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Age of Engender

A continuation to the Engender mod by Mrbt0907

File Details

Age of Engender, Wild Update

  • R
  • Dec 12, 2025
  • 20.51 MB
  • 22
  • 1.20.1
  • Forge

File Name

ageofminecraftrevived-1.1.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:the-age-of-engender-1355430:7326221")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Changes:

  • Changed Damage calculations to be less powerful
  • Nerfed base armor stats of some mobs
  • Randomized stat gains from level up
  • Reworked critical hit sounds and effects
  • Changed recipe for the Fusion Crafter now requiring a new item.
  • Improved Skeleton ai: improved aiming, strafing based on target type, melee attack added, swapping from melee to range if they have a sword and bow has the main hand item swap to the correct one and now does so with a cooldown to prevent accidental stunlock
  • Made energy system similiar to original having effects on mob regen and damage dealt by the mob and even visual particles
  • Made all engender mobs drop the same loot as the mob they are an engender version of, including datapack-added loot. Ex: Engender zombies will now drop rotten flesh, carrot, iron ingots, and potatoes at the same chance as zombies
  • Made mob aggro against Engender mobs function. Iron golems will not attack your engedner mobs anymore unless aggro, but hostile mobs will now target your engender mobs at the same priority as you
  • Nerfed Evoker Fang damage but improved tracking
  • buffed magic Missile spell from evoker, changed the model of the projectiles, added a trail, and made the damage scale with level but added a level lock until level 5
  • Made the carrier way less expensive. It being more expensive than an anvil was a bad decision in hindsight
  • changed the recipe of the last chance to look like a feather and require a totem
  • Fixed lots of bugs
  • Fixed Compat with mods that change regular engender variants. Most commonly seen from my testing and a comment was wither Reincarnated changing how the wither works, causing the Engender Wither to behave wierdly
  • Changed internal code structure of engender mobs heavily. You might lose previously tamed engender mobs you once had, so its best to put them in a carrier rq when transferring to this version. Luckily they wont despawn or dissapear, they just wont be tamed.

Additions:

  • Wild Mobs: They now can spawn in either a pack lead by a leader, or just a regular group. They spawn at random levels in intervals based on tier. Mobs can be disabled and enabled from spawning from certain conditions
  • Mob Conversion: Although Staves themeslves as a feature are not complete yet, the conversion staff and conversion mechanics are here. Mobs below 1/4 of their hp can now be converted. Evokers owned by players have a new spell called convert that has a conversion rate based on its level and can convert either along side its owner, or convert a whole nighttime cycle into an army
  • The Sumoning staff:
  • CONFIGS: On top of lots of config options added like heroes, mob regen, and mana, the promise has been kept; Per Mob configs! Each mob now has their own configs for their stats like health, damager, armor, armor toughness, and even min and max wild level spawns, max level, and tier.
  • Compat: Fusions now finally show up in JEI, and Engender mobs now have checks to not be turned to stone by the gorgon from Ice and Fire
  • Display slot: Certain mobs now have a slot to display certain things that are usually hidden, like how mobs like skeletons and zombies now show how many leather helmets they have stocked up
  • Added recipes for the jockey mobs. They were previously broken in follow logic due to an oversight
  • Bottomless Well artifact that holds infinite mana and entropy added. Unfortunatley, since it requires the withered nether star, is creative only (Because that and its corresponding boss arent here, yet)
  • Added death and falling animations from the original engender
  • Made Fusions drop xp when used like the original
  • Added the Pillager: An Illager with ranged capabilities that excells with a crossbow. Can be given fireworks or arrows to improve their effectiveness. Have a hero ability called Sniper, shooting 3 extremely quick and powerful arrows
  • Added the Vindicator: A strong melee mob with high speed and naturally spawns with an axe. Can be given either a sword or an axe to improve damage or increase shield stunning
  • Added the Slime: A mob with a guaranteed chance of having 100 stamina making it extremely tanky despite have the same hp as a spider
  • Added the Magma Cube: Same as slime but with weakness to water, more armor, and fire resistance
  • Added the Witch: Has 26 hp, and can throw a variety of potions at either her owner or her enemies. her targetting against undead is much greater than the regular witch(she uses healing if they are inverted instead of harming) and her hero ability makes her always throw 3 potions at once
  • Added the Husk: A variant of the Zombie with the ability to inflict hunger on hit, and doesn't burn in sunlight
  • Added the Guardian and their Elder variant: They have a laser beam attack, with their hero ability being an occasional super charged laser that does extreme damage. Elder guardians do not bounce arround as much, have extra knockback resistance, damage, and armor, and can inflict haste and speed to allies and fatigue and slowness to enemies
  • Added Iron Golem: always has 100 stamina, is very tanky and has overall high strength. can be ridden by 2 players and his Hero ability allows him to fall from the sky creating a ground pound effect
  • Added the Rabbit: A completely passive mob that simply does what it used to do of stealing carrots, but now if tamed, brings them to the owner
  • Added the Killer bunny: A very aggressive variant of the rabbit with only 10 hp and 10 armor, but a magical damage cap of 2, and insane engender stats(Strength, Agility, Stamina, And dexterity primarily).
  • Added the Magical Totem Stock to the Evoker: Like original Engender, Evokers now have 4 totems autommatically that act just like totems. The totems can be seen in the new Display Slot
  • Many other Minor additions either in Ai, or in Engender mobs in general