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.
| 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 | 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 |
|---|---|---|---|---|
| Stick | 2 | 1 | 1 | - |
| Bamboo | 4 | 1 | 1 | - |
| Blaze Rod | 8 | 1 | 1 | Applies Burning |
| Breeze Rod | 8 | 1 | 1 | Applies Knockback |
Coral Weapons (Water Damage)
| Weapon | Attack | AP Cost | Range | Ability |
|---|---|---|---|---|
| Tube Coral | 3 | 1 | 1 | Applies Soaked |
| Brain Coral | 5 | 1 | 1 | Applies Confusion |
| Bubble Coral | 3 | 1 | 1 | Knockback 1 tile |
| Fire Coral | 7 | 1 | 1 | Bonus damage vs burning targets |
| Horn Coral | 6 | 1 | 1 | Armor pierce |
| Dead Corals (all) | 2 | 1 | 1 | Applies Weakness |
| Coral Fans (all) | 1 | 1 | 1 | AoE splash |
Hoes (Special/Utility Damage)
| Weapon | Attack | AP Cost | Range |
|---|---|---|---|
| Wooden Hoe | 1 | 1 | 1 |
| Stone Hoe | 1 | 1 | 1 |
| Iron Hoe | 2 | 1 | 1 |
| Golden Hoe | 2 | 1 | 1 |
| Diamond Hoe | 3 | 1 | 1 |
| Netherite Hoe | 3 | 1 | 1 |
Shovels (Pet Damage)
| Weapon | Attack | AP Cost | Range |
|---|---|---|---|
| Wooden Shovel | 2 | 1 | 1 |
| Stone Shovel | 3 | 1 | 1 |
| Iron Shovel | 4 | 1 | 1 |
| Golden Shovel | 3 | 1 | 1 |
| Diamond Shovel | 5 | 1 | 1 |
| Netherite Shovel | 6 | 1 | 1 |
Note: Each attack costs 10 weapon durability (not 1). Weapons can break during combat.
Damage Calculation
Combat has two sides with different defense models. Damage you deal to enemies uses percentage-based defense. Damage enemies deal to you uses Armor Class, which gives you a chance to dodge the hit entirely.
Damage You Deal to Enemies
Enemies use percentage-based defense. Each point of an enemy's defense grants 5% damage reduction, capped at 60% (12 points). The result is always at least 1, so no attack is ever completely negated.
Where rawDamage = weapon attack + stat bonuses + damage type bonus + enchantment bonuses.
Example: A weapon with 6 raw damage hitting an enemy with 4 defense: 4 × 0.05 = 0.20 (20% reduction). Actual damage = max(1, 6 × 0.80) = 4.
Armor Class & Dodge
Your defense against enemy attacks is Armor Class (AC). AC does not reduce damage. Instead, it gives you a chance to dodge an attack entirely. A dodged attack deals zero damage; an attack that lands deals its full flat damage. Dodging is meant to be an uncommon, lucky break, not a wall you hide behind.
Every enemy attack rolls a d100 against this chance. The curve is smooth and slightly accelerating, so small AC advantages give modest dodge while large advantages compound. Dodge has a 3% floor (even badly outmatched armor occasionally saves you) and a 60% cap (dodge never becomes a guaranteed wall). A landed hit deals the enemy's full attack value with no damage reduction, so staying geared matters.
How Armor Class Is Built
Each worn armor piece contributes AC based on its material's base value (B):
- Leggings:
B - Chestplate:
B + 1 - Helmet & Boots:
⌈B / 2⌉
| Material | Base B | Full Set AC |
|---|---|---|
| Leather | 2 | 7 |
| Chainmail / Gold | 3 | 11 |
| Iron / Copper | 4 | 13 |
| Diamond | 6 | 19 |
| Netherite | 7 | 23 |
Mixed armor sums each piece independently. On top of worn armor, AC also gains: the Defense stat (+1 per point), Protection enchants (+1 per 2 levels worn), armor-set bonuses, armor trims, banner auras, and a held shield (+1). The Resistance effect does not raise AC; it reduces incoming damage directly (see below).
