Risen - Undead Army

Ever want to cast spells like a boss while building a zombie village? Look no further.
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Risen - Undead Army-2.12.55.zip

File nameRisen - Undead Army-2.12.55.zip
Uploader
jdb_hkfjdb_hkf
Uploaded
Jul 21, 2026
Downloads
30
Size
1.1 MB
Mod Loaders
NeoForge
File ID
8482019
Type
R
Release
Supported game versions
  • 1.21.1

What's new

Risen — Undead Army 2.12.55 — changelog

Two headline additions this update: Attuned Grimoire — a new army-buff system in Spells & Spellcrafting — and ZV-Houses going fully standalone with survival-mode Blueprint system. On top of that, several rounds of underground/village polish in Zombie Village and small Freedom Lib patch.

Featured mods

Spells & Spellcrafting — 2.12.43 → 2.12.55

Attuned Grimoire — a new set of wand enchantments that command your Risen army. Your wand can now carry these enchantments, and while you hold it they buff your entire minion army — with different effect for each minion type.

  • Gravity (control) — your minions reel enemies in, shove them back, root them in place, or stun them.
  • Ferocity (offense) — bonus damage, executes on low-health targets, harder-hitting and better-tracking bolts, and a capped damage reflect.
  • Ravening (sustain) — your minions heal a little from their own attacks (tuned below real incoming fire, so there's no immortal farm).
  • Contagion (debuff) — Weakness, Hunger, Nausea, a small Wither splash, and a focus-fire "mark" that makes the whole army hit one target harder.
  • Warding (defense) — survive an otherwise-lethal hit, dodge attacks, a Resistance aura for you while you're near your enderman, and a Wither reflect.

How you get them. Books drop in loot chests (~4% per eligible chest); loot wands are often already enchanted (~75%). Apply book to wand at an anvil like any other enchant. Wand-enchant books show small wand icon in their tooltip. Wands only accept these wand enchants, and the anvil never eats book that would give no improvement.

Choosing a build. Ferocity, Ravening, and Warding are mutually exclusive — an army has one animating will, so wand carries only one of the three. Gravity and Contagion layer onto any of them and onto each other, so fully attuned wand runs one of those three plus Gravity plus Contagion.

The buffs follow your wand. Draw sword or bow and your army reverts to normal until you switch back. Buffed minions give off an enchant-glyph shimmer so you can see at glance the buffs are live.

Everything is configurable under [wand_enchants], with the effect magnitudes under [wand_enchants.tuning] that hot-reload without a restart. affectPlayers stays off by default so the crowd-control never touches other players unless you turn it on.

Also fixed: loot wands now appear in more chests (fixed chest-name filter that wrongly excluded some tables); stasis no longer loses your whole army over one bad minion (the rest are kept and you're told how many stayed behind).

ZV-Houses — 0.1.160 → 1.1.3 (standalone mod subterranean rooms)

Now a standalone mod. ZV-Houses is no longer Zombie Village supplement — as of the 1.0 line, you can build any of its houses in survival without ZV. The old integration path with ZV is intact and unchanged.

Blueprint: build houses in survival. Craft a Blueprint (eight paper around a blue dye or lapis), cut it in a stonecutter to choose from the house list, and set it down. A white wireframe marks exactly where the finished house will stand. Open the placed station, deposit the materials it lists (each slot shows red until satisfied, green when done), and press Build — the house rises block by block in the materials you supplied. Only the structure costs materials; furniture, decoration, and workstations are included free.

Build it your way. Deposited materials substitute within their family — any log for any log, any grey stone (tuff, andesite, cobblestone, deepslate, diorite…) for another. Mix materials across slots and they all appear in the finished house.

Portable. A Blueprint holding materials shimmers and its tooltip shows "Materials Y". Break the station and the Blueprint returns to you with its contents intact — carry it, store it, finish it later. Only pressing Build is irreversible.

Underground rooms too. The stonecutter list also includes twelve subterranean rooms — Dormitory, Duplex, Officer Quarters, Town Hall, Stable, Barracks, Library, Smithy, Villa, Warehouse, plus straight and corner Stairwells. Place one against rock face or underground and Build: the room carves its own interior out of the stone and leaves the surrounding terrain intact. Doorways line up, so several placed in row link into corridor network — build whole underground base, or descend with the stairwells. Subterranean walls use finished stone (polished stone, stone bricks, smooth stone and similar), not raw cobble.

Village-side fixes (still applies when installed alongside ZV): House 2's upper-floor staircase swapped to standard stairs (the old floating stairs stalled village builders mid-climb); Shop's second-floor stairway spacing tidied; Blacksmith reshaped so it no longer blocks walking paths; Farm extended upward with composter; Barn animal pens properly fenced and gated added loom; Rain Barrel no longer uses full water bucket; assorted small chest/workstation fixes.

Zombie Village — 4.57.295 → 4.57.306

New

  • Soul Crafting recipe picker. When more than one recipe matches the same 3×3 grid at Soul Well crafting station, small selector appears next to the result. Click it to cycle through the matching recipes — the count just below the box (e.g. "1/2") tells you which match you're on. Left-click steps forward, right-click steps back.

Fixed

  • Surface builders now reach the roof. Village builders scaffold themselves up to place the top rows of a house instead of stalling below them and swinging at blocks they can't reach. The long waits on the last few layers of every building — easily half of a village's total build time — are gone.
  • Underground builders no longer leap into freshly-carved pits and get stranded. They path around drops the way you'd expect, so subterranean construction proceeds without the endless cycle of builders falling, timing out, and being replaced.
  • Builders can now raise a temporary climb-scaffold column to reach ceiling work they couldn't get to before, and they tear it down when finished. If you see a narrow scaffold column inside a room under construction, that's normal — it's removed when the room finishes.
  • Subterranean villages build dramatically faster overall — the first layer of a catacomb completes in less than half the time it used to.
  • Soul Gates no longer randomly show as disconnected from their Soul Well in single-player, and the gate list no longer turns up empty after teleporting through a gate. Gates now quietly re-establish their well link instead of detaching.
  • If the very first builder of an underground village dies while carving the Soul Well chamber, a replacement now spawns automatically. Previously the build could stall at zero builders until you broke and re-placed the Soul Well.
  • The Soul Well in underground catacombs now stands ON the room floor instead of being recessed one block into it — the way the room templates always intended. Existing catacombs are completely safe: villages built before 4.57.299 keep their original geometry forever (nothing is re-carved or visually changed in worlds you have already built).
  • Fixed rare restart race where freshly-loaded Soul Well could discard its saved village layout and start brand-new build over the existing catacomb.

Freedom Lib — 0.10.0 → 0.10.1 (liquid-rescue hardening)

Three internal fixes to the 0.10.0 liquid behavior, no API change (host mods run this jar without recompiling).

  • Bystander safety on ISOLATE walls. When mob boxes in falling liquid column, the perimeter cobblestone is no longer placed onto cell occupied by player or another mob. The write is held until the cell is clear, so bystander on the rim can no longer be sealed in.
  • Single-door bridge reroute. A mob crossing narrow, single-entrance causeway no longer reports the crossing as complete without having actually moved.
  • Lava bridge step-0 recovery. A mob recovering from hole punched underneath it at the very start of lava causeway is no longer nudged into the lava — it steps up to safety instead.

Config

No modpack-level config changes affecting the featured mods this update.

This mod has no additional files