Health and Damage

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The health gauge and monitor in Minecraft is based on a single row of heart icons. Each full heart contains two halves, one hit point each.

All players and most hostile Mobs have 20 (Heart.svg × 10) hit points at full health. Spiders have 16 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg), and Cave Spiders have 12 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg). Pigs, Cows, Ghasts, and Squid all have 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg). Sheep have 8 (Heart.svgHeart.svgHeart.svgHeart.svg), and Chickens have 4 (Heart.svgHeart.svg). A wild Wolf has 8 (Heart.svgHeart.svgHeart.svgHeart.svg), while a tamed Wolf has 20 (Heart.svg × 10). Hit points for Slimes and Magma Cubes depend on their size, ranging from 16 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg) to only 1 (Half Heart.svg).

Damage from attacks or natural causes will subtract hearts from this total. When the total reaches zero, you die. When a mob dies, it drops items specific to that mob. Players drop all their items when they die. However, when Notch dies, he drops a red apple in addition to his items.

Armor will absorb damage and reduce the number of hit points subtracted from your character's health.

Contents

[edit] Creative Mode

In creative mode the player still has health, but it is hidden from the GUI, and the player is invulnerable to everything except falling into the void.

[edit] Hearts

Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg

Hearts make up the health meter for the player and mobs in the Survival modes. Each heart represents two hit points, for a total of 20 hit points. Hit points are lost in multiples of one point (i.e. half heart).

Hit points can be lost by: starving; taking fall damage; being attacked by a hostile Mob; being shot with an arrow; being on fire; touching lava, fire, or a cactus; drowning underwater; suffocating inside a block; falling into the void; being affected by negative potions, or getting caught in an explosion. When the health meter shows two or less than two hearts, it will begin to shake violently, warning the player that death is imminent if health is not restored.

On Peaceful difficulty, the health meter will refill over time. As of 1.8, health is not restored by consuming food, but rather slowly regenerates when the player's Food Bar is at or above Hunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svgHunger.svg, and regenerates fairly quickly for 4 seconds after eating a Golden Apple.

Damage is split between the health and Armor bars. Each full armor point takes 8% of damage, to a maximum of 80%, rounded up.

On Hardcore mode, hearts have a different texture (Hardcore Heart.svgHardcore Heart.svgHardcore Heart.svgHardcore Heart.svgHardcore Heart.svgHardcore Heart.svgHardcore Heart.svgHardcore Heart.svgHardcore Heart.svgHardcore Heart.svg)

[edit] Dealing damage

Players can deal damage by hitting mobs or other players with items at close (melee) range. A large majority of items only deal 1 (Half Heart.svg) damage. Weapons can be crafted for the express purpose of dealing more damage. Swords are crafted for this purpose. While swords do not extend attack range, they deal significantly more damage than with any other item or tool. Axes, pickaxes, and shovels also deal more damage than bare fists, as detailed on the Weapons page. While falling, melee attacks deal a critical hit (150% damage + 1 (Half Heart.svg) damage, rounded down to the nearest hit point).

Arrows (shot by holding and releasing right click when wielding a Bow), snowballs, splash Potions, and chicken eggs are the only ranged weapons in the game. Snowballs only inflict damage upon Blazes and Ender Dragons, while eggs do no damage at all, but still knock mobs back as if they had been damaged. Splash potions can be thrown, inflicting various effects depending on the potion.

The Flint and steel allows the player to light a block on fire, which causes all players and mobs that touch the fire to be set alight. Players and mobs that are ignited stay alight until 15 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) hit points of damage is dealt or until they touch water. Likewise, contact with Lava also ignites players and mobs.

TNT is currently the only explosive weapon in Minecraft and is obtained by crafting sand and gunpowder.

The below values detail the damage dealt per hit using various items. Note that weapons and tools in 1.8 dealt more damage, and that critical damage is not consistent.

