Description
Weaponry Extended
Ten new melee weapons, five materials, fifty items, and every weapon fights differently.
Weaponry Extended adds daggers, sabres, scimitars, spears, pikes, lances, halberds, hatchets, war hammers and clubs to Minecraft. Each one has its own damage, attack speed, reach and durability, plus abilities that reward using it the right way: stab enemies in the back with a dagger, brace a pike against a charging horseman, couch a lance at full gallop, hook a rider out of the saddle with a halberd, or crush armor with a war hammer.
Everything is built on vanilla rules. Weapons use the vanilla material tiers for damage, durability, enchantability and repair, take the normal melee enchantments, and are crafted from planks, stone, iron, gold and diamond in a crafting table. No new ores, no new workstations, no config needed.
Features
- 10 weapon types in 5 materials (wooden, stone, iron, golden, diamond): 50 weapons in all, each with its own hand-drawn 16x16 texture.
- Different reach per weapon, from 2.5 blocks for the dagger to 5 blocks for the pike.
- Passive and active abilities for every weapon: backstabs, parries, throws, braces, mounted charges, hooks, sweeps, armor crushing and more.
- 4 new status effects: Bleed, Stagger, Stun and Daze, each with its own icon.
- Throwable weapons: the spear, dagger and hatchet can be thrown, land where they hit, and can be picked up again.
- Two-handed weapons that really take both hands.
- Material twists: gold is fragile but makes abilities 50% stronger, diamond throws harder and makes bleeding last longer.
- Shield breakers: the halberd and hatchet disable shields the way an axe does.
- Every weapon's tooltip lists what it does, so you can learn in game.
The weapons
Damage is shown relative to a vanilla sword of the same material (an iron halberd hits 2 harder than an iron sword). Attack speed is attacks per second at full charge; a sword is 1.6. Reach is in blocks; the vanilla default is 3. Durability is a multiplier on the vanilla sword durability of the same material.
| Weapon | Damage vs sword | Attack speed | Reach | Durability | Two-handed |
|---|---|---|---|---|---|
| Dagger | −2 | 2.4 | 2.5 | ×0.75 | |
| Sabre | −1 | 2.0 | 3.0 | ×1.0 | |
| Scimitar | 0 | 1.6 | 3.0 | ×1.0 | ✔ |
| Spear | −1 | 1.4 | 4.0 | ×1.0 | |
| Pike | 0 | 1.0 | 5.0 | ×1.2 | ✔ |
| Lance | −2 | 0.8 | 4.5 | ×0.6 | ✔ |
| Halberd | +2 | 0.9 | 4.0 | ×1.2 | ✔ |
| Hatchet | +1 | 1.1 | 2.75 | ×1.0 | |
| War Hammer | +3 | 0.7 | 3.0 | ×1.5 | ✔ |
| Club | −1 | 1.2 | 3.0 | ×1.5 |
Abilities
A "full-charge" hit means the attack cooldown bar is at least 90% full, the same rule vanilla uses for sweeps and critical hits.
Dagger
- Backstab: 1.5× damage when you hit a target from behind (within 60° of straight behind it).
- Critical hits cause Bleed.
- Throw: hold use and release to throw it. A thrown dagger deals +1 damage and causes Bleed.
Sabre
- +2 damage while you are riding.
- Riposte: use to parry for half a second (1 second cooldown). Parrying a melee hit from the front cancels it completely, and your next hit within 3 seconds is a guaranteed critical hit.
Scimitar
- Draw Cut: full-charge hits while standing on the ground and not sprinting sweep, with about 1.5× the area of a vanilla sword sweep. Everything the sweep hits, including the main target, starts to Bleed.
Spear
- 4 block reach.
- +1 damage when you hit while sprinting.
- Throw: hold use for at least half a second and release. A thrown spear deals +2 damage, drops where it lands, and can be picked up again.
Pike
- 5 block reach, the longest of any weapon.
- Deals half damage to targets closer than 1.5 blocks, so keep your distance.
- Brace: sneak and stand still. Hits on anything charging at you (moving at 2+ blocks per second, on foot or mounted) deal double damage and knock riders off their mounts.
Lance
- Can't land critical hits.
- Couched Charge: hit while riding a mount moving at 4+ blocks per second. You deal bonus damage equal to 0.8× your mount's speed in blocks per second (up to +15), with heavy knockback, and the target is knocked off its mount. A charge costs 3 durability.
Halberd
- 4 block reach.
- Disables shields like an axe.
- Hook: use on a target within reach to pull it toward you, drag it off its mount and knock a raised shield aside. 2 second cooldown, costs 1 durability.
