Difficulty

10.08.2019
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, tailoring your skills.

  • 1World settings
    • 1.4Hard
  • 3Regional difficulty
  • 4Effects

World settings[edit]

There are four difficulty levels in the game: Peaceful, Easy, Normal and Hard. These can be set in the settings, as well as by the /difficulty command.

Breathing difficulty, or shortness of breath, is a frightening but surprisingly common symptom. Shortness of breath is the distressing sensation that breathing requires more effort than usual.

Peaceful[edit]

No hostile mobs can spawn naturally, except for vindicators, evokers, shulkers, and the ender dragon, but they cannot deal damage. Also, no spiders, cave spiders, zombie pigmen or endermen – neutral rather than hostile mobs – can spawn naturally. When any of these mobs attempt to spawn (whether naturally, through mob spawners, spawn eggs, or commands), they are removed from the game instantaneously. 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. The hunger bar never depletes and players cannot eat anything except golden apples, chorus fruits, and milk buckets unless the player has switched to Peaceful when their hunger bar was below the maximum‌[Java and Legacy Console editions only]. Players can eat normally though the hunger bar never depletes.‌[Bedrock Edition only] Additionally, if the hunger bar is below the maximum, it quickly regenerates.

Easy[edit]

Hostile mobs spawn, but they deal less damage than on Normal difficulty. The hunger bar can deplete and will leave the player with 10 if it drains completely. Cave spiders cannot poison players on Easy difficulty, and the wither won't cause the Wither effect, although wither skeletons will. Lightning only sets the struck block on fire, not surrounding blocks. Zombies won't turn villagers into zombie villagers.

Normal[edit]

Hostile mobs spawn and deal standard damage. The hunger bar can deplete and will leave the player with 1 if it drains completely. Villagers killed by zombies have a 50% chance of turning into a zombie villager.

Hard[edit]

Hostile mobs spawn and deal greater damage than on Normal difficulty. The hunger bar can deplete and the player will starve to death if it drains completely. Zombies can break through wooden doors and can spawn reinforcements when attacked. Spiders can spawn with a beneficial positive status effect (speed, strength, regeneration & invisibility) and these effects have an infinite duration.‌[Java and Legacy Console editions only]. Villagers killed by zombies have a 100% chance of turning into a zombie villager.

Hardcore mode[edit]

At 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 only allows the player one life. In a single player world, if the player dies, the player can choose to respawn in Spectator mode or delete the world. In Multiplayer, if a player dies, their gamemode is automatically set to Spectator mode.

The only way to change the difficulty of Hardcore is to use cheats.

Currently not available in the Realms.

Moon phase[edit]

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.

Note that the moon does not actually have to be in the sky for this effect to take place—the effect of the moon's phase also exists in daytime and across dimensions.

Moon phaseValuePercentage
Full1.0100%
Gibbous0.7575%
Quarter0.550%
Crescent0.2525%
New0.00%

Regional difficulty[edit]

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 not just the world difficulty setting, but also the inhabited time of a chunk, the total play time 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 play time in the world is a factor which doesn't begin until after the first hour of play time, and is capped at 21 hours.

In pseudocode, the calculation of regional difficulty is:

The raw regional difficulty therefore ranges from 0.75–1.5 on Easy, 1.5–4.0 on Normal, and 2.25–6.75 on Hard.

Clamped regional difficulty[edit]

How clamped regional difficulty relates to regional difficulty

The clamped regional difficulty 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).

Difficulty speaking

The regional difficulty value is clamped as follows:

Thus, on Easy, where regional difficulty is never higher than 1.5, the clamped value will always be zero.

On Normal the effects will reach the maximum after 21 hours of play time in a fully-inhabited chunk on a full moon; and on Hard after 21 hours of play time the effects will reach the maximum in chunks inhabited only 4 16 hours during a full moon and will remain at maximum in chunks inhabited over 16 23 hours.[verify]

Effects[edit]

Mob damage[edit]

The damage mobs deal to players is affected by the difficulty of the game. The below values represent the amount of damage taken per hit.

