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Resonance: Armory

Resonance is a collection of Minecraft Bedrock addons built around the idea of expanding the vanilla experience with new content while keeping the original Minecraft feel intact.

Resonance Series

Resonance is a collection of Minecraft Bedrock addons built around the idea of expanding the vanilla experience with new content while keeping the original Minecraft feel intact.

The series is planned to grow into several interconnected projects, including Resonance Armory, Resonance Artifacts, Resonance Core, Resonance Structure and Resonance Biome. Each addon focuses on a different aspect of the experience while sharing the same overall visual and design direction.

Resonance Armory — Beta / WIP

Resonance Armory is the first addon in the series, focusing on new weapons, combat equipment, and related mechanics. The goal is to introduce unique and enjoyable equipment without making it feel completely out of place in vanilla Minecraft.

This addon is currently in Beta and active development, so content, mechanics, models, textures, and balance may change significantly as development continues. More content will be added over time as the Resonance ecosystem grows.

Armory Content

Below are the weapons and equipment currently available in Resonance Armory. Each piece of equipment is designed with its own combat identity, mechanics, and playstyle while staying within the overall Resonance design direction.

Smoke Club

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The Smoke Club is a heavy melee weapon designed around a fast 3-hit combo and battlefield disruption. Each swing can release a cloud of smoke around the first enemy struck, temporarily reducing their ability to see and move.

Unlike many heavy weapons, the Smoke Club does not knock enemies back, allowing you to keep targets within your attack range and maintain pressure.

Status: Beta / Work in Progress
Type: Melee Weapon
Weapon Class: Club
Combat Style: Combo / Crowd Control


Weapon Overview

The Smoke Club features a 3-stage attack combo. Each attack has a different range, attack arc, and damage multiplier.

The final attack deals significantly more damage than the first hit, making it useful for finishing enemies after maintaining the combo.

Base Stats

Attribute Value
Base Damage 8
Combo Hits 3
Attack Range 2.3 – 2.7 blocks
Attack Arc 75° – 85°
Knockback None
Special Cooldown 40 ticks / 2 seconds
Combo Reset 40 ticks / 2 seconds

Attack Combo

The Smoke Club has three different attack animations.

1. First Strike

The opening attack of the combo.

  • Damage: 8
  • Range: 2.3 blocks
  • Attack Arc: 75°
  • Damage Multiplier: ×1.00
  • Smoke Special: Yes

The first strike is the fastest way to initiate the combo and activate the Smoke Club's special effect.

2. Second Strike

The second attack extends the weapon's effective range and increases its damage.

  • Damage: 9
  • Range: 2.7 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.15
  • Smoke Special: Yes

The increased range makes the second strike particularly useful against enemies attempting to move away from the player.

3. Final Strike

The final attack is the strongest hit in the combo.

  • Damage: 10
  • Range: 2.5 blocks
  • Attack Arc: 85°
  • Damage Multiplier: ×1.35
  • Smoke Special: Yes

The wider attack arc makes the final strike more effective against multiple enemies in front of the player.


Special Ability — Smoke Burst

Smoke Burst is the signature ability of the Smoke Club.

Whenever an attack successfully hits an enemy, the weapon can create a smoke cloud centered on the first enemy hit.

The smoke applies:

  • Blindness I
  • Slowness I
  • Smoke particles

Effect

Property Value
Radius 1.5 blocks
Blindness 38 ticks (~1.9 sec)
Slowness 40 ticks (2 sec)
Effect Level I
Special Cooldown 40 ticks (2 sec)

The Smoke Burst is triggered once per swing and has a shared cooldown between attacks.

Important: The Smoke Club's smoke effect is triggered by a successful hit. Missing an attack does not create a smoke cloud.


Combat Mechanics

No Enemy Knockback

The Smoke Club intentionally applies no knockback to enemies.

This allows the player to remain close to targets and continue the combo without constantly pushing them out of attack range.

The player may still experience movement from the attack animation itself.

Multi-Target Attacks

Each swing can hit multiple enemies within the weapon's attack cone.

The weapon checks for up to 10 targets within the attack area.

This makes the Smoke Club effective when surrounded by groups of enemies.


Damage Breakdown

Combo Multiplier Damage
Strike I ×1.00 8
Strike II ×1.15 9
Strike III ×1.35 10

Maximum raw damage from one complete 3-hit combo: 27 damage per target if every strike connects.

Actual combat results may vary depending on the target's armor, effects, and other Minecraft mechanics.


Durability

Durability: 180

The Smoke Club's durability can be configured separately from its combat system.

Recommended Information

  • Maximum Durability: 180
  • Repair Material: Coal

Crafting Recipe

Recipe: Stick and Coal

Example format: image

Combat Tip

The Smoke Club works best when fighting enemies at close range or when surrounded by multiple targets.

Try to maintain the combo instead of repeatedly restarting the first attack. The final strike has the highest damage and widest attack arc.


Iron Halberd

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The Iron Halberd is a heavy polearm built around sweeping attacks, extended reach, and devastating strikes against armored enemies. Its damage increases based on the target's armor, making heavily equipped enemies more vulnerable to its attacks.

Every successful hit also applies strong knockback, allowing the Iron Halberd to control space and push enemies away with each swing.

Status: Beta / Work in Progress Type: Melee Weapon Weapon Class: Polearm Combat Style: Combo / Armor Breaker / Knockback


Weapon Overview

The Iron Halberd features a 3-stage attack combo with a long effective range and progressively stronger attacks.

Unlike weapons that deal consistent damage regardless of the target, the Iron Halberd becomes more powerful against enemies wearing armor.

Base Stats

Attribute
Base Damage 12
Combo Hits 3
Attack Range 2.8 – 3.2 blocks
Attack Arc 75° – 85°
Knockback Strong
Combo Reset 40 ticks / 2 seconds

Attack Combo

The Iron Halberd has three different attack animations.

1. First Strike

The opening swing of the combo, featuring the longest reach of the three attacks.

