Weapon reforges
A weapon reforge sockets one signature active ability into a melee weapon. Every sword and axe has exactly one reforge socket, so a reforge is a single deliberate choice rather than another stackable bonus — and unlike enchants and crystals it is a thing you fire, not a thing that procs.
Hold the reforged weapon and press Shift + Right-Click to activate it, on that reforge's own cooldown.
:::tip Reforges work through Silence Reforge abilities deliberately bypass enchant suppression. A Silenced player still has their reforge. :::
Applying and removing
- Apply. Drag the reforge item onto a weapon. It always succeeds — there is no roll. The only rejections are a non-weapon target and a weapon whose socket is already filled.
- On the weapon. A reforged weapon gains one lore line,
Weapon Reforge (<Name>), rendered below the enchantment-slots line and above the crystal lines. - Remove. The Item Extractor (
items/crystal.yml, theextractor:block — a bucket in the shipped pack). Drag it onto the gear; when the item holds both a reforge and crystals, the reforge pops off first, intact, as its own item again. See crystals.
What counts as a weapon is one knob, read live on /se reload:
reforges:
weapon-groups: [SWORD, AXE] # ItemGroups tokens: SWORD, AXE, TRIDENT, MACE, or the WEAPON composite
Tokens naming materials that do not exist on the running server version are simply skipped. The whole
family is gated by features.reforges in config.yml, also live; false
leaves reforges inert.
The shared reforge item — items/reforge.yml
There is no per-reforge item file. Every reforge is minted from this one likeness, in gold bold with the
reforge's own hex colour inside the bracket, carrying an enchant glint. Unlike the crystal likeness there
is no material: here — the item's material is each reforge's own icon:.
type: reforge
name: "&6&lWeapon Reforge ({COLOR}&l{NAME}&r&6&l)"
lore:
- "&eImbues a single weapon with a magic reforge ability. Shift + Right Click while holding to activate."
- ""
- "{COLOR}&l{TYPE} REFORGE ABILITY"
- "{DESCRIPTION}"
- ""
- "&eCooldown: &r&f&n{TIME_FORMATTED}"
- "&eApplies to: &r&f&n{APPLIES}"
- "&7Drag n' Drop on an item to apply."
# The one line shown on a reforged WEAPON, below the slots line.
lore-while-on-item: "&6&lWeapon Reforge ({NAME}&r&6&l)"
sounds:
enabled: true
apply: "block.anvil.use" # a reforge is smithing identity — anvil cues, not the amethyst family
remove: "block.anvil.land"
| Token | Renders |
|---|---|
{COLOR} | the reforge's colour codes — carries its own & |
{NAME} | the reforge's display name |
{NAME_UPPER} | that name upper-cased |
{TYPE} | ACTIVE or PASSIVE |
{DESCRIPTION} | the reforge's description block, one lore line per authored line |
{APPLIES} | the item kinds a reforge applies to, from reforges.weapon-groups |
{TIME_FORMATTED} | the signature ability's cooldown, humanised |
Cues
Activating a reforge prints ** REFORGE ABILITY: <NAME> ** in that reforge's colour; a timed one
announces ENDED when its window closes. Cooldown and failure each have their own line. All four are
universal templates in the reforges: block of config.yml, and an empty template is silent.
:::warning Every spent use is audible Cooldowns spend per attempt and are never refunded, so a whiff still costs you the cooldown — a low dud cue plays so you always know an attempt was consumed rather than swallowed. :::
Defining a reforge — content/reforges/<key>.yml
Each file is one reforge; the filename stem is its key. It declares the identity the likeness renders,
the catalogue icon:, the cooldown, and the ability itself:
display: "Berry Overdrive"
color: "{#f0a15b}"
type: ACTIVE
icon: GLOW_BERRIES
cooldown: 1500 # ticks — 75s; also what {TIME_FORMATTED} shows
description:
- "{#f0a15b}* Temporarily doubles the frequency you can attack your enemy, at the cost of reduced damage"
The shipped reforges
| Reforge | Icon | Cooldown | What it does |
|---|---|---|---|
| Quantum Blink | ENDER_PEARL | 30s | teleport up to five blocks along your facing; walls stop it short |
| Cursed Castle | COMPASS | 90s | channel a countdown on the enemy in your crosshair, then trade places |
| Spectral Javelin | LIGHT_BLUE_CANDLE | 90s | throw a fast spectral javelin for your weapon's swing damage, knocking the victim back and locking their controls for about a second |
| Spell Grappler | SOUL_CAMPFIRE | 60s | throw a line up to twelve blocks — it reels an enemy to you, or zips you to terrain |
| Berry Overdrive | GLOW_BERRIES | 75s | five seconds of doubled attack cadence at a third less damage per hit |
| The Singularity | END_CRYSTAL | 180s | launch a collapsing star that drags everything nearby inward, then implodes |
| Grand Bell | BELL | 135s | every mob within twelve blocks permanently joins your side |
| Star Battery | HEART_OF_THE_SEA | 135s | your next three hits taken each bank 20% of their damage; your next hit on a player unloads it |
| The Ace | BLAZE_POWDER | 60s | for four seconds, your next landed hit shuffles the victim's held item to a random hotbar slot |
| The Turnkey | ANVIL | 90s | instantly clears confining traps on you — webs, cages — and thaws a live freeze |
A few carry deliberate costs. Cursed Castle's swap cancels if line of sight breaks, and the cooldown stays spent. The Singularity pulls and hurts you too. Grand Bell exempts players — only mobs convert. The Ace's shuffling hit lands at 20% less damage.
Minting & giving
/se reforge <key> # mint a reforge to yourself (key from content/reforges/)
/se give reforge <player> <key>
/se menu # the operator mint console
/se menu reforges # the Weapon Reforges browser
:::note Operator-only for now
There is no player-facing shortcut to the reforges browser the way /masks and /pets reach theirs, so
today reforges arrive through an operator or whatever route your server builds on top of them.
:::
Layout for the browser lives in menus/reforges.yml.