Minecraft Dungeons:Weapon

Weapons are a category of equippable s $$ that are used to attack and defeat mobs in during Missions. The player can obtain new weapons from opening s, defeating s, exchanging with the, , , , and from Gifts provided by other players through the. Weapons can have up to three player selected enchantments to apply additional properties.

The obtainable Power level for weapons has a maximum of 256. Gilded weapons can occur in and from the  with a maximum power of 251.

Melee weapons
Melee weapons are weapons that can be used to damage nearby entities. There are currently 78 known melee weapons, including 48 uniques.

Close range combat is the player's unlimited and reliable source of damage output with no ammo requirement. However, the immediate proximity to mobs positions the player within melee mobs' attack ranges, risking loss of and receiving negative status effects such as becoming. Ranged mobs will also take advantage of the time taken for the Melee player to approach them. Long ranged melee weapons such as can help keep a distance between the player and mobs or received damage can be mitigated and nullified by consistent healing with  on high speed weapons such as the.

If no Melee weapons are equipped, the player's fists are used to inflict 1 damage point to s.

With correct equipment setup and a touch of experimentation, Melee weapons can be the devastator to the Arch-Illager's forces. Slow and hard hitting or rapid and unforgiving, Melee weapons should always be considered - even if the player prefers a Ranged approach.

Combos
Combo length is the number of different attack movements in a Melee weapon's attack sequence. The final attack of a combo triggers and  enchantments and inflict the maximum damage specified for the weapon in the inventory.

Ranged weapons
Ranged weapons are weapons that can be used to damage entities from a distance away. There are currently 61 known ranged weapons, including 42 uniques, all of which are obtainable except the 4 upcoming in.

At the cost of 1 arrow per use and becoming stationary during aiming, ranged weaponry is the player's finite solution of outputting damage whist distancing themselves from onslaught, unless of course the player decides to utilise it at close range. Attacking at distance will not go unnoticed, mobs nearby to the damaged mob will be alerted and begin to target the ranged player. If ranged damage is not the player's focus, ranged weapons can fulfilled a utility role instead by applying enchantments such as, , or.

If no Ranged weapons are equipped, the game will notify the player through a sound cue upon pressing the Ranged Attack Button.

If an excuse to excessively roll, extra healing and distraction sources, or an emergency destroy all solution is demanded, players can have confidence that ranged weaponry can meet their needs - even for those preferring to slash, pummel and pierce through the Arch-Illager's army with Melee-based responses.

Ammo
The ammo number represents the number of arrows the player possess and is shown in the quiver slot of the Heads-up Display. When ammo number reaches zero, ranged weaponry cannot be used. Arrow stocks can be restored by collecting that drop from s, s,  and. will provide a chance for arrows to not be consumed upon use whist, and  can project more arrows per arrow fired - especially formidable on ranged weapons that already fire multiple projectiles such as the  and. Arrows that hit a wall will disappear within 10 seconds.

Collected will reside in the quiver slot up to a maximum of 3 and prevents the use of ranged weaponry until the TNT has been thrown. ,, , , and s places special ammo in the quiver slot that will be consumed before regular arrows are.

Submerged Projectiles
Arrows fired when submerged in missions are greatly slowed and decelerate rapidly making them unviable for underwater combat. This disadvantage can be avoided by using the /, the /, or by activating the to gain Harpoon Ammo.

Bows
Bows are Ranged weapons that can fire a Charged Shot when the Ranged Attack Button is held and released. Charged Shots deal more damage to mobs than Uncharged or Partially charged Shots. Bows have access to Charge involving enchantments such as that do not appear on Crossbows.

Trivia

 * Seasonal Items apparently can be obtained gilded in Ancient Hunts, showing that they stay even after certain events are over.