Combat Expanded expands on the game's difficulty. Mobs will be given additional stats and gear scaling over time. This gear can be dropped for the player with special modifiers that alter the players stats and abilities.
Home Bed
Players can designate a bed as a "Home Bed" by sleeping in it. Only the last bed slept in by any player can be a Home Bed. While a player is online their Home Bed serves as a beacon that lowers difficulty in an area of 128 blocks around it. Only one Home Bed can affect an area at a time.
Mobs
As a player stays alive in the world for longer the mobs that spawn around them will grow in strength. Mobs will spawn with higher health, damage, movement speed and with better armor and weapons.
Mobs will also receive additional bonusses depending on what biome they spawn in.
Higher chance of Fire Aspect and Flame enchantments.
Deep
Drowned are more powerful.
Flowering
Zombies have lower health but respawn when killed.
Creepers are Invisible but with a lower blast radius.
Slimes are larger and spawn more often.
Growth
Spiders will spawn in groups.
Skeletons will spawn more often and use melee weapons.
More Slimes will spawn.
Higher chance of Projectile Protection enchantment.
Mountainous
Mobs are stronger.
Phantoms will spawn.
Spiders can spawn with Speed.
Higher chance of Knockback and Punch enchantments.
Reef
Drowned are much more powerful and spawn with tridents more often.
Drowned will spawn in groups with Guardians.
Snowy
Mobs are slower but healthier.
Most attacks will apply Slowness.
Toxic
Mobs are weaker but apply Weakness, Hunger and Poison.
Cave Spiders will spawn in groups.
Spawners
Mobs spawned from spawners do not benefit from any modifiers. Mobs are considered spawner spawns if they spawn in the air.
Blaze, Drowned, Slimes, Magma Cubes, Phantoms, Shulkers, Ghasts, Guardians, and Elder Guardians will gain modifiers even if spawned from a spawner.
Zombie Alternatives
Zombie reinforcements will not drop their equipment.
Baby zombies have -60% Max Health.
Zombie Leaders are replaced with zombies that have highly increased stats and much better gear than ordinary zombies. In addition Zombie Leaders will be equipped with a shield enchanted with Unbreaking V. All of the equipment has a high chance of being dropped on death.
Phantoms
Phantoms will no longer spawn from insomnia. Instead they can be found above high mountains, unless a players Home Bed is nearby. Phantoms will take damage upon contact with water.
Item Modifiers
Custom armor and weapons are dropped at 8.5% and 20% respectively, scaling with looting. Any items dropped like this will be prefixed with a special modifier.
Weapons
Possible Weapon Modifiers
Weapon
Passive Effects
On-Hit Effects
Rarity
Commonly found in
Light
-0.5-2.0 Attack Damage
+0.6-0.9 Attack Speed
common
Burned
Dark
Heavy
+0.5-2.0 Attack Damage
-0.2-0.5 Attack Speed
Knockback II/III Enchant
common
Mountainous
Dark
Flaming
-0.5-2.0 Attack Damage
Fire Aspect III/IV/V Enchant
common
Burned
Dark
Nether
Twofold
1 Attack Damage
+100% Attack Damage
common
Nether
Giant
-0.6-0.9 Attack Speed
Deals damage dealt to all entities within 4.5 blocks
common
Snowy
Deep / Reef
Venomous
-0.5-2.0 Attack Damage
Apply one of:
Poison (0:08)
Poison (0:30)
Poison II (0:08)
common
Toxic
Deep / Reef
Crippling
-0.2-0.5 Attack Speed
Apply Slowness I/II/III (0:04) and one of:
Weakness (0:04)
Blindness (0:04)
Hunger III (0:04)
Wither II (0:04)
common
Flowering
Toxic
Piercing
-0.5-2.0 Attack Damage
Reduce Armor by 2/4/6 for 10 seconds, hitting an
affected target again stacks the effect and refreshes the duration
common
Flowering
Growth
Resonating
1 Attack Damage
Deal 6/8/12 additional damage that ignores armor and resistances
2 seconds after the hit. This effect cannot stack.
rare
Snowy
Toxic
Swift
-0.6-0.9 Attack Speed
+0.1/0.2/0.3 Attack Speed on the sword for 6 seconds, the
effect will stack up to 4 Attack Speed on repeated use.
rare
Burned
Growth
Charged
1 Attack Damage
Apply 2 stacks of "Charge". Stacks will fall off every 0.5 seconds
8 seconds after the last one was applied.
