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Weapon-skill table

Every weapon maps to exactly one skill. The skill value is the primary driver of that weapon’s damage output.
WeaponSkillBase damage
Wooden SwordSwordsmanship4
Stone SwordSwordsmanship5
Iron SwordSwordsmanship6
Golden SwordSwordsmanship4
Diamond SwordSwordsmanship7
Netherite SwordSwordsmanship8
Wooden AxeAxe7
Stone AxeAxe9
Iron AxeAxe9
Golden AxeAxe7
Diamond AxeAxe9
Netherite AxeAxe10
Mace (1.21+)Mace Fighting7
Wooden Spear (1.21.5+)Spear4
Stone SpearSpear5
Copper SpearSpear5
Iron SpearSpear6
Golden SpearSpear4
Diamond SpearSpear7
Netherite SpearSpear8
BowArchery6
CrossbowArchery10
TridentThrowing9
Bare fistsWrestling3
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:
Final Damage = Base Damage
             × Tactics (0.1–1.0)
             × Anatomy (0.5–1.5)
             × [Wrestling (0.5–1.5)]   ← unarmed only
             × STR Bonus (1 + STR/200)
             × Quality Modifier
             × DI Modifier (1 + DI%/100)
             × Critical Multiplier (2.0 on crit)

After Defense = Final Damage × (1 − AR / (AR + 50))

Multiplier reference

Tactics is the single most important combat skill. It acts as the primary damage gate:
Tactics Modifier = Tactics / 100
Range: 0.1 (skill 10) to 1.0 (skill 100)
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 boosts all damage and adds a critical hit chance:
Anatomy Modifier = 0.5 + (Anatomy / 100)
Range: 0.5 (skill 0) to 1.5 (skill 100)

Critical Chance = Anatomy / 2 %
Max: 50% at skill 100

Critical Multiplier = 2.0× damage
Anatomy skill increases only on kill.
Applied only when attacking with bare fists (not pickaxes or tools):
Wrestling Modifier = 0.5 + (Wrestling / 100)
Range: 0.5 (skill 0) to 1.5 (skill 100)
Wrestling also grants a stun chance:
WrestlingDamage modifierStun chance
0×0.50%
50×1.012.5%
100×1.525%
Stun lasts 1 second and has a 5-second cooldown per target.
STR Modifier = 1 + (STR / 200)
STR 100 adds a 50% damage bonus. STR is raised by improving STR-contributing skills.
Quality is set at craft time and stored on the item. It modifies both damage and armor rating.
QualityModifierItem 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]
See Crafting Quality System for how quality is determined.
DI (Damage Increase) enchantments add a flat percentage bonus per level. All DI bonuses are summed before being applied.
DI Modifier = 1 + (Total DI% / 100)
EnchantmentDI per levelApplies toCondition
Sharpness+10%Sword, AxeAlways
Smite+15%Sword, AxeUndead mobs only
Bane of Arthropods+15%Sword, AxeArthropod mobs only
Power+10%BowAlways
Density (1.21+)+8%MaceAlways
Breach (1.21+)+5%MaceBypasses AR
Impaling+12%TridentAquatic mobs only
Sharpness V on a sword contributes +50% DI, making DI Modifier = 1.50.

Archery

Bows and crossbows use the Archery skill and share the same damage formula, with three additional modifiers.

Base damage

WeaponBase damage
Bow6
Crossbow10

Distance falloff

DistanceDamage
0–15 blocks100%
15–30 blocksLinear falloff: 100% → 50%
30+ blocks50% (floor)

Movement penalty

Firing while moving reduces damage:
StateDamage
Stationary100%
Moving (horizontal speed > 0.1)70% (−30%)
Movement is assessed at the moment the projectile is fired, not at impact.

Shield blocking (projectiles)

A defender with a shield in their off-hand can block incoming arrows:
EquipmentBlock chanceDamage reduction
ShieldParrying × 0.6% (max 60%)50% damage reduction on block
No shield0%
Weapon parry does not apply to arrows or bolts. A shield is required to have any chance of blocking ranged attacks.

Skill gain

Both the Archery skill and Tactics receive gain checks on every successful ranged hit.

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