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'''Repair''' is one of the parent skills of the first child skill, [[Smelting]] also a parent of salvage. It can be used to repair tools and armor on Blocks of Iron.
 
 
[[File:MCMMO Repair Skill, and How to Grind Repair|thumb|left|300px]]
 
'''Repair''' is one of the parent skills of the first child skill, [[Smelting]]. It can be used to repair tools and armor on Blocks of Iron.
 
   
 
=='''How to repair items in Minecraft'''==
 
=='''How to repair items in Minecraft'''==
<p style="font-size:13px;">You can repair items in Minecraft by Using the mcmmo anvil (an iron block) and right clicking it with the item you would like to repair in your hand. The higher the level, the more durability is restored. Every time you repair, it costs one of the material the item was made of (For example an iron chestplate would cost one iron ingot per click)</p>
+
<p style="font-size:13px;">You can repair items in Minecraft by Using the McMMO anvil (an iron block) and right-clicking it with the item you would like to repair in your hand. The higher the level, the more durability is restored. Every time you repair an item with the McMMO anvil, it consumes a singular amount of the material the item was made of (For example an iron chestplate would cost one iron ingot per click).</p>
   
 
==Arcane Forging 1-8 ==
 
==Arcane Forging 1-8 ==
   
 
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">Arcane Forging is used to keep enchantments on items after repairing them, It starts at level 1 of the [Repair] skill.</span>
 
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">Arcane Forging is used to keep enchantments on items after repairing them, It starts at level 1 of the [Repair] skill.</span>
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">At a 10% success chance, this is the level in which Arcane Forging starts.</span>
+
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">At a 10% success chance, this is the level at which Arcane Forging starts.</span>
   
 
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">Each level afterwards adds a small % increase. such as at level 125 you gain a 10%, level 250 a 20%, at level 750 you get a 50%.cap</span>
 
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">Each level afterwards adds a small % increase. such as at level 125 you gain a 10%, level 250 a 20%, at level 750 you get a 50%.cap</span>
   
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">Along with this there is a chance for a downgrade on the enchantment</span><span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">:For example, a Power II Bow would become a Power I Bow.</span>To turn off Downgrades simply change [true] to a [false].
+
<span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">Along with this, there is a chance for a downgrade on the enchantment. </span><span style="color:rgb(51,51,51);font-family:arial,sans-serif;line-height:17px;">For example, a Power II Bow could potentially become a Power I Bow.</span>To turn off downgrades simply change [true] to a [false]. <--- ?
 
{| class="article-table" style="width: 500px; height: 500px;" border="0" cellpadding="0" cellspacing="0"
 
{| class="article-table" style="width: 500px; height: 500px;" border="0" cellpadding="0" cellspacing="0"
 
|-
 
|-
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! scope="row" |Rank 1
 
! scope="row" |Rank 1
 
| style="text-align: center;" |125
 
| style="text-align: center;" |125
| style="text-align: center;" |10%
+
| style="text-align: center;" |-_-
 
| style="text-align: center;" |90%
 
| style="text-align: center;" |90%
 
|-
 
|-
 
! scope="row" |Rank 2
 
! scope="row" |Rank 2
 
| style="text-align: center;" |250
 
| style="text-align: center;" |250
| style="text-align: center;" |20%
+
| style="text-align: center;" |10%
 
| style="text-align: center;" |80%
 
| style="text-align: center;" |80%
 
|-
 
|-
 
! scope="row" |Rank 3
 
! scope="row" |Rank 3
| style="text-align: center;" |375
+
| style="text-align: center;" |350
| style="text-align: center;" |30%
+
| style="text-align: center;" |10%
 
| style="text-align: center;" |70%
 
| style="text-align: center;" |70%
 
|-
 
|-
 
! scope="row" |Rank 4
 
! scope="row" |Rank 4
 
| style="text-align: center;" |500
 
| style="text-align: center;" |500
| style="text-align: center;" |40%
+
| style="text-align: center;" |20%
 
| style="text-align: center;" |60%
 
| style="text-align: center;" |60%
 
|-
 
|-
 
! scope="row" |Rank 5
 
! scope="row" |Rank 5
 
| style="text-align: center;" |625
 
| style="text-align: center;" |625
| style="text-align: center;" |50%
+
| style="text-align: center;" |30%
 
| style="text-align: center;" |50%
 
| style="text-align: center;" |50%
 
|-
 
|-
 
! scope="row" |Rank 6
 
! scope="row" |Rank 6
 
| style="text-align: center;" |750
 
| style="text-align: center;" |750
| style="text-align: center;" |60%
+
| style="text-align: center;" |40%
 
