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Difficulty

Difficulty

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…

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Gameplay
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Contents (23)
  1. World settings
  2. Peaceful
  3. Easy
  4. Normal
  5. Hard
  6. Hardcore mode
  7. Moon phase
  8. Regional difficulty
  9. Clamped regional difficulty
  10. Effects
  11. Mob damage
  12. Other effects
  13. Videos
  14. History
  15. Development
  16. Java Edition
  17. Bedrock Edition
  18. Legacy Console Edition
  19. Issues
  20. Gallery
  21. Notes
  22. References
  23. See also
This article is about the gameplay mechanic. For the command, see Commands/difficulty. For the feature in Minecraft Dungeons, see MCD:Difficulty.
Mobs in full armor are a common sight in higher difficulty levels.
A popup in Bedrock Edition describing how each difficulty works

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.

World settings

The difficulty button in Java Edition
The options menu available in the pause menu in Java Edition

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:

  • Most hostile mobs cannot spawn naturally in Creative Peaceful.
  • Zombies have the same difficulty-dependent chances as in Survival to convert villagers into zombie villagers (0% in Creative Easy, 50% in Creative Normal, 100% in Creative Hard).
  • Hostile mobs killed by mob grinders in farms drop higher-value items in Creative Hard.

Survival mode is affected by difficulty as described in the sections below.

Peaceful

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,‌[BE only], or camel husks– neutral/passive rather than hostile mobs – 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, and most neutral mobs are passive.

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.

  1. ↑ Ender Dragon still performs attack animation but deals no damage.

The monsters that spawn naturally, which are ender dragons, piglins, shulkers, zombie nautiluses, hoglins,‌[BE only] and killer bunnies,‌[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.[3]

Easy

Hostile mobs spawn, but they deal 1⁄2 of the damage they would on Normal difficulty plus 1HP💔 or the same damage they would on Normal difficulty, whichever is lower. The hunger bar can deplete, damaging the player until 10HP❤️❤️❤️❤️❤️ 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 spawn wearing full sets of armor. Hostile mobs like zombies, skeletons, spiders, husks, and strays deal about 1HP💔 or 2HP❤️ 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).

Normal

Hostile mobs spawn and deal standard damage. The hunger bar can deplete, damaging the player until 1HP💔 health 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).

Hard

"Hard" redirects here. For the property of blocks, see Hardness.

Hostile mobs deal approximately 11⁄2 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 piglins‌[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 4HP❤️❤️ damage, instead of 5HP❤️❤️💔.

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).

Hardcore mode

Main article: Hardcore

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.

The only way to change the difficulty of Hardcore is to use an .NBT editor on the world's level.dat file.

Moon phase

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.

Moon phase Value Percentage
EnvSprite full-moon.png: Sprite image for full-moon in Minecraft Full 1.0 100%
EnvSprite waxing-gibbous-moon.png: Sprite image for waxing-gibbous-moon in Minecraft EnvSprite waning-gibbous-moon.png: Sprite image for waning-gibbous-moon in Minecraft Gibbous 0.75 75%
EnvSprite first-quarter-moon.png: Sprite image for first-quarter-moon in Minecraft EnvSprite last-quarter-moon.png: Sprite image for last-quarter-moon in Minecraft Quarter 0.5 50%
EnvSprite waxing-crescent-moon.png: Sprite image for waxing-crescent-moon in Minecraft EnvSprite waning-crescent-moon.png: Sprite image for waning-crescent-moon in Minecraft Crescent 0.25 25%
EnvSprite new-moon.png: Sprite image for new-moon in Minecraft New 0.0 0%

For regional difficulty, the moon phase contribution is capped by the daytime contribution. In other words, the moon contributes min(MoonPhase × 0.25, DaytimeFactor),[4] so before 63 in-game days (1512000 game ticks) even a full moon does not yet give its full bonus.

Regional difficulty

Regional difficulty values shown on the debug screen

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 time—if 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 − 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 × 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.

Clamped regional difficulty

How clamped regional difficulty relates to regional difficulty

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 − 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 1⁄6 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 2⁄3 hours it remains at 1.0 regardless of moon phase.

Effects

Mob damage

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Please update this article to reflect recent updates or newly available information. The talk page may contain suggestions.
Reason: some mobs damage value in bedrock edition.


The damage mobs deal to players is affected by the difficulty setting of the world they are in. The values below represent the amount of damage taken per hit.

