Heartbender is a mod comprised of many different items, mobs, structures, bosses, and more to shake up your survival experience
Commands:
Dupe (/dp {number}) is a command that duplicates items in your hand. Cheats are not needed to use this command, however it does require experience, and a gamerule to be enabled  Heal (/heal {player}) is literally just a healing command, it fully restores your health and hunger  Ignite (/ignite {player}) burns.  Damage (/damage {durability}) damages your held item by a certain amount, remember, it's how much damage is taken, not how much left. Dimension (/dimension {0-3}) sends you directly to a dimension
Random Loot:
As the replacement for a duplication bug that someone loved to exploit, we are given loot bags, which contain an item from a pool, depending on the rarity. Each loot bag has a certain chance to drop every time a mob is killed either by a pet, or your hands, this restriction is to prevent automatic mob grinders from just winning the game, so build a manual one if you want those loot bags.
There is a certain block called the loot bag merger, and it does exactly what you think it does, it merges 4 of a rarity of a loot bag to a higher one
Dummies:
Feeling like testing out your weapons, but you either have too much power, or your friend doesn't want their armor broken, there's a solution, the dummies, a set of 4 different dummies, used to test out your weaponry, without ending a life, the first two are Undead Dummy, and the Regular Dummy, the Undead is susceptible to the smite enchantment. The other two are the same pair, but with the equivalent of full diamond armor, reducing incoming damage, all of these dummies can be killed by right clicking, or by dealing more than 20 damage in one go.
Different Effects:
As a mod maker, it's practically necessary to make some different potion effects, however, only two can be brewed, this being Fatal Poison, a poison that can kill you, and is a bit more potent, and Recall, teleporting you to the world spawnpoint, giving you a nice escape from danger...as long as your base is close by
However, adding effects is nice, but an effect has been changed with this mod, this being Nausea, which now causes the afflicted entity to randomly change their velocity by a random amount, this means eating a pufferfish is an even worse idea now!
There's even an effect similar to Perish Song, called Doom, giving you a death timer, and can be sped up if cleared.
There's also Bleed, which slowly ticks away at your health.
As well as Stagger, an effect that halts movement entirely, and is pretty rare.
Then there's Scramble, an effect that spins you about with nothing you can do about it, although it doesn't kill you or anything, just gives you motion sickness.
and finally Wounded, a much more lethal version of bleed that additionally makes you drown significantly faster
Oh, and Breaking, which stacks which is just a function potion effect, used for multiple reasons, such as disabling a mob's shield, letting the Breaker Blade deal additional damage, etc.
Burning exists too, it's pretty simple, it burns
Flammable gives you the downside of wearing wooden armor, making you take more damage in fire and lava
Thorns is VERY simple, you get hit, you hit back, melee attacks also make it inflict bleed
Freezing exists too, same deal, it increases your freeze timer rapidly, as if you were in Powdered Snow
Freeze Resistance is a neat effect, it's only obtained by using the cast effects on the Cold Staffs, or by wearing the entire set of leather armor, which is the ONLY armor with a set bonus that still gets the set bonus-less bonuses from Enhanced.
Labor is also an effect, which is only applied while wearing the full slime set, and randomly spawns either heartstrikers or pre-tamed wanderers
Confused makes it so sometimes you hit yourself, this also happens if you have nausea
Haze cannot be obtained in normal gameplay, it's just a function effect
Passives, Actives, and Traits:
When finding certain armors, tools, or weapons, you may find one of these three things: Passive, which are indications of an ability that only happens when attacking or using the item. Active, which are right-click abilities that last for a limited time and have a cooldown period, you'll usually find these on higher tier items, and Traits, which are mostly abilities that don't fit the other two types, like holding an item or doing something specific with it, like disabling shields randomly when attacking.
