Difficulty

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For the feature in Minecraft Dungeons, see Dungeons:Difficulty.
This article is about the gameplay mechanic. For the command, see Commands/difficulty.
Mobs in full armor are a common sight in higher difficulty levels.

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 the options menu.

There are four difficulty levels in the game: Peaceful, Easy, Normal, and Hard. These can be changed when creating a world, in the pause menu 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:

  • 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, hoglins, piglin brutes[BE only], and the ender dragon. No spiders, cave spiders, zombified piglins, endermen, or drownedneutral rather than hostile mobs – can spawn naturally. When any of these mobs attempt to spawn (whether naturally, through monster spawners, spawn eggs, or commands), they are removed from the game instantaneously. Skeleton horses are also not able to spawn naturally.[1] All mobs that can spawn (such as shulkers, piglins, or wolves) are completely peaceful and unable to harm the player - with the exception of the ender dragon. Additionally, sculk shriekers do not give the Darkness effect because it 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 are removed from the world. 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 killed by it 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.

If a player is in a village with Raid Omen and the effect ends, raids cannot be triggered at all as illagers (including evokers and vindicators) 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 end portals cannot be activated by the player in Peaceful difficulty, because it is impossible to acquire the eyes of ender necessary to activate an end portal.[note 1] However, it is possible to switch to a non-Peaceful difficulty, let blazes 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]

Easy

Hostile mobs spawn, but they deal 12 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 wear 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♥ 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

Hostile mobs deal approximately 112 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 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. Pillagers spawn near the player, with their attacks dealing 4HP♥♥ damage. In Bedrock Edition, if the world type is infinite, they deal 5HP♥♥♥ damage.

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 the Open to LAN feature in the pause menu to enable commands, or to use an .NBT editor on the world's .NBT file.‌[JE only]

Moon phase

The phase of the moon has effects on the spawning of slimes in swamp biomes, and contributes to the calculation of regional difficulty. The fuller the moon is, the greater the effect.

The moon does not actually have to be in the sky for this effect to take place, since the moon exists in 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%

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, 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

if (MoonPhase ÷ 4 > DaytimeFactor) add DaytimeFactor to ChunkFactor
else add (MoonPhase ÷ 4) to ChunkFactor

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) also 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 effects reach the maximum after 63 in-game days (1512000 game ticks) in a fully-inhabited chunk on a full moon; and on Hard after 63 in-game days the effects reach the maximum in chunks inhabited 4 16 hours during a full moon and remain at maximum in chunks inhabited over 16 23 hours.[verify]

Effects

Mob damage

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, 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.
Mob Difficulty Status effect(s)
Easy Normal Hard
Agent 5HP♥♥♥ No
Axolotl 2HP♥ No
Bee 2HP♥ 2HP♥ 3HP♥♥ Poison for 10 seconds on Normal difficulty and for 18 seconds on Hard difficulty
Blaze (melee) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Blaze fireball 5HP♥♥♥ + fire for 5 seconds No
Bogged arrow 3HP♥♥ to 5HP♥♥♥ Normally: Poison for 4 seconds

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

Bogged (melee) 2HP♥ 3HP♥♥ No
Breeze wind charge 1HP♥ 1.5HP♥ × 0.75 No
Cat 3HP♥♥ No
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 No
Creeper explosion (normal) 22.5HP♥ × 11.25 43HP♥ × 21.5 64.5HP♥ × 32.25 When exploding: No

