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Difficulty is an option in Minecraft that has a direct impact on the ease of gameplay, allowing the game's challenges to be tailored to the player's skill level.
There are four difficulty levels in the game: Easy, Normal, Hard and Peaceful. These can be changed when creating a world, in the world options, as well as with the /difficulty command.
While the difficulty settings modify the challenge in Survival mode, they also affect hostile mobs in Creative mode the same as in Survival; for example:
Survival mode is affected by difficulty as described in the sections below.
No hostile mobs can spawn naturally, except for shulkers and the ender dragon, all of whom no longer deal any damage. No spiders, cave spiders, zombified piglins, endermen, drowned, skeleton horses, zombie horses,β[BE only], or camel husksβ neutral/passive rather than hostile mobs β can spawn naturally. In Java Edition, zombie nautiluses can only naturally spawn inside of ocean ruins, and their other spawning conditions are disabled.
When any of these mobs attempt to spawn (whether naturally, through monster spawners, spawn eggs, or commands), they despawn instantaneously, with no visible spawning.
All mobs that can spawn (such as shulkers, piglins, zombie nautiluses, polar bears, or wolves) are completely peaceful and unable to harm the player, with the exception of the ender dragon, which still targets players and deals knockback. Additionally, sculk shriekers do not give the Darkness effect because they can't spawn the warden.
When the difficulty is switched from any other setting to Peaceful, all mobs that are not allowed to spawn on Peaceful despawn. Players regain health rapidly over time. Despite this, it is still possible to die if damage is received quickly enough. TNT deals no direct damage to the player, but it does give knockback still, meaning a player can be indirectly killed by it via fall damage if it launches them too far upward.
The hunger bar never depletes; in Java Edition, players therefore cannot eat anything except golden apples, chorus fruits, milk buckets, honey bottles, and suspicious stew, unless the player switched to Peaceful when their hunger bar was below the maximum. Players can eat normally in Bedrock Edition. Additionally, if the hunger bar is below the maximum, it regenerates quickly.
The monsters that spawn naturally, which are ender dragons, piglins, shulkers, zombie nautiluses, hoglins,β[BE only] and killer bunnies,β[JE only] all become passive, with the exception of the ender dragon, which still attacks the player but deals no damage or knockback. Zombie horses also spawn naturally in Java Edition, due to a bug.
If a player is in a village with Raid Omen and the effect ends, the raid is not triggered as raiders cannot spawn in peaceful difficulty.
Because of the gameplay changes and the absence of many mob types, many blocks and items are unavailable to the player. A list can be found at Non-renewable resource#Peaceful difficulty. In addition, the player is unable to get many advancements and achievements.
Dispensers are unable to place wither skeleton skulls even if the required blocks for summoning a wither are available.
One major effect of the lack of certain resources is that it is impossible to acquire the resources required to craft eyes of ender, which are necessary to activate End portals.[note 1] However, it is possible to switch to a non-Peaceful difficulty, let blazes and endermen spawn, kill enough for crafting eyes of ender, and switch back to Peaceful. It is also possible for an end portal to be activated by naturally generating with an eye of ender already embedded within all 12 end portal frames. For any given end portal, there is a 1 in a trillion chance of this happening.[note 2] However, because of the huge number of possible seeds, over 8 million seeds are known to generate such end portals.[2]
Hostile mobs spawn, but they deal 1β2 of the damage they would on Normal difficulty plus 1HPπ π
or the same damage they would on Normal difficulty, whichever is lower. The hunger bar can deplete, damaging the player until 10HPπ β€οΈ
π β€οΈ
π β€οΈ
π β€οΈ
π β€οΈ
remain if it drains completely. Cave spiders and bees cannot poison players on Easy difficulty, and the wither does not cause the Wither effect, although wither skeletons do. Lightning sets only the struck block on fire, not surrounding blocks. Zombies do not break down doors, and do not turn villagers into zombie villagers. Zombies and skeletons do not wear full sets of armor. Hostile mobs like zombies, skeletons, spiders, husks, and strays deal about 1HPπ π
or 2HPπ β€οΈ
damage.
If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 3 waves (4 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
Hostile mobs spawn and deal standard damage. The hunger bar can deplete, damaging the player until 1HPπ π
remains if it drains completely. Zombies do not break down doors, but villagers killed by zombies have a 50% chance of turning into zombie villagers. Zombies and skeletons rarely wear sets of enchanted armor. Vindicators can break doors.
