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CurseForge · Minecraft mod

Avatar Spiritbound

bend elements or be the avatar like in the show avatar the last airbender

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Latest stable file avatarspiritbound-0.2.0.jar
Game version 26.3
Loader Fabric

Avatar Spiritbound avatarspiritbound-0.2.0.jar targets 26.3 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.

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avatarspiritbound-0.2.0.jar. Change the file and its required mods may change too.

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Install Fabric API first. We found matching files for this game-version and loader setup.

Fabric API Needed by Avatar Spiritbound avatarspiritbound-0.2.0.jar
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Matching file found Matched file: [26.3] Fabric API 0.166.0+26.3

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About this project

What does Avatar Spiritbound add?

<main class="min-h-[calc(100vh-4.5rem-310.59px)]">

general

A Fabric mod based on Avatar: The Last Airbender. Choose an element and learn to bend it: air, water, fire, earth, or become the Avatar and master all four. It adds sub-bending (lightning and bloodbending), the Avatar State, hostile benders, the waterskin, the wind staff and ancient scrolls, four structures to find, and a small Spirit World where Tui and La wait.

Everything is server-authoritative and built for multiplayer: other players see your bending, poses and effects, and hear your sounds.

getting started

Getting started Join a world. A chat line tells you to press G to choose your element. Pick a card (Air, Water, Fire, Earth or the Avatar), read it, then press Become …. The choice is permanent (an operator can change it with /element). Then choose how your hotbar works: keys (number keys 1–7 cast abilities, the mouse wheel moves through your items) or scroll (keys and wheel select a slot, right click casts); you can change it later in the skill tree's settings. Press R to enter fighting mode. Your hotbar turns into the bending bar: seven ability slots, your stamina bar and your element's badge. Your normal hotbar moves to the side (Alt + mouse wheel still changes the held item). Select a slot with 1–7 (or the mouse wheel) and right click to bend. Some abilities are a tap, some you hold, some you charge and release, some you switch on and off. Bending earns bending exp. New abilities unlock as you go; press K for the skill tree to see them, read what they do and place them in your fighting hotbar. Controls Key Default What it does Fighting mode R Bending bar on / off Skill tree K Skill tree, fighting hotbar layout, your keys, settings Choose element G Element selection (only while you have none) Ability slots 1–7, mouse wheel Keys scheme: cast the ability (click abilities need an empty hand); the wheel moves through the item hotbar on the left. Scroll scheme: select a slot, right click casts Seismic menu crouch + ↑ Earth: choose whom seismic sense shows Elite mode V Enter elite mode once its meter is full (air, water, fire and earth), or leave it Sub-element bar ↑ / ↓ Switch to your 2-slot lightning / bloodbending bar and back Sub-element slots ← / → Pick sub-slot 1 or 2 Right click Bend with the selected slot (tap, hold, charge or toggle) Left click A toggle's own action (Fire Daggers and Stone Fists strike, Boulder Throw throws, …) With food, a bow, a shield or another usable item in hand, right click uses the item as usual. Every bending key is in Options → Controls under "Avatar Bending".

Stamina, cooldowns and burn-out Every ability costs stamina (held abilities drain it while held); it refills when you stop bending for a moment. Running completely empty causes burn-out: you cannot bend for a while. Each ability has its own cooldown, shown on its slot. Burn-out can be turned off with the game rule avatarbending:do_burn_out.

The elements Slot 1 is your element's permanent base slot: a tap and a hold of right click are two different abilities there. The other abilities unlock with bending exp and go into slots 2–7.

The elements

air:

Air Ability How Light Step (passive) You take only 3/10 of normal fall damage

Gust Slot 1, tap: a blast of air that throws targets back

Vortex Beam Slot 1, hold (empty hand): a vortex that drags what it catches to you

Air Scooter Toggle: drive a spinning ball of air: it gathers speed (sprint boosts), brakes and reverses, carves turns, rides up walls and skims water (sneak + jump to get off)

Gale Slash Charge: a blade of air

Stomp Burst Charge: stamp the ground and blast everything around you away

Twister Tap: a tornado that drags enemies in; walk into your own to be launched into the sky

Wind Sphere Toggle: a protective bubble (sneak + right click a nearby creature to give it to them) Sky