  • For most attacks, the damage is scaled as follows: if a mob deals D damage on Normal difficulty, then it deals 1.5D on Hard difficulty and min(D, 0.5D+1) on Easy difficulty.
  • A mob attacking another mob always deals its Normal difficulty damage regardless of the current difficulty setting.
  • The values for a creeper, ghast, sulfur cube with TNT, and wither assume the player is directly adjacent to the respective explosion.
  • The damage of slimes and magma cubes depends on their size. Tiny slimes, while hostile, are unable to inflict damage directly.
  • Mobs deal no damage to players on Peaceful difficulty.
  • The warden gives Darkness to nearby players, and elder guardians give Mining Fatigue, but these are not attacks. Players simply receive these effects when in range of the mobs.
Mob Difficulty Status effects and special effects
Easy Normal Hard
Agent‌[BE only] 5HP❤️❤️💔 None
Axolotl 2HP❤️ None
Bee 2HP❤️ 2HP❤️ 3HP❤️💔 Poison for 10 seconds on Normal difficulty and for 18 seconds on Hard difficulty
Blaze (melee) 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Blaze fireball 5HP❤️❤️💔 Fire for 5 seconds
Bogged arrow‌[JE only] 2HP❤️ to 4HP❤️❤️ 3HP❤️💔 to 5HP❤️❤️💔 4HP❤️❤️ to 8HP❤️❤️❤️❤️ Normally: Poison for 4 seconds

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Bogged arrow‌[BE only] 1HP💔 to 4HP❤️❤️ 1HP💔 to 5HP❤️❤️💔 Poison for 4 seconds
Bogged (melee) 2HP❤️ 3HP❤️💔 None
Breeze wind charge 1HP💔 1.5HP❤️ × 0.75 None
Cat 3HP❤️💔 None
Cave Spider 2HP❤️ 2HP❤️ 3HP❤️💔 Poison for 7 seconds on Normal difficulty and for 15 seconds on Hard difficulty
Creaking 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 None
Creeper explosion (normal) ‌[JE only] 22.5HP❤️ × 11.25 43HP❤️ × 21.5 64.5HP❤️ × 32.25 When exploding: None

If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion.

Creeper explosion (charged) ‌[JE only] 43.5HP❤️ × 21.75 85HP❤️ × 42.5 127.5HP❤️ × 63.75
Creeper explosion (normal) ‌[BE only] 14.75HP❤️ × 7.375 27.5HP❤️ × 13.75 41.25HP❤️ × 20.625 None
Creeper explosion (charged) ‌[BE only] 35.25HP❤️ × 17.625 68.5HP❤️ × 34.25 102.75HP❤️ × 51.375
Dolphin 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 None
Drowned None
Drowned trident (ranged)‌[JE only] 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 None
Drowned trident (ranged)‌[BE only] 8HP❤️❤️❤️❤️ None
Drowned trident (melee)‌[BE only] 6.5HP❤️ × 3.25 11HP❤️ × 5.5 16.5HP❤️ × 8.25 None
Elder Guardian (laser) 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 Mining Fatigue III for 5 minutes on nearby players
Elder Guardian (spikes) 2HP❤️ 3HP❤️💔
Elder Guardian Ghost (spikes) 2HP❤️
Ender Dragon (melee) 6HP❤️❤️❤️ 10HP❤️❤️❤️❤️❤️ 15HP❤️ × 7.5 None
Ender Dragon (wings) 3.5HP❤️ × 1.75 5HP❤️❤️💔 7.5HP❤️ × 3.75 None
Ender Dragon (breath) 3HP❤️💔 per second Area effect cloud of Instant Damage
Ender Dragon Dragon Fireball 6HP❤️❤️❤️ per second
Enderman 4.5HP❤️ × 2.25 7HP❤️❤️❤️💔 10.5HP❤️ × 5.25 None
Endermite 2HP❤️ 3HP❤️💔 None
Evoker fangs‌[JE only] 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Evoker fangs‌[BE only] 6HP❤️❤️❤️ None
Fox 2HP❤️ 3HP❤️💔 None
Frog Target despawns after being pulled None