Item Damage
Swords
ItemCSS.png
ItemCSS.png
4 (Heart.svgHeart.svg)
ItemCSS.png
5 (Heart.svgHeart.svgHalf Heart.svg)
ItemCSS.png
6 (Heart.svgHeart.svgHeart.svg)
ItemCSS.png
7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg)
Axes [note 1]
ItemCSS.png
ItemCSS.png
3 (Heart.svgHalf Heart.svg)
ItemCSS.png
4 (Heart.svgHeart.svg)
ItemCSS.png
5 (Heart.svgHeart.svgHalf Heart.svg)
ItemCSS.png
6 (Heart.svgHeart.svgHeart.svg)
Pickaxes [note 1]
ItemCSS.png
ItemCSS.png
2 (Heart.svg)
ItemCSS.png
3 (Heart.svgHalf Heart.svg)
ItemCSS.png
4 (Heart.svgHeart.svg)
ItemCSS.png
5 (Heart.svgHeart.svgHalf Heart.svg)
Shovels [note 1]
ItemCSS.png
ItemCSS.png
1 (Half Heart.svg)
ItemCSS.png
2 (Heart.svg)
ItemCSS.png
3 (Heart.svgHalf Heart.svg)
ItemCSS.png
4 (Heart.svgHeart.svg)
Hoes, Fists, and any other item 1 (Half Heart.svg) [note 2]
Arrows (from a Bow)
ItemCSS.png
1 (Half Heart.svg) - 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) [note 3]
Fire (Contact)
BlockCSS.png
2 (Heart.svg)
Fire (Burning)
BlockCSS.png
1 (Half Heart.svg)
Lava (Contact)
ItemCSS.png
8 (Heart.svgHeart.svgHeart.svgHeart.svg)
TNT (Explosion)
BlockCSS.png
24 (Heart.svg × 12) [note 4]

[edit] Notes

  1. a b c dealing damage with an axe, pick, or shovel decreases its durability by 2.
  2. Used to be 2 (Heart.svg) 2 between Beta 1.5 and Beta 1.8 Pre-release.
  3. Depending on charge.
  4. The damage will decrease the further it is away from the core of the explosion.

[edit] Damage inflicted by Mobs

Unlike player character's damage, the damage most Mobs deal is affected by the difficulty of the game. The below values represent the amount of damage taken per hit.

  • Values for the Creeper and Ghast assume the player is directly adjacent to the explosion.
  • The damage of Slimes and Magma Cubes depends on their size. Tiny-sized Slimes, while hostile, are unable to do damage.
Mob Peaceful Easy Normal Hard
Blaze - 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Blaze's fireball - 3 (Heart.svgHalf Heart.svg) 5 (Heart.svgHeart.svgHalf Heart.svg) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg)
Creeper's explosion - 49 (Heart.svg × 24.5) 49 (Heart.svg × 24.5) 49 (Heart.svg × 24.5)
Ender Dragon 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg)
Enderman - 4 (Heart.svgHeart.svg) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg)
Ghast's fireball - 17 (Heart.svg × 8.5) 17 (Heart.svg × 8.5) 17 (Heart.svg × 8.5)
Iron Golem 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) - 21 (Heart.svg × 10.5) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) - 21 (Heart.svg × 10.5) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) - 21 (Heart.svg × 10.5) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) - 21 (Heart.svg × 10.5)
Magma Cube (big) - 6 (Heart.svgHeart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Magma Cube (small) - 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg)
Magma Cube (tiny) - 3 (Heart.svgHalf Heart.svg) 3 (Heart.svgHalf Heart.svg) 3 (Heart.svgHalf Heart.svg)
Silverfish - 1 (Half Heart.svg) 1 (Half Heart.svg) 1 (Half Heart.svg)
Skeleton's arrow - 2 (Heart.svg) 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Slime (big) - 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg)
Slime (small) - 2 (Heart.svg) 2 (Heart.svg) 2 (Heart.svg)
Slime (tiny) - 0 (Empty Heart.svg) 0 (Empty Heart.svg) 0 (Empty Heart.svg)
Spider - 2 (Heart.svg) 2 (Heart.svg) 3 (Heart.svgHalf Heart.svg)
Wolf (tamed) 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg)
Wolf (wild) 2 (Heart.svg) 2 (Heart.svg) 2 (Heart.svg) 2 (Heart.svg)
Zombie - 3 (Heart.svgHalf Heart.svg) 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Zombie Pigman - 3 (Heart.svgHalf Heart.svg) 5 (Heart.svgHeart.svgHalf Heart.svg) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg)

[edit] Knockback

When receiving damage from a hostile mob you will also be knocked back. The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal.