If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 5 waves (6 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
Hostile mobs deal approximately 11β2 times the damage they would deal on Normal difficulty, and in some cases drop higher-value items when killed. The hunger bar can deplete, not only damaging but also killing the player if it drains completely. Zombies and zombified piglinsβ[JE only] can break through wooden and copper doors and can spawn reinforcements when attacked. In Java Edition, spiders can spawn with a beneficial status effect (Speed, Strength, Regeneration, or Invisibility), with these effects having an infinite duration. Villagers killed by zombies always turn into zombie villagers. In Bedrock Edition, if the world type isn't infinite, pillagers deal 4HPπ β€οΈ
π β€οΈ
damage, instead of 5HPπ β€οΈ
π β€οΈ
π π
.
If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 7 waves (8 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
While in the world creation screen, selecting Hardcore from among the game mode options causes the player to spawn in Hard difficulty, does not allow it to be changed, and allows the player only one life. In a single player world, a player who dies can choose to respawn in Spectator mode or return to the title screen. In multiplayer, upon death, the player's game mode is automatically set to Spectator mode.
In Java Edition, the only way to change the difficulty of Hardcore is to use the Open to LAN feature in the pause menu to enable commands, or to use an .NBT editor on the world's level.dat file.
The phase of the moon affects the spawning of slimes in swamp biomes, and also contributes to the calculation of regional difficulty. Fuller moon phases have a larger effect.
The moon does not actually have to be visible in the sky for this effect to apply, since the moon phase exists during daytime and across dimensions.
For regional difficulty, the moon phase contribution is capped by the daytime contribution. In other words, the moon contributes min(MoonPhase Γ 0.25, DaytimeFactor),[3] so before 63 in-game days (1512000 game ticks) even a full moon does not yet give its full bonus.
Regional difficulty or local difficulty is a value between 0.00 and 6.75 that the game calculates by considering the world difficulty setting, the inhabited time of a chunk, the total daytime in the world, and the phase of the moon. This value is shown on the debug screen as the first value listed after the heading "Local Difficulty". This value determines several aspects of the difficulty of gameplay (see below).
The inhabited time of a chunk increases for each tick a player spends with the chunk loaded. This is a cumulative measure of timeβif 50 players spend a single hour in a chunk, it counts the same as if one player spent 50 hours there. The effect of inhabited time on regional difficulty is capped at 50 hours.
The total daytime in the world is the value from /time query daytime added to the "Day" on the F3 debug screen converted to ticks, i.e. daytime + (dayNumber * 24,000). This is not the same as the actual playtime in the world (the value from /time query gametime). It affects the regional difficulty after the first 3 in-game days, and has no additional effect after 63 in-game days.
In pseudocode, the calculation of regional difficulty is:
# DaytimeFactor, ChunkFactor, MoonFactor, and RegionalDifficulty are floating-point variables # MoonPhase is as in the table above. if (difficulty is Peaceful) return 0 if (TotalDaytime > 63 in-game days) DaytimeFactor = 0.25 else if (TotalDaytime < 3 in-game days) DaytimeFactor = 0 else DaytimeFactor = (TotalDaytimeInTicks β 72,000) / 5,760,000 if (ChunkInhabitedTime > 50 hours) ChunkFactor = 1 else ChunkFactor = ChunkInhabitedTimeInTicks / 3,600,000 if (difficulty is Normal or Easy) multiply ChunkFactor by 0.75 MoonFactor = min(MoonPhase Γ 0.25, DaytimeFactor) ChunkFactor += MoonFactor if (difficulty is Easy) multiply ChunkFactor by 0.5 RegionalDifficulty = 0.75 + DaytimeFactor + ChunkFactor if (difficulty is Normal) multiply RegionalDifficulty by 2 if (difficulty is Hard) multiply RegionalDifficulty by 3 return RegionalDifficulty
The raw regional difficulty therefore is always 0.0 on Peaceful and ranges from 0.75 to 1.5 on Easy, 1.5 to 4.0 on Normal, and 2.25 to 6.75 on Hard.
The clamped regional difficulty (also known as special multiplier) is a value between 0.00 and 1.00 based on regional difficulty. This value is shown on the debug screen as the second value listed after the heading "Local Difficulty". This is yet another value that affects the difficulty of gameplay (see below).
The regional difficulty value is clamped as follows:
if (RegionalDifficulty < 2.0) value = 0.0; else if (RegionalDifficulty > 4.0) value = 1.0; else value = (RegionalDifficulty β 2.0) / 2.0;
Thus, on Easy, where regional difficulty is never higher than 1.5, the clamped value is always zero. On Normal, where regional difficulty is between 1.5 and 4.0, the clamped value can be anywhere from 0.0 to 1.0. On Hard, where the regional difficulty is never lower than 2.25, the clamped value is always at least 0.125.