Dodge Chance Reference
| AC − Enemy Attack | Dodge % | Feel |
|---|---|---|
| ≤ 2 | 3% (floor) | outmatched / no armor edge |
| 3 | 6% | small advantage (eg AC 8 vs ATK 5) |
| 5 | 13% | full leather (AC 7) vs a starting enemy, or AC 8 vs a 3-ATK zombie |
| 7 | 23% | AC 10 vs a 3-ATK enemy |
| 9 | 36% | full iron (AC 13) vs an iron-tier enemy |
| 10 | 43% | strong gear edge |
| 12 | 60% (cap) | diamond/netherite outclassing earlier enemies |
| ≥ 12 | 60% (cap) | you fully outclass this enemy |
Old armor stays useful: the 3% floor means weak or outdated armor is never completely worthless. Enchanting old armor with Protection IV (up to +8 AC) keeps even leather viable much deeper into the game.
A dodge is unmissable: when you dodge, you see a swoosh of particles, hear a whoosh and a bright chime, and get a "✦ DODGED!" banner above your hotbar. The Ethereal set bonus and shield blocks share the same feedback.
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 | Class | Bonuses | Damage Affinity |
|---|---|---|---|
| Leather | Brawler | +2 Physical (Fist) damage, kill streak damage bonus | Physical +2 |
| Chainmail | Rogue | +1 Speed, attacks cost -1 AP (min 1) | Slashing +2 |
| Iron | Guard | +2 Armor Class, immune to knockback | Cleaving +2 |
| Gold | Gambler | +3 Luck/crit chance, +1 emerald per kill | Special +2 |
| Diamond | Knight | +3 Armor Class, +1 Attack | Blunt +2 |
| Netherite | Juggernaut | +4 Armor Class, +2 Attack, immune to fire damage | ALL types +1 |
| Turtle | Aquatic | Water tiles walkable, +1 HP regen/turn, +1 Range on water | Water +3 |
| Copper (requires Copper Age Backport mod) | Marksman | 65% chance on ranged hit to ricochet into a nearby enemy for 75% damage | Ranged +2 |
Armor Trims
Every trim pattern gives a per-piece bonus that stacks up to 4 (one per armor slot), plus a full-set bonus when all 4 pieces share the same trim pattern. Data sourced from TrimEffects.java.
Per-Piece Trim Pattern Bonuses
| Trim | Per-Piece Bonus |
|---|---|
| Sentry | Ranged Power +1 |
| Dune | Blunt Power +1 |
| Coast | Water Power +1 |
| Wild | AP +1 |
| Ward | Armor Class +1 |
| Eye | Attack Range +1 |
| Vex | Armor Penetration +1 |
| Tide | HP Regen +1 |
| Snout | Cleaving Power +1 |
| Rib | Magic Power +1 |
| Spire | Luck +1 |
| Wayfinder | Speed +1 |
| Shaper | Defense +1 |
| Silence | Stealth Range +1 |
| Raiser | Ally Damage +1 |
| Host | Max HP +2 |
| Flow | Speed +1 |
| Bolt | Slashing 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 |
| Resin | +1 Ally Damage |
Full-Set Bonuses
Matching all 4 armor pieces with the same trim pattern unlocks a unique full-set bonus:
| Trim | Name | Full Set Bonus |
|---|---|---|
| Sentry | Overwatch | Counter-attack ranged enemies that hit you |
| Dune | Sandstorm | Enemies within 2 tiles lose 1 Speed |
| Coast | Tidal | Water tiles heal 1 HP/turn |
| Wild | Feral | Kill streak: 1.3x damage per streak level (resets if no kills) |
| Ward | Fortress | 50% less damage when you didn't move this turn |
| Eye | Eagle Eye | Ranged attacks have +30% crit chance |
| Vex | Ethereal | 20% chance to dodge incoming attacks |
| Tide | Ocean's Blessing | Full heal when dropping below 25% HP (once per combat) |
| Snout | Brute Force | Melee attacks splash to adjacent enemies |
| Rib | Infernal | Fire attacks deal +3 bonus damage |
| Spire | Fortune's Peak | Double emerald rewards |
| Wayfinder | Pathfinder | Movement ignores obstacle tiles |
| Shaper | Earthshatter | Moving 3+ tiles deals 2 damage to all enemies adjacent to your destination |
| Silence | Phantom | Invisible for first 2 turns (enemies don't act) |
| Raiser | Rally | Tamed allies get +2 Speed and +1 Attack |
| Host | Symbiote | Heal 1 HP for each enemy killed |
| Flow | Current | Killing an enemy refunds 1 AP |
| Bolt | Thunderstrike | Critical 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 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, not 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).
