Weaponry Extended

Quick rating

Community listing page, reviews may not be monitored by the author.

Weaponry Extended

No reviews yet

More weapons, same vanilla feel: ten new melee weapons in every vanilla material, each with its own reach, speed and abilities.

Mod Loaders
Minecraft
26.3 26.2

About

Description

Weaponry Extended

22 melee weapons and 4 bows, in every vanilla material, and every one of them fights differently.

Weaponry Extended adds daggers, sabres, rapiers, spears, pikes, lances, halberds, greatswords, battle axes, scythes, flails, morning stars, hook swords, a rope dart, four new bows and more. Each weapon has its own damage, attack speed, reach and durability, plus abilities that reward using it the right way. Stab enemies in the back with a dagger, brace a pike against a charging horseman, or couch a lance at full gallop. Hook a rider out of the saddle with a halberd, swing a flail over a raised shield, grapple up a cliff with a rope dart, or slow your fall down a wall with a hook sword.

Everything is built on vanilla rules. Weapons use the vanilla material tiers for damage, durability, enchantability and repair, take the normal melee enchantments, and are crafted in a crafting table from planks, stone, iron, gold and diamond. No new ores, no new workstations, no config needed.

New in 2.0

Version 2.0 more than doubles the armory: 12 new weapon types and 4 new bows, with 1.0's ten weapons unchanged.

  • New weapons: rapier, hook sword, greatsword, glaive, scythe, battle axe, war pick, mace, morning star, flail, gauntlets and the rope dart, in wooden, stone, iron, golden and diamond (the rope dart comes in iron only).
  • New abilities to go with them: rapier Thrust, hook sword Hook Pull, Hook Leap and Wall Brake, rope dart Tether and Grapple, flail Wind-up and Over the Shield, war pick Flip, morning star Puncture and Mail-breaker, and sweeping attacks for the greatsword, glaive and scythe.
  • New bows: selfbow, longbow, recurve bow and horse bow, each with its own draw time, damage, zoom and abilities.
  • Named abilities in tooltips: every ability line now starts with its name, e.g. "Thrust (use): …".
  • Upgrading from 1.0 is safe: item IDs, stats and recipes for the original ten weapons are the same, so weapons already in your world carry over.

Features

  • 22 weapon types in 5 materials (wooden, stone, iron, golden, diamond): 106 weapons in all, each with its own hand-drawn 16x16 texture. The rope dart comes in iron only.
  • 4 new bows: selfbow, longbow, recurve bow and horse bow, each with its own draw time, damage, zoom and draw animation.
  • Different reach per weapon, from 2.5 blocks for the dagger and gauntlets to 5 blocks for the pike.
  • Passive and active abilities for almost every weapon: backstabs, parries, thrusts, throws, braces, mounted charges, hooks, leaps, sweeps, wind-ups, grapples, armor crushing and more.
  • 4 new status effects: Bleed, Stagger, Stun and Daze, each with its own icon.
  • Throwable weapons: the spear, dagger and hatchet can be thrown, land where they hit, and can be picked up again. The rope dart flies on a rope and comes back.
  • Two-handed weapons that really take both hands.
  • Weapons that double as tools: the hatchet chops wood, and the war pick flips round to mine like a pickaxe.
  • Material twists: gold is fragile but makes abilities 50% stronger, and diamond throws harder and makes bleeding last longer.
  • Shield answers: the halberd and hatchet disable shields the way an axe does, and the flail swings over them.
  • Every tooltip lists what the weapon does, with each ability's name first, so you can learn it in game.

The weapons

Damage is shown relative to a vanilla sword of the same material (an iron halberd hits 2 harder than an iron sword). Attack speed is attacks per second at full charge; a sword is 1.6. Reach is in blocks; the vanilla default is 3. Durability is a multiplier on the vanilla sword durability of the same material.

