- Hostile Overworld 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.
No hostile mobs can spawn naturally, except for shulkers, hoglins, zoglins, piglin brutes[Bedrock Edition only], and the ender dragon. No mobs can deal damage to the player in peaceful. No spiders, cave spiders, zombified piglins 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. 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, and milk buckets, 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.
End portals cannot be activated by the player in Peaceful difficulty, because it is impossible to acquire the twelve eyes of ender necessary to activate an end portal by killing endermen.[note 1] However, it is 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 only a 1 in a trillion chance of this happening.[note 2] However, because of the huge number of possible seeds, over 8 million seeds in Java Edition are known to generate such end portals. 
Also, not all advancements / achievements can be completed in Peaceful difficulty.
Hostile mobs spawn, but they deal less damage than on Normal difficulty. The hunger bar can deplete, damaging the player until 10 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 don't wear full sets of armor. Hostile mobs like zombies, skeletons, spiders, husks and strays deal about 1 or 2 damage.
Hostile mobs spawn and deal standard damage, about 2 or 3. The hunger bar can deplete, damaging the player until 1 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.
Hostile mobs deal more damage than 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 can break through wooden doors and can spawn reinforcements when attacked. Spiders can spawn with a beneficial status effect (speed, strength, regeneration, and invisibility), with these effects having a nearly infinite duration in Java Edition. Villagers killed by zombies always turn into zombie villagers. Pillagers spawn near the player, with their attacks dealing 4 damage. In Bedrock Edition, if the world type is infinite, they deal 5 damage.
In Java Edition, 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 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.
This difficulty is currently not available in Realms.
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.
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 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
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).
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, 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 1⁄6 hours during a full moon and remain at maximum in chunks inhabited over 16 2⁄3 hours.
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 applies only to mobs attacking the player. Mobs attacking other mobs 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.
- Mobs deal no damage to players on peaceful.
|Bee||2||2||3||Poison for 10 seconds on normal difficulty and for 18 seconds on hard difficulty|
|Blaze fireball||5 + Fire for 5 seconds||No|
|Cave Spider||2||2||3||Poison for 7 seconds on normal difficulty and for 15 seconds on hard difficulty|
|Chicken Jockey||2.5 × 1.25||3||4.5 × 2.25||No|
|Creeper explosion (normal)||22.5 × 11.25||43 × 21.5||64.5 × 32.25||When exploding: No|
|Creeper explosion (charged)||43.5 × 21.75||85 × 42.5||127.5 × 63.75|
|Dolphin||2.5 × 1.25||3||4.5 × 2.25||No|
|Drowned trident (Ranged)||8||No|
|Drowned trident (Melee)[BE only]||5||9||12 × 6||No|
|Elder Guardian (Laser)||5||8||12 × 6||Inflicts Mining Fatigue III for 5 minutes on nearby players|
|Elder Guardian (Spikes)||2||3|
|Elder Guardian Ghost (Spikes)||2||3||No|
|Ender Dragon (Melee)||6||10||15 × 7.5||No|
|Ender Dragon (Wings)||3||5||7||No|
|Ender Dragon (Breath)||3 per second||Area effect cloud of Instant Damage|
|Ender Dragon Dragon Fireball||6 per second|
|Enderman||4.5 × 2.25||7||10.5 × 5.25||No|
|Ghast fireball (Impact)||6||No|
|Ghast fireball (Explosion)||7||12 × 6||22.5 × 11.25||No|
|Giant||26 × 13||50 × 25||75 × 37.5||No|
|Hoglin[JE only]||2.5 × 1.25 to 5||3 to 8||4.5 × 2.25 to 12 × 6||No|
|Hoglin (baby)[JE only]||0.5 × 0.25||0.75 × 0.375||No|
|Husk||2.5 × 1.25||3||4.5 × 2.25||Hunger when attacking any mob for 7 × floor of RD seconds|
|Illusioner arrow||2 to 5||3 to 5||Throws Blindness spells on the player, if regional difficulty is 2 or greater|
|Iron Golem||4.75 × 2.375 to 11.75 × 5.875||7.5 × 3.75 to 21.5 × 10.75||11.25 × 5.625 to 32.25 × 16.125||No|
|The Killer Bunny||5||8||12 × 6||No|
|Magma Cube (big)||4||6||9||No|
|Magma Cube (medium)||3||4||6||No|
|Magma Cube (small)||2.5 × 1.25||3||4.5 × 2.25||No|
|Piglin arrow[JE only]||3 to 4||4||No|
|Piglin arrow[BE only]||1 - 5||No|
|Piglin (Melee with Sword)[JE only]||5||8||12 × 6||No|
|Piglin (Melee without Sword)[JE only]||3.5 × 1.75||5||7.5 × 3.75||No|
|Piglin[BE only]||5||9||13 × 6.5||No|
|Piglin Brute||7.5 × 3.75||13 × 6.5||19.5 × 9.75||No|
|Pillager arrow||3 to 4||4||No|
|Pufferfish||2||3||Poison for 5 seconds|
|Ravager (Melee)||7||12 × 6||18 × 9||No|
|Shulker bullet||4||Levitation for 10 seconds|
|Skeleton arrow[JE only]||3 to 5||No|
|Skeleton arrow[BE only]||Damage varies with proximity||No|
|Skeleton Horseman arrow[JE only]||3 to 5||No|
|Skeleton Horseman arrow[BE only]||Damage varies with proximity||No|
|Spider||2||3||No, but can spawn with effects|
|Spider Jockey (spider)||2||3||No, but can spawn with effects|
|Spider Jockey arrow[JE only]||3 to 5||No|
|Spider Jockey arrow[BE only]||Damage varies with proximity||No|