  • This only applies to mobs attacking the player. Mobs attacking other mobs (wolves, iron golems, etc.) always deal the 'Normal' damage listed, regardless of difficulty.
  • Values for the creeper and ghast assume the player is directly adjacent to the explosion.
  • The damage of slimes and magma cubes depends on their size. Tiny-sized slimes, while hostile, are unable to do damage directly.
  • Creeper explode in water, deals no damage.
  • In contrast, the damage for an iron golem just has a large random factor.
  • Mobs deal no damage on peaceful, apart from the wolf ‌[Bedrock Edition only] and the llama.
MobDifficultyStatus effect(s)
EasyNormalHard
Blaze (melee)469No
Blaze fireball5No
Cave Spider223Poison for 7 seconds on normal difficulty and for 15 seconds on hard difficulty
Creeper explosion (normal)25 × 12.549 × 24.573 × 36.5When exploding: No

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

Creeper explosion (charged)49 × 24.597 × 48.5145 × 72.5
Dolphin234No
Drowned234No
Drowned trident (Ranged)8No
Drowned trident (Melee)5912 × 6No
Elder Guardian5812 × 6Inflicts Mining Fatigue III for 5 minutes on nearby players
Ender Dragon (Melee)61015 × 7.5No
Ender Dragon (Breathe)Deals damage area of effect cloudAoe cloud of instant damage
Deals damage from area of effect cloudAoe cloud of instant damage
Enderman4710No
Endermite2No
Evoker fangs6No
Ghast fireball (Impact)6No
Ghast fireball (Explosion)917 × 8.525 × 12.5No
Giant (unused)26 × 1350 × 2575 × 37.5No
Guardian469No
Husk234Hunger when attacking any mob for 7 × RD seconds
Illusioner arrow1 – 41 – 41 – 5Throws Blindness spells on the player, if regional difficulty is 3 or greater
Iron Golem4 – 11 × 5.57 – 21 × 10.510 – 31 × 15.5No
The Killer Bunny5812 × 6No
Llama spit1No
Magma Cube (big)469No
Magma Cube (medium)346No
Magma Cube (small)234No
Phantom469No
Pillager arrow346No
Polar Bear469No
Pufferfish (Melee)234No
Pufferfish (Poison)5Gives the player Poison for 7 seconds
Ravager (Melee)712 × 618 × 9No
Ravager (Roar)6No
Shulker bullet4Levitation for 10 seconds
Silverfish1No
Skeleton arrow[Java and Legacy Console editions only]1 – 41 – 41 – 5No
Skeleton arrow[Bedrock Edition only]Damage varies with proximityNo
Skeleton (melee)223No
Slime (big)346No
Slime (medium)223No
Slime (small)0No
Spider23No, but can spawn with effects
Stray arrow[Java and Legacy Console editions only]1 – 41 – 41 – 5Slowness for 30 seconds when their tipped arrow hits any mob (including another stray)
Stray arrow[Bedrock Edition only]Damage varies with proximitySlowness for 30 seconds when their tipped arrow hits any mob (including another stray)
Stray (melee)223Slowness for 30 seconds
Vex5913 × 6.5No
Vindicator713 × 6.519 × 9.5No
WitchDeals damage by throwing potionsThrows splash potions of Poison, Instant Damage, Slowness and Weakness
Wither Skeleton5812 × 6Wither for 10 seconds
Wither Skull5812 × 6Wither II for 40 seconds on Normal and Hard difficulties
Wither (dash attack)
[Legacy Console and Bedrock editions only]
15 × 7.5No
Wolf (tamed)346No
Wolf (hostile)23No
Zombie234No
Zombie Pigman5812 × 6No
Zombie Villager234No


Other effects[edit]