Tempest Tap: launch high into the air, hang there and fire blades of air where you look

Tailwind Tap: a strong wind; those moving with it run faster, against it slower

water:

Water Ability How Water Bond (passive) Rain and cold biomes always give you enough water

Water Spout Double jump in a big body of water: a column of water rises out of it and carries you

Tide Shield Slot 1, hold: a wall of water that blocks hits and projectiles

Water Whip Toggle: a whip of water from your hand (left click lashes); under the full moon two tentacles with a four-hit combo

Deep Freeze Tap: freeze a wet target solid (a block of hacked ice with crystals grows up round them) Crashing

Wave Charge: a wave that you can ride Icefall Tap: water rises, freezes into spikes and smashes down in front of you Frost

Barrage Toggle: fire ice spikes with right click

Water Cannon Hold: charge and fire a beam of water

Waterbenders pull water out of the air almost anywhere, through walls. Only in deserts, badlands and the Nether do water abilities need a source: still water within 24 blocks (walls don't matter), rain, a cold biome, or a full waterskin worn on your chest. Under the full moon they become their stronger full-moon variants (a toast tells you, and their slots glow).

fire:

Fire Ability How Ember Skin (passive) Fire and lava cannot burn you (other firebenders' attacks still hurt, without setting you alight)

Fireball Slot 1, tap Flame Stream Slot 1, hold: a stream of fire

Crescent Kick Tap: an arc of fire that cuts through blocks and lights wood

Flame Guard Tap at the right moment: a brief shield of fire that blocks any attack (not Lightning Strike) and turns its damage back on the attacker

Rising Slash Tap: a tall wall of fire that cuts into the terrain

Fire Slam Tap: gather a fireball and slam it down; it explodes where it hits the ground or someone

Fire Daggers Toggle: two daggers of fire (left click combo)

Inferno Blast Hold: a huge stream of fire; at noon with the sun advantage it becomes Inferno Blast (Noon): it starts small and spreads into a huge blast, drains your whole stamina bar at once but lasts its full 10 seconds while held, and carves through terrain About one in ten firebenders is born with blue fire (a notice tells you; you can refuse it for good in the settings). Animals killed by fire bending drop cooked meat.

Earth Ability How Grounded (passive) No suffocation damage Seismic sense (passive) Tap sneak, then hold it: a green ring sweeps over the ground and every creature standing on the ground within 32 blocks is outlined in green with its name, for you only. Crouch + ↑ chooses which players and creatures it shows

Stone Wall Slot 1, hold: raise a wall of earth; left click while it stands to push it forward into anyone in its way

Boulder Throw Slot 1, tap to raise a boulder, left click to throw it

Rising Pillar Look down and hold: rise on a pillar of earth (also in mid-air). Look ahead: a flat stone bridge forms from the point you look at back to you

Stone Armor Toggle: a rough suit of rock climbs up your body (much less damage, slower) Stone Fists Toggle: stone fists (left click combo, hold left click to block)

Dust Veil Toggle: a huge cloud of dust; inside, nobody but you (players and creatures alike) sees further than 2 blocks, and name tags vanish

Sky Crash Tap: drop a boulder from the sky on your target

Earth Wave Toggle: ride a wave of earth (it rolls up and down single steps) Earth raised by bending is temporary: it goes back when you let go, and it cannot be mined.

Beam clashes: when two opposing beams meet (Gale Cannon, Inferno Blast, Water Cannon), both benders are held in a side view: mash Space to push; the winner's beam blasts through the loser.

