Player Progression
Level up, allocate stats, trade with merchants, and push through New Game+ cycles.
Stats
Defeating a biome boss grants a level-up. Each level-up gives you points to allocate across 8 stats that define your playstyle.
| Stat |
Base |
Effect per Point |
| Speed |
3 |
+1 tile movement per turn |
| AP |
3 |
+1 action per turn |
| Melee Power |
0 |
+1 melee damage |
| Ranged Power |
0 |
+1 ranged damage |
| Vitality |
0 |
+2 max HP |
| Defense |
0 |
+1 Armor Class per point (raises your chance to dodge enemy attacks) |
| Luck |
0 |
+1 loot quality and crit chance |
| Resourceful |
0 |
+1 emerald per level and trader discount |
Stats are persistent per player (UUID-based, multiplayer supported). They are displayed in a panel on the inventory screen.
Leveling Up
- Boss kills grant a level-up.
- Each level-up gives stat points to allocate.
- Stats compound with armor trims and equipment bonuses.
- A stat panel shows current level, all stats, unspent points, and emerald count.
Trader System
There is a 25% chance (configurable) a trader appears between combat levels when you choose "Continue."
| Trader |
Specialty |
Key Items |
| Weaponsmith |
Weapons |
Swords, axes (scale by tier), bow, crossbow, arrows, shield |
| Armorer |
Armor |
Full sets (leather to diamond by tier) |
| Provisioner |
Food |
Bread, steak, golden carrot, golden apple (tier 6+), enchanted golden apple (tier 9) |
| Alchemist |
Potions |
Healing, Speed, Strength (tier 3+), Regeneration (tier 5+), Invisibility (tier 7+) |
| Supplier |
Raw materials |
Planks, cobblestone, iron, gold, diamond (tier 7+), netherite scrap (tier 9+) |
| Decorator |
Hub furnishing |
Paintings, lanterns, bookshelves, beds, flowers, ice, sea lanterns (tier 7+) |
| Craftsman |
Crafting stations |
Crafting table, furnace, anvil (tier 3+), brewing stand (tier 4+), enchanting table (tier 5+), ender chest (tier 7+), beacon (tier 8+) |
| Curiosity Dealer |
Rare items |
Ender pearls, TNT, trident (tier 5+), totem of undying (tier 7+), elytra (tier 9+) |
Trades cost emeralds. Each encounter offers 3 to 5 random trades. Quality scales with biome tier.
Victory & Defeat
Victory
When all enemies die, you receive:
- Mob drops from each enemy
- Biome loot from a weighted loot table
- Emerald reward: base 1 + biome_tier/3, with a +3 bonus for boss kills
- Boss kills unlock the next biome and grant a level-up
After a non-boss victory, choose:
- Go Home: keep loot, return to hub, reset biome run.
- Continue: proceed to next level. Dying loses all run loot.
Defeat
If you die:
- Inventory cleared. Current run items lost.
- Teleported back to hub. Biome run resets.
- Stats and permanent progress kept.
New Game+
Beat the Ender Dragon to enter New Game+:
- All biome progression resets.
- Stats and emeralds carry over.
- Enemies scale +25% per NG+ cycle (HP, attack, defense).
- NG+ tier is displayed on the level select screen.
Configuration
Config options are available via Mod Menu (from CrafticsConfig.java). Key defaults:
| Setting |
Default |
| baseAp | 3 |
| baseSpeed | 3 |
| attackApCost | 2 |
| enemyDamageMultiplier | 1.2 |
| enemyHpMultiplier | 1.15 |
| bossHpMultiplier | 2.5 |
| maxEnemiesPerLevel | 6 |
| maxBossAdds | 4 |
| criticalHitChance | 0.05 |
| traderSpawnChance | 0.25 |
| emeraldBaseReward | 1 |
| goatHornDropChance | 0.10 |
| trimDropChance | 0.35 |
| ngPlusScalingPerCycle | 0.25 |
Config Categories
- Combat Balance: enemy HP/ATK/DEF scaling, boss HP multiplier, critical hit chance
- Enemy Behavior: mob AI, animation speed, auto-end turn
- Difficulty: permadeath, heal between levels, enemy range hints
- Accessibility: colorblind mode, larger UI, camera shake toggle
- Economy: loot multiplier, trader spawn chance, emerald rewards, horn/trim drop rates
- Quality of Life: auto-save, turn timers, UI preferences
- Visual: particle effects, screen shake, animation toggles
Damage Affinity Loadouts
Multiple build options for each of Craftics' eight damage affinities. Pick a route that fits your playstyle and stat investment.