Players can also be nudged by neutral mobs walking into them. The push is not nearly as powerful as a hostile mob's knockback, but can still send the player off of a cliff or into lava. Knockback can also be caused when a player throws a chicken egg or a snowball at a mob, useful for making traps. As of Beta 1.8, sprinting while attacking a mob causes extra knockback. Players/Mobs riding an entity (typically a boat, a minecart or a pig) never recieve any knockback when attacked.

[edit] Natural Damage

Besides mobs, players can take damage from several other events in Minecraft.

[edit] Lightning Damage

As of Minecraft 1.0.0, Lightning will do two 2 (Heart.svg) damage, even through armor. Lightning strikes on the player are very rare, and only occur during thunderstorms.

[edit] Fall damage

You receive damage when falling from certain heights. The amount of damage received depends on the total height of a drop, and it is possible for a player to die upon falling to the ground. Armor does not reduce fall damage [Except for boots with the Feather Falling enchantment].

Fall damage can be calculated using this formula:

FD = number of blocks - 3

In other words, falling 4 blocks causes Half Heart.svg damage. From 5 blocks, Heart.svg damage. From 6 blocks, Heart.svgHalf Heart.svg points are lost and so forth.

Mobs (other than chickens, ghasts, snow golems, blazes, magma cubes, iron golem and ocelots) suffer fall damage as well.

In some cases, it is possible to avoid falling or otherwise survive a fall. Falling damage is only dealt after a height of three blocks. Falls equal to or larger than 23 blocks result in certain death under normal circumstances (23 - 3 = 20 points = 10 hearts).

  • Sneaking (default ⇧ Left Shift) will prevent you from falling off most blocks.
  • Landing in Water will reduce fall damage. Depending on the height of the fall, it needs up to 3 blocks of water to reliably nullify the fall damage; however, even 1 or 2 blocks may sometimes do so.
  • Moving into a Ladder's area of effect during freefall will reduce vertical velocity to normal ladder descent speed and no damage will be taken.
  • Moving into water during freefall will also reduce velocity.
  • Move passive Mobs away to avoid an unpleasant push to your death.
  • Previous to Beta 1.6, Riding in a Minecart, Boat or on a Pig will allow you to leave the scene unhurt. 1.6-on results in the same damage as you would falling. Also, if you fall while in a Minecart, water makes no effect on falling speed or damage. You will fall through as if nothing is there.
  • It is dangerous, but sometimes useful, to descend cliffs by walking off a cliff while in a boat. Exit the boat before impact, and you will only take damage for the distance fallen since exiting the boat.
  • Jumping counts as falling for 1.5 blocks, therefore adding Heart.svg to your total fall damage, so keep this in mind when trying to avoid fall damage.
  • Don't dig directly downwards without knowing what is underneath. Empty caverns are randomly placed around the world, and it's quite possible to fall into them (perhaps from a great height, or even onto a Dungeon or Lava!).
  • Don't attempt to jump gaps across long drops. Instead, sneak to the edge of your current platform, and you will be able to place a block beside it; in this way, bridges can be constructed safely (so long as you aren't trying to place a gravity-affected block such as Sand or Gravel underneath yourself!).
  • With good timing, you can place a block on the ground under you while falling. This will only reduce damage by Half Heart.svg, but will come in handy if you need to fall 4 blocks, as it will prevent all damage. If a vertical surface is available, a block can be placed on that as well with practice.
  • If falling next to a wall, emptying a bucket of water against the wall a few blocks from the ground can often save your life.
  • Wearing armor that is enchanted with feather falling or protection reduces fall damage based on the level of the enchantment.
  • Throwing an Ender Pearl and teleporting will reset your velocity, and you will only take damage from the pearl (Heart.svgHeart.svgHalf Heart.svg). This works best if you throw the Ender Pearl directly at the ground below you to guarantee the pearl hits the ground before you do.

[edit] Drowning

The oxygen bar.

When a player runs out of air underwater, they will start choking and will take approximately 2 (Heart.svg)/sec. Mobs can drown as well, though they usually do not, as all mobs (besides iron golems and slimes) attempt to swim upward when in water.

While mining, consider keeping at least one placeable solid block ready somewhere on your toolbar (such as Dirt or Cobblestone) for quick access. If you mine into a spring (or worse, the ocean), you should be able to place the block in the hole to prevent drowning.