  • Base Damage: 12
  • Range: 3.2 blocks
  • Attack Arc: 75°
  • Damage Multiplier: ×1.00
  • Knockback: Strong

The first strike is ideal for initiating combat from a slightly greater distance while establishing the combo.

2. Second Strike

The second attack sacrifices some range for increased damage.

  • Base Damage: 13
  • Range: 2.8 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.15
  • Knockback: Strong

Its wider attack arc makes it useful for catching enemies attempting to move around the player.

3. Final Strike

The final attack delivers the strongest strike of the combo with a wide attack arc.

  • Base Damage: 16
  • Range: 3.0 blocks
  • Attack Arc: 85°
  • Damage Multiplier: ×1.35
  • Knockback: Strong

The final strike is particularly effective against groups of armored enemies due to its high base damage and armor scaling.


Special Ability — Armor Breaker

Armor Breaker is the signature ability of the Iron Halberd.

The halberd's damage increases according to the target's armor value. The more armor an enemy has, the more damage the Iron Halberd deals.

Damage Scaling

For an unarmored target, the halberd deals its normal base damage.

Against an armored target, the damage is calculated using:

Damage = Base Damage × 1.35 + (Armor × 0.4)

This armor scaling is applied individually to every target, meaning enemies with different armor values can receive different amounts of damage from the same swing.

Armor Bonus

Property Value
Armor Bonus +35% damage
Additional Damage +0.4 per armor point
Applies To Armored targets
Calculation Per target

For example, an enemy with 10 armor points hit by the first strike would receive:

12 × 1.35 + (10 × 0.4) = 20.2

The resulting damage is rounded down to 20 damage.

Note: The armor value used by the weapon may depend on the target's available armor data. Targets without detectable armor receive normal base damage.


Combat Mechanics

Strong Knockback

Every successful Iron Halberd hit applies strong knockback to the target.

This makes the weapon effective for controlling enemy positioning and creating distance after landing a hit.

Knockback Property Value
Horizontal Strength 1.4
Vertical Strength 0.35

The knockback is applied in the direction the player is facing.

Multi-Target Attacks

Each swing can hit multiple enemies within the attack cone.

The weapon checks for up to 10 targets within its attack area.

Because damage is calculated individually, heavily armored enemies can receive significantly more damage than lightly armored or unarmored targets during the same attack.


Damage Breakdown

The values below represent the base damage before armor scaling.

Combo Multiplier Base Damage
Strike I ×1.00 12
Strike II ×1.15 13
Strike III ×1.35 16

Against armored targets, the final damage is increased by the Armor Breaker effect.

Maximum base damage from one complete 3-hit combo: 41 damage per target before armor scaling, assuming every strike connects.

Actual combat results may vary depending on the target's armor value and other Minecraft mechanics.


Durability

Durability: 325

The Iron Halberd's durability can be configured separately from its combat system.

Recommended Information

  • Maximum Durability: 325
  • Repair Material: Iron Ingot

Crafting Recipe

Recipe: Iron Ingots and Stick

Example format: image

Combat Tip

The Iron Halberd is especially effective against heavily armored enemies.

Use its long reach to start engagements from a safe distance, then maintain the combo to take advantage of its increasing damage and wide attack arcs.

Its strong knockback can also be used to control enemy positioning, separate enemies from groups, or create breathing room during difficult encounters.


Golden Rapier

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The Golden Rapier is a fast and precise melee weapon built around rapid attacks, exceptional reach, and critical strikes. Its lightweight design allows it to chain attacks quickly while maintaining an unusually long attack range.

The rapier has a 40% chance to critically strike on each attack, dealing additional damage as a separate hit. However, every critical strike consumes an additional point of durability, making its power come with a cost.

Status: Beta / Work in Progress Type: Melee Weapon Weapon Class: Rapier Combat Style: Fast / Precision / Critical Hits


Weapon Overview

The Golden Rapier features a 3-stage attack combo designed around speed and reach rather than raw damage.

Each attack has a 5-block range, allowing the player to strike enemies from considerably farther away than most melee weapons.

Base Stats

Attribute
Base Damage 4
Combo Hits 3
Attack Range 5 blocks
Attack Arc 70° – 80°
Knockback None
Critical Chance 40%
Critical Damage +6
Combo Reset 40 ticks / 2 seconds

Attack Combo

The Golden Rapier has three different attack animations, each designed to maintain a fast attack tempo.

1. First Strike

The opening thrust of the combo.

  • Base Damage: 4
  • Range: 5 blocks
  • Attack Arc: 70°
  • Damage Multiplier: ×1.00
  • Critical Chance: 40%

The first strike is quick and precise, making it effective for initiating combat from a distance.

2. Second Strike

The second attack increases the damage slightly while maintaining the rapier's long reach.

  • Base Damage: 4
  • Range: 5 blocks
  • Attack Arc: 75°
  • Damage Multiplier: ×1.10
  • Critical Chance: 40%

Its slightly wider attack arc makes it easier to connect against moving targets.

3. Final Strike

The final attack is the strongest strike in the combo and has the widest attack arc.

  • Base Damage: 5
  • Range: 5 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.25
  • Critical Chance: 40%

The final strike rewards players who successfully maintain the combo with increased damage and a wider attack area.


Special Ability — Critical Strike

Critical Strike is the signature ability of the Golden Rapier.

Every eligible attack has a 40% chance to trigger a critical strike.

When a critical strike occurs, the target receives an additional 6 damage as a separate damage packet.

Critical Effect

Property Value
Critical Chance 40%
Bonus Damage +6
Damage Type Separate Hit
Extra Durability 1 point
Knockback None

The critical effect applies to all targets hit by the same attack when the critical roll succeeds.

Important: A critical strike consumes 1 additional durability point from the Golden Rapier.

This means frequent critical strikes increase the weapon's damage output while also causing it to wear down faster.


Combat Mechanics

Long Reach

The Golden Rapier has an exceptionally long 5-block attack range.

This allows the player to attack enemies before they can reach normal melee range.

Its relatively narrow attack arc, especially on the first strike, rewards accurate positioning and aiming.

