Combat System

Turn-based tactical combat using Action Points. Every vanilla weapon, armor set, potion, and food item has a role on the battlefield.

Action Points

The player receives 3 AP per turn (base stat), modified by armor trims, potions, and set bonuses. Each action costs a certain number of AP. When you run out, your turn ends. Any remaining AP is lost when you end your turn early with R.

AP and Speed display Attacking an enemy
Action AP Cost Description
Move 0 (Speed) Click a highlighted tile. Movement uses the Speed stat (base 3 tiles), no AP cost.
Attack (Light) 1 AP All Swords, Bow, and Trident (melee) cost 1 AP.
Attack (Heavy) 2 AP Mace, Crossbow, and all Axes cost 2 AP. Default attack AP cost is 2.
Use Item (Standard) 1 AP Most consumables, food, potions, throwables, and tools.
Use Item (Special) 2 AP Bell, Trident (thrown), Jukebox, and Crossbow.
Use Item (Fishing Rod) 3 AP Cast into an adjacent water tile. Draws from a loot table.
End Turn 0 AP Press R. Remaining AP is lost.

Weapons

Every vanilla weapon has an Attack value, an AP cost, a Range, and an optional special Ability. Higher-tier weapons gain stronger abilities. Each attack costs 10 weapon durability.

Weapon tooltip information
Weapon Attack AP Cost Range Ability
Fist 1 1 1 -
Wooden Sword 3 1 1 -
Stone Sword 4 1 1 -
Iron Sword 6 1 1 Sweeping Edge: hits adjacent enemy for half damage
Golden Sword 9 1 1 -
Diamond Sword 8 1 1 Sweeping Edge + 30% crit (2x damage)
Netherite Sword 10 1 1 Sweeping Edge + Execute (3x damage below 30% HP)
Wooden Axe 4 2 1 Stun: target skips next turn
Stone Axe 6 2 1 Stun
Iron Axe 8 2 1 Stun
Golden Axe 11 2 1 Stun
Diamond Axe 10 2 1 Stun
Netherite Axe 12 2 1 Stun
Bow 7 1 3 Requires arrows
Crossbow 10 2 Rook (unlimited cardinal) Pierce-through: bolt continues to hit second target for half damage
Trident 8 1 (melee) / 2 (thrown) 1 / 5 Returning
Mace 15 2 1 3x3 AoE (half damage) + knockback. Slam debris: chunks of the floor fly outward and land as temporary obstacles — mine them with a pickaxe (1 AP) or wait for combat exit (cleared automatically). Enchants: Density (+AoE dmg), Breach (+2 armor pen/lvl), Wind Burst (+1 knockback/lvl)

Blunt Weapons (Sticks & Rods)

Weapon Attack AP Cost Range Ability
Stick211-
Bamboo411-
Blaze Rod811Applies Burning
Breeze Rod811Applies Knockback

Coral Weapons (Water Damage)

Weapon Attack AP Cost Range Ability
Tube Coral311Applies Soaked
Brain Coral511Applies Confusion
Bubble Coral311Knockback 1 tile
Fire Coral711Bonus damage vs burning targets
Horn Coral611Armor pierce
Dead Corals (all)211Applies Weakness
Coral Fans (all)111AoE splash

Hoes (Special/Utility Damage)

Weapon Attack AP Cost Range
Wooden Hoe111
Stone Hoe111
Iron Hoe211
Golden Hoe211
Diamond Hoe311
Netherite Hoe311

Shovels (Pet Damage)

Weapon Attack AP Cost Range
Wooden Shovel211
Stone Shovel311
Iron Shovel411
Golden Shovel311
Diamond Shovel511
Netherite Shovel611

Note: Each attack costs 10 weapon durability (not 1). Weapons can break during combat.

Damage Calculation

Craftics uses percentage-based defense, not flat reduction. Each defense point grants 5% damage reduction, capped at 60% (12 defense points). The result is always at least 1, so no attack is ever completely negated.

actual damage = max(1, rawDamage * (1.0 - min(0.60, defense * 0.05)))

Where rawDamage = weapon attack + stat bonuses + damage type bonus + enchantment bonuses.

Example: A weapon with 6 raw damage hitting a target with 4 defense: 4 * 0.05 = 0.20 (20% reduction). Actual damage = max(1, 6 * 0.80) = 4.8, rounded to 4 or 5 depending on implementation.

Damage Types

There are 8 damage types defined in DamageType.java: Slashing (swords), Cleaving (axes), Blunt (mace, sticks, rods), Water (trident, corals), Special (hoes), Pet (shovels), Ranged (bow, crossbow), and Physical (fists). Each armor set grants a class specialization that boosts a specific damage type.

