Combat Expanded expands on the games difficulty. Mobs will be given additional stats and gear scaling over time. This gear can be dropped for the player as Unidentified weapons or armor.
Mobs
General Changes
Mobs can be given bonus points to some of their stats, these points are then randomized between 0 and their current value based on normal distribution and stat buffs are applied:
Max Health: each point corresponds with +2 health, capped at +30
Attack Damage: each point corresponds with +0.5 damage, capped at +7
Movement Speed: each point corresponds with +2% speed, capped at +30%
Armor: each point corresponds with +1 armor, capped at +7
Armor Toughness: each point corresponds with +5 toughness, capped at +35
Mobs will use the Difficulty Score of the nearest player upon spawning, normally capped at 10.
General Mob Modifiers
Mob
Effects
Stat Points per
Difficulty Score
Effects at
Difficulty >=4
Effects at
Difficulty >=8
Effects at
Difficulty >=11
Zombie/Husk/Drowned
+1 Max Health
+1 Attack Damage
+1 Movement Speed
+1 Armor
+1 Armor Toughness
Can spawn with Axes
+2 Attack Damage
+1 Movement Speed
+2 Armor
Spawn a second Zombie/Husk/Drowned
Double drop rate of worn gear
Skeleton/Stray
+1 Max Health
+1 Armor Toughness
15% chance for harming tipped arrow
Enchanted with a random level of power
Double drop rate of worn gear
Spider/Cave Spider
+1 Max Health
+1 Attack Damage
+1 Movement Speed
+2 Movement Speed
+6 Movement Speed
Creeper
+1 Movement Speed
+1 Max Health per Difficulty Score above 3
+4 Armor
Magma Cube/Slime
+1 Max Health
+5% chance to grow to size 4
+10% chance to grow to size 4
+5% chance to grow to size 5
Enderman
If in The End:
+4 Max Health
+4 Attack Damage
+4 Movement Speed
+2 Max Health
+2 Attack Damage
+2 Movement Speed
+2 Armor
+5 Attack Damage
+3 Armor
+8 Movement Speed
Phantom
-50% Max Health if difficulty score <4
+2 Attack Damage
5% chance to grow 2 sizes
Spawns in swarms of 4, of which 2 grow one size
Wither Skeleton
+1 Max Health
+1 Attack Damage
+1 Movement Speed
5% chance to spawn with bow and wither tipped arrows
+3 Attack Damage
+5 Max Health
+3 Attack Damage
+2 Movement Speed
Piglin/Zombified Piglin
+1 Max Health
+1 Attack Damage
+1 Movement Speed
+4 Max Health
+2 Max Health
+5 Attack Damage
+5 Armor
+1 Armor Toughness
Ghast
Does not gain any Stat Points
+5% chance to spawn another Ghast
+10% chance to spawn another Ghast
spawn another Ghast
the chance to spawn another still applies
Blaze
-75% Attack Damage if difficulty score <4
This only affects the melee attack
+1 Armor
+5 Armor
+4 Attack Damage
+2 Armor Toughness
Other
+1 Max Health
+1 Attack Damage
+1 Movement Speed
+2 Armor
+2 Armor
+3 Armor
Biome Specific Changes
Any mobs spawned above light level 0 or in Lush Caves will have effects applied to them based on the biome they spawned in, mobs spawned at light level 0 will be considered to have been spawned in the "Cave" biome
Biome Specific Mob Modifiers
Biomes
Effects on
any mob
Effects on
Zombies/Husks/Drowned
Effects on
Skeletons/Stray
Effects on
Spiders/Cave Spiders
Effects on
Creepers
Effects on
Slimes
Effects on
Endermen
Cave
+3 Max Health
+3 Attack Damage
+3 Movement Speed
+1 Armor Toughness
+25% chance to spawn reinforcements