No Enemy Knockback

The Golden Rapier intentionally applies no knockback to targets.

This allows the player to maintain their position relative to an enemy and continue attacking without pushing the target away.

Fast Combo

The rapier's attack animations are significantly faster than heavier weapons.

Its combo can be chained through short input windows, allowing experienced players to maintain a rapid attack rhythm.


Damage Breakdown

The values below represent the base damage before critical strikes.

Combo Multiplier Base Damage Critical Damage
Strike I ×1.00 4 +6
Strike II ×1.10 4 +6
Strike III ×1.25 5 +6

Maximum base damage from one complete 3-hit combo: 13 damage per target if every strike connects.

If all three attacks critically strike, the combo can deal an additional 18 damage, for a theoretical total of 31 damage per target.

Actual combat results may vary depending on critical strike rolls, target defenses, and other Minecraft mechanics.


Durability

Durability: 40

The Golden Rapier's critical strikes consume additional durability.

Durability Information

  • Maximum Durability: 40
  • Normal Attack Cost: 1 durability
  • Critical Strike Cost: +1 durability / 2 durability
  • Repair Material: Gold Ingot

Note: Critical strikes consume an additional durability point on top of the weapon's normal durability usage.


Crafting Recipe

Recipe: Gold Ingots and Stick

Example format: image

Combat Tip

The Golden Rapier rewards accuracy, aggression, and constant movement.

Use its exceptional reach to attack enemies from a safe distance, then maintain the combo to maximize your chances of triggering critical strikes.

Keep in mind that critical strikes consume additional durability. The more aggressively you chase critical hits, the faster the rapier will wear down.


Copper Hammer

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The Copper Hammer is a heavy melee weapon built around powerful combo attacks and electrical buildup. Consecutive hits gradually charge the hammer, eventually unleashing an electric shock that chains to nearby enemies.

The shock becomes stronger and reaches farther when the player or the primary target is wet, making the Copper Hammer particularly effective around water and during rain.

Status: Beta / Work in Progress Type: Melee Weapon Weapon Class: Hammer Combat Style: Heavy / Combo / Chain Shock


Weapon Overview

The Copper Hammer features a 3-stage attack combo with slow, powerful swings. Its final strike deals significantly more damage than the previous attacks and has the widest attack arc.

Successful consecutive hits also build up an electrical charge that can trigger a chain shock.

Base Stats

Attribute
Base Damage 12
Combo Hits 3
Attack Range 2.5 – 3.0 blocks
Attack Arc 75° – 85°
Knockback Slight
Shock Threshold 3 consecutive hits
Shock Cooldown 8 ticks / 0.4 seconds
Combo Reset 40 ticks / 2 seconds

Attack Combo

The Copper Hammer has three different attack animations.

1. First Strike

The opening swing of the combo.

  • Base Damage: 12
  • Range: 2.5 blocks
  • Attack Arc: 75°
  • Damage Multiplier: ×1.00
  • Knockback: Slight

The first strike begins building the hammer's electrical charge when it successfully hits an enemy.

2. Second Strike

The second swing deals increased damage while maintaining the hammer's standard range.

  • Base Damage: 13
  • Range: 2.5 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.15
  • Knockback: Slight

Landing consecutive hits allows the hammer to build toward its shock threshold.

3. Final Strike

The final attack is the most powerful strike in the combo.

  • Base Damage: 24
  • Range: 3.0 blocks
  • Attack Arc: 85°
  • Damage Multiplier: ×2.00
  • Knockback: Slight

The final strike combines the hammer's highest damage with its widest attack arc, making it particularly effective against groups of enemies.


Special Ability — Chain Shock

Chain Shock is the signature ability of the Copper Hammer.

After 3 consecutive successful hits, the hammer can unleash an electric shock that spreads to nearby enemies around the primary target.

The shock deals additional damage independently of the hammer's normal attack damage.

Shock Effect

Property Normal Wet
Shock Damage 2 3
Shock Radius 3 blocks 4 blocks
Trigger 3 consecutive hits 3 consecutive hits
Shock Cooldown 8 ticks / 0.4 sec 8 ticks / 0.4 sec

The shock is considered wet when either the player or the primary target is standing in water or being exposed to rain.

When wet, the Chain Shock gains both increased damage and increased range.

Important: The primary target of the hammer strike is not damaged by the chain shock itself. The shock spreads to other nearby valid entities.


Combat Mechanics

Consecutive Hit System

The Copper Hammer tracks successful hits to build its electrical charge.

  • 1st hit: Charge begins
  • 2nd hit: Charge increases
  • 3rd hit: Chain Shock becomes available
  • Consecutive hits can maintain the streak
  • The streak resets after too much time passes without a successful hit

The shock also has a short internal cooldown, preventing it from triggering repeatedly in rapid succession.

Multi-Target Attacks

Each hammer swing can hit multiple enemies within its attack cone.

The weapon checks for up to 10 targets within the attack area.

After the attack connects, the first target is used as the primary target for the Chain Shock.

Slight Knockback

The Copper Hammer applies a small amount of knockback to enemies it hits.

This gives the weapon a heavier impact without launching enemies too far away.

The player does not receive knockback from the hammer's attacks.


Damage Breakdown

The values below represent the hammer's normal attack damage before Chain Shock.

Combo Multiplier Damage
Strike I ×1.00 12
Strike II ×1.15 13
Strike III ×2.00 24

Maximum base damage from one complete 3-hit combo: 49 damage per target if every strike connects.

Once Chain Shock is triggered, additional nearby enemies can receive 2 extra damage, or 3 damage while wet.

Actual combat results may vary depending on target defenses and other Minecraft mechanics.


Durability

Durability: 180

The Copper Hammer's durability can be configured separately from its combat system.

Recommended Information

  • Maximum Durability: 180
  • Repair Material: Copper Ingot

Crafting Recipe

Recipe: Copper Ingots and Stick

Example format: image

Combat Tip

The Copper Hammer becomes more dangerous when you can maintain a consecutive hit streak.

Try to land three hits without letting the combo go cold to trigger Chain Shock, then fight near water or during rain to increase the shock's damage and range.

