Combat Expanded
This module adds custom modifiers to armour, weapons, and mobs as well as a ramping difficulty curve the longer you survive.
Module Type | Stand Alone |
---|---|
Created by | Thanathor |
Compatible MC Versions | 1.19 |
Features
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 armour.
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 armour and weapons.
Mobs will also receive additional bonusses depending on what biome they spawn in.
Biome | Modifier | Added Difficulty | |
---|---|---|---|
Snowy Plains | Snowy | Low | |
Ice Spikes | Snowy | Low | |
Snowy Taiga | Growth | Snowy | Medium |
Snowy Beach | Snowy | Low | |
Grove | Growth | Snowy | Medium |
Snowy Slopes | Mountainous | Snowy | Medium |
Jagged Peaks | Mountainous | Snowy | Medium |
Frozen Peaks | Mountainous | Snowy | Medium |
Windswept Hills | Mountainous | Low | |
Windswept Gravelly Hills | Mountainous | Low | |
Windswept Forest | Mountainous | Low | |
Taiga | Growth | Low | |
Old Growth Pine Taiga | Growth | Low | |
Old Growth Spruce Taiga | Growth | Low | |
Stony Shore | Mountainous | Low | |
Plains | None | ||
Sunflower Plains | Flowering | Medium | |
Forest | None | ||
Flower Forest | Flowering | Medium | |
Birch Forest | None | ||
Old Growth Birch Forest | None | ||
Dark Forest | Growth | Low | |
Swamp | Toxic | High | |
Mangrove Swamp | Toxic | Growth | Very High |
Jungle | Toxic | High | |
Sparse Jungle | None | ||
Bamboo Jungle |
Toxic | High | |
Beach | None | ||
Mushroom Fields | |||
Cherry Grove | Flowering | Mountainous | High |
Meadow | Mountainous | Low | |
Stony Peaks | Mountainous | Low | |
Desert | Burned | Medium | |
Savanna | Burned | Medium | |
Savanna Plateau | Burned | Medium | |
Windswept Savanna | Burned | Mountainous | High |
Badlands | Burned | Medium | |
Wooded Badlands | Burned | Medium | |
Eroded Badlands | Burned | Mountainous | High |
River | None | ||
Frozen River | Snowy | Low | |
Warm Ocean | Reef | High | |
Lukewarm Ocean | None | ||
Deep Lukewarm Ocean | Deep | Low | |
Ocean | None | ||
Deep Ocean | Deep | Low | |
Cold Ocean | None | ||
Deep Cold Ocean | Deep | Low | |
Frozen Ocean | Snowy | Low | |
Deep Frozen Ocean | Deep | Snowy | Low |
Dripstone Caves | None | ||
Lush Caves | Flowering | Medium | |
Deep Dark | |||
The Void |
Modifier | Effects |
---|---|
Dark [1]
|
Mobs are stronger.
You'll find more Zombies here. Creepers have a higher blast radius. Weapons and Armor have a reduced droprate. |
Burned
|
Mobs are faster.
Husks are weaker but spawn in large swarms. Creeper will explode faster. Higher chance of Fire Aspect and Flame enchantments. |
Deep
|
Drowned are more powerful. |
Flowering
|
Zombies have lower health but respawn when killed. Skeletons are often replaced with Zombies. 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.
Items
Obtaining and Identification
Custom armour and weapons are dropped at 8.5% and 20% respectively, scaling with looting. Any items dropped like this will be prefixed with "Unidentified" and work identical to their vanilla counterparts.
Unidentified items can be identified to unlock their special effects. Weapons are identified on their first use and armour when equipped.
