Host your Minecraft server on BisectHosting - get 25% off your first month with code MODRINTH.

Welcome to Spears, Axes, Swords, Shields, And Other Tools!

[This mod uses: Fabric Mod Loader & Fabric API]

Now with options compatible with !

FOR BETTER COMBAT PLAYERS: To play with Better Combat, install the file named "sassot-(version number)+bettercombat".

For Worlds created before v1.1.3-1.20.1+bettercombat, the Better SASSOT Combat Data Pack should also be installed. This data pack is built-in during World creation since v1.1.3-1.20.1+bettercombat.

This mod reworks the mining progression chain, so it may lead to some unfamiliar mining requirements. If you'd like to not lose materials due to this change, please test out the mining requirements in a Test World, or check the mod source.

RECOMMENDED:

This mod was developed in conjunction with two of my other mods: Progressive Archery and Armor Restitched. They were developed to synergise with each other, so I highly recommend checking out those mods as well!

A typical day in SASSOT

Spears, Axes, Swords, Shields, And Other Tools, i.e. SASSOT,  is a mod that aims to extend on Minecraft's melee combat and mining tool mechanics, while maintaining the spirit and feel of the original game.

SASSOT:

  • Introduces Spears, a new weapon with a chain of progression and custom enchantments.
  • Introduces a progression chain, new mechanics, and new enchantments for Shields.
  • Modifies Sword, Trident, and Axe mechanics for more dynamic melee combat.
  • Adds buffs and quality of life adjustments for mining tools and melee weapons.
  • Implements mob melee & spear combat to be overall more challenging.
  • Adds new advancements.

Spears:

Bamboozled

A brand new weapon, Spears are a long overdue addition to your arsenal.

They behave similarly to Tridents, as they can be used both as a melee weapon and as a ranged weapon. They follow a progression chain just like any other Sword or Axe, starting from Wood and ending in Netherite.

They are different from Swords or Axes, however, in the following ways:

  • Extended Reach: Spears have an additional attack reach of one block when in the main hand.
  • Medium Attack Speed: They have a recovery time longer than swords, but shorter than axes.
  • Projectile: Just like a Trident, you can throw them as a ranged weapon. The attack damage is scaled by the speed at which it hits the target.

Spears also have the following custom Enchantments, alongside the existing combat and Trident Enchantments:

  • Thrusting: increases attack speed & boosts attack damage when on the ground and neither sprinting not critically attacking. Increases chance of disabling Shields.
  • Whirlwind: the Spear equivalent of Riptide, but can be used when not fully submerged in a fluid. Its player launch strength is increased per level. Whirlwind also deals damage to nearby entities that are also not submerged in fluids, the range and strength increasing per level and attack strength of the Spear. It deals extra damage when there is a Thunderstorm. When an entity is being snowed on, Whirlwind deals extra damage to it and may freeze it.
  • Skewering: skewers the target entity to the Spear, holding it in the location of the Spear. The entity may free itself after a few seconds, but with some extra damage when doing so.
  • Groundshaking: shakes the ground and sends tremors to nearby entities touching the ground or walls. Damage is scaled by Spear strength, speed upon impact, and distance from the Spear to the entity. It may also break blocks with weak blast resistance.    Whirlwind

A special, rare polearm is also added: the Blazearm. It behaves similarly to Spears, but when hits a target, either as a melee or ranged weapon, it sets the target on fire for a few seconds. It also has its own set of custom Enchantments:

  • Leaning: the Blazearm equivalent of Impaling, it deals extra +1 damage per level to fire resistant entities or entities on fire/in lava.
  • Hacking: also an Axe Enchantment, it boosts attack speed and the amount of damage dealt when attacking while sprinting or critically. Increases chance of disabling Shields.
  • Flare: the Blazearm equivalent of Riptide, but can be used when on fire, in lava, fire resistant, or next to a magma block. It too deals damage to nearby entities, but it also sets them on fire. Damage boosted if there is a Thunderstorm.
  • Skewering can also be enchanted onto a Blazearm. Fire Aspect boosts the amount of time the hit entity is set on fire, and deals extra damage if the target is fire resistant. Blazes are immune to any special effects of the Blazearm.

Flaring

Shields:

Shields are given a rework and extension to their mechanics. A progression chain is given to Shields, from Wood to Netherite.    You may either craft solid Shields out of the ingredient, or you may craft a Shield Framing Smithing Template, and frame your Wooden Shield with the ingredient using less of it.

Framed Shields are the cheaper option, at the cost of lesser durability and a higher chance to be disabled. However, Wooden and Framed Shields have the shortest recovery time once disabled.

Solid Shields are much sturdier and can take in more damage before taking durability change, with the minimum damage to impact durability increasing by material tier. They are also harder to disable, but once disabled, they take longer to recover. Metal shields also grant knockback resistance, going up the stronger the material is.

Full Metal

Disabling shields is also now determined by what weapon the opponent is using, whether the opponent is sprinting upon hit, and what enchantments are on the weapon:

  • Swords have the lowest probability to disable a Shield, Spears, Tridents and Blazearms have medium probability, and Axes have the highest.
  • The attack strength of the weapon affects the probability to disable a Shield.
  • Efficiency no longer affects disabling shields, but Sweeping EdgeThrusting, and Hacking do on their respective weapons, scaled by level.
  • Sprinting or critically hitting increases the chance to disable Shields.
  • Certain mobs also have a separate chance to disable shields without weapons.

