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Exiled Boss

Fallen celestial bosses, banished to their own worlds. Hunt them, survive their patterns, and claim gear worthy of an exile.
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exiledboss-forge-1.20.1-1.0.2.jar

File nameexiledboss-forge-1.20.1-1.0.2.jar
Uploader
PierreCVOVEPierreCVOVE
Uploaded
Oct 27, 2026
Downloads
46
Size
101.1 MB
Mod Loaders
Forge
File ID
9342365
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:exiled-boss-1735361:9342365")

Learn more about Curse Maven

What's new

Changelog

1.0.2 — Forge 1.20.1 (first release on Forge)

Exiled Boss ported to Minecraft 1.20.1 / Forge 47.4+. Same content, same values and the same config files (config/exiledboss/, same keys) as 1.0.2 for NeoForge 1.21.1 (full notes below). Balance is unchanged: the mod is meant to be hard.

Requirements (1.20.1)

  • Forge 47.4+, GeckoLib 4.8+, Curios API 5.14+, AttributesLib (Apothic Attributes for 1.20.1) 1.3+ with Placebo, AttributeFix 21.0+.
  • Optional, detected at runtime (the mod runs without any of them): Apotheosis 7.4+, Iron's Spells 'n Spellbooks 1.20.1-3.16+ (needs Iron's Lib 1.20.1-2.x), Better Combat 1.8+ (Combat Roll recommended), Jade 11+, Elemental Attack Damage Compat 1.2.5+, Pufferfish's Attributes 0.8+, Ars Nouveau 4.12+.
  • Epic Fight compatibility removed for now (no more Epic Fight weapon presets).

Fixes (first in-game test of the port)

  • Much faster startup in big modpacks: wild Apex resistances are now added only when a monster becomes Apex, instead of to every creature type at startup.
  • Same for the 1.20.1 stand-ins of the 1.21 attributes (jump strength, safe fall distance, sweeping damage ratio) and the fallback RPG attributes (only used without AttributesLib): added to players only; other creatures get them on the fly when an item actually gives them one. Monsters wearing items with Exiled Boss resistances get them again.
  • Client crash during the Archivist's « Take this! » (and the Grand Orrery's bolts): on 1.20.1 a projectile without a vanilla trail crashed the client (ParticleOptions.getType() on null in ClientLevel.addParticle). Projectiles without a trail are now handled.
  • Archivist portal (Crimson Castle secret room) dropped you into the void of the Astral Domain: you now arrive on the arrival island, in front of the return portal, with no fall damage. The Equinox portal uses the same safer teleport.
  • Boss music could stay silent in big modpacks (voice lines fine): many mods and modpack scripts stop the whole Music category (Battle Music every tick, Iron's Spellbooks, Soulslike Weaponry, KubeJS scripts sending a stop-sound packet, /stopsound @s music), which also killed our boss themes. Themes now play outside the Music category so they can't be cut that way, while still following your Music volume slider (at 0 % the theme is silent, raise the slider mid-fight and it comes in). If something else still stops a theme, it restarts after 2 s instead of every tick. During our fights, Battle Music's track is held back and Biome Beats is paused (resumed after the fight), both optional and detected at runtime. Note: some modpacks ship with the Music slider at 0 % (SUPERIOR - RPG does): raise it to hear any boss music.

