⚔️Swords n' Sorcery✨

Embark on a journey through medieval lands using powerful swords and cryptic sorcery!

File Details

Swords and Sorcery 2.4.0

  • R
  • Jul 8, 2026
  • 123.54 MB
  • 39
  • 1.20.1
  • Forge

File Name

Swords and Sorcery-2.4.0.zip

Supported Versions

  • 1.20.1

Update Log:
-added new end boss after
 endersent
-added aether redux
-added aether: lost content
-removed deep aether :(
-altered aether questline
-rolling while casting a spell now
 cancels it and takes mana
-you can now also feint m1s by
 rolling
-added perfect rolling/dodging
-dodging right before you get
 hit (1 tick window) will slow down
 time and make your next attack
 deal more damage (unfortunately
 singleplayer only)
-made the parry sound not as
 obnoxiously loud (must have
 sasresourcepack enabled)
-very slightly reduced parry
 window (5 ticks -> 4 ticks)
-changed some celestial weapon
 attack patterns, now each weapon
 willcast certain spells when m1ing,
 heres a list
 solaris: firebolt on stabs
 crescentia: firecracker
 breezebreaker: guiding bolt
 poltergeist: magic missile
 aquaflora: poison splash on
 last hit
 rainfall serenity: added m1s,
 chain lightning on hit
 frostbound: icicle
 keres: blood slashes on swings,
 blood needles on stabs
 rulers scepter: new m1 patterns,
 sonic boom on thrust
-removed skill tree, i didnt realize
 that in multiplayer with teams you
 could get all skill nodes unlocked,
 and either way it was pretty messy
-to make up for this, ive added life
 shards (aether thing that i had
 previously disabled) and mana
 crystals (craftable) to help boost
 max health and mana respectively
-evolution system (should) now only
 let one person evolve per quest
 (you can repeat the quest for other
 members)
-changed some abilities on some magic
 armaments
-slightly altered dark mage rewards
-the ore quests before a main boss
 now have accessory box rewards
-i finally found a mod that fixes the
 compat for mythic metals and simply
 swords, so now the standard weapons
 are back
-fixed knight quest armors not being
 craftable
-other stuff
-more other stuff
-even more other stuff
-i forgot so much of what i added

Roadmap:
 v.2.x.x+ - Small Updates
 -various small updates to provide new
  content or bugfixes until v3.0.0 is
  released since that has a couple of
  months at the least until it comes out
 -i might try to whip something up with the
  new content in irons spellbooks and
  legendary monsters that i havent been
  using at all to celebrate the 2 year
  anniversary <3
 v3.0.0 - Swords & Sorcery: Oblivion
 -adds terramity and other supporting
  mods, and removes others which
  overlap with it (which is a lot), so this
  will essentially be an overhaul update
  as well
 -this will hopefully be jan or feb 2026
  if terramity v1.0 releases on time
 -this MAY be a different project, as
 the current identity of SaS somewhat
 strays from what i'd like to do with
 terramity
 v3.1.0 - Technology Update
  -i'm not too sure if this is gonna happen
   anymore; as much as i love base create,
   aeronautics has completely
   revolutionized it, and now (at least to
   me) it feels bland to play without it.
  -if i do anything with create, it will
   probably be its own modpack for 1.21.11
   based around aeronautics, but i don't
   see myself doing that at all