On Normal, the clamped regional difficulty reaches its maximum value of 1.0 only after 63 in-game days (1512000 game ticks), in a fully inhabited chunk, during a full moon. On Hard, after 63 in-game days, the clamped regional difficulty reaches 1.0 in chunks inhabited for 4 1β6 hours during a full moon; on lower moon phases it reaches 1.0 later, and once a chunk has been inhabited for more than 16 2β3 hours it remains at 1.0 regardless of moon phase.
The damage mobs deal to players is affected by the setting of the world they are in. The values below represent the amount of damage taken per hit.
| Attribute | Notes | Condition | |||
|---|---|---|---|---|---|
| World difficulty | Regional difficulty (RD) | Clamped regional difficulty (CRD) | Moon phase only | ||
| HPπ π Mobs and explosions do higher damage to players. |
Peaceful: No damage Easy: 1β2 of Normal damage + 1 (never higher than Normal damage) Hard: 1 1β2 times Normal damage |
Yes | No | No | No |
| π EntitySprite guardian.png: Sprite image for guardian in Minecraft Guardians (both types) have higher laser magic damage. |
Hard: + 2HPπ β€οΈ , added before calculating the difficulty-scaled mob damage |
Yes | No | No | No |
| π EffectSprite hunger.png: Sprite image for hunger in Minecraft Starvation more harshly affects health. |
Easy/Normal/Hard: starvation brings health down to 10/1/0 HP | Yes | No | No | No |
| π ItemSprite diamond-chestplate.png: Sprite image for diamond-chestplate in Minecraft Mobs that spawn with armor are more likely to have more armor. |
Easy & Normal: 75%/56%/42% of having 2/3/4 pieces; Hard: 90%/81%/73% of having 2/3/4 pieces |
Yes | No | No | No |
| π ItemSprite diamond-sword.png: Sprite image for diamond-sword in Minecraft Zombies are more likely to spawn with weapons. |
1% on Easy and Normal, 5% on Hard |
Yes | No | No | No |
| π ItemSprite golden-helmet.png: Sprite image for golden-helmet in Minecraft Zombies are able to spawn reinforcements. |
Hard only | Yes | No | No | No |
| π ItemSprite oak-door.png: Sprite image for oak-door in Minecraft Zombies are more likely to be able to break wooden doors. |
A zombie having the ability to break a door: (10ΓCRD)% The door actually breaking: Hard only |
Yes | No | Yes | No |
| π EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft Villagers killed by zombies have a greater chance of becoming zombie villagers. |
0% on Easy, 50% on Normal, 100% on Hard |
Yes | No | No | No |
| π EntitySprite zombified-piglin.png: Sprite image for zombified-piglin in Minecraft Zombified piglins spawn from nether portals in the Overworld more often. |
1β2000 per block tick on Easy, 1β1000 on Normal, 3β2000 on Hard |
Yes | No | No | No |
| π ItemSprite bow.png: Sprite image for bow in Minecraft A skeleton or stray's cooldown between attacks is shortened |
Easy/Normal: 2s cooldown Hard: 1s |
Yes | No | No | No |
| π ItemSprite bow.png: Sprite image for bow in Minecraft A bogged or parched's cooldown between attacks is shortened |
Easy/Normal: 3.5s cooldown Hard: 2.5s |
Yes | No | No | No |
| π ItemSprite arrow.png: Sprite image for arrow in Minecraft A skeleton or stray is more accurate in ranged attacks with its bow. |
Easy/Normal/Hard "inaccuracy" value is 10/6/2 | Yes | No | No | No |
| π ItemSprite arrow.png: Sprite image for arrow in Minecraft Damage from arrows slightly increases. |
Easy/Normal/Hard damage bonus = +0.11 / +0.22 / +0.33 | Yes | No | No | No |
| π EntitySprite phantom.png: Sprite image for phantom in Minecraft Phantoms spawn more frequently. |
A spawn attempt succeeds if the local difficulty is greater than a random value between 0.0 and 3.0. | No | Yes | No | No |
| π EntitySprite phantom.png: Sprite image for phantom in Minecraft Phantoms spawn in larger groups. |
Easy: 1-2 Normal: 1-3 Hard: 1-4 |
Yes | No | No | No |
| π EntitySprite spider.png: Sprite image for spider in Minecraft Spiders can naturally spawn with status effects. |
Hard (10ΓCRD)% |
Yes | No | Yes | No |
| π EntitySprite cave-spider.png: Sprite image for cave-spider in Minecraft The Poison effect given by a cave spider lasts longer. |
Normal/Hard: 7s/15s | Yes | No | No | No |
