Sabbath Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki
AoA 3.7.1 / Minecraft 1.20.1 · source-backed baseline and partial concept study. No native upgrade acceptance.
Sabbath is a Metal Slug sniper with SCOPE_3. Its impact hook checks for a living target, then requests Wither I for 280 ticks, nominally 14 seconds at 20 TPS. The named upstream source identifies Wither; the released bytecode records the 280-tick request; the bundled EffectBuilder converts its default level 1 to amplifier 0.
This is a target debuff request, not a shooter buff, explosion, automatic execution or guarantee that every creature accepts Wither. Immunities, cancellation and other mods remain native test cases. Preserve the successful-hit/impact path rather than triggering gameplay from cosmetic animation.
| Released constructor input | Value |
|---|---|
| Damage | 44 |
| Durability | 450 |
| Delay | 97 ticks, nominally 4.85 seconds at 20 TPS |
| Stored recoil constructor input | Approximately 0.035 |
| Ammunition | Inherited Metal Slug |
| Scope | SCOPE_3 |
| Firing sound | Heavy sniper, long variant |
The table records source inputs. It does not establish final combat damage, screen recoil, effective range or captured sound. Named source · Exact released evidence.

Retain the broad dark body, violet sections, teal underside/rear accents, long raised sight with red end accents, short silver muzzle and slanted rear grip. These anchors distinguish Sabbath from other snipers without inventing a religious origin, a creator or a specific manufacturing dimension.

Combine Sniper Frame with Ghoulasm, Primordial Skull, Darkly Powder, a ghoulish-ingot-tag member, a ghastly-ingot-tag member and a gunpowder-tag member. Ghoulish and Ghastly are separate requirements. The recipe diagram is order-independent, and tag icons are examples rather than an exhaustive tag expansion. 1.20.1 Infusion Table walkthrough.
The ingredients can inform a proposed spectral material direction. They do not prove that a depicted skull spirit, crystal enclosure or inspection wisp is an original mechanic.

V2 removes the inward-pointing guard ornaments seen in V1 and uses a smooth open control area in both main views. The charcoal, violet, teal and red identity remains. The spectral wisp, crystal-like panels and optic shell are proposed visuals, not evidence of original projectile appearance or new gameplay. Actual hands, aim alignment, opposite-side construction and full animation still require testing.
Earlier V1: retained, but rejected as the hand-clearance target

The inward-facing spikes and hooks should not pass hand-clearance QA. Retained for design history, not an accepted mesh or pose.

The standard shroud preserves original rules. Spectral Lance and Wraith Orbit are proposed gameplay conversions, not cosmetic equivalents: a beam and orbiting discs require their own server-authoritative hit rules, bounded lifetime/range, ammunition/resource policy, cadence, damage and Wither application limits. No untested damage or free-resource bonus is implied.
The board also explores an exterior skull charm, alternate optic casing, static/glowing emblem, muzzle flash, flight trail, impact ring, temporary terrain mark and confirmed-kill motes. Original flight/impact capture remains explicitly pending. The terrain mark is a temporary overlay, never a changed block; the finisher requires a confirmed death event and expires. Native materials, animation, collision and performance remain open.
V2 moves the charm outside the guard and corrects V1’s misleading cosmetic-module labels. Its full swing envelope, actual hands and aim/inspect poses still need geometry tests. A gameplay-affecting charm would need a separate declared bonus; this illustrated charm is currently a cosmetic proposal.
Retained V1 board: rejected labels and charm placement

V1 called beam/disc conversions cosmetic and placed a charm across control-space. Those are not accepted design targets.
Feature-by-feature status records concept work separately from implementation and native QA.
- Shape and materials: preserve the original color/silhouette hierarchy in Minecraft-fit and premium modes; readable purple/teal channels, bounded glow, texture/UV/normal review.
- Parts and craftables: optional optic shell, exterior shrouds, grip finishes and earned charms. Any alternate spectral beam or projectile conversion needs an explicit separate resource, damage and cadence specification.
- Motion: equip, idle, movement, aim, confirmed fire, deliberate recovery, optional reload, inspect and interrupt recovery, with real first/third-person hand meshes.
- Effects: native original flight/impact captures first; optional muzzle, tracer, projectile, entity/armor/terrain/fluid impacts, expiring decals and confirmed-kill finishers. A skull-wisp inspect is cosmetic; no unconfirmed kill or debuff event.
- Personalization: skins, static/animated/glowing stickers, custom emblems and gameplay-earned charms; effect choices and reduced-motion/intensity options.
- Progression and compatibility: documented recipes, salvage and save/reload conservation; original fallback, server-authoritative hit/effect handling, optional TaCZ/turret integration and exact-version regression tests.
- Performance: cache assets/settings, bounded game-time effects, and measured startup/memory/frame-time comparisons under equivalent scenes.
- Original native scope, shot, impact, sound and Wither acceptance cases
- Complete attachment, projectile, impact, decal and finisher concepts
- Faithful mesh, two texture treatments and clear hand/guard/sight space
- Full animation and interrupt-safe optional reload handling
- Multiplayer, immunity/cancellation, migration and compatibility tests
- Measured performance and reduced-motion/effect options
Armory · Complete weapon standard
Original AoA identity/assets belong to Tslat and contributors. New concepts remain proposals. No native or final-art acceptance is promoted.
For this pinned 1.20.1 release, the stored constructor recoil input is not the inherited modifier getter: the inspected BaseGun.getRecoilModifier() returns approximately 0.35. The per-shot method and later client application determine the actual recoil path. Do not infer a stronger or weaker measured kick from the constructor column alone. This clarification does not change the original values, weapon balance or acceptance state. Resolved method routing.