Applying a "Charge" to a target that already has 8 stacks will strike
them with lightning after a delay. The struck target takes 30 extra
lightning damage (10 for players)
rare
Mountainous
Deep / Reef
Armor
Possible Armor Modifiers
Armour
Passive Effects
Activation
Active Effects
Rarity
Commonly Found in
Scouting
No damage taken for 4 seconds
+10-25% Movement Speed
common
Snowy
Burned
Shielded
No damage taken for 4 seconds
Absorption I/II/III, additional pieces add their level to the total
common
Mountainous
Deep / Reef
Dark
On taking damage
Lose Absorption
Sly
No damage taken for 4 seconds
Invisibility while sneaking.
When no longer sneaking gain +25/50/75% Attack Speed for 4 seconds
common
Toxic
Growth
Focused
No damage taken for 4 seconds
+1.5-5 Attack Damage
common
Mountainous
Deep / Reef
Nether
Taken damage within 4 seconds
-0.5-2 Attack Damage
Reactive
-1-3 Armor
On taking damage
Absorption I/II/III (0:30), additional Reactive pieces stack the effects level
Effect does not trigger when taking damage to yellow Absorption hearts and
cannot trigger again during the 30 seconds duration
rare
Mountainous
Dark
Coated
-1-3 Armor
On taking damage
Apply one of:
Poison (0:06)
Weakness (0:10)
Instant Health
to the attacker. Additional pieces will add one level of their respective effect.
common
Flowering
Toxic
Rejuvenating
-1-4 Armor
On taking damage
Store 10/20/30% of damage taken
common
Snowy
Dark
Nether
No damage taken for 4 seconds
Restore the stored health
Sparking
On taking damage
Apply a stack of "Charge". Stacks will fall off every 0.5 seconds
8 seconds after the last one was applied.
Applying a "Charge" to a target that already has 8 stacks will strike
them with lightning after a delay. The struck target takes 30 extra
lightning damage (10 for players)
common
Mountainous
Devouring
+0.01-0.03 Attack Damage
Enchanted with Curse of Vanishing
After killing an entity
Permanently increase this pieces Passive Effect by 0.01-0.03, up
to 2.5-5 Attack Damage (addition and cap amounts are independent)
Apply a random potion effect with a random duration to self.
Wild Magic Table (Roll d100)
Roll
Effect
Possible Levels
Possible Duration
1
Poison
1 - 3
2 - 8s
2
Wither
1 - 3
2 - 8s
3
Instant Health
1 - 10
-
4
Instant Damage
1
-
5
Levitation
1 - 10
1 - 5s
6
Slowness
1 - 10
30 - 90s
7
Haste
1 - 10
30 - 90s
8
Mining Fatigue
1 - 10
30 - 90s
9
Strength
1 - 10
30 - 90s
10
Jump Boost
1 - 10
30 - 90s
11
Nausea
1 - 10
30 - 90s
12
Regeneration
1 - 10
30 - 90s
13
Resistance
1 - 5
30 - 90s
14
Blindness
1 - 10
30 - 90s
15
Hunger
1 - 10
30 - 90s
16
Weakness
1 - 10
30 - 90s
17
Health Boost
1 - 10
30 - 90s
18
Absorption
1 - 10
30 - 90s
19
Saturation
1 - 10
30 - 90s
20
Darkness
1 - 10
30 - 90s
21-25
Speed
1 - 10
30 - 90s
26-30
Fire Resistance
1 - 10
30 - 90s
31-40
Water Breathing
1 - 10
30 - 90s
41-50
Night Vision
1 - 10
30 - 90s
51-60
Invisibility
1 - 10
30 - 90s
61-70
Glowing
1 - 10
30 - 90s
71-80
Slow Falling
1 - 10
30 - 90s
81-90
Conduit Power
1 - 10
30 - 90s
91-100
Dolphins Grace
1 - 10
30 - 90s
epic
Mushroom Fields
Vorpal
+1 Knockback Resist
On taking damage
Teleport to a random location within 8 blocks.
epic
The End
Unlinked
Linked
Only works after the armour piece has been renamed.
