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Contents
The weapons of Fungal Infection: Spore are grotesque living beings that pulsate and breathe as you wield them. They can't be crafted in any normal crafting table but have to be meticulously stitched together in a Surgery Table, with the exception of the Infected Knife, which can also be created in a crafting table. Weapons are made of a variety of materials but are typically created with the still pulsating fibrous flesh of infected and hard bone, being able to act as a blade. There is a very large variety of weapons that can be created, most melee with some ranged.
Making these weapons does put a lot of stress and injury on them, as when crafting them, they will almost always have low durability. To solve this, just put them in an Incubator after crafting to repair them. Weapons can also be repaired in an Anvil by adding Biomass. Additionally, when a weapon gets to 10 durability, instead of continuing to dwindle and break, it will instead stop at 10 durability and no longer do any damage with the message "Too Hurt to be of any use" displaying on the item. This can of course be fixed by healing the item.
Also, when crafting weapons there is a 10% chance for a Mutation to occur. Agents can increase the chance of this happening. Read about both of these on their respective pages.
All weapons have a compatibility with the combat mechanics in the Better Combat mod.
Infected Battleaxe
Mining Efficiency: 3
Attack Damage: 16
Attack Speed: 0.8
Entity Reach: 3.5
Durability: 750
Description: "Induces a rage in the wielder by giving them speed when they are below half health. Also has a 3x3 breaking area."
Special Abilities: Acts as an axe, having a 3x3 breaking area. Gives Speed to the wielder when they are below half HP and as long as they are holding it. Can take sword and axe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with eight Fleshy Claws, two Flesh Bones, one Hardened Bind, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:armads
Infected Bow
Melee Attack Damage: 6
Ranged Attack Damage: 12
Melee Attack Speed: 1.6
Melee Entity Reach: 1
Durability: 350
Description: "The bladed limbs of the bow can be used in close combat."
Special Abilities: Acts as both a sword and bow. Can take sword and bow related enchantments, but different enchantment types will not correspond with the other method of attacking with the bow (e.g.: giving the bow Sharpness will not make arrows shot by it do more damage.) Does not have a sweeping effect.
Obtaining: Crafted with three Fleshy Claws, two Claws, two Tendons, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:infected_bow
Infected Chakram
Melee Attack Damage: 11
Ranged Attack Damage: 10
Attack Speed: 1
Entity Reach: 1
Durability: 600
Description: "Right clicking throws it like a boomerang, coming back to the thrower."
Special Abilities: When right clicking, it will be thrown. It spins while in the air, and when hitting a block or a mob, it will return to the player. It returns to the user after 2 seconds if it doesn't hit anything. It damages mobs when hitting them. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with six Fleshy Claws, three Hardened Binds, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:boomerang
Infected Cleaver
Attack Damage: 15
Attack Speed: 1
Entity Reach: 2.5
Durability: 750
Description: "Holding right click performs a spin attack."
Special Abilities: When holding right click, it will spin the player around, doing a sweeping effect all around the player that damages mobs in its range. Lasts for a total of six seconds, and when ending the ability it will put a short cooldown on the item and, if it was used for the full duration, give the user Mining Fatigue for 10 seconds. If the Infected Cleaver kills a mob that has a droppable head associated with it, there is a 10% chance they will drop that head, as the cleaver decapitates them. The Infected Cleaver also disables shields. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with six Fleshy Claws, two Flesh Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:cleaver
Infected Combat Pickaxe
Mining Efficiency: 7
Attack Damage: 10
Attack Speed: 1
Entity Reach: 2.5
Durability: 1000
Description: "Right clicking a block will locate ores with a mycelic vein."
Special Abilities: Acts as a pickaxe. Right clicking while facing a block will have a 30% chance per block of ore to tell you of any ores it finds in the area, displaying the message "Found Traces of (Ore)." It will infect blocks leading to ores it finds. This works through walls and has a 35 block range in a cube around the user. It checks each block out from the player in the cube, and if it finds an ore, it stops its scan of the area where it found the ore. If it doesn't find anything (whether there are no nearby ores or it failed to find existing ones,) the message "No ores found" will be displayed. Also, when hitting targets, the wielder will receive Haste II for 10 seconds. Can take sword and pickaxe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with three Fleshy Claws, two Fleshy Bones, two Hardened Binds, one Claw, one Living Core, one Eye of the Vigil, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:combat_pickaxe
Infected Combat Shovel
Mining Efficiency: 5
Attack Damage: 10
Attack Speed: 2
Entity Reach: 3
Durability: 1000
Description: "Stuns enemies by applying slowness. Also has a 3x3 breaking area."
