Alfheim Online

A mod dedicated to rebuild and restructure minecraft worlds to be more in line with the likes of the popular anime SAO
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alfheim-0.2.0-alpha

File namealfheim-0.2.0-alpha.jar
Uploader
FantasticElfFantasticElf
Uploaded
Oct 13, 2026
Downloads
4
Size
85.6 MB
Mod Loaders
Fabric
File ID
9163540
Type
A
Alpha
Supported game versions
  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:alfheim-online-1734770:9163540"

Learn more about Curse Maven

What's new

Alfheim Online Alpha build 0.2.0:

This is still creative only for the moment. I'm getting there!
 
- Smithing has been reworked slightly. The smithing process is slowed down. Players now have to keep their works heated at the ideal temperatures to physically hammer them into shapes. Shift click with a hammer will be a more exact swing while regular clicking with a hammer will spread the surface hit. As you work the metals they will cool down. You have to shift + right click to remove the work from the anvil. Don't worry, it will keep its progress stored. Reheat your work in the forge. Once you've fully shaped it, you can quench it in the quench barrel. This will finish the smithing process. Be aware: rhythm, temperature and where you hit matter. Cracks will degrade quality, and too many cracks will completely shatter your work.

 

- Cooking has been reworked slightly. It now is no longer a "follow the recipe" profession. I've given the player some freedom to experiment with ingredients. Hints will be provided. The time you cook/bake something for matters. The type of pan, or way of cooking matters. All in all. Unlike Blacksmith, cooks will get a trash food item, which barely restores any hunger if they fail. The higher your cooking level, the more ingredients you can use. The more ingredients, the more powerful the effects and hunger restoration will be.

 

- Alchemy has been reworked slightly. With cooking and blacksmithing already having moved away from using UI's to craft. It was time to slightly re-design Alchemy too. It's way more interactive than it was before. Knowledge is key! Research, experiment. Your journal will keep track of what you did. Naturally for the first items the player is given some training wheels as a tutorial. With this re-design crafting draughts and such have become slower, and to account for that the exp rates have been increased by 1.25x. Upon noticing I also adjusted the formula which provided the different quality of items with their values. Uncommon and Rare healing draughts were healing for the same amount as an example. Each quality now has a flat base added per quality step, and the addition of a rounded up formula.

 

- Taming was added as a Cait Sith exclusive profession. They will be able to tame some of the beast monsters such as boars, wolves, and even a wyvern. Of course there is a Pina like feathered-mini dragon out there, but how to acquire it I will leave up to your discovery. Every tame has a level, quality, gender and tame type. Pina for example can heal and shield, while boars and wyverns are mounts. And yes! There now also is mounted combat. Once you're mounted you no longer can use your spells/skills. Instead you get a set of abilities that belong to your mount. Every tamable creature can be breed through Ranching. While Cait Sith's are the only tamers around, I figured others would be at a heavy disadvantage. Therefor Cait Sith can now sell their tames to other non-Cait Sith players.

 

- Archeology was added as a Spriggan exclusive profession. There's a total of 12 different digsites across the map, at least 1 in every territory. These areas are protected and can't be destroyed. The pits of every digsite regenerates overtime, like ore veins do. There's also lower tier pits that naturally generate in caves, and these do get destroyed upon use. Unrestored trinkets, lore tablets, and other wares can be dug up. In the case of trinkets, these can be restored with the aid of other professions such as Alchemy, Blacksmithing and Jewelcrafting. Each trinket is a unique equip, and each trinket has it's own added effect. To go beyond, a status gem and a trinket can be combined for a more potent trinket version.

 

- Temperature now effects players. Since there's a desert, snow and ice areas, I figured the next logical step is to include frost and heat resistance on gear. These resistances come from gems craftable by alchemists, the gems being supplied by jewelcrafters. The Salamander race suffer from no effects caused by heat, and the Gnome race doesn't suffer from effects caused by cold. Leprechauns are only affected for 50% by cold.

 

- JEI and JER mod support added. For the time being they won't show monster drops yet, nor do they show crafting recipes for many of the new blocks. I'm working on it, I promise! These mods are of course optional, but when you want to use them. This mod has been build against JEI 15.x and JER 1.4.0.247. I can't promise you whether it works for newer/older versions of those mods.

 

- Vanilla monster spawners and their rooms are no longer get generated into the world(if the player is using the Alfheim world generator).

 

- Added a new, small, mountain Village by the name "Taft". Which is used for the new quest "Lost, but not forgotten".

- Added a new quest. "Lost, but not forgotten." picked up by a familiar Undine face in their capital. This is a new NPC that stands around by the mote.

- New field boss. It's identity remains a secret till discovered. 

- Changed Ragout Rabbits model slightly. The ears now flop behind it's body. I am still unhappy with the model entirely, so expect a complete redo of it in the near future.

- Added a new item "Divine Stone of Returning Soul". This one is mostly for hardcore servers. Once obtained a player can use it to resurrect a player that died previously. This will resurrect the target with all it's stats and levels in tact. Items however will remain lost. 

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