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

Creeper explosion (charged) 43.5HP♥ × 21.75 85HP♥ × 42.5 127.5HP♥ × 63.75
Dolphin 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Drowned No
Drowned trident (ranged) 7HP♥♥♥♥ 9HP♥♥♥♥♥ 12HP♥ × 6 No
Drowned trident (melee)‌[BE only] 6HP♥♥♥ 11HP♥ × 5.5 16HP♥ × 8 No
Elder Guardian (laser) 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 Inflicts 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 No
Ender Dragon (wings) 3HP♥♥ 5HP♥♥♥ 7HP♥♥♥♥ No
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 No
Endermite 2HP♥ 3HP♥♥ No
Evoker fangs[JE only] 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Evoker fangs[BE only] 6HP♥♥♥ No
Fox 2HP♥ 3HP♥♥ No
Frog Target despawns after being pulled No
Ghast fireball (impact) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Ghast fireball (explosion) 9.5HP♥ × 4.75 17HP♥ × 8.5 25.5HP♥ × 12.75 No
Giant[JE only] 26HP♥ × 13 50HP♥ × 25 75HP♥ × 37.5 No
Goat 2HP♥ 3HP♥♥ No
Goat (baby) 1HP♥ 1.5HP♥ × 0.75 No
Guardian (laser) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Guardian (spikes) 2HP♥ 3HP♥♥ No
Hoglin[JE only] 2.5HP♥ × 1.25 to 5HP♥♥♥ 3HP♥♥ to 8HP♥♥♥♥ 4.5HP♥ × 2.25 to 12HP♥ × 6 No
Hoglin[BE only] 3HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Hoglin (baby) 0.5HP♥ × 0.25 0.75HP♥ × 0.375 No
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♥♥♥ Throws 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 No
The Killer Bunny[JE only] 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Llama spit 1HP♥ 1.5HP♥ × 0.75 No
Magma Cube (big) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Magma Cube (medium) 3HP♥♥ 4HP♥♥ 6HP♥♥♥ No
Magma Cube (small) 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Ocelot 3HP♥♥ No
Old Zombie Villager 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Panda 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Phantom[JE only] 2HP♥ 3HP♥♥ No
Phantom[BE only] 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Piglin arrow[JE only] 2HP♥ to 5HP♥♥♥ 3HP♥♥ to 5HP♥♥♥ No
Piglin arrow[BE only] 2HP♥ - 4HP♥♥ 2HP♥ to 5HP♥♥♥ No
Piglin (melee with sword)‌[JE only] 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Piglin (melee with sword)‌[BE only] 5HP♥♥♥ 9HP♥♥♥♥♥ 13HP♥ × 6.5 No
Piglin (melee without sword)‌[JE only] 3.5HP♥ × 1.75 5HP♥♥♥ 7.5HP♥ × 3.75 No
Piglin Brute[JE only] 7.5HP♥ × 3.75 13HP♥ × 6.5 19.5HP♥ × 9.75 No
Piglin Brute[BE only] 6HP♥♥♥ 10HP♥♥♥♥♥ 15HP♥ × 7.5 No
Piglin Brute (unarmed) 4.5HP♥ × 2.25 7HP♥♥♥♥ 10.5HP♥ × 5.25 No
Pillager arrow 3.5HP♥ × 1.75 4HP♥♥ 5HP♥♥♥ No
Pillager (melee)‌[BE only] 2HP♥ 3HP♥♥ 5HP♥♥♥ No
Polar Bear 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
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 No
Ravager (roar) 4HP♥♥ 6HP♥♥♥ 9HP♥♥♥♥♥ No
Shulker bullet 3HP♥♥ 4HP♥♥ 6HP♥♥♥ Levitation for 10 seconds
Silverfish 1HP♥ 1.5HP♥ × 0.75 No
Skeleton arrow[JE only] 2HP♥ to 4HP♥♥ 3HP♥♥ to 4HP♥♥ 4HP♥♥ to 5HP♥♥♥ Normally: No

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 No
Skeleton (melee) 2HP♥ 3HP♥♥ No
Slime (big) 3HP♥♥ 4HP♥♥ 6HP♥♥♥ No
Slime (medium) 2HP♥ 3HP♥♥ No
Slime (small) 0HP♥ No
Snow Golem snowball 3HP♥♥ to blazes No
Spider 2HP♥ 3HP♥♥ No, but can spawn with effects
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] Damage varies with proximity
Stray (melee) 2HP♥ 3HP♥♥ No
Trader Llama spit 1HP♥ 1.5HP♥ × 0.75 No
Vex 5.5HP♥ × 2.75 9HP♥♥♥♥♥ 13.5HP♥ × 6.75 No
Vex (unarmed) 3HP♥♥ 4HP♥♥ 5HP♥♥♥ No
Villager's firework rocket 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Vindicator 7.5HP♥ × 3.75 13HP♥ × 6.5 19.5HP♥ × 9.75 No
Vindicator (unarmed) 3.5HP♥ × 1.75 5HP♥♥♥ 7.5HP♥ × 3.75 No
Warden (melee) 16HP♥ × 8 30HP♥ × 15 45HP♥ × 22.5 No
Warden (ranged) 6HP♥♥♥ 10HP♥♥♥♥♥ 15HP♥ × 7.5 No
Witch Deals damage by throwing potions Throws splash potions of Poison, Instant Damage, Slowness, and Weakness
Wither Skeleton 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 Wither for 10 seconds
Wither Skeleton (unarmed) 2HP♥ 2HP♥ 3HP♥♥ Wither for 10 seconds
EntitySprite wither-skeleton.png: Sprite image for wither-skeleton in Minecraft Wither Skeleton arrow 2HP♥ to 4HP♥♥ + fire for 5 seconds 3HP♥♥ to 4HP♥♥ + fire for 5 seconds 4HP♥♥ to 5HP♥♥♥ + fire for 5 seconds Normally: No

