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Astral Arsenal

Astral Arsenal

A combat mod that looks to do much more then vanilla could

2,492
15
Equipment
Game Mechanics
Utility

Compatibility

Minecraft: Java Edition

1.21.x

Platforms

Fabric

Supported environments

Client and server

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Links

Report issues View source Join Discord server

Creators

TeamVoided
TeamVoidedOrganization

TheEnderCore
TheEnderCore Gay Programmer
ssblur
ssblur Backbone of complex mechanics
autumnleavesfalling_2008
autumnleavesfalling_2008 Gem texture
MincraftEinstein
MincraftEinstein Programmer
WiredTomato
WiredTomato Programmer
Astratene
Astratene Project leader
DuskAutumnStorm
DuskAutumnStorm Snowflake

Details

Licensed MIT
Published 10 months ago
Updated 2 months ago
DescriptionGalleryChangelogVersions

Astral Arsenal is a combat focused mod that looks to replace vanilla combat with movement, and more interesting weapon choices. This includes the new kosmogliph system.

Additions

Astral Arsenal adds a lot of stuff to the game in order to make combat more interesting and fast paced. Here is a brief list.

Weapons

Astral arsenal currently adds 3 new weapons. The railgun, nailcannon, and astral greathammer. These are all late game items that have powerful effects when used correctly.

The railgun must be given a kosmogliph in order to function, but then it can be one of the most powerful tools in the game, dealing high ammounts of damage and causing a multitude of effects.

The nailcannon fires a continuous stream of nails that each do low damage. It recharges slowly while not using it.

The astral greathammer deals more damage then a sword with the same cooldown, but has no sweeping attack. It is a great tool for criting opponents out, but not great while fighting a hoard of mobs.

Kosmogliphs

Kosmogliphs are a powerful concentration of astral power. They grant strong effects to weapons, armour and tools. In order to be put on tools, you need to make a cosmic table and cosmic gems. Every kosmogliph costs 1 gem, but a tool that has a gem can have its kosmogliph freely swapped out.

Try experimenting with kosmogliphs. Every kosmogliph has an in game description to tell you what it does. Experiment with combos and have fun with it!

Effects

Reduce: Increases damage taken by 5%. Increases by 5% every level.

Bleed: Causes the entity to take 0.4 damage per level per second.

Conductive: effected entities take more damage from electrical sources and chain lightning to nearby entities.

Tear: The first melee hit on this target will deal up to 15 extra damage depending on how many levels of Tear the target has.

Immortality: Grants immunity to all sources of damage besides the users own attacks. Is only used in short bursts.

Balances

Astral Arsenal makes a few changes to vanilla in order to make it more balanced for PVP. Here is a list.

  • Protection, blast protection, fire protection and projectile protection are removed
  • Feather falling grants a 20% damage reduction per level to max at 80%, this is because protection would also give it more damage reduction.
  • Crimson time - A new mechanic that gives 5 ticks after an entity leaves the crosshair to hit the entity. This is inspired by the same mechanic in enchancement.
  • the 5 tick delay between holding up a shield and being able to block damage has been removed.
  • Using items, such as drawing back a bow or crossbow or eating food, have had their movement speed penalties adjusted.

Last description update: 08/03/2025 for version 3.0.0

If you want to be notified when this mod is updated, you should join the Team Voided discord server and get the "Astral Arsenal Notifications" role. We also have a channel just for discussing this mod, where you can suggest balance changes, ask questions and whatever else!

If you find any bugs or things you believe to be unintentional, feel free to put them on the github issues page. Hope you enjoy this mod :3

If there are issues with grammer, or just incorrect information here, kosmogliph descriptions in game, or elsewhere, let me know. I am a one-person team mostly working on co-ordinating, coding, and balancing the mod. Any thoughts are greatly appreciated.

Notes: If you want to use entity culling, you are going to need to add "astral_arsenal:beam_renderer" to the "entityWhitelist" in it's config.

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