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Bonus Stats
okereke-dev edited this page Jul 1, 2026
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Bonus stats are rolled randomly within fixed ranges when an item is generated. The rolled value is stored permanently in the item's PersistentDataContainer and never changes.
| Stat | Uncommon | Rare | Hero | Legendary |
|---|---|---|---|---|
| Lifesteal | 1–3% | 3–6% | 6–10% | 8–12% |
| Crit Chance | 2–5% | 5–10% | 10–15% | 15–20% |
| Knockback | 1 pt | 1–2 pts | 2–3 pts | 3–4 pts |
| Bleeding | 20–30% | 30–45% | 45–60% | 60–75% |
| Riptide Speed | 5–10% | 10–20% | 20–30% | 30–40% |
| Lightning Strike | 3–6% | 6–12% | 12–18% | 18–25% |
| Smash Radius | 1–2 blk | 2–3 blk | 3–4 blk | 4–5 blk |
| Fall Dmg Bonus | 10–20% | 20–35% | 35–50% | 50–70% |
| Arrow Damage | 5–10% | 10–20% | 20–30% | 30–40% |
| Flame Chance | 5–10% | 10–20% | 20–30% | 30–40% |
| Arrow Punch | 1 pt | 1–2 pts | 2–3 pts | 3–4 pts |
| Multishot | 5–10% | 10–15% | 15–25% | 25–35% |
| Piercing | 5–10% | 10–20% | 20–30% | 30–40% |
| Charge Speed | 5–10% | 10–15% | 15–25% | 25–35% |
| Stat | Uncommon | Rare | Hero | Legendary |
|---|---|---|---|---|
| Thorns Chance | 5–10% | 10–20% | 20–30% | 30–40% |
| Dodge Chance | 2–5% | 5–10% | 10–15% | 15–20% |
| Damage Reduction | 2–5% | 5–10% | 10–15% | 15–20% |
| Health Boost | 1–2 hearts | 2–4 hearts | 4–6 hearts | 6–8 hearts |
| Speed Boost | 5–10% | 10–15% | 15–20% | 20–25% |
| Fall Reduction | 10–20% | 20–35% | 35–50% | 50–70% |
| Night Vision Chance | 3–6% | 6–12% | 12–18% | 18–25% |
| Stat | Uncommon | Rare | Hero | Legendary |
|---|---|---|---|---|
| Fortune Boost | 10–20% | 20–40% | 40–60% | 60–80% |
| XP Boost | 10–20% | 20–35% | 35–50% | 50–70% |
| Auto-Smelt Chance | 10–20% | 20–40% | 40–65% | 65–90% |
| Replant Chance | 10–20% | 20–40% | 40–65% | 65–90% |
| Luck Boost | 1 pt | 1–2 pts | 2–3 pts | 3–4 pts |
| Double Catch Chance | 5–10% | 10–20% | 20–30% | 30–40% |
| Stat | Item types | Description |
|---|---|---|
| Lifesteal | Sword, Axe, Trident, Mace | Heals the attacker for a % of damage dealt on each hit |
| Crit Chance | Sword, Axe, Trident | Random chance to deal 1.5× damage on a hit |
| Knockback | Sword, Axe, Mace | Adds extra knockback force on hit |
| Bleeding | Sword, Axe | Chance to apply a bleed on hit. Deals DPS based on weapon base damage. Applies Slowness I while active. |
| Riptide Speed | Trident | Boosts player velocity when attacking in water or rain |
| Lightning Strike | Trident | Chance to call a lightning bolt on the target (+4 dmg) |
| Smash Radius | Mace | Deals 50% of hit damage to nearby entities and knocks them back |
| Fall Dmg Bonus | Mace | Extra damage scaling with fall distance — the higher the fall, the harder the hit |
| Arrow Damage | Bow, Crossbow | Multiplies arrow damage on impact |
| Flame Chance | Bow | Chance to fire a flaming arrow that sets the target on fire |
| Arrow Punch | Bow | Adds knockback to fired arrows |
| Multishot | Bow, Crossbow | Chance to fire 2 extra arrows with a slight spread |
| Piercing | Crossbow | Chance for the arrow to pierce through an extra entity |
| Charge Speed | Crossbow | Boosts arrow velocity to simulate a faster draw speed |
| Stat | Description |
|---|---|
| Thorns Chance | Reflects 30% of incoming damage back to the attacker. Averaged across all equipped RPGLoot armor pieces. |
| Dodge Chance | Chance to fully cancel an incoming hit. |
| Damage Reduction | Reduces all incoming damage by the rolled percentage. |
| Health Boost | Adds extra max hearts as a passive item attribute (ADD_NUMBER on MAX_HEALTH). Active while worn. |
| Speed Boost | Adds movement speed as a passive item attribute (ADD_NUMBER on MOVEMENT_SPEED). Active while worn. |
| Fall Reduction | Reduces fall damage by the rolled percentage. |
| Night Vision Chance | Chance to trigger 10 seconds of Night Vision on taking damage. 10-second cooldown. |
| Stat | Description |
|---|---|
| Fortune Boost | Scales drop amounts on block break: drops × (1 + pct/100). Stacks with vanilla Fortune enchantment. |
| XP Boost | Grants extra XP on block break proportional to the rolled value. |
| Auto-Smelt Chance | On block break, chance to convert the raw drop to its smelted output (e.g. iron ore → iron ingot, oak log → charcoal). |
| Replant Chance | On crop break, chance to replant the same crop in place 1 tick later. |
| Luck Boost | Adds LUCK as a passive item attribute. Higher LUCK improves vanilla loot table weights (fishing, chests). |
| Double Catch Chance | On fishing reel, chance to receive a duplicate of the caught item. |
The value shown in the lore (e.g. Bleeding: 45%) is the proc chance per hit, not the damage amount.
When bleeding is applied:
- Damage per tick = weapon base damage × rarity factor
- Duration is random, scaled by rarity
- Slowness I is applied to the target for the duration
- Re-hitting a bleeding target resets the bleed with a fresh duration
| Rarity | Proc chance | Dmg/tick | Duration |
|---|---|---|---|
| Uncommon | 20–30% | 15% of base dmg | 2–3s |
| Rare | 30–45% | 22% of base dmg | 2–4s |
| Hero | 45–60% | 30% of base dmg | 3–5s |
| Legendary | 60–75% | 40% of base dmg | 4–6s |
Example — Diamond Sword (base 7 dmg), Legendary bleeding:
- Proc chance: 60–75% per hit
- Damage per tick: 2.8 (40% of 7)
- Duration: 4–6 seconds
- Total bleed damage: 11.2–16.8
All bonus stat procs show floating damage numbers above the target:
| Event | Color | Label |
|---|---|---|
| Normal hit | White | 6.0 |
| Crit proc | Gold | ✦ 9.0 |
| Bleed tick | Dark red | 2.8 |
| Lifesteal heal | Green | ♥ +0.4 |
| Smash splash | Orange | 3.5 |
Damage numbers can be toggled off in
config.ymlwithdamage-numbers: false.