AttributeNotesCondition
World difficultyRegional difficulty (RD)Clamped regional difficulty (CRD)Moon phase only
Mobs have higher melee damage against players.Easy: 12 of Normal damage, rounded down, +1
Hard: 1 12 times Normal damage, rounded down
YesNoNoNo
Guardians (both types) have higher laser damage.Easy/Normal: 1
Hard: 3
YesNoNoNo
Explosion damage to players is higher.Easy: 12 of Normal damage, rounded down, +1
Hard: 1 12 times Normal damage, rounded down
YesNoNoNo
Starvation more harshly affects health.Easy/Normal/Hard: starvation will bring health down to 10/1/0 HPYesNoNoNo
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
YesNoNoNo
Zombies are more likely to spawn with weapons.1% on Easy and Normal,
5% on Hard
YesNoNoNo
Zombies are able to spawn reinforcements.Hard onlyYesNoNoNo
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 onlyYesNoYesNo
Villagers killed by zombies have a greater chance of becoming zombie villagers.0% on Easy,
50% on Normal,
100% on Hard
YesNoNoNo
Zombie pigmen spawn from Nether portals in the Overworld more often.12000 per tick on Easy,
22000 on Normal,
32000 on Hard
YesNoNoNo
The skeleton or stray won't wait as long between bow & arrow attacks.Easy/Normal: 2s cooldown
Hard: 1s
YesNoNoNo
A skeleton or stray will be more accurate with its bow & arrow attacks.Easy/Normal/Hard 'inaccuracy' value is 10/6/2YesNoNoNo
Damage from arrows slightly increases.Easy/Normal/Hard damage bonus = +0.11 / +0.22 / +0.33YesNoNoNo
Spiders can naturally spawn with status effects.Hard only(10×CRD)%YesNoYesNo
The Poison effect given by a cave spider will last longer.Normal/Hard: 7s/15sYesNoNoNo
The Wither effect given by a wither skull will last longer.Normal/Hard: 10s/40sYesNoNoNo
A wither will shoot wither skulls when idle.Normal/Hard onlyYesNoNoNo
A wither will spawn 3–4 wither skeletons when brought below half health.‌[Bedrock and Legacy Console editions only]Normal/Hard onlyYesNoNoNo
Lightning can cause fires in the surrounding blocks, not just the block struck.Normal/Hard onlyYesNoNoNo
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.YesNoNoNo
Mobs are more willing to take fall damage when pursuing a target.[note 1]Easy: 33% + 8
Normal: 33% + 4
Hard: 33%
YesNoNoNo
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)NoYesNoNo
Burning zombies are more likely to set their target on fire, and the burn duration is longer.Chance = (30×RD)%Burn time = 2 × RD secondsNoYesNoNo
The Hunger effect caught from being attacked by a husk will last longer.Effect time = 7 × RD secondsNoYesNoNo
Illusioners will cast blindness.If RD > 2.NoYesNoNo
Skeletons and zombies are more likely to have the ability to pick up dropped items.Having the ability: (55×CRD)%NoNoYesNo
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.NoNoYesNo
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)%NoNoYesNo
Mobs are more likely to spawn with armor.Chance of getting any armor at all: (15×CRD)%NoNoYesNo
Mobs that spawn with weapons are more likely to have enchantments.Chance for the main hand item = (25×CRD)%NoNoYesNo
Mobs that spawn with armor are more likely to have enchantments.Chance per armor item = (50×CRD)%NoNoYesNo
Mobs that spawn with enchanted equipment will have higher levels of enchantments.Level = 5 + 18×CRDNoNoYesNo
Slimes are more likely to be bigger.Tiny: (33×(1-CRD)/2)%
Small: 33%
Big: (33×(1+CRD)/2)%in other words:
Tiny/Small/Big: 17%–33% / 33% / 33%–50%
NoNoYesNo
Slimes are more likely to spawn in swamp biomes.See aboveNoNoNoYes
Raid has more wavesEasy: 3 waves

Normal: 5 waves
Hard: 7 waves

YesNoNoNo
Illager patrol can spawn vindicator‌[Bedrock Edition only]Easy and Normal: 100% pillager

