Archerguns are ranged weapons that are a hybrid between bows and guns.
Information[edit | edit source]
Archerguns serve as a fast-firing ranged weapon. They require Holly Arrows in order to fire.
Upon firing, an Archergun will release an arrow. The arrow will travel straightward for ~100 blocks before arcing and then hitting the ground. In the end, an arrow from an archergun can travel ~145 blocks.
Arrows fired from the archergun will behave the same way as if fired from a bow. If an arrow hits the ground, it will stick inside the ground for a while until it eventually decays. The player can walk up to the arrow while in this state to pick it up (except if the arrow was fired in Creative mode). Arrows that make contact with entities will do damage to said entity. Some archerguns will even inflict debuffs onto the entities when hit.
Damage[edit | edit source]
All Archerguns have a base damage, which is listed on their tooltip, that they do upon hitting an entity. The amount of damage done can be increased with the Shell enchantment, as well as by wearing Purity Armor or Predatious Armor. When calculating new damage, the armor bonuses are applied first, then the enchantments'.
Recoil[edit | edit source]
Similar to guns, archerguns recoil on the player.
Recoil can be limited with the Control enchantment.
Attack Speed[edit | edit source]
Also like guns, Archerguns have an initial cooldown upon being held. The player must wait for the cooldown to finish before the player can fire the weapon. Archerguns have varying amounts of attack speed.
Repairing[edit | edit source]
Enchanting[edit | edit source]
Archerguns can be given many of the enchantments guns can be given. They cannot receive bow enchantments, such as Infinity.
- Shell - Increases damage done by 10% with Shell I, 20% with Shell II, 30% with Shell III. Max level of III.
- Control - Reduces recoil by 25% with Control I, and 50% with Control II. Max level of II.
- Unbreaking - same as Vanilla.
- Intervention - Archergun is kept at death.
List of Archerguns[edit | edit source]
Below is a list of all Archerguns in the mod. By default, they are listed in alphabetical order; the order can be changed by clicking the arrows at the top of the table.
|Coral||13 (×6.5)||1.66/sec||600||L'Borean||Slows enemies||Use a Waterlogged Coral Archergun
on a Declogging Table
|Lunar||8-19 (×4-9.5)||1.66/sec||800||Lunalus||Does random damage between 8 (×4) and 19 (×9.5)||Visualent (25%)||1.1|
|Mecha||16 (×8)||1.17/sec||600||Iromine||50% chance to not consume ammo||1.1|
Fire: 4 (×2)
|1.66/sec||700||Lands of Lelyetia||Sets enemies on fire||Flyes (2.5%)||2.0|
|10% chance to spawn a Rosid||Rosidian Archergun Totem (4.5%)||1.1|
|Skeletal||13 (×6.5)||2.0/sec||1000||The Deeplands||Doublers (50%)||1.1|
|Spectral||17 (×8.5)||1.25/sec||700||Lands of Runandor||80% chance to not consume ammo||Spectral Wizards (2.2%)||1.1|
|Troll's||12 (×6)||1.66/sec||800||Overworld||Smash (25%)||1.0|
Poison: 3 (×1.5)
|Poisons enemies||Viral Archergun Totem (4.5%)||1.1|