Combat Expanded

Revision as of 22:36, 22 September 2023 by Thanathor (talk | contribs) (add version)

This module adds custom modifiers to armour, weapons, and mobs as well as a ramping difficulty curve the longer you survive.

Combat Expanded

Module TypeStand Alone
Created byThanathor
Compatible MC Versions1.19.2, 1.20+

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 Modifiers
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
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.

Zombie Leaders

Zombie Leaders that spawn 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 Thorns III Unbreaking V.

All of the equipment has a high chance of being dropped on death.

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:
  • 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 -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
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

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

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:
  • Resistance II
  • Jump Boost II
  • Fire Resistance
  • Regeneration

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:

  • Leather = Wooden Sword - 2 damage
  • Chainmail = Stone Sword - 3 damage
  • Iron / Gold = Iron / Gold Sword - 4 damage
  • Diamond / Netherite = Diamond / Netherite Sword - 5 damage

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.
Wild Magic Table (Roll d100)
Roll Effect Possible Levels Possible Duration
1 Instant Damage 1 - 3 -
2 Blindness 1 6 - 25s
3 Poison 1 - 3 6 - 25s
4 Wither 1 - 3 6 - 20s
5-6 Darkness 1 15 - 45s
7-8 Weakness 1 - 5 15 - 45s
9-10 Slow Falling 1 15 - 60s
11-12 Levitation 1 - 10 1 - 5s
17-22 Slowness 1 - 5 15 - 60s
23-27 Nausea 1 15 - 45s
28-32 Mining Fatigue 1 - 5 15 - 45s
33-37 Hunger 1 - 10 15 - 60s
38-47 Water Breathing 1 60 - 180s
48-57 Night Vision 1 45 - 180s
58-65 Fire Resistance 1 60 - 90s
66-70 Glowing 1 15 - 90s
71-74 Dolphins Grace 1 - 10 45 - 180s
75-78 Invisibility 1 15 - 120s
79-82 Jump Boost 1 - 10 15 - 90s
83-86 Conduit Power 1 15 - 90s
87-88 Speed 1 - 10 60 - 180s
89-90 Saturation 1 - 2 5 - 20s
91-92 Resistance 1 - 5 15 - 60s
93-94 Regeneration 1 - 5 15 - 30s
95-96 Health Boost 1 - 5 45 - 120s
97 Strength 1 - 2 45 - 90s
98 Absorption 1 - 5 45 - 90s
99 Haste 1 - 4 45 - 120s
100 Instant Health 1 - 5 -
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.

Zombie Reinforcements

Zombies spawned from reinforcements only have 1/4th the normal droprate. This droprate won't be increased by any other effects such as Difficulty level 11.

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

Quadruple 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

Quadruple 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:

Cannot gain bonus 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

50% chance to spawn with an Unidentified Pickaxe

+2 Movement Speed

+2 Armour Toughness

Spider: 5% chance on Invisibility +1 Blast Radius
Burned
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)
Deep
Deep Lukewarm Ocean

Deep Ocean

Deep Cold Ocean

Deep Frozen Ocean

+8 Armour Toughness Drowned: +4 Attack Damage
Flowering
Sunflower Plains

Flower Forest

Cherry Grove

Lush Caves

-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.

In Lush Caves only 1 zombie spawns

Lush Caves: 50% chance to be

replaced with 4 silverfish

invisible until lit

-1 Blast Radius

15% chance to increase in size, twice 50% chance to be replaced with a slime
Growth
Snowy Taiga

Grove

Taiga

Old Growth Pine Taiga

Old Growth Spruce Taiga

Dark Forest

Mangrove Swamp

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

Spawn extra slimes based

on original slimes size

Mountainous
Snowy Slopes

Jagged Peaks

Frozen Peaks

Windswept Hills

Windswept Gravelly Hills

Windswept Forest

Stony Shores

Cherry Grove

Meadow

Stony Peaks

Windswept Savanna

Eroded Badlands

+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
Reef
Warm Ocean
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

Snowy
Snowy Plains

Ice Spikes

Snowy Taiga

Snowy Beach

Grove

Snowy Slopes

Jagged Peaks

Frozen Peaks

Frozen River

Frozen Ocean

Deep Frozen Ocean

+8 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
Toxic
Swamp

Mangrove Swamp

Jungle

Bamboo Jungle

-25% Attack Damage Attacks apply:
  • Weakness & Hunger (0:05) at Difficulty Score of <=3
  • Weakness & Hunger (0:10) at Difficulty Score of 4 - 8
  • Weakness & Hunger (0:30) at Difficulty Score of >=9
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

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History

Version Date Change
1.19 22 Aug 2022 Released Combat Expanded
1.20 23 Sep 2023 Updated for 1.20

Module is no longer experimental

Previous Versions

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


  1. Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.
  2. Mobs equipped with a weapon will not receive the Attack Damage boost
  3. Difficulties above 10 can only be reached by players wearing Challenger armour, which provides one additional Difficulty Score per piece worn.
  4. Does not apply for Witches that spawn in Witch Huts