Link to any other player wearing an Unlinked armour piece that has the same name.
Health of all players in a link will always be the same.
epic
Deep Dark
Advancements
Advancement
Requirement
Hidden Power
Obtain a Modified weapon or piece of armor from a mob
Pick up an item with a Modifier
Vwoops!
Who thought this was a good idea?
Teleport using a piece of Vorpal armor
Technical Details
Player Difficulty
Each player has their own Player Difficulty, which is calculated every 5 minutes or on respawn.
Player Difficulty = Playtime * (1 - Death Multiplier) * World Difficulty, where
Playtime: goes up by 1 every 5 minutes a player is online, up to 100.
Death Multiplier: is calculated on death by: Death Multiplier = Death Multiplier * 0.75 + 0.2, every time difficulty is calculated it is reduced by 0.01 for every 5 minutes since the last death.
World Difficulty: is based on world difficulty: 0.3 for easy, 0.4 for medium and 0.5 for hard
Mob Difficulty
When a mob spawns it will be assigned a Mob Difficulty of its own to modify its stats.
Player Difficulty * Difficulty Modifier + Random Offset + Illager Bonus, where
Player Difficulty: Difficulty taken from the closest player
Difficulty Modifier: is calculated based on the environment where the mob spawned:
Start with a random value between -0.1 - 0.1
If it's raining: +0.2
If the mob spawned on the surface and it is night time: +0.1 for crescent moon, +0.2 for quarter moon, +0.3 for gibbous moon or +0.4 for a full moon
If mob spawned underground (Dark): +0.3
If in Mountainous biomes: +0.2
If an active Home Bed is within 128 blocks: -0.4
Random Offset: a random value between -5 and 5
Illager Bonus: applied to Illagers under certain conditions:
Pillager patrol leaders: +10
Pillager/Vindicator raider: +3*(raid wave)
A mobs Difficulty is then used to calculate their stats. Each mobs has their own Stat Page with Base and Caps for each stat. Each stat calculates its score by applying a normal distribution of the Base, then taking a percentage of that equal to the mobs Mob Difficulty. This score cannot exceed the Cap listed on the mobs Stat Page.
Finally the actual stat is calculated as follows:
Max Health = score * 1
Attack Damage = score * 0.5
Movement Speed = score * 0.02 (% multiply_base)
Armor = score * 1
Armor Toughness = score * 3
Mob Modifiers
If the chance for a modifier is underlined it scales up with Mob Difficulty, the displayed chance is for 100 Mob Difficulty, e.g. an 80% chance at 100 Mob Difficulty would be a 40% chance at 50 Mob Difficulty.
In the 1.20 version Difficulty was calculated in a much simpler way, ranging from 1-10, going up by one for every Minecraft day a player survived.
The 1.20.4 Difficulty Update reworked almost all of how mob stats were calculated to provide a smoother and slower increase in difficulty while making it easier to balance.
Unidentified items were also removed after this version, instead items are "identified" as soon as they drop..
MC 1.19 Version
Many Modifiers have been significantly changed or completely replaced since the original 1.19 version. As the 1.19 version of the module was an experimental version there is no easy upgrade path to 1.20.
The Focused, Berserkers, Poised, Reckless, Guarding, Merchants armor and Deliberate, Light, Ascended weapon Modifiers were removed in the 1.20 update, replaced by Fluxed, Poisonous, Fractal, Archery, Totemic, Equestrian for armor and Giant and Chiming for weapons.
Notes
↑Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.
↑Obtained by fully charging a Devouring armor piece