| Horn | AP Cost | Effect |
|---|---|---|
| Ponder | 1 | +2 Defense for 3 turns |
| Sing | 1 | +2 HP regen for 3 turns |
| Seek | 2 | +3 Attack for 3 turns |
| Feel | 1 | +2 Speed for 3 turns |
| Admire | 2 | All enemies -2 Attack for 2 turns |
| Call | 2 | All enemies -1 Speed for 2 turns |
| Yearn | 3 | All enemies Poisoned for 3 turns |
| Dream | 2 | Fire 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 Apple | 10 HP + full heal, Absorption, Resistance, Regeneration |
| Golden Apple | 8 HP + Absorption |
| Rabbit Stew | 6 HP |
| Cooked Beef | 5 HP |
| Cooked Porkchop | 5 HP |
| Cooked Mutton | 4 HP |
| Cooked Salmon | 4 HP |
| Pumpkin Pie | 4 HP |
| Golden Carrot | 4 HP |
| Suspicious Stew | 4 HP |
| Mushroom Stew | 4 HP |
| Beetroot Soup | 4 HP |
| Bread | 3 HP |
| Cooked Chicken | 3 HP |
| Cooked Cod | 3 HP |
| Baked Potato | 3 HP |
| Honey Bottle | 3 HP |
| Cooked Rabbit | 3 HP |
| Apple | 2 HP |
| Carrot | 2 HP |
| Chorus Fruit | 2 HP |
| Rotten Flesh | 2 HP |
| Cookie | 1 HP |
| Melon Slice | 1 HP |
| Sweet Berries | 1 HP |
| Glow Berries | 1 HP |
| Dried Kelp | 1 HP |
| Beetroot | 1 HP |
| Spider Eye | 1 HP |
Potions
Potions apply turn-based effects rather than timed durations. All potions cost 1 AP. Extended potions double the duration.
| Potion | Duration |
|---|---|
| Speed | 5 turns |
| Strength | 5 turns |
| Resistance | 5 turns |
| Regeneration | 3 turns |
| Fire Resistance | 4 turns |
| Invisibility | 4 turns |
| Water Breathing | 4 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 |
|---|---|---|
| Snowball | 1 | Knockback 1 tile |
| Egg | 1 | 1 damage |
| Ender Pearl | 1 | Teleport + 2 self damage |
| Fire Charge | 1 | 4 damage + fire |
| Wind Charge | 1 | Knockback + damage |
| TNT | 1 | 3x3 AoE: 8/5/3 damage by distance, self damage 6/4/2 |
| Splash Potion | 1 | 4-tile range, 3x3 AoE, applies effect |
| Cobweb | 1 | Stun 1 turn |
| Bell | 2 | Stun all enemies within 2 tiles |
| Fishing Rod | 3 | Adjacent water tile, loot table (Common 50%, Useful 25%, Good 15%, Rare 10%) |
| Milk Bucket | 1 | Clear all effects (good and bad) |
| Flint and Steel | 1 | 2 damage + fire |
| Totem of Undying | 1 | Full heal + Regeneration + Absorption |
| Lava Bucket | 1 | Creates lava tile (3 fire damage/turn) |
| Campfire | 1 | Heal 1 HP/turn when adjacent |
| Anvil | 1 | 5 damage |
| Honey Block | 1 | Enemies lose all movement stepping on it |
| Powder Snow | 1 | 1 damage + stun |
| Jukebox | 2 | Buff all allies +1 speed |
| Banner | 1 | Plants 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 Bucket | 1 | Creates fishable water tile |
| Scaffolding | 1 | +1 range from that tile |
| Pickaxe | 1 | Breaks 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 damage taken per level (flat, min 1 damage) |
| Regeneration | +2 HP/turn |
| Fire Resistance | Immune to fire damage |
| Invisibility | Enemies skip you |
| Absorption | Extra HP |
| Luck | +crit chance |
| Slow Falling | No knockback |
| Haste | +1 AP |
| Water Breathing | +2 water damage |
Debuffs
| Effect | Penalty |
|---|---|
