spd-1.4.1.jar
Curse Maven Snippet
What's new
[1.4.1] - 2026-10-21
Added
More weapon enchantments
- Venomous (uncommon) — chance to apply Poison on hit, stackable.
- Vorpal (rare) — chance to apply Bleed on hit.
- Eldritch (rare) — chance to inflict Terror in nearby enemies (5s; shortens if the charmed target takes damage).
- Crystal (rare) — +33% bonus damage on hit; 33% chance to consume an extra durability point. Exclusive with Unbreaking.
Armor enchantments (slot-specific)
- Obfuscation (common, helmet) — reduces how far monsters can detect you (stronger at higher levels).
- Swiftness (common, leggings) — higher base movement speed while no monsters are nearby.
- Flow (common, leggings) — higher movement speed in water.
- Viscosity (common, chest) — defers a fraction of incoming damage into a Deferred Damage.
- Potential (common, leggings) — chance when hit to restore a little hunger/saturation.
- Brimstone (common, chest) — nullifies on-fire / in-fire damage and blocks Burning effect; campfire damage is halved. Does not protect against lava or magma blocks.
- Entanglement (uncommon, boots) — chance when hit to gain Herbal Armor.
- Repulsion (uncommon, chest) — chance to knock back nearby attackers.
- Camouflage (uncommon, helmet) — while fully covered by tall plants/vines, grants True Invisibility.
- Affection (uncommon, helmet) — chance when hit to Charm the attacker (10s; shortens if the charmed target takes damage).
- Anti-Magic (uncommon, chest) — raw reduction against magical damage; exclusive with Protection / Blast / Fire / Projectile Protection.
- Bloody Thorns (uncommon, chest) — chance to apply Bleeding to attackers.
Related effects
- Herbal Armor — reduce a little amount of incoming damage, expires after blocking certain total amount, lost if you jump or sprint.
- Deferred Damage — damage pool that is paid out over time; bypasses armor and enchantments.
- Charmed — cannot attack or target the charmer; duration drops when damaged.
- Terror — enemies flee and cannot attack while terrified; duration drops when damaged.
Changed
- Most on-hit weapon enchantments only attempt to proc when the attack is at least 90% charged.
- Chilled also slows attack speed.
Fixed
- Corrupting no longer revives bosses on a successful proc.
- True Invisibility refresh (including Camouflage) no longer flashes the player visible; visual stealth is synced through vanilla invisibility.
This mod has no additional files