If you place a torch on a vertical surface next to you at head height whilst underwater, you create an air bubble which lasts for the split second it takes the water to destroy the torch, thus refilling your oxygen meter without resurfacing. Ladders, signs, fences, trapdoors, doors and sugar canes can create permanent air bubbles underwater. You can also scoop up some water with a bucket to achieve the same effect, or destroy the block directly above you, if there is one.

[edit] Suffocation

Suffocation is when a player or a mob is unable to breathe due to his upper half being inside of a block. They will lose 1 (Half Heart.svg) every half-second. Due to sand and gravel falling, it can easily cover the player. In first person mode, the player's screen will be blackened when suffering from this condition thus disabling them to see what is happening. In third person mode, the view will automatically switch to first person mode. As of the Beta 1.6 update, however, when a player's upper half is covered, the player is moved to the nearest empty space to stop them from suffocating.

When inside a block, the player can easily step out of it as the blocks do not prevent their movement.

The usual ways to get one's head inside a block are:

  • Sand or Gravel falling into the space the player or mob occupies.
  • Riding a Boat or Minecart into a one-block-high space.
  • Riding a pig into a two- or one-block-high space.
  • Standing where a tree just grew from a sapling.
  • Standing where a huge mushroom just grew from a mushroom.
  • Walking near a Redstone Repeater occasionally causes the player to be pushed down a block, especially if the ceiling is only two blocks above the floor. If there's exactly one empty space below the block, you'll fall to the level of this space and thus suffocate from the block covering your upper half.
  • Saving and reloading also occasionally causes the player to be pushed down in the same way as with Redstone Repeaters. If this happens while you are standing on bedrock, you might be unable to get out (without dying) due to bedrock being unbreakable.
  • Throwing an Ender Pearl into a one block space

It's worth noting that the player will not suffocate in glass, or indeed in any transparent block. Leaves from a grown Sapling will not suffocate you, even if you're on Fast graphics (which makes leaves appear solid).

[edit] Starvation

When the food bar reaches zero, the player will take Half Heart.svg damage every four seconds. The player stops taking starvation damage when the player eats or the health bar drops to Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg on easy mode or Half Heart.svg on normal mode. In hard mode, the damage will not stop until the player either dies, or eats something.

[edit] Cacti

Touching cacti will cause a player or mob to take Half Heart.svg damage, and rapidly continue taking damage if they continue to stand next to/on it.

[edit] Lava

By far the most dangerous natural occurrence, players and mobs will take damage from contact with Lava extremely fast (Heart.svgHeart.svgHalf Heart.svg per hit), and stay on fire even if they exit it (Half Heart.svg point per hit for 15 hits (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg total damage) or until extinguished with water). If players do not have a water source available they will die quickly.

While mining, consider keeping at least one placeable solid block ready somewhere on your toolbar (such as Dirt or Cobblestone) for quick access using your mousewheel. If you mine into a lava pool, you may be able to place the block in the hole and so prevent burning. It is possible to keep a fire-resistance potion at all times so you can prevent from dying in lava, although if you fall in the lava, you won't be able to use the potion in time. Instead, try using a splash potion of fire-resistance.

[edit] Poison

Poisoned Heart.svgPoisoned Heart.svgPoisoned Heart.svgPoisoned Heart.svgPoisoned Heart.svgPoisoned Heart.svgPoisoned Heart.svgPoisoned Heart.svgPoisoned Heart.svgPoisoned Half Heart.svg

Cave Spiders will inflict poison status to players when they are bitten (only in normal and hard difficulty). Eating a Spider Eye or drinking a potion of poison will give the same result. While poisoned, the hearts in the health meter turn from red to an olive yellow and continually damages the player by 1 (Half Heart.svg) per second until the poison wears off. The poison itself cannot kill the player, but it can leave them open to attacks from other mobs or damage from the environment, possibly killing the player quickly. However, since Beta 1.9 Prerelease 4, poison can be cured by drinking milk from a bucket.

[edit] Damage immunity

After sustaining damage from any source, a mob will turn red in color for a short period of time. During this period, any other incoming damage will not be counted against the mob's total health. For instance, if you attack a mob with a Bow repeatedly hitting the mouse button, the bow's rate of fire will exceed the mob's allowable rate of incoming damage, and several of the shots will not damage the mob even if they land. Arrows that don't deal damage to a mob are reflected off of it onto the ground, and possibly, from a close range, back at the player (resulting in damage). However, if a mob or player is recovering from damage and then receives higher damage, it gets counted. Players are also subject to damage immunity.

