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This mod is much more than a collection of new golems. It expands several major parts of Minecraft at once: companions, Illagers, villages, monsters, hunting, exploration, enchantments, equipment, building, player death and many vanilla gameplay systems.
Its goal is to preserve the Minecraft experience while introducing new mechanics that naturally fit into survival progression.
The mod introduces four new material golems:
Each one has its own textures and several visible crack stages as it takes damage.
Golems can also become genuine player companions.
They can receive orders to:
Natural golems can be assigned patrol posts with a compass. They guard an area of roughly 20 × 20 blocks, pursue hostile creatures and return to their assigned position.
Companion roles include:
The mod greatly expands Illagers with several new creatures:
A Zombified Ivillager can be cured by applying Weakness and giving it a Golden Apple.
The curing process takes around 3 to 5 minutes.
Once cured, the former enemy becomes a genuine player ally instead of returning to hostile behavior.
A second curing system is available through:
These items provide an alternative way to cure zombified inhabitants, including Zombie Villagers and Zombified Ivillagers.
Cured Ivillagers are much more than decorative NPCs.
They can use equipment, weapons, shields and crossbows, receive orders, follow players, guard locations, sleep and develop professions.
A dedicated equipment interface allows the player to manage their gear.
Guard Banners can also be used to assign allied Ivillagers to defensive posts.
The Leader enchantment expands group command mechanics and allows multiple allies to accompany the player.
Cured Ivillagers can obtain several unique professions:
These professions provide unique trades and progression.
New ammunition includes:
More powerful Master-related variants also exist.
Charged TNT expands the explosive mechanics of the mod and connects with the Creeper Master and Artificer systems.
The Explosive Shield provides another specialized piece of advanced combat equipment.
Three major special enemies are present:
Each has unique models, textures, animations, loot tables and rewards.
The hunting progression eventually leads to The Council of the Three Masters.
Unique Master-related resources include:
Diamond and Netherite helmets can be upgraded into several Master combinations:
This creates seven Diamond variants and seven Netherite variants.
Special equipment also includes:
Undead resources can be turned into:
The mod contains Ghouls, Zombified Ivillagers, Half-Skeleton Ivillagers and Demon Commanders.
Special mini-boss versions include:
Vanilla creatures can also become mini-bosses through the mod's dedicated system.
The Bounty Hunter profession unlocks a full contract system.
Contracts lead players to generated enemy hideouts.
Infested Ruins
Occupied Hamlet
Predator Cave
Elite Fortress
Deep Necropolis
The Council of the Three Masters
These are actual structures included in the mod's world generation.
Higher-level hunts include multiple enemy waves with increasingly dangerous troops.
Enemies may include Ghouls, axe fighters, crossbow units, enchanted armor and multiple captains.
Some encounters can keep the world at night until the battle ends.
Sleeping will not skip the night during these fights.
Leaving an active hideout can cause the bounty to be lost.
Remaining enemies may be released from the site and begin pursuing the player.
Death can also fail the contract reward while still leaving some local loot recoverable.
Contracts may contain optional objectives:
Completing them provides additional rewards.
Cleared hideouts provide a Sealed Hunt Chest that must be returned to the Bounty Hunter.
Rewards can include:
Special Reward Experience Bottles can store exact amounts of experience.
Several decorative trophies are available:
The Healing Standard can store up to 64 Golden Flowers.
When supplied, it heals nearby allies within roughly eight blocks while they are outside combat.
Guard Banners allow allied Ivillagers to be assigned to defensive positions.
Golden Trees are a complete world-generation system rather than a single decorative block.
They include natural rare generation, custom habitats, roots, placement rules, hanging leaves, petals, particles, saplings, fire interactions and creature-related behavior.
Golden wood includes:
Golden Torches and Golden Wall Torches provide additional building and lighting options.
Golden Trees also introduce Golden Flowers, Golden Petals and hanging foliage with their own particle effects.
Golden Flowers are also used to power Healing Standards.
The mod introduces a Diamond Anvil with three damage states:
It has its own durability and cost mechanics.
When the player dies, a Player Grave can preserve:
The grave remembers its owner and reports its coordinates.
If the player's inventory cannot hold everything when recovering the grave, remaining items stay safely stored inside.
The mod contains a very large enchantment system covering combat, tools, farming, mobility, exploration, vehicles, mounts and utility.
These include Vampirism, Bleeding, Fury, Fracture, Felling, Vacuum, Heavy Bolt, Frostbite, Siphon, Double Load, Assault, Electric Arc, Carrying Current, Snare, Shockwave, Absorption, Momentum, Reach, Guard Breaker, Deflection, Bulwark, Second Wind, Delicate Extraction, Smelting, Excavation, Prospecting, Harvest, Replanting, Gathering, Fleece, Soothing, Intact Harvest, Swift Brushing, Delicacy, Discovery, Distant Spark, Ignition, Long Fuse, Night Vision, Collector, Vitality, Stability, Recovery, Endurance, Mobility, Retreat, Leap, Gardener Steps, Light Steps, Lift, Cushioning, Efficient Propulsion, Double Catch, Patient Float, Stowing, Expertise, Measurement, Range, Group Order, Memory, Navigation, Mooring, Buoyancy, Impulse, Traversal, Rider Care, Animal Vitality, Carapace, Fearsome Fang, Blast Ward, Enchanted Blossom and Leader.
These enchantments affect far more than swords and armor. They extend farming, fishing, tools, explosives, vehicles, animals, exploration and movement.
To support these mechanics, the mod also modifies or extends many existing systems, including bows, crossbows, tools, fishing rods, brushes, flint and steel, boats, mounts, farming, sheep, rockets, hunger, stealth, status effects, vehicles, anvils, smithing, TNT, chest loot and creature spawning.
The different systems are designed to work together.
A player can explore the world, discover new monsters, cure a Zombified Ivillager, turn it into an ally, give it a profession, construct companion golems, organize defenses and eventually begin bounty contracts.
Higher ranks introduce stronger enemies, mini-bosses and finally the Three Masters.
Their rewards unlock more advanced equipment while Golden Trees, alchemy, enchantments, graves, special weapons, companions and professions continue enriching normal survival gameplay.
The result is a much larger Minecraft experience built around expanding existing mechanics rather than replacing them.