Wiki / Weapons and Armor
Weapons and Armor
Weapon damage, armor, and the stats granted by worn armor and the item in hand. Minecraft calculates the base value, player stats multiply the result, and the quality of a blueprint-crafted item scales its beneficial attributes.
How damage is calculated
Minecraft calculates the base: the weapon, enchantments, attack charge, and the jump crit. Player stats multiply that result, and the target's armor is applied last.
- Base damage: weapon damage (with item quality) plus the Sharpness enchantment bonus. A hit before the attack bar is fully charged and a jump crit work as in Minecraft.
- The attacker's Strength: x (1 + Strength / 100). Applies to melee hits and to projectiles fired by the player.
- Pet skills can add their own multiplier (Pets).
- Critical hit: with a Crit Chance probability, the hit gets x (1 + Crit Damage / 100). The player sees sparks and hears a crit sound. This crit is independent of the jump crit.
- The target's Defense, if the target is a player: x 100 / (100 + Defense). Does not apply to falling into the void, the /kill command, or the world border.
- The target's armor, toughness, and protective enchantments are applied last, to the result after Defense, as in Minecraft.
- Projectiles remember the shooter's Strength, Crit Chance, and Crit Damage from the moment of firing. Changing the item in hand while the arrow is in flight changes nothing.
- PvP: both multipliers apply, the attacker's and the defender's.
- Pet hits do not get the owner's Strength or crit, because the pet already has them in its damage.
- A player with no items has 30% Crit Chance and 50% Crit Damage, so on average deals x 1.15 of base damage.
Stat multipliers
| Strength | Hit multiplier | Defense | Damage received | Reduction |
|---|---|---|---|---|
| 0 | x 1.00 | 0 | x 1.000 | 0% |
| 25 | x 1.25 | 50 | x 0.667 | 33.33% |
| 50 | x 1.50 | 100 | x 0.500 | 50% |
| 100 | x 2.00 | 200 | x 0.333 | 66.67% |
| 200 | x 3.00 | 400 | x 0.200 | 80% |
| 500 | x 6.00 | 900 | x 0.100 | 90% |
Average crit multiplier
| Crit Chance \ Crit Damage | 50% | 100% | 150% | 200% | 300% |
|---|---|---|---|---|---|
| 30% | x 1.150 | x 1.300 | x 1.450 | x 1.600 | x 1.900 |
| 40% | x 1.200 | x 1.400 | x 1.600 | x 1.800 | x 2.200 |
| 50% | x 1.250 | x 1.500 | x 1.750 | x 2.000 | x 2.500 |
| 75% | x 1.375 | x 1.750 | x 2.125 | x 2.500 | x 3.250 |
| 100% | x 1.500 | x 2.000 | x 2.500 | x 3.000 | x 4.000 |
Weapons
Weapons available in the game: from the item catalog, plain Minecraft weapons from drops, crates, and blueprints, and paid sets from the merchant's shop. Damage is the value of one full hit, counting the player's fist (1 point) and the Sharpness bonus, without stats. Regular weapon crafting is blocked, so a sword can only be made from a blueprint.