Special Abilities: Acts as a shovel, having a 3x3 digging area. Applies Slowness to targets for 5 seconds. Can take sword and shovel related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with five Claws, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:combat_shovel
Infected Crossbow
Ranged Attack Damage: 14 - 23
Durability: 350
Description: "Has very strong DPS when giving Quick Charge."
Special Abilities: Can take crossbow related enchantments. Cannot be used as a melee weapon like the Infected Bow.
Obtaining: Crafted with four Fleshy Claws, three Claws, three Tendons, two Hardned Binds, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:infected_crossbow
Infected Greatsword
Attack Damage: 13
Attack Speed: 1
Entity Reach: 2.5
Armor: 8
Armor Toughness: 2
Durability: 750
Description: "Increases the armor of the wielder."
Special Abilities: Gives +8 additional armor and +2 armor toughness to the wielder as long as they are holding it. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with four Fleshy Claws, two Armor Fragments, one Fleshy Bone, one Claw, one Dense Muscle, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:greatsword
Infected Halberd
Mining Efficiency: 3
Attack Damage: 12
Attack Speed: 0.8
Entity Reach: 4.5
Durability: 750
Description: "Best used when riding a mount, dealing more damage when the wielder rides another mob. Has very long reach."
Special Abilities: Acts as an axe. Gives Strength II to the wielder when they are riding an entity and as long as they are holding it. Can take sword and axe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with four Fleshy Claws, three Hardened Binds, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:halberd
Infected Knife
Melee Attack Damage: 7
Ranged Attack Damage: 6
Attack Speed: 5
Entity Reach: 0
Durability: 250
Description: "Can be thrown at enemies. Useful for harvesting more materials from mobs."
Special Abilities: Acts as a trident, being able to be thrown like one. Has built in looting I. Can take sword and trident related enchantments, and said sword enchantments will apply to it when being thrown. Has a sweeping effect.
Obtaining: Crafted with one Mutated Fibre, one Mutated Heart, one Claw, one Bone, and one string/Tendons/Nerves as a stitching material (in a Surgery Table or Crafting Table.) Agents can be added to increase various attributes.
ID: spore:knife
Infected Mace
Attack Damage: 15
Attack Speed: 1
Entity Reach: 2
Durability: 600
Description: "Deals extreme knockback and pierces armor."
Special Abilities: Has extreme knockback. The mace also pierces armor by 15% with every hit. Can take sword related enchantments. Does not have a sweeping effect.
Obtaining: Crafted with five Spikes, four Hardened Binds, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:mace
Infected Maul
Mining Efficiency: 3
Attack Damage: 10
Attack Speed: 1
Entity Reach: 3
Durability: 1000
Description: "Stuns enemies by applying weakness. Also has a 3x3 breaking area."
Special Abilities: Acts as a pickaxe, having a 3x3 digging area. Applies Weakness to targets for 5 seconds. Can take sword and pickaxe related enchantments. Does not have a sweeping effect. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with six Hardened Binds, two Fleshy Bones, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:maul
Infected Rapier
Attack Damage: 10
Attack Speed: 2
Entity Reach: 2
Durability: 750
Description: "Delivers corrosive slashes and pierces armor."
Special Abilities: Applies Corrosion II to targets for 2 seconds. This is buffed to Corrosion IV when having the Corrosive Potency enchantment. The rapier also pierces armor by 30% with every hit. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with four Fleshy Claws, two Claws, one Fleshy Bone, one Mutated Fibre, one Corrosive Sack, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:rapier
Infected Saber
Attack Damage: 11
Attack Speed: 1.6
Entity Reach: 1.5
Durability: 750
Description: "Right clicking causes the wielder to dash."
Special Abilities: Right clicking while holding the Infected Saber performs a dash ability, throwing the user forward about 13 blocks. This ability has a cooldown of 2 seconds. The dash also notably works while using an Elytra, meaning it is a much better alternative to Fireworks. Can take sword related enchantments. Has a sweeping effect.
Obtaining: Crafted with two Claws, two Fleshy Claws, one Fleshy Bone, one Mutated Fibre, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:saber
Infected Scythe
Mining Efficiency: 3
Attack Damage: 11
Attack Speed: 1
Entity Reach: 2.5
Durability: 750
Description: "Its attack performs a large sweep that damages enemies."
Special Abilities: Acts as a hoe. Can take sword related enchantments. Has a sweeping effect with an extremely large range. When breaking generic foliage blocks with the scythe, they will drop as an item. Does not have a proper mining level, but is better than Netherite.
Obtaining: Crafted with three Mutated Fibre, two Fleshy Bones, two Fleshy Claws, one Claw, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:scythe
Infected Shield
Attack Damage: 6
Attack Speed: 3
Entity Reach: 0
Durability: 1000
Description: "When blocking damage, the shield builds up to a large shockwave attack."
