kʊɹs'd

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kʊɹs'd

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loot chests spawn procedurally generated bekʊɹs'd items. Cursed in their own wɛɪj.

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Fabric
Minecraft

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MIT License
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Description

kʊɹs'd

A Fabric mod where loot chests spawn procedurally generated bekʊɹs'd items. Cursed in their own wɛɪj.

bekʊɹs'd items (also called artifacts, used interchangeably) are modified loot that change gameplay mechanics in seemingly unpredictable ways.

Concept

kʊɹs'd replaces "normal loot progression" with artifacts that:

  • modify player behavior directly
  • combine multiple hidden effects
  • scale with intensity
  • introduce tradeoffs instead of clean upgrades

Every item is effectively a small rule change to the game.

These items can be found in loot chests by default, and their generation can be extended or modified through datapacks and other mods.

Examples

Examples of possible artifacts include:

  • boots that dramatically increase movement speed, but slowly damage the wearer while moving
  • weapons that release a damaging aura around the player, harming nearby mobs regardless of whether they are hostile or friendly
  • armor that reduces maximum survivability in exchange for unnatural jump height and mobility
  • equipment that constantly drains health until something is killed
  • artifacts that transform the player while underwater, trading durability for extreme swimming speed and drowning immunity
  • unstable gear that causes random teleportation when damaged, while making water and rain dangerous to touch

Artifacts can contain multiple traits at once, creating contradictory or synergistic behavior.

It is more common to receive a single-trait artifact rather than a multi-trait one (up to 5 traits being the maximum).

Currently there are 19 traits implemented, ranging from the aforementioned damaging aura (internally: withered miasma) to a sine-wave health maximum fluctuation effect (internally: tidal flesh).

Why use kʊɹs'd

This mod replaces standard loot progression with unpredictable artifacts, creating a more chaotic and experimental survival experience where every item changes how you play rather than simply improving stats.

It is intended for players who want replayability, unusual mechanics, and tradeoff-based gear instead of traditional progression systems.

Important

Artifacts are intentionally unstable and often include drawbacks. This mod is not designed for balanced or traditional progression gameplay.

For Developers

Internally, artifacts are composed of:

  • trait modules (hidden behavior logic)
  • intensity stat
  • context-based mutation systems

All effects are resolved through centralized per-tick processing to ensure consistent stacking and avoid order-dependent bugs.

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  • Artifact that damages you on walking
    Artifact that damages you on walking Showcase of an artifact that damages you on walking but in return speeds your movement up (internally: OverstimulatedTrait)
  • Artifact debug information
    Artifact debug information Displays useful information about artifacts, though you will need to build from source to enable debug information. (Shows OverstimulatedTrait under traits)
  • Artifact that hides the amount of hearts the player has
    Artifact that hides the amount of hearts the player has Showcase of an artifact that hides the amount of hearts that the player currently has. (internally: OccludedTrait)
  • Artifact that teleports you on damage (before touching water)
    Artifact that teleports you on damage (before touching water) Showcase of an artifact that teleports you on damage, but touching rain or water damages you like an enderman. (internally: EndermitoticTrait)
  • Artifact that teleports you on damage (after touching water)
    Artifact that teleports you on damage (after touching water) Showcase of an artifact that teleports you on damage, but touching rain or water damages you like an enderman. (internally: EndermitoticTrait)

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