Each card lists armor, weapon, hybrid synergies, trims, and key items. Hybrid armor sets are mixes of two materials (2 pieces each) that unlock unique combat effects.
Slashing
WeaponDiamond or Netherite Sword + Sharpness (each hit stacks Bleed)
ArmorChainmail (Rogue): +2 Slashing, -1 AP cost, +1 Speed
TrimBolt ×4: +1 Slashing per piece
ItemsSweeping Edge to spread bleed; Piglin Head for +1 Slashing
StatsMelee Power > Speed > AP
Sweeping Edge spreads bleed to every adjacent enemy. Bleed scales triangularly (1, 3, 6, 10 dmg/turn), so stacking 3-4 hits on a tough target front-loads massive damage over the next few turns.
WeaponDiamond Sword (30% crit) or Netherite Sword (execute <30% HP)
ArmorHybrid Chain+Netherite (Ambush): first attack each combat = guaranteed crit
Alt HybridLeather+Chain (Skirmisher): +3 dmg if you moved before attacking
StatsSpeed > Melee Power > AP
Open from max move range, eat the Ambush crit, then Skirmisher keeps stacking +3 as long as you reposition each turn. Pairs with mounts for free "moved this turn" triggers.
WeaponAny Sword + Sweeping Edge III (90% AoE)
ArmorIron (Guard) for survival in the middle of swarms, or hybrid Chain+Iron (Sentinel): riposte dodged hits
StatsVitality > Defense > Melee Power
Built for swarms. Slimes, bees, wither skeletons, anything that comes in groups. Iron + Sentinel turns the swarm's own attacks into counter-damage.
Cleaving
WeaponIron / Diamond / Netherite Axe (5% per hit to ignore armor entirely)
ArmorIron (Guard): +2 Cleaving, +2 AC, KB immune
TrimSnout ×4: +1 Cleaving per piece
StatsMelee Power > Defense > Vitality
Best targets are bosses, golems, anything with DEF 3 or higher. The armor-ignore proc is your main source of consistent damage against tanks.
WeaponAny Axe + Knockback II
ArmorHybrid Iron+Diamond (Warlord): every melee hit KB 1, or Iron+Netherite (Immovable): reflect 2 + KB immune
ItemsCactus or wall placements to slam enemies into hazards
Knock enemies into terrain hazards (cactus, fire, lava) for free DoT. Warlord's chained KB lets you do this every turn.
Blunt
WeaponMace + Density + Wind Burst + Breach
ArmorDiamond (Knight): +2 Blunt, +1 ATK, +3 AC
TrimDune ×4: +1 Blunt per piece
ItemsCreeper Head (+1 Blunt)
Half-damage to a 3x3 every swing. Density crushes the AoE harder, Wind Burst chains knockback, Breach permanently reduces target DEF. The endgame Cleaving alternative when you have multiple targets at once.
WeaponStick or Bamboo (5% stun); upgrade to Blaze Rod (fire+stun) or Breeze Rod (wind burst)
ArmorAny survival set. Outlast their stuns.
ItemsBell (2-tile AoE stun), Cobweb (single-target stun), Powder Snow Bucket (freeze)
Lock down the most dangerous enemy each round so your party / damage builds can clean up. Cheap weapons, great early-game starter for Blunt.
ArmorHybrid Diamond+Netherite (Stonewall): incoming damage capped at 6 per hit
WeaponMace for AoE, or Blaze Rod for fire ticks
StatsVitality > Defense > Melee Power
Walk into a swarm, eat the damage, mace them all. Stonewall makes every individual hit predictable.
Water
WeaponTrident + Riptide II/III (dash + KB everything in the line)
ArmorTurtle Helmet (Aquatic) + any survival set: +3 Water, walk on water, +1 HP regen
TrimCoast ×4: +1 Water per piece
Best on tight arenas. Riptide turns a row of mobs into pinballs. KB scales by 1 + level, so Riptide III shoves enemies 4 tiles per dash.
