Xetrix's Weapon Classes.
No reviews yet
A minecraft mod that adds 3 new types of weapon classes, allowing for diversity in the weapons players main.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
Xetrix's Weapon Classes
A Fabric mod for Minecraft 1.21.1 that transforms combat into a class-based progression system. Every player is permanently bound to one of three weapon archetypes and three supporting sub-classes, and grows in power by mastering that weapon — earning passive bonuses, unlocking a Sub-Ultimate buff, and eventually a devastating Ultimate attack.
First Join Experience
The moment a player enters the world or server for the first time, their weapon class and sub-class are rolled and announced to the server, revealing the new recruit's kit to everyone online.
The Three Classes
- Sword — The agile duelist. Fast strikes, steady armor, and lifesteal at mastery. Built for sustained melee pressure against tough single targets. Identified by aqua coloring.
- Axe — The heavy bruiser. Massive damage per swing, bonus health, and knockback resistance. Built for frontline brawling. Identified by red coloring.
- Bow — The nimble ranger. Increased arrow damage, passive movement speed, and crowd control from a distance. Built for mobility and kiting. Identified by green coloring.
The Three Sub-Classes
Every player is also assigned one sub-class alongside their main class, adding a defensive or utility specialty independent of weapon tier.
- Shield — Shield can't be stunned by axes, and shields held in either hand never take durability damage. Identified by blue coloring.
- Armour — Worn armor never takes durability damage. Wearing a full set (helmet + chest + legs + boots) grants +4 bonus armor points. Identified by gold coloring.
- Chemist — Thrown splash potions apply effects with 25% longer duration on their targets, and splash healing/harming deals +3 extra points. Drinking a potion as a Chemist extends its non-instant effects by 25% and adds the same +3 on healing/harming. Identified by light purple coloring.
Tier Progression
Every main class has three tiers. Players earn XP by killing mobs with their class's weapon type — sword class gains from sword kills, axe from axe kills, bow from arrow kills. Kills with the wrong weapon grant nothing.
- Tier 1 → Tier 2: 25 kills
- Tier 2 → Tier 3: 100 kills
Each tier-up is announced server-wide, the player's passive modifiers refresh, and new abilities unlock.
Passive Upgrades
Sword
| Tier | Passives |
|---|---|
| 1 | +1 attack damage (while holding sword), +0.1 attack speed |
| 2 | +2.5 damage, +0.25 attack speed, +1 armor (always active) |
| 3 | +4 damage, +0.4 attack speed, +2 armor, 10% lifesteal on melee hits |
Axe
| Tier | Passives |
|---|---|
| 1 | +1.5 attack damage (while holding axe), +5% knockback resistance |
| 2 | +3 damage, +10% knockback resistance, +1 heart max HP |
| 3 | +5 damage, +20% knockback resistance, +2 hearts max HP |
Bow
| Tier | Passives |
|---|---|
| 1 | +10% arrow damage, +5% movement speed |
| 2 | +25% arrow damage, +10% movement speed, +0.5 heart max HP |
| 3 | +45% arrow damage, +15% movement speed, +1 heart max HP, Slowness I applied on arrow hits |
The damage and attack-speed bonuses are weapon-gated — they only apply while the matching weapon type is held. Health, movement, armor, and knockback resistance bonuses are always active to define the class's feel. The Tier 3 Bow slowness is the signature kiting tool — previously this effect lived on Tier 3 Axe, but it was moved to arrows where a ranged class benefits from it more.
Sub-Ultimates — Unlocked at Tier 2
Activated with the V key. 60-second cooldown. Sub-Ultimates are buff-based abilities — short, powerful effect windows rather than burst attacks.
- Sword — Fury (5s): Strength II, Haste III, and Speed I. The duelist becomes a blur of steel.
- Axe — Berserker's Rage (6s): Strength III, Resistance I, Fire Resistance. A raging tank state for diving into danger.
- Bow — Eagle Eye (7s): Speed II, Jump Boost II, Night Vision, and Slow Falling. Total battlefield awareness and mobility.
Ultimates — Unlocked at Tier 3
Activated with the B key. 180-second cooldown. Ultimates are high-impact moves with server-wide announcements, cinematic particles, and layered sound design.
- Sword — Blade Storm: A whirling AoE that hits every enemy within 5 blocks for 12 damage, launches them with knockback, and grants the caster Resistance III for 3 seconds. Sweep-attack rings, crit sparkles, riptide sfx.
- Axe — Earthshatter: A ground slam dealing 16 damage in a 7-block radius, launching enemies into the air with Weakness III and Slowness II for 8 seconds. Explosion bursts, smoke plumes, ravager roar + explosion sfx.
- Bow — Arrow Rain: Summons 50 arrows from the sky into a 6-block radius at the player's crosshair, falling over ~3 seconds with jittered timing so they pour in like a real downpour rather than landing in a single frame. Each arrow deals 8 damage and benefits from the bow class's arrow damage multiplier. Cloud particles form overhead before the volley.
Cooldown HUD
Two thin boss-bar-styled bars sit directly above the hunger bar and track ability readiness in real time:
- Ultimate bar (red) — sits just above the hunger bar. Visible once the player reaches Tier 3.
- Sub-Ultimate bar (yellow) — stacks above the ultimate bar. Visible once the player reaches Tier 2.
Both bars use the vanilla boss-bar sprite (no title text, 3-sliced so the rounded caps don't squish), fill left-to-right as the cooldown drains, and sit completely full while the ability is ready. No more guessing when your ultimate is back online.
Commands
Player commands:
/wclassor/wclass info— show your class, sub-class, tier, XP progress, and both cooldown timers/wclass help— in-game guide summarising the class and sub-class systems/wclass ult//wclass subult— trigger abilities without a keybind
Op commands (permission level 2):
/wclass set <player> <class>— assign a main class (none/sword/axe/bow), resets tier and cooldowns/wclass setsub <player> <subclass>— assign a sub-class (none/chemist/shield/armour)/wclass tier <player> <tier>— jump a player to a specific tier (1-3)/wclass xp <player> <amount>— set a player's current XP/wclass ultcd <player> <seconds>— set remaining Ultimate cooldown (0 = ready)/wclass subultcd <player> <seconds>— set remaining Sub-Ultimate cooldown/wclass resetcooldowns [player]— zero out both cooldowns/wclass reset <player>— full reset: clears passives, unassigns class and sub-class, player rerolls on next join/wclass info <player>— inspect another player's state
Keybinds
Rebindable in Minecraft's controls menu under Xetrix's Weapon Classes:
- B — Ultimate (Tier 3)
- V — Sub-Ultimate (Tier 2)
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources