sephiria-fantasy-0.4.3-a.jar
Curse Maven Snippet
What's new
Seven new bond artifacts
- Ruby Brooch (Dark Cloud + Embers, Unique): Dark Cloud lightning applies Burn; Lightning / Fire damage +3/5/7/10.
- Thunderfrost Butterfly (Dark Cloud + Glacier, Unique): the cloud becomes a Blizzard Cloud — each attack is split into Electric and Ice damage (the higher element at 110% of 20% of a normal cloud strike, the lower at 15%), Ice damage +2/4/6/8, cloud consumption speed +6/12/18/24%.
- Plasma Helmet (Embers + Magitech, Unique): Burn and Shock merge into Plasma (stacks / duration add, restacking does not refresh, cleared at the end); both damage paths use Fire + Lightning; new damage type
sephiria:plasma. - Scales of Opposition (Glacier + Embers, Unique): Fire / Ice damage bonuses are assigned by which half of the Sephiria Backpack the artifact occupies.
- Eternal Winter (Glacier + Sturdy, Unique): normal attacks have a chance to add Physical + Ice damage; new damage type
sephiria:eternal_winter. - Cryo Guillotine (Frost Armament + Magitech, Unique): periodically summons an ice-lightning greatsword; Ice + Lightning damage, triggers Shock and Frostbite, and Shock damage shortens its cooldown.
- Flickering Eye (Shadow + Precision, Unique): crits build Mirage; at full charge the next damage taken is dodged unconditionally and deals 150% of that pre-tax damage as Chaos damage around the player.
Frost Armament and Sun Sword
- Cryo Guillotine now belongs to Frost Armament: shown as "Slash" in the HUD (the original cooldown icon is kept), and it benefits from Frost Armament damage / extra triggers / charge speed; Ice Wings adds extra swords, Frozen Heart shortens the cooldown.
- Eternal Eclipse changes damage types:
- In the left half of the backpack, Frost Armament (sword / hammer / spear / bow / slash) becomes Fire and uses
sephiria:fire_attack. - In the right half, the Sun Sword becomes Ice and uses
sephiria:ice_sun_sword.
- In the left half of the backpack, Frost Armament (sword / hammer / spear / bow / slash) becomes Fire and uses
- Sun Sword trigger narrowed: without Eternal Eclipse only Sephiria weapon attacks (normal attack / sweep / crossbow bolt / weapon skills) trigger it; artifacts, books, true damage, debuffs and Eternal Winter no longer trigger it. Frost Armament triggers the Sun Sword only while Eternal Eclipse is carried.
Debuffs and damage
- Shock reworked: lasts 2 s, one tick at t=2s by default (40% Lightning element per stack); Magitech tier 10 changes it to ticks at t=1s and t=2s; restacking does not refresh duration and stacks clear at the end.
- Chaos damage: the Flickering Eye's dodge retaliation counts as Physical / Fire / Ice / Lightning, benefiting from Physical amplification and all-element bonuses.
- Damage element sets: weapons / artifacts = Physical; periodic debuffs = one element; flat elemental attacks = element + Physical; Cryo Guillotine = Ice + Lightning; Plasma = Fire + Lightning; Eternal Winter = Physical + Ice.
Blizzard Cloud
- Custom
snowfallparticles fall under the cloud (cut from the vanilla weather snow texture, inheriting snowflake particle behavior). - Ground effects every 5 s: within 4 blocks of the player, freeze 1 exposed water source and place / stack snow on 3 exposed solid blocks (up to 8 layers), only on blocks that can see the sky.
- Redstone detection: if any redstone component, chest-like container or redstone item is within 20 blocks, ground effects are skipped entirely; auto-targeting ignores entities in boats / minecarts.
HUD and settings
- New skill HUD (6 skill slots, clockwise cooldown sweep, completion flash) and artifact HUD (cooldown / charge icons).
- Both HUDs are right-aligned and fill right-to-left: new icons appear to the left without moving existing ones. Every module supports 0.5–2.0 scaling and is clamped inside the screen after scaling.
- H opens "Sephiria Mod Settings", containing HUD layout and Damage Display settings.
- Damage Display: brightness, size, pre-tax damage; the "glow" option was removed.
- With ModMenu installed, the same settings screen can be opened from the mod list's "Config" button.
ToroHealth-Continued compatibility (optional)
- Floating damage numbers use a single color chosen from the element set: Physical
#C0C0C0, Fire#EDB12E, Ice#6499E8, Lightning#7EFAFF, Chaos#741B7C, True#FFFFFF; combinations: Fire+Lightning#EE8AF8, Ice+Physical#16417C, Ice+Lightning#3282F6, Fire+Physical#F08784, Lightning+Physical#5A879E, Fire+Ice#EF88BE, Ice+Fire+Lightning#7F82BB, Fire+Lightning+Physical#FFFD55, Ice+Lightning+Physical#3282F6, Fire+Ice+Physical#EA3FF7. - Critical hits are drawn at 2× size; the top-left HUD health-change number uses the same colors.
- Fixed ToroHealth's text being submitted too late on 26.3 (its
TextRenderQueueis now consumed beforeprepareFrame). - Completely optional: no ToroHealth classes are loaded when it is absent, and normal gameplay is unaffected.
This mod has no additional files