| Weapon | Rarity | Damage | Attack speed | Damage / s | Durability | Stats | Enchantments | Requirements | Source |
|---|---|---|---|---|---|---|---|---|---|
| Beginner's Sword Iron Sword | Uncommon | 6 | 1.6 | 9.6 | 250 | – | Sharpness III broken | – | admins only |
| Sword of Renewal Iron Sword | Rare | 6 | 1.6 | 9.6 | 250 | Health Regen +2 | – | – | admins only |
| Hunter's Bow Bow | Legendary | up to 6 (arrow, full draw) | draw 1 s | – | 384 | – | Power V, Flame II, Infinity I, Unbreaking V broken | Hunting 30 (not checked) | admins only |
| Wooden Sword Wooden Sword | – | 4 | 1.6 | 6.4 | 59 | – | – | – |
|
| Iron Sword Iron Sword | – | 6 | 1.6 | 9.6 | 250 | – | – | – |
|
| Diamond Sword Diamond Sword | – | 7 | 1.6 | 11.2 | 1,561 | – | – | – |
|
| Bow Bow | – | up to 6 (arrow, full draw) | draw 1 s | – | 384 | – | – | – |
|
| Merchant's Magic Sword Diamond Sword | – | 10 | 1.6 | 16 | 1,561 | – | Sharpness V, Unbreaking III, Looting III, Mending | – | merchant's shop: Magic Sword – 300 VED + effects for 10 min: Strength II, Speed II |
| Merchant's Magic Bow Bow | – | up to 6 (arrow, full draw) | draw 1 s | – | 384 | – | Power V, Unbreaking III, Flame I, Infinity, Mending | – | merchant's shop: Magic Bow – 60 VED |
| Merchant's Magic Axe Diamond Axe | – | 12 | 1 | 12 | 1,561 | – | Efficiency V, Unbreaking III, Sharpness V, Mending | – | merchant's shop: Magic Axe – 400 VED + effects for 10 min: Haste II, Strength I |
Tools as weapons
| Tool | Damage | Attack speed | Durability | Enchantments | Source |
|---|---|---|---|---|---|
| Miner's Pickaxe Diamond Pickaxe | 5 | 1.2 | 1,561 | Efficiency V, Fortune III, Unbreaking III broken | admins only |
| Diamond Pickaxe Diamond Pickaxe | 5 | 1.2 | 1,561 | – |
|
| Merchant's Magic Pickaxe Diamond Pickaxe | 5 | 1.2 | 1,561 | Efficiency V, Unbreaking III, Fortune III, Mending | merchant's shop – 400 VED + effects for 10 min: Haste II, Speed II |
| Merchant's Magic Shovel Diamond Shovel | 5.5 | 1 | 1,561 | Efficiency V, Unbreaking III, Mending | merchant's shop – 150 VED + effects for 10 min: Haste II |
Weapon comparison
Average damage of a full melee hit at base crits (Crit Chance 30%, Crit Damage 50%) and varying Strength. Without the jump crit and without target armor.
| Weapon | Damage | Strength 0 | Strength 50 | Strength 100 | Strength 200 | Per second (Strength 0) |
|---|---|---|---|---|---|---|
| Merchant's Magic Sword | 10 | 11.50 | 17.25 | 23.00 | 34.50 | 18.40 |
| Merchant's Magic Axe | 12 | 13.80 | 20.70 | 27.60 | 41.40 | 13.80 |
| Diamond Sword | 7 | 8.05 | 12.07 | 16.10 | 24.15 | 12.88 |
| Beginner's Sword | 6 | 6.90 | 10.35 | 13.80 | 20.70 | 11.04 |
| Sword of Renewal | 6 | 6.90 | 10.35 | 13.80 | 20.70 | 11.04 |
| Iron Sword | 6 | 6.90 | 10.35 | 13.80 | 20.70 | 11.04 |
| Wooden Sword | 4 | 4.60 | 6.90 | 9.20 | 13.80 | 7.36 |
| Miner's Pickaxe | 5 | 5.75 | 8.62 | 11.50 | 17.25 | 6.90 |
| Diamond Pickaxe | 5 | 5.75 | 8.62 | 11.50 | 17.25 | 6.90 |
| Merchant's Magic Pickaxe | 5 | 5.75 | 8.62 | 11.50 | 17.25 | 6.90 |
| Merchant's Magic Shovel | 5.5 | 6.32 | 9.49 | 12.65 | 18.97 | 6.32 |
A fully drawn bow fires an arrow for about 6 damage. Power V raises it by 150%, to about 15. Strength and crits multiply arrow damage the same way as a melee hit.
