Damage Types
Damage types are added in contract to things like fire aspect to add more variety with what you do.
Electrical Damage factors specific cases to calculate its damage.
• It doesn't factor armor for defense, and it calculates using things like bring in water or conductivity of armor and items.
• "Thundering" enchantment
Frost Damage is more of a utility than am offensive tool, but still supports offense
• Factors things like being in water, insulation, and heat.
• Being on fire, or in the nether makes you completely immune to it
• Slows you down (literally the same Damage as powdered snow)
• "Chilling" enchantment
Tools
New tools?!?!?Glacierite
• Naturally has frost damage type
• Better than iron and worse than diamond
Weight System
Certain armor is heavy, lowering your movement speed while some armor don't abide by those rules. The effect is called "weight"
• Netherite and gold have a weight of 2
• Diamond, Iron have a weight of 1
• Leather, Chain have a weight of 0
Material Bonuses
Conductive
Amplifies the effects of electrical damage, whether that be for the better or worse (Golden items have this)
Flammable
Fire damage can deteriorate the item's durability
When ablaze, the item has guaranteed fire aspect effects, disregarding "chilling" or "thundering" (wooden tools)
Weight System
Certain armor is heavy, lowering your movement speed while some armor don't abide by those rules. The effect is called "weight"
• Netherite and gold have a weight of 2
• Diamond, Iron have a weight of 1
• Leather, Chain have a weight of 0
Insulant
Opposite of conductive that also protects you from frost dmg (leather armor)
Curses
With new upsides comes more downsides.
Curse of Shrapnel
When an item that has this breaks, it deals Damage to the wielder
Curse of Combustion
Adds fire deterioration of the flammable material attribute