Known differences on 1.20.1

  • No minecraft:scale attribute before 1.20.5: the Godhunter no longer makes you grow (+25 % size per stack) and Apex / Apex Prime monsters keep their normal size (scale_* in apex.toml have no effect). Their other effects are unchanged.
  • No burning_time attribute: "reduced ailment duration" no longer shortens how long you burn (it still shortens ailments and effects).
  • Jump strength, safe fall distance and sweeping damage (vanilla attributes since 1.20.5/1.21) use the mod's own replacement attributes with the same values: exiledboss:jump_strength, exiledboss:safe_fall_distance, exiledboss:sweeping_damage_ratio (shown with these names in tooltips). Mining speed lines use AttributesLib's mining_speed, reach lines use Forge's block / entity reach.
  • Apothic Attributes is called AttributesLib on 1.20.1 (attribute ids attributeslib:*), and Apothic Enchanting is Apotheosis's enchantment module: Resistance Protection is still capped at IV with table power I 30 / II 45 / III 60 / IV 100.
  • Apotheosis 7 has no World Tiers: the rarity of Apotheosis items dropped by bosses (Rare at least) and found in our chests (chest_gear, with its rarity floor) is rolled from the player's Luck, like Apotheosis 7's own loot. Our affixes have no values for Apotheosis 7's Ancient rarity (they never roll on Ancient items); an Ancient item counts as 5 stat lines for the catalysts. Apotheosis invaders are read from apoth.rarity (Apotheosis 7) and still become Apex with 1 element per rarity rank.
  • Elemental Attack Damage Compat (1.20.1) recomputes every melee / projectile hit of a living attacker from its attributes: with it, players' hits follow EADC's own damage formula (EADC applies its attributes itself, as on 1.21). Hits of our bosses, commanders, echoes and summons are left alone (otherwise an Equinox echo hit for 10 instead of 30), and EADC no longer crashes the server on hits whose attacker is not a living entity (a Worldforger comet without owner).
  • Damage pipeline: NeoForge's LivingIncomingDamageEvent / DamageContainer don't exist on Forge 1.20.1; the same rules run on LivingAttackEvent / LivingHurtEvent and a few mixins, in the same order (measured by the game tests). Damage amounts are now adjusted after the shield / invulnerability-frames check (no difference was measured in play).
  • Item stat lines of an item that fits several slots count per slot (on 1.21, two pieces with the same group id counted once): no practical effect, our lines are added per slot.
  • No Mace before 1.21: the "special items without a material" tier list has no mace.
  • Sounds that don't exist on 1.20.1 are replaced: trial spawner activation -> evoker summon (statues, altars, signs, anvils), breeze wind charge -> ender dragon wings (Averia). Entity tags that mention 1.21 mobs (breeze, bogged) skip them.
  • Boss music: there is no music-selection event on Forge 1.20.1; vanilla music is stopped while a boss theme plays (same result).
  • Abyss Soul Sand does not make an upward bubble column (no hook on Forge 1.20.1).
  • The built-in language pack (exiledboss_lang) is always on, at the top.
  • Packets are no longer sent to fake players (no crash when a boss dies near a machine using a fake player).

Port fixes

  • Scorched Lava bucket burns in a furnace again (20 000 ticks, like a lava bucket).
  • Crimson Castle tiles were read from the 1.21 folder name: the castle can now generate and be placed by command on 1.20.1.
  • Migrating old config files no longer loses a value when Forge's file watcher reloads the file during the migration.

1.0.1 content (same as NeoForge 1.21.1)