| π EntitySprite bee.png: Sprite image for bee in Minecraft The Poison effect given by a bee lasts longer. |
Normal/Hard: 10s/18s | Yes | No | No | No |
| π EffectSprite wither.png: Sprite image for wither in Minecraft The Wither effect given by a wither skull lasts longer. |
Normal/Hard: 10s/40s | Yes | No | No | No |
| π EntitySprite wither.png: Sprite image for wither in Minecraft A wither shoots wither skulls when idle. |
Normal/Hard only | Yes | No | No | No |
| π EntitySprite wither.png: Sprite image for wither in Minecraft A wither spawns 3 wither skeletons when brought below half health.β[Bedrock Edition only] |
Normal/Hard only | Yes | No | No | No |
| π EntitySprite lightning.png: Sprite image for lightning in Minecraft Lightning can cause fires in the surrounding blocks, not just the block struck. |
Normal/Hard only | Yes | No | No | No |
| π BlockSprite fire.png: Sprite image for fire in Minecraft Fire lingers for a bit longer. |
The raw encouragement value of blocks surrounding fire gets a bonus of (Easy/Normal/Hard) +47 / +54 / +61, before being adjusted for fire age, humidity and rain. | Yes | No | No | No |
| π ItemSprite leather-boots.png: Sprite image for leather-boots in Minecraft Mobs are more willing to take fall damage when pursuing a target.[note 3] |
Easy: 33% + 8HPπ β€οΈ π β€οΈ π β€οΈ π β€οΈ Normal: 33% + 4HPπ β€οΈ π β€οΈ Hard: 33% |
Yes | No | No | No |
| π EntitySprite skeleton-horse.png: Sprite image for skeleton-horse in Minecraft Lightning strikes are more likely to spawn a skeleton trap horse. |
Chance = (RD)% (0.75β1.5% on Easy, 1.5β4% on Normal, 2.25β6.75% on Hard) |
No | Yes | No | No |
| π BlockSprite fire.png: Sprite image for fire in Minecraft Burning zombies are more likely to set their target on fire, and the burn duration is longer. |
Chance = (30ΓRD)% Burn time = 2 Γ RD seconds |
No | Yes | No | No |
| π EntitySprite husk.png: Sprite image for husk in Minecraft The Hunger effect caught from being attacked by a husk lasts longer. |
Effect time = 7 Γ RD seconds | No | Yes | No | No |
| π Image Illusioners can cast blindness. |
If RD > 2. | No | Yes | No | No |
| π EnvSprite items.png: Sprite image for items in Minecraft Skeletons and zombies are more likely to have the ability to pick up dropped items. |
Having the ability: (55ΓCRD)% | No | No | Yes | No |
| π EnvSprite mobs.png: Sprite image for mobs in Minecraft Zombies are more likely to have a greater follow distance. |
If (random # in range 0β1.5) Γ CRD is greater than 1, that becomes a bonus multiplier on the follow distance. Therefore, this is impossible when the CRD is less than 0.67[note 4]; when the CRD is 1.0, there is only a 1β3 chance of it happening. | No | No | Yes | No |
| π ItemSprite golden-helmet.png: Sprite image for golden-helmet in Minecraft Zombies are more likely to be "leader zombies" (gaining a bonus to max HP, a bonus to the chance to spawn reinforcements, and the ability to break doors). |
Any given zombie being a "leader": (5ΓCRD)% | No | No | Yes | No |
| π ItemSprite diamond-helmet.png: Sprite image for diamond-helmet in Minecraft Mobs are more likely to spawn with armor. |
Chance of getting any armor at all: (15ΓCRD)% | No | No | Yes | No |
| π ItemSprite enchanted-book.png: Sprite image for enchanted-book in Minecraft Mobs that spawn with weapons are more likely to have enchantments. |
Chance for the main hand item = (25ΓCRD)% | No | No | Yes | No |
| π ItemSprite enchanted-book.png: Sprite image for enchanted-book in Minecraft Mobs that spawn with armor are more likely to have enchantments. |
Chance per armor item = (50ΓCRD)% | No | No | Yes | No |
| π BlockSprite enchanting-table.png: Sprite image for enchanting-table in Minecraft Mobs that spawn with enchanted equipment have higher levels of enchantments. |
Level = 5 + randInt(0,18)ΓCRD where randInt(0,18) is a random integer between 0 and 17. So, the level is 5 when CRD is 0.0, and it can be as high as 22 when CRD is 1.0. | No | No | Yes | No |
| π EntitySprite slime.png: Sprite image for slime in Minecraft Slimes are more likely to be bigger. |
Small: ((33Γ(1-CRD)/2)+16.5)% Medium: 34% Big: ((33Γ(1+CRD)/2)+16.5)% in other words: Small/Medium/Big: 16.5%β33% / 34% / 33%β49.5% |
