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Releases: MinecraftschurliMods/Ars-Magica-Legacy

arsmagicalegacy-1.19.2-1.1.5

22 Aug 15:06
6249624
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Version 1.19.2-1.1.5

Fixes

  • Fixed crash.

arsmagicalegacy-1.18.2-1.1.5

22 Aug 14:57
b331e93
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Version 1.18.2-1.1.5

Fixes

  • Fixed crash.

arsmagicalegacy-1.19.2-1.1.4

16 Aug 20:09
d9d37f7
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Version 1.19.2-1.1.4

Changes

  • Update to 1.19.2
  • Moved some Datapack stuff
  • Added HUD management

arsmagicalegacy-1.18.2-1.1.4

16 Aug 20:09
4682e50
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Version 1.18.2-1.1.4

Fixes

  • Fixed crash when other mods f*** with entity attributes or use the wrong event to register them.

arsmagicalegacy-1.18.2-1.1.3

13 Aug 13:33
ef0c972
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Version 1.18.2-1.1.3

Fixes

  • Fixed crash on going back from the end

arsmagicalegacy-1.18.2-1.1.2

16 Jul 19:15
239f5f3
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Version 1.18.2-1.1.2

Fixes

  • Fixed getting fall damage from low heights

Changes

  • Added the altar power to the TOP info

arsmagicalegacy-1.18.2-1.1.1

10 Jul 19:36
078ac94
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Version 1.18.2-1.1.1

Fixes

  • The Shrink spell part and its associated potion effect now works!
  • Fixed a crash that occurred when a player that has no affinity data would jump
  • Added information about the affinities and abilities to the Arcane Compendium

arsmagicalegacy-1.18.2-1.1.0

24 May 22:26
cfcaa86
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Version 1.18.2-1.1.0

Update

  • Update to Forge 40.1.0

Additions

Abilities

  • Added abilities!
  • Abilities are slight buffs or debuffs to the player that activate once the player has delved deep enough into an affinity
  • Every affinity has a normal buff starting at either 1% and scaling up or starting at 25% depth, one debuff starting at 50% depth, and a special buff at 100% depth
  • Ender is the exception to this, it has two buffs and two debuffs starting at 50%, with a special one at 100%. The debuffs vanish at 100% as well.

Rituals

  • Rituals are now heavily customizable through datapacks
  • Lightning Guardian spawning now correctly works

Dryads

  • Added dryads!
  • Dryads are passive humanoid mobs that spawn in large groups (15-25 dryads) in forests
  • They can be lured with saplings and passively bonemeal nearby plants
  • If 20 dryads are slain within a minute, the Nature Guardian spawns
  • All values can be tweaked through the config

Spell Book

  • Added the spell book
  • It can be used to store multiple spells in one slot
  • Spells can be managed by shift-opening the book, the selected spell can be switched via shift-scrolling

Fixes

  • Fixed a copy-paste error with wall and wave shapes that could crash the game
  • Prefab spells now show up correctly in JEI
  • The levelup advancement trigger now correctly fires
  • Commands received an internal cleanup, they should now work correctly
  • Various fixes and cleanups

Compatibility

  • Added compatibility with JEI versions 10 and up

Previous Versions

Additions

Arcane Compendium

  • Entry point to the mod
  • Acts as the guide book to the mod
  • Must be crafted (not present in the inventory, crafted) to initiate leveling

Occulus

  • Added the Occulus
  • Opening the Occulus opens a GUI with three skill tree tabs and one affinity tab
  • Skills can be learned by clicking on them, provided the player has the necessary skill points and all parent skills
  • Creative players can learn all skills, ignoring requirements

Inscription Table

  • Added the Inscription Table
  • Opening the Inscription Table opens a GUI with the following:
    • An area at the top, showing all spell parts currently known
    • A search bar to search in the known spell parts
    • A book slot
    • A name textbox
    • Five shape group squares
    • The spell grammar sections at the very bottom
  • To make a spell recipe, drag at least one shape into a shape group and at least one component into the spell grammar
    section. Put a Book & Quill into the book slot, then take it out (shift-remove the Book & Quill to move it out again
    instead)
  • Keeps the last spell, allowing you to close and re-open the GUI without problems

Crafting Altar

  • Added the Crafting Altar multiblock
  • Added the Altar Core and Magic Wall blocks
  • Added cap and structure materials
  • Cap and structure materials can be altered via datapacks, default structure materials include vanilla's and AM:L's
  • Put a book into the lectern to start the crafting process
  • Throw the necessary items in
  • Pickup the spell after throwing in the Spell Parchment
  • The required power level for creating a spell is determined by that spell's ingredient count

Etherium

  • Etherium is an invisible magical substance that is required for spellcrafting and will be required for other things in
    the future
  • It comes in three types: neutral, light and dark

