> ## Documentation Index
> Fetch the complete documentation index at: https://mintlify.com/0x48lab/skills/llms.txt
> Use this file to discover all available pages before exploring further.

# Weapons

> Weapon skills, base damage values, the full damage formula, archery specifics, and DI enchantment reference.

## Weapon-skill table

Every weapon maps to exactly one skill. The skill value is the primary driver of that weapon's damage output.

| Weapon                 | Skill         | Base damage |
| ---------------------- | ------------- | :---------: |
| Wooden Sword           | Swordsmanship |      4      |
| Stone Sword            | Swordsmanship |      5      |
| Iron Sword             | Swordsmanship |      6      |
| Golden Sword           | Swordsmanship |      4      |
| Diamond Sword          | Swordsmanship |      7      |
| Netherite Sword        | Swordsmanship |      8      |
| Wooden Axe             | Axe           |      7      |
| Stone Axe              | Axe           |      9      |
| Iron Axe               | Axe           |      9      |
| Golden Axe             | Axe           |      7      |
| Diamond Axe            | Axe           |      9      |
| Netherite Axe          | Axe           |      10     |
| Mace (1.21+)           | Mace Fighting |      7      |
| Wooden Spear (1.21.5+) | Spear         |      4      |
| Stone Spear            | Spear         |      5      |
| Copper Spear           | Spear         |      5      |
| Iron Spear             | Spear         |      6      |
| Golden Spear           | Spear         |      4      |
| Diamond Spear          | Spear         |      7      |
| Netherite Spear        | Spear         |      8      |
| Bow                    | Archery       |      6      |
| Crossbow               | Archery       |      10     |
| Trident                | Throwing      |      9      |
| Bare fists             | Wrestling     |      3      |

<Note>
  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.
</Note>

## 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

<AccordionGroup>
  <Accordion title="Tactics — the main damage multiplier">
    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).
  </Accordion>

  <Accordion title="Anatomy — damage boost and critical hits">
    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**.
  </Accordion>

  <Accordion title="Wrestling — unarmed combat modifier">
    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:

    | Wrestling | Damage modifier | Stun chance |
    | :-------: | :-------------: | :---------: |
    |     0     |       ×0.5      |      0%     |
    |     50    |       ×1.0      |    12.5%    |
    |    100    |       ×1.5      |     25%     |

    Stun lasts 1 second and has a 5-second cooldown per target.
  </Accordion>

  <Accordion title="STR bonus">
    ```
    STR Modifier = 1 + (STR / 200)
    ```

    STR 100 adds a 50% damage bonus. STR is raised by improving STR-contributing skills.
  </Accordion>

  <Accordion title="Quality modifier">
    Quality is set at craft time and stored on the item. It modifies both damage and armor rating.

    | Quality             | Modifier | Item 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](/crafting/quality-system) for how quality is determined.
  </Accordion>

  <Accordion title="DI enchantments">
    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)
    ```

    | Enchantment        | DI per level | Applies to | Condition           |
    | ------------------ | :----------: | ---------- | ------------------- |
    | Sharpness          |     +10%     | Sword, Axe | Always              |
    | Smite              |     +15%     | Sword, Axe | Undead mobs only    |
    | Bane of Arthropods |     +15%     | Sword, Axe | Arthropod mobs only |
    | Power              |     +10%     | Bow        | Always              |
    | Density (1.21+)    |      +8%     | Mace       | Always              |
    | Breach (1.21+)     |      +5%     | Mace       | Bypasses AR         |
    | Impaling           |     +12%     | Trident    | Aquatic mobs only   |

    Sharpness V on a sword contributes +50% DI, making `DI Modifier = 1.50`.
  </Accordion>
</AccordionGroup>

## Archery

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

### Base damage

| Weapon   | Base damage |
| -------- | :---------: |
| Bow      |      6      |
| Crossbow |      10     |

### Distance falloff

| Distance     |           Damage           |
| ------------ | :------------------------: |
| 0–15 blocks  |            100%            |
| 15–30 blocks | Linear falloff: 100% → 50% |
| 30+ blocks   |         50% (floor)        |

### Movement penalty

Firing while moving reduces damage:

| State                           |   Damage   |
| ------------------------------- | :--------: |
| Stationary                      |    100%    |
| 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:

| Equipment |        Block chance       |        Damage reduction       |
| --------- | :-----------------------: | :---------------------------: |
| Shield    | Parrying × 0.6% (max 60%) | 50% damage reduction on block |
| No shield |             0%            |               —               |

<Warning>
  Weapon parry does **not** apply to arrows or bolts. A shield is required to have any chance of blocking ranged attacks.
</Warning>

### Skill gain

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