Experience (EXP or XP for short) can be obtained by collecting experience balls from mining, defeating crowds and players, breeding, trading, fishing, completing progress,[Java Edition only] and using grinding wheels and furnaces. Experience gained during a player’s lifetime affects the player’s score on the death screen. Although it has no direct effect on the player’s character, it can be used to upgrade their equipment by enchantment, or by using an anvil to repair, rename, or combine enchantments on equipment.
Experience can be obtained from different sources:
To kill most of the monsters, the experience balls fall with other objects.
A mob does not drop the experience unless it dies within five seconds (100 ticks) after an attack recorded as a player hit (including tame wolves and TNT). This helps to gain experience, say pushing a monster off a cliff, etc. (retrieving the bullets might be another matter). The player can also try to “claim” a burning monster by hitting or shooting it once—even if the hit does not kill it, if the fire does within 5 seconds, it will drop XP.
Enemy zombified Piglin deaths are always recorded as kills of the player they target, regardless of whether that player has touched that zombified Piglin.
Monsters that were killed by TNT and were activated as usual by a player with Flint and Steel drop XP; monsters that were killed by TNT that was activated by fire, Redstone or an Explosion that was not activated by the player will not drop any experience.
Monsters drop a random number of balls, and the balls can have different values. However, the total value always remains within the values shown below, regardless of the parameter.
Enemy mobs give more experience than passive. Baby animals, bats, Golems and villagers do not give any experience. The Ender Dragon gives balls with a total of 12,000 XP when a player kills them for the first time-12 times more than anything in the game-and 500 XP the next time.
Some enemy monsters breed with weapons or can breed with weapons and/or armor. These monsters give 1-3 extra points (randomly) per equipment with which they produced. The equipment taken after spawning does not count.
Mining (destroy) a spawner block gives 15-43 experience points in the form of bullets.
From mining any ore that falls a resource rather than ore. The balls are made with mineral objects. If a Silk Touch pickaxe is used to decompose the ore block, the experiment is not abandoned, but the block can then be placed and degraded normally to release the mineral and experiment.
The ore always produces bullets when it is destroyed by an Explosion, whether or not it is caused by the TNT activated by the player.
From merging one of the different elements.
Smelting ore brings some experience, but in general, only iron, gold, lower gold and ancient debris are worth it. For all other ores, extraction is better.
Moderate amounts are obtained by melting / cooking other materials: food, balls or clay blocks, cacti, wooden logs, sand or cobblestones, cacti give the most.
The melted material must be removed from the oven through its own window. If the player uses a funnel to unload the furnace, it is possible to recover all the experiments generated by the furnace by melting an additional element and removing it from the furnace. Depositing the contents by breaking the furnace drops all the experiments stored as collectible experiment balls.
Breeding animals that produce balls where the parents are, together with the baby animal. Breaking eggs does not give any experience.
fishing. The experiment is given immediately after rolling in the fish, even if the fish itself is not absorbed.
Trade with the villagers.
A bottle of O’reilly releases balls when it is broken.
Command / experience.
Enchanting objects in a grinding wheel.
From one challenge to another.[MORE]
Earning experience points from Experience Orbs increases the player’s experience level by gradually filling a bar at the bottom of the screen until a new level is reached when the bar is full. When the player dies, they fall experience balls worth 7 * experience points of current level, up to a maximum of 100 points (enough to reach Level 7), and all other experiences disappear. If the gamerule keepInventory is set to true, the experience will be retained even if the player dies.
Experience balls fade between the green and yellow colors and float or slide towards the player up to a distance of 7.25 blocks (calculated from the center of the player’s feet and the center of the experience ball) and accelerate as the player approaches. Experience balls fired at a player are slowed down by cobwebs. Experience balls can also be moved around or away from the player by water currents.
When they are collected, the balls make a Christmas bell sound for a split second. Unlike resources, experience points are accumulated gradually: no matter how many balls in the player’s area, they are added individually (about 10 balls per second) to the game experience. In extreme cases, this can lead to a swarm of bullets for several seconds. If an experiment ball is not collected within 5 minutes of its appearance, it disappears.
Experience orbs vary in value. The general value of a sphere is reflected in its size, with eleven possible quantities corresponding to certain values. The three smallest sizes are the most common, because the majority of the experience abandoned by monsters and blocks is less than ten. Dense experience balls from 17 and above have orange ” eyes “or” cores ” and are rarer, most often when they beat the Ender dragon, fade and other players, disenchant objects on a millstone, break spawners, and collect objects in high-traffic ovens (currently the only way to get the size 11 balls in survival mode). Unlike abandoned items, experience balls do not merge into higher value experience balls when they are close to each other.[up to 1.17]
Naturally baubles always have a whole value of 1-11, 17, 37, 73, 149, 307, 617, 1237, or 2477. fishing, farming and trading make a single ball with a random value fall into the corresponding range. Break blocks, kill monsters and players, melt objects and bottles O’to calculate your total experience and then divide them into values of 1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477. higher values are chosen first, for example, a total value of 1000 would be dropped as balls with values 617, 307, 73 and three 1s. note that if the first dragon ender in a world falls 12,000 experience, it fell in 10 waves of 1000 and one of 2000, so no balls of value 2477 are dropped. Such orbs can only exist in the world above the furnaces that had a lot of traffic.
