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Farland Chronicles

RPG style mod with multiplayer compatibility

File Details

Farland Chronicles 0.19-forge-1.20.1

  • R
  • Jul 31, 2025
  • 12.58 MB
  • 35
  • 1.20.1
  • Forge

File Name

Farland Chronicles 0.19-forge-1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:farland-chronicles-684996:6833415")
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0.19 Changelog

Basic Weapon revamp, QoL changes and some rebalancing


BUGFIX - fixed aashni's charge attack (knockback still appears to be intermittently broken)

Increases Aashni's Toughness 2 -> 4

Increased Ballrynn's toughness 4 -> 8
Increased Ballrynn's Armour 12 -> 15

Increased Forge Golem's Toughness 3 -> 10

Increased Erebs Armour 16 -> 18
Increased Erebs Toughness 8 -> 9

Increased Andrias' Armour 15 -> 22
Increased Andrias' Toughness 7 -> 12


Added armour tags fc:weightless_armour fc:armour_light, fc:armour_medium, and fc:armour_heavy (for future use adjusting classes and restrictions and puncture enchant)
Weightless armour adds 0 to armour type value
Light armour adds 1 to armour type value
Medium armour adds 2 to armour type value
Heavy armour adds 3 to armour type value
You are considered super lightly armoured at values 0-3, lightly armoured at 4-6, moderately armoured at 7-9, and heavily armoured at 10-12

Diamond, netherite, and phoenix chestplates are heavy
Chain, gold, iron, turtle shell and gaia moss boots are medium
Leather, Brigandine, Beast fury, gaia moss leather boots and focus bands are light
Robes and Bracers are weightless

Added armour tags fc:handless
Handless items can be held in the off hand while wielding two handed equipment

Braces are handless

all non vanilla armours will be tagged in lore with their armour type

Thieves and rogues may have an armour type value of up to 6 before suffering penalties (max armour of 15 removed)
Hunters and Rangers may have an armour type value of up to 4 before suffering penalties (max armour of 12 removed)
Puncture will have 33% reduced chance to occur on lightly armoured targets
Puncture will have 50% reduced chance to occur on super lightly armoured targets
Puncture will have a 25% increased chance to occur on heavily armoured targets and the bonus damage (including damage from melee bonus damage stat) will be increased by 25%

Assigned an armour type value to all entities (6 by default)
Lizardmen - 4
Ice spiders and their variants - 10
skeleton warriors/knights - 10
Desert scorpions - 10
Forge Golem - 16
Ballrynn - 10
Ereb - 4
Nature Spirit - 1
Void Walker - 1
Living Rock 14

Added Battleaxes - slow 1 handed melee weapon that can have the Cleave enchantment  (Likely a touch over tuned)

Added Warhammers - stunning weapon with higher dps than maces, but lower chance to stun


New spear model
Spears are now two handed and give extra reach
Spears now gain a weapon active when enchanted with puncture that guarantees the next attack (within 3s) gains the benefits of puncture (normally 18% chance) 9s cd


Buffed two handed weapons to bring them in line with the power of off hand gear


Daggers can now gain the puncture enchant


Nerfed Rapier's passive (exploit weakness) cooldown per target increased 5s -> 7s, damage decreased 40% -> 25%
Added sound to rapier's passive

Added sounds for Thunderbringer Battleaxe and rapier active abilities

Added sounds and particles to cleave enchantment effect

Added sounds and particles to runeblade enchantment effect

Added sounds and particles to puncture enchantment effect


Updated some on hit effects to give better clarity into their damaging effects


Beast fury sets armour increased to a total of 12, toughness increased to a total of 5


Rogue class max health increased by 1 heart (2hp) at lvl 80+


Shaman staff can now be used as a spell focus (provides no arcane channelling)