House rules: Gear and combat
Where ExfilCraft works differently from vanilla Minecraft with gear and in combat.
Numbers are the defaults. A server can change them.
Everything that wears out has less durability than vanilla (35% less), except gold tools and weapons.
EverywhereThe enchanting table never enchants gear: it turns a plain book and lapis into a tier 1, 2 or 3 Unidentified Book, with the higher tiers needing more bookshelves.
EverywhereThe anvil only repairs and renames: it refuses enchanted books and drops the second item's enchantments when you combine two pieces.
EverywhereEnchantments go on gear at the weaponsmith, toolsmith, armorer, fletcher and fisherman benches in the Market, paid in emeralds, and the librarian merges two identical books into the next level. An Unidentified Book can also go straight onto a piece of gear at one of those benches for a random enchantment, at 25% less than a book you chose, and the bench shows what it will roll before you pay.
MarketEach piece of gear holds a limited number of different enchantments set by its material (wood holds none), shown on its tooltip; no bench adds one past that, though raising one it already has is always allowed.
EverywhereGear found in raids always arrives damaged and can carry more enchantments than its slot limit, but then takes no new ones.
RaidThe grindstone strips every enchantment, curses included; a piece's trait stays.
EverywhereMending and Infinity cannot be obtained (items that already have them keep them); the Reclaim enchantment sometimes gives an arrow back on a hit instead.
EverywhereRiptide cannot be obtained, because it lets you fly through the air far too fast.
EverywhereSeveral enchantments go higher than vanilla (Blast, Fire and Projectile Protection and Unbreaking to V; Knockback, Punch and Thorns to IV; Multishot to III), Flame and Punch go on crossbows, and Channeling works in any rain.
EverywhereEach piece of leather armour shrinks how far away mobs notice you and draws you slightly see-through to other players.
EverywhereCrouching cuts how far away mobs notice you to 50% of normal, far more than vanilla's sneak bonus, and makes you look faint to other players.
EverywhereAn empty main hand makes you a little faster and wearing no armour adds as much again, shown as the Unburdened effect; the off hand never counts.
EverywhereWith a two-handed weapon in your main hand your off hand does nothing (no shield, food, blocks or bow), and its item is hidden; only totems still work there.
EverywhereThe vanilla shield cannot be crafted and becomes an Iron Shield if loot hands you one; shields come in tiers from wood to Enderite, and six planks plus an iron ingot makes the Iron Shield.
EverywhereEach worn piece of netherite armour cuts fire and lava damage by 25%, so a full set shrugs it off.
EverywhereFound gear can carry a trait named in its name (Strong, Scorched and so on) whose bonus only works under its condition, such as at night, in rain, underground or in one biome.
EverywhereA bundle, Quiver, Keyring or Alchemy Pouch held in either hand collects what you walk over before your inventory does (never gear); a bow draws from a Quiver before loose arrows.
EverywhereA plain bundle will not take potions; an Alchemy Pouch holds sixteen.
EverywhereCrossbows fire Bolts as well as arrows, but bows cannot fire Bolts.
EverywherePhantom-fletched ammo flies dead straight and vanishes if it hits nothing, prismarine-tipped ammo keeps its speed underwater, and Blaze-cored arrows only set blocks alight in raids.
EverywhereAn arrow tipped from a splash potion bursts over an area, and one from a lingering potion leaves a cloud.
EverywhereFlying on a Potion of Flying is much slower than creative flight, and sprinting does not speed it up.
EverywhereA raised shield reliably blocks a skeleton's arcing arrows from the front.
EverywhereA client setting shows every item's durability on its tooltip all the time.
Everywhere