| style="text-align: center;" |40%
 
| style="text-align: center;" |40%
 
|-
 
|-
 
! scope="row" |Rank 7
 
! scope="row" |Rank 7
 
| style="text-align: center;" |875
 
| style="text-align: center;" |875
| style="text-align: center;" |70%
+
| style="text-align: center;" |50%
 
| style="text-align: center;" |30%
 
| style="text-align: center;" |30%
 
|-
 
|-
 
! scope="row" |Rank 8
 
! scope="row" |Rank 8
 
| style="text-align: center;" |1000
 
| style="text-align: center;" |1000
| style="text-align: center;" |80%
+
| style="text-align: center;" |60%
| style="text-align: center;" |20%
+
| style="text-align: center;" |10%
 
|}
 
|}
   
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For each repair, the experience gained is the amount of durability restored multiplied by the value of the material in the chart below. All armor of a material type has the same multiplier.
 
For each repair, the experience gained is the amount of durability restored multiplied by the value of the material in the chart below. All armor of a material type has the same multiplier.
   
Tools, however, have a multiplier based on amount of material components of the tool (1, 2, or 3 pieces). This is because all tools of the same material have the same durability, whereas armor durability scales with number of components.
+
Tools, however, have a multiplier based on the number of material components of the tool (1, 2, or 3 pieces). This is because all tools of the same material have the same durability, whereas armor durability scales with the number of components.
   
 
Experience is only awarded for durability restored; any restoration beyond maximum is ignored, making repairing near-perfect items inefficient.
 
Experience is only awarded for durability restored; any restoration beyond maximum is ignored, making repairing near-perfect items inefficient.
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| style="text-align:center;" |1540
 
| style="text-align:center;" |1540
 
|}
 
|}
#The average durability restored by one material is calculated as the durability of the full set of armor divided by the amount of materials required to fully repair the entire set. If repairing armor in full sets, each material used will provide this much experience on average.
+
#The average durability restored by one material is calculated as the durability of the full set of armor divided by the number of materials required to fully repair the entire set. If repairing armor in full sets, each material used will provide this much experience on average.
 
#The 3 figures refer to tools requiring 3 materials (e.g. pickaxes), 2 materials (swords and hoes) and 1 material (shovel) to fully repair respectively.
 
#The 3 figures refer to tools requiring 3 materials (e.g. pickaxes), 2 materials (swords and hoes) and 1 material (shovel) to fully repair respectively.
 
#The amount of experience gained if the material is fully used up in repairing the tool.
 
#The amount of experience gained if the material is fully used up in repairing the tool.
   
 
===Training===
 
*For maximum exp efficiency per material used, boots provide the most exp per repair, due to armor durability being independent of number of materials required. After boots, the second most efficient things are tools, all providing more than any other armor, without counting in-game rounding errors.
 
*For maximum exp efficiency per material used, boots provide the most exp per repair, due to armor durability being independent of number of materials required. After boots, the second most efficient things are tools, all providing more than any other armor, without counting in-game rounding errors.
   
*Use Diamonds only to repair after level 50 for highest xp gain.
+
*Use Diamonds to repair boots only after level 50 for highest XP gain in order to save expensive materials. Material XP gain: Diamond> Gold> Iron> Strings, Cobblestone, Wood
 
Mob Farm / XP Grinder ( Also helps with Fishing)
 
 
Make a mob farm, and spam it with your fishing pole. It should give you xps when mob dies, and it helps your fishing as well when mob is shaken. when your pole is about to break, repair your fishing pole with string. fishing pole breaks down to red every ten seconds, and it should give you about 3000 xp per repair. It is a good method to increase fishing and repair if you cannot afford diamond. You may not see the effect as quick if you are on level over 120.
 
 
Pro Tip: Use a spider farm! Spiders will drop Strings upon death.
 
 
Woodcutting
 
   
 
TIP: if you press the keys F3 + H, you can see the ID and durability of a tool, armor, or items by hovering over it in the inventory.
Find a biome with large trees. I'll suggest jungle and spruce. When you found those biomes. Get a diamond axe and chop down as many large trees as possible with tree feller. it should be nulled pretty much after a few times, then you may repair it.
 
   
  +
'''Cactus damages armor (best method for expensive material) '''
With leavesblower, use stone axes or gold axes (don't use the diamond and else) to blow leaves can gain experience rapidly.
 
 
Damage armor by standing next to a cactus and repair it when it reaches a low durability. Beacons with Resistance II and Regeneration to reduce health problem when receiving damage.
   
  +
'''Magma blocks also damage armor (better than cactus)'''
=== Shears ===
 
  +
<nowiki> </nowiki>Magma blocks have a significant advantage over cactus for a couple of different reasons. First off, they damage armor at the same rate as cactuses. Second, they don't deal as much damage directly to the player, which also means you can stay alive longer if you don't have expensive beacons to heal or protect you. Lastly, they don't destroy items, which means you can't lose your gear if you accidentally die, unlike cactus.
Find a forest or a jungle, and break all the leaves with shears. Then, repair the shears for quick xp.
 