WeaponTrident + Channeling III + Loyalty
DamageChanneling: 4 + 2/lvl on throw, DOUBLES vs Soaked, chains to (level-1) extra targets
SetupSoak first with corals, pufferfish, or throw the trident into a water tile
ArmorTurtle Helmet + Coast-trimmed survival set
Soaked also gives -1 enemy Speed so they can't kite. With Channeling III on a Soaked target you're hitting for (4 + 6) × 2 = 20 damage on a chain that hits 2 extra targets.
WeaponsTube (Soaked), Brain (40% Confuse), Bubble (KB), Fire (+3 dmg to burning), Horn (pierce 3 armor)
ArmorTurtle Helmet + Coast trim, or full Coast set for max Water Power
Keep 2-3 corals on the hotbar and swap to match the fight. Best vs single tough enemies. Stack debuffs, then finish.
ItemsTurtle Egg (T1) / Pufferfish (T2) / Nautilus Shell (T3) / Heart of the Sea (T4) - each AoE + Soaked + extra effect
ArmorTurtle Helmet + Coast trim
Combo: open with a Heart of the Sea throw for AoE Soak IV + Confuse II, then Channeling Trident for 2x lightning across the soaked mob.
Special
WeaponDiamond or Netherite Hoe (1-3 base, +3 per Special point)
ArmorGold (Gambler): +2 Special, +3 Luck, +1 emerald/kill
TrimRib ×4: +1 Special per piece
ItemsWither Skeleton Skull (+1 Special)
Affinity perk: 3% chance per Special point to make ANY attack cost 0 AP. Stack Special hard and you'll get multi-attack turns regularly.
WeaponsPottery Sherds: Heart (heal+regen), Skull (execute), Prize (3x next hit), Arms Up (war cry), Blade (phantom slash)
ArmorGold (Gambler) or hybrid Gold+Diamond (Gladiator): crits +50% dmg
StatsSpecial Power, Resourceful (for sherd budget)
Stash 4-6 sherds with complementary effects. Resourceful keeps your trader budget for refills.
WeaponWind Charges (KB enemies OR self-launch off adjacent tile = +50% momentum bonus on next hit)
CombineAny Special weapon for the momentum follow-up; wall placements to trap targets after KB; Snort sherd (Tectonic Charge) for chained shoves
ArmorGold + Special trim for damage scaling
Self-launch into position, eat the +50% momentum, deliver a Sharpness/Diamond Sword crit. Or chain Wind Charges off a sherd Tectonic Charge for arena-wide repositioning.
ArmorHybrid Gold+Diamond (Gladiator): crits +50% extra dmg, or Gold+Netherite (Berserker): crit rises as HP drops
WeaponDiamond Sword (30% native crit) or Diamond Hoe (Special ramp)
TrimSpire: +1 Luck per piece (boosts every Craftics proc)
StatsLuck > Special Power > Resourceful
Berserker is the panic build. As your HP drops, crit chance climbs, and Gladiator multiplies those crits by 1.5x. Make every desperate hit a finisher.
Pet
WeaponDiamond or Netherite Shovel (Pet damage type, scales with Pet affinity)
TrimRaiser ×4: +1 ally damage per piece
ItemsBuild a battle party at the hub (Shift+RClick): Wolf + Iron Golem + Llama = melee, tank, ranged
StatsPet affinity (+3 ally HP/point) > AP > Vitality
Let your party do the work. Stack Pet affinity for HP, Raiser for damage, and use Spawn Eggs mid-fight for emergency reinforcements.
ItemLead in main hand (2 AP per command)
CommandsClick ally to select, click adjacent enemy (attack) or any tile (move). Does NOT consume the ally's own turn.
ArmorAny survival set. Raiser trim still buffs lead-commanded hits.
Each ally gets two turns per round: their normal AI turn, plus your lead-commanded bonus. Pair with Beastmaster for the highest possible ally damage output.
SetupTame a rideable mob, equip a Saddle on it, then add it to your party. You auto-mount at combat start.
MountsHorse, Donkey, Mule, Camel, Skeleton/Zombie Horse
Bonus+3 Speed, mount HP pool acts as shield
Pair withRiptide Trident, Skirmisher hybrid (+3 if you moved), Mace hit-and-run
Mounted Speed turns any "if you moved" trigger into permanent damage. Horse Armor on the mount pre-tame adds DEF (Leather +1, Iron +2, Gold +1/+1 ATK, Diamond +3/+1 ATK, Wolf Armor +2/+1).