Experiment balls with negative values can be created using the / summon command, either with values less than 0 or above 32767 due to 16-bit integer overflow. They have the smallest texture of the ball. Although collecting does not affect the player’s experience bar in any way, you can remove the durability of an enchanted tool with repair, provided that the tool is already damaged before collecting the balls.
Like objects, adventure balls float on the water. Experience balls can be destroyed by fire, lava, explosions and cacti and trigger pressure plates and Tripwires. Experience balls can also stop minecarts.
In Bedrock Edition, although Mob Drops spawn as soon as the last hit is taken on the crowd, experience balls only appear when the Mob entity disappears and smoke appears.
In Java Edition, experience balls appear in the same spatial and temporal location as loot when an entity is killed.
Enderdragon XP farms
An Enderdragon XP farm is an XP farm that exploits the way Enderdragon’s death level can be reset by unloading the pieces. As Enderdragon drops more XP than any other crowd in the game, Enderdragon XP farms are generally very fast compared to other XP Farms. 
When the Enderdragon is killed, it goes through a death process where the Animation is first played, then the experience is erased, and finally the portal is created and the Enderdragon entity is killed. Since Enderdragons does not store your Deathtick Variable in your NBT data, Enderdragon’s death sequence can be restored by reloading it, and if this happens between XP level And Death level, Enderdragon will drop XP several times.
If an Enderdragon XP battery was created in an earlier version in the latest Snapshot (15w51b), it will not be interrupted. If the dragon is unloaded when the player enters the end, an additional dragon will spawn. This additional Dragon spawn is identical to what happens when the player killed the dragon in a previous version and again grabbed the ending in the snapshot. The presence of this second dragon will still not break the farm, but killing this second Dragon will break the farm. This is probably due to the fact that after the death of the second dragon, the game interprets all other cases of dragon death as “extranumnuminary”. These deaths differ in several ways from normal dragon deaths.
This is because no Dragon eggs are generated, much less XP is cleared, and XP falls after the dragon death animation is finished. This means that no XP will fall from the dragon in the XP farm because the farm relies on the XP that falls before the death Animation is over. The only Version of the game in which the dragon can be Respawn, but extranumnuminary deaths do not exist, is Snapshot 15w31a. this snapshot is not available in the Minecraft launcher because it has been replaced by 15w31b and 15w31c one by one. However, it can be downloaded with its respective .json file on the versions page of the Minecraft wiki and can be manually added to the versions folder in Minecraft application files.
“Dragon” runs here. For the mentioned function, see Red Dragon. For the Rendering Engine see RenderDragon. For other uses, see Dragon (Disambiguation).
200♥ × 100
Peaceful: 0♥ (but still performs attack animation)
Hard drive: 15♥ × 7.5
3♥♥ per second
6♥♥♥ per second
Height: 8 Blocks
Width: 16 Blocks
Length: 16 Blocks
The Ender dragon is a dangerous crowd of flying enemy bosses that was found during the first entry in the end. She is the largest natural spawning crowd in the game, and is widely recognized as the final boss of Minecraft.
The First Spawning
The Ender dragon spawns immediately when a player first arrives at the end.
This image shows how the player can arrange final crystals to recreate the Ender dragon.
Players can summon the Ender dragon again after the fight is over by placing four final crystals on the edges of the exit portal, one on each side. When the dragon is summoned again, a series of explosions resets the Obsidian columns, iron bars, and final crystals. The top of each column seems to explode, destroying all the blocks placed by the player. If the player does not take the Dragon’s egg and begins to summon the dragon again, The Dragon’s egg disappears.
Once killed, the final dragon slowly rises, its wings and body become more shredded until it disappears as the light rays burst from its middle. There is an Explosion of 12,000 experience points (ten drops of 960 and one drop of 2400) — enough to bring a player from Level 0 to level 68. In subsequent completions of the Battle of the Ender Dragon (after it was summoned again via the final crystals), only 500 experience points are lost. In Java Edition, the final Dragon killed flies to the center and tears itself into nothingness. In Bedrock Edition, the slain Ender Dragon stays where it is killed and disintegrates into nothingness.