Armor
The catalog currently has no armor of its own. The only armor you can get is the Magic Armor Set from the merchant's shop for 700 VED: a full diamond set with Protection IV, Unbreaking III, and Mending enchantments, plus Resistance II and Regeneration I for 10 minutes. Regular armor crafting is blocked, and there are no armor blueprints.
| Piece | Armor | Toughness | Durability | Stats |
|---|---|---|---|---|
| Helmet (Diamond Helmet) | 3 | 2 | 363 | – |
| Chestplate (Diamond Chestplate) | 8 | 2 | 528 | – |
| Leggings (Diamond Leggings) | 6 | 2 | 495 | – |
| Boots (Diamond Boots) | 3 | 2 | 429 | – |
| Full set | 20 | 8 | – | – |
Armor and Protection
A full set with Protection IV is 4 x 4 = 16 levels, which means 64% less damage after armor. The player's Defense is applied before armor, so armor receives an already smaller hit and protects better.
| Hit | No armor | Defense 100 | Diamond set | Set + Protection IV | Set + Protection IV + Defense 100 |
|---|---|---|---|---|---|
| 5 | 5 | 2.50 | 1.25 | 0.45 | 0.20 |
| 10 | 10 | 5.00 | 3.00 | 1.08 | 0.45 |
| 20 | 20 | 10.00 | 8.00 | 2.88 | 1.08 |
| 40 | 40 | 20.00 | 24.00 | 8.64 | 2.88 |
Values in health points (2 points = 1 heart at 100 Health). Without the Resistance effect and without absorption.
Stats on weapons and armor
Stats are granted by the four worn armor pieces and the item in the main hand, as long as it is not an armor piece. Stacking with the pet and the caps: Item list -> How they stack.
| Stat | How it works on weapons and armor |
|---|---|
| Health | Maximum health = Health / 5 points (100 = 20 points = 10 hearts). The heart bar shows at most 20 hearts; with more health the hearts are scaled. After the maximum changes, the player keeps the current number of points, clamped to the new maximum. |
| Health Regen | Every 5 seconds heals as many health points as the stat value, but no more than is missing to the maximum. Works on every server and also during combat, does not work after death. Natural regeneration is disabled in the lobby, so health there is restored only by Health Regen. |
| Defense | Damage received x 100 / (100 + Defense), before armor. |
| Strength | Damage dealt x (1 + Strength / 100). |
| Crit Chance, Crit Damage | The chance and strength of a critical hit. |
| Speed | Movement speed x Speed / 100 (200 = twice as fast). |
| Magic Find, Mining Fortune, Farming Fortune | Drops from mobs, ores, and crops (Materials -> Drop chances). |
Health Regen in practice
| Health Regen | Points per minute | Hearts per minute | From 1 point to full at 100 Health |
|---|---|---|---|
| 1 | 12 | 6 | 95 s |
| 2 | 24 | 12 | 50 s |
| 5 | 60 | 30 | 20 s |
| 10 | 120 | 60 | 10 s |
| 20 | 240 | 120 | 5 s |
Sword of Renewal grants Health Regen +2. A player with 100 Health (20 points) has 8 points. Every 5 s they recover 2 points, so they reach full health after 6 cycles, that is 30 s, also during combat.
How quality changes the values
Weapons and armor from a blueprint have a quality from 0% to 100%. Quality changes the item once, at the moment of creation. The quality range depends on the profession and the blueprint quality (Blueprints and crafting -> Modes).
The weapon bonus scales, not the player's fist point: Iron Sword gives fist 1 + bonus 5, so at 50% quality it deals 1 + 5 x 0.75 = 4.75.
