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Weapons
All supported weapon types, their vanilla base stats, rarity scaling examples, and bonus stat pools.
Attack speed is uniform across all material tiers (1.6 attacks/sec).
| Material | Vanilla dmg | Total dmg |
|---|---|---|
| Wooden | 4 | 5 |
| Stone | 5 | 6 |
| Iron | 6 | 7 |
| Golden | 4 | 5 |
| Diamond | 7 | 8 |
| Netherite | 8 | 9 |
Rarity scaling β Diamond Sword (base 7 dmg):
| Rarity | Bonus | Total dmg | With Sharpness V |
|---|---|---|---|
| β¬ Common | +0% | 8 | 11 |
| π¨ Uncommon | +5β10% | 8.35β8.70 | 11.35β11.70 |
| πͺ Rare | +10β20% | 8.70β9.40 | 11.70β12.40 |
| π© Hero | +20β30% | 9.40β10.10 | 12.40β13.10 |
| π§ Legendary | +30β40% | 10.10β10.80 | 13.10β13.80 |
β¨ Bonus stat pool: Lifesteal Β· Crit Chance Β· Knockback Β· Bleeding
Axes deal more damage than swords but attack slower. Rarity only affects combat stats β chopping wood works normally.
| Material | Vanilla dmg | Atk speed |
|---|---|---|
| Wooden | 6 | 0.8/sec |
| Stone | 8 | 0.8/sec |
| Iron | 8 | 0.9/sec |
| Golden | 6 | 1.0/sec |
| Diamond | 8 | 1.0/sec |
| Netherite | 9 | 1.1/sec |
Rarity scaling β Diamond Axe (base 8 dmg):
| Rarity | Bonus | Total dmg | With Sharpness V |
|---|---|---|---|
| β¬ Common | +0% | 9 | 12 |
| π¨ Uncommon | +5β10% | 9.40β9.80 | 12.40β12.80 |
| πͺ Rare | +10β20% | 9.80β10.60 | 12.80β13.60 |
| π© Hero | +20β30% | 10.60β11.40 | 13.60β14.40 |
| π§ Legendary | +30β40% | 11.40β12.20 | 14.40β15.20 |
β¨ Bonus stat pool: Lifesteal Β· Crit Chance Β· Knockback Β· Bleeding
Melee weapon with the same attribute system as swords. Base: 8 dmg / 1.1 atk/sec.
| Rarity | Bonus | Total dmg |
|---|---|---|
| β¬ Common | +0% | 9 |
| π¨ Uncommon | +5β10% | 9.40β9.80 |
| πͺ Rare | +10β20% | 9.80β10.60 |
| π© Hero | +20β30% | 10.60β11.40 |
| π§ Legendary | +30β40% | 11.40β12.20 |
β¨ Bonus stat pool:
| Stat | Effect |
|---|---|
| Lifesteal | Heals a percentage of damage dealt |
| Crit Chance | Chance to deal 1.5Γ damage |
| Riptide Speed | Boosts player velocity when attacking in water or rain |
| Lightning Strike | Chance to strike lightning on the target (+4 dmg) |
Heavy weapon with a slow attack speed. Excels at fall-damage combos. Base: 5 dmg / 0.6 atk/sec.
| Rarity | Bonus | Total dmg |
|---|---|---|
| β¬ Common | +0% | 6 |
| π¨ Uncommon | +5β10% | 6.25β6.50 |
| πͺ Rare | +10β20% | 6.50β7.00 |
| π© Hero | +20β30% | 7.00β7.50 |
| π§ Legendary | +30β40% | 7.50β8.00 |
β¨ Bonus stat pool:
| Stat | Effect |
|---|---|
| Lifesteal | Heals a percentage of damage dealt |
| Knockback | Extra knockback on hit |
| Smash Radius | Damages and knocks back nearby entities on hit |
| Fall Damage Bonus | Scales extra damage with fall distance before the hit |
Projectile weapon β no ATTACK_DAMAGE attribute. Damage is applied to the arrow via EntityShootBowEvent. All scaling comes from bonus stats.
βΉοΈ The lore shows "Projectile weapon" instead of damage/speed lines since those attributes don't exist on bows.
β¨ Bonus stat pool:
| Stat | Effect |
|---|---|
| Arrow Damage | Multiplies arrow damage on impact |
| Flame Chance | Chance to fire a flaming arrow |
| Arrow Punch | Adds knockback to the arrow |
| Multishot | Chance to fire 2 extra arrows with slight spread |
Same projectile system as the bow. No ATTACK_DAMAGE attribute.
βΉοΈ The lore shows "Projectile weapon" instead of damage/speed lines.
β¨ Bonus stat pool:
| Stat | Effect |
|---|---|
| Arrow Damage | Multiplies arrow damage on impact |
| Piercing | Chance for the arrow to pierce through an extra entity |
| Multishot | Chance to fire 2 extra arrows |
| Charge Speed | Boosts arrow velocity to simulate a faster draw |