No | No | Yes | No |
| π BiomeSprite swamp.png: Sprite image for swamp in Minecraft Slimes are more likely to spawn in swamp biomes. |
See above | No | No | No | Yes |
| π EntitySprite ravager.png: Sprite image for ravager in Minecraft Raid has more waves |
Easy: 3 waves Normal: 5 waves |
Yes | No | No | No |
| π Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft Illager patrol size |
RD + 1 illagers (rounded up) | No | Yes | No | No |
| π Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft Illager patrol can spawn vindicatorβ[Bedrock Edition only] |
Easy and Normal: 100% pillager Hard: 80% pillager, 20% vindicator |
Yes | No | No | No |
| π Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft Illager patrol can spawn on any light levelβ[Bedrock Edition only] |
Easy: Light level 0-7 Normal and Hard: Any light level |
Yes | No | No | No |
| π Image Vindicator and π Image Pillager spawn from raids having higher chance to drop special loot.β[Bedrock Edition only] |
Normal: 65% chance Hard: 80% chance |
Yes | No | No | No |
| π Image Vindicator are able to break down π ItemSprite oak-door.png: Sprite image for oak-door in Minecraft Wooden Door |
Peaceful and Easy: unable to break door Normal and Hard: can break door |
Yes | No | No | No |
| May 21, 2009 | Difficulty modes were mentioned including: "Walk in the Park" being the easiest, "Easy" which was added, and "Armageddon" being hard even with 32 people. | ||||||
|---|---|---|---|---|---|---|---|
| June 14, 2009 | Notch discussed how his vision for Survival mode would incorporate the concept of difficulty: "When generating a new level or loading a creative mode level, you also select a difficulty. Difficulty levels will probably vary from 'challenging' to 'impossible', since I want the game to be difficult. If it's not fun to always be challenged, I'll add easier difficulties." | ||||||
| Java Edition Indev | |||||||
|---|---|---|---|---|---|---|---|
| 0.31 | 20100205-1558 | Added the option to change difficulty to Peaceful, Easy, Normal, or Hard. | |||||
| Java Edition Alpha | |||||||
| October 22, 2010 | Notch tweets stating that he is "changing 'difficulty' to 'realism'". Lowest setting = Creative. Highest setting = starve". This was never implemented; however, a "Hardcore" mode was added along with a Creative gamemode. | ||||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease 2 | Added Hardcore mode. | |||||
| 1.6.1 | 13w16a | Added regional difficulty. | |||||
| 1.8 | 14w02a | Hunger now refills in Peaceful difficulty. | |||||
| Difficulty is now saved per-world, instead of globally; difficulty can no longer be changed from the title screen. | |||||||
| Difficulty defaults to Normal instead of Easy. | |||||||
| Difficulty can now be locked. | |||||||
Added /difficulty. | |||||||
| 1.16 | 20w17a | Difficulty can now be chosen on world creation. | |||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.4.0 | Added Peaceful difficulty. | ||||||
| v0.12.1 | Added Easy and Hard difficulties. | ||||||
| v0.16.0 | Difficulty is now saved on a per-world basis instead of globally, and is now controlled via world settings. | ||||||
| Pocket Edition | |||||||
| 1.0.5 | alpha 1.0.5.0 | Added /difficulty | |||||
| Bedrock Edition | |||||||
| 1.20.50 | Preview 1.20.50.20 | Vindicators and evokers no longer spawn in peaceful difficulty. | |||||
| 1.20.60 | Preview 1.20.60.20 | Zoglins no longer spawn in peaceful difficulty. | |||||
| ? | Added regional difficulty. | ||||||
| 1.21.40 | Added Hardcore mode. | ||||||
| 1.21.90 | Preview 1.21.90.20 | Piglin brutes now despawn in Peaceful difficulty.[4][verify] | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added difficulty. |
| TU11 | Added a message when the player tries to spawn a hostile mob from a spawn egg in Peaceful difficulty. | ||||||
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Added regional difficulty. | ||
| TU25 | CU14 | 1.17 | 1.17 | 1.17 | It is now possible to change the difficulty via the host options menu if host privileges are enabled. | ||
Issues relating to "Difficulty" are maintained on the bug tracker. Issues should be reported and viewed there.