spd-1.4.0.jar
Curse Maven Snippet
What's new
[1.4.0-beta] - 2026-10-20
Added
Weapon enchantments (compatible with melee and many ranged weapons)- Chilling (common) — chance to apply Chilled on hit; stacks duration (cap 6s). Exclusive with Fire Aspect, Flame and Blazing.
- Blazing (common) — chance to apply Burning; bonus damage if the target was already burning. Exclusive with Fire Aspect, Flame and Chilling.
- Shocking (common) — chance to deal a portion of the hit as lightning damage to nearby enemies (skips the wielder, team, and pets).
- Kinetic (common) — excess damage on kills is conserved and added to the next hit; conserved damage decays over time.
- Blocking (uncommon) — chance on hit to gain a short absorption shield.
- Projecting (uncommon) — improves melee reach and ranged projectile travel.
- Grim (rare) — chance to insta kill. Probaility based on the target’s missing health (bosses take a reduced execute).
- Vampiric (rare) — chance to heal for a portion of damage dealt. Probaility based on the wielder’s missing health.
- Corrupting (very rare) — chance on a killing blow to convert the foe:
- Mobs become Corrupted (fully healed, cleansed of debuffs, fight other monsters, join your team so pets and many ally-aware mods treat them as allies). Takes corruption DoT. Corruption is permanent, its effects only end in death.
- Corrupted — ally conversion AI, team assignment, pet-friendly targeting.
- Doomed — boss-only alternative to corruption. +67% damage taken from all sources.
- Kinetic Charge — visual HUD icon reflecting conserved damage.
This mod has no additional files