Fixes

  • Equinox no longer has a hidden ×0.5 to fire and cold damage on top of her resistance: she now follows the common boss grid (takes 75 % fire / cold in Normal, 12.5 % in Apex, immune in Apex Prime).
  • Equinox ruined portal sat too high: the stone platform stuck out 1–2 blocks above the grass. The structure template had two layers of rubble under the platform, so terrain adaptation levelled the ground with the bottom of that rubble instead of the platform. The rubble layers are removed from the template: the platform is now flush with the ground (like the Ancient One and Worldforger ruins), terrain still fills under it on slopes, and the frame stays clear. New worlds / newly generated chunks only.
  • Player elemental resistances follow one clear rule: resistance to a school is now the sum of all its sources (our resistance + Iron's <school>_magic_resist + Iron's spell_resist, each counted once), capped at 85%; damage taken is × (2 − resistance) (at best × 1.15); Resistance Protection then applies separately (−5 / 12 / 20 / 28 / 35%). Example: 4 pieces at +30% fire + 18% = 138% → capped at 85% → 10 fire damage × 1.15 × 0.72 (Resistance Protection IV) = 8.28. Fixed: Iron's spell_resist multiplied every school resistance instead of adding to it; fire / ice spells cast by Iron's mobs were resisted twice (Iron's, then our rule); with Iron's installed, lightning / holy / nature / eldritch / evocation / geo / water hits from our mobs and bosses ignored player resistances entirely.
  • Stat sheet shows the effective resistance: elemental resistances (ours and Iron's <school>_magic_resist) now display the real, capped resistance of that school, e.g. "85% (+53% over cap)", instead of raw values such as "145%" (Iron's base is 100%, so 145% was really 45%). Iron's spell_resist displays as "+30%". Resistance Protection's description now says the cap is 85% (it said 100%).
  • Equinox's Solar beam almost never happened: the delay between her patterns only counted down between basic attacks (about twice as long in melee), and Solar beam (weight 15, vs. Stop moving ×4 when the target is far) could miss a whole fight. The pattern delay now also counts down during basic attacks, and any enabled pattern missing for 4 draws is forced next (Solar beam and Cosmic fall now show up at least every ~5 patterns).
  • Boss music and voice lines went silent after dying and respawning near the boss (multiplayer, bed next to the arena): a vanilla bug — when you respawn in the same dimension, the old player's biome ambience loop is never stopped and keeps playing forever. In the Hungering Abyss, Scorched Land and Nether biomes these loops are streamed, and the sound engine only has a handful of streaming channels (8 at most), shared with the boss themes and voice lines: after a few deaths none were left, so the theme and the voices could no longer start. Ambient loops are now stopped when you respawn (the new one starts right away), and the boss theme now picks the boss back up when the server re-sends it after a respawn or reconnection instead of fading out. All 7 bosses.
  • Heretic Flame and Tangled Path conversions ignored the target's resistances: the converted hit forced its amount at the very end, erasing the boss's resistance (Worldscorcher took full fire damage from Heretic Flame, ×8 too much in Apex; Star Eater full eldritch damage from Tangled Path) and losing your "all Elemental Damage" bonus. Converted hits now follow the normal rules, like Thread of Destiny, The Damned One and Unmaking Touch.
  • Holy and eldritch damage bonuses multiplied each other: "% Holy / Eldritch Damage" and "% all Elemental Damage" are now added together (+50% and +30% = ×1.8, was ×1.95), like every other element.
  • Blooded Void ignored your blood damage bonus with Iron's Spells installed (it is in blood_spell_power): the higher of your void and blood bonuses now counts.
  • Apothic's added fire / cold damage (apothic_attributes:fire_damage / cold_damage) now counts as fire / cold for every rule: your % fire / cold bonuses, the target's resistances, Elemental Frailty and the Apex Prime immunity to their own elements (it bypassed all of them).
  • With Iron's Spells, lightning / holy / nature / eldritch… hits that are not spells (added damage, ailment ticks, elemental monsters) ignored monster and boss resistances and the Apex resistance grid: they are now resisted like every other element (e.g. added lightning on an Apex Archivist: ×0.5 instead of ×1).
  • Monsters' Iron's Spells fire / ice / ender / blood resistance is now counted before the Apex grid and its 1.9 cap: wild Apex monsters resisting fire through Iron's no longer take full fire damage from players, and Iron's fire spells are no longer resisted twice by monsters.
  • Wild Apex resistances stacked on a monster's own resistance: an Apex Ancient Gazer / Crawler or Abyssal Maw could become fully immune to an element (1.25 + 1.25). The Apex resistance now raises the element to 1.25 at least, never adds on top.
  • Boss summons could roll as wild Apex monsters (Doom mobs, Soul Rift Gazers / Crawlers at Normal tier): summons of a boss are never wild Apex anymore.
  • Elemental monsters (and wild Apex) reduced your defenses twice: their hit is now turned into elemental damage before any reduction (melee resistance, Eternal Gaze, Runed Jewel, Mantle of Truth, summon tier), so each one applies once.
  • Dawnbreaker's "damage taken as Fire" was taken after every reduction, then reduced / multiplied again as fire (and turned back into the monster's element): the converted part is now taken from the raw hit and goes through the fire rules once (e.g. Apex commander hit: 22.5 instead of 30).
  • Magical Jewel arrows rolled a second critical strike (and added Stellar Remnants' damage twice) when replayed as magic damage: one roll, added once.
  • Elemental Catalyst: Stellar Remnants' added damage (and on-hit procs) applied again to the elemental part of the hit; now once per hit.
  • Cleaving Jewel hit nearby enemies with the main hit's final damage, so crits, all-damage bonuses and Light of Oblivion were applied twice (up to ×3.3): nearby enemies now take your attack, and their own crit / bonuses / armor apply normally.
  • Stat sheet: melee / ranged / magic resistance and ailment duration reduction now show their effective, capped value (e.g. "90% (+30% over cap)") instead of the raw sum ("120%").
  • Censer of Condemnation "Empowered" tooltip block: percentage stats showed raw numbers ("+0.15 Fire Resistance"); they now display like the item's own lines ("+15% Fire Resistance").
  • Zodiac sign message still promised "+5% damage and defense per sign" to the Archivist (that bonus no longer exists): it now shows the Apex threshold ("6+ = Apex, 12 = Apex Prime").
  • Text fixes: Catalyst of Augmentation mentions +0.5 for flat damage; Thread of Destiny's Bleeding is 20% on the mod page (was 50%).
  • Elemental Frailty now lowers resistances instead of multiplying damage: enemies under Frailty (Light of Oblivion, Frailing Jewel) have -25% to all Elemental Resistances (after the resistance cap), instead of taking ×1.25 elemental damage on top of Light of Oblivion's ×1.5 (×1.875 from one item). A boss at 125% (takes 75%) now takes 100%; a target at 100% resistance drops to 75%; a monster that already takes full damage is unchanged (monsters never take more than 100%). Frailty counts once, however many sources apply it, and does not pierce the Apex Prime immunity to its own elements. Shroud of the Void's resistance loss works the same way (its roll is subtracted, added to Frailty's) instead of ×(1 + x). Config: passives.toml elemental_frailty.resistance_loss (0.25) replaces damage_taken_multiplier.

