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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-0.5.0

File namealfheim-0.5.0.jar
Uploader
FantasticElfFantasticElf
Uploaded
Oct 19, 2026
Downloads
15
Size
114.3 MB
Mod Loaders
Fabric
File ID
9259933
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:alfheim-online-1734770:9259933"

Learn more about Curse Maven

What's new

Commands to execute: (Only for worlds that existed prior to this update) 

 

'/alfheim buildpoplar confirm'
'/alfheim buildbrimstone confirm'
'/alfheim buildscoutcamp'
'/alfheim buildpooka confirm'
'/alfheim buildcaitsith confirm'
'/alfheim buildspriggan confirm'
'/alfheim buildgnome confirm'
'/alfheim buildimp confirm'
'/alfheim buildleprechaun confirm'
'/alfheim buildharbours'
'/alfheim buildislands'

 

 

- Compatibility added with the Iris shader mod. This mod requires Sodium to be installed. However, these two are still optional and are not required for you to use this mod.

 

- Fixed an issue with the map. When opening it for the first time during a session it would start in drag mode. No longer. It also had an issue where it wouldn't render the  player indicator. This too is fixed.

 

- Fixed the slated roof pieces. They somehow lost their texture in the conversion to 26.3. They have now been fixed and no longer are white.

 

- The smoker has been disabled. Since it interferes with cooking.

 

- Bundle crafting recipes have been removed as this actively goes against inventory management of the mod which is why the mod provides crafted bags with the tailoring profession.

 

- Wind charge  crafting recipe has been removed.

 

- Trial chambers no longer generate into the world.

 

- A Tree tap block has been added. Since the mod removes vanilla mobs from the ability to spawn and such, there was no way for players to obtain Resin. Attach a tree tap to a tree and it slowly fills up with Resin over time.

 

- Sulfur and Cinnabar now also added to the stonemason vendor.

- Cait Sith, Pooka, Leprechaun, Imp, Gnome, and Spriggan had a bit of work done to their territory. Each territory now has an additional 2+ biomes added to give their territory a bit more flavor. Especially Pooka and Cait Sith were in need of it.

 

- The Spriggan territory has an additional 3 mobs and 2 field bosses exclusive to their territory. Shocker, they're dino's! I didn't want them to look too serious as it isn't a dino mod, therefor I opted for a more goofier aesthetic.

 

- The map now has a legend with categories that are individually toggleable. Is the map too crowded with icons and names? Simply toggle them to fit your needs. The map now also allows you to set waypoint with right click. Hover over the waypoint and right click to remove them. Once you have set a waypoint a horizontal compass will show up at the top of your screen. for easy tracking.

 

- The skill/spell and profession UI's now remember the page you were last on. Personally it was driving me nuts having to browse back to the page you were on after re-opening the ui. No more annoyances!

- The terrain generator has been upgraded and improved. Where it would take quite some time to generate chunks I kept running into snags while testing the new profession. So instead of generating 180 chunks in around 80 seconds, it now does it at 9seconds.

- Added a new biome to the Salamander Territory called "The Brimstone". This is a level 40 - 60 area. It is also a source for sulfur, cinnabar, tuff and other nether themed blocks. Like vanilla minecraft this is also where you can find geysers and sulfur caves. In this new biome you can find a lonely vulcano, which is also marked on the map with "Gnipahellir". The entrance into Hellheim, a new hellscape dimension that is still WIP. However... One does not simply wander into Hellheim, no! The portal is protected by it's most of loyal goodest bois, give it some pets. After petting this good boi, you unlock the dimension for the entire server and the good 'ol puppers runs off to the farm never to be seen again. Hellheim itself will be a 60 - 80 level area. '/alfheim buildbrimstone confirm' to build this biome into your already existing world. You will have to reload the world after invoking the command to have the chunks be re-generated.

- Added a Alfheim equivalent to the vanilla dappled forest biome bordering Cait Sith - Sylph, and Sylph - Salamander territories. '/alfheim buildpoplar confirm' to build the new forests in your already existing worlds.

 

- Fixed Beginner's Pickaxe. It was meant as a starting tool that could help people progress through the mining and blacksmith professions. However... The pickaxe was unable to break the beginner resource (copper) yielding no ore, meaning blacksmith was completely locked out of progression unless you spent time grinding for Cor to buy ingots at a blacksmith vendor.

