Description
Full Draw
Archery where the shot is yours: time the release, aim for the head, pick the right bow and arrow.
Vanilla archery is hold, let go, hope for a crit. In Full Draw, timing, aim and distance decide what a shot does. Let go while the ring around your crosshair glows gold for a Perfect Release, put the arrow in a head or a weak spot, and take the long shot. Five new bows and crossbows, six new arrow heads made at a Fletching Table that finally works, a Quiver, three creatures built to test an archer, and a duel with the Marksman on top of its watchtower.

Requirements
Full Draw runs on NeoForge and Fabric and plays the same on both. Download the jar for your loader.
- Minecraft 26.3 and Java 25
- NeoForge: NeoForge 26.3.0.89 or newer and
fulldraw-<version>-neoforge.jar. No other mods needed. - Fabric: Fabric Loader 0.19.5 or newer, Fabric API 0.161.0+26.3 or newer (required) and
fulldraw-<version>-fabric.jar. - Install it on the client, and on the server too when you play on one.
How it plays
- Draw a bow. A thin ring around the crosshair fills as you draw. Let go in the moment it glows gold for a Perfect Release: more damage, and the arrow flies dead straight.
- Aim for the head. Heads and weak spots take more damage, and long shots hit harder. Shots from right up close hit softer: up close, your sword is the better weapon.
- Don't hold too long. After 3 seconds at full draw your aim starts to tremble. Sneak to hold your breath and steady it, for as long as the breath lasts.
- Fletch your arrows. Use a Fletching Table: plain arrows 8 to a craft, and new heads (Broadhead, Bodkin, Blunt, Rope, Flare, Blast).
- Carry a Quiver. Four kinds of arrows anywhere in your inventory; press R to pick which one your bow draws.
- Pick the right weapon. Shortbow, Longbow, Recurve Bow, Arbalest and Repeating Crossbow each do one thing well.
- Meet the creatures that test an archer: the Shieldbearer in raids and at outposts, the Gale Harrier over the mountains, the Bog Lurker in the swamps.
- Climb the Ranger's Watchtower and duel the Marksman. Its Marksman's Eye makes the top enchantments: Deadeye III and Steady II.
The shot
Every arrow you shoot from a bow is judged when you let go and again when it lands.
Perfect Release

On a vanilla bow you reach full draw after 1 second. The Perfect window opens 0.1 s after full draw and stays open 0.2 s (the Recurve Bow and the Steady enchantment keep it open longer). A Perfect Release:
- deals ×1.5 damage,
- flies with no spread at all,
- trails crit particles, chimes, and flashes at your bow.
A plain full draw no longer crits as it does in vanilla: only a Perfect Release crits (a server can turn vanilla's crit back on). Release too soon or too late and the ring says early or late. Until your first Perfect, a missed one reminds you to let go while the ring glows gold.
Heads and weak spots

A hit on the head deals ×1.5 against mobs and ×1.25 against players, with a red tick on the crosshair and its own sound. Some creatures have a different weak spot:
| Creature | Weak spot |
|---|---|
| Most mobs and players | the head, from the neck up |
| Spider, cave spider | the front of the body |
| Creeper | the head |
| Ghast | the face |
| Slime, magma cube, silverfish, endermite | none |
| Gale Harrier | its head, at the front of its body; in a dive, the part leading the dive |
| Bog Lurker | its eyes above the water, ×2 |
Distance
- Range bonus: past 20 blocks of flight, +1% damage per block, up to ×1.30 at 50 blocks. Hits from 30 blocks or more show "Long shot: N m" on the action bar.
- Point-blank: a shot from under 3 blocks deals ×0.6. Up close, melee wins.
- Skill cap: Perfect × head × range together never multiply a shot by more than ×2.5.
| A vanilla-bow shot at a mob that would deal 6 (3 hearts) | Multiplier | Damage |
|---|---|---|
| Full draw | ×1 | 6 |
| Perfect | ×1.5 | 9 |
| Perfect headshot | ×2.25 | 13.5 |
| Perfect headshot past 50 blocks | ×2.5 (capped from ×2.93) | 15 |
| Full draw from under 3 blocks | ×0.6 | 3.6 |
Tremble and Steady Aim
Hold a full draw for more than 3 seconds and your aim starts to sway; the spread grows until 6 seconds, when it is three times a vanilla bow's.
Steady Aim: sneak while holding a full draw to hold your breath. The view narrows, the sway stops and the spread halves. A breath lasts 2.5 seconds (+1 s per level of Steady). Let go of sneak and what's left keeps for the rest of the draw; it refills only between draws, over 4 seconds. When it runs out, the tremble starts at once.
Where you stand matters too: sprinting or being in the air each double your spread; standing still or sneaking halves it.
Bows and crossbows