Obelisk

  • Added the Obelisk
  • Opening the obelisk opens a simple GUI with a fuel slot, you can put vinteum dust or vinteum blocks in the slot
  • The obelisk will burn fuel to neutral etherium
  • The fuels can be altered via datapacks
  • Upgradeable via a multiblock, see the compendium entry for more info

Celestial Prism

  • Added the Celestial Prism
  • Works similar to the obelisk, except that it generates light instead of neutral etherium and uses daylight instead of
    vinteum
  • Currently unobtainable in survival
  • Upgradeable via a multiblock, see the compendium entry for more info

Black Aurem

  • Added the Black Aurem
  • Works similar to the obelisk, except that it generates light instead of neutral etherium and uses hitpoints of nearby
    living things instead of vinteum
  • Currently unobtainable in survival
  • Upgradeable via a multiblock, see the compendium entry for more info

Crystal Wrench

  • Added the Crystal Wrench
  • Used to link an Obelisk/Celestial Prism/Black Aurem to a Crafting Altar

Skills

  • Skills are mapped to spell parts based on the name
  • Position, parents, skill point cost and occulus tab can be altered via datapacks

Spell Parts

  • Spell Parts are independent from skills, they may exist without skills for them
  • Mana cost, reagents (NYI), affinity values and the spell recipe can be altered via datapacks
  • The recipe takes either normal ingredients (item/tag with count) or etherium (currently unobtainable, so better don't
    use this)
  • Three groups: shapes (for shape groups), components (for spell grammar), modifiers (to alter either)

Shapes

  • AoE
  • Beam (WIP)
  • Chain (WIP)
  • Channel
  • Projectile
  • Rune
  • Self
  • Touch
  • Wall
  • Wave
  • Zone

Components

  • Drowning Damage
  • Fire Damage
  • Frost Damage
  • Lightning Damage
  • Magic Damage
  • Physical Damage
  • Absorption
  • Blindness
  • Haste
  • Invisibility
  • Jump Boost
  • Levitation
  • Nausea
  • Night Vision
  • Regeneration
  • Slowness
  • Slow Falling
  • Water Breathing
  • Agility
  • Astral Distortion
  • Entangle
  • Flight
  • Frost
  • Fury
  • Gravity Well
  • Magic Shield
  • Reflect
  • Scramble Synapses
  • Shield
  • Shrink (WIP)
  • Silence
  • Swift Swim
  • Temporal Anchor
  • True Sight
  • Watery Grave
  • Attract
  • Banish Rain
  • Blink
  • Blizzard (WIP)
  • Charm
  • Create Water
  • Daylight
  • Dig
  • Disarm
  • Dispel
  • Divine Intervention
  • Drought
  • Ender Intervention
  • Falling Star (WIP)
  • Fire Rain (WIP)
  • Fling
  • Forge
  • Grow
  • Harvest
  • Heal
  • Ignition
  • Knockback
  • Life Drain
  • Life Tip
  • Light
  • Mana Blast (WIP)
  • Mana Drain
  • Mana Shield (WIP)
  • Melt Armor
  • Moonrise
  • Place Block
  • Plant
  • Plow
  • Random Teleport
  • Recall
  • Repel
  • Rift
  • Storm
  • Summon (WIP)
  • Telekinesis (WIP)
  • Transplace
  • Wizard's Autumn

Modifiers

  • Bounce
  • Damage
  • Dismembering (WIP)
  • Duration
  • Effect Power
  • Gravity
  • Healing
  • Lunar
  • Mining Power
  • Piercing
  • Prosperity
  • Range
  • Rune Procs
  • Silk Touch
  • Solar
  • Target Non Solid
  • Velocity

Skill Points

  • Are used to unlock skills
  • Come in three variants (blue, green, red)
  • Blue skill points are granted on level up
  • Green skill points are granted every second level up, starting at level 10
  • Red skill points are granted every third level up, starting at level 20
  • Players start out with 2 extra blue skill points (configurable)
  • Can manually be increased via Infinity Orb items or via commands

Spell Casting

  • When first casting a spell, you will be asked to name your spell and give it an icon (finish with ESC)
  • Spell Casting consumes mana and gives you burnout, magic XP and affinity bonuses

Mana, Burnout & Leveling

  • Spell casting consumes mana, the more complex the spell, the more mana is consumed
  • Spell casting also gives you burnout, the more burnout you have, the higher the mana cost
  • Spell casting also gives magic XP, the more complex the spell, the more magic XP you get
  • Mana regenerates over time, while burnout degenerates over time
  • Max Mana and Max Burnout increase with magic level ups
  • A level requires 2.4 * (1.2 ^ next level) magic XP (level 1 -> level 2 requires ~30 casts of a Projectile-Dig spell)