Armor Set Bonuses

Each full armor set assigns a class with unique stat bonuses and a damage type affinity. Data sourced from PlayerCombatStats.java.

Armor set information
Armor Set Class Bonuses Damage Affinity
Leather Brawler +2 Speed, +1 AP, +2 Fist damage, 2x kill streak multiplier Physical +2
Chainmail Rogue +1 Speed, attacks cost -1 AP (min 1) Slashing +2
Iron Guard +2 Defense, immune to knockback Cleaving +2
Gold Gambler +3 Luck/crit chance, +1 emerald per kill Special +2
Diamond Knight +3 Defense, +1 Attack Blunt +2
Netherite Juggernaut +4 Defense, +2 Attack, immune to fire damage ALL types +1
Turtle Aquatic Water tiles walkable, +1 HP regen/turn, +1 Range on water Water +3

Armor Trims

Every trim pattern gives a per-piece bonus that stacks up to 4 (one per armor slot), plus a powerful full-set bonus when all 4 pieces share the same trim pattern. Data sourced from TrimEffects.java.

Smithing template trim information

Per-Piece Trim Pattern Bonuses

Trim Per-Piece Bonus
SentryRanged Power +1
DuneBlunt Power +1
CoastWater Power +1
WildAP +1
WardDefense +1
EyeAttack Range +1
VexArmor Penetration +1
TideHP Regen +1
SnoutCleaving Power +1
RibMagic Power +1
SpireLuck +1
WayfinderSpeed +1
ShaperDefense +1
SilenceStealth Range +1
RaiserAlly Damage +1
HostMax HP +1
FlowSpeed +1
BoltSlashing Power +1

Trim Materials

The material used for the trim also grants a per-piece bonus, independent of the trim pattern.

Material Per-Piece Bonus
Iron+1 Defense
Copper+1 Speed
Gold+1 Luck
Lapis+1 Magic Power
Emerald+1 AP
Diamond+1 Melee Power
Netherite+1 Armor Penetration
Redstone+1 Ranged Power
Amethyst+1 HP Regen
Quartz+2 Max HP

Full-Set Bonuses

Matching all 4 armor pieces with the same trim pattern unlocks a unique full-set bonus:

Trim Name Full Set Bonus
SentryOverwatchCounter-attack ranged enemies that hit you
DuneSandstormEnemies within 2 tiles lose 1 Speed
CoastTidalWater tiles heal 1 HP/turn
WildFeralKill streak: 1.3x damage per streak level (resets if no kills)
WardFortress50% less damage when you didn't move this turn
EyeAll-SeeingSee all enemy stats and their next action
VexEthereal20% chance to dodge incoming attacks
TideOcean's BlessingFull heal when dropping below 25% HP (once per combat)
SnoutBrute ForceMelee attacks splash to adjacent enemies
RibInfernalFire attacks deal +3 bonus damage
SpireFortune's PeakDouble emerald rewards
WayfinderPathfinderMovement ignores obstacle tiles
ShaperTerraformerPlace a free barrier block each turn
SilencePhantomInvisible for first 2 turns (enemies don't act)
RaiserRallyTamed allies get +2 Speed and +1 Attack
HostSymbioteHeal 1 HP for each enemy killed
FlowCurrentKilling an enemy refunds 1 AP
BoltThunderstrikeCritical hits stun the target for 1 turn

Goat Horn Effects

Goat horns are rare drops from goats (10% chance). There are 8 variants, each with a unique sound and a powerful tactical effect. Horns are reusable but cost AP to play. Each horn plays its own instrument sound on use (not a random one).

Horns are identified by their vanilla INSTRUMENT data component, so horns from any source work in combat: goat-kill drops, pillager raid loot, structure chests, trader trades, or /give. Re-using a buff horn refreshes its duration to the larger of remaining and fresh and stacks the amplifier (capped) so consecutive casts make the buff stronger — never shorter.

Horns are Special-class items: the player's Special affinity scales horn output the same way it scales potions. Each Special affinity point grants +1/3 amplifier and +1 duration on the first point (then +1 every 4 points after).

Goat horn information
Horn AP Cost Effect
Ponder1+2 Defense for 3 turns
Sing1+2 HP regen for 3 turns
Seek2+3 Attack for 3 turns
Feel1+2 Speed for 3 turns
Admire2All enemies -2 Attack for 2 turns
Call2All enemies -1 Speed for 2 turns
Yearn3All enemies Poisoned for 3 turns
Dream2Fire Resistance for 4 turns

Usable Items

All usable items cost AP to activate. Most cost 1 AP, but some special items cost 2 or 3. Data sourced from ItemUseHandler.java.