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

Wither (birth explosion) 35.5HP♥ × 17.75 69HP♥ × 34.5 103.5HP♥ × 51.75 No
Wither Skull 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 Wither II for 10 seconds on Normal difficulty and 40 seconds on Hard difficulty
Wither Skull (explosion) 5HP♥♥♥ No
Wither (dash attack)
[BE only]
15HP♥ × 7.5 No
EntitySprite angry-wolf.png: Sprite image for angry-wolf in Minecraft Wolf 3HP♥♥ 4HP♥♥ 6HP♥♥♥ No
Zoglin 3HP♥♥ to 5HP♥♥♥ 3HP♥♥ to 8HP♥♥♥♥ 4.5HP♥ × 2.25 to 12HP♥ × 6 No
Zoglin (baby) 0.5HP♥ × 0.25 0.75HP♥ × 0.375 No
Zombie 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No
Zombified Piglin 5HP♥♥♥ 8HP♥♥♥♥ 12HP♥ × 6 No
Zombified Piglin (unarmed) 3HP♥♥ 5HP♥♥♥ 7HP♥♥♥♥ No
Zombie Villager 2.5HP♥ × 1.25 3HP♥♥ 4.5HP♥ × 2.25 No


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: 12 of Normal damage + 1 (never higher than Normal damage)
Hard: 1 12 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. 12000 per block tick on Easy,
11000 on Normal,
32000 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: 2s cooldown
Hard: 1s
Yes No No No
ItemSprite bow.png: Sprite image for bow in Minecraft A bogged's cooldown between attacks is shortened Easy/Normal: 3.5s cooldown
Hard: 2.5s
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 3–4 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 13 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 vindicator‌[Bedrock Edition only] Easy and Normal: 100% pillager

Hard: 80% pillager, 20% vindicator

Yes No 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

Video

History

[hide]Java Edition Classic
May 21, 2009Difficulty 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, 2009Notch 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."
[hide]Java Edition Indev
0.3120100205Added the option to change difficulty to Peaceful, Easy, Normal, or Hard.
[hide]Java Edition Alpha
October 22, 2010Notch 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.
[hide]Java Edition
1.0.0Beta 1.9 Prerelease 2Hardcore mode added.
1.6.113w16aRegional difficulty added.
1.814w02aDifficulty 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.
1.1620w17aDifficulty can now be chosen on world creation.
[hide]Pocket Edition Alpha
v0.4.0Added Peaceful difficulty.
v0.12.1Added Easy and Hard difficulties.
v0.16.0Difficulty is now saved on a per-world basis instead of globally, and is now controlled via world settings.
[hide]Pocket Edition
1.0.5alpha 1.0.5.0Added /difficulty
[hide]Bedrock Edition
?Added regional difficulty.
1.21.40Hardcore mode added
[hide]Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1Difficulty added.
TU11Added a message when the player tries to spawn a hostile mob from a spawn egg in Peaceful difficulty.
TU19CU71.121.121.12Regional difficulty added.
TU25CU141.171.171.17It 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.

Java Edition

  • MC-272872 – Constantly teleported players have difficulty placing blocks
  • MC-155269 – Villagers have difficulty pathfinding to workstations that have blocks located above them
  • MC-1788 – Ocelots do not spawn naturally on peaceful difficulty in jungle and bamboo jungle biomes
  • MC-227168 – Shulkers don't attack back in peaceful difficulty
  • MC-229347 – Untamed cats, ocelots & foxes no longer run away on peaceful difficulty
  • MC-255898 – Damage by evoker fangs is unaffected by difficulty
  • MC-257814 – Axolotls occasionally have difficulty entering water from corners
  • MC-267587 – Some mobs attached to fences via leads don't pathfind or have difficulty pathfinding to players that are tempting them
  • MC-272624 – Locked difficulty and difficulty lock cannot be narrated
  • MC-73881 – Summoning monsters in peaceful difficulty spawns monster for 1 tick
  • And 15 other open issues.

Bedrock Edition

  • MCPE-187794 – Wither effect duration is 40 seconds instead of 10 in Normal difficulty
  • MCPE-55270 – Phantoms are not despawning in Peaceful Difficulty
  • MCPE-83247 – Shooting yourself with a tipped arrow gives no effects in peaceful difficulty
  • MCPE-89170 – Having a repeating command block set the game difficulty, causes extreme entity lag (Nintendo Switch)
  • MCPE-135446 – Pufferfish do damage in Peaceful difficulty
  • MCPE-180945 – Wolves have difficulty attacking
  • MCPE-187734 – Hard difficulty summary in Turkish is incorrect
  • MCPE-189535 – Certain mobs can have difficulty inflicting recurring hits on non-moving or too-close players

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 110 chance of being filled, there is a (110)12 = 11 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 actually13.

References

See also

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