Overview
The Infernal Judger is a flaming death scythe inspired by the Grim Reaper. It always renders with an enchanted glint. Every entity it strikes is judged and teleported to one of two soul realms: Heaven, a cloud sanctuary high in the Overworld sky, or Hell, a custom infernal dimension. Players accumulate a karma score over time; mobs are judged by their nature. The world owner is immune and wields the combined powers of the Roman gods.
What It Adds
- The Infernal Judger — a flaming scythe (permanent enchanted glint, stack size 1)
- Heaven Soul Realm — a 10,000-block-wide cloud region at Y ≈ 220 in the Overworld, featuring cloud terrain, a grand kingdom with a castle, golden gates, village houses, and Sea Lantern lighting
- Hell Soul Realm — a custom Nether-style infernal dimension for hostile souls
- Soul state — judged mobs and players become immortal, flying souls that cannot die
- Roman-god powers — permanently active for the world owner
How To Use
Handheld Melee
Left-click a mob to swing the scythe. The attack speed is slow, so time your swings carefully. The target is judged instantly — hostile mobs go to Hell, passive and neutral mobs go to Heaven — with matching particles and sound effects.
Thrown Projectile
Right-click to throw the scythe as a visible projectile with slight gravity. It deals 10 base damage on impact, then judges the target just like a melee hit. After striking an entity or a block the scythe drops as an item on the ground — walk over it to pick it back up (short pickup delay of ~0.4 s). Default throw cooldown: 18 ticks (~0.9 s).
Enchanted Mode
Enchant the scythe at an anvil or enchanting table to enhance both melee and thrown modes simultaneously:
- +4 magic damage on every melee hit.
- +3 bonus throw damage (13 instead of 10).
- Thrown projectile launches faster (speed 2.25 vs 1.75).
- Throw cooldown halved (~9 ticks).
- Different, higher-pitched sounds play on throw and on hit.
- Enchant particles burst around the target on each judgment.
Abilities And Mechanics
💀 Hell Judgment — Hostile Mobs
- Set on fire for 10 seconds.
- Launched downward violently.
- Flame and Soul Fire particles erupt around them.
- A deep fire-charge boom sounds.
- Teleported to the Hell Soul Realm.
☁️ Heaven Judgment — Passive & Neutral Mobs
- Launched high into the air.
- End Rod and Cloud particles burst upward.
- A soft amethyst chime rings.
- Set on fire for 3 seconds (the weapon is flaming).
- Teleported to the Heaven Soul Realm.
⚖️ Player Karma
Players are judged by a karma score tracked during play:
- Killing a hostile mob → +1 karma.
- Killing a passive or neutral mob → −2 karma.
- Negative karma → Hell. Zero or positive karma → Heaven.
🔮 Death Judgment Visual Effects
When any mob or player is judged upon natural death:
- Going to Heaven: soul rises upward; End Rod light streams down from above; amethyst chime plays.
- Going to Hell: soul descends; Soul Fire, Flame, and Lava particles rise from the ground; a deep soul-escape sound plays.
👼 Immortal Souls
All judged entities in a soul realm become immortal flying souls:
- Invulnerable and no gravity — cannot die or take damage.
- Health is continuously restored to full.
- End Rod wing particles shimmer around them periodically.
- Permanent effects: Regeneration II, Resistance V, Fire Resistance, Water Breathing, Night Vision, Slow Falling, Glowing.
- Player souls gain flight.
- Any attempt to kill a soul is blocked with an End Rod particle pulse and a chime.
👑 World Owner — Roman-God Powers
The world owner (singleplayer host or server OP) is completely immune to the scythe — melee and thrown — and continuously receives the following while online:
- Invulnerability and flight enabled.
- Strength V, Resistance V, Regeneration III, Speed III, Haste III, Jump Boost III.
- Fire Resistance, Water Breathing, Night Vision.
- Health Boost V, Absorption V, Dolphin's Grace II, Hero of the Village V, Luck V.
The Heaven Soul Realm
Heaven is located in the Overworld sky at Y ≈ 220, 10,000 blocks wide (circular). Cloud terrain generates lazily around souls as they arrive. Sea Lanterns scatter beneath the cloud floor for soft lighting.
Heaven Kingdom
When the first soul arrives, a full heavenly kingdom is constructed around the spawn point. It includes:
- Outer quartz wall with gold-block battlements surrounding the entire kingdom grounds.
- Golden Gates — a gold-block arch with glowstone pillars directly in front of the castle entrance. Souls arrive facing these gates.
- Castle — a large quartz-and-gold fortified keep positioned directly behind the golden gates, with four corner towers, a throne room featuring purpur blocks and a glowstone crown, blue stained-glass windows, and a gold-block crenellated roofline.
- Castle road and plaza — a smooth quartz plaza with a central gold-block path, gold lamp-posts, and flowering azalea gardens on either side.
- Heaven village — six calcite-and-gold houses with blue glass windows, Sea Lantern interior lighting, and quartz paths connecting them, flanking the castle on both sides.
- Cloud foundation — the entire kingdom sits on a solid cloud platform with Sea Lantern lighting embedded underneath.
Heaven clouds pass through living (non-soul) players and mobs without affecting them; only dead souls interact with the realm fully.
Soul Realm Commands
The world owner can visit either realm and manage ruler access. Assigned rulers may also visit their assigned realm.
| Command | Who Can Use | Effect |
|---|
/soulrealm visit heaven | World owner or assigned Heaven ruler | Teleports you to the Heaven Soul Realm |
/soulrealm visit hell | World owner or assigned Hell ruler | Teleports you to the Hell Soul Realm |
/soulrealm assign <player> heaven|hell | World owner only | Grants a player ruler access to that realm |
/soulrealm unassign <player> heaven|hell | World owner only | Revokes a player's ruler access to that realm |
If a soul realm dimension has not yet generated, the visit command will report that it is unavailable.
Progression And Strategy
- Attack speed is slow — position carefully and time your swings.
- Kill hostile mobs to build positive karma; avoid killing passive animals or villagers, as each costs 2 karma points.
- Throw the scythe to judge mobs safely from range, then retrieve the dropped item.
- Enchanting is a major power spike: halved throw cooldown, bonus magic damage on melee, and a faster, harder-hitting projectile.
- Assign trusted players as realm rulers so they can explore and govern the soul realms without needing world-owner status.
- Heaven is a peaceful cloud sanctuary with a full kingdom for passive souls; Hell is where hostile souls are sent.
- As the world owner, your Roman-god powers are always active — enjoy permanent flight, invulnerability, and a full suite of combat and utility buffs.