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Items | specification

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.

  1. 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.
  2. The attacker's Strength: x (1 + Strength / 100). Applies to melee hits and to projectiles fired by the player.
  3. Pet skills can add their own multiplier (Pets).
  4. 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.
  5. 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.
  6. The target's armor, toughness, and protective enchantments are applied last, to the result after Defense, as in Minecraft.
hit = (weapon + Sharpness) x (1 + Strength/100) x [crit: 1 + Crit Damage/100] received = hit x 100 / (100 + Defense) -> then the target's armor and Protection
  • 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

StrengthHit multiplierDefenseDamage receivedReduction
0x 1.000x 1.0000%
25x 1.2550x 0.66733.33%
50x 1.50100x 0.50050%
100x 2.00200x 0.33366.67%
200x 3.00400x 0.20080%
500x 6.00900x 0.10090%

Average crit multiplier

average multiplier = 1 + (Crit Chance / 100) x (Crit Damage / 100)
Crit Chance \ Crit Damage50%100%150%200%300%
30%x 1.150x 1.300x 1.450x 1.600x 1.900
40%x 1.200x 1.400x 1.600x 1.800x 2.200
50%x 1.250x 1.500x 1.750x 2.000x 2.500
75%x 1.375x 1.750x 2.125x 2.500x 3.250
100%x 1.500x 2.000x 2.500x 3.000x 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.

WeaponRarityDamageAttack speedDamage / sDurabilityStatsEnchantmentsRequirementsSource
Beginner's Sword
Iron Sword
Uncommon61.69.6250–Sharpness III broken–admins only
Sword of Renewal
Iron Sword
Rare61.69.6250Health Regen +2––admins only
Hunter's Bow
Bow
Legendaryup to 6 (arrow, full draw)draw 1 s–384–Power V, Flame II, Infinity I, Unbreaking V brokenHunting 30 (not checked)admins only
Wooden Sword
Wooden Sword
–41.66.459–––
  • quest "Zombie Hearts" – at the start
Iron Sword
Iron Sword
–61.69.6250–––
  • drop: Strong Zombie (lvl 5) – 15%, 1 pc (Looting) does not spawn
  • crate: Iron Crate – 11.54%, 1 pc
  • blueprint: Iron Longsword (Weaponsmith, lvl 5)
Diamond Sword
Diamond Sword
–71.611.21,561–––
  • drop: Mini Boss (lvl 20, boss) – 50%, 1 pc (Looting) does not spawn
  • crate: Diamond Crate – 15.31%, 1 pc
Bow
Bow
–up to 6 (arrow, full draw)draw 1 s–384–––
  • drop: Elite Skeleton (lvl 10) – 10%, 1 pc (Looting) does not spawn
Merchant's Magic Sword
Diamond Sword
–101.6161,561–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
–121121,561–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

ToolDamageAttack speedDurabilityEnchantmentsSource
Miner's Pickaxe
Diamond Pickaxe
51.21,561Efficiency V, Fortune III, Unbreaking III brokenadmins only
Diamond Pickaxe
Diamond Pickaxe
51.21,561–
  • drop: Mini Boss (lvl 20, boss) – 30%, 1 pc (Looting) does not spawn
Merchant's Magic Pickaxe
Diamond Pickaxe
51.21,561Efficiency V, Unbreaking III, Fortune III, Mendingmerchant's shop – 400 VED
+ effects for 10 min: Haste II, Speed II
Merchant's Magic Shovel
Diamond Shovel
5.511,561Efficiency V, Unbreaking III, Mendingmerchant'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.

average hit = damage x (1 + Strength/100) x (1 + 30/100 x 50/100) per second = average hit x attack speed
WeaponDamageStrength 0Strength 50Strength 100Strength 200Per second (Strength 0)
Merchant's Magic Sword1011.5017.2523.0034.5018.40
Merchant's Magic Axe1213.8020.7027.6041.4013.80
Diamond Sword78.0512.0716.1024.1512.88
Beginner's Sword66.9010.3513.8020.7011.04
Sword of Renewal66.9010.3513.8020.7011.04
Iron Sword66.9010.3513.8020.7011.04
Wooden Sword44.606.909.2013.807.36
Miner's Pickaxe55.758.6211.5017.256.90
Diamond Pickaxe55.758.6211.5017.256.90
Merchant's Magic Pickaxe55.758.6211.5017.256.90
Merchant's Magic Shovel5.56.329.4912.6518.976.32

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.

PieceArmorToughnessDurabilityStats
Helmet (Diamond Helmet)32363–
Chestplate (Diamond Chestplate)82528–
Leggings (Diamond Leggings)62495–
Boots (Diamond Boots)32429–
Full set208––

Armor and Protection

after armor = damage x (1 - min(20, max(armor/5, armor - 4 x damage / (toughness + 8))) / 25) Protection = 4% less damage per level on each piece, at most 80% in total

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.

HitNo armorDefense 100Diamond setSet + Protection IVSet + Protection IV + Defense 100
552.501.250.450.20
10105.003.001.080.45
202010.008.002.881.08
404020.0024.008.642.88

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.

StatHow it works on weapons and armor
HealthMaximum 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 RegenEvery 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.
DefenseDamage received x 100 / (100 + Defense), before armor.
StrengthDamage dealt x (1 + Strength / 100).
Crit Chance, Crit DamageThe chance and strength of a critical hit.
SpeedMovement speed x Speed / 100 (200 = twice as fast).
Magic Find, Mining Fortune, Farming FortuneDrops from mobs, ores, and crops (Materials -> Drop chances).

Health Regen in practice

Health RegenPoints per minuteHearts per minuteFrom 1 point to full at 100 Health
112695 s
2241250 s
5603020 s
101206010 s
202401205 s
Example

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).

weapon bonus, armor, toughness, positive stats x (50% + 50% x quality) durability x quality, at least 1 attack speed penalty and other negative traits unchanged

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.

QualityTrait multiplierDamageAttack speedDurabilityHealth Regen 2 from the exampleDiamond chestplate: armor / toughness
30%x 0.6504.251.6751.35.20 / 1.30
50%x 0.7504.751.61251.56.00 / 1.50
60%x 0.8005.001.61501.66.40 / 1.60
75%x 0.8755.381.61881.757.00 / 1.75
90%x 0.9505.751.62251.97.60 / 1.90
100%x 1.0006.001.625028.00 / 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.
EnchantmentEffect (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
Powerarrow +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
Protection4% less damage per level on a piece, up to 80% in totalMagic Armor Set
Unbreaking, Mendingslower wear, repair with experienceall sets from the shop
Fortune, Efficiencymore drops from blocks, faster miningMagic 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.