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
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 | -6-7.5 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:
|
common | Toxic
Deep / Reef |
Crippling | -0.2-0.5 Attack Speed | Apply Slowness I/II/III (0:04) and one of:
|
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 | -6-7.5 Attack Damage | Deal 9/12/16 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 | -6-7.5 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 6 stacks will strike them with lightning after a delay. The struck target takes 42 extra lightning damage (16 for players), entities within 2.5 blocks take half of the extra damage |
rare | Mountainous
Deep / Reef |
Armour
Armor
Possible Armor Modifiers | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Armour | Passive Effects | Activation | Active Effects | Rarity | Commonly Found in | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Scouting | Natural Regeneration Active | +10-25% Movement Speed | common | Snowy
Burned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shielded | Natural Regeneration Active |
Absorption I/II/III, additional pieces add their level to the total |
common | Mountainous
Deep / Reef Dark | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
On taking damage | Lose Absorption | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sly | Natural Regeneration Active | Invisibility while sneaking.
When no longer sneaking gain +25/50/75% Attack Speed for 4 seconds |
common | Toxic
Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Focused | Natural Regeneration Active | +0.5-2 Attack Damage
Mobs within 24 blocks have Glowing |
common | Mountainous
Deep / Reef Nether | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Taken damage within 4 seconds | -0.5-1.5 Attack Damage | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Reactive | -1-3 Armor | On taking damage | Absorption I/II/III/IV (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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Coated |
-1-3 Armor | On taking damage | Apply one of:
to the attacker. Additional pieces will add one level of their respective effect. |
common | Flowering
Toxic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Burning | On taking damage | Apply one stack of "Burn" for 10 seconds, up to 8 stacks.
Each stack deals 0.25 fire damage to mobs within 5.25 blocks every 0.5 seconds. At 8 stacks also sets affected entities (except players) on fire and grants Fire Resistance. |
common | Burned
Toxic Nether | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
After killing an entity | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rejuvenating |
-1-4 Armor | On taking damage | Store 10/20/30/40% of damage taken | common | Snowy
Dark Nether | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Natural Regeneration Active | 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 6 stacks will strike them with lightning after a delay. The struck target takes 42 extra lightning damage (16 for players), entities within 2.5 blocks take half of the extra damage |
common | Mountainous | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Reckless | After killing an entity | + 0.5 Attack Damage, -1 Armor for 15 seconds
Effect stacks until the armor piece grants 0 armor |
rare | Burned
Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vampiric |
-1-3 Armor | After killing an entity | Restore a heart | common | Toxic
Deep / Reef Dark | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Totemic | After killing an entity | Call a totem that gives players within 18 blocks one of the following effects:
Regeneration, Resistance, Speed, Strength Effects last 6 seconds, reapplied to players that remain in the totems range. Killing an entity within a totems range will add the effect to the totem instead, or if the totem already has that effect will apply a level II version of the effect for 9 seconds. Totems vanish when all players leave its range |
rare | Mountainous
Toxic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Draining | After killing an entity | +1 Max Health (Capped at +6/8/10) | common | Burned
Flowering Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
On taking damage | -1 Max Health | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Soothing | Health at/below 50% of max | Instant Health I/II/III within 2.75/4.5/6.25 blocks respectively
Players receive one level lower instead Players within 6.5 blocks gain Regeneration V (0:02) Once triggered needs to be recharged by killing 15-30 mobs |
rare | Flowering
Dark Nether | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Berserkers | Health at/below 50% of max | +0.5-2 Attack Damage
+10-25% Attack Speed +5-20% Movement Speed +1 Knockback Resistance |
common | Burned
Flowering Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fluxed | Positive and negative
values are the same |
Health at/below 50% of max | -0.5-2 Attack Damage, +1-3 Armor | common | Flowering
Nether | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Health above 50% of max | +0.5-2 Attack Damage, -1-3 Armor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vigorous | Health at/below 50% of max | Mining Fatigue /Poison /Weakness immunity, and
Hunger /Blindness /Nausea /Wither immunity |
rare | Snowy
Toxic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sustaining | Health at/below 50% of max | Regeneration Timer charges 3x faster (stacks with more pieces)
Regeneration happens every 0.4 seconds |
common | Snowy
Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fractal | Resistance III | Health above 50% of max | Health gets set to half of Max Health
Immunity |
common | Flowering
Deep / Reef Growth | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Archery | -10-25% Attack Speed | Equipped | Shooting an arrow will instead spawn arrows equal to the 2 * the combined level
of all Archery armour pieces. Multishot arrows will spawn half that each. Extra arrows copy the main arrows stats, with a slightly randomized trajectory and cannot be picked up. |
common | Snowy
Mountainous Burned | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Canine | -10-25% Attack Speed | 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 |
rare | Snowy
Growth | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Radiant |
Equipped | A constant floating light will follow the wearer.
