The elementals, the mecha frames and the Cthulhu, for Java and Bedrock (through Geyser):
- four animated 3D elemental weapons and their four matching armor sets (Emberforge, Rimecoil, Viperglass,
Livewire);
- the Dozer Frame, a battle-worn construction mech, in Construction Yellow and Gunmetal, with its war hammer, the
Dozer Pick (Flare) and (Volt);
- the Paladin Frame, the hero mech, in Flare, Frost, Volt and Toxin, with its energy sword, the Paladin Edge,
one per element;
- the Cthulhu set, the eldritch horror of Lovecraft's 1928 story, with its weapon, the R'lyeh Feelerblade
The swords, the Paladin Edges and the R'lyeh Feelerblade keep the netherite sword's stats, the Dozer Picks the mace's, and every armor piece the netherite piece's stats.
For Minecraft 26.3: Paper 26.3, Geyser 2.12.0 or newer, and Packforge 0.2.0 or newer as the content host. The 26.2 build, 0.9.0, is in the 26.2 archive.
Admin give only: the pack has no crafting recipes. Give: /pf give <player> egw_fantasy:<id> on Packforge, for example egw_fantasy:paladinflare_chestplate.
On-hit effects and the set bonus (GrimsBladeFX)
On-hit effects come from GrimsBladeFX 1.0.0 or newer (its 26.3 build), through this pack's own file GrimsBladeFX/effects/egw_fantasy.yml (INSTALL.md says where it goes). Each weapon strikes with its element:
- fire: the Emberforge Greatsword, the Dozer Pick (Flare) and the Paladin Edge (Flare) set the target on fire;
- ice: the Rimecoil Scimitar and the Paladin Edge (Frost) freeze it and slow it;
- venom: the Viperglass Katana and the Paladin Edge (Toxin) poison it;
- shock: the Cattle Prod, the Dozer Pick (Volt) and the Paladin Edge (Volt) stun it, make it glow and flash.
They fire on charged swings only, and then that player fires none of them again for 15 s: one shared strike per player, whichever of the ten weapons (swapping gains nothing). Weak taps do nothing extra; the hit's normal damage is unchanged. The four elemental weapons also give off holder particles for Java viewers; the mecha weapons have none. Without the file (or without GrimsBladeFX) the weapons are their looks plus their base stats, and the Cthulhu set has no bonus. The mecha frames have no set bonus yet.
The R'lyeh Feelerblade's madness (the same file): a charged swing at a player gives Nausea (8 s) and Darkness (5 s), with an elder guardian's curse sound at the target, then that player's Feelerblade waits 15 s. This wait is its own: it does not use up or wait for the elemental strike. Mobs, weak taps and a sweep's side hits get nothing and start no wait. The hit's normal damage is unchanged.
The Cthulhu set bonus: with all four Cthulhu pieces worn, Water Breathing and Dolphin's Grace (no particles), a chime and an action-bar line; take any piece off and both stop. Only the real pack pieces count.
Elemental weapons
| Item | ID | What moves |
|---|---|---|
| Emberforge Greatsword | egw_fantasy:emberforge_greatsword | the whole blade burns as one flame that climbs both edges and over the tip (Java: a scrolling flipbook sheath; Bedrock: voxel flame strips breathing in a wave up the blade, plus a tall tip flame), brass gears turn on the furnace guard, molten core flows (Java), rising embers (Bedrock), swing flourish (Bedrock) |
| Rimecoil Scimitar | egw_fantasy:rimecoil_scimitar | part see-through ice blade and crystals (Java; solid on Bedrock), the frost-coil guard turns, the coolant edge breathes, two spine crystals breathe slowly, a glint runs up the edge (Java flipbook; Bedrock a light bead sweeping guard to tip every 4 s), drifting snowflakes (Bedrock), swing flourish (Bedrock) |
| Viperglass Katana | egw_fantasy:viperglass_katana | a glowing venom channel down each flat (Java: flowing flipbook), venom running down the edge, the top drop feeding the middle one, which swells and falls off the blade, and bubbles rising in the guard's vial (Bedrock), falling venom drops (Bedrock) |
| Cattle Prod (legendary, epic rarity) | egw_fantasy:cattle_prod | a live arc crackling between the prongs (Java: flipbook; Bedrock: three bolts swapped 14 times a second), holo rings orbiting the Tesla coil, a charge pulse surging up the capacitors (Bedrock; Java: a climbing flipbook), blinking indicator lights, a twitching gauge needle, sparks off the prongs (Bedrock) |
Elemental armor sets
Each set is a 3D helmet (Java and Bedrock) and painted HD armor (256x128) for the chestplate, leggings and boots, with Bedrock-only 3D parts on top. Java: the helmet's flipbooks move; with Entity Texture Features the armor's seams and cores glow (_e layers).
