> ## 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.

# Combat skills

> Weapon skills, support skills, damage calculation, Parrying, and Wrestling mechanics.

Combat skills determine how much damage you deal, how often you land critical hits, and how effectively you block incoming attacks. Two skills — **Tactics** and **Anatomy** — apply to every form of combat regardless of weapon choice.

## Weapon skills

Each weapon type has a dedicated skill. You raise the skill by dealing damage with that weapon, whether the attack hits or misses.

| Skill         | Weapons                       | Raises when                   |
| ------------- | ----------------------------- | ----------------------------- |
| Swordsmanship | All swords (Wood → Netherite) | Dealing damage with a sword   |
| Axe           | All axes (Wood → Netherite)   | Dealing damage with an axe    |
| Mace Fighting | Mace (1.21+)                  | Dealing damage with a mace    |
| Spear         | All spears (1.21.5+)          | Dealing damage with a spear   |
| Archery       | Bow, Crossbow                 | Dealing projectile damage     |
| Throwing      | Trident                       | Dealing damage with a trident |
| Wrestling     | Unarmed (empty hand)          | Dealing unarmed damage        |

### Weapon-to-skill mapping

| Item                                                     | Skill         |
| -------------------------------------------------------- | ------------- |
| Wooden / Stone / Iron / Gold / Diamond / Netherite Sword | Swordsmanship |
| Wooden / Stone / Iron / Gold / Diamond / Netherite Axe   | Axe           |
| Mace                                                     | Mace Fighting |
| Wooden / Stone / Iron / Gold / Diamond / Netherite Spear | Spear         |
| Bow, Crossbow                                            | Archery       |
| Trident                                                  | Throwing      |
| Empty hand                                               | Wrestling     |

## Support skills

### Tactics

Tactics is the **primary damage multiplier** — every attack you land uses it.

```
Tactics multiplier = Tactics / 100   (range 0.1 – 1.0)
```

<Warning>
  At Tactics 0 you deal only 10 % of your potential damage. Tactics must be raised alongside your weapon skill — without it even the best sword will hit weakly.
</Warning>

Tactics raises when an attack lands (hit, not miss). Combat difficulty for gain checks is based on the target mob's strength.

### Anatomy

Anatomy adds a flat damage bonus and provides critical hit chance.

```
Anatomy damage multiplier = 0.5 + (Anatomy / 100)   (range 0.5 – 1.5)
Critical hit chance       = Anatomy / 2 %            (max 50 %)
Critical hit multiplier   = 2.0×
```

Anatomy raises when you kill an enemy.

### Parrying

Parrying gives a probability-based block that reduces incoming damage by 50 % when triggered. It also reduces enemy accuracy against you.

| Equipment               | Block chance (melee)         | Block chance (ranged)       |
| ----------------------- | ---------------------------- | --------------------------- |
| Shield equipped         | Parrying × 0.5 % (max 50 %)  | Parrying × 0.6 % (max 60 %) |
| Weapon only (no shield) | Parrying × 0.25 % (max 25 %) | 0 % — cannot block arrows   |
| Unarmed                 | 0 %                          | 0 %                         |

When a block triggers, the hit deals 50 % of its normal damage. Parrying raises when a block succeeds.

Parrying also lowers enemy hit chance against you in PvP:

```
enemy hit chance = enemy weapon skill − (your Parrying / 2) + 50
```

### Focus

Focus improves your stamina pool, reduces sprint consumption, and speeds up recovery.

```
Max stamina      = 100 + DEX + (Focus / 2)
Consumption      = base × (1 − Focus / 200)    (Focus 100 → 50 % less)
Regeneration     = base × (1 + Focus / 100)    (Focus 100 → 2× faster)
```

Focus raises every 5 seconds while you are sprinting.

<Note>
  When stamina reaches 0 you enter an exhausted state: walk speed drops 50 %, jumping is disabled, and a panting effect plays. Normal movement resumes only after recovering 50 stamina.
</Note>

## Damage calculation

All combat damage follows this formula:

```
final_damage = base_damage
             × (Tactics / 100)
             × (0.5 + Anatomy / 100)
             × [0.5 + Wrestling / 100]   ← unarmed only
             × (1 + STR / 200)
             × quality_modifier
             × (1 + enchant_DI / 100)
             × critical_multiplier       ← 2.0× if crit triggered
```

After weapon damage is computed, armor reduces it:

```
defense_reduction = target_AR / (target_AR + 50)
post_armor_damage = final_damage × (1 − defense_reduction)
```

<AccordionGroup>
  <Accordion title="Hit chance formula">
    ```
    hit_chance = weapon_skill − (target_defense / 2) + 50
    ```

    * Against mobs: `target_defense` comes from the mob's configured `physical_defense`.
    * Against players: `target_defense` is the target's Parrying skill.
    * Capped at 5 % minimum, 95 % maximum.
  </Accordion>

  <Accordion title="Weapon quality modifiers">
    | Quality             | Damage modifier |
    | ------------------- | --------------- |
    | Low Quality (LQ)    | −15 %           |
    | Normal Quality (NQ) | ±0 %            |
    | High Quality (HQ)   | +15 %           |
    | Exceptional (EX)    | +25 %           |
  </Accordion>

  <Accordion title="Enchantment DI (Damage Increase)">
    | Enchantment                         | DI per level |
    | ----------------------------------- | ------------ |
    | Sharpness                           | +10 %        |
    | Smite (vs. undead)                  | +15 %        |
    | Bane of Arthropods (vs. arthropods) | +15 %        |
    | Power (bow)                         | +10 %        |
  </Accordion>

  <Accordion title="Combat difficulty by mob type">
    | Mob                       | Difficulty                    |
    | ------------------------- | ----------------------------- |
    | Zombie, Skeleton          | 20                            |
    | Spider                    | 25                            |
    | Creeper, Phantom          | 30                            |
    | Ghast                     | 35                            |
    | Witch                     | 40                            |
    | Blaze, Vindicator         | 45                            |
    | Enderman, Wither Skeleton | 50                            |
    | Evoker, Piglin Brute      | 55                            |
    | Ravager                   | 60                            |
    | Warden                    | 100                           |
    | Player (PvP)              | Target's average combat skill |
  </Accordion>
</AccordionGroup>

## Wrestling specifics

Unarmed combat applies Wrestling's own damage multiplier on top of the standard formula.

```
Wrestling damage multiplier = 0.5 + (Wrestling / 100)   (range 0.5 – 1.5)
Base unarmed damage         = 3
```

Wrestling also grants a stun chance:

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

* **Stun duration:** 1 second (Slowness 255 + Jump Boost −128)
* **Stun cooldown:** The same target cannot be stunned again for 5 seconds.
* Works against mobs and players alike.

## Archery distance and movement penalties

Bow and crossbow deal full damage at short range but lose effectiveness at distance and while moving.

### Base weapon damage

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

### Distance falloff

| Distance       | Damage                |
| -------------- | --------------------- |
| 0 – 15 blocks  | 100 %                 |
| 15 – 30 blocks | 100 % → 50 % (linear) |
| 30+ blocks     | 50 %                  |

### Movement penalty

| State                           | Damage |
| ------------------------------- | ------ |
| Stationary                      | 100 %  |
| Moving (horizontal speed ≥ 0.1) | 70 %   |

<Tip>
  For maximum ranged damage: stop moving before you release, and engage targets within 15 blocks. Archery is still competitive at range — the falloff exists to balance it against magic, which requires mana and reagents.
</Tip>
