Description:
/hundredfoldarsenal give_all to receive every weapon at once, or /hundredfoldarsenal give_number <1–100> for a specific one.Hundredfold Arsenal adds exactly 100 weapons to survival Minecraft, built from a matrix of 10 elemental aspects and 10 weapon forms. Every weapon has two layers of gameplay: a passive on-hit effect that triggers automatically when you strike enemies, and a right-click special ability on a cooldown. Weapons vary in attack damage, attack speed, and durability depending on their aspect and form, letting you build toward melee brawler, ranged, support, or utility playstyles.
| Aspect | Passive On-Hit | Right-Click Special | Crafting Material |
|---|---|---|---|
| Ember | Brands targets with fire; heat burst on hit | Flame Ring – burn nearby enemies | Ember Ore (mod ore) |
| Frost | Slows targets with freezing cuts; chill damage | Ice Guard – gain resistance, slow nearby enemies | Frost Ore (mod ore) |
| Storm | Shocks nearby enemies with arcing lightning | Storm Dash – launch forward, zap surrounding foes | Copper Ingot |
| Shadow | Weakens targets; steals a little health | Shadow Step – blink forward, gain invisibility | Coal |
| Verdant | Poisons targets; mends the wielder slightly | Grove Mend – heal and gain regeneration | Emerald |
| Crystal | Pierces armor with crystalline magic damage | Crystal Ward – gain absorption, scatter magic shards | Amethyst Shard |
| Tidal | Knocks targets back on a wave of water | Tide Push – shove nearby enemies away | Prismarine Crystals |
| Solar | Scorches undead; grants a brief strength spark | Solar Flare – blind and burn surrounding enemies | Glowstone Dust |
| Void | Wither-marks targets with unstable void energy | Void Pulse – pull in and damage nearby enemies | Ender Pearl |
| Echo | Creates an echo strike that repeats bonus damage | Echo Rally – gain speed, repeat a small area strike | Echo Shard |
| Form | Base Style | Core Item |
|---|---|---|
| Blade | Balanced sword | Iron Sword |
| Axe | High damage, slower swing | Iron Axe |
| Hammer | Heavy, area-leaning | Iron Pickaxe |
| Spear | Reach-oriented | Iron Shovel |
| Dagger | Fast, low damage | Flint (Shears for Ember & Frost) |
| Staff | Utility/support focus | Stick |
| Bow | Ranged | Bow |
| Scythe | Wide-sweep style | Iron Hoe |
| Mace | Crushing blows | Iron Axe (Vanilla Mace for Ember & Frost) |
| Rapier | Quick, precise thrusts | Iron Sword |
The form you choose adjusts the range, cooldown, and power of the right-click special, as well as base attack speed and durability.
Two custom ores — Ember Ore and Frost Ore — generate in the Overworld and are mineable with any pickaxe. Both appear in the Hundredfold Arsenal creative tab alongside all weapons.
Every weapon uses a shapeless crafting recipe: combine the aspect's elemental material with the weapon form's core item in any arrangement on a crafting table. No specific grid pattern is required.
General formula:
Elemental Material + Weapon-Form Core → Aspect Form Weapon
Example combinations:
| Weapon | Material | Core |
|---|---|---|
| Shadow Blade | Coal | Iron Sword |
| Storm Bow | Copper Ingot | Bow |
| Verdant Staff | Emerald | Stick |
| Crystal Scythe | Amethyst Shard | Iron Hoe |
| Void Dagger | Ender Pearl | Flint |
| Ember Mace | Ember Ore | Mace |
| Frost Hammer | Frost Ore | Iron Pickaxe |
| Solar Rapier | Glowstone Dust | Iron Sword |
| Tidal Spear | Prismarine Crystals | Iron Shovel |
| Echo Axe | Echo Shard | Iron Axe |
The same pattern extends to all 100 combinations. Refer to the Hundredfold Arsenal creative tab for a full in-game listing.
Every weapon automatically applies its aspect's effect when it damages an entity. The exact strength and area of the effect is tuned by the weapon's form — for example, a Scythe's wide-sweep style extends the area of Ember's heat burst, while a Dagger's fast attack rate makes Shadow's health steal more frequent.
Right-clicking with any Hundredfold Arsenal weapon activates the aspect's special ability. Specials go on cooldown after use and may consume a small amount of durability. Visual particles accompany most specials. Effects include:
The form modifies the cooldown duration, area of effect radius, and power of the special — a Staff special tends to be broader and more powerful while a Dagger special is quicker but more limited.
Early game (coal, copper, emerald): Shadow, Storm, and Verdant weapons are craftable as soon as you have basic iron tools. Shadow's health-stealing passive and Grove Mend healing make Verdant weapons strong for solo survival. Storm Dash provides early mobility.
