Skip to content

Materials & Stats

FROSTYTRIX edited this page May 28, 2026 · 5 revisions

Materials & Stats

Every component in a modular weapon influences its final performance. Use this guide to balance weight, speed, and durability and modifiers.

🏹 Bow/Crossbow

🛠️ Riser Materials

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!

🪵 Limb Materials (Wood Types)

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 Types

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.

🎯 Modular Arrow Components

An arrow's flight path, damage, and utility are determined by the combination of its three parts.

1. Arrow Heads

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.

2. Arrow Shafts

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.

3. Fletchings (Stability & Accuracy)

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

Clone this wiki locally