Frostbite

2HP❤️ 2HP❤️ 3HP❤️💔 Freezing
Ghast fireball (impact) 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Ghast fireball (explosion) 9.5HP❤️ × 4.75 17HP❤️ × 8.5 25.5HP❤️ × 12.75 None
Giant‌[JE only] 26HP❤️ × 13 50HP❤️ × 25 75HP❤️ × 37.5 None
Goat 2HP❤️ 3HP❤️💔 None
Baby Goat 1HP💔 1.5HP❤️ × 0.75 None
Guardian (laser) 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Guardian (spikes) 2HP❤️ 3HP❤️💔 None
Hoglin‌[JE only] 2.5HP❤️ × 1.25 to 5HP❤️❤️💔 3HP❤️💔 to 8HP❤️❤️❤️❤️ 4.5HP❤️ × 2.25 to 12HP❤️ × 6 None
Hoglin‌[BE only] 2.5HP❤️ × 1.25 to 5.5HP❤️ × 2.75 3HP❤️💔 to 9HP❤️❤️❤️❤️💔 4.5HP❤️ × 2.25 to 13.5HP❤️ × 6.75 None
Baby Hoglin‌[JE only] 0.5HP❤️ × 0.25 0.75HP❤️ × 0.375 None
Baby Hoglin‌[BE only] 1HP💔 None
Husk 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 Hunger when attacking any mob for 7 × floor of RD seconds
Illusioner arrow‌[JE only] 2HP❤️ to 5HP❤️❤️💔 3HP❤️💔 to 5HP❤️❤️💔 Casts Blindness spells on the player, if regional difficulty is 2 or greater
Iron Golem 4.75HP❤️ × 2.375 to 11.75HP❤️ × 5.875 7.5HP❤️ × 3.75 to 21.5HP❤️ × 10.75 11.25HP❤️ × 5.625 to 32.25HP❤️ × 16.125 None
The Killer Bunny‌[JE only] 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 None
Llama spit 1HP💔 1.5HP❤️ × 0.75 None
Magma Cube (big) 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Magma Cube (medium) 3HP❤️💔 4HP❤️❤️ 6HP❤️❤️❤️ None
Magma Cube (small) 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 None
Nautilus None
Ocelot 3HP❤️💔 None
Old Zombie Villager 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 None
Panda 2HP❤️ 3HP❤️💔 None
Panda (aggressive) 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Parched arrow‌[JE only] 2HP❤️ to 4HP❤️❤️ Normally: Weakness for 30 seconds when their tipped arrow hits any mob (including another parched)

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Parched arrow‌[BE only] 1HP💔 to 4HP❤️❤️, varies with proximity 1HP💔 to 5HP❤️❤️💔, varies with proximity Weakness for 30 seconds when their tipped arrow hits any mob (including another parched)
Parched (melee) 2HP❤️ 3HP❤️💔 None
Phantom‌[JE only] None
Phantom‌[BE only] 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Piglin arrow‌[JE only] 2HP❤️ to 5HP❤️❤️💔 3HP❤️💔 to 5HP❤️❤️💔 None
Piglin arrow‌[BE only] 1HP💔 to 4HP❤️❤️ 1HP💔 to 5HP❤️❤️💔 None
Piglin (melee with sword)‌[JE only] 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 None
Piglin (melee with sword)‌[BE only] 5.5HP❤️ × 2.75 9HP❤️❤️❤️❤️💔 13.5HP❤️ × 6.75 None
Piglin (melee without sword)‌[JE only] 3.5HP❤️ × 1.75 5HP❤️❤️💔 7.5HP❤️ × 3.75 None
Piglin Brute‌[JE only] 7.5HP❤️ × 3.75 13HP❤️ × 6.5 19.5HP❤️ × 9.75 None
Piglin Brute‌[BE only] 6HP❤️❤️❤️ 10HP❤️❤️❤️❤️❤️ 15HP❤️ × 7.5 None
Piglin Brute (unarmed) 4.5HP❤️ × 2.25 7HP❤️❤️❤️💔 10.5HP❤️ × 5.25 None

Pillager arrow ‌[JE only]

