Equipment, Durability & Combat
Select a weapon and aim with the mouse. Each melee attack starts on a fresh left-button press, even over floors, rugs or objects, and respects its cooldown. Keep holding for 150 ms to start supported mining or dismantling after that initial strike; release never adds another attack. A small recovery bar below your character shows attack readiness. A ready strike animates immediately; the server confirms hits and damage. During recovery, further presses neither swing nor send another melee attack, restart recovery, or queue a later hit. Once ready, press again to strike. Holding still starts supported world work after 150 ms. The server checks distance, line of sight and the first valid target. Repeated movement packets do not create extra attacks.
Durability
Section titled “Durability”A completed mining, digging, tilling or dismantling action uses durability from the matching selected tool. A successful melee hit uses the selected weapon or tool; a bow shot uses bow durability and one arrow. A fishing cast uses the rod even if the final authorized cast breaks it. Equipped armor loses durability when it absorbs a damaging hit. Empty clicks, walking and cancelled work do not wear tools. At zero durability that individual item breaks. Moving it between inventory, equipment, chest or ground preserves its wear.
Bows and skeletons
Section titled “Bows and skeletons”Carry Arrow and select a Bow. Hold RMB anywhere to draw the bow, then release to fire. LMB performs a normal melee strike without using arrows. A tap fires a weak short-range arrow; drawing for one second reaches full power. Damage scales from 1 to 4 and range from 3 to 18 tiles. Holding longer does not auto-fire. Floors, rugs, furniture and the pointed tile never change bow aiming into mining. You can move or ride a boat while drawing; changing equipment, opening a panel, losing focus or taking damage cancels the draw. One accepted shot consumes one arrow and one durability. Cancelled draws consume neither. Walls and closed doors still stop flying arrows. A skeleton arrow can hit the first intervening mob, including another skeleton, but not its own shooter. See Skeleton for real ranged balance.
Player-to-player damage requires both players to enable PvP through Settings or /pvp on. Turning it off is delayed during a combat lock. Mob attacks remain dangerous even with PvP off. New-spawn protection and safe areas still apply; claims are not a hazard shield. See multiplayer commands.