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Astral Arsenal
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Astral arsenal is a combat mod focused on improve combat in ways vanilla never could
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Focuses on fast-paced combat, usually involving shooting mechanics.
Fast paced gameplay that involves guns, with a focus on combat.
Introduces new enchantments and/or changes the vanilla enchantment system.
Introduces new weapons, which may add unique mechanics or abilities.
Focuses on or is balanced for player versus player combat and competition.
Emphasizes quick gameplay and fast action.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Description
Astral Arsenal is a combat focused mod that looks to replace vanilla combat with movement, and more interesting weapon choices. This includes the new kosmogliph system.
Additions
Astral Arsenal adds a lot of stuff to the game in order to make combat more interesting and fast paced. Here is a brief list.
Weapons
Astral arsenal currently adds 3 new weapons. The railgun, nailcannon, and astral greathammer. These are all late game items that have powerful effects when used correctly.
The railgun must be given a kosmogliph in order to function, but then it can be one of the most powerful tools in the game, dealing high ammounts of damage and causing a multitude of effects.
The nailcannon fires a continuous stream of nails that each do low damage. It recharges slowly while not using it.
The astral greathammer deals more damage then a sword with the same cooldown, but has no sweeping attack. It is a great tool for criting opponents out, but not great while fighting a hoard of mobs.
Kosmogliphs
Kosmogliphs are a powerful concentration of astral power. They grant strong effects to weapons, armour and tools. In order to be put on tools, you need to make a cosmic table and cosmic gems. Every kosmogliph costs 1 gem, but a tool that has a gem can have its kosmogliph freely swapped out.
Try experimenting with kosmogliphs. Every kosmogliph has an in game description to tell you what it does. Experiment with combos and have fun with it!
Effects
Reduce: Increases damage taken by 5%. Increases by 5% every level.
Bleed: Causes the entity to take 0.4 damage per level per second.
Conductive: effected entities take more damage from electrical sources and chain lightning to nearby entities.
Tear: The first melee hit on this target will deal up to 15 extra damage depending on how many levels of Tear the target has.
Immortality: Grants immunity to all sources of damage besides the users own attacks. Is only used in short bursts.
Balances
Astral Arsenal makes a few changes to vanilla in order to make it more balanced for PVP. Here is a list.
- Protection, blast protection, fire protection and projectile protection are removed
- Feather falling grants a 20% damage reduction per level to max at 80%, this is because protection would also give it more damage reduction.
- Crimson time - A new mechanic that gives 5 ticks after an entity leaves the crosshair to hit the entity. This is inspired by the same mechanic in enchancement.
- the 5 tick delay between holding up a shield and being able to block damage has been removed.
- Using items, such as drawing back a bow or crossbow or eating food, have had their movement speed penalties adjusted.
Last description update: 08/03/2025 for version 3.0.0
If you want to be notified when this mod is updated, you should join the Team Voided discord server and get the "Astral Arsenal Notifications" role. We also have a channel just for discussing this mod, where you can suggest balance changes, ask questions and whatever else!
If you find any bugs or things you believe to be unintentional, feel free to put them on the github issues page. Hope you enjoy this mod :3
If there are issues with grammer, or just incorrect information here, kosmogliph descriptions in game, or elsewhere, let me know. I am a one-person team mostly working on co-ordinating, coding, and balancing the mod. Any thoughts are greatly appreciated.
Notes: If you want to use entity culling, you are going to need to add "astral_arsenal:beam_renderer" to the "entityWhitelist" in it's config.

Astral Arsenal is a combat focused mod that looks to replace vanilla combat with movement, and more interesting weapon choices. This includes the new kosmogliph system.
Additions
Astral Arsenal adds a lot of stuff to the game in order to make combat more interesting and fast paced. Here is a brief list.
Weapons
Astral arsenal currently adds 4 new weapons. The railgun, nailcannon, astral greathammer, and the tome of hexes. These are all late game items that have powerful effects when used correctly.
The railgun is a weak weapon that becomes incredibly powerful when given a kosmogliph, dealing high amounts of damage and causing a multitude of effects.
The nailcannon fires a continuous stream of nails that each do low damage. It recharges slowly while not using it.
The astral greathammer deals more damage then a sword with the same cooldown, but has no sweeping attack. It is a great tool for criting opponents out, but not great while fighting a hoard of mobs.
The tome of hexes is a powerful support tool that gives you a buff that lets you pass on devastating hexes to your opponents when you deal damage to them, but be careful, as damaging yourself or getting interupted while reading the tome will turn the tides and afflict you with the hex...
Kosmogliphs
Kosmogliphs are a powerful concentration of astral power. They grant strong effects to weapons, armour and tools. In order to be put on gear, you need to make a cosmic table and cosmic gems. Every kosmogliph costs 1 gem, but a tool that has a gem can have its kosmogliph freely swapped out.
Try experimenting with kosmogliphs. Every kosmogliph has an in game description to tell you what it does. Experiment with combos and have fun with it!
Effects
Reduce: Increases damage taken by 5%. Increases by 5% every level.
Bleed: Causes the entity to take 0.4 damage per level per second.
Conductive: effected entities take more damage from electrical sources and chain lightning to nearby entities.
Tear: The first melee hit on this target will deal up to 15 extra damage depending on how many levels of Tear the target has.
Immortality: Grants immunity to all sources of damage besides the users own attacks. Is only used in short bursts.
Balances
Astral Arsenal makes a few changes to vanilla in order to make it more balanced for PVP. Here is a list.
- Protection, blast protection, fire protection and projectile protection are removed
- Feather falling grants a 20% damage reduction per level to max at 80%, this is because protection would also give it more damage reduction.
- Crimson time - A new mechanic that gives 5 ticks after an entity leaves the crosshair to hit the entity. This is inspired by the same mechanic in enchancement.
- the 5 tick delay between holding up a shield and being able to block damage has been removed.
- Using items, such as drawing back a bow or crossbow or eating food, have had their movement speed penalties adjusted.
- Arrows of harming deal no bonus damage if the arrow does less then 3 damage, and now instead of guarenteeing you get 12 damage, deal 2 magic damage per level on top of your arrows damage.
- Power increases damage by 50% less then it used to, but to compensate all arrows deal 1.5x damage to non-player monsters, making power slightly stronger against mobs then it used to be.
Last description update: 29/05/2025 for version 4.0.0
If you want to be notified when this mod is updated, you should join the Team Voided discord server and get the "Astral Arsenal Notifications" role. We also have a channel just for discussing this mod, where you can suggest balance changes, ask questions and whatever else!
If you find any bugs or things you believe to be unintentional, feel free to put them on the github issues page. Hope you enjoy this mod :3
If this mod has won your heart, then consider letting me win your wallet! I have a Ko-Fi page that you can use to support me. It would be incredibly appreciated if you did as im nearing a time where working on mods and projects like this might not be possible anymore.
If there are issues with grammer, or just incorrect information here, kosmogliph descriptions in game, or elsewhere, let me know. I am a one-person team mostly working on co-ordinating, coding, and balancing the mod. Any thoughts are greatly appreciated.
Notes: If you want to use entity culling, you are going to need to add "astral_arsenal:beam_renderer" to the "entityWhitelist" in it's config.
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