Weapons Wiki — Melee, Bows & Crossbows
Weapons in Minecraft Dungeons II occupy two slots — melee and ranged — and follow the rarity ladder of the first game: Common, Rare, Special, and Unique. You get weapons from chests, mob drops, the town merchant, and quest rewards. This page tracks what's confirmed so far; the game launched September 29, 2026, so numbers that can't yet be verified (power curves, exact damage, drop rates) are deliberately left out rather than guessed.
How Gear Works in Dungeons II
- Power level. Every weapon has a power level that drives its damage output. A blacksmith raises it for emeralds, and the power level of dropped or upgraded gear scales off your current hero level.
- Random effects. All weapons roll a random effect that augments one stat. Effects can be rerolled with Echo Shards at a blacksmith — the marquee new gear currency in the sequel.
- Uniques. Unique weapons keep one fixed effect (no rerolls) but are stronger than average.
- Combos. Each melee weapon follows a set swing sequence; the final hit of the combo deals maximum damage. Combo length varies by family — see the table below.
- Enchanting. An enchantsmith adds one enchantment per weapon, upgradeable up to two times. Enchantments can also be removed.
Melee Weapon Families
Twenty-nine melee families are documented so far, each with a Unique variant. Combo length is the number of swings in a full sequence; a dash means the value hasn't been confirmed yet.
| Family | Unique variant | Combo (hits) |
|---|---|---|
| Axe | Hunter's Hatchet | 3 |
| Battlestaff | Elemental Staff | 3 |
| Battle Hammer | Emerald Hammer | 3 |
| Claymore | Slaymore | 3 |
| Clobberer | Redstone Wrecker | 1 |
| Cookiecutter | Lullaby Blade | 3 |
| Double Daggers | Venomous Fangs | 3 |
| Double Sickles | Sift Sickles | 3 |
| Gauntlets | Prime Enchanter's Gauntlets | 4 |
| Glaive | Golden Glaive | 3 |
| Greataxe | Awesomeaxe | 2 |
| Greatsword | The Darkshard | 1 |
| Longsword | Frostbiter | 3 |
| Mace | Carapace Mace | 3 |
| Meat Cleaver | Cacaphonous Cleaver | 3 |
| Mob Mallet | Monster Masher | 6 |
| Pickaxe | The Prospector's Pick | 3 |
| Pike | Stormcaller | 3 |
| Rapier | The Thousand Cuts | 3 |
| Riftslasher | Pride of the Plains | 4 |
| Sabre | Rascal's Razor | — |
| Scythe | Soul Reaper | 3 |
| Short Spear | Spectral Spear | 6 |
| Shovel | Diamond Shovel | 3 |
| Sword | The Burning Blade | 3 |
| Tidal Sickle | Lunar Sickle | 3 |
| Twilight Dagger | Sculker's Bane | — |
| War Hammer | Heartbreaker | 1 |
| Wolf Claws | Sculker Claws | 3 |
Standout Unique Melee Effects
Effect text below is as documented on the community wiki. "Being verified" means the drop source is reported but not yet pinned down.
| Weapon | Base | Effect | Where it drops |
|---|---|---|---|
| Hunter's Hatchet | Axe | Reduces ranged ammo cooldown time by 35%. | Howling Woods |
| Slaymore | Claymore | Melee attacks deal 50% more damage to secondary targets. | Frozen Highlands, Rainy Plains, Lullaby Hills |
| The Thousand Cuts | Rapier | Increases melee attack speed by 30%. | Honeycomb Fields |
| Frostbiter | Longsword | Frost attacks deal 30% more damage. | Rainy Plains, Singer's Meadow |
| The Burning Blade | Sword | Fire attacks deal 20% more damage. | Honeycomb Fields, Rainy Plains |
| Stormcaller | Pike | Lightning attacks deal 25% more damage. | Rainy Plains |
| Golden Glaive | Glaive | Deal 60% more damage to enemies who are at full health. | Being verified |
| Carapace Mace | Mace | Increases attack damage by 35% when jumping or rolling. | Honeycomb Fields, Frozen Highlands |
| Awesomeaxe | Greataxe | Attacks have a 70% chance to grant the Strength status on hit. | Singer's Meadow |
| Heartbreaker | War Hammer | Hits with this weapon explode on impact. | Rainy Plains, Frozen Highlands |
| Rascal's Razor | Sabre | Reduces rolling cooldown time by 40%. | Frozen Highlands, Howling Woods |
| Soul Reaper | Scythe | Increases souls gained by 60%. | Being verified |
| Monster Masher | Mob Mallet | Take 25% less damage. | Being verified |
| The Darkshard | Greatsword | Attacks have a chance to pull all enemies within 10 blocks toward you. | Honeycomb Fields, Singer's Meadow, Rainy Plains |
| Sift Sickles | Double Sickles | Increases healing given to yourself and allies by 50%. | Quest reward — The Final Souldown Encore |
| Redstone Wrecker | Clobberer | Wave deals 80% of weapon damage and sets mobs on fire for a short time. | Quest reward — The Redstone Monstrosity Revived |
A few more confirmed uniques round out the list: Emerald Hammer (5% chance of higher-rarity loot),Lullaby Blade (applies the Soulsick status on hit), Venomous Fangs (poison attacks +20% damage),Prime Enchanter's Gauntlets (jump attacks create waves of lightning and ice), Cacaphonous Cleaver(restores 7% of max health per soul gathered), The Prospector's Pick (20% chance of extra emeralds),Spectral Spear, Diamond Shovel, Lunar Sickle (+60% stagger chance),Sculker's Bane (soul attacks +20% damage), and Sculker Claws (8% chance to enter Shadowcloaking on attack).