Special Abilities: The shield has a max charge of 10. When blocking damage while holding up the shield, the charge will slowly increase. Once the charge is full, the shield will deal high knockback to all targets in front of the user and deal 5 damage, as well as giving targets Slowness for 10 seconds.
Obtaining: Crafted with four Armor Plates, four Shield Fragments, one Dense Muscle, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:shield
Infected Sickle
Melee Attack Damage: 10
Ranged Attack Damage: 9
Attack Speed: 2
Entity Reach: 2
Durability: 600
Description: "Can be thrown and used like a grappling hook. Pulls enemies towards the wielder when damaging them."
Special Abilities: Acts as a grappling hook. When holding right click, can be thrown to land in a block, staying attached to the handle by a long spine. When right clicking again, it will pull the user to where it landed. There is a limit to how far it can be thrown, and will eventually return to the wielder if going too far. Can also be thrown to hit mobs, and it will stay embedded in the mob, pulling the mob towards the user when right clicking. However, if the desired target has a knockback resistance of 1.0, it will instead pull the user towards the mob. Pulls enemies closer to the user when doing normal melee. When breaking generic foliage blocks with the sickle, they will drop as an item. Can take sword related enchantments. Does not have a sweeping effect.
Obtaining: Crafted with four Sickle Fragments, three Spine Segments, one Spine, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:sickle
Infected Spear
Melee Attack Damage: 12
Ranged Attack Damage: 11
Attack Speed: 1
Entity Reach: 2.5
Durability: 600
Description: "Can be thrown at enemies."
Special Abilities: Acts as a trident, being able to be thrown like one. Can take sword related enchantments and Loyalty, and said sword enchantments will apply to it when being thrown. Has a sweeping effect.
Obtaining: Crafted with three Fleshy Claws, two Claws, one Fleshy Bone, one Spine, one Living Core, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:infected_spear
Each Biogun has a 'modifier' percentage. When a bullet from a Biogun hits a mob, if the max health of the mob divided by the Biogun's modifier % is greater than the regular ranged damage of the Biogun, then the damage of that shot will be the modifier % of the target's health. For example, if an Acidic Assassin (deals 15 ranged damage normally) is used on an Iron Golem (100 HP), the Acidic Assassin will deal 20 damage per shot instead of 10 because 20% of 100 is 20.
All Bioguns also have a 'stomach' value. When right clicking a Biogun in the inventory with a food item, its stomach value will go up by [X] amount (decided by the hunger and saturation values of the food item added together). For the Mycelial MistMaker, the stomach value is converted directly to the Mycelial MistMaker's biomass value. For the rest of the Bioguns, if the Biogun's clip is not full, after [X] seconds have passed (it depends on the Biogun for how long), 5 stomach value will be converted into 1 ammo.
While holding the Bioguns, left click actions (breaking blocks, hitting mobs, etc.) are disabled. Shields also take priority over reloading the gun when right clicking (except for the Mycelial MistMaker, which will perform its melee attack when putting a Shield up). All the Bioguns can be autofired by holding left click.
Bioguns receive a unique property from the Calcified Mutation; when a bullet hits a mob, all entities within 2 blocks of the original target take 50% of the damage the bullet dealt.
Acidic Assassin
Ranged Attack Damage: 15
Modifier: 20%
Max Ammo (Clip): 6
Reload Cooldown: 4 seconds
Fire Cooldown: 2 seconds
Stomach Convert Cooldown: 10 seconds
Range: 200 blocks
Durability: 300
Special Abilities: Uses Concentrated Acid Vials as ammo; when right clicking the Acidic Assassin while holding and with a Concentrated Acid Vial in the player's inventory, the Acidic Assassin will be reloaded to max ammo and consume one Concentrated Acid Vial. It can also be fed a food item to gain stomach value. When left clicking while holding, the Acidic Assassin will be shot and consume 1 ammo. Its bullets travel extremely fast. 50% of the damage the bullets deal is true damage. Its bullets inflict Corrosion II for 10 seconds. When its bullets hit the ground, they will place an Acid Pool. Additionally, when shifting while holding an Acidic Assassin, the player's screen will zoom in.