Food

Eating food in combat restores HP instantly. All food costs 1 AP.

Food HP Restored
Enchanted Golden Apple10 HP + full heal, Absorption, Resistance, Regeneration
Golden Apple8 HP + Absorption
Rabbit Stew6 HP
Cooked Beef5 HP
Cooked Porkchop5 HP
Cooked Mutton4 HP
Cooked Salmon4 HP
Pumpkin Pie4 HP
Golden Carrot4 HP
Suspicious Stew4 HP
Mushroom Stew4 HP
Beetroot Soup4 HP
Bread3 HP
Cooked Chicken3 HP
Cooked Cod3 HP
Baked Potato3 HP
Honey Bottle3 HP
Cooked Rabbit3 HP
Apple2 HP
Carrot2 HP
Chorus Fruit2 HP
Rotten Flesh2 HP
Cookie1 HP
Melon Slice1 HP
Sweet Berries1 HP
Glow Berries1 HP
Dried Kelp1 HP
Beetroot1 HP
Spider Eye1 HP

Potions

Potions apply turn-based effects rather than timed durations. All potions cost 1 AP. Extended potions double the duration.

Potion Duration
Speed5 turns
Strength5 turns
Resistance5 turns
Regeneration3 turns
Fire Resistance4 turns
Invisibility4 turns
Water Breathing4 turns
Healing (Instant)Immediate

Splash potions: 4-tile range, 3x3 AoE, applies effect to all targets in the area. Cost 1 AP.

Throwables and Special Items

Item AP Cost Effect
Snowball1Knockback 1 tile
Egg11 damage
Ender Pearl1Teleport + 2 self damage
Fire Charge14 damage + fire
Wind Charge1Knockback + damage
TNT13x3 AoE: 8/5/3 damage by distance, self damage 6/4/2
Splash Potion14-tile range, 3x3 AoE, applies effect
Cobweb1Stun 1 turn
Bell2Stun all enemies within 2 tiles
Fishing Rod3Adjacent water tile, loot table (Common 50%, Useful 25%, Good 15%, Rare 10%)
Milk Bucket1Clear all effects (good and bad)
Flint and Steel12 damage + fire
Totem of Undying1Full heal + Regeneration + Absorption
Lava Bucket1Creates lava tile (3 fire damage/turn)
Campfire1Heal 1 HP/turn when adjacent
Anvil15 damage
Honey Block1Enemies lose all movement stepping on it
Powder Snow11 damage + stun
Jukebox2Buff all allies +1 speed
Banner1Plants a real banner block on the target tile (color-correct). +2 DEF aura for the player and allies within 2 tiles. Particles outline the aura each turn; player gets a notification when the aura mitigates incoming damage. Special-class: bonus DEF scales with Special affinity at placement time.
Water Bucket1Creates fishable water tile
Scaffolding1+1 range from that tile
Pickaxe1Breaks obstacle blocks

Combat Effects

All combat effects are turn-based. Data sourced from CombatEffects.java.

Buffs

Effect Bonus
Speed+2 movement
Strength+3 attack
Resistance+2 defense
Regeneration+2 HP/turn
Fire ResistanceImmune to fire damage
InvisibilityEnemies skip you
AbsorptionExtra HP
Luck+crit chance
Slow FallingNo knockback
Haste+1 AP
Water Breathing+2 water damage

Debuffs

Effect Penalty
PoisonPlayer: -1 HP/turn (configurable). Enemy: 1 + amplifier + max(1, maxHp/20) per turn.
Slowness-1 movement
Weakness-2 attack
WitherPlayer: -2 HP/turn. Enemy: remainingTurns + 1 + amplifier + max(1, maxHp/20) per turn — front-loaded, tapers as the curse wears off.
Burning-1 HP/turn
Blindness-2 range
Mining Fatigue-1 AP
Levitation-1 movement
Darkness-1 range
Soaked-1 speed, 2x lightning damage
ConfusionAttacks may hit allies

Enchantments

Enchantments carry over into tactical combat with turn-based equivalents:

Weapon Enchantments

Bow Enchantments

Armor Enchantments

Mace-Exclusive Enchantments

Shield & Blocking

Equipping a shield in your offhand (checked via EquipmentSlot.OFFHAND) provides passive defense at all times. You can also spend AP to brace, raising your shield for additional defense until the start of your next turn. This makes blocking a strong defensive option when you have AP to spare but no favorable attack.