15% chance to spawn with an Unidentified Pickaxe
+2 Movement Speed
Spider: 5% chance on Invisibility
+1 Blast Radius
Snowy Plains
Ice Spikes
Snowy Taiga
Snowy Beach
Grove
Snowy Slopes
Jagged Peaks
Frozen Peaks
Frozen River
Frozen Ocean
Deep Frozen Ocean
+4 Max Health
-15% Movement Speed
Attacks apply:
Slowness (0:15) at Difficulty Score of <=3
Slowness (0:30) at Difficulty Score of 4 - 8
Slowness II (0:30) at Difficulty Score of >=9
Stray: slowness III arrows
Snowy Slopes
Jagged Peaks
Frozen Peaks
Windswept Hills
Windswept Gravelly Hills
Windswept Forest
Stony Shores
Meadow
Stony Peaks
Windswept Savanna
Eroded Badlands
+2 Attack Damage
+2 Armor
+2 Attack Knockback
40% chance of Knockback enchantment
-100% chance to spawn reinforcements
30% chance of Punch enchantment
Jump Boost II
Desert
Savanna
Savanna Plateau
Windswept Savanna
Badlands
Wooded Badlands
Eroded Badlands
+3 Movement Speed
50% chance of fire aspect enchantment
Husk:
-65% Max Health
-25% Attack Damage
Spawns in swarms of 7-12 Husks
40% chance of Flame enchantment
50% chance of Fire Resistance
25% shorter fuse (22 seconds)
Sunflower Plains
Flower Forest
Lush Caves
-25% Max Health
Drops a burnable 'spore' on death that respawns
the mob after 8 seconds, respawned mobs only rarely drop another spore
Lush Caves: 50% chance to be
replaced with 4 silverfish
15% chance to be invisible until lit
25% longer fuse (37 seconds)
15% chance to increase in size, twice
50% chance to be replaced with a slime
Swamp
Mangrove Swamp
Jungle
Bamboo Jungle
-25% Attack Damage
Attacks apply:
Weakness (0:15) at Difficulty Score of <=3
Weakness (0:30) at Difficulty Score of 4 - 8
Weakness II (0:30) at Difficulty Score of >=9
Poison II (0:05) and
Weakness (0:05) arrows
Spider: spawns 3 cave spiders
Cave Spider: attacks apply
poison II and hunger instead of poison
Blindness
Weakness
Nausea
Applies Poison on landing,
effect radius depends on size
Deep Lukewarm Ocean
Deep Ocean
Deep Cold Ocean
Deep Frozen Ocean
+1 Armor Toughness
Drowned: +4 Attack Damage
Warm Ocean
50% chance of depth strider enchantment
40% chance to spawn with a Trident
Snowy Taiga
Grove
Taiga
Old Growth Pine Taiga
Old Growth Spruce Taiga
Dark Forest
Mangrove Swamp
80% chance of projectile protection enchantment
-25% Max Health
-15% Attack Damage
Spawns in groups of 4
Spawns with melee
weapons
Spawns another (cave) spider
50% chance to spawn a third
Grow 2 sizes
Spawn 3 slimes one size smaller
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.
Items
Obtaining and Identification
Custom weapons and armor are dropped with the same rate as naturally-spawned equipment at 8.5%, scaling with looting. Any items dropped like this will be prefixed with "Unidentified" and will work identical to their vanilla counterpart.
Unidentified items can be identified to unlock their special effects. Weapons are always identified on their first use damaging any mob or player while armor needs its activation requirement to be fulfilled (armor with the "equipped" requirement is identified immediately).
On identification a sound will play and the item will restore half of its lost durability, the Unidentified prefix is replaced with the name of the modifier (unless the item was renamed).