Its slow attacks and slight knockback make positioning important, but its powerful final strike and electrical chain effect can punish groups of enemies effectively.


Diamond Greatsword

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The Diamond Greatsword is a slow and heavy melee weapon built around a 3-hit combo, wide attack arcs, and a stacking Fracture mechanic. Each successful hit weakens the target's effective armor protection, allowing the Greatsword to deal increasingly more damage against heavily armored enemies.

Once Fracture reaches its maximum of 4 stacks, the next hit can trigger Shatter — a powerful burst that bypasses armor, applies Weakness II, and clears all Fracture stacks from the target.

Status: Beta / Work in Progress Type: Melee Weapon Weapon Class: Greatsword Combat Style: Heavy / Combo / Armor Break / Burst Damage


Weapon Overview

The Diamond Greatsword features a 3-stage attack combo. Its attacks are slower than the other weapons in the Resonance Armory, but compensate with high damage, long range, and extremely wide attack coverage.

The weapon's signature mechanic is Fracture, which builds up on individual targets as they are repeatedly hit. Maintaining pressure on the same target eventually unlocks Shatter, providing a powerful burst of armor-bypassing damage.

Base Stats

Attribute Value
Base Damage 14
Combo Hits 3
Attack Range 4.0 – 4.8 blocks
Attack Arc 80° – 180°
Knockback Moderate
Combo Reset 40 ticks / 2 seconds
Fracture Stacks 4 maximum
Fracture Duration 100 ticks / 5 seconds
Shatter Bonus Damage 16
Shatter Cooldown 60 ticks / 3 seconds

Attack Combo

The Diamond Greatsword has three slow and powerful attack animations. Each successive attack increases its damage and range, with the final strike covering an exceptionally wide 180° attack arc.

1. First Strike

The opening attack of the combo.

  • Damage: 14
  • Range: 4.0 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.00
  • Hit Frames: 31–32
  • Attack Time: 55 ticks / 2.75 sec

The first strike begins building Fracture on enemies hit.

2. Second Strike

The second attack increases both the weapon's range and damage.

  • Damage: 16
  • Range: 4.5 blocks
  • Attack Arc: 85°
  • Damage Multiplier: ×1.20
  • Hit Frames: 31–32
  • Attack Time: 57 ticks / 2.85 sec

The increased range makes the second strike useful for maintaining pressure on targets attempting to escape.

3. Final Strike

The final attack is the strongest and widest attack in the combo.

  • Damage: 21
  • Range: 4.8 blocks
  • Attack Arc: 180°
  • Damage Multiplier: ×1.50
  • Hit Frames: 31–32
  • Attack Time: 60 ticks / 3 sec

The enormous attack arc allows the final strike to cover a large area around the player, making it particularly effective when several enemies are positioned nearby.


Special Ability — Fracture

Fracture is the Diamond Greatsword's primary passive ability.

Every successful swing applies 1 Fracture stack to each target hit, up to a maximum of 4 stacks per target.

Each stack reduces the target's effective armor damage reduction by 10% of its current reduction, allowing subsequent attacks to deal more damage through armor.

Fracture Effect

Property Value
Maximum Stacks 4
Armor Reduction Bypass 10% per stack
Maximum Bypass 40%
Stack Duration 100 ticks / 5 sec
Stack Reset After 5 sec without being hit

Fracture is stored separately for each target, meaning different enemies can have different numbers of stacks at the same time.

Damage Scaling

The effective armor reduction is calculated based on the target's armor and current Fracture stacks.

At 4 Fracture stacks, the target's effective armor reduction is reduced by 40%.

For example, against a target with an estimated 80% armor damage reduction:

  • 0 stacks: 80% effective reduction
  • 1 stack: 72% effective reduction
  • 2 stacks: 64% effective reduction
  • 3 stacks: 56% effective reduction
  • 4 stacks: 48% effective reduction

This allows the Greatsword to progressively become more effective against heavily armored targets.

Important: Fracture does not literally remove the target's armor. It modifies the effective damage reduction used by the Greatsword's damage calculation.


Special Ability — Shatter

Shatter is the Diamond Greatsword's burst payoff after building maximum Fracture.

When an attack hits a target that already has 4 Fracture stacks, Shatter is triggered.

The target receives:

  • 16 bonus magic damage
  • Weakness II
  • 3 seconds of Weakness
  • All Fracture stacks are cleared

The Shatter damage uses a magic damage source, allowing the bonus damage to bypass armor.

Shatter Effect

Property Value
Trigger Hit target with 4 Fracture stacks
Bonus Damage 16
Damage Type Magic
Armor Bypass Yes
Weakness Weakness II
Weakness Duration 60 ticks / 3 sec
Fracture After Shatter 0 stacks
Shatter Cooldown 60 ticks / 3 sec

Shatter Sequence

The intended progression is:

Hit 1 → Fracture I
Hit 2 → Fracture II
Hit 3 → Fracture III
Hit 4 → Fracture IV
Hit 5 → SHATTER

This rewards consistently focusing on the same target rather than constantly switching targets.

Important: Fracture stacks expire if the target is not hit for 5 seconds. Switching targets for too long can therefore reset the buildup.


Combat Mechanics

Heavy Knockback

The Diamond Greatsword applies moderate knockback to targets.

  • Horizontal Strength: 1.2
  • Vertical Strength: 0.3

This gives the weapon a noticeable impact without being as aggressive as the Iron Halberd.

Multi-Target Attacks

Each attack can hit multiple targets within its attack cone.

The targeting system checks up to 10 targets per swing.

Because Fracture is tracked individually, every target hit can build its own Fracture stacks.

Slow Attack Speed

The Greatsword has significantly longer attack animations than the faster weapons in Resonance Armory.

Its attacks take approximately:

  • First Strike: 55 ticks
  • Second Strike: 57 ticks
  • Final Strike: 60 ticks

This makes positioning and timing especially important.

Self Movement

The Greatsword does not apply meaningful knockback to the player.

Instead, the attack includes a very small self-push for additional weight and impact feedback.