 

- In addition to the new Hellheim dimension, it now also has 6 new mobs that are unique to hellheim only. Cinder Spider, Magma Boar, Leviathan, Brimstone Elemental, Obsidian Crocolisk, and Alluring Succubus.

 

- The Ruby Palace has been build in Hellheim. This is a dungeon where you will face 3 bosses and plenty of trash mobs. Each boss has it's own set of unique craftable weapon pages. They are guaranteed legendaries, therefor these pages have a very low drop rate.

 

- Added 5 new armor sets with the inclusion of shoulders. Each set serves it's own purpose. Tank, Strength DPS, Dexterity DPS, Intellect DPS, Healer.

 

- Added 7 new weapons, which are the craftables dropped in Ruby Palace. A wand, staff, one-handed sword, rapier, shield, two-handed sword and spear/polearm.

 

- The Salamander Feast was added. This is a cooking craft that let's you place down a feast into the world with 10 uses each. Everyone in your party should be able to eat from it, filling up their hunger bar, providing heat resistance, and a temporary +10 Vitality.

 

- Vitality now also influences health regeneration. I don't know why it didn't before because this definitely always was the plan.

 

- "Enter The Brimstone" quest added. It's the only source to obtain the Salamander Feast page. You can start this quest in the Salamander City.
 
- Added 9 new islands in the ocean. One housing the Barters' Guild, and the other 8 offer trade. At the start of a world any guild can lay claim to any of the 8 trade islands. Which enables the guild to manage the npc workers, docking fees, build and upgrade facilities. Each island also has its own specialty which can only be gathered through this npc management system. Every week on Saturday 20:00 PM server time a siege event happens all across these islands at once. Guilds can participate until 1 hour before the weekly event. Naturally guilds can participate and sign allies with other guilds, among them they will have to discuss which guild claims the target island IF succeeded. A guild can only hold a maximum of 2 islands at once. The defending guild can assign npc workers to cannons, spend their wares in the islands warehouse on extra defenses. Flying will be disabled for this, it will be strictly naval and grounded combat.

 

- A new profession, and the last one for a good while has been added. Trading. Players can either chose to spend some cor on purchasing a base quality Hippogriff for 8 slots, or haul 1 trade item at a time by flying themselves. You start by buying resources from the trade manager in one city, and then transport it to another. You can either chose the easiest, or the city that pays most for your wares. The choice is yours! This is mostly a profession to generate cor with, but don't celebrate yet! I wanted to offer PvPers/PKers something more to do than simply kill a player. Afterall, they risk a lot more. Therefor PVP oriented players can now ambush the players running a trade route. They are easy to spot as they'd have to look out for a hippogriff. These players then can take the wares for themselves if they so choose, or do whatever! 
At Trade level 150 however you unlock a new way of trading. Though this new way has a VERY steep buy in. I hoped to incentivize guilds to work together this way. But players are able to purchase their first ship at this point. A sloop. Every 25 Trade levels after they unlock a new one, with the last being the Carrack. Blacksmiths, Tailors, Enchanters and Alchemists all have their new crafts(some knowledge is locked behind bartering itself) to improve your ships. Build cannons and arm your ship, get a better sail, a stronger hull, perhaps you'd like to try different cannon shots? Each ship has its own set of status. Speed, more cannon slots, more cargo. The 8 islands have their own barter wares that change every week. You start by exchanging crafting ingredients(done so to keep lower tier crafting materials sought after) for tier 1 Barter Goods. You then go to an island that wants those Barter Goods to exchange up to Tier 2. Tier 5 being the last where you can easily make a profit of around 150k per T5 Barter Good(it takes a while so its only fair). On the way you may be attacked by other players or guilds trying to sink your ship. They again can steal your wares if they manage to sink you. Besides enemy players, there's also pirate ships that spawn and patrol the ocean. Outrun or fend them off!
(At first I was planning to have a cart instead of hippogriff, but the terrain and vegetation  made that near impossible without creating roads between the cities. It would have looked terrible and have to be protected from griefing. I'd rather give the land to players for their homes and guilds.) 
 
- Hippogriffs now also spawn in the world. They create their eyries on top of Baobap trees in the Cait Sith Territory. Cait Sith can tame these, although they are not just like any other tame. They don't get a special feature such as mounted combat or anything. They're simply meant to be breed through ranching for the best possible perks and pedigree. They are strictly used for Trading.

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