Weapons
Possible Weapon Modifiers
Weapon
Passive Effects
On-Hit Effects
Rarity
Deliberate
+0.5-2.0 Attack Damage
-0.2-0.5 Attack Speed
common
Swift
-0.5-2.0 Attack Damage
+0.2-0.5 Attack Speed
common
Light
-0.5-2.0 Attack Damage
+5-20% Movement Speed
common
Heavy
+0.5-2.0 Attack Damage
-5-20% Movement Speed
Knockback I/II Enchant
common
Flaming
-0.5-2.0 Attack Damage
Fire Aspect III/IV/V Enchant
common
Venomous
-0.5-2.0 Attack Damage
Either:
poison I/II (0:08)
poison I (0:30)
common
Crippling
-0.2-0.5 Attack Speed
Slowness I/II/III and
Weakness I (0:04)
common
Spectral
-0.5-2.0 Attack Damage
Glowing (0:30)
If the target did not have
Glowing: Wither II/III/IV (0:10)
common
Ascended
-0.5-2.0 Attack Damage
Levitation VI/VIII/X (0:01)
rare
Resonating
1 Attack Damage
Two seconds after the hit:
Target is dealt 4/6/8 damage
ignoring armor and resistances
rare
Chaotic
-0.2-0.5 Attack Speed
Is randomly enchanted
If weapon is enchanted:
Change enchantments to new
random ones (level 15-40)
rare
Yearning
+0.5-2.0 Attack Damage
Apply to wielder:
Saturation (0:01)
Hunger X (0:15)
rare
Divine
0.5 Attack Damage
-0.2-0.5 Attack Speed
Instant Heath I/II/III
epic
Demonic
x1.5 Attack Damage
Apply to wielder:
Wither (0:01)
epic
Armor
Possible Armor Modifiers
Armour
Passive Effects
Activation
Active Effects
Rarity
Scouting
-0.5-2.0 Attack Damage
No damage taken for 4 seconds
+10-25% Movement Speed
common
Focused
-10-25% Attack Speed
No damage taken for 4 seconds
+1-4 Attack Damage
common
Shielded
No damage taken for 4 seconds
Absorption I/II/III, taking any damage
fully removes the effect
common
Sly
-1-3 Armor
No damage taken for 4 seconds
Invisibility
Jump Boost I/II
rare
Overwhelming
+2-8 Attack Damage
+20-50% Attack Speed
+10-40% Movement Speed
No damage taken for 4 seconds
Wither II (0:01)
epic
Thorny
Enchanted with Thorns I/II
Health below 50% of max
Thorns set to level XIV/XV/XVI/XVII
Has no effect if the armor does not
have the Thorns enchantment
common
Berserkers
-1-3 Armor
Health below 50% of max
+1-4 Attack Damage
common
Rejuvenating
-5-20% Movement Speed
Health below 50% of max
Regenerate half a heart, cooldown of
2.4/3.2/4.0/4.8 seconds
common
Soothing
Health below 50% of max
Instant Health I/II/II within 1.75/2.25/3 blocks respectively
Players receive one level lower instead
Players within 3 blocks Regeneration I\I (0:04)
Can only occur once per minecraft day
rare
Dashing
-5-20% Movement Speed
Health above 50% of max
Speed & Hunger ramping from level I to V every 5 seconds
as long as the wearer keeps sprinting
Every additional Dashing piece reduces the 5 seconds
between steps by 50%
common
Poised
Health above 50% of max
+10-25% Attack Speed
common
Solid
-5-20% Movement Speed
Health above 50% of max
+1-3 Armor
+1 Knockback Resist
common
Vigorous
Health above 50% of max
Mining Fatigue/Poison/Wither immunity
Hunger/Blindness/Nausea/Weakness immunity
rare
Custodians
Health above 50% of max
Players except the wearer within 12 blocks have Resistance II
Any damage reduced by this effect (up to 4 per player per 0.8 seconds)
is dealt to the wearer, ignoring armor and resistances
epic
Vampiric
-1-3 Armor
After killing an entity
Regenerate half a heart. Can only happen once every 0.8 seconds
Additional Vampiric pieces stack the effect
common
Reckless
-1-3 Armor
After killing an entity
+10-25% Attack Speed (0:04)
+5-20% Movement Speed (0:04)
common
Chilling
-10-25% Attack Speed
After killing an entity
Freeze mobs within 8 blocks for 1-2 seconds.
