Overview#
Spartan Weaponry is a combat-content mod that adds a large medieval armoury of new melee and ranged weapons to Minecraft. Where vanilla gives you only a sword, an axe and a bow, Spartan Weaponry fills out the whole weapon triangle - light and fast, heavy and slow, long-reaching polearms, and a full set of ranged and thrown options - each crafted in every material tier from wood up to netherite.
- Deep melee variety - dozens of distinct weapon classes, each with its own damage, speed and special traits.
- Full ranged kit - longbows, crossbows, custom arrows/bolts, throwing weapons and quivers.
- Customisation - apply weapon oils for temporary effects, and enchant/upgrade weapons with the vanilla enchanting, anvil and smithing systems.
This build of Spartan Weaponry runs on the latest Minecraft via NeoForge.
Getting Started#
- Gather a material - Spartan Weaponry weapons are crafted from the same materials as vanilla tools: wood, stone, iron, gold, diamond and netherite (plus a few extras).
- Craft a weapon at a crafting table. Most weapons follow intuitive shapes - a blade on a pole for a spear or glaive, a heavy head for a hammer or axe, and so on. Many weapons also need a pole or handle part which you craft first.
- Check the tooltip - hover a weapon to see its damage, attack speed and any special traits (reach, sweep, armor pierce, etc.).
- Fight! Different weapons suit different situations: use a reach polearm to poke skeletons safely, a sweeping blade against crowds, or a heavy hammer to break armored mobs.
Weapons upgrade like vanilla gear: enchant them at an enchanting table, repair/combine at an anvil, and turn diamond weapons into netherite at a smithing table.
Melee Weapons#
The melee arsenal is organised by weight and role:
- Light / fast - Daggers and Parrying Daggers (very quick, low damage), Rapiers and Sabers (fast finesse blades).
- Standard - Longswords and Katanas (balanced all-rounders with a wider swing).
- Polearms (reach) - Spears, Lances, Glaives and Halberds - these get extra attack reach so you can hit enemies a block or two further away than a normal weapon.
- Heavy / crushing - Greatswords (huge sweeping blades), Battleaxes, Scythes, Battle Hammers, Warhammers and Flanged Maces - slow but hit hard and are good against armor.
- Staff - the Quarterstaff, a fast two-handed blunt weapon.
Each class comes in every material tier, so a "diamond glaive" or "netherite warhammer" is exactly what it sounds like.
Ranged & Thrown Weapons#
- Longbows - like the vanilla bow but tuned differently (draw time / damage), firing custom arrows including tipped and special variants.
- Crossbows - load and hold a shot, firing bolts.
- Throwing weapons - Throwing Knives and Javelins that you throw at a target and can pick back up, and Boomerangs that fly out and return to your hand.
- Quivers - a wearable/held container that stores your arrows and bolts so they do not clutter your inventory and are drawn automatically when you fire.
Weapon Traits#
Traits are what make each weapon class feel unique - they are listed on the weapon's tooltip. Common traits include:
| Trait | Effect |
|---|---|
| Reach | Extends your attack range (polearms - spears, glaives, halberds, lances). |
| Sweep | The attack hits multiple enemies around the target (greatswords, wide blades). |
| Armor Pierce / Penetration | Ignores part of a mob's armor, good vs. armored foes. |
| Knockback | Pushes enemies back harder (hammers, maces). |
| Two-Handed | Cannot use a shield / off-hand while wielding, in exchange for power. |
| Decapitate | The heaviest weapons can chop the head off a slain mob as a trophy drop. |
Because traits differ by class, building a loadout is about picking the right tool for the fight rather than always using the single "best" weapon.
Weapon Oils#
Weapon oils let you temporarily buff a weapon by applying an oil to it. Once applied, the weapon gains an extra combat effect for a number of hits or a duration (for example added damage or a status effect on hit), after which the oil wears off and can be re-applied. Oils give you a consumable way to power up for a tough fight (a boss, a raid) without permanently changing the weapon, and they stack with the weapon's normal enchantments.
Configuration & Compatibility#
- Highly configurable - the mod exposes config options to tune weapon damage/speed, enable or disable weapon groups, and toggle features like the head-drop (Decapitate) trait.
- Vanilla-integrated - weapons use the standard enchanting, anvil and smithing systems, so they slot naturally into normal progression.
- Client + server - install it on both sides for multiplayer; the weapons and their traits work in survival and creative.
FAQ#
Which materials can I craft weapons in? The full vanilla tier ladder - wood, stone, iron, gold, diamond, netherite - plus some extra materials, just like tools.
Why does my spear hit enemies further away? Polearms (spears, lances, glaives, halberds) have the Reach trait - that is their whole point, letting you attack from safety.
How do I stop arrows filling my inventory? Craft and carry a Quiver; it stores arrows/bolts and feeds them to your bow/crossbow automatically.
Can I enchant these weapons? Yes - use an enchanting table or anvil like any vanilla weapon, and smithing to upgrade diamond weapons to netherite.
How do I get mob heads? Use one of the heavy weapons that has the Decapitate trait to kill the mob; there is a chance for its head to drop (this can be toggled in the config).
Do I need any other mod? No - Spartan Weaponry is standalone. (It also has optional integration with some other mods if you have them installed.)