   
  +
'''Mining or Excavation ( Mining/Excavation + Repair) '''
=== Bow ===
 
  +
Refer to Mining/Excavation Technique ( Levelling methods ) while mining/Excavation to train both skills together.
Get yourself a bow and a few arrows. Stand next to an anvil and just keep shooting arrows at the ground, and in a fashion that you can pick them up automatically. When the durability goes down, repair. Repeat.
 
   
  +
[//mcmmo.wikia.com/wiki/Mining http://mcmmo.wikia.com/wiki/Mining]
=== Gold Sword ===
 
Make yourself a gold sword. When it becomes nighttime, go outside and slay until your sword is at 1-3 durability (Tip: if you press the keys F3 + H, you can see the ID and durability of a tool, armor, or items by hovering over it in the inventory). Then, go inside and repair. Repeat.
 
   
  +
[//mcmmo.wikia.com/wiki/Excavation http://mcmmo.wikia.com/wiki/Excavation]
This method requires a good amount of gold, but it is extremely efficient. Most of the time, you can do this multiple times a night, depending where you live.
 
   
  +
'''Mob Farm with Fishing Rod ( Repair + Fishing )'''
If killing mobs isn't an option, herd animals and kill them with the gold sword. This method is a bit less efficient, but it gives the same amount of XP per gold used.
 
  +
Using a mob farm, hold a fishing rod in hand and hold right click on the mouse to spam "shake" continuously at mobs until rod durability low to repair. The effectiveness of this method drop after level 120.
  +
Tip: Use a spider farm to create a loop of grinding by having a constant supply of strings.
   
  +
'''Natural Mob Farm with Bow or Golden Combat tools ( Sword/Axes/Archery + Repair ) '''
=== Gold Pickaxe ===
 
  +
Shoot mobs with bow and arrow until low durability to repair. Spam bow and arrow at ground constantly if there is limited arrow source.
Craft a few gold picks and wear them down, more efficient and fast version of the "Gold Sword" method by being easier to wear and giving more xp per material.
 
  +
''Tip: Use a skeleton farm to get a constant source of arrows.''
  +
Use your Sword/Axes to kill mobs until 1-3 durability to repair. This method requires a good amount of gold, but it is efficient. If killing mobs isn't an option, herd animals and kill them.
   
  +
'''Tree Farm ( Woodcutting + Repair)'''
=== Cactus Method ===
 
  +
Build or find a large tree farm and use Tree Feller and Leaf Blower (woodcutting skills). Axes of any material can be damaged quickly to be repaired through these 2 woodcutting skills
   
  +
'''Shearing or Tilling ( Repair + Herbalism) '''
Damage armor by standing next to a cactus and repair it when it reaches a low durability.
 
  +
Use Shear to get wool, leaves, tall grass, ferns, dead bushes, vines (all of the things that can be shear) in forest biome or a large tree farm.
  +
While for tilling, find a land and use hoe quickly by running across the land to till. Repair hoe and shear when low durability.
  +
==Video==
 
[[File:MCMMO Repair Skill, and How to Grind Repair|centre]]
  +
[[Category:Skills]]

Revision as of 13:22, 7 March 2021

Repair is one of the parent skills of the first child skill, Smelting also a parent of salvage. It can be used to repair tools and armor on Blocks of Iron.

How to repair items in Minecraft

You can repair items in Minecraft by Using the McMMO anvil (an iron block) and right-clicking it with the item you would like to repair in your hand. The higher the level, the more durability is restored. Every time you repair an item with the McMMO anvil, it consumes a singular amount of the material the item was made of (For example an iron chestplate would cost one iron ingot per click).

Arcane Forging 1-8

Arcane Forging is used to keep enchantments on items after repairing them, It starts at level 1 of the [Repair] skill. At a 10% success chance, this is the level at which Arcane Forging starts.

Each level afterwards adds a small % increase. such as at level 125 you gain a 10%, level 250 a 20%, at level 750 you get a 50%.cap

Along with this, there is a chance for a downgrade on the enchantment. For example, a Power II Bow could potentially become a Power I Bow.To turn off downgrades simply change [true] to a [false]. <--- ?

