefore, using a "junk" item in a repair may sometimes be useful for removing an unwanted enchantment from an item prior to enchanting it again. Tools made of different materials (for example, a wood and a stone pickaxe) cannot be combined.
Formula for uses restored
The formula for determining how many uses a repaired item can have restored to it in the crafting box, is as follows:
min(Item A uses + Item B uses + floor(Max uses / 20), Max uses)
where "floor" means round down to the smaller integer, and "min(x,y)" means the smallest of x or y.
Example: Two stone axes have 10 and 45 uses. A newly crafted stone axe would have 61 uses.
- 10 + 45 + 131⁄20 = 55 + 6.55 = 61
Or, in terms of percentage (approximated):
- 7.6% + 34% + 5% = 46.6%
The greatest benefit is gained when the two items have a combined durability of at most approximately 95%, in any combination, such as 47.5% + 47.5%, 94% + 1%, 10% + 10% or any other values that total 95% or less. The order in which items are combined does not matter; one sequence of repairs gives exactly the same durability as any other.
In the example, repairing a stone tool restores a bonus of 6 durability, which is actually only 6⁄132 = 4.5%. The precise combined durability for efficient repairs is shown in the following table.
| Item | Actual bonus (%) | Actual bonus (uses) | Combined durability (%) | Combined durability (uses) |
|---|---|---|---|---|
| Golden tools | 3% | 1 | 97.0% | 31 |
| Wooden tools | 5% | 3 | 95.0% | 56 |
| Stone tools | 4.5% | 6 | 95.5% | 125 |
| Iron tools | 4.8% | 12 | 95.2% | 238 |
| Diamond tools | 5% | 78 | 95.0% | 1483 |
| Netherite tools | 5% | 101 | 95.0% | 1930 |
| Carrot on a stick | 3.8% | 1 | 96.2% | 24 |
| Flint and steel Brush |
4.6% | 3 | 95.4% | 61 |
| Fishing rod | 4.6% | 3 | 95.4% | 61 |
| Warped fungus on a stick | 5% | 5 | 95% | 95 |
| Shears | 4.6% | 11 | 95.4% | 227 |
| Trident | 4.8% | 12 | 95.2% | 238 |
| Shield | 4.8% | 16 | 95.2% | 320 |
| Bow | 4.9% | 19 | 95.1% | 365 |
| Elytra | 4.9% | 21 | 95.1% | 411 |
| Crossbow | 4.9% | 23 | 95.1% | 442 |
| Mace | 5% | 25 | 95% | 475 |
A perfect repair is theoretically possible, but unlikely in practice. Combining items whose combined durability is more than 100% actually wastes more resources than simply using tools until they break.
The precise combined durability for efficient repairs for all types of armor is shown in the following table.
| Armor piece | Actual bonus (%) | Actual bonus (uses) | Combined durability (%) | Combined durability (uses) |
|---|---|---|---|---|
| Leather helmet | 3.6% | 2 | 96.4% | 53 |
| Leather boots | 4.6% | 3 | 95.4% | 59 |
| Leather leggings | 4.0% | 3 | 96.0% | 72 |
| Leather chestplate | 4.9% | 4 | 95.1% | 77 |
| Golden helmet | 3.9% | 3 | 96.1% | 74 |
| Golden boots | 4.4% | 4 | 95.6% | 87 |
| Golden leggings | 4.8% | 5 | 95.2% | 100 |
| Golden chestplate | 4.4% | 5 | 95.6% | 108 |
| Iron helmet | 4.8% | 8 | 95.2% | 157 |
| Iron boots | 4.6% | 9 | 95.4% | 186 |
| Iron leggings | 4.9% | 11 | 95.1% | 214 |
| Iron chestplate | 5.0% | 12 | 95.0% | 229 |
| Diamond helmet | 5.0% | 18 | 95.0% | 327 |
| Diamond boots | 4.9% | 21 | 95.1% | 408 |
| Diamond leggings | 4.8% | 24 | 95.2% | 471 |
| Diamond chestplate | 4.9% | 26 | 95.1% | 502 |
| Netherite helmet | 4.9% | 20 | 95.1% | 387 |
| Netherite boots | 5.0% | 24 | 95.0% | 457 |
| Netherite leggings | 4.9% | 27 | 95.1% | 528 |
| Netherite chestplate | 4.9% | 29 | 95.1% | 563 |
Anvil repair
An anvil can also repair items in two different ways. This costs experience levels, but unlike the grindstone, the anvil preserves or can even enhance the target's enchantments. The anvil can combine the enchantments on two similar items, or rename any item (not just the ones it can repair). The costs are complex, so a summary is given here.
The repair cost is stored in a repairCost value.
Combination
Two items of the same type are put into the input slots; the first one is the item to be repaired and the second one is to be merged into the first. The second item's durability is added to the first, and if applicable, some or all enchantments from the second item are added. If two id the same enchantments have the same level and there is a level above that the enchantments will combine increasing the level of the enchantment by one.
Unit repair
Some items can be repaired by "covering" the damage with a specific material. The item to be repaired is put into the first input slot, and the corresponding material is put into the second slot. Each material item (unit) heals the item's durability by 25% its maximum durability, rounded down.
Anything not listed below does not have a unit repair item, and can be repaired only by consuming another instance of itself.
Video
History
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.0.0 | September 27, 2011 | Notch teased that the upcoming prerelease would have item repairing via crafting table,[2][3][4] and that he had discarded the idea of a dedicated "repair table".[5] | |||||
| Beta 1.9 Prerelease 2 | Added the capability to repair items. | ||||||
| 1.4.2 | ? | Bonus for (traditional) item repairing is reduced to 5%. Prior this update, this bonus was 10% of the max durability. | |||||
| 12w41a | Added the anvil. The original item repair system is unchanged. | ||||||
| 1.14 | 18w48a | Item repair is now done with the grindstone. | |||||
| 1.14.3 | Pre-Release 3 | Item repair can now be done with the crafting grid again in addition to the grindstone. | |||||
| Pocket Edition Alpha | |||||||
| v0.12.1 | build 1 | Added the capability to repair items and added the anvil. | |||||
| Pocket Edition | |||||||
| 1.0.0 | alpha 0.17.0.1 | Added the capability to repair items in crafting grid and crafting table using classic UI. | |||||
| Bedrock Edition | |||||||
| 1.11.0 | beta 1.11.0.1 | Items can now also be repaired in a grindstone. | |||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU7 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added the capability to repair items. |
| TU14 | 1.04 | Added the anvil, which can be used to repair items. | |||||
| TU15 | 1.05 | Changed repairing tools in the inventory to allow only tools that are not enchanted (because enchantments are lost). This is different to the Java Edition, where repairing enchanted tools in the inventory is possible and results in the loss of the enchantment. | |||||
| TU25 | CU14 | 1.17 | 1.17 | 1.17 | Added a classic crafting option, which allows players to repair items in the crafting grid like Java Edition and allows repairing enchanted items again, which removes the enchantments. | ||
| 1.91 | Items can now also be repaired in a grindstone. | ||||||
Issues
Issues relating to "Repair" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- Working on an anvil doesn’t remove enchantments to items, but they can be removed by repairing them on a crafting grid or grindstone.
Gallery
Screenshots
-
A series of screenshots showing the new item repair interface.[6] -