sub-bending

Sub-bending Lightning (fire benders who mastered fire, or an Avatar with at least two fire abilities who defeated ten Fire Nation soldiers): Lightning Strike (charge) and Redirect (catch a bolt aimed at you and send it back). Learned from Iroh's lightning scroll. Bloodbending (water benders who mastered water, or the Avatar through Tui and La): Puppet Master and Disarm. Only works under the full moon. Learned from Hama's scroll. Puppet Master: look at a player or a humanoid-ish mob (wandering trader, villager, zombie villager, zombie or baby zombie, husk, drowned, skeleton, stray, bogged, parched, wither skeleton, piglin, piglin brute, zombified piglin, pillager, vindicator, creeper, iron golem) and become them for 30 seconds. You see through their eyes, at their size, and have their inventory, ender chest, experience, health and hunger: you can do anything a player can (open their ender chest, take off their armour, shoot a skeleton's bow...). A mob carries only what it really has: its weapon and armour, a skeleton or pillager a quiver of arrows, a villager, trader, piglin or pillager its own pockets. A possessed player can only watch from their body; everyone else sees you with their skin and name. A mob moves exactly with you and you see its own arm; a possessed mob picks nothing up. What you do with the body stays with it. Your own body stays behind, standing in the bloodbending pose, and you take 40 % less damage while it lasts (in either body). If your own body is killed you wake up and die; if the possessed body dies, you wake up and the target dies. You cannot bend anything else meanwhile; leave fighting mode (R) to use the body's hotbar, and press Puppet Master again (in fighting mode) to let go early. It also ends if you take the body more than 48 blocks from your own. Afterwards: a 60-second cooldown and a short burn-out. (Hama still uses the old Puppet Master: she drags you towards her.) Disarm: the target drops what it holds. The Avatar The Avatar builds a path through all four elements in the skill tree: slot 1 decides the main element (its abilities deal more damage and only its passive applies), and slots 2–7 are permanent choices between abilities of the other elements. The Avatar owns the advantage of its main element (the moon for water, the sun for fire) and, once the main element is chosen, can learn one extra advantage.

avatar:

Avatar State: when an Avatar in fighting mode would die, the Avatar State saves them: full health, blazing blue eyes, a shockwave, stronger and brighter bending for three minutes. For the first 20 seconds a bubble of air, rings of water and fire and circling rocks surround the Avatar, who can move and bend freely meanwhile (in your own first-person view only the rings and rocks show, low around you, so you can see). It then needs five Minecraft days to recover.

Avatar State moves: while the state lasts, every hotbar slot turns into a giant move, decided by the number of the ability in it:

Slot's ability Becomes What it does Air 1-6 Sky Maelstrom You spin up into the sky (a cutscene) while a tornado 100 blocks high forms; it roams, sucks in creatures and loose blocks, hurts them every moment and flings them from the top. It never touches you. Air 7-9 Gale Cannon The air streams into your hands (a cutscene); aim anywhere and press again: an instant 100-block beam through every shield and block. Water Ocean's Wrath A thunderstorm breaks, then a tsunami 200 blocks high and 130 wide rises about ten blocks in front of you and rolls forward over everything, curling over into a barrel as it comes. Fire 1-4 Phoenix Dive Fly a phoenix of fire through its own eyes; it explodes where it strikes, with a pillar of fire from the sky. Your body takes 80 % less damage meanwhile. Fire 5-8 Comet Fall Drag a burning meteor 50 blocks across down from the sky (a cutscene) onto where you looked: a crater three times its size, cracks in the ground and an earthquake, and for five minutes every firebender burns as at noon. Earth 1-3 Titan Wall A wall 40 wide and 200 high rises (a cutscene; you cannot be hurt meanwhile) and topples onto everything in front; nobody in its path can get out. Earth 4-8 Earthen Moon For 10 seconds (a cutscene) you tear the ground up into a ball 50 blocks across above you, built block by block from the very blocks you tore out (creatures get swept up into it), then hurl it where you look: crushing damage, ruined armour, a giant crater. Bloodbending 1 Blood Frenzy Every creature around the player you look at turns on them for 30 seconds. Bloodbending 2 Moon Call Drags a swollen, throbbing, red-cracked moon into the sky: called by day the sun races down and it turns night; the full moon for every waterbender and a much brighter night; use again to send it away. Lightning Sky Splitter A colossal bolt strikes where you look, instantly, leaving a crater. A giant move needs its element's full potential, learned once per element: air in the sanctuary under an air temple (read the plaque of every air Avatar's statue), fire from Avatar Roku's spirit in a Fire Temple's upper floor at sunset, earth from Avatar Kyoshi's spirit by her statue on Kyoshi Island at midnight, water from Tui and La in the Spirit World. Only avatars see the spirits. The skill tree shows these moves on their own pages.