To help you keep your ground, Shields now have a set of custom Enchantments:

  • Shielding: Extends your Shield's coverage around you per level. Stops Piercing projectiles with a lower Piercing level. If the Piercing and Shielding levels are equal, there is a 50% chance to block the projectile.
  • Unyielding: Increases the Shield's chances to not be disabled, reduces knockback, and shortens the recovery time once disabled, per level.
  • Shock Rebound: Inflicts knockback onto a melee attacker, proportional to level and attack strength. If the attacker has knockback resistance, the Shield deflects damage scaled by the attacker's knockback resistance. Mutually exclusive with Projectile Deflection and Cloaking.
  • Projectile Deflection: Deflects incoming projectiles, at speeds scaled per level. Mutually exclusive with Shock Rebound and Cloaking.
  • Cloaking: turns the user invisible. Mutually exclusive with Shock Rebound and Projectile Deflection.
  • Echoing: a Treasure Enchantment obtainable only by a special Echo Shard recipe. An Echoing Shield will "echo" out a portion of any incoming magic damage, dealing that damage to the attacker and nearby entities, scaled by distance. This includes attacks that would otherwise entirely bypass Shields.

The recipe for Echoing Shields and a clue to Echo Shard harvesting in this mod are in the Gallery.

Shields also can now protect you from falling stalactites, stalagmites, and falling anvils.

Bypass This

Swords, Tridents, and Axes:

The existing weapons of the game also receive changes:

Swords:

  • Attack Damage: Now scales with material progression.
  • Attack Speed: Now scales with material progression, and boosted by Sweeping Edge.
  • Attack Reach: Now provides +0.5 block attack reach.
  • Sweeping: The sweeping attack now deals 1/3 of the attack damage, increased by Sweeping Edge up to a maximum of 90%.

Tridents:

  • Attack Damage: All Sword damage Enchantments (Sharpness etc.) and Looting can now be enchanted onto Tridents. Impaling now deals +1 damage per level to any wet entity.
  • Attack Speed: Boosted by Thrusting.
  • Attack Reach: Now provides +1 block attack reach.
  • Riptide: Now deals damage to all wet nearby entities, scaled by Trident attack strength and distance. Damage boosted if there is a Thunderstorm, and if the entity is either Aquatic, is a Drowned, or is hurt by water.
  • Channelling: Now summons lightning when raining (no thunderstorm needed), and when it hits blocks open to the sky as well.

Axes:

  • Attack Damage: Now scales with material progression. Boosted by Hacking when user is sprinting or critically attacking.
  • Attack Speed: Now scales with material progression, and boosted by Hacking.
  • Sword Enchantments: Can now receive all Sword Enchantments except for Sweeping Edge.

Other Tools & Quality-of-Life Changes:

Various tools have received increases in their mining speed for certain blocks. These include, but are not limited to:

  • Pickaxes now efficiently mine glasslike blocks (glass blocks, glowstone etc.).
  • COPPER is now part of the progression chain for tools and weapons. Copper tools and weapons have been added. Some blocks, such as iron-related blocks, now require copper tools instead of stone tools to be mined.
  • Tool materials now have increased base mining speeds.
  • Efficiency now depends on the tool's material.
  • Haste and Conduit Power now grants +50% mining speed per level.
  • Hit Through non-Hard Blocks: Swords, Spears, Tridents, Blazearms, and Axes now hit an entity through blocks of hardness 0 and no collision or Vines.

Fishing Rods also now have a progression chain, with various properties. The stronger the material, the further the bobber reaches and the harder it pulls a hooked entity.

Villager Features:

Spearman at Work

Swordsman & Spearman By claiming a Swordsman Marker or Spearman marker, a Villager may become a Swordsman or Spearman respectively. Wielding each of their eponymous weapons, these Villagers take night watch shifts to protect their fellow Villagers from Zombies, Raiders, and hostile Players. They get stronger with each level, and may gain Experience by killing enemies. A Player may equip a Swordsman/Spearman with a weapon of choice.

Toolsmith, Weaponsmith, and Fisherman

Toolsmiths, weaponsmiths, and fishermen now have modified trade offers in accordance with the mod. Also, if a Weaponsmith interacts with an Swordsman or Spearman and both are of sufficient Level, there is a chance the Fletcher will upgrade the Swordsman/Spearman's weapon.

Mob Features

  • Drowned spawn with a Trident at a higher probability.
  • Zombie variants, Pillagers and Piglins may now spawn with Swords or Spears.
  • Wither Skeletons may now spawn with Swords or Spears, and very rarely with a Blazearm.
  • And more! Pillagers, but Armed

There are many other features not laid out above. Helpful (spoilers!) screenshots are under the Images tab. Try the mod yourself to fully experience all the new features!

Steadfast stance, for life is a dance. -- SolipIngen

NOTES:

  • Backporting to older versions of Minecraft is not supported. This mod will stay up to date with the most recent Minecraft release version (until project termination).
  • Porting to Forge is not supported. If you would like to port this mod to Forge, please let me know, and feel free to fork off this project.
  • Content-related feedback should be made in the Comments section below.
  • Technical code-related issues should be made in the source Github repository.
  • This mod is licenced under the MIT License, so all I ask of you, should you modify the mod yourself, is to give due credit back to this page and/or Github repository, and to follow common sense in using/modifying/distributing this mod.

External resources



Project members

SolipIngen

Owner


Technical information

License
MIT
Client side
required
Server side
required
Project ID