fowevahtools-1.7.0.jar
Curse Maven Snippet
What's new
Changelog — Frostmourne Update
Added Frostmourne
A new legendary soul-powered weapon has been added: Frostmourne.
Frostmourne is a unique worthy weapon built around collecting souls, growing stronger over time, and rewarding the player for continuously fighting.
Frostmourne Soul System
Frostmourne now collects souls from enemies killed with the weapon.
- Each valid kill grants souls.
- Frostmourne can hold up to 100 souls.
- The weapon becomes stronger as it gains more souls.
- If the player stops killing with Frostmourne for too long, the sword slowly starts losing souls.
- After 1 minute without kills, Frostmourne loses 1 soul every 5 seconds until the player kills again.
Soul Power Scaling
As Frostmourne gains souls, it becomes more dangerous.
At maximum souls, Frostmourne gains:
- Up to +80% damage
- Up to +50% attack speed
- Up to 5% bloodsteal
- Slowness effects on enemies hit
- A more powerful awakened visual form
- Stronger frost and soul particle effects
Added Awakened Frostmourne Form
When Frostmourne reaches maximum souls, it changes into a more powerful awakened form.
- New max-soul visual state.
- Stronger soul/frost particles.
- Passive particles move higher at max souls.
- Max-soul hits apply stronger slowing effects.
- The weapon feels more like a fully awakened legendary blade.
Added Soul Stray Guardians
At maximum souls, Frostmourne now summons 2 ghostly baby soul strays.
These are not normal skeleton followers. They are bound to the weapon and stay beside the player.
Soul Stray features:
- Spawn only when Frostmourne is at 100 souls.
- Stay in fixed formation beside the player.
- One stays on the left side, one stays on the right side.
- They do not wander, chase, or melee enemies.
- They only move to keep their formation beside the player.
- If one dies, it respawns after 5 seconds.
- Their arrows ignore the owner.
- Their arrows apply:
- Slowness II for 5 seconds
- Glowing/Spectral effect for 10 seconds
- Their arrow damage is heavily reduced so they support the player instead of replacing the player’s damage.
Added Sepulcher of the Damned Ability
Frostmourne now has an active ability called Sepulcher of the Damned.
Using the ability causes Frostmourne to unleash frozen soul energy around the player.
Effects include:
- Freezing soul-themed area effect.
- Enemies inside the area are slowed.
- Frost/soul visual effects.
- Temporary frozen-looking ground visuals.
- Increased soul gain potential during the effect.
- Improved bloodsteal while the ability is active.
Added Frostmourne Worthy Shrine
Frostmourne is now obtained through a proper worthy shrine system instead of normal crafting.
To attempt to become worthy, the player must build a shrine with two vertical levels.
Top level:
( D )
Base level:
(BSB)
(SIS)
(BSB)
Where:
D = Soul Soil
B = Bone Block
S = Soul Sand
I = Blue Ice
After building the shrine, the player must ignite the Soul Soil with Flint and Steel.
If no other player is already worthy of Frostmourne, the shrine accepts the player.
When accepted:
- Lightning strikes the shrine.
- Frostmourne awakens.
- The original sword spawns above the Soul Soil.
- The player becomes the worthy wielder of Frostmourne.
Added Worthy Weapon Exclusivity
Players can now only be worthy of one legendary/worthy weapon system at a time.
Current connected worthy systems:
- Herobrine
- Devil’s Cursed Spear
- Frostmourne
This means a player who is already worthy of one system cannot become worthy of another.
Example:
- A Herobrine player cannot become worthy of Devil’s Spear.
- A Devil’s Spear wielder cannot become worthy of Frostmourne.
- A Frostmourne wielder cannot become Herobrine unless they are no longer worthy of Frostmourne.
This system is centralized so future worthy weapons can be added to the same shared restriction list.
Added Original Weapon Protection
Frostmourne now behaves as a unique legendary weapon.
- Only one original Frostmourne should exist.
- Only the worthy player is allowed to possess the original.
- If another player somehow gets Frostmourne, it is removed from their inventory.
- Non-worthy players are punished with scary effects, sound, and Darkness.
- If the worthy player loses the weapon, the system checks for illegal copies and removes them.
- If the worthy player does not have Frostmourne for too long, the weapon can return to them.
- If their inventory is full, the sword waits until there is space instead of deleting items.
Added Frostmourne Shrine Surrender
The worthy player can now give up Frostmourne.
If the worthy player throws the original Frostmourne into the Soul Fire above the original shrine:
- The sword is removed.
- The player becomes unworthy.
- All loaded Frostmourne copies are removed.
- Lightning strikes the shrine.
- An explosion happens at the shrine.
- The shrine is cleared.
A short grace period was also added after the shrine first spawns Frostmourne, so the sword does not instantly count as being thrown into the shrine fire before the player has time to pick it up.
Added Admin Commands
Frostmourne now includes admin control commands for managing the worthy system.
Added commands:
/frostmourne clearwielder
/frostmourne unworthy
These allow admins to reset or remove Frostmourne worthiness when needed.
Visual and Balance Changes
- Added ghostly soul visuals.
- Added frost/soul particles around the weapon.
- Adjusted first-person particles so they block the player’s view less.
- Added special max-soul particle positioning.
- Added ghostly soul stray texture.
- Reduced soul stray arrow damage.
- Removed soul stray melee behavior.
- Removed soul stray chasing behavior.
- Soul strays now shoot at a controlled rate instead of firing too quickly.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