| Weapon | Draw / load | Perfect window | Damage | Arrow speed | Spread | What it's for |
|---|---|---|---|---|---|---|
| Bow (vanilla) | 1.0 s | 1.10–1.30 s | ×1 | 60 blocks/s | 1.0 | the all-rounder |
| Shortbow | 0.6 s | 0.70–0.90 s | ×0.7 | 52 blocks/s | 1.5 | run and gun: draw at full walking speed, even while sprinting |
| Longbow | 1.6 s | 1.70–1.90 s | ×1.2 | 76 blocks/s | 0.6 | the sniper: a flatter arc (gravity ×0.75); you almost stop while drawing, and can't start a draw while sprinting |
| Recurve Bow | 0.9 s | 1.00–1.30 s | ×1.15 | 60 blocks/s | 0.9 | the forgiving bow: a Perfect window half again as long |
| Crossbow (vanilla) | 1.25 s | none | ×1 | 63 blocks/s | 1.0 | |
| Arbalest | 3.0 s | none | ×1.6 | 72 blocks/s | 0.4 | the siege crossbow: bolts go through 3 mobs in a row, ignore half their armour, knock back hard, and knock a raised shield down for 3 s. You can't move while you crank it |
| Repeating Crossbow | 2.0 s for 5 bolts | none | ×0.6 | 60 blocks/s | 2.0 | the burst: one crank loads five bolts, fired one a click, 0.6 s apart |
Crossbows have no Perfect window, and their bolts don't get the head, range or point-blank multipliers: an Arbalest bolt hits for about 12 (6 hearts) and a Repeating Crossbow bolt for 4. A player's Arbalest or Repeating Crossbow bolt doesn't crit at random either. Blast Arrows (and firework rockets) load one at a time in a Repeating Crossbow.
Bow Bash: hit a mob with a bow or crossbow in hand to shove it back. The weapon then rests for a second (no bash, no draw).
| Weapon | Recipe (crafting table) | Durability |
|---|---|---|
| Shortbow | 2 sticks and 2 string | 256 |
| Longbow | 3 sticks, 3 string and an iron ingot | 448 |
| Recurve Bow | a goat horn, 2 iron ingots, 2 sticks and 3 string | 512 |
| Arbalest | a crossbow, an iron block, 3 iron ingots and a string | 600 |
| Repeating Crossbow | a crossbow, a Harrier Talon, 3 iron ingots and 2 redstone | 520 |
Arrows

| Arrow | Damage | What it does |
|---|---|---|
| Arrow | ×1 | |
| Broadhead | ×1.25 unarmoured, falling to ×0.75 at 10 armour points or more | the wound bleeds: 1 damage a second for 4 s, through armour. Armour shortens the bleed and 10 points stop it; skeletons, golems, slimes and other bloodless mobs don't bleed |
| Bodkin | ×0.8 | 60% of the target's armour doesn't count |
| Blunt | always 1 | knocks back hard and interrupts an attack: a swelling creeper's fuse goes out (unless it was lit with flint and steel), a melee mob starts its swing over, an archer lets its draw go. Knocks a Shieldbearer's shield aside for 1.5 s |
| Rope Arrow | ×0.5 | shot into a wall or a ceiling, hangs a climbable rope down to 24 blocks. Breaking a rope takes everything below it in one drop, and a rope in hand used on a rope adds one at the bottom. Into a floor it stays an arrow |
| Flare Arrow | ×0.5 | lights where it lands for 30 s (light level 15), and every mob within 8 blocks glows for 10 s, seen through walls. Burns out on landing |
| Blast Arrow | ×0.5 | explodes where it strikes (power 1.5): half a vanilla explosion's damage to everything near, you included, and the creature it hits takes that as if at the blast's centre. Breaks no blocks unless the server allows it. Spent on impact |
A head's bonus counts toward the ×2.5 skill cap; a penalty applies after it.
Arrow recovery: when a mob dies, each arrow stuck in it can drop back: a plain arrow 40% of the time, a Bodkin or Rope Arrow 40%, a Broadhead 25%, a Blunt always, Flare and Blast never. Arrows you can pick up stay in blocks for 5 minutes instead of 1.
The Quiver
Craft it from 3 leather and a string. It holds four kinds of arrows, a stack of each, anywhere in your inventory.
- Fill it like a bundle: right-click arrows onto it, or it onto arrows. Right-click it onto an empty slot to take the selected stack out.
- Press R (rebindable) to cycle which arrows your bow or crossbow draws. A strip beside the hotbar shows the selection.
- Arrows held in a hand still come first, as in vanilla. Only the first Quiver in your inventory counts.
The Fletching Table
Use a vanilla Fletching Table to open its menu: a head, a shaft, a fletching and an extra slot. Each empty slot shows what it takes, and when the parts make nothing, the crossed-out arrow tells you what the nearest recipe still needs.
| Arrows | Head | Extra |
|---|---|---|
| Arrow ×8 | flint | |
| Broadhead ×8 | 2 iron nuggets | |
| Bodkin ×8 | an iron ingot | |
| Blunt ×8 | any wool | |
| Rope Arrow ×4 | an iron nugget | 4 string |
| Flare Arrow ×4 | glowstone dust | a Harrier Feather |
| Flare Arrow ×8 | glowstone dust | a Bog Eye |
| Blast Arrow ×4 | 2 gunpowder | a Harrier Talon |
Every recipe takes a stick as the shaft and a feather as the fletching.
Fletchers sell them too, on top of their usual trades: 8 Broadheads for an emerald (Apprentice), 8 Bodkins for 2 emeralds (Journeyman) and 4 Rope Arrows for 2 emeralds (Expert).
Creatures

