Combat Expanded/Sandbox

Revision as of 11:08, 25 January 2024 by Thanathor (talk | contribs) (continue work on CE Difficulty Update)

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

Sandbox

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 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 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.

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 Reinforcements

Zombie Alternatives

  • Zombie reinforcements will not drop their equipment.
  • Baby zombies will 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 additionally take damage upon contact with water.

Item Modifiers

Custom armour 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

Armour

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)

rare Burned

Growth

Satiated[2] +2.5-5 Attack Damage

Loses Curse of Vanishing

Vampiric

-1-3 Armor After killing an entity Restore half a heart common Toxic

Deep / Reef

Dark

Totemic After killing an entity Call a totem that gives players within 12 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 6 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)

Can only occur once per Minecraft day

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 above 50% of max Mining Fatigue /Poison /Weakness immunity, and

Hunger /Blindness /Nausea /Wither immunity

rare Snowy

Toxic

Fractal Resistance III Health above 50% of max Health gets set to half of Max Health 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 12.5 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 base armor of this piece common Snowy

Toxic

Deep / Reef

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
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 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 armour

Technical Details

Player Difficulty

Each player has their own Player Difficulty, which is calculated every 5 minutes or on respawn.

Player Difficulty is calculated based on the following:

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, this is calculated based on the following:

Player Difficulty * Difficulty Modifier + Random Offset + Illager Bonus

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 and +0.4 for a full moon
  • If mob spawned underground (Dark): +0.3
  • If in Mountainous biomes: +0.2
  • If a Home Bed is nearby: -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 is calculated by applying a normal distribution of the Base, then taking a percentage of that based on the mobs Difficulty. This stat 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


When 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.

General Mob Modifiers
Mob Base Stats Stat Page (Base / Cap) Additional Effects
Zombie/Husk/Drowned -3 Max Health

-1.5 Attack Damage

-4% Movement Speed

Max Health: 20 / 15

Attack Damage: 35 / 7

Movement Speed: 15 / 6

Armor: 10 / 4

Armor Toughness: 25 / 8

33% chance to equip a weapon

75% chance to equip armour (4x)

15% chance for +15% Movement Speed

40% chance for +45% Knockback Resistance

Skeleton/Stray -5 Max Health

-20% Movement Speed

Max Health: 30 / 12

Attack Damage: 24 / 9

Movement Speed: 12 / 10

Armor: 7 / 3

Armor Toughness: 5 / 2

75% chance to equip armour (4x)

10% chance for Power Enchantment

7.5% chance for Harming arrows

Spider -6 Max Health

-0.5 Attack Damage

-6% Movement Speed

Max Health: 30 / 12

Attack Damage: 18 / 10

Movement Speed: 64 / 34

Armor: 4 / 2

Cave Spider -8 Max Health

-1.5 Attack Damage

-12% Movement Speed

Max Health: 30 / 10

Attack Damage: 8 / 4

Movement Speed: 36 / 17

Creeper -5 Max Health Max Health: 30 / 12

Movement Speed: 20 / 8

Armor: 14 / 7

Slime / Magma Cube -3 Max Health[3] Max Health: 30 / 10

Attack Damage: 8 / 3

35% chance to grow 1 size (up to 4)

10% chance to grow 1 size (up to 4)

Enderman -2 Max Health[4]

-3 Attack Damage

-10% Movement Speed

Max Health: 45 / 16[4]

Attack Damage: 32 / 12

Movement Speed: 8 / 8

Armor: 26 / 9

in The End:
  • +20% Attack Damage
  • +15% Movement Speed
Phantom -15 Max Health

-1.5 Attack Damage

Max Health: 33 / 16

Attack Damage: 11 / 6

Armor: 8 / 5

Wither Skeleton -2 Max Health

-6 Attack Damage

-4% Movement Speed

+66% Knockback Resistance

Max Health: 34 / 14

Attack Damage: 26 / 14

Movement Speed: 6 / 6

Armor: 8 / 8

Armor Toughness: 14 / 8

100% chance to equip Iron or Chainmail armour (4x)

40% chance to equip a bow with Wither arrows

Piglin -2 Max Health

-0.5 Attack Damage

-4% Movement Speed

Max Health: 80 / 24

Movement Speed: 18 / 8

Armor: 6 / 4

Armor Toughness: 6 / 2

33% chance to equip Gold armour (4x)
Zombified Piglin -3 Max Health

-1 Attack Damage

-2% Movement Speed

Max Health: 65 / 24

Attack Damage: 17 / 7

Movement Speed: 20 / 10

Pillager -4 Max Health

-15% Movement Speed

Max Health: 32 / 10

Movement Speed: 15 / 12

Armor: 34 / 6

Armor Toughness: 12 / 5

If Patrol Leader:
  • Piercing Enchantment

If in Patrol:

  • Movement Speed: 34 / 14

If in Raid Wave 4+:

  • Max Health: 32 / 18
  • Armor: 34 / 12

If in Raid Wave 5/6/7/8:

  • 20/40/60/80/100% chance of Piercing Enchantment
Vindicator -2 Max Health

-3 Attack Damage

-10% Movement Speed

Max Health: 40 / 24

Attack Damage: 20 / 7

Movement Speed: 24 / 15

Armor: 36 / 15

Armor Toughness: 30 / 5

If in Raid Wave 4+:
  • Max Health: 60 / 24
  • Armor Toughness: 30 / 12
Hoglin -16 Max Health