Damage Breakdown

The base damage of each combo strike is:

Combo Multiplier Base Damage
Strike I ×1.00 14
Strike II ×1.20 16
Strike III ×1.50 21

Maximum raw base damage from one complete 3-hit combo: 51 damage per target, before armor reduction and Fracture effects.

However, the actual damage dealt against armored targets depends on their armor and the number of existing Fracture stacks.

Shatter Damage

A successful Shatter additionally deals:

+16 magic damage

Because this damage bypasses armor, it provides a reliable burst of damage even against heavily armored targets.

Actual combat results may vary depending on armor, effects, target state, and other Minecraft mechanics.


Durability

The provided weapon source does not define a maximum durability value.

Durability: 2500

Recommended Information

  • Maximum Durability: 2500
  • Repair Material: Diamond

Combat Tip

The Diamond Greatsword is strongest when you commit to one target.

Build Fracture stacks while maintaining pressure, then land the next hit after reaching 4 stacks to trigger Shatter.

Its attacks are slow, so avoid swinging blindly. Take advantage of the Greatsword's long range and extremely wide final attack arc to compensate for its slower attack speed.

Against heavily armored targets, maintaining the Fracture buildup becomes especially valuable because each stack progressively reduces the effectiveness of their armor against your attacks.


Netherite Relic Blade

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The Netherite Relic Blade is a mid-speed melee weapon built around sustained combat, enemy suppression, and gradual buildup. Each successful hit grants the player a short burst of Regeneration while applying Weakness to the target.

At the same time, repeated attacks build Burden stacks on enemies, progressively slowing them down until the fifth stack triggers a brief stun and resets the buildup.

Status: Beta / Work in Progress Type: Melee Weapon Weapon Class: Relic Blade Combat Style: Sustain / Combo / Crowd Control


Weapon Overview

The Netherite Relic Blade features a 3-stage attack combo with moderate attack speed, varying ranges, and relatively controlled knockback.

Its primary mechanic combines Soul Drain and Ancient Weight. Maintaining pressure on a target allows the player to continuously refresh their sustain while making the enemy progressively slower.

Base Stats

Attribute Value
Base Damage 10
Combo Hits 3
Attack Range 3.0 – 4.0 blocks
Attack Arc 70° – 90°
Knockback Light
Combo Reset 40 ticks / 2 seconds
Maximum Burden 5 stacks
Burden Duration 100 ticks / 5 seconds

Attack Combo

The Netherite Relic Blade has three attacks with different ranges and attack arcs.

The second strike has the longest range, while the final strike has the highest damage multiplier.

1. First Strike

The opening attack of the combo.

  • Damage: 10
  • Range: 3.0 blocks
  • Attack Arc: 90°
  • Damage Multiplier: ×1.00
  • Hit Frame: 14
  • Attack Time: 34 ticks / 1.7 sec

The first strike provides the widest attack arc of the first two attacks, making it useful for initiating combat against nearby targets.

2. Second Strike

The second attack significantly extends the weapon's reach.

  • Damage: 11
  • Range: 4.0 blocks
  • Attack Arc: 70°
  • Damage Multiplier: ×1.15
  • Hit Frame: 17
  • Attack Time: 35 ticks / 1.75 sec

Its longer range allows the player to keep pressure on enemies from a safer distance.

3. Final Strike

The final attack is the strongest strike in the combo.

  • Damage: 14
  • Range: 3.5 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.40
  • Hit Frame: 17
  • Attack Time: 42 ticks / 2.1 sec

The final strike takes slightly longer to execute but provides the highest raw damage of the three attacks.


Special Ability — Soul Drain

Soul Drain provides the Netherite Relic Blade with sustained combat utility.

Every successful hit grants the player Regeneration while simultaneously applying Weakness to the target.

The effect is refreshed when the combo continues without interruption.

Soul Drain Effect

Property Value
Player Effect Regeneration
Target Effect Weakness
Base Effect Duration 40 ticks / 2 sec
Effect Scaling Based on Burden stacks
Maximum Amplifier II

The effect strength increases alongside the target's Burden stacks.

The source calculates the amplifier as:

  • Burden 0: Regeneration I / Weakness I
  • Burden 1: Regeneration I / Weakness I
  • Burden 2: Regeneration II / Weakness II
  • Burden 3: Regeneration III / Weakness III
  • Burden 4+: Regeneration III / Weakness III

The effect duration is refreshed to 40 ticks whenever Soul Drain activates.

Note: Minecraft effect amplifiers are zero-indexed internally. The values above describe the resulting effect levels rather than the raw amplifier values used by the code.


Special Ability — Ancient Weight

Ancient Weight is the Netherite Relic Blade's stacking crowd-control mechanic.

Each successful swing adds 1 Burden stack to each target hit, up to a maximum of 5 stacks.

As the stacks increase, the target receives progressively stronger Slowness.

Burden Effect

Stack Slowness Duration
1 Slowness I 30 ticks / 1.5 sec
2 Slowness II 30 ticks / 1.5 sec
3 Slowness III 30 ticks / 1.5 sec
4 Slowness IV 30 ticks / 1.5 sec
5 Brief Stun 16 ticks / 0.8 sec

At 5 Burden stacks, the target receives an extremely strong Slowness effect for 16 ticks, functioning as a brief stun.

After the fifth stack triggers, all Burden stacks on that target are cleared.

Important: The fifth stack does not remain on the target. It immediately triggers the stun effect and resets Burden to 0.


Combat Mechanics

Consecutive Hit System

Burden is designed to reward repeatedly attacking the same target.

Each successful swing increases the target's Burden by one stack, while the stack timer is refreshed.

If a target is not hit for 5 seconds, its Burden stacks expire and reset.

This creates a natural progression:

Burden I → II → III → IV → V → Stun → Reset

Target-Specific Stacks

Burden is tracked individually for each target.

This means multiple enemies can have different Burden levels simultaneously.

For example:

  • Enemy A → 4 stacks
  • Enemy B → 2 stacks
  • Enemy C → 1 stack

Continuing to hit Enemy A can trigger its stun without affecting the Burden stacks of the other enemies.

