Survival
Staying alive in Valor: health, cold, heat, water, seasons, food, animals that fight back, monsters that grow stronger, and backpacks.
Health
- You start with 6 hearts. Each level of Vigor above 1 adds half a heart. Raise it at the Keeper. See Stats.
- Creatures you kill drop life orbs that float to you and heal you.
- Sleeping makes the night pass quickly rather than skipping it. The weather clears when you wake. You can't sleep in the day.
Cold
Cold places drain your warmth, and faster out of the sun. In winter, even mild places turn cold after dark.
- Powder snow, icicles and the arrows of Chillagers chill you at once.
- When you are wet you freeze twice as fast. Dry off before you go on.
- Strong winds blow in cold places, and can put out torches.
The cold slows you first. Then it weakens your attacks, then your mining. At the end it hurts you, and it doesn't stop until you are warm.
To warm up:
- Stand close to a light. A torch warms you a little. A campfire, a lantern or lava warms you more.
- Stand on a magma block.
- Right-click a lit campfire with a log to feed it. Everyone near it gets Warmth for a minute.
- Touch Sun Lichen. It grows on stone in cold places and stores daylight as heat. After it warms you, it must charge in the sun again. Only shears pick it up.
- Shivering warms you a little while you are fed, and makes you hungry.
To stay warm, wear fur armour. Craft it from fur tufts, as leather armour is crafted from leather. Fur tufts come from polar bears, wolves and ocelots, and from the chests of Chillager outposts. The helmet and the chestplate keep you warmer than the leggings and the boots.
A skate template from an igloo turns fur boots into ice skates.
Heat
Jungles and savannas wear you down slowly, and faster in summer. Deserts and badlands are hotter. Shade and night bring relief.
Heat comes on in stages: weakness first, then slower mining and hunger. At the end comes Heat Stroke, which blurs your sight and hurts you.
To cool down:
- Get wet. Swim, stand in the rain or in a cauldron of water, or throw a splash bottle of water at your feet. It works more slowly in humid places.
- Drink. With water in you, you sweat when you are warm, and sweat cools you.
- Wear a Sun Hat. It shades you, but dims what you can see.
Most armour makes the heat worse, fur most of all. Water that cools you in the heat freezes you in the snow. Dress for where you are going.
Water
What you eat and drink fills you with water as well as food. Water and juices give the most, stews less, and fruit and roots the least.
- A Waterskin holds sixteen drinks. Fill it from any water or a cauldron. The Provisioner sells them.
- Cactus juice is a drink you can make where nothing else grows.
Seasons
The year has four seasons, each in three parts: early, mid and late. Each part lasts eight days, so a year is 96 days. Leaves and grass change colour with the season.
- Craft a calendar to see the season.
- Winter is the danger. Every place is colder in winter. A place that was fine in summer can kill you in winter in the same clothes.
- Crops have seasons. Out of season a crop grows slowly and bone meal seldom works. Hover over a seed or sapling to see the seasons it grows in.
- Greenhouses grow crops in any season. So does anywhere below Y 48 that can't see the sky.
- Shops follow the seasons. Some goods are only sold in some seasons, and some prices rise in winter. See Coins and Shops.
A season sensor gives off a redstone signal by the season.
Food
- A food's tooltip shows how much it fills you.
- A cooking pot makes soups, stews and meals that fill you more than plain food. Craft one, or buy it from the Provisioner.
- Knives and the skillet are kitchen tools. Anyone can craft and use them.
Animals Fight Back
Hit an animal and it fights you. Animals of the same kind nearby join in.
- An animal runs only when it is down to a third of its health, on fire or freezing. A wounded animal doesn't attack.
- An animal with no attack of its own hits for a fifth of its health, from half a heart up to three hearts.
- Your own animals, such as a horse you tamed, never fight you.
- Some animals always run: goats, frogs, sniffers, armadillos, axolotls, turtles, striders, gulls, crows and ravens.
Monsters Get Stronger
Monsters in the Overworld get stronger in three ways, and the three add together:
| What | How much stronger |
|---|---|
| Distance from the world spawn | A tenth more health, damage and armour every 300 blocks |
| Height or depth | A tenth more every 30 blocks above or below sea level |
| Time the world has run | A twentieth more every three days |
At most a monster has three times the health and damage of one near spawn, and half again as much armour. Distance is measured from the world spawn, not your bed.
Stronger monsters give up to twice the XP. They drop no more loot.
Bosses don't count distance or depth. They grow with time twice as fast, and get more health for each player fighting them.
Carrying More
Backpacks give you more room. Wear one in an accessory slot, or hold it and right-click to open it. Press B to open the one you are wearing.
| Backpack | Slots |
|---|---|
| Baby | 3 |
| Frayed | 9 |
| Plated | 18 |
| Gilded | 27 |
| Bejeweled | 45 |
| Blazing | 54, and neither it nor what it holds burns |
| Withered | 66 |
| Endless | 90 |
- The first two are leather around a chest. Each one after is crafted around the one before it, and keeps what was inside.
- After the bejeweled backpack you choose: blazing or withered. The endless backpack is made from the withered one.
- If you die wearing one, it drops whole, with everything still inside.
- A backpack can't hold a shulker box or another backpack.
- The Ender Pouch opens your ender chest anywhere.
