CurseForge · Minecraft mod
Ice and Blood
Weapons that replicate the freezing and bleeding effect of Dark Souls
Quick answer
Which Ice and Blood release should I use?
Ice and Blood Ice_and_blood_v1.1.jar targets 1.12.2 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Ice and Blood required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Ice and Blood Ice_and_blood_v1.1.jar need?
Ice_and_blood_v1.1.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Ice and Blood without breaking your instance.
Built for Ice and Blood Ice_and_blood_v1.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Ice_and_blood_v1.1.jar. It targets 1.12.2 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Ice_and_blood_v1.1.jar. It opens that exact file at the source.
About this project
What does Ice and Blood add?
Important: This mod requires Zeta Armor to craft some items but its use is not strictly necessary so you are free to use any mod to add your own crafting.
Ice and Blood is a mod that attempts to replicate the mechanics of freezing and bleeding damage from Dark Souls or Elden Ring type games. (Note: This mechanic only works with mobs not with players)
Update v1.1
The damage system has been updated to that of Dark Sous 1. This means that weapons will now deal damage based on an enemy's health percentage and will no longer do fixed damage as before. Specifically, weapons can reduce 15%, 30%, and 50% of an enemy's total health when the effects are applied. This makes bleeding and freezing very useful against mini-bosses or bosses directly. Other changes include:
Blood and ice vials have been removed as they are now unnecessary.
In the "weapons of each type" section, you can see how much each weapon reduces.
How it works
The mod adds a series of weapons which when hitting an enemy begin to accumulate a mark of bleeding or freezing and once a certain number of hits is reached this mark "explodes" dealing additional damage to the enemy which ignores armor, said damage would change depending on the weapon.
How it really works
The mod works with a point accumulation system, each weapon accumulates 1 to 2 points per hit and once 10 points are reached the mark takes effect.
Differences between both effects
-Bleeding weapons only deal additional damage, but at the same time they are more accessible weapons.
-Freezing, in addition to dealing extra damage, applies a slow and weak effect for a couple of seconds, but on the other hand, they are a little more difficult to achieve.
Note: Both effects can be accumulated at the same time, so you can alternate between weapons to deal extra damage, or use a mod that allows you to use dual weapons.
Weapons of each type.
D: Weapon damage.
DE: Damage per effect.
P: Points per hit.
A: Attack speed.
| Bleeding weapons | ||||
|---|---|---|---|---|
| Weapons | D | DE | P | A |
| Claws | 5 | 15% | 2 | 3 |
| Caestus reforce | 3 | 15% | 2 | 3 |
| Macuauitl | 8.5 | 30% | 1 | 1.6 |
| Sellswoed | 9 | 30% | 1 | 1.6 |
| Flammerschewert | 20 | 30% | 1 | 1 |
| Uchigatana | 9 | 30% | 1 | 1.6 |
| Rivers of blood | 8 | 50% | 1 | 1.6 |
| Freezing weapons | ||||
|---|---|---|---|---|
| Weapons | D | DE | P | A |
| Frozen Needle | 6 | 15% | 2 | 2 |
| Ice Sword | 10 | 30% | 1 | 1.6 |
| Ice Hammer | 15.5 | 30% | 1 | 1 |
| Royal Sword | 18 | 30% | 1 | 1.6 |
| Polar Could | 8 | 50% | 1 | 1.6 |
Other weapons: Originally the mode was an expansion of Zeta Armor and these three weapons stayed.
Man slaye: every 5th hit poisons
Kopwsh: every 5th hit applies wither
Katar: If duals give speed to the wearer, they do not soften the effect per hit
Extra potions:
Ice forcé and Blood forcé, both potions increase the damage of both effects by 50%.
Note: The amplified effect was not programmed so it is useless.
Mobs immune to the effect:
There are a number of mobs that are immune to these effects, which are:
Bleeding
-Skeleton
-Glacier Skeleton or Stray
-Wither Skeleton
-Wither Boos
-Skeleton Horse
-Iron Golem
-Snowman
-MagmaCube
-Blaze
Freezing
-Glacier Skeleton
- Snowman
-Polar Bear
-MagmaCube
-Blaze
Project description from CurseForge.
Pick your setup
Ice and Blood by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Ice and Blood versions and loaders
Ice_and_blood_v1.1.jar
3 Jul 2025
Ice and Blood
Ice_and_blood_v1.0.jar
7 Aug 2024
Looking for an older file? The official CurseForge project page is in Resources.