Ranged Weapons: Bows
Ranged attacks cost one arrow and root you in place while firing. Dungeons II reworks ammo: each ranged weapon has its own maximum ammo counter shown above your artifact slots, and it recharges on its own after a short pause. Heroes start with a base maximum of 8 arrows, modified by the equipped bow or crossbow. Bows can be fired instantly for minimum damage or charged for a full-damage shot.
| Bow | Max ammo |
|---|---|
| Bow | — |
| Shortbow | 18 |
| Greatbow | 10 |
| Longbow | 12 |
| Powerbow | 12 |
| Trickbow | 15 |
| Unique bow | Base | Ammo | Effect |
|---|---|---|---|
| Ranger's Promise | Bow | 15 | Increase chance of critical hits from ranged attacks by 25%. |
| Humbler Heartstring | Greatbow | — | Projectiles can pierce up to 10 enemies. |
| Creaking's Reach | Longbow | 12 | Ranged attacks deal 100% more damage from far away. |
| Paragon | Powerbow | 12 | Ranged attacks deal 30% more damage. |
| Shooting Star | Shortbow | 18 | Grants a 20% chance to evade melee damage. |
| Phantom Wing | Trickbow | 15 | Increases jump shot damage dealt by 6% (community-reported, not fully verified). |
Ranged Weapons: Crossbows
Crossbows can't be charged — hold the attack button and they fire continuously. They trade charge damage for sustained output, and their ammo pools lean higher.
| Crossbow | Max ammo |
|---|---|
| Crossbow | 15 |
| Dual Crossbows | 20 |
| Heavy Crossbow | 8 |
| Rapid Crossbow | 25 |
| Scatter Crossbow | 12 |
| Unique crossbow | Base | Ammo | Effect |
|---|---|---|---|
| The Shackler | Crossbow | 15 | Attacks have a 30% chance to inflict the Chained status on hits. |
| Double Crossers | Dual Crossbows | 20 | Rolling increases next attack damage by 20%, stacking. |
| The Close Ranger | Heavy Crossbow | 8 | Ranged attacks deal 100% more damage at close range. |
| The Cross Pollinator | Rapid Crossbow | 25 | Reduces time between shots with ranged weapons by 40%. |
| Harp Crossbow | Scatter Crossbow | 12 | Grants a 60% chance to fire additional projectiles. |
FAQs
How do I reroll a weapon effect in Minecraft Dungeons II?
Bring the weapon and Echo Shards to a blacksmith and reroll the random effect. Unique weapons are the exception — their fixed effect can't be rerolled.
How many weapons are in Minecraft Dungeons II?
As of October 2026: 29 melee families (each with a Unique variant, plus two documented uniques that are currently unobtainable in-game), 6 bow types, and 5 crossbow types — with a Unique version of each. Counts may grow with patches and DLC.
Do arrows run out?
Yes, but only temporarily. Each ranged weapon has its own ammo cap (base hero cap starts at 8), and ammo recharges automatically after you stop firing for a moment — no need to scavenge arrows mid-mission.
Can I enchant and disenchant?
Yes. The enchantsmith adds one enchantment per weapon (upgradeable twice) and can remove enchantments you no longer want.