2HP❤️ to 3HP❤️💔 3HP❤️💔 to 5HP❤️❤️💔 5HP❤️❤️💔 to 7HP❤️❤️❤️💔 Normally: None

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Pillager arrow ‌[BE only] None
Pillager (melee)‌[BE only] 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 None
Polar Bear 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Pufferfish (semi-puffed) 2HP❤️ 3HP❤️💔 Poison for 3 seconds
Pufferfish (fully puffed)‌[JE only] 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 Poison for 6 seconds
Pufferfish (fully puffed)‌[BE only] 2HP❤️ 3HP❤️💔 Poison for 10 seconds
Ravager (melee) 7HP❤️❤️❤️💔 12HP❤️ × 6 18HP❤️ × 9 None
Ravager (roar) 4HP❤️❤️ 6HP❤️❤️❤️ 9HP❤️❤️❤️❤️💔 None
Shulker bullet 3HP❤️💔 4HP❤️❤️ 6HP❤️❤️❤️ Levitation for 10 seconds
Silverfish 1HP💔 1.5HP❤️ × 0.75 None
Skeleton arrow‌[JE only] 2HP❤️ to 4HP❤️❤️ 3HP❤️💔 to 5HP❤️❤️💔 4HP❤️❤️ to 8HP❤️❤️❤️❤️ Normally: None

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Skeleton arrow‌[BE only] 1HP💔 to 4HP❤️❤️, varies with proximity 1HP💔 to 5HP❤️❤️💔, varies with proximity None
Skeleton (melee) 2HP❤️ 3HP❤️💔 None
Slime (big) 3HP❤️💔 4HP❤️❤️ 6HP❤️❤️❤️ None
Slime (medium) 2HP❤️ 3HP❤️💔 None
Slime (small) 0HP🖤 None
Snow Golem snowball 3HP❤️💔 to blazes None
Spider 2HP❤️ 3HP❤️💔 None
Stray arrow‌[JE only] 3HP❤️💔 to 5HP❤️❤️💔 Normally: Slowness for 30 seconds when their tipped arrow hits any mob (including another stray)

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Stray arrow‌[BE only] 1HP💔 to 4HP❤️❤️, varies with proximity 1HP💔 to 5HP❤️❤️💔, varies with proximity Slowness for 30 seconds when their tipped arrow hits any mob (including another stray)
Stray (melee)‌[JE only] 2HP❤️ 2HP❤️ 3HP❤️💔 None
Stray (melee)‌[BE only] Slowness for 9 seconds
Sulfur Cube (Magma Block) 1HP💔 None
Sulfur Cube explosion (TNT) 29HP❤️ × 14.5 56HP❤️ × 28 84.5HP❤️ × 42.25 None
Trader Llama spit 1HP💔 1.5HP❤️ × 0.75 None
Vex 5.5HP❤️ × 2.75 9HP❤️❤️❤️❤️💔 13.5HP❤️ × 6.75 None
Vex (unarmed) ‌[JE only] 3HP❤️💔 4HP❤️❤️ 6HP❤️❤️❤️ None
Vex (unarmed) ‌[BE only] 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 None
Villager's firework rocket 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 None
Vindicator 7.5HP❤️ × 3.75 13HP❤️ × 6.5 19.5HP❤️ × 9.75 None
Vindicator (unarmed)‌[JE only] 3.5HP❤️ × 1.75 5HP❤️❤️💔 7.5HP❤️ × 3.75 None
Vindicator (unarmed)‌[BE only] 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 None
Warden (melee) 16HP❤️ × 8 30HP❤️ × 15 45HP❤️ × 22.5 None
Warden (ranged) 6HP❤️❤️❤️ 10HP❤️❤️❤️❤️❤️ 15HP❤️ × 7.5 None
Witch Deals damage by throwing potions Throws splash potions of Poison, Instant Damage, Slowness, and Weakness
Wither Skeleton‌[JE only] 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 Wither for 10 seconds
Wither Skeleton‌[BE only] 5.5HP❤️ × 2.75 9HP❤️❤️❤️❤️💔 13.5HP❤️ × 6.75 Wither for 10 seconds
Wither Skeleton (unarmed) 3HP❤️💔 4HP❤️❤️ 6HP❤️❤️❤️ Wither for 10 seconds
EntitySprite wither-skeleton.png: Sprite image for wither-skeleton in Minecraft Wither Skeleton arrow‌[JE only] 2HP❤️ to 4HP❤️❤️ + Fire for 5 seconds 3HP❤️💔 to 5HP❤️❤️💔 + Fire for 5 seconds 4HP❤️❤️ to 8HP❤️❤️❤️❤️ + Fire for 5 seconds Normally: None

If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow

Wither (birth explosion)

‌[JE only]

35.5HP❤️ × 17.75 69HP❤️ × 34.5 103.5HP❤️ × 51.75 None
Wither (birth explosion)

‌[BE only]