Light Knockback

The Netherite Relic Blade applies only a small amount of knockback.

  • Horizontal Strength: 0.45
  • Vertical Strength: 0.06

This keeps enemies relatively close to the player, helping maintain the weapon's sustained-combat playstyle.

Multi-Target Attacks

Each swing can hit multiple targets within its attack cone.

The targeting system checks up to 10 targets per attack.

Burden and Soul Drain are applied to the targets hit by the swing.


Damage Breakdown

The base damage of each combo strike is:

Combo Multiplier Base Damage
Strike I ×1.00 10
Strike II ×1.15 11
Strike III ×1.40 14

Maximum raw base damage from one complete 3-hit combo: 35 damage per target, before armor reduction and other Minecraft combat mechanics.

Soul Drain and Ancient Weight do not directly increase the weapon's base damage. Instead, they provide sustain and crowd control, allowing the Relic Blade to become more effective during prolonged engagements.

Actual combat results may vary depending on the target's armor, effects, and other Minecraft mechanics.


Durability

The provided weapon source does not define a maximum durability value.

Durability: 3500

Recommended Information

  • Maximum Durability: 3500
  • Repair Material: Netherite Ingot

Combat Tip

The Netherite Relic Blade is designed for prolonged engagements rather than burst damage.

Keep attacking the same target to build Burden and gradually restrict its movement. As the stacks increase, Soul Drain also becomes stronger, giving you better sustain while weakening your opponent.

Once Burden reaches 5 stacks, the target is briefly stunned and the buildup resets, giving you an opportunity to reposition or continue the combo.

The key to the Relic Blade is simple: the longer you maintain pressure, the heavier the enemy becomes.


Redstone Pulse Gauntlet

image

The Redstone Pulse Gauntlet is a fast melee fist weapon built around momentum, rapid combos, and stored energy. Instead of relying on raw damage alone, the Gauntlet rewards players who can maintain a complete 3-hit combo without missing.

Successfully completing a combo gradually activates Overclock, increasing the weapon's combat speed across subsequent cycles. Meanwhile, Capacitor stores energy when the player stops attacking, allowing the next successful hit to release an additional burst of damage.

Status: Beta / Work in Progress Type: Melee Weapon Weapon Class: Gauntlet Combat Style: Fast / Combo / Momentum / Burst Damage


Weapon Overview

The Redstone Pulse Gauntlet features a 3-stage attack combo with three different Overclock levels.

The weapon starts in its Normal Cycle. Successfully connecting all three attacks upgrades the next cycle to Fast, while completing another perfect cycle upgrades it to Max Overclock.

Breaking the chain while Overclock is active causes a Short Circuit, temporarily slowing and weakening the player.

Base Stats

Attribute Value
Base Damage 7
Combo Hits 3
Attack Range 2.0 – 2.8 blocks
Attack Arc 76° – 86°
Knockback Light
Combo Reset 40 ticks / 2 seconds
Overclock Tiers 3
Capacitor Idle Time 40 ticks / 2 seconds
Capacitor Bonus Damage +10

Attack Combo

The Redstone Pulse Gauntlet has three different attack cycles:

  1. Normal
  2. Fast Overclock
  3. Max Overclock

The current Overclock tier is locked for the active cycle, meaning the animations do not change in the middle of an ongoing 3-hit combo.


Normal Cycle

The starting attack cycle of the Gauntlet.

1. First Strike

  • Damage: 7
  • Range: 2.0 blocks
  • Attack Arc: 76°
  • Damage Multiplier: ×1.00
  • Hit Frame: 21
  • Attack Time: 38 ticks / 1.9 sec

2. Second Strike

  • Damage: 7
  • Range: 2.0 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.10
  • Hit Frame: 17
  • Attack Time: 38 ticks / 1.9 sec

3. Final Strike

  • Damage: 8
  • Range: 2.2 blocks
  • Attack Arc: 84°
  • Damage Multiplier: ×1.25
  • Hit Frame: 16
  • Attack Time: 36 ticks / 1.8 sec

Normal Cycle Total: 22 damage


Special Ability — Overclock

Overclock is the Redstone Pulse Gauntlet's primary momentum mechanic.

A combo cycle is considered successful when all three swings connect with at least one target.

Completing a successful cycle increases the Gauntlet's Overclock tier for the next cycle.

Overclock Progression

Tier Cycle Speed Effect
0 Normal None
1 Fast Haste effect
2 Max Stronger Haste effect

The first successful 3-hit combo upgrades the Gauntlet to Fast Cycle.

Completing another successful 3-hit combo upgrades it to Max Cycle.

The tier is capped at Max Overclock.

Fast Cycle

Once the first perfect combo is completed, the next cycle uses the Fast animation set.

1. Fast First Strike

  • Damage: 7
  • Range: 2.0 blocks
  • Attack Arc: 78°
  • Damage Multiplier: ×1.05
  • Hit Frame: 14
  • Attack Time: 38 ticks / 1.9 sec

2. Fast Second Strike

  • Damage: 8
  • Range: 2.0 blocks
  • Attack Arc: 82°
  • Damage Multiplier: ×1.15
  • Hit Frame: 11
  • Attack Time: 36 ticks / 1.8 sec

3. Fast Final Strike

  • Damage: 9
  • Range: 2.2 blocks
  • Attack Arc: 86°
  • Damage Multiplier: ×1.30
  • Hit Frame: 11
  • Attack Time: 36 ticks / 1.8 sec

Fast Cycle Total: 24 damage


Max Overclock

After successfully completing a second consecutive 3-hit cycle, the Gauntlet reaches Max Overclock.

The Max Cycle increases the range of the opening attack while maintaining the faster attack timing of the Overclock animations.