Level II effect also applies Wither IV over duration
common
Devouring
+0.01-0.03 Attack Damage
After killing an entity
Permanently increase this pieces Passive Effect by 0.01-0.03, up
to 3-6 Attack Damage. Can only happen once every 0.8 seconds
rare
Retaliatory
Taken damage within 2.4 seconds
+1-4 Attack Damage
+10-25% Attack Speed
common
Guarding
-5-20% Movement Speed
+1 Knockback Resist
Taken damage within 2.4 seconds
+1-3 Armor
common
Stalling
On taking damage
Resistance I/II/III (0:02) to all entities within 2 blocks
common
Reactive
-1-3 Armor
On taking damage
Absorption I/II/III (0:03), additional Reactive pieces stack the effects level
Effect does not trigger when taking damage to yellow Absorption hearts
rare
Vorpal
+1 Knockback Resist
On taking damage
Teleport to a random location within 16 blocks
epic
Expelling
On taking damage
Clear all effects and store them in a lingering potion that is dropped at
the wearers feet, has a cooldown of 1 minute per Expelling piece
epic
Lunar
Night-time
Depending on the moon phase add 0/1/2.5/5/10% to
Attack Damage
Attack Speed
Movement Speed
Armor
Full moon grants the highest level of effect, new moon the lowest
common
Gloomy
-5-20% Movement Speed
Night-time
Slowness I/II/III (0:02) to entities except the wearer within 6 blocks
common
Nocturnal
Night-time
+1-4 Attack Damage
+5-20% Movement Speed
common
Umbral
-1-3 Armor
Night-time
Resistance IV as long as the wearer has hunger haunches
Taking damage applies Hunger C (0:01)
rare
Canine
-1-4 Attack Damage
Equipped
Spawn an invulnerable wolf that deals 4 damage to aid the wearer.
Commanding the wolf to sit will cause it to lose aggro
Feeding the wolf will grant it strength for 60 seconds
Additional Canine pieces will spawn more wolves
if the wolf is named it will drop its nametag on despawning
common
Bolstering
-3/6 Attack Damage
Equipped
Strength I/II (0:02) to players except the wearer within 5 blocks
common
Radiant
Equipped
A constant light will follow the wearer
Crouching will grant the Glowing effect and will pulse a light at the wearer
common
Merchants
Equipped
Spawn a Wandering Trader if it is daytime, this effect can only occur
once per minecraft day
rare
Challengers
Enchanted with Curse of Vanishing
Equipped
Raise the wearers difficulty score by 1, this can exceed the normal cap
of 10. Additional Challengers pieces stack the effect
epic
Advancements
Advancement
Requirement
Hidden Power
Identify a weapon or piece of armor looted from a mob
Identify a weapon or piece of Unidentified armor
True Survivor
Stay alive for 10 days in a row
Survive for over 9 full minecraft days (3 hours)
Full Potential
Wear a full set of identified armor and a weapon to go with it
Wear an Identified armor piece in each slot and hold
an Identified weapon in your mainhand (the armor does
not have to be active)
Give Me More!
When tough is not good enough
Wear a piece of Challenger armor
Sentinel
Give your life defending your allies
Die from self-damage from the Custodians armor
Technical Details
Difficulty Calculation
Each player has their own Difficulty Score, based on the minecraft days they have spent in the world in total (Dt) and the minecraft days they have spent since their last death (Da). Both of these values are capped at 10.
The formula for the Difficulty Score depends on the world difficulty.
Easyː ROUND((Dt*Ds-4)/14), Difficulty Score is capped at 7
Normalː ROUND((Dt*Ds-2)/13), Difficulty Score is capped at 8
Hardː ROUND((Dt*Ds)/10), Difficulty Score is capped at 10