|Stray arrow[JE only]||3 to 5||Slowness for 30 seconds when their tipped arrow hits any mob (including another stray)|
|Stray arrow[BE only]||Damage varies with proximity|
|Trader Llama spit||1||No|
|Vex||5.5 × 2.75||9||13.5 × 6.75||No|
|Vindicator||7.5 × 3.75||13 × 6.5||19.5 × 9.75||No|
|Witch||Deals damage by throwing potions||Throws splash potions of Poison, Instant Damage, Slowness, and Weakness|
|Wither Skeleton||5||8||12 × 6||Wither for 10 seconds|
|Wither (birth explosion)||35.5 × 17.75||69 × 34.5||103.5 × 51.75||No|
|Wither Skull||8||8||Wither II for 10 seconds on Normal difficulty and 40 seconds on Hard difficulty|
|Wither (dash attack)
|15 × 7.5||No|
|Zoglin||2.5 × 1.25 to 5||3 to 8||4.5 × 2.25 to 12 × 6||No|
|Zoglin (baby)||0.5 × 0.25||0.75 × 0.375||No|
|Zombie||2.5 × 1.25||3||4.5 × 2.25||No|
|Zombified Piglin||5||8||12 × 6||No|
|Zombie Villager||2.5 × 1.25||3||4.5 × 2.25||No|
|World difficulty||Regional difficulty (RD)||Clamped regional difficulty (CRD)||Moon phase only|
|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
|Guardians (both types) have higher laser magic damage.||Hard: + 2, added before calculating the difficulty-scaled mob damage||Yes||No||No||No|
|Starvation more harshly affects health.||Easy/Normal/Hard: starvation brings health down to 10/1/0 HP||Yes||No||No||No|
|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
|Zombies are more likely to spawn with weapons.||1% on Easy and Normal,
5% on Hard
|Zombies are able to spawn reinforcements.||Hard only||Yes||No||No||No|
|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
|Villagers killed by zombies have a greater chance of becoming zombie villagers.||0% on Easy,
50% on Normal,
100% on Hard
|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
|A skeleton or stray does not wait as long between bow & arrow attacks.||Easy/Normal: 2s cooldown
|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|
|Damage from arrows slightly increases.||Easy/Normal/Hard damage bonus = +0.11 / +0.22 / +0.33||Yes||No||No||No|
|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|
|Phantoms spawn in larger groups.||Easy: 1-2
|Spiders can naturally spawn with status effects.||Hard
|The Poison effect given by a cave spider lasts longer.||Normal/Hard: 7s/15s||Yes||No||No||No|
|The Poison effect given by a bee lasts longer.||Normal/Hard: 10s/18s||Yes||No||No||No|
|The Wither effect given by a wither skull lasts longer.||Normal/Hard: 10s/40s||Yes||No||No||No|
|A wither shoots wither skulls when idle.||Normal/Hard only||Yes||No||No||No|
|A wither spawns 3–4 wither skeletons when brought below half health.[Bedrock Edition only]||Normal/Hard only||Yes||No||No||No|
|Lightning can cause fires in the surrounding blocks, not just the block struck.||Normal/Hard only||Yes||No||No||No|
|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|
|Mobs are more willing to take fall damage when pursuing a target.[note 3]||Easy: 33% + 8
Normal: 33% + 4
|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)
|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
|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|
|Skeletons can shoot flaming arrows.||If RD > 3.||No||Yes||No||No|
|Skeletons and zombies are more likely to have the ability to pick up dropped items.||Having the ability: (55×CRD)%||No||No||Yes||No|
|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.||No||No||Yes||No|
|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|
|Mobs are more likely to spawn with armor.||Chance of getting any armor at all: (15×CRD)%||No||No||Yes||No|
|Mobs that spawn with weapons are more likely to have enchantments.||Chance for the main hand item = (25×CRD)%||No||No||Yes||No|
|Mobs that spawn with armor are more likely to have enchantments.||Chance per armor item = (50×CRD)%||No||No||Yes||No|
|Mobs that spawn with enchanted equipment have higher levels of enchantments.||Level = 5 + 18×CRD||No||No||Yes||No|
|Slimes are more likely to be bigger.||Small: ((33×(1-CRD)/2)+16.5)%
in other words:
Small/Medium/Big: 17%–33% / 33% / 33%–50%
|Slimes are more likely to spawn in swamp biomes.||See above||No||No||No||Yes|
|Raid has more waves||Easy: 3 waves
Normal: 5 waves
|Illager patrol can spawn vindicator[Bedrock Edition only]||Easy and Normal: 100% pillager
Hard : 80% pillager, 20% vindicator
|Illager patrol can spawn on any light level[Bedrock Edition only]||Easy: Light level 0-7
Normal and Hard: Any light level
|Vindicator and Pillager spawn from raids having higher chance to drop special loot.[Bedrock Edition only]||Normal: 65% chance
Hard: 80% chance
|Vindicator are able to break down Wooden Door||Peaceful and Easy: unable to break door
Normal and Hard: can break door
|Java Edition Classic|
|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 Indev|
|0.31||20100205||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.|
|1.0.0||Beta 1.9 Prerelease 2||Hardcore mode added.|
|1.6.1||13w16a||Regional difficulty added.|
|1.8||14w02a||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|
|1.16||20w17a||Difficulty can now be chosen on world creation.|
|Pocket Edition Alpha|
|v0.4.0||Added Peaceful difficulty.|
|v0.12.1||Added Easy and Hard difficulties.|
- An eye of ender requires a blaze rod to craft; but a blaze rod can be obtained only as a drop from a blaze, which is a hostile mob that cannot spawn in Peaceful.
- 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.
- Mobs accept fall damage if their health would not be reduced 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.