After the dragon is killed for the first time, a dragon egg appears above the central rock structure of the island. If there is a block just above the center of the central base structure, the Dragon egg spawns 1 block above the highest block at (0,0). If the highest block is at the altitude limit, the dragon egg will not spawn. The rock structure fills with a final Portal interface to become the exit portal, so the player returns to the upper world and reappears at his spawn point.
Each completed Dragon battle also creates an end gateway portal that floats between 75 and 100 blocks from the exit portal, up to a maximum of 20 gateway portals.
See also: tutorials / defeat the Ender dragon
During the battle with the Dragon Ender plays unique music called “Boss”. The fight also keeps several pieces loaded around the X, Z = 0.0, regardless of whether the player is present. Both occur as long as the player fights the dragon, unless there is no player in the 190 blocks of (0, 128, 0).
The Ender dragon has a light purple health bar that appears at the top of the player’s screen. Their health is often restored by the neighboring final crystals indicated by a magical white ray connecting the dragon and the Crystal. Destroying a final crystal that actively heals the dragon causes 10♥♥♥♥♥ damage to it.
The dragon can only deal damage by explosions and player-based damage and takes 1 norm 4 Normal damage if hit on a part that is not your head. Asphyxia is absolutely not applicable because it immediately passes through or destroys every block it touches.
The dragon is immune to all status effects, except for immediate damage that still hurts him if you throw the splash or persistent potion of damage on the top base block of the starting portal.
The Green hitboxes of the Final Dragon.
If you use the F3 + B shortcut, The Dragon selection frame is displayed. It cannot be damaged anywhere in this large volume: eight green sub-hitboxes are also displayed, indicating where the dragon can take damage: the tail, body, head, and wings.
The final dragon is a flying crowd that cannot stand on the ground. She flies around the main island of the end while she fights the player.
The dragon can pass through any blocks and destroy almost any species. The blocks that are not destroyed are those that form naturally on the central island and those that are supposed to be indestructible, with the exception of Obsidian and Respawn anchors:
End portal (block)
End portal frame
End gateway (block)
Destroyed blocks are not abandoned, although containers (like chests and dispensers, but not Shulker boxes) drop their contents.
The dragon “Baden” ends with its toxic respiratory attack.
The dragon Never targets an entity other than the player. Other monsters can be hostile to the dragon if they are defeated. All entities hit by their wings will receive 5♥♥♥ damage (or 10♥ ♥ ♥ ♥ damage if hit by their head) and will be thrown into the air, sometimes to deadly heights or even off the island. None of these effects are applied for 1 secondes 2 seconds after the dragon has taken damage.
Ender’s dragon, has four main states of behavior:
The dragon starts in this state and rotates around the ring of Obsidian columns either outside if there are still Final crystals, or inside when the crystals are destroyed.
With the destruction of each crystal, it takes damage, and there is a greater Chance that the dragon will change its state.
Whenever the dragon is within 10 blocks or more than 150 blocks of its current target, it tries to select a new target. If it is damaged, it aims at a point just behind it, which allows it to turn away and choose a new target.
After the destruction of a final crystal, the dragon passes to Straffing. Once within 64 blocks, she shoots a fireball at the player.
The dragon turns in this state again.
The dragon dives on the position of the target player taken at the beginning of the dive.
The dragon rotates in this state again, regardless of whether it has touched the player.
The dragon moves to the starting portal structure (approaching the side opposite the player if possible) and lands on the highest block of coordinates (x=0, z=0). In this state, the dragon is immune to Arrows (they catch all fires and jump). Launched tridents can still do damage.[check]
If a player is within 20 blocks of the exit portal structure after 1.25 seconds, the dragon roars and uses its 3-second breathing attack, damaging players as a persistent potion.
Purple clouds from the Dragon’s breathing attack can be collected in an empty bottle to maintain the Dragon’s breath.
If the player is not near the portal within 5 seconds of landing the dragon, he loads the players within 150 blocks.
After four consecutive breaths or if the dragon does not find a player within 150 blocks, it takes off from its perch.
The dragon turns in this state again.
If the cumulative damage taken while sitting exceeds 50 ♥ × 25, The dragon takes off and resets the damage accumulator. The accumulator will not be reset if it does not do enough damage.
The dragon turns in this state again.
If the dragon finally suffers a fatal blow, it will fly to the exit portal structure before dying, unless it can find it within the 150 blocks or is inside the blocks.
Dragon fireball JE2.png
Dragon fireball BE2.png
Height: 1 Block
Width: 1 Block
Dragon Fireballs are special fireballs that the Ender dragon shoots while punishing. Unlike Ghast fireballs, they cannot be distracted and do not cause impact damage. Instead, they drop purple clouds above the ground, similar to a persistent Potion of Harming II.as with your point – blank breath attack, the purple mist can be bottled to hold the Dragon’s breath.