Mid game (glowstone, prismarine, amethyst, ender pearls): Solar, Tidal, Crystal, and Void weapons require Nether or ocean exploration. Solar weapons are especially effective against undead. Void weapons' wither effect and Void Pulse pull combo are strong for crowd control.
Mod-ore tier (Ember, Frost): Mining Ember Ore and Frost Ore unlocks the two aspects with dedicated ores. Their weapons offer the deepest crafting investment in survival and use the Vanilla Mace or Shears as their Mace and Dagger cores, suggesting high-impact playstyles.
Echo weapons (using echo shards from Deep Dark) scale well in group fights thanks to echo-strike bonus damage stacking with repeated hits.
Loadout building:
Durability scales with both aspect and form (higher aspect index and heavier forms last longer), so plan repairs for fast-swinging Dagger builds especially.

This mod expands late-game divine gear and progression: divine-state apples grant temporary flight, a one-time explosion/lightning effect, and a passive crowd-control aura that pushes or frightens hostile mobs within 32 blocks (bosses are exempt), and the glowing/halo particle spam is removed while effects are tied to the current world session and cleared on server start/stop. It also adds reverse crafting so high-tier star blocks and star items can be broken back down into nine of their lower-tier components, and a Divine Looting enchantment that increases nether star drops from killing a Wither (Divine Looting I yields 2 total stars, II yields 3, III yields 4, etc.). Finally, the mod provides dedicated Divine Anvil and Divine Enchantment Table interfaces that work like the vanilla versions—use them to repair, combine, or apply divine enchantments and modify your divine items.
The Voidstorm Plasma Cannon is a handheld energy weapon you hold in first or third person and fire with a right-click; it consumes one Amethyst Shard per shot in Survival/Adventure (Creative exempt) and has a 5-second cooldown. Firing launches a large, smooth circular purple-white plasma orb that drifts forward, anchors on impact, pulls in nearby entities and blocks with a 5-second vortex, then detonates in a catastrophic explosion that deals massive damage, flings mobs outward, and sends absorbed blocks flying as debris. The cannon’s in-hand model has been polished with refined details and glowing crystal accents, while the hotbar displays a flat, front-facing 2D-like icon for a classic look.

The Death Note is a powerful book that lets you inflict deadly effects on players, mobs, bosses, and other entities by writing their display name. Hold the Death Note and press N to open its interface, type the target name and choose a death type (1: lightning, 2: fire, 3: poison, 4: 60-block fall). Entering a player’s name will affect that player anywhere on the server, while entering a mob or entity name applies the chosen effect to all matching entities within 200 blocks of you and within 100 blocks of any player.
The Guardian Revival Shield is an off-hand shield that prevents death by placing you into a downed state when incoming damage would leave you at half a heart or lower, setting your downed health to 0.5 hearts; while downed you crawl, cannot attack or mine, are greatly slowed and forced to stay crouched but can still move, and mobs will ignore you unless they get within 1 block. When downed a prompt appears to right-click to begin a 4-second self-revive; during the channel you become invisible and undetectable by mobs, an instant Guardian Replica spawns to seek and attack nearby hostiles and will build a temporary cobblestone wall around you when space allows (the wall is removed when revival completes). On successful revive you return with 3 hearts and Regeneration II for 8 seconds, remain invisible and untargetable by mobs for an additional 5 seconds while the Guardian continues defending you for 20 seconds, and the shield tracks five self-revive uses in its tooltip (uses are only consumed after a successful revive and normal shield blocking won’t drain charges); after the fifth completed revive the shield breaks.
The Solar Titan Armor is a brutal full armor set you now automatically spawn and respawn with; any armor in those slots is moved to your inventory or dropped if your inventory is full. Wearing the complete set raises your max health to 60 HP and instantly refills it, grants Haste V for absurdly fast empty‑hand mining with auto‑collect, makes empty‑hand punches deal 250 damage, gives the leggings extreme Speed and Jump Boost VII, and the boots completely negate fall damage. Right‑click the chestplate to fire a giant visible laser about 5 blocks wide and up to 512 blocks long with no cooldown, and wearing the full set enables a special X ability that launches you upward and triggers a devastating Solar Explosion while instantly maxing a Solar Scare meter shown near your hotbar; each hostile mob you kill lowers the mob‑flee requirement (the hotbar shows both your current Solar Scare and the reduced flee threshold), and although the optional Solar Titan Trial remains available via /solar_titan_trial accept, /solar_titan_trial decline, or /solar_titan_trial status, the armor is no longer gated behind the trial.
This mod is licensed under the CreativeMode Mods License.