Changes

  • Recommended mod: Overflowing Bars (hearts and armor stacked in coloured rows) so the health bar stays readable with high max health.
  • "+X% to all Elemental Resistances" now gives every elemental resistance (fire, cold, void, astral, lightning, holy, ender, blood, evocation, nature, eldritch, geo, water — Iron's <school>_magic_resist when Iron's has the school, ours otherwise), the same value on each, and no longer Iron's spell_resist (Pierre's decision). Applies to random "all resistances" lines, Prism of Eternity, Stellar Remnants, Equinox's Halo and Thread of Destiny's resistance malus. Items already rolled are read the new way (no double counting); tooltips unchanged.
  • Corrupted Endermen (Hungering Abyss) and Scorched Endermen (Scorched Land) are no longer always hostile: they are neutral like vanilla Endermen (they attack when you look at them or hit them).
  • Dummmmmmy (training dummy) compat: our fire and cold damage types are tagged dummmmmmy:is_fire / is_cold, so their damage numbers are coloured. For the other elements (void, astral, eldritch, holy…), see the colour list in docs/CONFIG.md to paste in dummmmmmy-client.toml.
  • Prism of Eternity: no longer grants +1 Necklace Slot (still +1 Ring Slot).
  • Unique tooltips: the base type line under « UNIQUE » (e.g. Harlequin Mask, Infernal Sword) is no longer shown, even with Better Combat / Epic Fight.
  • Worldscorcher, Burn in the Sun (50 % phase): the rolling fireballs are a bit slower (sunball_speed 0.4 → 0.32 blocks/tick, 8 → 6.4 blocks/s).
  • Soulbinder's Vestments (Ancient One set): the damage bonus now grows by full steps of 100 souls (+5 % each), capped at +50 % damage; souls are capped at 1000 (was unlimited). Configurable in items.toml (soulbinder_vestments.max_souls, max_damage_bonus). Players above the cap are brought back to it.
  • Crimson Castle chests now have loot (they were empty): 3 loot tables by room — exiledboss:chests/crimson_castle/corridor (trapped corridors and towers), royal_quarters (throne floor) and treasury (the gold room). Vanilla supplies (iron, gold, emeralds, rare diamonds, arrows, food, potions, enchanted books), Armor Scrap, random gear with stat lines (Apotheosis affix items if Apotheosis is installed), catalysts and basic jewels at low chances. Never boss uniques or summoning items. Chances can be scaled in items.toml [chest_loot]; the tables are standard loot tables (datapack-friendly). Newly generated castle chunks only (chests already generated stay empty).
  • Boss structures are now much rarer (spacing: Equinox ruin 100 chunks, Worldforger / Ancient One ruins, Scorched Forge, Star Eater crater 150, Crimson Castle 200); use the Astral Compass to find them.
  • No other structures on ours: vanilla structures (villages, pillager outposts, ruined portals…) and other mods' structures no longer generate on top of our structures — the three boss ruined portals, the Crimson Castle (its whole footprint), and the Star Eater crater / Scorched Forge together with their whole 500-block biome disk (Hungering Abyss / Scorched Land). Both the start point and the full bounding box (every village piece) are checked; our own structures and features (trees, ores) are never affected, and the Nether / End are untouched. Configurable in general.toml [structure_guard]: on/off, extra margin (16 blocks by default) and a whitelist of structures allowed anyway (modid:structure or modid:*; the stronghold is whitelisted by default so the End stays reachable). New worlds / newly generated chunks only.
  • Astral Compass: "How to summon" section for each boss, right under its lore and visible from the start (a progression guide): where to go, which item to bring or craft and what to do with it (ruined portals and keystones, mini-boss drops and pedestals, horns and their recipes, the Archivist's portal and invitation). The Archivist's section stays hidden until the Emperor is defeated. A last line points to the Apex & Apex Prime section.
  • Elemental arrow trails: arrows and bolts fired from a bow / crossbow converted by the Elemental Catalyst (and thrown tridents) now leave a light trail of their element while flying (e.g. lightning bow -> electric sparks, fire -> small flames, cold -> snowflakes, void -> reverse portal, astral -> end rod, ender -> portal, evocation -> witch sparkles, water -> drips / bubbles underwater, holy / blood / nature / geo / eldritch -> dust in the element's colour). Each arrow of a Multishot volley has its own trail; it stops when the arrow sticks in a block (tridents: after their first hit). Unconverted arrows are unchanged. Server-side particles, visible to every nearby player.