Each Avatar State has power for three moves (pips above the medallion); once it is used up you are burned out for 40 seconds, and leaving the Avatar State ends that burn-out. The sub-bending moves (Blood Frenzy, Moon Call, Sky Splitter) use no power but have long cooldowns. Big impacts shake the screen of everyone nearby and flash impact frames. The cutscenes (Sky Maelstrom, Gale Cannon, Comet Fall, Titan Wall, Earthen Moon) are shot in Blender and only you see your own. Nobody can hurt you while you are in a cutscene (also not knock you back, freeze, bloodbend or possess you).

items:

Items Waterskin (bundle + lead + string): wear it on your chest, fill it at any water. It is a water source in deserts and the Nether when nothing else is in reach. Wind staff (sticks, orange wool, a feather): for air benders and the Avatar. Jump twice to glide on it like elytra, holding the open glider over your head; right click while gliding to boost. On the ground in fighting mode, right click on slot 1 swings a long blade of air. Held in the main hand it makes air bending stronger. Scrolls (bloodbending, firebending, lightning): right click to read; if you are fit for the technique you learn it and the scroll is used up. Fire Nation revenge potion (sometimes dropped by Fire Nation soldiers defeated with bending): drink it among the Air Nomads or on Kyoshi Island to call a Fire Nation raid (three waves; the villagers fight back). Beat it for a lot of bending exp and maps to Hama's village, Iroh's tea camp and the other sanctuary. Benders' blessing (only by command): a necklace that turns aside 80 % of other players' non-bending damage while you carry it. Places to find Structure Where What is there Fire Temple Badlands, savanna plateaus, deserts A pagoda at the foot of a volcano, both sitting naturally on the land. At noon a beam of sunlight falls through a hidden shaft in the roof onto the meditation mat. An Avatar who chose Fire 8 and meditates there at noon for 20 seconds receives the firebending scroll (the sun advantage). Fire Nation soldiers guard it. Northern Water Tribe Snowy plains, ice spikes, snowy taiga An ice town whose walls follow the hills, with ice houses, a canal and the great tiered ice palace. The spirit oasis, where Tui and La circle in the pond, lies in a cavern deep under the palace; you can see it through the round window of moon ice in the hall's floor. To get down, solve the riddle of the moon seal at the shrine by the hall's west wall: turn the four moon dials (right click, sneak to turn back) so that, from left to right, they show the moon waking from her first light to her full face. The ice melts and a stair and tunnel lead down to the oasis (it closes again after a while; from inside a click opens it). Peaceful Water Tribe benders live there (they fight back if you attack one). An Avatar who looks at the oasis for 30 seconds without moving learns the moon advantage. Hama's village Swamps, plains, taiga Small houses and, set apart, Hama's house. Hama herself lives there: she waterbends and bloodbends (at any time of night or day) and attacks whoever comes. Defeat her with bending for Hama's Key (kill her with a weapon and the key is lost), which opens her locked chest with the bloodbending scroll. Break the chest instead and everything in it is lost. Iroh's tea camp Cherry groves A tent and a tea table, and Iroh. Right click him to talk: he offers tea, and gives his lightning scroll to a calm fire bender who mastered fire — once; after that he has none to give, whoever asks. If your evil meter is high (you killed villagers, peaceful benders, pets, players...), he attacks you instead, with fire and lightning, and you only get the scroll by defeating him. Air temple Mountains (windswept hills, peaks, meadows, groves) A temple on a peak with an Air Nomad village (peaceful airbenders who stand together if attacked). In the mountainside a holy cave leads down to two great wooden doors that only airbending opens: bend air at them and a cutscene plays in which you blast a beam of air from each hand into the two great horns on the doors, the wind runs up through the horns to the clasp at the top, and the doors swing open (one person at a time; you cannot be hurt meanwhile). They shut after 10 seconds; from inside a click opens them. Behind them, the sanctuary: a huge room with sixteen statues of past Avatars in air, water, fire and earth sections, each with a plaque to read. Its walls cannot be mined. Fire Temple (upper floor) Like the Fire Temple, 3 in 10 temples An upper floor with a stone statue of Avatar Roku with a red gem on his brow. Kyoshi Island Oceans An island village with a dojo, a harbour, Kyoshi Warriors (neutral; they fight with blades, not bending) and a statue of Avatar Kyoshi about ten blocks high on a pedestal. Fire Nation wreck Oceans and beaches, rare A broken black-metal warship on the sea floor or a beach: chests in its cabins and a treasure room whose two chests hold treasure maps to the mod's places. Visiting the first four earns Grand Tour. Operators can use /locate structure avatarbending:fire_temple (also northern_water_tribe, hamas_village, irohs_tea_camp, fire_temple_roku, air_temple, kyoshi_island, fn_wreck).

