1.2.0
Compatibility
Changes
✨ Bladebound 1.2.0 — Magic Update ✨
Bladebound 1.2.0 introduces the foundation of the magic system, expanding the mod beyond legendary blades into spellcasting, mana, and ancient knowledge. This update adds new magical items, world structures, and loot sources designed to integrate naturally into progression while keeping balance intact.
🪄 Magic & Spells Staves can now be used to cast powerful spells learned from grimoires. Spells consume mana, respect cooldowns, and can be switched while holding a staff using R (default). Legendary spells are discovered through exploration rather than crafting, reinforcing their rarity and importance.
🏰 New Structures & World Content New magical structures have been added to the world, including mage-related locations tied to spellcasting progression. Existing legendary structures also now participate in the expanded loot system, making exploration more rewarding and interconnected.
🍎 Mana Progression Items Mana Apples and Greater Mana Apples have been added, allowing players to permanently expand their mana pool. These items are obtained through exploration and villager trades, encouraging both adventuring and interaction with the world’s economy.
📜 Loot & Trades Expansion Magic-related items are now integrated into specific loot tables and villager professions, ensuring clear and consistent ways to obtain them without relying on randomness-heavy systems. This makes progression feel deliberate and discoverable.
📖 Codex Improvements The Bladebound Codex has been refined to better explain mechanics, item acquisition, spell usage, and progression rules. It now serves as a central in-game reference for both swords and magic systems.
This update represents the first step toward Bladebound’s long-term vision for magic. Future updates will expand spell variety, grimoires, and deeper interactions between weapons and magic systems.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:njF9D7EO:ZzZhzD9D"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:njF9D7EO:ZzZhzD9D"
}