1.0.0 — First release (NeoForge 1.21.1; content of this port)

Bosses

  • 7 hand-crafted boss fights, each with its own zone, arena, music, voice lines, cinematic intro and death: Equinox, the Twin Blade · The Worldscorcher · The Star Eater · The Worldforger · The Ancient One · The Emperor · The Archivist.
  • 2 mini-bosses: Abyssal Maw and Scorched Penitent.
  • The Archivist, final boss: summons echoes of the six bosses you defeated before her.

Apex & Apex Prime

  • Raise the stakes before a fight (zodiac signs, pustules, forge anvils, soul cages, astral altars, knight statues).
  • Apex: ×4 health, ×1.5 damage, tougher resistances, extra gear. Apex Prime: ×8 health, ×3 damage, immune to its own elements, even more loot.
  • Wild Apex / Apex Prime monsters can spawn anywhere.

Loot (inspired by Path of Exile)

  • 40 uniques with fixed powers and rolled stats, boss armor sets.
  • 60+ basic jewels (stat, ailment and talon jewels, Jewel of Mastery) and unique jewels, socketed at the smithing table.
  • 15 damage-over-time ailments.
  • Random stat lines on all gear and catalysts to shape it (add, reroll, improve, corrupt, convert to an element).

Progression

  • Astral Compass: locates each boss zone, shows the boss, its patterns, its Apex tiers and its loot — unlocked as you progress, no spoilers.
  • 50 advancements, up to the final Exiled One.
  • 4 creative tabs (Exiled Boss, Uniques, Blocks, Jewels).

Compatibility & configuration

  • Required: GeckoLib, Curios API, Apothic Attributes (AttributesLib on 1.20.1), AttributeFix.
  • Optional: Apotheosis, Iron's Spells 'n Spellbooks, Better Combat, Epic Fight, Jade; Combat Roll recommended.
  • Fully configurable in config/exiledboss/ (bosses, items, passives, Apex, general), synced from server to clients.

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