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The Frozen Dominion

A soulslike citadel in the snow: five stages of halls, ten minibosses, and Velkhar, the Hollow Sovereign, in four phases.
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Frozen Dominion 1.0.23 (NeoForge 1.21.1)

File nameFrozen_Dominion-neoforge-1.21.1-1.0.23.jar
Uploaded
Oct 23, 2026
Downloads
211
Size
55.4 MB
Mod Loaders
NeoForge
File ID
9303482
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:velkhar-the-frozen-dominion-1627721:9303482"

Learn more about Curse Maven

What's new

Frozen Dominion 1.0.23 (NeoForge 1.21.1)

Velkhar - the Twin Blades

  • Remade: the rush now arrives in three whole blows - a diagonal from over the shoulder, a turn that sweeps the ring round him, both blades driven into the floor - and there is a new attack, the Dance of Blades: five cuts on five planes. The flurry and the berserk swing whole cuts on their beats, and the cut streaks follow the blades.
  • His feet: the half-phase's walk matches his speed - no more skating - and the blades never sink into the floor in any of its moves.
  • Parry limit: a parry staggers him at most once every 6 seconds. A shield raised in time before that only blocks, and you are told so.
  • The scissor's wave: the wave sent down the middle of the scissor cut is now a see-through frost wave, two crests curling outward the way it throws you, instead of a flat slab of snow.
  • Fixes: no more spinning cut thrown at the air when you are far away - he closes in instead; a teleport that sometimes never happened now checks where it lands.

Velkhar - the first two phases

  • Leaping strike: the leap in his combo now lands on its blow. It used to swing while he was still three to five blocks up, so it could shove you without hurting you. A cut that misses no longer shoves anyone.
  • Glacial Cataclysm: he goes up 14 blocks (less under a low ceiling) and rises smoothly instead of shooting up and stopping dead, so the dive comes down from a real height.
  • Fist from the hip: used about as often as the other combo moves, and it lands like a blow: the floor cracks at the push-off and the hit throws a burst of frost through whoever takes it.
  • Skyhook: the landing plays when he actually touches the ground, after a hit or a miss.
  • Blink behind you: he arrives facing you, so the strike that follows really hits.
  • Shield tap: in the first phase the sword taps the shield's face, not the air beside it.
  • Walks: a heavy march with the shield, a stalk with the greatsword - both matched to his speed.
  • Hollow Magus: no leftover armour plate on his shoulder.

Minibosses

  • Idles: twelve creatures' idles brought to life - breathing, shifting their weight, looking round, working their grip.
  • A breath between blows: now and then, after an attack, a miniboss stops for a second or two and plays a short gesture from its idle - an opening if you are quick. Never twice within 15 seconds, and a hit ends it. (Not the Bone Lord - he hunts.)
  • Lamplighter: between blows he holds at his staff's reach in a fighting guard instead of walking into you; his free arm no longer sinks into his coat.
  • Bone Lord: a little faster for every second someone is in his hall, back to his own pace once it is empty.
  • Frost heart: its cold waits until the boss's entrance is over, and two seconds more.
  • Walks: the Turnkey, the Lamplighter and the smith walk with their chest and head, not stiffly.

Sounds and effects

  • Quieter: sounds that were louder than vanilla brought down to its level, volumes capped, and a blow's extra sound layers placed under the first instead of on top. The voices are untouched.
  • Effects repainted: the attack effects redrawn in a few hand-picked tones per material and lit from above; the Drowned Lady's tide, the Forge Overseer's shockwave and Frosty's claws remade.

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