Combat
Overview
Combat in ReInDev keeps the Beta 1.7.3 framework but reworks tool tiers, adds fire-based and high-durability weapons, and folds in a status-effect system. Damage in this version is measured in half-hearts (a full heart = 2 points; the player has 20 points / 10 hearts). All damage values below are raw points before armor and effects are applied. Note that this build has no shield/sword-blocking action: defense comes from armor, dodging, status effects, and the Frying Pan parry.
Melee Weapons
Sword damage is computed as 3 + 2 × material entity-damage; axes deal 3 + material entity-damage (axes are slower and lose durability faster on entities, taking 2 use per hit vs. 1 for swords). Each tier's durability comes from its tool material.
| Tier | Sword dmg | Axe dmg | Durability | Notes |
|---|---|---|---|---|
| Wooden | 3 | 3 | 64 | Cheapest; burns as fuel |
| Stone | 5 | 4 | 128 | — |
| Iron | 7 | 5 | 256 | — |
| Golden | 7 | 5 | 384 | Same damage as iron, low-ish durability |
| Diamond | 9 | 6 | 1536 | Highest raw melee damage in the game |
| Molten | 5 | 4 | 256 | Sets the target on fire for 200 ticks (10s) on every hit; glowing/emissive |
| Obsidian | 7 | 5 | 16384 | Iron-level damage but enormous durability; repairable with an Obsidian Tool Repair Kit |
Augmentite is not a weapon tier. Augmentite is a smelted/crafted material used for blocks and the cosmetic Augmentite Shades (an ItemHat, not protective armor) — there is no Augmentite sword or armor set. The two unique combat tiers are Molten (fire, from the Nether-style line) and Obsidian (durability). A hidden Corundum material (durability 512) backs the Frying Pan.
Sprint-attacking applies extra knockback. Player melee is modified by status effects: Strength adds +1 damage per level, Weakness subtracts 1 per level (a hit reduced to 0 does nothing).
Bows & Arrows
The Bow (durability 128) fires instantly on right-click — there is no charge mechanic. Every arrow deals a fixed 4 damage regardless of draw. The bow auto-selects ammo: it prefers a Glider Arrow if held, otherwise a normal Arrow; in Creative it fires freely without consuming ammo.
- Arrow — standard ammo, crafted; can be picked back up after landing.
- Glider Arrow — flies flat/floaty for the first ~100 ticks before gravity takes over, extending range.
- Gold Arrow — a special arrow hidden from the creative menu (not bow-loadable through normal selection).
Arrow interactions: a burning arrow ignites whatever it hits for 600 ticks. A player wearing iron can fully deflect an incoming arrow (chance scales with iron-armor pieces, roughly when iron-armor count ≥ a random 1–4). Arrows in flight can be parried back by hitting them while holding the Frying Pan. Skeletons fire the same 4-damage arrows; Wither Skeletons fire flaming ones.
Armor
Protection is per-slot and identical across materials — the material only changes durability. Damage-reduction points: Helmet 3, Chestplate 8, Leggings 6, Boots 3 (a full non-cloth set = 20). Incoming damage is scaled by damage × (25 − totalArmorValue) ÷ 25, with the armor value degrading as gear takes durability damage.
| Material | Helmet / Chest / Legs / Boots durability | Special behavior |
|---|---|---|
| Cloth | 0 / 0 / 0 / 0 | Cosmetic only — counts as 0 armor, can't be damaged |
| Leather | 99 / 144 / 135 / 117 | Reduces fire-tick damage while worn |
| Chainmail | 264 / 384 / 360 / 312 | Full set reflects ~2 damage back at melee attackers |
| Iron | 330 / 480 / 450 / 390 | Can deflect incoming arrows |
| Gold | 330 / 480 / 450 / 390 | Full set alters water movement/buoyancy and fall-in-fluid behavior |
| Diamond | 792 / 1152 / 1080 / 936 | Highest durability set |
Hostile Mobs
| Mob | Health | Attack | Notes |
|---|---|---|---|
| Zombie | 20 | 3 | Burns in daylight |
| Skeleton | 20 | 4 (arrow) | Ranged; burns in daylight |
| Spider | — | melee | Neutral in light, hostile in the dark; climbs walls |
| Creeper | 20 | explosion | Self-destructs with explosion power 3.0 |
| Zombie Pigman | 20 | 5 | Neutral until provoked |
| Nether Zombie | 20 + 6 × tier | melee | Scales tougher by spawn tier |
| Wither Skeleton | 30 | 0 / 3 / 5 / 7 by difficulty | Inflicts Wither II for 200 ticks on hit (or fire if molten); shoots flaming arrows |
| Scaribou | 40 | 5 | Fast when visible |
| Stroldian | 40 | slam 0 / 3 / 5 / 7 by difficulty | Area slam attack |
Mob damage to the player scales with difficulty: Peaceful = no damage, Easy = damage÷3 + 1, Normal = unchanged, Hard = damage × 1.5.
Status Effects in Combat
Several effects directly change combat math:
- Strength / Weakness — ±1 melee damage per level (mutually neutralizing).
- Resistance — reduces all incoming damage by 20% per level; Fragility increases it by 20% per level (opposites).
- Regeneration heals over time; Poison drains health (cannot kill on its own) and is neutralized by Regeneration.
- Wither — damages over time and is applied by Wither Skeletons; bypasses the no-kill safety of Poison.
- Fire Resistance blocks burning/lava ignition; Acid Resistance negates acid block damage.
- Adrenaline / Langour raise or lower sprint behavior; Infected and Curse are additional harmful states.