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Sephiria Fantasy

Sephiria Fantasy: unofficial SEPHIRIA fan mod for Minecraft — 6 weapons, 11+ combos, 66+ artifacts and debuffs.
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sephiria-fantasy-0.4.3-a.jar

File namesephiria-fantasy-0.4.3-a.jar
Uploader
Lch2018Lch2018
Uploaded
Oct 26, 2026
Downloads
11
Size
1.3 MB
Mod Loaders
Fabric
File ID
9332847
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:sephiria-fantasy-1743080:9332847"

Learn more about Curse Maven

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.
  • 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 snowfall particles 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 TextRenderQueue is now consumed before prepareFrame).
  • Completely optional: no ToroHealth classes are loaded when it is absent, and normal gameplay is unaffected.

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