Weapon Damage vs sword Attack speed Reach Durability Two-handed
Dagger −2 2.4 2.5 ×0.75
Sabre −1 2.0 3.0 ×1.0
Scimitar 0 1.6 3.0 ×1.0 ✔
Rapier −1 2.0 3.25 ×0.8
Hook Sword −1 1.8 3.0 ×1.0
Greatsword +3 0.9 3.5 ×1.3 ✔
Spear −1 1.4 4.0 ×1.0
Pike 0 1.0 5.0 ×1.2 ✔
Lance −2 0.8 4.5 ×0.6 ✔
Halberd +2 0.9 4.0 ×1.2 ✔
Glaive +1 1.0 4.5 ×1.2 ✔
Scythe +2 0.8 4.0 ×1.0 ✔
Hatchet +1 1.1 2.75 ×1.0
Battle Axe +4 0.8 3.0 ×1.2 ✔
War Pick +2 0.9 3.0 ×1.25
War Hammer +3 0.7 3.0 ×1.5 ✔
Club −1 1.2 3.0 ×1.5
Mace +1 1.1 3.0 ×1.5
Morning Star +2 1.0 3.0 ×1.25
Flail +3 0.8 3.0 ×1.0
Gauntlets −3 3.0 2.5 ×1.0
Rope Dart −2 1.6 4.5 ×0.75

Abilities

A "full-charge" hit means the attack cooldown bar is at least 90% full, the same rule vanilla uses for sweeps and critical hits.

Dagger

  • Backstab: 1.5× damage when you hit a target from behind (within 60° of straight behind it).
  • Lacerate: critical hits cause Bleed.
  • Throw: hold use and release to throw it. A thrown dagger deals +1 damage and causes Bleed.

Sabre

  • Cavalry: +2 damage while you are riding.
  • Riposte: use to parry for half a second (1 second cooldown). Parrying a melee hit from the front cancels it completely, and your next hit within 3 seconds is a guaranteed critical hit.

Scimitar

  • Draw Cut: full-charge hits while standing on the ground and not sprinting sweep, with about 1.5× the area of a vanilla sword sweep. Everything the sweep hits, including the main target, starts to Bleed.

Rapier

  • Thrust: use on a target up to 1 block past your normal reach for full damage +2, whatever your attack charge. 2.5 second cooldown, costs 1 durability, and resets your attack charge.

Hook Sword

  • Hook Pull: use on a target within reach to pull it toward you. 1.5 second cooldown, costs 1 durability.
  • Hook Leap: use twice on the same target within 0.3 seconds to pull yourself toward it instead, stopping about a block short. 3 second cooldown, costs 2 durability.
  • Wall Brake: hold use while falling with a block right beside you to hook into it and slow your fall to a slide. From high up you land unhurt; just above the ground you still take most of the fall damage. Costs 1 durability every half second.

Greatsword

  • Broad Swing: +1 knockback, and full-charge hits on the ground while not sprinting make a vanilla-sized sweep.

Spear

  • 4 block reach.
  • Charge: +1 damage when you hit while sprinting.
  • Throw: hold use for at least half a second and release. A thrown spear deals +2 damage, drops where it lands, and can be picked up again.

Pike

  • 5 block reach, the longest of any weapon.
  • Too Close: half damage to targets closer than 1.5 blocks, so keep your distance.
  • Brace: sneak and stand still. Hits on anything charging at you (moving at 2+ blocks per second, on foot or mounted) deal double damage and knock riders off their mounts.

Lance

  • Stiff Grip: can't land critical hits.
  • Couched Charge: hit while riding a mount moving at 4+ blocks per second. You deal bonus damage equal to 0.8× your mount's speed in blocks per second (up to +15), with heavy knockback, and the target is knocked off its mount. A charge costs 3 durability.

Halberd

  • 4 block reach.
  • Shield Breaker: disables shields like an axe.
  • Hook: use on a target within reach to pull it toward you, drag it off its mount and knock a raised shield aside. 2 second cooldown, costs 1 durability.

Glaive

  • Arc: full-charge hits on the ground while not sprinting make a vanilla-sized sweep, out to the glaive's full 4.5 block reach.

Scythe

  • Reap: full-charge hits on the ground while not sprinting sweep with about 1.5× the vanilla area, dealing half the hit's damage to everything swept.

Hatchet

  • Shield Breaker: disables shields like an axe.
  • Chops wood at axe speed and takes Efficiency, Fortune and Silk Touch, so it doubles as a tool.
  • Throw: like the spear, but with a shorter, spinning throw. A thrown hatchet deals +1 damage.

Battle Axe

  • Heavy Blow: +2 knockback.

War Pick

  • Flip: use to turn it round. Flipped, it mines like a pickaxe of its material at 80% speed (1 durability per block) and takes Efficiency, Fortune and Silk Touch. Use again to flip it back. It fights the same either way.

