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Weapons
All supported item types, their vanilla base stats, rarity scaling examples, and bonus stat pools.
Attack speed is uniform across all material tiers (1.6 attacks/sec).
| Material | Vanilla dmg | Total dmg |
|---|---|---|
| Wooden | 4 | 5 |
| Stone | 5 | 6 |
| Iron | 6 | 7 |
| Golden | 4 | 5 |
| Diamond | 7 | 8 |
| Netherite | 8 | 9 |
Rarity scaling — Diamond Sword (base 7 dmg):
| Rarity | Bonus | Total dmg | With Sharpness V |
|---|---|---|---|
| Common | +5% (fixed) | 8.35 | 11.35 |
| Uncommon | +5–10% | 8.35–8.70 | 11.35–11.70 |
| Rare | +10–20% | 8.70–9.40 | 11.70–12.40 |
| Hero | +20–30% | 9.40–10.10 | 12.40–13.10 |
| Legendary | +30–40% | 10.10–10.80 | 13.10–13.80 |
Bonus stat pool: Lifesteal · Crit Chance · Knockback · Bleeding
Set pool: All 8 sets — assigned randomly at generation
Axes deal more damage than swords but attack slower.
| Material | Vanilla dmg | Atk speed |
|---|---|---|
| Wooden | 6 | 0.8/sec |
| Stone | 8 | 0.8/sec |
| Iron | 8 | 0.9/sec |
| Golden | 6 | 1.0/sec |
| Diamond | 8 | 1.0/sec |
| Netherite | 9 | 1.1/sec |
Bonus stat pool: Lifesteal · Crit Chance · Knockback · Bleeding
Set pool: All 8 sets — assigned randomly at generation
Woodcutter axes use the same materials as combat axes but are marked with a PDC item_category = AXE_TOOL flag. They do not have combat stats — instead they carry tool bonus stats. Tools are not assigned to sets.
Bonus stat pool: Fortune Boost · XP Boost · Auto-Smelt Chance
Melee weapon. Base: 8 dmg / 1.1 atk/sec.
Bonus stat pool: Lifesteal · Crit Chance · Riptide Speed · Lightning Strike
Set pool: All 8 sets — assigned randomly at generation
Heavy weapon. Base: 5 dmg / 0.6 atk/sec.
Bonus stat pool: Lifesteal · Knockback · Smash Radius · Fall Damage Bonus
Set pool: All 8 sets — assigned randomly at generation
Projectile weapon — no ATTACK_DAMAGE attribute. Lore shows Projectile weapon.
Bonus stat pool: Arrow Damage · Flame Chance · Arrow Punch · Multishot
Set pool: All 8 sets — assigned randomly at generation
Projectile weapon. Lore shows Projectile weapon.
Bonus stat pool: Arrow Damage · Piercing · Multishot · Charge Speed
Set pool: All 8 sets — assigned randomly at generation
Armor pieces (helmet, chestplate, leggings, boots) drop from hostile mobs at 20% of all drop events.
Rarity scales the armor defense value as a flat ADD_NUMBER bonus over the vanilla base — complementary to Protection enchantments.
| Slot | Leather | Chainmail | Iron | Golden | Diamond | Netherite |
|---|---|---|---|---|---|---|
| Helmet | 1 | 2 | 2 | 2 | 3 | 3 |
| Chestplate | 3 | 5 | 6 | 5 | 8 | 8 |
| Leggings | 2 | 4 | 5 | 3 | 6 | 6 |
| Boots | 1 | 1 | 2 | 1 | 3 | 3 |
Bonus stat pools by slot:
| Slot | Bonus stats |
|---|---|
| Helmet | Thorns Chance · Night Vision Chance · Health Boost · Dodge Chance |
| Chestplate | Damage Reduction · Thorns Chance · Health Boost · Dodge Chance |
| Leggings | Speed Boost · Dodge Chance · Health Boost · Damage Reduction |
| Boots | Fall Reduction · Speed Boost · Health Boost · Dodge Chance |
Set pool: All 8 sets — assigned randomly at generation
- Health Boost and Speed Boost are applied as passive item attribute modifiers (MAX_HEALTH ADD_NUMBER, MOVEMENT_SPEED ADD_NUMBER) — active while the item is equipped, no listener overhead.
- Dodge and Damage Reduction values from all armor pieces are summed and a single roll/application happens per damage event — not per piece.
Bonus stat pool: Fortune Boost · XP Boost · Auto-Smelt Chance
Tools are not assigned to sets.
Bonus stat pool: Fortune Boost · XP Boost · Auto-Smelt Chance
Bonus stat pool: Replant Chance · Fortune Boost · XP Boost
Bonus stat pool: Luck Boost · Double Catch Chance · Fortune Boost
- Luck Boost is applied as a passive LUCK attribute modifier. Higher LUCK improves vanilla fishing loot table weights natively.
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Double Catch duplicates the caught item on
PlayerFishEvent.