Rank_Levels

Keep_Enchants

Downgrades

Rank 1 125 -_- 90%
Rank 2 250 10% 80%
Rank 3 350 10% 70%
Rank 4 500 20% 60%
Rank 5 625 30% 50%
Rank 6 750 40% 40%
Rank 7 875 50% 30%
Rank 8 1000 60% 10%

Base Durability Restored

Item Name Materials to Fully Repair Base Durability Restored
IronHelmet Helmet Material x 5 20%
IronChestpiece Chest-plate Material x 8 12.5%
IronLeggings Leggings Material x 7 14.2857%
IronBoots Boots Material x 4 25%
IronAxe Axe Material x 3 33.3%
Ironsword Sword Material x 2 50%
IronPickaxe Pickaxe Material x 3 33.3%
IronHoe Hoe Material x 2 50%
IronShovel Shovel Material x 1 100%
Shears Shears Ironingot Iron ingot x 2 50%
FishingRod Fishing Rods String String x 2 50%
Grid Bow Bow String String x 3 33%
Anvil Anvil Iron Block Iron block x 3
Ironingot Iron ingot x 4
100%

Experience and Leveling

Experience Calculation

For each repair, the experience gained is the amount of durability restored multiplied by the value of the material in the chart below. All armor of a material type has the same multiplier.

Tools, however, have a multiplier based on the number of material components of the tool (1, 2, or 3 pieces). This is because all tools of the same material have the same durability, whereas armor durability scales with the number of components.

Experience is only awarded for durability restored; any restoration beyond maximum is ignored, making repairing near-perfect items inefficient.

Experience Multipliers
Material Skill Req. XP multiplier per material (Armor) Average XP per material (Armor)1 XP multiplier per material (Tools)2 Max XP per material (Tools)3
WoodPlanks Wood Planks 0 - - 1.66 / 3.33 / 5 100
Cobblestone Cobblestone 0 - - 1.66 / 3.33 / 5 220
Ironingot Iron Ingot 0 20 771.66 3.33 / 6.66 / 10 836.66
Goldingot Gold Ingot 0 40 643.33 26.6 / 53.3 / 80 810
Diamond Diamond 50 60 0 3.33 / 6.66 /10 5206.66
Grid Bow String 0 - - 12 1540
  1. The average durability restored by one material is calculated as the durability of the full set of armor divided by the number of materials required to fully repair the entire set. If repairing armor in full sets, each material used will provide this much experience on average.
  2. The 3 figures refer to tools requiring 3 materials (e.g. pickaxes), 2 materials (swords and hoes) and 1 material (shovel) to fully repair respectively.
  3. The amount of experience gained if the material is fully used up in repairing the tool.

Training

  • For maximum exp efficiency per material used, boots provide the most exp per repair, due to armor durability being independent of number of materials required. After boots, the second most efficient things are tools, all providing more than any other armor, without counting in-game rounding errors.
  • Use Diamonds to repair boots only after level 50 for highest XP gain in order to save expensive materials. Material XP gain: Diamond> Gold> Iron> Strings, Cobblestone, Wood

TIP: if you press the keys F3 + H, you can see the ID and durability of a tool, armor, or items by hovering over it in the inventory.

Cactus damages armor (best method for expensive material) Damage armor by standing next to a cactus and repair it when it reaches a low durability. Beacons with Resistance II and Regeneration to reduce health problem when receiving damage.

Magma blocks also damage armor (better than cactus) Magma blocks have a significant advantage over cactus for a couple of different reasons. First off, they damage armor at the same rate as cactuses. Second, they don't deal as much damage directly to the player, which also means you can stay alive longer if you don't have expensive beacons to heal or protect you. Lastly, they don't destroy items, which means you can't lose your gear if you accidentally die, unlike cactus.

Mining or Excavation ( Mining/Excavation + Repair) Refer to Mining/Excavation Technique ( Levelling methods ) while mining/Excavation to train both skills together.

http://mcmmo.wikia.com/wiki/Mining

http://mcmmo.wikia.com/wiki/Excavation

Mob Farm with Fishing Rod ( Repair + Fishing ) Using a mob farm, hold a fishing rod in hand and hold right click on the mouse to spam "shake" continuously at mobs until rod durability low to repair. The effectiveness of this method drop after level 120. Tip: Use a spider farm to create a loop of grinding by having a constant supply of strings.

Natural Mob Farm with Bow or Golden Combat tools ( Sword/Axes/Archery + Repair ) Shoot mobs with bow and arrow until low durability to repair. Spam bow and arrow at ground constantly if there is limited arrow source. Tip: Use a skeleton farm to get a constant source of arrows. Use your Sword/Axes to kill mobs until 1-3 durability to repair. This method requires a good amount of gold, but it is efficient. If killing mobs isn't an option, herd animals and kill them.

Tree Farm ( Woodcutting + Repair) Build or find a large tree farm and use Tree Feller and Leaf Blower (woodcutting skills). Axes of any material can be damaged quickly to be repaired through these 2 woodcutting skills

Shearing or Tilling ( Repair + Herbalism) Use Shear to get wool, leaves, tall grass, ferns, dead bushes, vines (all of the things that can be shear) in forest biome or a large tree farm. While for tilling, find a land and use hoe quickly by running across the land to till. Repair hoe and shear when low durability.

Video