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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-2.12.62.zip

File nameRisen - Undead Army-2.12.62.zip
Uploader
jdb_hkfjdb_hkf
Uploaded
Jul 29, 2026
Downloads
20
Size
1.2 MB
Mod Loaders
NeoForge
File ID
8530728
Type
R
Release
Supported game versions
  • 1.21.1

What's new

Risen — Undead Army 2.12.62

Datapack-only release. No jar changes. Six global datapacks that were sitting in the local instance folder are now bundled into the pack itself. If you've been finding parts of the modpack punishing, most of the difficulty smoothing was in these datapacks and you weren't getting any of it.

Sorry.

Those of you who've been grinding away without these tweaks — the netherite drought, the fifteen-minute nights, the brutal-boss fights that paid out one measly item — that was on me. The tuning was living in my personal instance and never made it into the pack you were downloading. This update ships all of it. Play should feel noticeably kinder from this point on.

What's now in the pack

risen_day_length — 40-minute day/night cycle

Doubles both the day and the night. A full cycle is now 40 real minutes (was 20). You get twice the daylight to build, farm, mine, and explore — and twice the night to defend, if that's your thing. Applies on every world load; no /gamerule fiddling.

Gameplay impact: the single biggest quality-of-life change in the pack. You'll actually finish what you started before nightfall.

risen_netherite_loot — netherite drought fix

Adds ancient debris and netherite scrap to loot tables that were bafflingly empty of them in vanilla:

  • Wither skeletons: 2% base drop chance for a netherite scrap (up with Looting).
  • Piglin brutes: 2% base drop chance for ancient debris.
  • Chest sprinkle: 15% chance for a bonus ancient debris or scrap in Nether Fortress chests, Ruined Portal chests, and Dungeon Crawl stage-4/stage-5/treasure chests.

Gameplay impact: killing dangerous nether mobs and looting nether structures now contributes to netherite progression instead of being a total shrug. Doesn't replace strip-mining — supplements it.

more_ancient_debris — 2× ancient debris in new nether chunks

Doubles the count of both large and small ancient debris veins that generate in newly loaded nether chunks. Existing chunks are unaffected, so this only matters if you keep exploring.

Gameplay impact: paired with the loot sprinkle above, netherite crafting stops being the wall it was.

risen_brutalbosses_loot — brutal boss payouts

Sets droppeditemamount on all 28 Brutal Bosses to a tiered scale: T1 bosses drop 3 items, T2 drop 5, T3 drop 8 (from their loot pools). Vanilla default was 1.

Gameplay impact: the elite dungeon bosses (Corvin the Rotten, the Archmage, the various themed champions) now actually reward the risk. Previously most players skipped them because a 10-minute high-stakes fight for one item felt bad.

risen_boss_tuning — Warden pinned to level 80

Uses Dungeon Difficulty's leveling system to pin the Warden at power level 80 flat — no distance or depth scaling. It's meant to feel like a proper end-game encounter and not a random 30-second death when a new player wanders too deep.

Gameplay impact: the Warden is the apex predator of the pack. Loot and threat scaled together. If you weren't planning to fight one on purpose, you still shouldn't.

risen_iceandfire_dread — dimension restoration

Puts back the 11 worldgen files (dimension, biomes, noise, density functions, placed trees) that Ice & Fire dropped from its 2.1-beta.1 jar. Without this, Ice & Fire crashes when anything references the Dread dimension.

Gameplay impact: invisible in normal play — the pack simply doesn't crash. Will stay in place until a fixed Ice & Fire jar ships all 11 files itself.

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