
Requires Fundamentum and Curios.
Look at these cuuuuuuuute little guys. There is no need to be scared! Pet them! I promise it's a good idea!
Creatures
Plains, meadows and flower forests: Pulse Gnat, Dusk Sprig, Moon Tick, Thorn Hopper, Snap Drake, Pollen Puff (neutral), Thorn Matriarch
Forests and taigas: Burr Crawler, Lantern Leech, Graft Twin, Root Grub, Bell Stalker, Briar King
Swamps, rivers and jungles: Mire Ghast, Reed Wretch, Pitcher Spitter, Orchid Mantis, Dew Crab (neutral)
Lush caves: Carrion Bloom
The Nether: Wartback, Soulwick, Cinder Thistle, Nylium Lurker, Warped Stilt (neutral), Lanternpuff (neutral), Crimson Behemoth
The End: Pearl Pod, Void Jelly, Rift Narwhal (neutral)
Growing herbs
There are twelve herbs, three to each family: a common one, a burning strain and a frozen strain. It starts at the Grafting Bench. Splice wheat seeds with a sunflower, a rose, a blue orchid, or a lily pad) and you get that herb's seeds. Splice those with an Ember Graft for the burning strain, then with a Rime Graft for the frozen one.
Herbs grow on farmland like any crop, but picking a grown one always wakes a monster. The common herbs wake their family's monster, and the burning and frozen strains wake the tougher hunters. That's the loop: grow a herb, pick it, fight what comes out, and turn the drops into better gear.
The Weedwarden is a new villager who works at the Grafting Bench. She trades seeds, grafts, pellets, charms and weapons for the tokens and trophies the creatures drop. The three Grower's Almanac books walk you through each step: the first is crafted, and the Weedwarden sells the other two.
Brewing
Brew a herb into an Awkward Potion and you get its family's drink, twelve in all. Each one boosts its family's damage type and adds an additional effect to go with it.
Weapons
Each damage type has its own weapon line in three tiers: a plain one, a burning one that sets targets alight, and a frozen one that slows and chills them.
- Cleavers: right click sends a slash flying a few blocks.
- Sceptres: left click fires petal bolts, and right click casts a support spell. Dusk Bloom heals you and nearby allies, Ember Ward rings you in fire and makes you fireproof, and Rime Shell hardens you and freezes anything close.
- Seed guns: one-handed pistols that fire heart-shaped seed pellets and kick when they fire. They have six enchantments of their own, from a heart-ring sight to shots that heal your friends instead of hurting them.
- Whips: cord whips about six blocks long. Your pets attack whatever the whip hits.
Movement
Armour
There are three armour sets, Leafguard, Emberbark and Rimebark. Each has four helmets, and the helmet you choose decides the set effect: healing in sunlight, rooting yourself in place when you sneak, getting back up once from a killing blow in a burst of fire, smelting what you mine, freezing water under your feet, sealing yourself in healing ice when a hit would nearly kill you, and six more.
Curios
- Grappling hooks: twelve, one for every weapon. Cleaver grapples pull hardest, sceptre tendrils hang in the air if they miss, seed gun hooks reach furthest, and whip grapnels hold you still between two points.
- Wings: Leafwing, Emberwing and Rimewing. Hold jump in the air to fly. Leaves lift you a short way and glide, embers carry you higher and faster, and ice flies longest of all.
- *Charms Charms for each family, along with trophy charms. Each adds to its family's damage, and the trophy charms add a small extra effect too.
Requirements
- Fundamentum and Curios are required. They run the whips, hooks, wings and charm slot.
- JEI is optional. It shows the Grafting Bench splices, the brews and info pages.
Creature spawns are standard NeoForge biome modifiers, so a datapack can move or remove them.
Credits
Inspired by Violent Verdure, the Terraria mod by Violytta Ran. Textures are recoloured and painted over from:
- Painterly Pack by Rhodox.
- Unused Textures by Malcolm Riley (CC BY 4.0, modified).
- Mythic Upgrades by TriQue06 (MIT), for the armour.