1. Max First Strike

  • Damage: 7
  • Range: 2.8 blocks
  • Attack Arc: 80°
  • Damage Multiplier: ×1.10
  • Hit Frame: 11
  • Attack Time: 36 ticks / 1.8 sec

2. Max Second Strike

  • Damage: 8
  • Range: 2.0 blocks
  • Attack Arc: 82°
  • Damage Multiplier: ×1.15
  • Hit Frame: 11
  • Attack Time: 36 ticks / 1.8 sec

3. Max Final Strike

  • Damage: 9
  • Range: 2.2 blocks
  • Attack Arc: 86°
  • Damage Multiplier: ×1.30
  • Hit Frame: 11
  • Attack Time: 36 ticks / 1.8 sec

Max Cycle Total: 24 damage

Important: Overclock tier changes are applied between cycles. The current 3-hit cycle keeps using the tier it started with.


Special Ability — Capacitor

Capacitor allows the Redstone Pulse Gauntlet to store energy when the player stops successfully hitting enemies.

If the player goes without a successful hit for approximately 2 seconds, the Capacitor becomes ready.

The next successful attack releases a +10 damage burst against the primary target of that attack.

Capacitor Effect

Property Value
Charge Condition 40 ticks / 2 sec without a successful hit
Bonus Damage +10
Target Primary target only
Proc Cooldown 4 ticks / 0.2 sec
Damage Type Entity Attack

The Capacitor burst is applied separately from the weapon's normal attack damage.

Important: Capacitor does not affect every enemy hit by the attack. The additional burst is applied only to the first/primary target of the successful attack.


Combat Mechanics

Perfect Combo Requirement

Overclock only progresses when all three swings in the current cycle successfully connect.

Missing one of the three attacks prevents that cycle from being considered successful.

This makes accuracy important even though the weapon is designed around rapid attacks.

Chain Break

Once Overclock is active, failing to maintain the attack chain for more than 26 ticks causes the Gauntlet to trigger a Short Circuit.

The player then receives:

  • Slowness
  • Weakness
  • Electrical feedback
  • Camera shake

The Overclock tier is then reset back to Normal.

Short Circuit

Short Circuit is the primary drawback of Overclock.

Property Value
Trigger Overclock chain breaks
Chain Break Time 26 ticks / 1.3 sec
Slowness Duration 60 ticks / 3 sec
Slowness Amplifier 5
Weakness Duration 60 ticks / 3 sec
Weakness Amplifier 1
Result Overclock reset

This creates a risk-reward loop:

Maintain the combo → Overclock increases → Attack faster → Miss the chain → Short Circuit

Light Knockback

The Gauntlet applies only a small amount of knockback to enemies.

  • Horizontal Strength: 0.35
  • Vertical Strength: 0.04

This keeps targets relatively close, which helps the player maintain the rapid combo.

Multi-Target Attacks

Each attack can hit multiple targets within its attack cone.

The targeting system checks up to 10 targets per swing.

A successful swing only needs to connect with at least one target to count toward the current combo's successful-hit requirement.


Damage Breakdown

Normal Cycle

Combo Multiplier Damage
Strike I ×1.00 7
Strike II ×1.10 7
Strike III ×1.25 8

Total: 22 damage

Fast Cycle

Combo Multiplier Damage
Strike I ×1.05 7
Strike II ×1.15 8
Strike III ×1.30 9

Total: 24 damage

Max Overclock Cycle

Combo Multiplier Damage
Strike I ×1.10 7
Strike II ×1.15 8
Strike III ×1.30 9

Total: 24 damage

Capacitor Burst

A fully charged Capacitor adds:

+10 bonus damage

to the primary target of the next successful attack.

Therefore, a successful attack with a charged Capacitor can deal its normal attack damage plus 10 additional damage before other Minecraft combat mechanics are taken into account.

Actual combat results may vary depending on the target's armor, effects, and other Minecraft mechanics.


Durability

The provided weapon source does not define a maximum durability value.

Durability: 520

Recommended Information

  • Maximum Durability: 520
  • Repair Material: Redstone

Combat Tip

The Redstone Pulse Gauntlet rewards momentum and consistency.

Don't treat it like a normal weapon where every individual swing is equally important. Your real objective is to complete an entire 3-hit cycle without missing.

Once Overclock activates, keep the pressure going. Reaching Max Overclock makes the Gauntlet feel significantly faster and more aggressive.

At the same time, remember that stopping for too long can trigger Short Circuit. If you need to disengage, consider using that downtime to charge the Capacitor instead.

The ideal rhythm is:

Combo → Overclock → Faster Combo → Max Overclock → Capacitor Burst → Keep the chain alive.


Lunar Crescent

image

The Lunar Crescent is a returning moon-shaped melee weapon built around darkness, positioning, and controlled enemy movement. Unlike conventional weapons, its damage increases significantly under moonlight or in sufficiently dark areas.

The crescent also has a unique returning effect. After striking an enemy, the target is slowed and temporarily held in front of the player as the crescent "returns", following the player's current facing direction.

Status: Beta / Work in Progress Type: Melee Weapon Weapon Class: Crescent Combat Style: Dark / Precision / Crowd Control


Weapon Overview

The Lunar Crescent uses a single attack animation rather than a traditional multi-hit combo.

Its combat identity comes from two mechanics:

  • Moonlight increases damage during nighttime or in dark areas.
  • Returning Crescent temporarily holds struck enemies in front of the player, allowing you to control their position while the effect is active.

Base Stats

Attribute Value
Base Damage 11
Attack Hits 1
Attack Range 5 blocks
Attack Arc 85°
Knockback Light self-movement
Attack Time 45 ticks / 2.25 sec
Combo Reset 40 ticks / 2 sec
Moonlight Multiplier ×1.8
Dark Light Level ≤ 7

Attack

The Lunar Crescent has one attack animation with a relatively long hit window.

Unlike weapons such as the Iron Halberd or Diamond Greatsword, the Lunar Crescent does not have multiple strikes or a finisher. Its strength instead comes from its range, Moonlight bonus, and returning effect.

Lunar Crescent Strike

The crescent performs a single sweeping attack.

  • Damage: 11
  • Moonlight Damage: 19
  • Range: 5 blocks
  • Attack Arc: 85°
  • Damage Multiplier: ×1.00
  • Hit Window: 14–25 ticks

The attack can hit multiple targets within the attack cone, with a maximum of 10 targets checked per swing.

