Equipment

Weapons

Rift Flux upgrades familiar vanilla weapons into durable tools for long invasions.

Infused Sword

Craft shapelessly from a diamond sword and three Rift Flux. Item ID: invmod:infused_sword. The sword stores charge for healing or restoring hunger; its durability bar shows the remaining charge.

Attacking without durability loss

Melee attacks do not wear out the Infused Sword. A successful damaging hit recharges the stored ability instead. Empty charge does not break the sword or prevent attacks: the displayed durability bar tracks ability charge, not a supply of remaining melee uses.

A newly crafted sword is fully charged. Healing or feeding empties that charge; the next successful direct hits refill it according to damage actually dealt. Misses, blocked hits and zero-damage hits neither consume melee durability nor provide charge.

The item belongs to the vanilla sword enchantment tags and accepts ordinary sword enchantments through the usual enchanting or anvil rules, including normal compatibility limits. Damage enchantments can change the actual damage available for charging. Unbreaking is not needed to prevent attack wear, and enchanting does not replace the 100-damage refill requirement.

Use the stored charge

Right-click / UseAt full charge, restores up to 6 health points (3 hearts).
Sneak + right-click / UseAt full charge, restores up to 6 food points (3 hunger icons), with a 0.5 saturation modifier.
CostEither ability spends the entire charge. A partially charged sword cannot activate either ability.

Recharge by dealing damage

  1. After using the ability, keep the sword in your main hand and attack living targets.
  2. Deal a total of 100 points of actual direct damage to restore a completely empty charge. This is damage dealt, not a fixed number of hits: ten hits that each inflict 10 damage refill it.
  3. Once fully charged, use the healing or hunger ability again. The sword remains usable for melee attacks while charging.

The final damage after mitigation determines the charge gained. Weak hits restore less, and a hit that deals no damage restores nothing. Projectile hits and later fire or other indirect damage do not recharge the sword. Fractional damage is accumulated; charge cannot exceed a full refill.

Use the ability when you need it: activating at full health or hunger still spends the full charge. Successful hits do not simply repair one point each.

Searing Bow

Craft shapelessly from a bow and five Rift Flux. Item ID: invmod:searing_bow. Shooting consumes no bow durability; ammunition follows the normal bow rules.

Fire a Searing shot

  1. Hold Use (right-click by default) to draw the bow.
  2. Keep drawing for at least 51 game ticks — about 2.55 seconds at 20 TPS, then release. Allow extra time if the server is lagging.
  3. The empowered projectile is set on fire for 100 ticks (5 seconds at 20 TPS). An arrow receives 5.5 base damage before other hit effects; this is not a guarantee of 5.5 final damage against every target.

Releasing before the threshold fires without the bow’s extra Searing effect. Drawing beyond the threshold does not further increase this special base-damage bonus. The longer draw rewards cover, prepared sight lines, and large targets.

The activation threshold is a calculated draw-progress value of 3.8, not 3.8 seconds. With f = draw ticks / 20, progress is (f × f + 2 × f) / 3: 50 ticks gives 3.75; 51 ticks gives 3.8675 and activates the effect.

Red appearance at full Searing charge

The bow turns red while drawing at 51 ticks (2.55 seconds at 20 TPS), matching the Searing-shot threshold above. An ordinary full-speed bow draw at 20 ticks is not yet a Searing charge. Keep holding Use until the red appearance, then release; holding longer does not add another Searing damage tier.

Searing Bow drawn before Searing chargeDrawn, before 51 ticks
Red fully Searing-charged bowRed: 51 ticks or more

This is a draw-state indicator, not stored energy: releasing, cancelling or switching away ends that draw. Begin a new draw to charge the next shot. The red appearance does not remove the need for ammunition.

Bow enchantments and Infinity

The Searing Bow accepts normal bow enchantments, including Power, Punch, Flame and Infinity, through the usual enchanting-table or anvil rules. Use an enchanted book in an anvil for a specific enchantment; normal level and compatibility limits still apply.

In Survival, Infinity still requires an ordinary arrow in your inventory, but firing that ordinary arrow does not consume it. Infinity does not make tipped, spectral or Frozen Arrows free; those follow their normal ammunition consumption. Without Infinity, shots consume ammunition normally. Shooting never spends Searing Bow durability, so Unbreaking is not needed to prevent shooting wear.

Enchantments do not shorten the 51-tick Searing charge. The empowered arrow still uses the bow's 5.5 base damage, with enchantment effects handled by the normal hit rules; armor and other mitigation determine the final damage. The crafting recipe does not replace normal enchanting or anvil steps.

Frozen Bow

Item ID: invmod:frozen_bow. Craft one with 3 Frozen Bones and 3 Frozen Strings, using the normal bow pattern. Bones come from Frost Skeletons; strings come from Jumping Frost Spiders. Frost Skeletons also carry a Frozen Bow, which can rarely drop as equipment.

  1. Hold Use to draw the bow fully: at least 20 ticks (1 second at 20 TPS).
  2. Release and hit a living target. A successful damaging hit applies Slowness I and Mining Fatigue I for 200 ticks (10 seconds).

Partial draws fire normally without the bow's extra effects. The bow uses ordinary bow ammunition rules and has 384 durability; it is not unbreakable. Its cold effects work with normal or spectral arrows as well. Frozen ammunition adds its separate three-second immobilization to a fully charged cold shot.

Frozen Arrow

Item ID: invmod:frozen_arrow. Place 1 Frozen Bone diagonally below-left of 1 Frozen Eye in a 2×2 crafting area to obtain 1 arrow. Obtain bones from Frost Skeletons and eyes from Jumping Frost Spiders.

Fire it from a bow. A hit that actually deals damage applies Frozen for 60 ticks (3 seconds), preventing movement. Full draw is not required for this ammunition effect; the Frozen Bow's extra Slowness and Mining Fatigue require full draw. A blocked or zero-damage hit does not apply these effects.

The projectile appears as an icy-blue vanilla arrow, including arrows fired by Frost Skeletons at players or the Nexus. It retains ordinary arrow pickup and persistence behavior.

Nexus Pickaxe

Item ID: invmod:nexus_pickaxe. Surround 1 Netherite Pickaxe with 8 Rift Flux in a full 3×3 grid. The tool retains netherite mining properties and fire resistance, cannot break, and stores 2031 energy. Its durability bar represents energy.

  1. At full energy, right-click / Use to activate instant mining. The pickaxe turns red.
  2. Mine blocks normally mined with a pickaxe. In the active mode these break instantly; every mined block spends 2 energy.
  3. At zero energy the mode ends automatically. Continue mining in normal mode: each mined block restores 1 energy.
  4. Refill completely before using right-click to activate again. Partial charge cannot activate the mode.

Instant speed applies to pickaxe-mineable blocks, not every block type or unbreakable blocks. The tool stays usable at zero energy. Right-click does not switch off an already active mode.

Active red Nexus Pickaxe

The red appearance marks active instant mining.

These weapon mechanics are documented from the Minecraft 26.3 / NeoForge source; older builds may differ.

The Infused Sword rewards consistent melee hits; the Searing Bow rewards safe distance and preparation. Their distinct roles complement each other in a defense.

Enemy equipment can also gain wave-scaled enchantments, including equipment carried by riders. Plan your defenses around stronger weapons and armor in later waves.

Enemies receive wave-scaled weapons and armor. Exploit shield attack openings and prepare for persistent harmful arrow effects.

Ordinary Snow Golems can pick up supported melee and ranged weapons. Custom bow and crossbow types retain their projectile effects; a melee weapon also allows shield pickup into an empty offhand.