War Hammer

  • Armor Crush: ignores 50% of the target's armor.
  • Stagger: full-charge hits cause Stagger for 1 second.
  • Overhead Smash: a full-charge hit while sneaking knocks back everything within 2.5 blocks of the target and Stuns everything it hits, including the target, for 0.75 seconds.

Club

  • +1 knockback.
  • Daze: full-charge hits have a 20% chance to Daze the target for 2 seconds.

Mace

  • Flanged Head: ignores 25% of the target's armor.
  • Daze: full-charge hits have a 15% chance to Daze the target for 2 seconds.

Morning Star

  • Puncture: full-charge hits cause Bleed.
  • Mail-breaker: hits wear the target's armor twice as fast.

Flail

  • Over the Shield: a full-charge hit on a raised shield isn't blocked. It deals half damage, and the shield isn't damaged or disabled.
  • Unwieldy: hits below half charge do nothing.
  • Wind-up: hold use to spin the head. Every half second adds +1 damage to your next hit, up to +3. It's lost if you don't hit within 2 seconds of letting go.

Gauntlets

  • No abilities: just very fast and light.

Rope Dart

The dart is tied to the rope dart in your hand, so it's never dropped. Use again to reel it in; sneak + use lets go at any time.

  • Throw: hold use for at least half a second and release. The dart flies on a 12 block rope.
  • Tether: hitting a mob or player leashes it for 5 seconds. Hold use to drag it in. Iron golems, ravagers and wardens are too heavy, so you get pulled to them instead; the wither and ender dragon shake the dart off. A tethered player can break free by hitting you.
  • Grapple: hitting a block anchors the rope. Swing on it, hold jump to climb and sneak to lower. It doesn't protect you from fall damage.

Bows

Four bows, one version each. They shoot vanilla arrows, take the same enchantments as the vanilla bow, and each has its own draw animation and zoom.

Bow Draw time Full damage Spread Durability
Vanilla bow 1.0 s 6 1.0 384
Selfbow 0.8 s 5 1.25 256
Longbow 1.5 s 8 0.6 384
Recurve Bow 1.0 s 7 0.9 432
Horse Bow 0.6 s 5 1.5 336

Lower spread is more accurate. The longbow shoots the farthest and the selfbow the shortest.

Selfbow

  • Light Draw: walk at half speed while drawing, instead of the vanilla fifth.
  • Rough Arrows: 15% of its arrows can't be picked up again.

Longbow

  • Steady Aim: after 1 second at full draw, it becomes very accurate and zooms in further.
  • Arm Fatigue: after 5 seconds at full draw, your aim starts to drift until you draw again.
  • No Horseback: can't be drawn while riding.

Recurve Bow

  • Quick Nock: drawing again within 1 second of a shot starts a quarter drawn.
  • Snap Shot: +1 damage if you release within 0.25 seconds of reaching full draw.
  • Dry-fire Strain: shots below half draw cost 2 durability.

Horse Bow

  • Horse Archer: while riding, it draws 25% faster and deals +1 damage.
  • Light Arrows: half knockback, and half the Punch enchantment's knockback.
  • Spread While Moving: a little less accurate when you shoot on the move on foot.

Materials

Every weapon comes in wooden, stone, iron, golden and diamond (except the rope dart, which is iron only). Damage, durability, enchantability and the repair item all match the vanilla tool of that material. Some materials also change how abilities work:

  • Wooden: Armor Crush and Flanged Head are halved, and Bleed lasts 2 seconds.
  • Stone: the club, war hammer and mace get +1 knockback.
  • Golden: low durability like vanilla gold, but ability numbers are 1.5× stronger: bonus damage, effect durations, daze chance, hook pulls, smash knockback, armor crush, sweep damage, the flail's wind-up and shield pass-through, and the morning star's armor wear.
  • Diamond: thrown weapons deal +1 damage, and Bleed lasts 6 seconds.

Status effects

Effect What it does Caused by
Bleed 1 damage per second per stack for 4 seconds, ignoring armor. Each new application adds a stack (up to 3, shown as Bleed II and III) and resets the timer. Undead mobs and golems don't bleed. Dagger critical hits and throws, scimitar sweeps, morning star
Stagger A short, sharp lurch of the screen for a staggered player. War hammer full-charge hits
Stun 90% slower; the target is nearly rooted in place. War hammer Overhead Smash
Daze 15% slower, and a dazed player's view wobbles. Club, mace

Two-handed weapons

The scimitar, greatsword, pike, lance, halberd, glaive, scythe, battle axe and war hammer need both hands. While one is in your main hand, whatever is in your off hand (a shield, a torch, food…) is moved into your inventory, and the action bar tells you what moved. A two-handed weapon put in the off hand is moved out too.

