Combat
Combat is built around short engagements, readable damage feedback, and preparation through tools, armor, food, and building. Exact base weapon values below come from the current combat implementation.
Weapon and tool damage
| Weapon | Base damage | Role |
|---|---|---|
| Stone Sword | 2 | Early Survival weapon |
| Copper Sword | 3 | Mid-tier weapon |
| Iron Sword | 4 | Strong general weapon |
| Diamond Sword | 6 | Highest listed sword tier |
| Pickaxes | 1–3 | Mining tools can also defend you |
Copper, iron, diamond, and glow armor provide progressive protection. Iron armor reduces damage by one; diamond armor reduces damage by two. Glow Armor is tracked as radiant armor for the Glow Up achievement.
Enemies and bosses
Green, fire, and boss slimes use different health and damage values. Skeletons attack from range, snowmen throw snowball projectiles, and the Skeleton King uses a larger slam/minion pattern. See the complete Mobs reference for health, size, and biome data.
Daylight and despawning
Green slimes, skeletons, and snowmen can burn or melt in open daylight when they are not protected by dungeon rules. Fire slimes and the Slime Boss are immune to the green-slime daylight rule. Dungeon mobs persist until killed.
Damage feedback and death
Damage indicators, hit flashes, sound captions, and particles make combat readable on small screens. After death, your gravestone stores your items for recovery. Host multiplayer sessions route mob drops to the player credited with the defeating hit.
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