Shieldbearer
An illager behind a tall tower shield: 30 health (15 hearts), 6 armour, a 5-damage bash.
- The shield stops every projectile coming from within 60° either side of where it faces. It turns slowly (50° a second), so a sprinting player within about 6 blocks can circle round it.
- Arrows dropping in at 35° or steeper get over the top.
- A Blunt Arrow on the shield knocks it aside for 1.5 s; an Arbalest bolt cracks it down for 3 s.
- Where: in raids from the third wave (1 on Easy, 1–2 on Normal, 2 on Hard), and at pillager outposts (one in ten of their spawns, one Shieldbearer at a time).
- Drops: iron nuggets, and an emerald now and then when a player kills it.
Gale Harrier
A raptor that circles 20 to 30 blocks above you, then dives in a straight line: 24 health (12 hearts), 6 damage a dive, a dive every 6 to 10 seconds.
- Before each dive it shrieks and hangs still for a second, wings folded.
- A Perfect Release or a headshot while it dives brings it down. On the ground it is stunned for 3 seconds and melee hits it twice as hard.
- A Blunt Arrow during the shriek breaks the dive off.
- Where: by day, under open sky, over windswept hills, windswept forests and gravelly hills, and jagged, frozen and stony peaks. No more than two hunt within 96 blocks of each other.
- Drops: 1–3 Harrier Feathers and up to 1 Harrier Talon (+1 per level of Looting).
Bog Lurker
A frog-like ambusher lying in swamp water with only its two glowing eyes above the surface: 18 health (9 hearts).
- It spits a slowing glob (2 damage and Slowness I for 3 s) at players 8 to 16 blocks away, every 2.5 to 3.5 seconds. Its throat swells and gurgles first.
- Come within 4 blocks and it sinks and swims away. Hit it from beyond 16 blocks and it dives and comes up somewhere else.
- Its eyes are a ×2 weak spot, but only above the water. A hit on its body through the water does half.
- A Blunt Arrow during the gurgle stops the spit.
- Where: swamps and mangrove swamps, in water open to the sky, by day or night. At most three within 32 blocks.
- Drops: up to 1 Bog Eye (+1 per level of Looting) and up to 2 slimeballs.
The Ranger's Watchtower and the Marksman

A ruined stone-and-spruce watchtower with battlements, found on dry land in taigas and forests (forest, flower forest, birch and old-growth birch forest, dappled forest). They are rare: at most one in each 768 × 768-block region. Its chests hold arrows, Rope Arrows, Broadheads, Blunt and Bodkin Arrows, fletching materials and sometimes a Quiver.
The Marksman
A hooded skeletal archer keeps the battlements: 100 health (50 hearts), with a boss bar for everyone within 48 blocks.
- It fights from the crenels: it steps into a gap, draws with a loud creak for 1.5 seconds, and looses a Perfect arrow led ahead of you. Then it ducks behind the parapet and moves to another crenel.
- Ducked behind the parapet, only its head shows. A shot from beyond the wall lands only on the head; anything else glances off the stone.
- Reach it on the battlements and it swings its bow at you (3 damage, once a second, within 3 blocks). Knock it off the tower and after 5 seconds it is back at its post.
- Phase two (half health and below): the boss bar turns red and it draws in 1.2 seconds. Hide from it for 3 seconds and it lights you up with a Flare Arrow, then shells your cover with Blast Arrows.
- On Peaceful it only keeps watch.
Drops: the Marksman's Eye, the Marksman's Recurve (a Recurve Bow with Deadeye II), bones and arrows.
Enchantments
| Enchantment | On | Levels | Effect |
|---|---|---|---|
| Deadeye | bows | I–III | +0.15 to every weak-spot multiplier per level (on a mob ×1.65, ×1.8, ×1.95) |
| Steady | bows | I–II | the Perfect window stays open 0.1 s longer and the breath lasts 1 s longer, per level. Not with Quickdraw |
| Quickdraw | bows | I–III | cuts the draw time by 7% per level. Not with Steady |
| Ricochet | crossbows | I–II | bolts glance off blocks once per level, keeping 70% of their speed. Not with Piercing; not on Blast, Flare or Rope Arrows |
The enchanting table gives Deadeye up to II and Steady I. Deadeye III and Steady II come only from the Marksman's Eye: craft it with a book and a spyglass for a Deadeye III book, or with a book and an amethyst shard for a Steady II book. An anvil won't merge two lower books into those tiers.
Advancements
| Advancement | How |
|---|---|
| Full Draw | get a bow |
| Perfect Release | let go while the ring glows gold |
| Hold Your Breath | sneak at full draw to hold your breath and steady the aim |
| Right Between the Eyes | hit a creature's head (or weak spot) with an arrow from a bow |
| Long Shot (challenge) | hit a creature with an arrow from a bow, 50 blocks or more away |
| Rope Trick | hang a rope from a wall or a ceiling with a Rope Arrow |
| Shield Breaker | knock a Shieldbearer's shield aside with a Blunt Arrow, or crack it with an Arbalest bolt |
| Grounded | bring a diving Gale Harrier down with a Perfect Release or an arrow in its head |
| Eyes on the Water | hit a Bog Lurker in the eyes with an arrow from a bow while it lurks |
| Duel at Dusk (challenge) | bring down the Marksman with an arrow (100 experience) |

