Attribute

Attributes are a system of stats that are utilised internally within Minecraft, and are taken full advantage of throughout the Assassin of Steve maps. Enemy mobs have custom values set for attributes, and various weapons and armor affect the players' attributes in some ways.

## List of attributes

* **Max Health** (internally generic.maxHealth) is an attribute that states how much max health an entity has. Enemy mobs have a certain amount of max health set upon spawning. Players have a base max health of 20 (which is ten hearts). Max health is mainly increased by wearing armor, but can also be increased using Health Boost upgrades in Assassin of Steve 2, or the Rune of Health Boost in Assassin of Steve 3.
	+ Armor lists health increases as a percentage instead of a fixed value, but because the player's base health is 20 for most of the time, it is fairly intuitive to calculate that say +10% health means +1 heart. However, if using Health Boost I or the Rune of Health Boost, +10% health would mean +1.2 hearts.
* **Attack Damage** (internally generic.attackDamage) is an attribute that states how much damage an entity deals when it attacks. Enemy mobs have a certain amount of attack damage set upon spawning. Players have a base attack damage of 1, which is increased by weapons to whatever value is listed on each weapon. Attack damage can be increased further by using potions, runes, and also some armor increases attack damage by a certain amount or percentage. Be warned that attack damage can also be *decreased* by certain mobs that inflict the Weakness effect.
	+ Do note that this only affects *melee* damage - damage from bows does not get increased by these items or decreased by Weakness.
* **Attack Speed** (internally generic.attackSpeed) is an attribute exclusive to players that states how many times they can attack at full strength per second. When not holding a weapon, this value is 4 by default, however most weapons will decrease this to whatever value is listed. For example, swords decrease attack speed by 2.4, down to a value of 1.6. Attack Speed can be increased by using potions, runes, or by wearing armor or equipping shields that increase attack speed by a certain percentage. It can be decreased by mobs that inflict the Mining Fatigue effect.
	+ In Assassin of Steve 3, dagger and scythe weapons list their attack speed as "No Attack Cooldown". Internally this means they increase the players' attack speed by 96, which effectively means these weapons do not have an attack cooldown, so spam-clicking like in 1.8 is possible.
* **Knockback Resistance** (internally generic.knockbackResistance) is an attribute that specifies the probability of not getting knocked back upon taking damage. Some mobs, especially those that wield shields, have a set amount of Knockback Resistance which is often set higher in higher difficulties. For players, Knockback Resistance is increased by most shields and also by some armor sets.
* **Movement Speed** (internally generic.movementSpeed) is an attribute that specifies how fast an entity can move. Each mob has a set movement speed that is partially dictated by their vanilla AI and by the attribute. For players, their movement speed can be increased by potions, runes, or by wearing armor or equipping shields that increases movement speed by a certain percentage. It can be decreased by mobs that inflict the Slowness effect.
* **Follow Range** (internally generic.followRange) is an attribute exclusive for enemy mobs that specifies how far they will see the player from. The default value of this is 16, however some mobs have this value increased, either by a small or large amount. A common occasion where this value is increased is in immobile skeleton mobs with bows, so they can shoot the player from much further distances.
* **Armor** (internally generic.armor) and **Armor Toughness** (internally generic.armorToughness) go mostly unused in the Assassin of Steve trilogy because it is easier to work with fixed health and damage values. Armor decreases damage by 4% per point, while armor toughness decreases the armor reduction inflicted by weapons of high damage. One of the only occasions where it is utilised is on Shulker mobs, since they have it by default when closing up.
* **Luck** (internally generic.luck) is utilised only in Assassin of Steve 3. It can be increased by Luck Potions, the Rune of Luck, and by the Looting enchantment. What it affects is that for each point of luck, there is a chance of there being more rolls of equipment drops upon defeating enemies. See DropChances Mechanics#Luck Drops for the exact details.