Each target can only be damaged once per swing, even though the attack has multiple hit frames.


Special Ability — Moonlight

Moonlight is the Lunar Crescent's primary passive ability.

The weapon deals significantly increased damage when the player is fighting under either of the following conditions:

  • It is nighttime.
  • The player is in a dark area with a light level of 7 or lower.

Damage

Condition Damage
Daytime / Bright Area 11
Nighttime / Dark Area 19
Moonlight Multiplier ×1.8

The damage is calculated by multiplying the base damage by 1.8, then rounding down.

Example: 11 × 1.8 = 19.8 → 19 damage

Nighttime Detection

The Lunar Crescent considers the following world-time range to be nighttime:

13,000–22,999 ticks

This covers the game's nighttime period around sunset, night, and the hours leading into sunrise.

Dark Area Detection

During daytime, Moonlight can still activate if the player's surroundings are sufficiently dark.

The weapon checks the light level around the player's:

  • Feet
  • Head

If the lower of those values is 7 or below, the Moonlight bonus activates.


Special Ability — Returning Crescent

After hitting an enemy, the Lunar Crescent applies its signature returning effect.

The target receives:

  • Slowness II
  • 20 ticks / 1 second of duration
  • Temporary positional control

The target is then held approximately 3 blocks in front of the player.

Returning Effect

Property Value
Return Duration 10 ticks / 0.5 sec
Hold Distance 3 blocks
Vertical Offset 1 block
Maximum Tracking Distance 8 blocks
Slowness Slowness II
Slowness Duration 20 ticks / 1 sec

The target's position follows the player's current facing direction.

This means that while the effect is active, turning the camera changes where the target is held.

Conceptually, the target behaves as though it is being positioned at approximately:

^ ^ ^3

relative to the player's current view direction.

Moon Gravity

The Lunar Crescent does not continuously knock the enemy backward.

Instead, the target's momentum is disrupted and its position is repeatedly updated toward the player's current attack direction.

This creates the feeling that the enemy is being caught by the crescent's moon-like gravity as the weapon returns.

Important: The returning effect is applied to the target that was hit. If a separate thrown crescent projectile is implemented in the resource pack, it can use the same returning logic when its hit event occurs.


Combat Mechanics

Long Attack Range

With a 5-block attack range, the Lunar Crescent can engage targets from considerably farther away than most conventional melee weapons.

Its 85° attack cone also gives it enough coverage to catch targets around the player's forward direction.

Controlled Enemy Positioning

The Returning Crescent effect is especially useful for maintaining enemies inside the player's attack range.

Instead of sending enemies away with conventional knockback:

Player → Target →→→

the Lunar Crescent temporarily creates:

Player → Target
         ↑
    held in front

This makes positioning a major part of the weapon's combat identity.

Light Self-Movement

When the attack connects, the player receives a small forward movement based on their current view direction.

The movement is intentionally light, helping the crescent feel more agile than heavy weapons such as the Greatsword or Halberd.

Multi-Target Attacks

The attack checks for up to 10 targets within the attack cone.

Each target can receive damage once during the same swing.

This allows the Lunar Crescent to affect groups of enemies while still maintaining its primary focus on positioning.


Damage Breakdown

Condition Base Damage Multiplier Final Damage
Normal 11 ×1.00 11
Night / Dark Area 11 ×1.80 19

Because the Lunar Crescent only has one attack, there is no multi-stage combo damage to calculate.

Maximum raw damage against one target per swing: 19 damage when Moonlight is active.

Actual combat results may vary depending on the target's armor, effects, and other Minecraft mechanics.


Durability

Durability: 325

The durability value is not defined in the provided combat source.

Recommended Information

  • Maximum Durability: 325

Combat Tip

The Lunar Crescent becomes significantly stronger when used under nighttime or low-light conditions.

During the day, consider fighting inside caves, structures, or other dark areas to activate Moonlight.

Use the Returning Crescent effect to keep enemies in front of you rather than pushing them away. Because the target follows your facing direction, controlling your camera becomes part of the weapon's combat technique.

For the best results, use the crescent to pull enemies into your attack space, reposition them, and keep them within its 5-block reach.


Project Notes

This addon was originally created as a way for me to experiment with addon development, document my workflow, and showcase what I can build as a developer.

My main specialization is programming and gameplay logic. The resource side of addon development—such as 3D models, textures, animations, and other visual assets—is not my primary skill set.

The friend who previously helped me with those resources in Fantasy Villagers addon is currently busy with university, so continuing the addon at the same pace is difficult. I could learn and handle the resource side myself, but that would require a significant amount of additional time to relearn and develop those skills from scratch.

Because of that, this addon should be considered a template / portfolio project rather than a finished commercial product.

Looking for Addon Development Work

If you like the systems, gameplay mechanics, or programming approach used in this addon, I am also available for freelance Minecraft Bedrock addon development.

You can:

  • Hire me to develop a new addon based on your own concept.
  • Ask me to continue and expand this addon with a new theme or additional content.
  • Commission specific gameplay systems, mechanics, weapons, items, or other scripting features.

I primarily handle the programming, gameplay logic, systems, and implementation side of addon development. For projects requiring extensive custom models, textures, or animations, additional resource artists may be needed.

If you're interested in working together, feel free to DM me on Discord.


Support My Journey

I am currently preparing for university applications abroad, so donations and other forms of support can help cover expenses such as application fees, SAT/IELTS or other test fees, and related study-abroad costs.

If you would like to support me financially, I have provided Sociabuzz and cryptocurrency donation links below.

You can also support me without spending any money:

  • CurseForge: Use the direct/no-ad link below.
  • Linkvertise: If you don't mind advertisements, using the ad-supported link helps support the project without requiring you to pay anything.

All forms of support are completely optional and appreciated.

Links

Commission / Contact

  • Discord Username: thenamelessone8802

Support

Download / Support Links

Thank you for checking out this project and for supporting my work. ❤️

Resonance: Armory Team

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