| Poison | Player: -1 HP/turn (configurable). Enemy: 1 + amplifier + max(1, maxHp/20) per turn. |
| Slowness | -1 movement |
| Weakness | -2 attack |
| Wither | Player: -2 HP/turn. Enemy: remainingTurns + 1 + amplifier + max(1, maxHp/20) per turn, front-loaded and tapering 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 |
| Confusion | Attacks may hit allies |
Enchantments
Enchantments carry over into tactical combat with turn-based equivalents:
Most enchantments were overhauled to fundamentally change how you fight rather than grant flat bonuses.
Sword Enchantments
- Sharpness: +1 damage per level and applies stacking Bleed. Each Bleed stack adds +1 bonus damage when the enemy is attacked again.
- Smite: AoE radiant burst against undead. All undead in radius take bonus damage and lose movement.
- Bane of Arthropods: Injects venom (Poison + Slowness) into arthropods. The venom chains to adjacent arthropods when a poisoned one dies.
- Fire Aspect: Sends a cone of fire in the swing direction, burning every enemy in the cone.
- Knockback: Directional shockwave that pushes the target and enemies behind them. Slamming an enemy into a wall deals collision damage.
- Sweeping Edge: 360° spin hitting all adjacent enemies (60% / 75% / 90% damage by level, plus knockback at level 3).
- Looting: Extra loot drops on kill (+50% / +100% / +150%).
Bow & Crossbow Enchantments
- Power: Bonus bow damage and range per level.
- Flame: Burns the target and all enemies adjacent to it.
- Infinity: Arrows are never consumed (you only need 1).
- Punch: Radial knockback burst on impact, with collision damage.
- Quick Charge: Reduces the crossbow's AP cost.
- Multishot: Fires 3 bolts in a 45° fan.
- Piercing: Bolts pierce through enemies in a line and inflict Bleed.
Mace Enchantments
- Density: Gravity well that pulls nearby enemies toward the impact point, with crushing bonus damage.
- Breach: Permanently reduces the target's defense per hit, stacking for the rest of combat.
- Wind Burst: Shockwave knockback on all adjacent enemies that also buffs your next Mace hit's damage.
Trident Enchantments
- Impaling: +damage per level and inflicts Bleed stacks.
- Channeling: Chain lightning on hit that prioritizes Soaked enemies (double damage); 1 / 3 / 5 chains by level.
- Loyalty: The trident ricochets to nearby enemies (50% damage) before returning, +1 ricochet per level.
- Riptide: Dash through enemies instead of throwing.
Armor Enchantments
- Protection: +1 Armor Class per 2 levels worn.
- Fire Protection: Reduces fire damage (25% / 50% / 75% / 100%).
- Thorns: Guaranteed damage reflection (15% / 25% / 35% of damage taken).
- Feather Falling: Knockback immunity; attackers recoil off you.
Shield & Blocking
Equipping a shield in your offhand (checked via EquipmentSlot.OFFHAND) provides a passive +1 Armor Class at all times, plus a 25% chance to fully block any incoming attack (an independent roll layered on top of the Armor Class dodge). A successful block negates all damage and consumes a point of shield durability.