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OMINOUS MANSIONS Logo

New and Terrible Rewards

Ominous Mansions replaces the vanilla Woodland Mansion with a larger structure that adds a new, replayable challenge and renewable rewards, while adhering to the aesthetic style of the original. It aims to provide a more curated experience, where each floor demands a different playstyle, providing more weight to the adventure as you seek out the powerful Totem of Undying, and more. If you seek greater challenge and greater rewards, this pack also adds a new Ominous Event.

Ominous Mansions Trailer

The Mansion

The updated Woodland Mansion replaces the original, and as such appears in the same biomes and rarities. However, it does not have a Cobblestone foundation beneath it, and instead will generate terrain overhangs to support it. Like the original, it consists of carpeted hallways that snake between rooms of various sizes, and has the player progress through three floors. However, each floor presents a different vibe and different challenges as you seek the staircase to the next.

All floors of the Mansion also feature more decorations throughout the hallways. Some of these may provide environmental threats, such as haunted Suits of Armor that come to life.

First Floor

The first floor of the Mansion houses the Entrance on the far end of one of the four wings. It is combat-focused; Vindicators and Pillagers will jump out in surprise as you explore the hallways and rooms, which are built to support the Illagers' militarism. Barracks, Prisons, and Fighting Arenas are among some of the rooms you'll find here, with appropriate loot found more commonly throughout.

Some rooms on the first floor will have Sculk Roots in them. These blocks were created by the Illagers using materials they brought back from the Ancient City. They give Slowness and Darkness to non-Illager entities that stand directly on them. They're probably harmless, at least on their own... But the player can collect and place them elsewhere, if desired.

Second Floor

The second floor is intended to play like a stealth game. Eyes of Sculking placed on the walls and ceilings of hallways will look at non-Illager entities they can see, before teleporting them to a random nearby Sculk Roots block, or deal damage if there are none in range. These can also be collected by the player, either by punching them or shooting them with projectiles.

While the hallways of the second floor are dedicated to the Eyes of Sculking, Vindicators, Pillagers, and rarely Witches and Illusioners can spawn as surprise-attacks in the rooms, which are more livable. Bedrooms, Dining Halls, and Libraries are among some of the rooms you may find here, also featuring improved loot.

Third Floor

The third floor combines the mechanics of the previous two, with Eyes of Sculking guarding the central hallway, and all Illager types spawning in surprise-attacks throughout, though Witches, Illusioners, and Evokers that don't drop Totems of Undying are less common.

This floor features a central Courtyard, which, along with the 4-7 other rooms that can generate in the wings surrounding it, acts as a Boss Room.

The Mansion Awakens

When a player in survival enters the Mansion for the first time, it will become active. When all reward items have been collected from the third floor, the Mansion will go into cooldown, and can be activated again after three real-time hours. This will reset all Illager spawnpoints, resummon Armor Stands, Eyes of Sculking, and Sculk Roots, and reactivate Boss Rooms, allowing the Mansion to be replayed and its rewards collected again, encouraging players to revisit the same Mansion over and over.

Boss Rooms

When a Mansion is activated, the Courtyard, as well as two other Boss Rooms will be selected to become active. These Boss Rooms feature a group of four Illagers that must be fought one at a time, before dropping the unique reward item.

  • The Courtyard features Evokers creating a Totem of Undying. One Totem of Undying will drop for each player present
  • The Ominous Brewery features Witches brewing a Potion of Gigantism. Only one reward item will drop from this room
  • The Enchantry features Illusioners enchanting an Invisibility Cloak. Only one reward item will drop from this room
  • The Cursed Throne features Evokers creating a Fearsome Crown. Only one reward item will drop from this room
  • The Soul Foundry features Vindicators wielding custom Diamond Axes, forging an Axe of Despair. Only one reward item will drop from this room
Reward Items

Potion of Gigantism

  • Drinkable Potion that grants Gigantism for 6 minutes, which applies the following changes:
    • x2 Scale
    • x2 Max Health
    • x1.5 Block Interaction Range
    • x1.5 Entity Interaction Range
    • x1.5 Jump Strength
    • x1.5 Step Height
    • -0.45 Movement Speed
    • +3.0 Attack Damage
  • Drinking a Bucket of Milk will remove this effect

Invisibility Cloak

  • Equippable to the Chest slot
  • While worn, makes the wearer invisible
  • If this is the only armor the player is wearing, and they are holding no items, Eyes of Sculking cannot see them
    • Eyes of Sculking also cannot see players who are invisible by normal means, as long as they are wearing no armor and holding no items
  • Loses durability while worn
  • Cannot be given Mending

Fearsome Crown

  • Equippable to the Head slot
  • While worn, the player gains the following effects:
    • x1.5 Attack Speed
    • +6 Armor Toughness
    • x2.25 experience from killed mobs
    • Emits Soul Fire Flame particles
  • Loses durability while worn
  • Cannot be given Mending

Axe of Despair

  • Axe weapon
  • Deals 11 damage
  • Gives hit mobs Poison
  • When used to kill a mob, heals the player somewhat
  • Same duability as an Iron Axe
  • Cannot be given Mending

Ominous Mansions

If the first player that enters an inactive Mansion has Bad Omen, or if a player gets Bad Omen while inside an already active Mansion, the Woodland Mansion will become Ominous. This applies all of the Ominous Behavior listed below.

Ominous Behavior

When the Ominous Event begins:

  • All Illager Spawnpoints are reset and able to spawn mobs again, but do so with less frequency
  • All Armor Stands, Eyes of Sculking, and Sculk Roots are respawned
  • All Boss Rooms, except those that already had their rewards collected from them, are activated (if they weren't already), and appropriate Ominous behavior changes are applied to their Illagers

Until all reward items have been collected from the third floor:

  • All Illagers are slightly bigger and have 50% more health
  • Vindicators wield Diamond Axes (or Netherite for the Vindicators in the Soul Foundry)
  • Pillagers shoot Spectral Arrows
  • Witches throw Lingering Potions
  • Illusioners and Evokers have Totems of Undying
  • Suits of Armor come to life more often and are stronger
  • Eyes of Sculking deal damage to non-Illager entities they can see, even if it hasn't been 3 seconds
  • Sculk Roots apply Darkness and Slowness in a larger area, and also deal periodic damage to non-Illager entities in that area
  • Ominous Item Spawners appear in strategic points in the Mansion, dropping Lingering Potions
  • Periodically, a random player in the Mansion will be attacked by a Vex
Smithed

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Not an official Minecraft product. Not approved by or associated with Mojang Studios