| Set | IDs | Look and motion |
|---|---|---|
| Emberforge (fire, the greatsword's set) | egw_fantasy:emberforge_helmet, _chestplate, _leggings, _boots | blackened plate in brass, molten seams, a furnace core with heat cracks, furnace vents down the back. Helmet: burning eye slits, furnace grates, brass temple gears (turning on Java) and a mohawk of fire (Java: flipbook; Bedrock: a flickering voxel flame). Bedrock adds stepped pauldrons with a flame burning on each, a pulsing furnace gem, knee cops, toe caps and spurs, and embers kicked up by every step |
| Rimecoil (ice, the scimitar's set) | egw_fantasy:rimecoil_helmet, _chestplate, _leggings, _boots | frost-steel plate wound with the brass frost coil, coolant pipework from a coolant core, rime on the upper edges. Helmet: a crown of ice crystals (part see-through on Java), coolant eye slits with a running glint (Java flipbook; Bedrock a cold bead sweeping both slits every 5 s), coolant vents. Bedrock adds pauldrons with breathing ice crystal clusters, a pulsing coolant gem, knee cops with a crystal, toe caps and ice spurs, and frost puffs at every step |
| Viperglass (venom samurai, the katana's set) | egw_fantasy:viperglass_helmet (Kabuto), _chestplate (Do), _leggings (Haidate), _boots (Suneate) | black-lacquered samurai armour laced in green silk with white cross-knots: a laced do with a brass-edged chest plate carrying a venom inlay, a serpent mon, and an agemaki bow on the back; laced sode over mail kote with venom-lined forearm splints; an indigo obi, laced haidate and hakama; splinted suneate. Kabuto: a stepped lacquered bowl, a brass brim, a flared laced shikoro with fukigaeshi, a fanged menpo with a venom-lit mouth, and tall brass kuwagata horns inlaid with the katana's venom channel round a venom gem (Java: the inlays flow). Bedrock adds big laced sode, the 3D agemaki, laced kusazuri tassets on the thighs, an inro of venom at the right hip, a pulsing gem and mon, a drop of venom gathering under the menpo and falling, and venom splashing up at every step |
| Livewire (electric, the Cattle Prod's set) | egw_fantasy:livewire_helmet, _chestplate, _leggings, _boots | riveted gunmetal, copper coil windings, glowing circuit traces zig-zagging up from a ceramic core, a capacitor bank on the back, live seams on the legs. Helmet: a capacitor-lit visor, a gauge, and twin Tesla-coil antennas with a live arc between them (Java: the prod's arc flipbook; Bedrock: two bolts swapping and gapping like the prod's). Bedrock adds a Tesla coil on each pauldron throwing a spark a new way at every crackle, a charge pulse climbing the back capacitors, a pulsing core, ceramic knee insulators, and sparks spraying at every step |
Mecha frames
Built like the elemental sets (a 3D helmet on both editions, HD armor layers, Bedrock-only 3D parts), but rigid: the glow is static and there are no particles and no idle motion. No lettering or stripes. One leggings item per colourway; its hip plates are part of it.