Crouching will cause the light to Glow and pulse with flashes of light. |
common | Mountainous
Burned Dark | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Equestrian | Equipped | Mounts have Speed I/II/III and one of:
Level of Speed stacks like enchantments, so two pieces with level III will result in level IV |
common | Flowering
Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dashing | -5-20% Movement Speed | Equipped | Speed & Hunger ramping from level I to V every 4 seconds as
long as the wearer keeps sprinting. Swimming keeps the current speed and hunger but doesn't ramp. Every additional Dashing piece reduces the time between levels by 50% |
common | Burned
Toxic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hearty | Armor set to 0 | Equipped | + Max Health equal to the armor of this piece | common | Snowy
Toxic Deep / Reef | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lightweight | -1-3 Armor | Equipped | + 1.5 / 1.75 / 2 / 2.25% Movement Speed & Attack Speed for every point of armor below 20 | common | Flowering
Growth | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Psychic | -10-25% Attack Speed | Equipped | A sword will circle around you at 3.5 blocks distance, crouching will cause the
sword to close in and spin faster. The material and damage of the sword is dependent on the armour material:
Dealing damage with a sword will reduce the armors durability by 1 (affected by unbreaking) |
rare | Burned
Deep / Reef Nether | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wild Magic | On taking damage | Apply a random potion effect with a random duration to self.
|
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. Max Health will be set to the average between linked players. |
epic | Deep Dark |
Advancements
Advancement | Requirement |
---|---|
Hidden Power Identify a weapon or piece of armour looted from a mob |
Identify a weapon or piece of Unidentified armour |
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 armour and a weapon to go with it |
Wear an Identified armour piece in each slot and hold
an Identified weapon in your mainhand (the armour does not have to be active) |
Give Me More! When tough is not good enough |
Have your Difficulty Score be increased by
a piece of Challenger armour, this will generally trigger within 30 seconds of wearing one |
Sentinel Give your life defending your allies |
Die from self-damage from the Custodians armour |
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 (italicized) 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 +1 health, capped at +15
- Attack Damage[2]: each point corresponds with +0.5 damage, capped at +5.5
- Movement Speed: each point corresponds with +2% speed, capped at +30%
- Armour: each point corresponds with +1 armour, capped at +7
- Armour Toughness: each point corresponds with +5 toughness, capped at +35
Mobs will use the Difficulty Score of the nearest player upon spawning.
Underlined stat changes are exact and will not be randomised.
General Mob Modifiers | |||||
---|---|---|---|---|---|
Mob | Effects | Stat Points per
Difficulty Score |
Effects at
Difficulty >=4 |
Effects at
Difficulty >=8 |
Effects at
Difficulty =11[3] |
Zombie/Husk/Drowned | -4 Max Health
-2 Attack Damage -4% Movement Speed |
+1 Max Health
+1 Attack Damage +1 Movement Speed |
+1 Armour
+2 Armour Toughness Can spawn with Axes |
+2 Attack Damage
+1 Movement Speed +2 Armour Toughness |
+50% reinforcement chance
Double drop rate of worn gear |
Skeleton/Stray | -8 Max Health
-8% Movement Speed |
+1 Max Health | +1 Armour Toughness | 15% chance for harming tipped arrow | Enchanted with a random level of power
Double drop rate of worn gear |
Spider/Cave Spider | -4 Max Health
-1 Attack Damage -4% Movement Speed |
+1 Max Health
+1 Attack Damage +1 Movement Speed |
+2 Movement Speed | +6 Movement Speed | |
Creeper | -2 Max Health | +1 Movement Speed | +1 Max Health per Difficulty Score above 3 | +4 Armour | |