Iron Sword from the Iron Longsword blueprint
The only weapon from a blueprint. Profession: Weaponsmith, blueprint level 5.
| Quality | Trait multiplier | Damage | Attack speed | Durability | Health Regen 2 from the example | Diamond chestplate: armor / toughness |
|---|---|---|---|---|---|---|
| 30% | x 0.650 | 4.25 | 1.6 | 75 | 1.3 | 5.20 / 1.30 |
| 50% | x 0.750 | 4.75 | 1.6 | 125 | 1.5 | 6.00 / 1.50 |
| 60% | x 0.800 | 5.00 | 1.6 | 150 | 1.6 | 6.40 / 1.60 |
| 75% | x 0.875 | 5.38 | 1.6 | 188 | 1.75 | 7.00 / 1.75 |
| 90% | x 0.950 | 5.75 | 1.6 | 225 | 1.9 | 7.60 / 1.90 |
| 100% | x 1.000 | 6.00 | 1.6 | 250 | 2 | 8.00 / 2.00 |
The Health Regen and chestplate columns show how quality would change such an item if it were made from a blueprint. Today there are no armor blueprints or blueprints for weapons with stats.
The merchant pays 31 VED for an Iron Sword from a blueprint (the recipe's raw materials), regardless of quality. An Iron Sword from a drop or a crate sells at the default price, 1 VED.
Enchantments
- The enchanting table, anvil, and enchanted books work as in Minecraft, for items of any quality.
- Quality does not change enchantments or the enchanting cost.
- Enchantments from the item catalog are applied when the item is created. Keys have a hidden enchantment only for the glint.
- The merchant does not buy enchanted Minecraft items. A blueprint-crafted item is bought even when enchanted, at the price of its raw materials.
| Enchantment | Effect (Minecraft) | Where it is in the game |
|---|---|---|
| Sharpness | +0.5 x level + 0.5 damage (V = +3) | Magic Sword and Magic Axe from the shop |
| Power | arrow +25% x (level + 1) (V = +150%) | Magic Bow from the shop |
| Looting | +0 ... level pieces of each drop with Looting (Drop chances) | Magic Sword from the shop |
| Protection | 4% less damage per level on a piece, up to 80% in total | Magic Armor Set |
| Unbreaking, Mending | slower wear, repair with experience | all sets from the shop |
| Fortune, Efficiency | more drops from blocks, faster mining | Magic Pickaxe, Shovel, Axe |
Repair
- An anvil with a material (e.g. a diamond for a diamond sword) repairs the item at any quality.
- Combining two items of the same kind in an anvil or grindstone requires both to have 100% quality or none at all. Otherwise the result does not appear and the player gets a message.
- Mending repairs with experience as in Minecraft.
- The maximum durability of a crafted item is fixed by its quality forever. Repair restores it at most up to that reduced maximum.
- The smithing table (e.g. a netherite upgrade) does not accept an item with quality below 100%.
- Combining two items in the crafting grid is blocked along with the rest of regular crafting.
To be decided
- Weapons from drops are unobtainable. Diamond Sword, Diamond Pickaxe (Mini Boss), Iron Sword (Strong Zombie), and Bow (Elite Skeleton) drop from mobs that have no spawn in the world. Iron Sword can be obtained from the Iron Crate and from a blueprint, Diamond Sword from the Diamond Crate.
- No custom armor and no armor blueprints. The catalog has no armor at all, and the only obtainable armor is the paid set from the merchant's shop. The Armorsmith profession has no blueprints.
- One weapon from a blueprint. The Iron Longsword blueprint makes a plain Iron Sword. There are no bow blueprints or blueprints for weapons with stats.
- Health Regen units. Health is counted in units 5 times larger than health points (100 Health = 20 points), while Health Regen is counted in health points. So Health Regen 2 heals as much as 10 Health. To be decided whether to leave it or convert to Health units.
- Weapon requirements are not checked. Hunter's Bow requires Hunting 30 in its description, but anyone can use it, and there is no such skill in the current system.
- Enchantments from the description. Beginner's Sword (Sharpness III) and Hunter's Bow (Power V, Flame II, Infinity, Unbreaking V) do not have the enchantments the description promises.
- Quality vs. enchanting. Quality does not affect enchanting. To be decided whether a weaker item should get worse enchantments or fewer slots.
- Combat professions vs. damage. Combat teaches combat skills (Skills and professions), but damage is calculated only from the weapon, stats, and the pet. To be decided whether a profession should change damage or hit chance.