| Set | IDs | Look |
|---|---|---|
| Dozer Frame (Construction Yellow) | egw_fantasy:dozeryellow_helmet (Dozer Cab), _chestplate (Dozer Chassis), _leggings (Dozer Hydraulics), _boots (Dozer Treads) | a beat-up construction mech: machine-yellow plate chipped through to gunmetal, rust at the seams and running from the bolts, exposed hydraulic cylinders at the neck, arms, knees and ankles. The cab: a roof slab and roll cage, a heavy brow over one visor slit with a glowing Flare (ember) mono-eye, lit intake vents, a whip antenna. A lit radiator grille, an engine with two exhaust stacks on the back, track-lug treads. Bedrock adds the shoulder blocks, the 3D cylinders, the engine and its stacks, knee guards, tread toe and heel blocks |
| Dozer Frame (Gunmetal) | egw_fantasy:dozergunmetal_helmet, _chestplate, _leggings, _boots | the same frame in dark worn gunmetal scuffed to bright steel, rusted joints, and a Volt (electric blue-white) mono-eye |
| Paladin Frame (Flare, Frost, Volt, Toxin) | egw_fantasy:paladinflare_helmet (Paladin Helm), _chestplate (Paladin Cuirass), _leggings (Paladin Tassets), _boots (Paladin Sabatons); the same for paladinfrost_*, paladinvolt_* and paladintoxin_* | the hero mech, factory-fresh: pearl-white plates (polished gunmetal on Toxin) over dark steel joints. The helm: one swept-back crest fin, a heavy brow over a glowing visor slit, an angular faceplate, cheek guards. Glowing chest vents, a lit keel seam, a backpack with two thrusters, hip and knee plates. The element colour is the glow only: Flare ember, Frost pale coolant, Volt soul-fire violet, Toxin venom green. Bedrock adds blocky pauldrons, the 3D thruster pods, rigid hip plates on the thighs, knee armour with a small light, toe caps, heels and calf thrusters |
| Weapon | ID | Look |
|---|---|---|
| Dozer Pick (Flare) | egw_fantasy:dozer_pick_flare | a construction-mech war hammer with a pick spike on its back, on a hydraulic-piston haft braced by two side rams: yellow paint chipped to gunmetal, ember-glowing seams and vents. A mace (its damage, speed and fall smash) with netherite durability and repair, and it mines like a netherite pickaxe |
| Dozer Pick (Volt) | egw_fantasy:dozer_pick_volt | the same in worn gunmetal with electric blue-white seams and vents |
| Paladin Edge (Flare, Frost, Volt, Toxin) | egw_fantasy:paladin_edge_flare, _frost, _volt, _toxin | the Paladin's energy sword: a broad, pointed blade of hard light in the element colour (ember, ice-cyan, soul-fire violet, acid green) on a pearl emitter hilt (gunmetal on Toxin) with swept-up wings and a cross-bar |
The Dozer Pick (Volt) is Livewire blue, while the Paladin's Volt is violet.
The Cthulhu set
An organic monster rather than armour: a wet, rubbery sea-dark hide, the same look on both editions (Java: the 3D head and painted HD armor; Bedrock adds 3D parts). No skirt, no colourways, one leggings item.
| Piece | ID | Look |
|---|---|---|
| Cthulhu's Dreaming Visage | egw_fantasy:cthulhu_visage | an octopoid head (3D on both editions): a pulpy mantle swelling up and back and drooping over the nape, barnacle crusts on top, gill slits, heavy scowling brows, two slit-pupilled eyes glowing sickly green, and six tapering feelers over the chin. Bedrock: the feelers bob and sway while you walk (Java: still); far away the eyes are unlit |
| Cthulhu's Winged Hide | egw_fantasy:cthulhu_hide | pebbled hide with a gaunt ribcage, barnacles and gill slits, folded bat wings on the back, hooked claws on the hands. Bedrock adds the folded wings in 3D (hidden under a player's own cape) and three claws curling from each hand |
| Cthulhu's Barnacled Leggings | egw_fantasy:cthulhu_leggings | barnacled hide, pale on the inner thigh, wrinkled at the knee. Bedrock adds low 3D barnacles on the outer knees |
| Cthulhu's Webbed Claws | egw_fantasy:cthulhu_boots | flat webbed feet: three toes with purple-black webbing, each ending in a short bone claw. Bedrock adds the web and the claws in 3D |
| Weapon | ID | Look |
|---|---|---|
| R'lyeh Feelerblade | egw_fantasy:cthulhu_feelerblade | a blade grown from a single tentacle: it rises from a drowned-gold idol with one glowing green eye, bows back, then curls forward into a hook, toothed suckers along its pale edge. Bedrock: in the main hand the tentacle sways slowly like a snake, also in your own first person (in the off hand it holds still); Java: still |
Bedrock detail steps down with distance like Dreadplate: everything up close, the turning guard and the glow at mid range, a static model far away. Particles only up close, and only while under 24 entities.
On Bedrock the extra parts (flames, glint) do not show in your own first-person view yet: the converter keeps held-item extras out of first person (Studio 3D handoff item 12). Everyone else sees them.
Known, not fixed yet: the Cattle Prod held in the off hand is not the main hand's mirror image. Mining with the Dozer Pick on Bedrock is untested.
Static validation passed (strict build, 0 px round trip, posed clearance on all 11 armor sets). Not yet tested in game: nothing in 0.10.0 has run in game.
Visual effects dependency
BladeFX requires Packforge and does not work with third-party pack-host plugins. It supplies the configured visuals, custom projectiles and effect-driven abilities. Ordinary armour, clothing and other pack items do not need BladeFX simply to display or be equipped.


























































