baileys_enchantments-1.2.0.jar
Curse Maven Snippet
What's new
# 1.2.0 — The Shadow Monarch
The biggest update this mod has had. It brings everything from the unreleased 1.1.0 **and** a
whole new system on top, so if you are coming from 1.0.x there is a lot here.
**Forge 1.20.1 · Java 17.** Existing worlds and existing enchanted items are safe — nothing was
renamed or removed.
> ⚠️ **Read "Where boosted levels come from" before updating.** Nothing is taken off items you
> already own, but how you *obtain* new boosted levels has changed.
---
## ✨ The Shadow Monarch — a whole new path
Two new enchantments on the Smite line let you raise the dead and command them.
- **Umbra** (Ultimate, from Smite V) — Smite VII against the undead. Every kill has a **1 in 5
chance** to raise a fleeting shadow of the slain, which fights beside you for 30 seconds.
- **Requiem** (Secret, gambled from Umbra) — **Arise.** Your kills leave a lingering shadow
remnant. Sneak-click it and that creature joins your army permanently.
**Your army is real and it is yours.**
- Every mob in the game — **including modded ones** — is given a slot cost worked out from its
health, damage, armour, knockback resistance and, increasingly, *what it has been seen to do*.
A zombie costs 1. A Warden costs 11. Your army has a slot budget, so it is always a choice
between a horde of small things and a few monsters.
- **Strong shadows resist you.** Elites and Monarch-class creatures need a ritual — a real
ceremony, with three attempts. Fail all three and the remnant fades, so you go and kill
another one. **A failure is never held against you permanently.**
- **Shadows level up and grow smarter.** A new shadow charges blindly at whatever is nearest.
An experienced one reacts faster, picks the most dangerous target instead of the closest, and
retreats when badly hurt instead of dying. A raised player starts smarter than a raised cow.
- **A fallen shadow is downed, not destroyed.** It keeps its level, returns to your blade at 0
health and slowly mends, like a cooldown rather than a loss.
- **You can raise other players**, wearing the gear they died in, with their own skin.
- **You can raise the Ender Dragon.** She circles you and dives at what you fight.
- Shadows render black and blue with a glowing aura, whatever mod they came from, and they
never burn, never take debuffs, never grief blocks and never drop loot.
**You grow too.** You start as a novice with **3 army slots** and climb to **40 at level 50**,
earning experience from your shadows' kills. Along the way you gain stacking buffs while your
army is out. It is a long road on purpose — you cannot be a master of necromancy the moment you
find the enchantment.
> To stop overnight mob-farm grinding, your army stops earning after 10 kills until *you* kill
> something yourself.
Press **G** to open the Shadow Army screen: your roster, each shadow's level, health and
intelligence, and controls to deploy, recall, rename or release them.
---
## ✨ Other new enchantments
- **Shortbow** (Ultimate, from Flame) — no draw. The arrow leaves the instant you click, always
at full power and always critical.
- **Immortal** (Secret, from Aegis) — needs the full set. Aegis's protection **without Aegis's
slowness**, plus permanent immunity to every debuff. Sneak + right-click with an empty hand to
become completely untouchable for 30 seconds, at the cost of half your speed and half your
damage.
- **Mirage** (Ultimate, from Projectile Protection) — speed, attack speed and a chance to slip a
hit entirely, scaling with pieces worn.
- **Dissonance** (Secret, from Mirage) — needs the full set. A toggled phase state: sharper
evasion, extra reach, **+50% damage taken**, and a flash step to any block you click inside a
fixed 100×100 zone.
- **Resonance** (Secret, from Execute) — a sonic pulse on every hit, plus a rite that drags
everything in your chunk to you and scatters it at 20% health. It takes three seconds to
build, the area is marked for everyone to see, and **you are vulnerable the whole time** — so
it can be dodged, and it can be punished.
---
## ✨ The Deep Dark expansion
- **Corrupted armour set** — upgraded from diamond with a template found in Ancient City chests.
A full set is **immune to the Warden's Sonic Boom**, immune to Darkness, and faster.
- **Sculkbane** and **Deepward** — a parallel enchantment ladder that *replaces* the Sharpness
and Protection families rather than stacking with them.