Hard : 80% pillager, 20% vindicator

YesNoNoNo
Illager patrol can spawn on any light level‌[Bedrock Edition only]Easy: Light level 0-7

Normal and Hard: Any light level

YesNoNoNo
Vindicator and Pillager spawn from raids having higher chance to drop special loot.‌[Bedrock Edition only]Normal: 65% chance

Hard: 80% chance

YesNoNoNo
Vindicator are able to break down Wooden DoorPeaceful and Easy: unable to break door

Normal and Hard: can break door

YesNoNoNo
  1. Mobs will accept fall damage as long as it won't bring their health below 33% of their maximum health (rounded up to the nearest 1), plus a constant reserve based on difficulty. This even applies to ground-based mobs immune to fall damage.

Video[edit]

History[edit]

Java Edition Classic
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.'
Java Edition Indev
0.31February 5, 2010Added the option to change difficulty to Peaceful, Easy, Normal, or Hard.
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.
Java Edition
1.0.0Beta 1.9 Prerelease 2Hardcore mode added.
Pocket Edition Alpha
0.4.0Added peaceful difficulty.
0.12.1Added easy and hard difficulties.

Issues[edit]

Issues relating to 'Difficulty' are maintained on the bug tracker. Report issues there.

See also[edit]


Retrieved from 'https://minecraft.gamepedia.com/index.php?title=Difficulty&oldid=1419483'
/ ˈdɪf ɪˌkʌl ti, -kəl ti /

noun,pluraldif·fi·cul·ties.

Often difficul·ties.an embarrassing situation, especially of financial affairs.
a cause of trouble, struggle, or embarrassment.
reluctance; unwillingness.
something that is hard to do, understand, or surmount; an impediment or obstacle.

Nearby words

differentiate, differentiation, differentiator, difficile, difficult, difficulty, diffidence, diffident, diffluence, diffluent, difflugia

Origin of difficulty

1350–1400;Middle Englishdifficulte (< Anglo-French) < Latindifficultās, equivalent to difficil(is) difficile + -tās-ty2

SYNONYMS FOR difficulty

2dilemma, predicament, quandary, plight, fix, exigency, strait.

Related forms

pre·dif·fi·cul·ty, noun,pluralpre·dif·fi·cul·ties.
Dictionary.com UnabridgedBased on the Random House Unabridged Dictionary, © Random House, Inc. 2019
Difficulty

Examples from the Web for difficulty

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  • What sadness and difficulty may not his noble and generous spirit have had to encounter!

  • Carl had to go to the very top of the pole, and then had some difficulty in tearing her from her hold.

  • Every little opposition or difficulty will put him by a duty.

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  • This course will enable you to proceed without any difficulty.

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  • It is a very peculiar species, and some difficulty has been found in finding it a place.

    Narrative Of The Voyage Of H.M.S. Rattlesnake, Commanded By The Late Captain Owen Stanley, R.N., F.R.S. Etc. During The Years 1846-1850. Including Discoveries And Surveys In New Guinea, The Louisiade Archipelago, Etc. To Which Is Added The Account Of Mr. E.B. Kennedy's Expedition For The Exploration Of The Cape York Peninsula. By John Macgillivray, F.R.G.S. Naturalist To The Expedition. In Two Volumes. Volume 1.John MacGillivray

British Dictionary definitions fordifficulty

nounplural-ties

a task, problem, etc, that is hard to deal with
(often plural)a troublesome or embarrassing situation, esp a financial one
(often plural)an objection or obstaclehe always makes difficulties

Difficulty Breathing

lack of ease; awkwardnesshe could run only with difficulty

Word Origin for difficulty

Difficulty

C14: from Latin difficultās, from difficilis difficult, from dis- not + facilis easy, facile
Collins English Dictionary - Complete & Unabridged 2012 Digital Edition © William Collins Sons & Co. Ltd. 1979, 1986 © HarperCollins Publishers 1998, 2000, 2003, 2005, 2006, 2007, 2009, 2012