Obtaining: Crafted with two Spines, two Skull Soups, one Innards, one Terrestrial Reforged Biomass, one Aquatic Reforged Biomass, one Airborne Reforged Biomass, one Acidimetric Gland, one Voracious Reagent, one Corrosive Reagent, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:acidic_assassin
Bile Blaster
Ranged Attack Damage: 8
Modifier: 5%
Max Ammo (Clip): 16
Reload Cooldown: 2 seconds
Fire Cooldown: 1/4th of a second
Stomach Convert Cooldown: 4 seconds
Range: 16 blocks
Durability: 300
Special Abilities: Uses Concentrated Bile Vials as ammo; when right clicking the Bile Blaster while holding and with Concentrated Bile Vial in the player's inventory, the Bile Blaster will be reloaded to max ammo and consume one Concentrated Bile Vial. It can also be fed a food item to gain stomach value. When left clicking while holding, the Bile Blaster will be shot and consume 1 ammo. Its bullets inflict bile effects (Blindness, Weakness, and Slowness I for 5 seconds and Mining Fatigue I for 10 seconds).
Obtaining: Crafted with two Spines, one Innards, one Tumor, one Terrestrial Reforged Biomass, one Aquatic Reforged Biomass, one Airborne Reforged Biomass, one Hyperbolized Liver, one Skull Soup, one Voracious Reagent, one Gastric Reagent, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:bile_blaster
Mycelial MistMaker
Ranged Attack Damage: 5
Modifier: 5%
Max Biomass: 60
Fire Cooldown: 1 second
Stomach Convert Cooldown: 1 tick
Range: 8 blocks
Melee Attack Damage: 5
Melee Attack Cooldown: 10 ticks
Melee Entity Reach: 1.5 - ~5.5 blocks
Durability: 300
Special Abilities: When right clicking, the Mycelial MistMaker will perform an AOE melee attack in front of the user. The range of this attack depends on if the player is looking at the target(s) or not; the former, ~5.5 blocks; the latter, 1.5 blocks. For each target it damages, the Mycelial MistMaker will gain 1 biomass. It can also be fed a food item to gain biomass (once it reaches max biomass, it cannot be fed anymore). When left clicking while holding, the Mycelial MistMaker will be shot. Each time it shoots, 4 bullets are shot and 4 biomass is consumed. Its bullets ignore immunity frames.
Obtaining: Crafted with two Dense Muscle, two Spines, two Innards, one Tumor, one Terrestrial Reforged Biomass, one Aquatic Reforged Biomass, one Airborne Reforged Biomass, one Amalgamated Heart, one Voracious Reagent, and one string/Tendons/Nerves as a stitching material (in a Surgery Table.) Agents can be added to increase various attributes.
ID: spore:mistmaker
Trivia
The ID for the Infected Battleaxe is named "spore:armads" in the code. This is because it was the original name for the weapon, but it was changed because the name wasn't an actual word; it was a mistranslation that is supposed to mean axe, deriving from a Fire Emblem game. The mod creator apparently just looked up a cool word for axe and didn't notice.
The ID for the Infected Chakram is named "spore:boomerang" in the code. This is because it was originally meant to be a boomerang, but when the texture was made, it appeared more like a chakram, so the name was changed. The original name was meant to be 'Infected Bladed Boomerang.'
The Infected Chakram used to be affected by gravity, falling to the ground after a bit. This caused a bug when it was thrown directly upwards, damaging the user when it came down.
The Infected Cleaver was made as a compromise when the Infected Greatsword got reworked, because some staff wanted to keep the original shape the Greatsword had, but others argued that shape wasn't an actual greatsword.
The Infected Halberd is a suggested weapon, coming from the mind of @blu_gy in the Spore Asylum Discord server.
There is a hidden object inside the Infected Shield's texture files.
The Infected Sickle's spine glows in the dark.
The modeler of the Acidic Assassin and Bile Blaster has a head canon that the heads on the Bioguns are named 'Jerry' and 'Perry' respectively. They also said that the Acidic Assassin is named 'Caspian'.
Gallery
A player using an Infected Cleaver's spin ability.
A thrown Infected Knife.
A player performing a dash ability with an Infected Saber.
The hidden object inside the Infected Shield's texture files.
An Infected Sickle lodged in the ground, connected by its spine.
A thrown Infected Spear (utilizes one of its old textures.)
Some old weapon concepts and designs.
The original textures of all the weapons.
A picture posted in the Discord server teasing the Infected Shield before it was released.
A picture posted in the Discord server teasing the Acidic Assassin before it was released.
A picture posted in the Discord server teasing the Acidic Assassin before it was released.
A picture posted in the Discord server teasing the Acidic Assassin before it was released.
A picture posted in the Discord server teasing the Acidic Assassin before it was released.
Getting the Mycelial MistMaker to render in-game.
Ditto.
Getting the Bioguns to be held properly by the player in 3rd person in-game.
Getting the Acidic Assassin to be held properly by the player in 3rd person in-game.
Ditto.
Getting the Acidic Assassin to be held properly by the player in 1st person in-game.
Getting the Bioguns to swing when held in 1st person in-game.
Getting Mutations to work on the Bioguns.