Weapon-skill table
Every weapon maps to exactly one skill. The skill value is the primary driver of that weapon’s damage output.| Weapon | Skill | Base damage |
|---|---|---|
| Wooden Sword | Swordsmanship | 4 |
| Stone Sword | Swordsmanship | 5 |
| Iron Sword | Swordsmanship | 6 |
| Golden Sword | Swordsmanship | 4 |
| Diamond Sword | Swordsmanship | 7 |
| Netherite Sword | Swordsmanship | 8 |
| Wooden Axe | Axe | 7 |
| Stone Axe | Axe | 9 |
| Iron Axe | Axe | 9 |
| Golden Axe | Axe | 7 |
| Diamond Axe | Axe | 9 |
| Netherite Axe | Axe | 10 |
| Mace (1.21+) | Mace Fighting | 7 |
| Wooden Spear (1.21.5+) | Spear | 4 |
| Stone Spear | Spear | 5 |
| Copper Spear | Spear | 5 |
| Iron Spear | Spear | 6 |
| Golden Spear | Spear | 4 |
| Diamond Spear | Spear | 7 |
| Netherite Spear | Spear | 8 |
| Bow | Archery | 6 |
| Crossbow | Archery | 10 |
| Trident | Throwing | 9 |
| Bare fists | Wrestling | 3 |
Pickaxes, shovels, and hoes are treated as Wrestling weapons (FIST type) with reduced base damage (1–6 depending on material). They do not use weapon-specific skills.
Damage formula
All melee damage follows this formula:Multiplier reference
Tactics — the main damage multiplier
Tactics — the main damage multiplier
Tactics is the single most important combat skill. It acts as the primary damage gate:At Tactics 10 you deal only 10% of potential damage. At Tactics 100 you deal full damage. No amount of gear compensates for low Tactics.Tactics skill increases every time an attack hits (regardless of kill).
Anatomy — damage boost and critical hits
Anatomy — damage boost and critical hits
Anatomy boosts all damage and adds a critical hit chance:Anatomy skill increases only on kill.
Wrestling — unarmed combat modifier
Wrestling — unarmed combat modifier
Applied only when attacking with bare fists (not pickaxes or tools):Wrestling also grants a stun chance:
Stun lasts 1 second and has a 5-second cooldown per target.
| Wrestling | Damage modifier | Stun chance |
|---|---|---|
| 0 | ×0.5 | 0% |
| 50 | ×1.0 | 12.5% |
| 100 | ×1.5 | 25% |
STR bonus
STR bonus
Quality modifier
Quality modifier
Quality is set at craft time and stored on the item. It modifies both damage and armor rating.
See Crafting Quality System for how quality is determined.
| Quality | Modifier | Item lore tag |
|---|---|---|
| LQ (Low Quality) | ×0.80 | [Low Quality] |
| NQ (Normal Quality) | ×1.00 | (none) |
| HQ (High Quality) | ×1.20 | [High Quality] |
| EX (Exceptional) | ×1.50 | [Exceptional] |
DI enchantments
DI enchantments
DI (Damage Increase) enchantments add a flat percentage bonus per level. All DI bonuses are summed before being applied.
Sharpness V on a sword contributes +50% DI, making
| Enchantment | DI per level | Applies to | Condition |
|---|---|---|---|
| Sharpness | +10% | Sword, Axe | Always |
| Smite | +15% | Sword, Axe | Undead mobs only |
| Bane of Arthropods | +15% | Sword, Axe | Arthropod mobs only |
| Power | +10% | Bow | Always |
| Density (1.21+) | +8% | Mace | Always |
| Breach (1.21+) | +5% | Mace | Bypasses AR |
| Impaling | +12% | Trident | Aquatic mobs only |
DI Modifier = 1.50.Archery
Bows and crossbows use the Archery skill and share the same damage formula, with three additional modifiers.Base damage
| Weapon | Base damage |
|---|---|
| Bow | 6 |
| Crossbow | 10 |
Distance falloff
| Distance | Damage |
|---|---|
| 0–15 blocks | 100% |
| 15–30 blocks | Linear falloff: 100% → 50% |
| 30+ blocks | 50% (floor) |
Movement penalty
Firing while moving reduces damage:| State | Damage |
|---|---|
| Stationary | 100% |
| Moving (horizontal speed > 0.1) | 70% (−30%) |
Shield blocking (projectiles)
A defender with a shield in their off-hand can block incoming arrows:| Equipment | Block chance | Damage reduction |
|---|---|---|
| Shield | Parrying × 0.6% (max 60%) | 50% damage reduction on block |
| No shield | 0% | — |