37HP❤️ × 18.5 72HP❤️ × 36 108HP❤️ × 54 None
Wither Skull 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 Wither II for 10 seconds on Normal difficulty and 40 seconds on Hard difficulty
Wither Skull (explosion) 5HP❤️❤️💔 None
Wither (dash attack)‌[BE only] 8.5HP❤️ × 4.25 15HP❤️ × 7.5 22.5HP❤️ × 11.25 None
EntitySprite angry-wolf.png: Sprite image for angry-wolf in Minecraft Wolf 3HP❤️💔 4HP❤️❤️ 6HP❤️❤️❤️ None
Zoglin 2.5HP❤️ × 1.25 to 5HP❤️❤️💔 3HP❤️💔 to 8HP❤️❤️❤️❤️ 4.5HP❤️ × 2.25 to 12HP❤️ × 6 None
Baby Zoglin 0.5HP❤️ × 0.25 0.75HP❤️ × 0.375 None
Zombie 2.5HP❤️ × 1.25 3HP❤️💔 4.5HP❤️ × 2.25 None
Zombie Nautilus None
Zombie Villager None
Zombified Piglin‌[JE only] 5HP❤️❤️💔 8HP❤️❤️❤️❤️ 12HP❤️ × 6 None
Zombified Piglin‌[BE only] 5.5HP❤️ × 2.75 9HP❤️❤️❤️❤️💔 13.5HP❤️ × 6.75 None
Zombified Piglin (unarmed) 3.5HP❤️ × 1.75 5HP❤️❤️💔 7.5HP❤️ × 3.75 None


Other effects

Attribute Notes Condition
World difficulty Regional difficulty (RD) Clamped regional difficulty (CRD) Moon phase only
HP💔 Mobs and explosions do higher damage to players. Peaceful: No damage
Easy: 1⁄2 of Normal damage + 1 (never higher than Normal damage)
Hard: 1 1⁄2 times Normal damage
Yes No No No
EntitySprite guardian.png: Sprite image for guardian in Minecraft Guardians (both types) have higher laser magic damage. Hard: + 2HP❤️, added before calculating the difficulty-scaled mob damage Yes No No No
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
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
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
ItemSprite golden-helmet.png: Sprite image for golden-helmet in Minecraft Zombies are able to spawn reinforcements. Hard only Yes No No No
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: (10×CRD)%
The door actually breaking: Hard only
Yes No Yes No
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
EntitySprite zombified-piglin.png: Sprite image for zombified-piglin in Minecraft Zombified piglins spawn from nether portals in the Overworld more often. 1⁄2000 per block tick on Easy,
1⁄1000 on Normal,
3⁄2000 on Hard
Yes No No No
ItemSprite bow.png: Sprite image for bow in Minecraft A skeleton or stray's cooldown between attacks is shortened Easy/Normal: 3s cooldown
Hard: 2s
Yes No No No
ItemSprite bow.png: Sprite image for bow in Minecraft A bogged or parched's cooldown between attacks is shortened Easy/Normal: 4.5‌[JE only]/3.5‌[BE only]s cooldown
Hard: 3.5‌[JE only]/2.5‌[BE only]s
Yes No No No
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
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
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
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
EntitySprite spider.png: Sprite image for spider in Minecraft Spiders can naturally spawn with status effects. Hard
(10×CRD)%
Yes No Yes No
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
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
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
EntitySprite wither.png: Sprite image for wither in Minecraft A wither shoots wither skulls when idle. Normal/Hard only Yes No No No
EntitySprite wither.png: Sprite image for wither in Minecraft A wither spawns 3 wither skeletons when brought below half health.‌[Bedrock Edition only] Normal/Hard only Yes No No No
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
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
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% + 8HP❤️❤️❤️❤️
Normal: 33% + 4HP❤️❤️
Hard: 33%
Yes No No No
EntitySprite skeleton-horse.png: Sprite image for skeleton-horse in Minecraft Lightning strikes are more likely to spawn a skeleton trap horse. Chance = (RD)%
(0.75–1.5% on Easy, 1.5–4% on Normal, 2.25–6.75% on Hard)
No Yes No No
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 = (30×RD)%
Burn time = 2 × RD seconds
No Yes No No
EntitySprite husk.png: Sprite image for husk in Minecraft The Hunger effect caught from being attacked by a husk lasts longer. Effect time = 7 × RD seconds No Yes No No
Illusioners can cast blindness. If RD > 2. No Yes No No
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: (55×CRD)% No No Yes No
EnvSprite mobs.png: Sprite image for mobs in Minecraft Zombies are more likely to have a greater follow distance. If (random # in range 0–1.5) × 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 1⁄3 chance of it happening. No No Yes No
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": (5×CRD)% No No Yes No
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: (15×CRD)% No No Yes No
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 = (25×CRD)% No No Yes No
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 = (50×CRD)% No No Yes No
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)×CRD 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
EntitySprite slime.png: Sprite image for slime in Minecraft Slimes are more likely to be bigger. Small: ((33×(1-CRD)/2)+16.5)%
Medium: 34%
Big: ((33×(1+CRD)/2)+16.5)%
in other words:
Small/Medium/Big: 16.5%–33% / 34% / 33%–49.5%
No No Yes No
BiomeSprite swamp.png: Sprite image for swamp in Minecraft Slimes are more likely to spawn in swamp biomes. See above No No No Yes
EntitySprite ravager.png: Sprite image for ravager in Minecraft Raid has more waves Easy: 3 waves