rest:

The evil meter. Every player has one. Killing those who did you no harm raises it: a villager or wandering trader 3 points, a peaceful Water Tribe bender 4, someone's pet 2, another player 2, a golem 1, any other bender 1, Iroh himself 6 (Hama: nothing). It fades by 1 point every game day. Below 5 Iroh greets you warmly; from 5 he is wary and keeps his scroll from you; from 10 he attacks you on sight. Operators: /bending debug evil shows it, /bending debug evil set <n> sets it.

Meditation and the Spirit World Meditate by sneaking while standing still (outside fighting mode) for a second: you sit down cross-legged. A ring under the crosshair shows progress at special places.

An Avatar who meditates on the oasis island for 10 seconds is offered a way into the Spirit World: a short timing game (press Space when the moonlight is inside the glow, three times in a row). The Spirit World is a floating island in a glowing haze, with the spirit forms of Tui and La. Right click one to talk: if you carry an extra advantage (the moon's blessing or the sun's fire), they offer bloodbending in exchange for it. The trade is final: the extra advantage can never be learned again. Your main element's own advantage and your passives are never taken.

To leave, choose "Return to the oasis" in the dialogue or meditate for 10 seconds anywhere on the island. Falling off the island, logging out or dying never leaves you stuck: you are caught, brought back out on your next join, or respawn normally.

hostile benders/npc's:

Hostile benders Air, water, fire and earth benders and Fire Nation soldiers spawn in the world (day and night, never on Peaceful). Every NPC bender wears the benders' blessing: other players' non-bending hits (swords, arrows, maces, spears) do only a fifth of their damage, against the bosses Hama and Iroh even less; bending always hits fully. Hama and Iroh fight as bosses: a boss bar, and a second wind below half health. They fight with the same abilities players use, keep their distance or close in depending on their moves, and defend themselves with Tide Shield or Stone Wall. Their bending hits deal 60 % of a player's (npc.damageMultiplier). Benders only count as defeated by bending: one killed with a sword, mace, arrows or the like drops nothing at all (no exp, and Hama no key, Iroh no scroll). Knocking one off a cliff or into lava with bending still counts. They target players only and keep looking for one who hides for 20 seconds. Spawn eggs are in the creative menu.

Achievements 27 achievements in their own "Bending" tab, from Choose Your Path to hidden challenges such as A Fair Trade, True Blue and Ungrateful with a Blessing.

commands:

/element <players> <air|water|fire|earth|avatar> Set a player's element (resets their progress) /max <players> Unlock everything for a player /gamerule avatarbending:do_burn_out true|false Burn-out on or off /bending creative nostamina true|false [players] · nocooldowns true|false [players] · avatarstate true|false [players] Testing: bend without using stamina, or without cooldowns, or (Avatars only) stay in the Avatar State for good with unlimited power and no cooldowns, stamina or burn-out (each stays on until switched off) /bending creative sub <lightning|blood> true|false [players] · xp <amount> [players] · fullpotential <air|water|fire|earth|all> true|false [players] Testing: give or take a sub-element, give bending exp, give or take an element's full potential /bending creative clash <air|fire|water> [normal|full] [normal|full] Practise a beam clash against a dummy bender (your power, its power) /bending debug cooldowns reset · stamina refill · unlockall Testing helpers /bending debug moon force|auto · noon force|auto Force the full moon / noon /bending debug bluefire true|false|roll · xp add|set <n> · respec Blue fire, bending exp, reset avatar choices /bending debug avatarstate start|stop|ready Avatar State /bending debug spawnnpc <variant> Spawn a hostile bender /bending debug spiritworld enter|leave Enter or leave the Spirit World /bending debug animtest <ability or animation> · animtest stop Loop an ability (harmless) or an animation on yourself /bending debug slowmo <factor>|off · sound <id> · config reload Slow motion, play a sound, reload the config /element, /max and the debug commands need operator permission (or the permission nodes avatarbending:command.element, avatarbending:command.max and avatarbending:command.debug with a permissions mod).

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Project description from CurseForge.

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