Weapons & armour
Alinea has a custom combat system built around equipment progression. Different enemies are balanced around different gear tiers, so choosing suitable weapons and armour is part of preparing for a fight. This guide explains how materials, quality and enchantments affect the damage you deal and take.
Damage and ratings
Each attack has two values, and each defender has one.
- Base damage is the starting damage of an attack.
- Attack rating describes how well that attack gets through defence.
- Defence rating describes how well the defender withstands an attack.
Base damage depends on the type of weapon.
| Weapon | Base damage | What affects it |
|---|---|---|
| 4 | Same base damage for every material. | |
| 4 | Charging adds damage based on relative movement speed. | |
| 6 | Same base damage for every material. | |
| 6 | Damage decreases as the arrow loses speed. | |
| 7 | Damage decreases as the arrow loses speed. | |
| 6 | Greater fall height can increase smash damage. | |
| 6 melee / 5 thrown | Thrown hits deal projectile damage. |
All values assume the weapon was fully charged. Critical hits with swords, axes and maces increase base damage by 50%. Spears do not deal critical hits. Enchantments can also affect these base damages.
Attack and defence ratings depend on the material. A shield adds its rating to your defence.
Armour ratings shown are for a full set. The helmet contributes 18.75%, the chestplate contributes 37.50%, the leggings contribute 25.00%, and the boots contribute 18.75%.
For iron, diamond and netherite equipment, quality changes each sword, axe or spear’s attack rating and each armour piece’s defence rating by −48 to +48, giving a full armour set a total variation of −192 to +192 defence rating. Armour also gains defence rating from the levels of its Protection enchantments.
How ratings change damage
The actual damage depends on the difference between attack and defence rating. Higher attack means more damage; higher defence means less. When the ratings match, the attack deals exactly its base damage.
Armour's material rating applies to normal, projectile and blast damage, but not fire or magic. A full netherite set has a separate 128 fire defence rating; other materials provide none.
Combat has four directions.
- EvP means mobs or the environment damaging players.
- PvE means players damaging mobs.
- PvP means players damaging players.
- EvE means mobs damaging other mobs.
In EvP, having defence below the attack rating carries an extra damage penalty. It is especially important to bring armour rated at least as high as the attacks in the area. Reaching that rating makes the biggest difference; higher defence still helps, but with diminishing returns. PvE, PvP and EvE use the gentler curve. At or above matching defence, both curves are the same.
- EvP
- PvE / PvP / EvE
For example, a piglin brute's axe has 4 base damage and 384 attack rating. Suppose you wear a copper helmet, chestplate and leggings with iron boots, and the helmet has Protection II. The pieces contribute 48 + 96 + 64 + 72 = 280 defence rating. Protection II adds another 24, bringing your total to 304.
Your iron sword has Sharpness V, giving it 6.5 base damage at 384 attack rating. The brute has 384 defence. The graph follows your armour from that mixed set to full iron, then full diamond. Each set keeps Protection II on the helmet. All your equipment is Standard quality (+0) and at full durability.
- Player Defence Brute's axe · 4 base damage · 384 attack rating
- Piglin Defence Iron sword, Sharpness V · 6.5 base damage · 384 attack rating
Upgrading the three copper pieces to iron raises your defence from 304 to 408, reducing each hit from 9.08 to 3.72 damage, about 59% less. Full diamond reaches 536 defence and takes 2.47 damage, another 34% reduction. Diamond still helps, but reaching iron is the bigger upgrade against this enemy.
Now face a wither skeleton. Its sword strike has the same 4 base damage, but 512 attack rating. Keep exactly the same equipment and compare the same upgrades.
- Player Defence Skeleton's sword · 4 base damage · 512 attack rating
- Skeleton Defence Iron sword, Sharpness V · 6.5 base damage · 384 attack rating
This time, upgrading the remaining copper pieces to iron only reduces the hit from 11.25 to 9.62 damage, about 15% less. Moving from iron to diamond reduces it to 3.72 damage, a further 61% reduction. Iron is still below this attack's rating; diamond crosses it. These values are for the sword strike itself, before any damage from the Wither effect.
The important upgrade depends on what you are fighting. Iron makes the biggest difference against the brute; diamond does against the wither skeleton. Higher-rated armour keeps helping afterwards, but reaching the enemy's attack rating is the first priority. Your sword stays the same in both examples, so these comparisons isolate the effect of upgrading your armour.
Improving weapons
A material upgrade raises a sword, axe or spear's attack rating. Quality adjusts that rating further for iron, diamond and netherite. Enchantments can improve either the rating or the base damage, depending on the enchantment.
| Enchantment | Effect per level |
|---|---|
| Sharpness | Adds 0.5 base damage against all targets. |
| Impaling | Adds 0.75 base damage against aquatic mobs. |
| Smite | Adds 0.75 base damage against undead mobs. |
| Bane of Arthropods | Adds 0.75 base damage against arthropods, with Slowness. |
| Power | Adds 1 base damage at full arrow speed, scaling down with speed. |
| Piercing | Adds 36 attack rating to arrows. |
| Breach | Adds 32 attack rating to maces. |
| Density | Adds smash damage. |
| Fire Aspect and Flame | Raise the rating of an additional fire attack and extend burning. |
Breach and Density can be combined. Sharpness, Smite and Bane of Arthropods are mutually exclusive. See enchantments for available levels and unstable books.
Improving defence
Protection enchantments add defence rating against specific attacks. Several pieces can specialise in one type, or cover different types.
| Enchantment | Protects against |
|---|---|
| Protection | Melee attacks and physical contact. |
| Projectile Protection | Arrows and other missiles. |
| Blast Protection | Explosions and sonic booms. |
| Fire Protection | Flames, lava and burning. |
On one piece, each level adds 12 defence rating against the relevant damage type. Combining multiple pieces gives diminishing returns. The total bonus is , where each is an equipped level of the same Protection type.