[edit] Armor

An example of a player wearing a full set of leather armor.

Armor is a craftable item that can be worn in Minecraft's survival mode and survival mode multiplayer that reduces damage to the player while also decreasing the armor's durability. Armor can currently be crafted out of Diamond, Iron, Gold, fire and Leather.

[edit] Death

Mobs leaving red corpses and fire (because of day and player-made lightning) in multiplayer.

Death occurs when all of a player's hit points are depleted. A "You died!" screen will appear with the player's score displayed (In 1.8.1, it had &e0 as the score.), and the player has the option to respawn at the spawn point (either the last bed the player slept in or their default spawn point) or return to the title Menu. In Hardcore Mode, the player cannot respawn and the world will be deleted. Any items and/or blocks that were in the player's inventory are dropped from their head and scattered around the spot where the player died. If they come in contact with dangerous blocks - like lava, fire or cactus blocks - they will be destroyed. Otherwise, according to Notch, "they decay after five minutes, except if the chunk is unloaded, in which case they last forever".[1]

The "Game over" screen can be seen for a brief second at the end of this video: [1].

Mobs fall sideways to the ground when killed, as shown in the image. If lightning kills them, the lightning charge will stay until the mob disappears.

[edit] History

This section may need cleanup or expansion.
Please help improve this by adding or moving content to this section and removing redundant info. The talk page may contain suggestions.

In Indev before suffocation was implemented, players that were covered by blocks could see through dirt and stone. Suffocation was added after Notch discovered that players were abusing this exploit to find underground caves and hollowed carvings. The patch added suffocation damage and making the player unable to see anything when experiencing it. However, this glitch is not completely fixed and is still possible to be done even in the existing version of the game.

  • November 10th, 2010 (Alpha 1.2.2) - Players no longer suffocate when they get out of a minecart while inside a two block high tunnel. The same applies when disembarking a boat. This does not apply to multiplayer; you will still suffocate when leaving said minecart/boat.
  • April 20th, 2011 (Beta 1.5) - Unarmed damage was increased from Half Heart.svg to Heart.svg.
  • September 14th, 2011 (Beta 1.8) - Unarmed damage was decreased from Heart.svg to Half Heart.svg.
  • September 29th, 2011 (Beta 1.9) - Mobs can now have armor points [2]
  • Earlier in Survival mode, eating a Red Mushroom would deal the player Heart.svgHalf Heart.svg of damage because they were poisonous.
  • Prior to the Minecraft Beta 1.5 patch, fist damage would deal Half Heart.svg of damage (chickens needing to be hit 4 times), however it was increased to Heart.svg of damage in the update.
    • As of 1.8, it's back down to Half Heart.svg.
  • In 1.0.0, the sound of the player taking damage was changed from a masculine "oof!" sound, to a strange crunch. This sound is used for all types of damage except for falling and drowning, which adds more of a cracking sound simulating broken bones.
    • These were changed to remove the restriction that all avatars have a male voice, regardless of the gender of the character depicted in the skin.
  • Prior to the Adventure Update, the only legitimate source of apples was from Notch's Red Apple drop upon his death; after Beta 1.8, they could be obtained in Stronghold chests.[Minor inaccuracies; sentence needs revising]

[edit] Trivia

  • A bucket of lava is arguably the most efficient weapon in the game, as it doesn't use up durability, does very fast damage, and slows enemies in their tracks. The only downside is that most of the time the mob's dropped loot will disintegrate in the lava. It may also cause nearby trees or wooden buildings to catch fire, possibly even starting vast fires.
  • Transparent blocks will not cause suffocation. As a result, placing a slab above a minecart track can be used to make a barrier through which carts can be ridden without allowing mobs (other than 1 block high Chickens, Pigs, tiny Slimes, Silverfish, Cave Spiders and Wolves) to wander in.
    • Using a trapdoor functions similarly, in addition to being able to open the door to pass through on foot.
  • Players deal Critical hits when falling (losing altitude).
  • When you die and while you are dead your skin reverts to the default skin. This can be seen by falling from a great height or burning in lava, and checking your inventory moments before death.

[edit] References

  1. Items decay after 5 minutes: http://twitter.com/notch/status/12167659458134017
  2. http://twitter.com/jeb_/status/119377281796935680
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