-

-

-

-

-
Attempting to combine two enchanted items in a crafting table always results in an unenchanted item, even if the two items have the same enchantments.
See also
References
- ↑ "@CymonsGames If item 1 has 10 uses left, and item 2 has 10 uses left, you'll end up with something like 25 uses in the final product." – @notch (Markus Persson) on X (formerly Twitter), September 27, 2011
- ↑ "The plan now is to do another pre release of 1.9 this week. Yeah, it's a beta of a beta. :D It will have item reparing!" – @notch (Markus Persson) on X (formerly Twitter), September 27, 2011
- ↑ ""Reparing" is a new thing I just invented. It's like repairing, except cooler." – @notch (Markus Persson) on X (formerly Twitter), September 27, 2011
- ↑ "To prevent feeling like you're missing out by not repairing, it's ultra easy. Combine two damaged items to get a new item with less damage." – @notch (Markus Persson) on X (formerly Twitter), September 27, 2011
- ↑ "@C418 Originally, I wanted to have a repair table, but it's too annoying and you end up hoarding damaged items." – @notch (Markus Persson) on X (formerly Twitter), September 27, 2011
- ↑ "Sneak preview of what I started to work on last Friday: http://imgur.com/a/hVqEg Level costs are subject to tweaking, but I want them to be high" – @Dinnerbone (Nathan Adams) on X (formerly Twitter), October 6, 2012
| General mechanics | |
|---|---|
| Survival |
|
| Combat | |
| Environment |
More |
| Movement | |
| User interface | |
| Visuals | |
| Outdated | |