Demo / Experimental The equipment lab
Your character.
Your next great build.
Start with a shared loadout. Trade a little protection for speed, chase a stronger roll, or give a new discovery a place in your build.
Loading the shared equipment catalog…
01 · Prepare
Shape your loadout
Adjust base stats Before equipment
Armor, offhand and the selected main-hand item contribute. Other carried items add no passive bonuses.
02 · Compare
See what changes
How these estimates work
Ordinary landed melee hits against an unarmored target. Armor uses the iron / zero-toughness model calibrated on Bedrock 1.26.52.3. Melee guard applies after armor. Critical hits, enchantments, healing, active blocking, projectiles and temporary buffs are excluded.
Movement estimates use the same flat surface and walking mode. Normal walking is calibrated at 4.317 blocks/s; an adult zombie at 2.284 blocks/s. Terrain, AI, babies, sprinting and buffs change the outcome.
Damage and movement modifiers multiply their base-plus-equipment totals. Matching modifiers add, then cap. Armor is capped at 20 points; effective armor for the reference hit is min(20, max(armor / 5, armor − incoming damage / 2)). Damage taken is incoming damage × (1 − effective armor / 25) × (1 − guard / 100).
Roll quality is position within the allowed range, averaged equally across variable modifiers. It is not drop chance or combat power. Expected means use the published outcome weights. Fixed stats are excluded from roll quality.
Shared catalog and calibration notes ↗03 · Discover
Find your next possibility.
Native equipment and experimental designs.
Choose an item to try it in your loadout.