
This mod adds a variety of new weapons and armors with unique mechanics inspired by vanilla Minecraft. Designed to expand combat without breaking the classic style, it introduces new crafting recipes, loot, and enemy behaviors. Depending on how you master each weapon, the game can become either easier or more challenging.
Weapons and armors:
Three new armors have been added and the recipes for two others have been modified to improve game progression.
Leather Armor:

Now crafted using leather strips, making it easier to craft for an earlier-game armor.
More entities appear wearing this armor throughout the game.
Copper Armor:
Following the recent game update, copper armor and tools have been added, as well as their variations for items from this mod.
Copper armor provides superior stats to leather armor but is inferior to mail armor. Entities can spawn wearing mail armor and tools, and structure chests (modified and vanilla) can also spawn with these items.
Chainmail Armor:
Added recipe for making mail armor.
More entities appear with mail armor.
Ignithium Armor:
Ignithium armor can be crafted as an upgrade to gold armor.
Ignithium armor and tools are superior to iron, but inferior to diamond.
Attacking entities wearing ignithium armor will set the attacker on fire; the more armor worn, the longer the duration.
Silverium Armor:

Silverium armor is an upgrade from traditional iron armor and is a compromise between iron and diamond.
Silverium armor and tools are extremely effective against the undead, undead are also unable to use items made from this ore, suffering negative effects or constant damage when using them.
Weapons Mechanics
All weapons have new attributes, weaknesses and weak points, in addition, some weapons have new attack, hold and block animations, as well as special functions. They can be obtained by trading with villagers, killing mobs, in dungeons or being crafted by the player.
Weapons:
Greatswords (Stone, copper, iron, gold, ignithium, diamond, silverium and netherite)

Greatswords are upgraded versions of regular swords. They deal higher damage, but in exchange are slower and do not allow the use of off-hand tools such as bows, shields, or crossbows.
As an advantage, when running while holding a greatsword, the player begins a powerful charged attack, which can be released by striking a block, the air, or an entity. This attack is now compatible with all weapons recognized as greatswords, whether from my mod or from others.
When performing the strike, the player makes a slight forward dash, becomes temporarily immune to damage, and deals area damage to all nearby entities.
Battle axes (wooden, stone, copper, iron, gold, ignithium, diamond, silverium and netherite

A mixture of swords and axes, they are not as efficient at harvesting as an axe and do not have a sweeping attack, but they are fast and have high attack damage, their critical hits cause bleeding, causing their targets to suffer continuous damage based on maximum life. They can be enchanted with sword and axe enchantments.

War Hammers

A slow two-handed tool, it has very high attack damage and can mine a 3x3 area (when sneaking). They will be updated soon.
Pillager battle Axe & Golden halbert

A combination of damage, range and durability, deals more damage to the target's armor, can collect wood quickly, can perform blocks when used with an arm shield in the secondary hand. Receives the same enchantments as swords and axes
Shields and arm shields:
Shields and arm guards can parry attacks.
Parry: Returns some of the damage and causes slowness and weakness to the attacker. (Modified entities that use shields are also able to use this); Using a shield or arm guard, now displays text indicating that it is possible to parry an attack
Drisptone shield
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When blocking, moves forward causing damage to all entities along the way (stays in the same position when sneaking)
Wooden Shield:

A weaker and easier-to-make version of the shield
Secondary Weapons
Some tools that can theoretically be used in combat have been updated:
Off-hand: some tools have new actions when left-clicking on entities
Hoes: now pull entities toward the attacker (also works in the off-hand).
Axes: when held in the off-hand, they briefly disable shields if the target is using one — but do not damage the shield itself (allowing a combined sword-and-axe fighting style).
Pickaxes: similar to halberds, they deal extra damage to armor (main-hand only).
Shovels: push entities downward more forcefully (compatible with off-hand use).
Entities
Mobs mechanics:
Captains
Some entities can be born marked as captains. Entities with this mark receive increased attributes, items and effects.
The probability of an entity being marked as a captain increases according to the difficulty of the game.
Entities marked as captains:
Skeletons: Equipped with a helmet and chainmail breastplate as armor, they have 30 maximum health and can spawn with bows, wooden shields, or a hoe in their main hand. 
Zombies: Equipped with a helmet and copper breastplate as armor, they have 35 maximum health and can spawn with copper swords, spears, or shovels in their main hand. Rarely, they can be seen riding a zombie horse.

Overworld mobs
Zombies and skeletons: Appear more often wearing leather armor (the coloration of the armor varies depending on the biome) and have a low chance of spawning with light armor.

Vindicators: Can use battle axes.

Nether mobs:
Piglins: can spawn with spears and wooden shields

Barbarian piglins: Can use ignithium armor, golden arm guards and golden battle axes.

Withered Skeleton: Uses stone swords, bows, and battle axes, often wearing custom leather armor.

Other tweaks:
-Sneaking and left-clicking without wearing a helmet will equip the banner in your main hand;
-Changed equipment that mobs can use;
-Added armor and weapons from this mod to the loot table;
-Horse armor can be crafted;
-Weapons now have a description if they have a new mechanic (modified items do too);
-Spiders: Have random potion effects;
FAQ
Will the mod work with better combat or better mob combat?
- This mod is an alternative for those who like the vanilla combat system of minecraft, so it is not designed to work 100% with these two mods, some adjustments have been made to the mod in case these are loaded:
-By default, better combat two-handed weapons do not accept items in the secondary hand, rendering arm shields useless in most cases.
How do I add compatibility to other mods?
- This mod is designed to be extremely simple and compatible with mods that only add weapons. By default, items such as spears, greatswords, longswords, warhammers, katanas, double swords, halberds, etc. are already compatible with the mod's mechanics, but if the item has an unusual registration name, simply add the tags to include compatibility.
Tags: forge:battle_axes, forge:longswords, forge:longaxes, forge:hammer_mine, forge:longweapons, forge:twinblades

