CurseForge · Minecraft mod
Quickening Monsters
Recruit the monsters you defeat, raise them, and fuse them into new forms - using the creatures your other mods already add.
Quick answer
Which Quickening Monsters release should I use?
Quickening Monsters quickening-0.3.0.jar targets 1.20.1 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 Quickening Monsters 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 Quickening Monsters quickening-0.3.0.jar need?
quickening-0.3.0.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 Quickening Monsters without breaking your instance.
Built for Quickening Monsters quickening-0.3.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use quickening-0.3.0.jar. It targets 1.20.1 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 quickening-0.3.0.jar. It opens that exact file at the source.
About this project
What does Quickening Monsters add?
Quickening Monsters
Defeat a monster. Recruit it. Raise it. Fuse it into something new.
This mod adds no creatures of its own. It works with the mobs that your other mods already add. Their models, sounds, animations, and special attacks are untouched. Recruit a dragon and you get a dragon — it still flies, and it still breathes fire.
That means the more mods you have, the more there is to collect. Stats, ranks, and traits are read from each mob's real attributes at runtime, so it fits any modpack without being configured for it. A pack with 600 creatures gives you 600 things to catch.
What you do
Fight something and it may join you. The stronger it is, the rarer that is. Bosses never join by fighting alone — you need their heart.
Raise it to level 50. It gains experience from what it kills, or from feed. A Tier 5 monster ends up six times the creature it started as; a Tier 1 about three and a half. Higher ranks grow faster, so fusing upward is worth it.
Summon one to fight beside you. It follows you, attacks what you attack, and keeps its own wounds between summons. Tell it to guard you, to only defend itself, to run, or to stand down.
Fuse two into one. Keep either parent's form, take a new one, or awaken into something you have never seen. Traits pass down, and matching traits from both parents rank up. Generations stack.
Find the fixed recipes. Certain combinations always give a certain result. Defeat that result in the wild and its recipe appears in your bestiary — so learning what makes a Drowned means killing one first. Some recipes need four grandparents rather than two parents.
Enter the arena. Three fights in a row against opponents drawn from your own world's roster, climbing five ranks. Or duel another player's monster directly.
Details
| Traits | 30 of them, from sharp claws to undying. Inherited through fusion, and they rank up |
| Personalities | Nine of them. One stat up, another down, decided when you recruit and passed on by a parent |
| Luring Meat | Feed it to a wild mob and that one mob is far more likely to join you |
| Entity filter | Exclude or allow specific mobs, or whole mods, from the config file or a datapack |
| Bestiary | Tracks what you have seen and what you have killed, with stats and recruit chances |
| Bosses | Drop a heart when defeated. Two high-tier monsters plus a heart becomes that boss |
| Special fusions | 73 bundled, covering ten popular creature mods. Add your own with a datapack |
| Spells | With Iron's Spells 'n Spellbooks installed, monsters learn from scrolls and cast in combat, spending mana |
| Languages | English and Japanese |
Press M to open the screen. Four tabs: party, fusion, bestiary, arena.
Compatibility
No required dependencies. Forge alone is enough.
Bundled special fusions cover Ice and Fire, Alex's Mobs, Cataclysm, Mutant Monsters, Alex's Caves, Born in Chaos, Aquamirae, Deeper and Darker, Mowzie's Mobs, and Bosses of Mass Destruction. Recipes for mods you do not have are discarded when the game loads, so any subset works — and so does none of them.
Iron's Spells 'n Spellbooks is optional. Without it, the one trait that would have needed it becomes a different effect instead.
Summoned monsters do not break blocks, do not target you, and cannot be hit by you. That can be changed in the config.
Modpacks
You do not need to ask. Include it, credit it, and link back here.
Reporting problems
Use the Issues tab above.
Steps to reproduce plus logs/latest.log is ideal. Please list your mods — since this mod operates on other mods' creatures, some problems only appear in particular combinations.
Project description from CurseForge.
Pick your setup
Quickening Monsters 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
Quickening Monsters versions and loaders
quickening-0.3.0.jar
11 Aug 2026
quickening-0.2.0.jar
10 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.