-14% Movement Speed

Max Health: 100 / 36

Attack Damage: 22 / 6

Movement Speed: 16 / 7

Armor: 24 / 6

Other[5] Max Health: 15 / 6[6]

Attack Damage: 11 / 5

Movement Speed: 15 / 7

Armor: 7 / 4

Biome Specific Mob Modifiers
Biomes Effects on

any mob

Effects on

Zombies/Husks/Drowned

Effects on

Skeletons/Stray

Effects on

Other Mobs

Dark[7] +15% Max Health

+10% Attack Damage

+5% Movement Speed

Weapon droprate to 8.5%

Armor droprate to 4.25%

+25% Reinforcement Chance

25% chance to spawn 1 extra Zombie

Movement Speed Base +2

Armour Toughness Base +2

Cave Spider:
  • +15% Movement Speed

Creeper:

  • Explosion Radius set to 4

Spider:

  • 10% chance of Invisibility
Burned
Desert

Savanna

Savanna Plateau

Windswept Savanna

Badlands

Wooded Badlands

Eroded Badlands

+10% Movement Speed

40% chance of Fire Aspect Enchantment

40% chance of Flame enchantment

Husk:
  • -65% Max Health
  • -25% Attack Damage
  • 200% chance to spawn extra Husk (4x)
  • 90% chance to spawn extra Husk (3x)
  • 45% chance to spawn extra Husk (4x)
Cave Spider / Spider:
  • 50% chance of Fire Resistance

Creeper:

  • Fuse reduced by 25%

Phantom:

  • Fire Resistance
  • 35% chance to grow 1 size
Deep
Deep Lukewarm Ocean

Deep Ocean

Deep Cold Ocean

Deep Frozen Ocean

+60% Armour Toughness Drowned:
  • +20% Attack Damage
Flowering
Sunflower Plains

Flower Forest

Cherry Grove

Lush Caves

Head slot is replaced with a "Zombie Spore" that comes in 3 varieties:

Cherry in Cherry Groves:

  • grants 16 Max Health
  • grants 2 Attack Damage

Normal in other Flowering Biomes (66% chance)

  • grants 8 Max Health
  • grants -1.5 Attack Damage

Flowering in other Flowering Biomes (33% chance)

Each Spore also reduces the mobs Max Health by 25% Killing a Spore Zombie will drop the Spore which will respawn a new Spore Zombie after 8 seconds. Every time a Spore respawns a Zombie the drop chance of its subsequent Spores drops by 10%. Setting Spore Zombies on fire destroys the Spore.

85% chance to be replaced with 3 zombies.

In Lush Caves only 1 zombie spawns

Enderman:
  • 50% chance to be replaced with a Slime

Creeper:

  • Invisible until it gets close to a player

Phantom:

  • 35% chance to grow 1 size
  • 50% chance to grow 1 size

Slime:

  • 35% chance to grow 1 size (up to 4)
  • 35% chance to grow 1 size (up to 4)
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

+24% Movement Speed

Spawns with melee weapons

Cave Spider / Spider:
  • Spawn a second (Cave) Spider
  • 60% chance to spawn a third

Creeper:

  • +20% Movement Speed

Slime:

  • Spawn additional small Slimes, 1 per size above 0
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

+10% Attack Damage

+50% Armour Toughness

Mob Difficulty +20%

40% chance for Knockback Enchantment

35% chance for Punch Enchantment

40% chance to spawn a Phantom

+1 Attack Knockback

Max Health Base +6

Cave Spider / Spider:
  • 40% chance of Speed

Creeper:

  • +40% Knockback Resistance
Reef
Warm Ocean
50% chance of depth strider enchantment Drowned:
  • +100% Movement Speed
  • +10% Armour
  • +75% Armour Toughness
  • +2 Attack Damage
  • 45% chance to spawn a Guardian, thrice
  • 60% chance to spawn a Drowned, twice
  • 40% chance to spawn with a Trident
Snowy
Snowy Plains

Ice Spikes

Snowy Taiga

Snowy Beach

Grove

Snowy Slopes

Jagged Peaks

Frozen Peaks

Frozen River

Frozen Ocean

Deep Frozen Ocean

-15% Movement Speed

+15% Max Health

Attacks apply Slowness (0:15) Stray:
  • Slowness III (0:30) arrows
Cave Spider / Spider:
  • Attacks apply Slowness (0:15)

Creeper:

  • +30% Max Health
  • -10% Movement Speed

Phantom:

  • Attacks apply Slowness (0:15)

Slime:

  • Size +1 (up to 3)
Toxic
Swamp

Mangrove Swamp

Jungle

Bamboo Jungle

Attacks apply Weakness and Hunger II (0:15) Hunger II, Poison and

Weakness (0:05) arrows

Cave Spider:
  • attacks apply Hunger II and Weakness in addition to poison

Creeper:

  • Leaves a cloud of Weakness II, Blindness, Nausea and Hunger II

Slime:

  • Poison nearby entities on landing, effect scales with size

Spider:

  • spawn 3 Cave Spiders with -3 Max Health

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. Obtained by fully charging a Devouring armor piece
  3. Except for Size 0 Slimes / Magma Cubes
  4. 4.0 4.1 Except in The End
  5. Elder Guardian Endermite Evoker Guardian Ravager Shulker Silverfish Witch Zoglin
  6. Witches that spawned in Witch Huts do not gain Max Health
  7. Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.