If your inventory is full, the off-hand item stays where it is but is blocked: no shield, no dual wielding, no using the off-hand item, and a raised shield is lowered.

Crafting

All weapons are crafted in a crafting table from a material (M) and sticks (S). The material is planks, cobblestone (or another stone tool material), iron ingots, gold ingots or diamonds. The flail also takes a chain (C), the gauntlets a leather (L), and the rope dart string (X) and always an iron ingot. The wooden club uses a log instead of planks. A dot is an empty slot.

Dagger      Sabre       Scimitar    Rapier      Hook Sword  Greatsword
M           . . M       . M M       . . M       M M         . M .
S           . M .       . M .       . M .       M .         M M M
            S . .       S . .       M S .       S .         . S .

Spear       Pike        Lance       Halberd     Glaive      Scythe
. . M       . M M       . . M       M M M       . . M       M M M
. S .       . S M       M M .       . S .       . S M       M . S
S . .       S . .       S . .       S . .       S . .       . . S

Hatchet     Battle Axe  War Pick    War Hammer  Club        Mace
M M         M . M       M M M       M M M       . M         . M M
M S         M S M       M S .       M S M       S .         . M M
            . S .       . S .       . S .                   S . .

Morning Star  Flail     Gauntlets   Rope Dart
M . M         . . M     M M M       . . M
. M .         . C .     . L .       . X .
S . .         S . .                 X . .

The bows use the vanilla bow layout, with string (X), leather (L), iron ingots (I) and gold ingots (G):

Selfbow     Longbow     Recurve Bow  Horse Bow
. S X       S S X       . S X        G S X
S . .       L . X       I . X        S . X
. S X       S S X       . S X        G S X

Weapons can be repaired in an anvil with their material, just like vanilla tools.

Enchanting

Weapons take the normal melee weapon enchantments, such as Sharpness, Smite, Bane of Arthropods, Knockback, Fire Aspect and Looting, plus Unbreaking and Mending. The hatchet and war pick also take Efficiency, Fortune and Silk Touch. The bows take the vanilla bow enchantments: Power, Punch, Flame, Infinity, Unbreaking and Mending.

Installation

  • Weaponry Extended adds new items, so it must be installed on both the server and every client. Use the same Weaponry Extended version on both.
  • Fabric: needs Fabric Loader and Fabric API.
  • Forge / NeoForge: no other mods needed.
  • Works in singleplayer and multiplayer.

Supported versions

  • Fabric: 1.16.5, 1.18.2, 1.19.2, 1.20.1, 1.21.1, 1.21.4, 1.21.11, 26.1.2, 26.2, 26.3
  • NeoForge: 1.21.1, 1.21.4, 1.21.11, 26.1.2, 26.2, 26.3
  • Forge: 1.16.5, 1.18.2, 1.19.2, 1.20.1

Gameplay is the same on every version and loader.

Commands

Every weapon can be given with /give @s weaponry:<material>_<weapon>, for example weaponry:iron_war_hammer or weaponry:golden_morning_star. The rope dart and bows have no material: weaponry:rope_dart, weaponry:selfbow, weaponry:longbow, weaponry:recurve_bow and weaponry:horse_bow. Everything is also in its own Weaponry creative tab.

FAQ

Can I use this in my modpack? Yes. Weaponry Extended is released under the MIT License: you can use it, modify it, redistribute it and include it in modpacks, as long as the license notice stays with it.

Can I update an existing world from 1.0 to 2.0? Yes. The original ten weapons keep their item IDs, stats and recipes, so nothing in your world is lost. Update the server and every client together, since both sides need the same version.

Does it need to be on the server? Yes, on both the server and the client, because it adds new items.

Does it replace vanilla swords, axes or bows? No. Vanilla weapons are untouched. Weaponry Extended's spear and mace are their own items (weaponry:*_spear, weaponry:*_mace) and don't clash with the vanilla spear and mace in newer versions.

Is there a netherite tier? Not yet.