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Materials & Stats
Every component in a modular weapon influences its final performance. Use this guide to balance weight, speed, and durability and modifiers.
The Riser is the core of your weapon. Metal risers are heavier but significantly more durable and capable of supporting high-tension strings.
| Material | Durability | Modifiers |
|---|---|---|
| Wood | 250 | None |
| Copper | 400 | Conductive |
| Iron | 750 | High Precision (x0.2) |
Conductive : If an entity is shot by a bow that has a copper riser, and a thunderstorm is ongoing, the entity will get struck by lightning. High Precision : Bows have a passive innacuracy, when an arrow is shot it has a random initial angle applied to it. The Iron Riser divides this angle by five!
The wood type of your Pliable Limbs determines the primary firing characteristics.
| Wood Type | Draw speed (ticks:second) | Danage Mult | Modifiers |
|---|---|---|---|
| Oak | 20:1 | 1x | None |
| Birch | 10:0.5 | 0.7x | None |
| Spruce | 22:1.1 | 1x | Punch |
| Jungle | 18:0.9 | 0.9x | Agility |
| Acacia | 20:1 | 1x | Speedy |
| Dark Oak | 35:1.75 | 1.6x | None |
| Mangrove | 22:1.1 | 1x | Amphibious |
| Cherry | 20:1 | 0.85x | Slow Fall |
| Pale Oak | 26:1.3 | 1x | None |
| Crimson | 24:1.2 | 1.1x | Ignited |
| Warped | 20:1 | 1x | No Gravity |
Punch: Has Punch I enchant by default Agility: Allows the player to walk normally while drawing their bow. (no speed debuff) Speedy: Gives the player Speed II after shooting (30 ticks = 1.5 seconds — short). Amphibious: Lowers drag while the arrow is underwater. Slow Fall: While the player draws/aims mid-air, he is given the slow-falling effect. Ignited: Bow has Flame enchant by default Warped: Arrows shot from this bow will fly straight. They are not affected by gravity.
| String | Velocity Mult | Durability Cost | Modifiers |
|---|---|---|---|
| Spider String | 1.0x | 1 | None |
| Flax String | 1.3x | 1 | Shaky |
| High Tension | 1.8x | 2 | None |
Shaky: If the draw is held for too long, the player gets shaky aim.
An arrow's flight path, damage, and utility are determined by the combination of its three parts.
| Head Type | Damage Mult | Modifiers |
|---|---|---|
| Flint | 1x | None |
| Broadhead | 1.15x | Hemorrhage |
| Bodkin Point | 1x | Piercing |
| Barbed Tip | 1x | Puller |
| Resonance Tip | 1x | Resonance |
| Weighted Blunt | 1.05x | Distance |
| Weighted Hook | 0.5x | Grappling |
| Trailing Rope | 0.3x | Rope |
| Glass Vial | 0.4x | Potion Payload |
Hemorrhage: Applies the Bleed status effect for 3 seconds (60 ticks). Piercing: Ignores a portion of the target's armor value. Puller: Pulls the entity hit toward the shooter. Resonance: Deals 30% of the initial damage after a delay of 1 second. Distance: For each block travelled, the arrow deals 1% more damage. Grappling: Acts as a grapple, pulling the player to where the arrow landed. Beware of the speed and fall damage. Rope: If the arrow lands on the bottom of a block, it will place up to 20 rope blocks, allowing for easy vertical movement. Beware of the time, as it will only last 30 seconds. If broken, the rope won't drop itself. Potion Payload: Dip the empty Glass-Vial arrow in a Dipping Vat filled with any potion to tip it with that potion. On hit, the vial shatters and splashes the potion onto whatever it struck. See the Glass Vial Potion Arrows page for the full flow.
The shaft material defines the "Weight" of the arrow, affecting how much gravity and drag influence its flight.
| Wood Type | Gravity Mult | Velocity Mult | Modifier |
|---|---|---|---|
| Oak | 1x | 1x | None |
| Birch | 0.9x | 1x | None |
| Spruce | 1.1x | 1x | None |
| Jungle | 1x | 1x | Bounce |
| Acacia | 1x | 1x | Boost |
| Dark Oak | 1x | 1x | Pierce |
| Mangrove | 1x | 1x | Slower |
| Cherry | 1x | 1x | Health Steal |
| Pale Oak | 1x | 1x | Backstab |
| Crimson | 1x | 1x | Executioner |
| Warped | 1x | 1x | Translocation |
Bounce: Allows the arrow to bounce up to 3 times off a block. Each bounce has an 85% chance of happening. Boost: After 0.5s, the arrow receives a 40% speed boost. Pierce: Has the Piercing enchant by default — passes through one entity before stopping. Slower: Gives the enemy Slowness III for 4 seconds (80 ticks). Health Steal: Gives the shooter 1 heart back if the arrow hits an entity. Backstab: If shot from behind, the enemy receives 40% more damage. Executioner: If the enemy is below 50% health, the arrows deals 50% more damage. Translocation: Swapped the enemy and the shooter's positions.
Fletchings control the arrow's "Drag" (how fast it slows down in the air) and its "Spread" (random deviation).
| Fletching Type | Inaccuracy Mult | Modifiers |
|---|---|---|
| Feather | 1.0x | None |
| Rigid | 0.84x | None |
| Trailing | 0.75x | Stable |
| Serrated | 1x | Homing |
| Bound | 1x | Recovery |
| Vex | 1x | Ghostly |
Homing: Will (partially) home toward the aimed entity. Recovery: When the arrow hits an entity, it has a 25% chance of dropping instead of disappearing. Ghostly: Passes through the first block it's supposed to hit