Hatchet
- Disables shields like an axe.
- Chops wood at axe speed and takes Efficiency, Fortune and Silk Touch, so it doubles as a tool.
- Throw: like the spear, but with a shorter, spinning throw. A thrown hatchet deals +1 damage.
War Hammer
- Armor Crush: ignores 50% of the target's armor.
- Full-charge hits cause Stagger for 1 second.
- Overhead Smash: a full-charge hit while sneaking knocks back everything within 2.5 blocks of the target and Stuns everything it hits, including the target, for 0.75 seconds.
Club
- +1 knockback.
- Daze: full-charge hits have a 20% chance to Daze the target for 2 seconds.
Materials
Every weapon comes in wooden, stone, iron, golden and diamond. Damage, durability, enchantability and the repair item all match the vanilla tool of that material. Some materials also change how abilities work:
- Wooden: Armor Crush is halved, and Bleed lasts 2 seconds.
- Stone: the club and war hammer get +1 knockback.
- Golden: low durability like vanilla gold, but ability numbers are 1.5× stronger: bonus damage, effect durations, daze chance, halberd pull, smash knockback and armor crush.
- Diamond: thrown weapons deal +1 damage, and Bleed lasts 6 seconds.
Status effects
| Effect | What it does | Caused by |
|---|---|---|
| Bleed | 1 damage per second per stack for 4 seconds, ignoring armor. Each new application adds a stack (up to 3, shown as Bleed II and III) and resets the timer. Undead mobs and golems don't bleed. | Dagger critical hits and throws, scimitar sweeps |
| Stagger | A short, sharp lurch of the screen for a staggered player. | War hammer full-charge hits |
| Stun | 90% slower; the target is nearly rooted in place. | War hammer Overhead Smash |
| Daze | 15% slower, and a dazed player's view wobbles. | Club |
Two-handed weapons
The scimitar, pike, lance, halberd and war hammer need both hands. While one is in your main hand, whatever is in your off hand (a shield, a torch, food...) is moved into your inventory, and the action bar tells you what moved. A two-handed weapon put in the off hand is moved out too.
If your inventory is full, the off-hand item stays where it is but is blocked: no shield, no dual wielding, no using the off-hand item, and a raised shield is lowered.
Crafting
All weapons are crafted in a crafting table from a material (M) and sticks (S). The material is planks, cobblestone (or another stone tool material), iron ingots, gold ingots or diamonds. The wooden club is the one exception: it uses a log instead of planks. A dot is an empty slot.
Dagger Sabre Scimitar Spear Pike
M . . M . M M . . M . M M
S . M . . M . . S M . S M
S . . S . . S . . S . .
Lance Halberd Hatchet War Hammer Club
. . M M M M M M M M M . M
M M . . S . M S M S M S .
S . . S . . . S .
Weapons can be repaired in an anvil with their material, just like vanilla tools.
Enchanting
Weapons take the normal melee weapon enchantments, such as Sharpness, Smite, Bane of Arthropods, Knockback, Fire Aspect and Looting, plus Unbreaking and Mending. The hatchet also takes Efficiency, Fortune and Silk Touch.
Installation
- Weaponry Extended adds new items, so it must be installed on both the server and every client. Use the same Weaponry Extended version on both.
- Fabric: needs Fabric Loader and Fabric API.
- Forge / NeoForge: no other mods needed.
- Works in singleplayer and multiplayer.
Supported versions
- Fabric: 1.16.5, 1.18.2, 1.19.2, 1.20.1, 1.21.1, 1.21.4, 1.21.11, 26.1.2, 26.2, 26.3
- NeoForge: 1.21.1, 1.21.4, 1.21.11, 26.1.2, 26.2, 26.3
- Forge: 1.16.5, 1.18.2, 1.19.2, 1.20.1
Gameplay is the same on every version and loader.
Commands
Every weapon can be given with /give @s weaponry:<material>_<weapon>, for example weaponry:iron_war_hammer or weaponry:golden_dagger. All 50 weapons are also in their own Weaponry creative tab.
FAQ
Can I use this in my modpack? Yes. Weaponry Extended is released under the MIT License: you can use it, modify it, redistribute it and include it in modpacks, as long as the license notice stays with it.
Does it need to be on the server? Yes, on both the server and the client, because it adds new items.
Does it replace vanilla swords or axes?
No. Vanilla weapons are untouched. Weaponry Extended's spear is its own item (weaponry:*_spear) and doesn't clash with the vanilla spear in newer versions.
Is there a netherite tier? Not yet.