Ranged
WeaponBow + Power IV/V (+1 dmg/lvl + range)
EnchantsFlame for burn on hit, or Infinity to skip arrow drain (tipped arrows still consume)
TrimSentry ×4: +1 Ranged per piece
ItemsSkeleton Skull (+1 Ranged)
Pure range damage. Sentry stacks with the affinity perk (5% ricochet per Ranged point) for chain shots on stacked enemies.
WeaponCrossbow + Piercing III (hits 4 in a line) + Quick Charge
EffectsBolts deal 50% to targets behind the first and inflict Bleed
TrimSentry per piece. Skeleton Skull.
Best vs single-file enemy lines or stacked mobs. The bleed-on-pierce makes Piercing III worth 4 enemy hits + 4 bleed stacks per shot.
WeaponCrossbow + Multishot (3 bolts, 45° fan)
AmmoTipped Arrows: Slowness / Weakness for crowd lockdown (each bolt applies)
ArmorHybrid Chain+Netherite (Ambush) for guaranteed first-volley crit
Best vs clusters where all 3 spread lines land. Open with an Ambush-buffed crit volley, then tipped-arrow follow-ups to lock down the survivors.
WeaponCrossbow + Firework Rocket in OFF-HAND
HowRockets bypass arrow check. Massive AoE damage at full crossbow range. Quick Charge for AP reduction.
SupplyResourceful stat + Curiosity Dealer trades to keep rockets stocked
The endgame Ranged finisher. Fires from full range with massive AoE, no arrow drain. Skip Multishot/Piercing on a separate crossbow specifically for this loadout.
Affinity5% chain-ricochet chance per Ranged affinity point
WeaponAny Bow or Crossbow. Punch I/II also pushes targets and adds collision damage.
GoalStack Ranged affinity to 10+ for nearly every shot to chain
Best on packed arenas. Every shot can chain to another target, multiplying single-shot output. The pure affinity build, no special weapon required.
ArmorFull Copper set (Marksman): +4 Ranged Power + ranged ricochet that stacks on top of the affinity perk
HybridsCopper+Leather (Run and Gun): +1 range if you moved.
Copper+Chain (Deadeye): +3 vs unacted enemies.
Copper+Iron (Aegis): 30% dodge vs incoming ranged.
Copper+Gold (Contagion): spread debuffs to adjacent.
Copper+Diamond (Siege): splash half dmg to adjacent.
Copper+Netherite (Stormbringer): arc to extra enemy.
Only works with the Copper Age Backport addon mod. Adds the strongest Ranged set in the game and 6 more hybrid options on top of the standard 15.
Physical
WeaponEmpty main hand (fists are Physical)
ArmorLeather (Brawler): +2 Physical + kill streak (+30% dmg per kill, max 3 stacks)
ItemsZombie Head (+1 Physical)
Affinity perk3% counter chance per point
Best vs swarms. Chained kills keep your buff alive at max stack. The cheapest viable opener and a real endgame option.
ArmorHybrid Leather+Iron (Counterpuncher): 50% chance to instantly attack back when hit
StatsVitality + Defense. The more attacks you eat the more free retaliations you get.
ItemsShield offhand (+1 DEF, 25% block) + Thorns armor
Want to be hit. Counter, block, reflect. Pairs with the Lucky Streak hybrid since the kill streak doesn't reset on a counter-killed attacker.
ArmorHybrid Leather+Gold (Lucky Streak): +10% crit per kill, resets when hit
WeaponDiamond Sword (30% native crit) or any sword + Sharpness (bleed chains between kills)
StatsSpeed first. Never get hit, never reset the streak.
The high-skill Physical build. Sub 100% uptime on the streak is fine; even partial stacks make every swing a coin-flip crit.
BreakerHybrid Leather+Diamond: your attacks ignore all damage-type resistances
RampageHybrid Leather+Netherite: every kill refunds 1 AP. Multi-kill turns become possible.
StatsMelee Power + Strength. You want to be the one swinging.
Breaker is the bossfight pick (resist-heavy targets). Rampage is the swarm pick (chain kills snowball). Both pair with any melee weapon, choose the right kit for the encounter.