- **Shatter** and **Silence** — their Ultimates. Silence makes the deep stop hearing you
entirely: sensors, shriekers and the Warden go blind to you.
- **Warden Heart** and **Scarlet Crystal** — the Warden now drops a heart 20% of the time, and
it is the key to the Secret tier.
---
## ⚔️ Secret enchantments — the red gamble
A hidden tier above the Ultimates. At the Ancient Anvil you can flick a toggle and gamble an
**Ultimate** plus a Scarlet Crystal for its Secret. **Win or lose, the Ultimate is destroyed.**
- **Weapon Secrets roll at 20%. Armour Secrets roll at 50%** — armour needs all four pieces
before it does anything, so it is four rolls, not one.
- **You may hold one weapon Secret and one armour Secret at a time.** To change, strip the old
one at the Remove tab. Dissonance and Immortal compete for that single armour slot — the
evasion route or the tank route, not both.
- A Secret's name is scrambled until you have attempted one in that world, and an armour
Secret's description stays scrambled until you wear the full set.
---
## ⚖️ Balance changes
- **Sculkbane, Deepward and Shatter now work everywhere**, with their Deep Dark bonus on top.
Previously they did *nothing* outside the Deep Dark while replacing Sharpness and Protection
entirely — which meant **Deepward IV gave 40% damage reduction where the Protection VI it
replaces gives 80%**. Wearing the Deep Dark's own armour made you weaker. That was backwards
and is fixed.
- **Deepward now also grants armour toughness** — +8 for a full set at IV.
- **A full corrupted set is now immune to the Sonic Boom** rather than reducing it.
- **Protection's boosted cap lowered** from VIII to VII, with over-cap Protection rescaled so a
full set cannot trivialise everything.
- **The Warden now always drops 1–2 echo shards**, flat, with no Looting scaling.
---
## ⚖️ Where boosted levels come from — please read
- **A normal anvil can now apply this mod's enchantments** from an enchanted book. You no longer
need an Ancient Anvil to use a book you found.
- **Boosted "over-cap" levels are preserved by a normal anvil, but never created by one:**
- Sharpness VI + VI → **VI** (merges; previously it downgraded you)
- Sharpness VI + V → **VI** (your boosted level survives)
- Sharpness V + V → **V** (over-caps still come only from the Ancient Enchanting Table)
- Boosted items can now be renamed and repaired normally.
- **This mod's enchantments still never appear in a normal enchanting table.**
- **Ultimates and Secrets remain exclusive to the Ancient Anvil.**
---
## 🎨 Visual changes
- All three custom screens redesigned — proper bevelled panels and recessed slots in a deepslate
palette, instead of flat grey boxes.
- The Dark Crystal and Scarlet Crystal redrawn so they no longer look like recolours of each
other, and both now pulse.
- **Every enchantment now has a description.** Hold **SHIFT** on an item to read them.
---
## 🐛 Fixed
I would rather tell you about these than quietly patch them. Two were live in the published
version:
- **Librarian villagers could sell Ultimate enchantment books.** Villager trades are filtered
differently from everything else, and Ultimates slipped through. They could never actually be
applied, so this was a trap purchase rather than a balance break — but it contradicted
"Ultimates only come from the Ancient Anvil". Fixed.
- **The Ancient Enchanting Table could roll Curse of Binding and Curse of Vanishing.** Fixed.
- **Enchantment books for this mod generated in chests but could not be used.** The game handed
them out and then refused to let you apply them. Fixed.
- **Over-capped items were refused by normal anvils entirely** — a Sharpness VI sword could not
be renamed or repaired. Fixed.
- **Ability cooldowns applied to every item of that type.** Using Resonance greyed out every
netherite sword you owned. Cooldowns now belong to the individual item.
- **An army could not gain experience behind a crowd-control shadow**, because only the killing
blow counted. Assists now count.
---
## Notes
This release has been tested heavily in single-player and in a modpack, but **it is the first
build to face a multiplayer server**. If you find something, please report it — particularly
anything involving two players, or a modded mob behaving strangely as a shadow.
Pack makers: the mod writes `config/baileys_enchantments/shadow_report.json` listing every
creature it can see and what it costs. You can pin any cost in `shadow_overrides.json`, or block
a creature from ever being raised with the `#baileys_enchantments:unraisable` entity tag.
This mod has no additional files