Normal: 5 waves
Hard: 7 waves

Yes No No No
Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft Illager patrol size RD + 1 illagers (rounded up) No Yes No No
Invicon Ominous Banner.png: Sprite image for Ominous Banner in Minecraft Illager patrol can spawn on any light level‌[Bedrock Edition only] Easy: Light level 0-7

Normal and Hard: Any light level

Yes No No No
Vindicator and Pillager spawn from raids having higher chance to drop special loot.‌[Bedrock Edition only] Normal: 65% chance

Hard: 80% chance

Yes No No No
Vindicator are able to break down 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

Videos

Note: This video is outdated, as several features like regional difficulty and clamped regional difficulty are added.

History

Development

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

Java Edition Indev
0.3120100205-1558 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
1.0.0Beta 1.9 Prerelease 2 Added Hardcore mode.
1.6.113w16a Added regional difficulty.
1.814w02a 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.
1.1620w17a Difficulty can now be chosen on world creation.

Bedrock Edition

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
1.0.5alpha 1.0.5.0 Added /difficulty.
Bedrock Edition
1.20.50Preview 1.20.50.20 Vindicators and evokers no longer spawn in peaceful difficulty.
1.20.60Preview 1.20.60.20 Zoglins no longer spawn in peaceful difficulty.
? Added regional difficulty.
1.21.40 Added Hardcore mode.
1.21.90Preview 1.21.90.20 Piglin brutes no longer spawn naturally in Peaceful difficulty.[5]
1.21.100Preview 1.21.100.20 Piglin brutes now despawn in Peaceful difficulty.[5]

Legacy Console Edition

Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1 Added difficulty.
TU11 Added a message when the player tries to spawn a hostile mob from a spawn egg in Peaceful difficulty.
TU19CU71.121.121.12 Added regional difficulty.
TU25CU141.171.171.17 It is now possible to change the difficulty via the host options menu if host privileges are enabled.

Issues

Issues relating to "Difficulty" are maintained on the bug tracker. Issues should be reported and viewed there.

Notes

  1. ↑ An eye of ender requires blaze powder to craft, which can be crafted only from blaze rods; but a blaze rod can be obtained only as a drop from a blaze, which is a hostile mob that cannot spawn in Peaceful.
  2. ↑ Since each end portal frame has a 1⁄10 chance of being filled, there is a (1⁄10)12 = 1⁄1 trillion chance of all 12 end portal frames being filled.
  3. ↑ Mobs accept fall damage if their health would not be reduced below 33% of their maximum health (rounded up to the nearest 1HP💔), plus a constant reserve based on difficulty. This even applies to ground-based mobs immune to fall damage.
  4. ↑ This value is actually 1⁄3.

References

  1. ↑ MCPE-55270 – Phantoms are not despawning in Peaceful Difficulty
  2. ↑ MC-304858 – Zombie nautiluses can spawn on peaceful by themselves, unlike skeleton/zombie horses and camel husks
  3. ↑ https://github.com/hube12/SSGOutput/releases/tag/1.1
  4. ↑ DifficultyInstance, the source code uses clamp function from 0.0 minimum, but both values are guaranteed to be >= 0.0.
  5. ↑ a b MCPE-88837 – Piglin brutes do not despawn in Peaceful mode

See also

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