Configuration and commands
Server settings. On NeoForge they are in config/fulldraw-synced.toml, synced from the server, and sent to everyone again when the file is reloaded. On Fabric they are in config/fulldraw.properties, read at startup. Players on a server always use the server's numbers, so the ring shows the window the server judges.
| Setting | Default |
|---|---|
vanillaCritOnFullDraw |
false |
perfectWindowTicks / perfectDelayTicks / perfectMultiplier |
4 / 2 / 1.5 |
precisionMultiplierMobs / precisionMultiplierPlayers |
1.5 / 1.25 |
skillCap |
2.5 |
rangeBonusStart / rangeBonusPerBlock / rangeBonusCap |
20 / 0.01 / 1.3 |
pointBlankDistance / pointBlankMultiplier |
3 / 0.6 |
trembleStartSeconds / trembleFullSeconds / trembleMaxSpread |
3 / 6 / 3.0 |
blastArrowBreaksBlocks |
false |
ropeArrowLength |
24 |
arrowRecoveryChance |
0.4 |
arrowPickupLifetimeSeconds |
300 |
shieldbearerSpawns / galeHarrierSpawns / bogLurkerSpawns |
true / true / true |
marksmanHealth / marksmanDrawTicks / marksmanDrawTicksPhaseTwo |
100 / 30 / 24 |
marksmanArrowBaseDamage / marksmanBashDamage |
1.3 / 3 |
Client settings change only how things look and sound: config/fulldraw-client.toml on NeoForge, config/fulldraw-client.properties on Fabric. Each of these can be switched off: the draw ring (showRing), the long-shot readout (distanceReadout), bow zoom and the release kick (fovEffects), the Perfect trail (perfectTrail), draw and breath sounds (drawSounds), your own Perfect chime (perfectChime), hit sounds (hitSounds) and the bow shake (bowShake). quiverStrip puts the Quiver strip LEFT or RIGHT of the hotbar, or HIDDEN.
Command. Any player can run /fulldraw stats: the held bow's draw time, Perfect window, damage, arrow speed and spread (or a crossbow's load time and what its bolts do), and the full breakdown of your last bow hit.
For modpacks.
- Item tags:
fulldraw:no_shot_pipeline(weapons Full Draw leaves exactly as their mod made them, and which can't take Deadeye, Quickdraw or Steady; empty by default; another mod's bow or crossbow that overrides how it fires is left alone without it),fulldraw:quiver_ammo(what a Quiver takes, every arrow by default),fulldraw:shield_piercing(weapons whose bolts crack shields, the Arbalest by default),fulldraw:loads_alone(ammo a Repeating Crossbow loads one at a time). - Entity tag:
fulldraw:cannot_bleed(creatures a Broadhead can't make bleed). - Weak spots are data:
data/<namespace>/fulldraw/weak_spot/<entity>.json, with boxes and a multiplier, or{"none": true}.
Search terms
Archery, archery overhaul, bow mod, bow rework, bow timing, perfect shot, crossbow mod, new bows, shortbow, longbow, recurve bow, arbalest, repeating crossbow, new arrows, special arrows, broadhead arrow, bodkin arrow, blunt arrow, rope arrow, flare arrow, explosive arrow, quiver, fletching table, headshots, weak spots, long range, skill-based combat, ranged combat, bow enchantments, new mobs, mini boss, watchtower structure, combat, equipment, adventure, Fabric, NeoForge, Minecraft 26.3.

