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 as Unidentified weapons or armor.
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 receive additional bonusses depending on what biome they spawn in.
High chance of Fire Aspect and Flame enchantments.
Deep
Drowned are more powerful.
Flowering
Zombies have lower health but respawn when killed.
Slimes are larger and spawn more often.
Growth
Mobs are weaker but spawn in small groups.
Skeletons use melee weapons.
High chance of Projectile Protection enchantment.
Mountainous
Mobs are stronger but spawn less.
High chance of Knockback and Punch enchantments.
Reef
Drowned are much more powerful and spawn with tridents more often.
Snowy
Mobs are slower but healthier.
Most attacks will apply Slowness.
Toxic
Mobs are weaker but apply Weakness and Poison.
Spiders spawn in larger 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.
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 gain Regeneration II (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 time 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
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 and 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
Mob 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.