Cursed Armor Stand
| Cursed Armor Stand | |
|---|---|
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| Mod | Iron's Spells 'n Spellbooks |
| Type | Hostile |
| Health | 60 ♥×30 |
| Attack damage | 3 |
| Speed | 0.25 |
| Follow range | 24 |
| Size | 0.6 × 1.8 blocks |
| Category | Monster |
| ID | irons_spellbooks:cursed_armor_stand |
The Cursed Armor Stand is a hostile melee mob added by Iron's Spellbooks. It is an animated suit of armor on a stand that stays motionless until it is disturbed, then fights with a sword at close range. It has 60 health (30 hearts) and deals 3 attack damage per hit. It never casts spells. Cursed Armor Stands do not generate in the open world. They are placed only inside the Citadel structure, so players meet them as a fixed encounter while exploring that structure.
A stand that is left alone does nothing, so the main threat is the stand a player wakes by mistake. Anyone who strikes or repeatedly right-clicks a stand in the Citadel should expect a fight.
Spawning
Cursed Armor Stands are not spawned by the normal mob spawning system. The mob has no natural spawn entries in any biome, and the monster spawn list of the Citadel structure is empty. Each stand is placed as a structure piece from the Citadel's armor stand pool, so the stands appear only where that pool places them.
Stands placed by a structure are set to persist, so they do not despawn. When a structure places a stand, the stand records the position it was placed at as its home. It returns there after a fight (see the Behavior section below).
Each stand is placed in one of four poses and one of three equipment sets. The poses are the default upright stance, kneeling, heroic (one arm and the head raised), and stoic (standing straight with the sword planted in the ground). The equipment sets are:
- Heavy: a full set of netherite armor and a netherite sword in the main hand.
- Light: a netherite chestplate and helmet, with no leggings or boots, and a netherite sword in the main hand.
- Flamberge: a netherite chestplate and helmet, with the Decrepit Flamberge in the main hand and no sword.
Does not spawn naturally in any biome (see Obtaining/Spawning text).
Behavior
A Cursed Armor Stand starts frozen. While frozen, it does not move, cannot be pushed by entities, and does not target players. A frozen stand is therefore harmless. It wakes in one of three ways:
- Being hurt. Damage from any entity other than a boss unfreezes the stand. Damage from an entity in the bosses tag is ignored entirely, so a boss can neither wake a stand nor damage it.
- Being right-clicked. Each right-click on a frozen stand adds one point of interaction anger. The third right-click provokes the stand into targeting that player, as long as the player can be attacked. Interaction anger drops by one every 30 ticks (1.5 seconds), so right-clicks spaced out over time do not provoke it.
- Being attacked by a player. A player who hurts the stand becomes its persistent anger target. The anger lasts a random time between 20 and 39 seconds, and the stand pursues that player for the duration. While angry, the stand checks for targets every 10 ticks. It attacks only players it is angry at, within its follow range of 24 blocks, and only when it can see them.
Once awake, the stand fights only in melee. It has no spell list. It uses one of two melee moves: a horizontal cross swipe, or a downstrike. Without an item in its main hand it always uses the downstrike. With a sword it picks between the two moves. After a cross swipe it has a 20 percent chance to chain a second attack. Each melee hit deals its attack damage of 3 (1.5 hearts), plus any attack damage given by the weapon it holds, and applies no knockback. Between melee attacks it waits 10 to 30 ticks. During melee it moves at 1.5 times its base speed of 0.25. The netherite it wears adds armor, which reduces the damage it takes.
The stand is tethered to its home. When the player it is fighting is more than 18 blocks from home, it stops making melee attacks. If the player gets more than 24 blocks from home, the stand drops its target, clears its anger, and walks back to its home position. Once it reaches home, within 0.1 blocks of that spot, it resets its facing to the direction it was placed in and freezes again. If it fails to make progress toward home for a while, it gives up and makes the spot where it is standing its new home.
Cursed Armor Stands give no experience. They belong to the irons_spellbooks:infernal_allies entity tag, a group of mobs that the mod treats together.
Drops
A Cursed Armor Stand has no loot table of its own, so it drops nothing from a table. Its only drops are its equipment. Each worn armor piece and each held item has an 8.5 percent chance to drop when the stand dies, which is the default equipment drop chance. A heavy stand can therefore drop any of its netherite pieces or its sword, and a flamberge stand can drop the Decrepit Flamberge. Each individual drop is unlikely, so a complete netherite set from one stand is rare.
No item drops.
Tips
- Walk past frozen stands without right-clicking them. A stand wakes only when it is hurt or right-clicked enough times in a short span.
- Retreat more than 24 blocks from a stand's home to make it give up the chase and walk back. This is a way to end a fight that is going badly, and the stand refreezes once it reaches home.
- Hitting a stand from range wakes it just as melee does, and it then walks toward the attacker. Ranged attacks still let you deal damage while it closes the distance, and the stand has no way to hit back at range.
- Expect the armored stands to take longer to kill, because the netherite they wear reduces the damage of each hit.
