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Stained Earth - Embers of Atonement
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Every kill breeds a lethal wasteland, while every sacrifice cultivates a fertile sanctuary.
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Cruelty Generation & Regional Spread
Cruelty attaches directly to the player's exact coordinates upon a kill rather than the victim's location, preventing safe sniping across territory borders. Generated cruelty applies fully across the player's immediate local area and bleeds at roughly half intensity into the broader surrounding perimeter.
Chunks have a hard upper cap on total cruelty. When left alone, land sheds a tiny bit of corruption every few in-game days, and this passive cleansing speeds up considerably if the region remains completely peaceful for several days in a row. Different actions shift corruption levels drastically:
- Slaying a hostile monster adds a small touch of cruelty.
- Slaughtering passive livestock adds a moderate amount of cruelty.
- Destroying a monster spawner cleanses a respectable chunk of corruption.
- Summoning a Wither unleashes a massive initial shockwave of cruelty, followed by a steady drip every few seconds it remains alive in the Overworld.
- Slaying an ancient titan like the Warden plunges the land into darkness with an overwhelming mountain of cruelty.
Consecrated Sanctuary (Zero Cruelty)
Reaching completely zero cruelty does not bestow automatic blessings; players must perform a dedicated sacrifice at an Atonement Hearth while the land is entirely clean to consecrate the surrounding region. Consecration is exceptionally delicate, and generating even a tiny bit of cruelty instantly shatters the sanctuary.
While maintained, the sanctuary offers immense boons for peaceful living:
- Hostile monster spawns are completely suppressed, even in total darkness.
- Farmland cannot be trampled by running players or wandering livestock.
- Crops grow significantly faster.
- Livestock breeding cooldowns are reduced drastically.
- Shearing and milking have a modest chance to yield double drops.
- Performing non-combat chores like mining, smelting, and crafting awards a solid bonus multiplier to experience.
- Players swim much faster, hold their breath underwater for quite a long time, and wake up from sleeping with a temporary burst of speed and mining haste.
Stages of Land Corruption
As cruelty accumulates, the land deteriorates across progressively hostile thresholds:
- Low Cruelty (Taint): Wild wolves become permanently hostile, attacking players on sight.
- Mild Cruelty (Creeping Dark I): Buckets of milk curdle and spoil immediately upon collection or consumption.
- Moderate Cruelty (Creeping Dark II): Hostile monsters begin spawning in moderately lit areas rather than just darkness, and local villagers dramatically inflate their trading prices.
- High Cruelty (Corrupted Wildlife): Spiders remain aggressive regardless of ambient daylight, and slaughtered livestock yield rotten flesh instead of edible meat.
- Extreme Cruelty (The Crucible): The region transforms into a relentless combat arena. Monsters spawn under open daylight without ordinary local population limits, and common spawns frequently mutate into deadly threats like Wither Skeletons, Piglin Brutes, Baby Zombies, or Blazes (which gain total immunity to rain). Slaying these beasts grants a massive boost to combat experience and provides access to rare Nether trophies like Wither Skulls and Blaze Rods without leaving the Overworld. However, natural health regeneration from food saturation is completely disabled, demanding high-aggression tactics or heavy potion use.
- Maximum Cruelty (Desolation): The land collapses into utter ruin under a bleeding celestial sky. Pitch-black fog blinds visibility down to a mere handful of blocks. Entering, respawning, or teleporting into the region triggers a brief ejection countdown; anyone who fails to flee before the timer expires is violently flung quite a long distance away to a safe landing zone.
The Atonement Hearth & Satiety
Players can cleanse local corruption by channeling materials for a few uninterrupted seconds at a lit Atonement Hearth. Cleansing potency scales with material value:
- Common wood logs scrub away a tiny sliver of cruelty.
- Basic coal and copper purge a little bit more.
- Sturdy iron cleanses a healthy portion.
- Precious metals and rare gems like gold and diamonds burn away a massive chunk of corruption.
Cleansing is limited by a personal spiritual satiety meter. Spawning or respawning completely fills this meter to capacity. If a player's satiety remains above a high threshold, further offerings are strictly blocked, preventing rapid-fire cleansing of a ton of cruelty at once. Each successful sacrifice fills a solid notch of satiety, and the meter drains slowly over several minutes.
Dimensional Transit & Nether Debt
The Nether pays no heed to local territory, tracking zero chunk corruption within its own dimension. Instead, violence committed in the Nether accumulates as an invisible personal blood debt carried by the player. The moment a player returns through an Overworld portal, all of that accumulated debt immediately dumps into the arrival area, instantly corrupting the surrounding ground up to its hard ceiling.
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Some meta info (sailors beware, there be SPOILERS ahead):
Villager / Wandering Trader adds 350
Iron Golem adds 200
Baby entity adds 180
Ambient mob adds 120
Adult animal adds 70
Hostile mob adds 10
Wither alive in the Overworld adds 1 every 5 seconds.
Kills in the Nether do not pollute the Nether directly; instead, cruelty points are banked onto the player as personal "debt" collected when entering the Overworld.
Consecrated sanctuaries should give
Crop growth faster, and farmland cannot be trampled.
Extended breath and swim speed.
Faster breeding.
Chance for extra yields.
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