Mobs:
Currently, there are 18 different mobs in the game, and you'll wish that they weren't so prepared:
Zombie Brute: The first ever mob I've made, and he's tough, dealing massive damage to unsuspecting victims, and tanking your hits pretty well, he also has a chance to keep himself from dying, and starting a super phase 2, but this chance is pretty low, but he has a normal half health phase he goes into that switches out his weapon in an attempt to possibly kill you, and if he does, he will actually heal and gain strength briefly, the health gain is actually proportionate to how much health the mob that he killed was, capping out at double the brute's max health Zombie Archer: These absolute pricks are practically the skeleton's big brother, with fatal poison tipped arrows that he fires off decently quickly, plus, he's immune to all projectiles, so no sniper duel with this zombo. This archer actually has one problem, he's the least geared out of all of the zombies in this mod, meaning he's quick to kill once you're in. Zombie Wizard: The only neutral zombie you'll encounter, they aren't hostile to you at all, but attack Heartstrikers and Witches using a dispel staff, which removes potion effects from those in the surrounding area but deals no damage, unless you don't have a potion effect on their list. Hostile towards wizards, witches, heartstrikers, and netherstrikers. Zombie Defender: These tanky zombies protect their fellow lads with their shield and high health, their shield prevents them from taking any sort of damage from most weapons...but hey, you know what beats shields right? The Defenders also stick close to nearby Zombie Brutes and Archers and will attack you if you dare come close. Zombie Lord: The boss to end all zombies. This zombie commands all the lower zombies and protects a difficult advancement for you to find. May gods spare your durability. Heartstrikers: One of the only neutral mobs in this mod at the moment, they spawn with nothing and get their gear after a minute of in game time, and attack most hostile mobs, and reproduce automatically though pretty slowly, and die out after 8 minutes. You can trade with these gals as well, I don't recommend doing so during a fight though. (Do note that even lovebugs live longer than these gals) Netherstrikers: Similarly to the heartstrikers they derive from, they spawn in the nether with nothing and get their gear after a minute of in game time, and attack most hostile mobs, however, they are NOT neutral, and will attack you on sight, and reproduce automatically though pretty slowly, and die out after 4 minutes. Just like with heartstrikers, killing mobs lets them reproduce more frequently. Also, they do in fact strike you in the nethers. Wanderers: The neutral mob that appears similar to the Heartstrikers, but have an entirely different mechanic, for they are basically Pokémon. You can tame these mobs, give them weapons to hold, or a shield, and they level up each time they kill something, you can even sit them down with a stick, and even breed them with slimeballs (is that morally correct?), and will be your best friend, if you can find 'em. Wasteland Wanderers: These are functionally the same as Wanderers, but are better in every way, they even have a smile! The Five Villager Wizards: You'll encounter these wizards in towers, or randomly in your world, scattered across the world that house these wizards who are entirely neutral to you, the towers they live in contain a barrel for you to loot for free (Water, Earth, Fire, Air; Long ago, the four nations lived together, but that all changed when the Players attacked.) Ender Archer: The upgraded form of the Zombie Archer, teleports (sometimes) when hit, always hostile, takes damage in water, immune to projectiles, but only spawn in flat, unpopulated areas, and the End of course, and to top it off, the actual projectiles they fire are significantly more dangerous. Bunny: . . . The original: . . .
Oh, right, set bonuses, added before this mod was posted even to curseforge, and expanded upon significantly in 2.0, they apply only when wearing the entire set of armor, most armors in this mod have these, and they can be powered up with some enchantments, but why mention one when you can mention all of them!
Enchantments:
First up is:
Advanced, Enhanced, and Ultimate Sharpness:Â These three grant significant damage multipliers to your TOTAL damage, meaning yes it can stack with actual Sharpness, though they're pretty rare (Sword and Axe Only)
Rampaging:Â Kill one mob, get bonuses, kill two mobs, get MORE bonuses (Sword Only)
Retribution (Previously Countering):Â Get hit, and maybe you'll auto-parry their attack, I wouldn't rely on it though (Sword Only)
Armor Breaking:Â What do you think? But really it deals extra damage to armor, and applies weakness if they have none (Sword and Axe Only)
Chest Breaking:Â Ok now this is even more self-explanatory, but anyways, it deals extra damage to chest armor, and deals even more damage if you have the next enchantment (Heartpiercers Only)
Laceration:Â Makes things bleed more, by applying Wounded instead of Bleed (Bleed Strikers Only) Lifesteal:Â Ok do I need to explain THAT? (Swords Only)
Countering (The new one):Â Lets your heartpiercers grant thorns briefly after successfully parrying something (Heartpiercers Only)
Curse of Fragility:Â Used to lower your durability faster, but now gives your item a chance to randomly break after each use, so yeah, you can have unbreaking all you want, but it only makes the instant break more painful.
Infini-Stock:Â Gives your gun a chance to refund a bullet (Gun Only) Rapid Fire:Â Gives your gun a much more likely chance to fire up to 5 extra bullets, for free, that deal varying damage, potentially dealing more than the first shot if you can land 'em (Gun Only)
Frostsplash:Â Lets cold staffs freeze water (Enchantable Cold Staffs Only)
Cast: Allows you to shift-right click your staff to cause an AoE attack (except for one staff), though this costs condensed mana crystals (Enchantable Staffs Only)
Enhanced:Â Powers up set bonuses, and gives extra protection to those that lack set bonuses, equivalent to the now removed Protection V (Cannot be applied with protection)
Unique Weaponry and other miscellaneous items:
Breaker Blade:
Added in 1.4, this sword deals increasingly more damage, if you can continuously attack your target, it can also disable shield occasionally.
Bottle of Milk and Dispel Staff:
Added in 1.9, These two are used to clear potion effects from those affected, the Bottle o' Milk can be made with any potion (Including water), and a bucket of milk in a brewing stand, though the dispel staff can only be obtained via a Zombie Wizard.
Heartpiercers:
a set of weapons that inflict bleed on chestless enemies and can parry attacks. Can also deflect the projectiles of both Archers.
Staffs:
a set of ranged weapons you'll find scattered around the world, you can craft them though. They fire a multitude of projectiles with varying effects and cost mana crystals to shoot in the first place.
Skull Bashers/Warhammers:
a set of two-handed weapons the concuss helmetless enemies, can also mine like a pickaxe.
Halberds:
a set of two-handed weapons that are a combination of a pike and axe, these have enormous reach compared to most weapons, but at the downside of being the slowest of them all, you can't even hold anything in your offhand while this thing is equipped.
Project members

NuggetB
Member