Magma Cube/Slime | -4 Max Health | +2 Max Health | +5% chance to grow to size 4 | +10% chance to grow to size 4
+5% chance to grow to size 5 | |
Enderman | -4 Max Health
-2 Attack Damage -4% Movement Speed
If in The End: +4 Max Health +4 Attack Damage +4 Movement Speed |
+2 Max Health
+2 Attack Damage +2 Movement Speed |
+2 Armour | +5 Attack Damage | +3 Armour
+8 Movement Speed |
Phantom | Take damage when in water | -50% Attack Damage if difficulty score <4 | -50% Max Health if difficulty score <8 | ||
Wither Skeleton | +1 Max Health
+1 Attack Damage +1 Movement Speed |
7.5% chance to spawn with bow and wither tipped arrows | +3 Attack Damage | +5 Max Health
+3 Attack Damage +2 Movement Speed | |
Piglin/Zombified Piglin | -2 Attack Damage-4% Movement Speed | +1 Attack Damage
+1 Movement Speed |
+ 4 Movement Speed | +5 Attack Damage
+1 Armour +5 Armour 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 Armour | +5 Armour | +4 Attack Damage
+2 Armour Toughness | |
Other | +1 Max Health[4]
+1 Attack Damage +1 Movement Speed |
+2 Armour | +2 Armour | +3 Armour |
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 | ||
Dark | +3 Max Health
+3 Attack Damage +3 Movement Speed Weapon droprate to 8.5% Armor droprate to 4.25% |
+4 Armour Toughness
+25% reinforcement chance 15% chance to spawn with an Unidentified Pickaxe |
+2 Movement Speed
+2 Armour Toughness |
Spider: 5% chance on Invisibility | +1 Blast Radius | ||||
|
+3 Movement Speed | 50% chance of fire aspect enchantment
Husk:
|
40% chance of Flame enchantment | 50% chance of Fire Resistance | 25% shorter fuse (22 seconds) | ||||
|
+8 Armour Toughness | Drowned: +4 Attack Damage | |||||||
|
-25% Max Health
Drops a burnable 'spore' on death that respawns the mob after 8 seconds, this effect will repeat 10 times. Setting the mob on fire destroys the spore. |
85% chance to be replaced with 3 zombies | Lush Caves: 50% chance to be
replaced with 4 silverfish |
15% chance to be invisible until lit
-1 Blast Radius |
15% chance to increase in size, twice | 50% chance to be replaced with a slime | |||
|
80% chance of projectile protection enchantment | Replaced with 3 Skeletons | -25% Max Health
-15% Attack Damage Spawns with melee weapons |
Spawns another (cave) spider
50% chance to spawn a third |
Grow 2 sizes
Spawn 3 slimes one size smaller |
||||
|
+2 Attack Damage | +6 Armour Toughness
+2 Attack Knockback 40% chance of Knockback enchantment -100% chance to spawn reinforcements |
+5 Armour Toughness
30% chance of Punch enchantment |
Jump Boost II | |||||
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50% chance of depth strider enchantment | 40% chance to spawn with a Trident
Drowned: +100% Movement Speed +6 Armour Toughness +2 Armour 35% chance to spawn a Guardian, thrice 50% chance to spawn a Drowned, twice |
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+8 Max Health
-15% Movement Speed |
Attacks apply:
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Stray: slowness III arrows | ||||||
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-25% Attack Damage | Attacks apply:
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Hunger II (0:05),
Poison (0:05) and Weakness (0:05) arrows |
Spider: spawns 3 cave spiders
Cave Spider: attacks apply hunger II and weakness in addition to poison |
Blindness
Weakness Nausea Hunger II |
Applies Poison on landing,
effect radius depends on size |
Learn More and Download
History
Version | Date | Change |
---|---|---|
1.19 | 22 Aug 2022 | Released Combat Expanded |
Notes
- ↑ Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.
- ↑ Mobs equipped with a weapon will not receive the Attack Damage boost
- ↑ Difficulties above 10 can only be reached by players wearing Challenger armour, which provides one additional Difficulty Score per piece worn.
- ↑ Does not apply for Witches that spawn in Witch Huts