Affinites

  • Added 10 affinites: water, fire, earth, air, ice, lightning, life, nature, arcane, ender
  • Added an Affinity Essence item and an Affinity Tome item for each of these affinities
  • Added temporary crafting recipes for the Affinity Essences
  • Affinities are planned to give both positive and negative traits in the future, keep that in mind when playing

Bosses

  • Added bosses! One boss was added for each affinity
  • Each boss can be summoned through a ritual described in the Arcane Compendium
  • Bosses drop affinity essences on death
  • Currently, only the water guardian is fully implemented

HUDs

  • The player sees their current magic xp level, magic xp progress, mana and burnout in a bar to the right of their hotbar
  • Only visible if magic is already known
  • The position can be altered through the config

Witchwood

  • Witchwood trees now rarely generate in dark forests (and other biomes marked as SPOOKY)
  • They generate as a bit larger dark oak trees
  • Witchwood is now used instead of "any wood" in spell recipes
  • Witchwood planks are an altar structure material

Potions

  • Added Lesser Mana Potion
  • Brewed with Chimerite
  • Added Standard Mana Potion
  • Brewed with Wakebloom
  • Added Greater Mana Potion
  • Brewed with Vinteum Dust
  • Added Epic Mana Potion
  • Brewed with Arcane Ash
  • Added Legendary Mana Potion
  • Brewed with Purified Vinteum Dust
  • Added Infused Mana Potion
  • Brewed with Tarma Root

Mana Cake

  • Added the Mana Cake: a food item that gives a mana regen effect when eaten

Mana Martini

  • Added the Mana Martini: a drink that gives a burnout reduction effect when drank

Mage Armor

  • Added mage armor
  • Has low durability, but repairs itself using mana
  • Added battlemage armor, which is an improved but more expensive variant of the normal mage armor

arsmagicalegacy-1.18.2-1.0.1

09 Apr 16:55
125dd06
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Version 1.18.2-1.0.0

Update

  • Update to 1.18.2

Additions

  • Added bosses! One boss was added for each affinity
  • Each boss can be summoned through a ritual described in the Arcane Compendium
  • Bosses drop affinity essences on death
  • Currently, only the water guardian is fully implemented

Fixes

  • Fixed a bug that caused the inscription table to not display items until the player relogs

Previous Versions

Additions

Arcane Compendium

  • Entry point to the mod
  • Acts as the guide book to the mod
  • Must be crafted (not present in the inventory, crafted) to initiate leveling

Occulus

  • Added the Occulus
  • Opening the Occulus opens a GUI with three skill tree tabs and one affinity tab
  • Skills can be learned by clicking on them, provided the player has the necessary skill points and all parent skills
  • Creative players can learn all skills, ignoring requirements

Inscription Table

  • Added the Inscription Table
  • Opening the Inscription Table opens a GUI with the following:
    • An area at the top, showing all spell parts currently known
    • A search bar to search in the known spell parts
    • A book slot
    • A name textbox
    • Five shape group squares
    • The spell grammar sections at the very bottom
  • To make a spell recipe, drag at least one shape into a shape group and at least one component into the spell grammar
    section. Put a Book & Quill into the book slot, then take it out (shift-remove the Book & Quill to move it out again
    instead)
  • Keeps the last spell, allowing you to close and re-open the GUI without problems

Crafting Altar

  • Added the Crafting Altar multiblock
  • Added the Altar Core and Magic Wall blocks
  • Added cap and structure materials
  • Cap and structure materials can be altered via datapacks, default structure materials include vanilla's and AM:L's
  • Put a book into the lectern to start the crafting process
  • Throw the necessary items in
  • Pickup the spell after throwing in the Spell Parchment
  • The required power level for creating a spell is determined by that spell's ingredient count

Etherium

  • Etherium is an invisible magical substance that is required for spellcrafting and will be required for other things in
    the future
  • It comes in three types: neutral, light and dark

Obelisk

  • Added the Obelisk
  • Opening the obelisk opens a simple GUI with a fuel slot, you can put vinteum dust or vinteum blocks in the slot
  • The obelisk will burn fuel to neutral etherium
  • The fuels can be altered via datapacks
  • Upgradeable via a multiblock, see the compendium entry for more info

Celestial Prism

  • Added the Celestial Prism
  • Works similar to the obelisk, except that it generates light instead of neutral etherium and uses daylight instead of
    vinteum
  • Currently unobtainable in survival
  • Upgradeable via a multiblock, see the compendium entry for more info

Black Aurem

  • Added the Black Aurem
  • Works similar to the obelisk, except that it generates light instead of neutral etherium and uses hitpoints of nearby
    living things instead of vinteum
  • Currently unobtainable in survival
  • Upgradeable via a multiblock, see the compendium entry for more info

Crystal Wrench

  • Added the Crystal Wrench
  • Used to link an Obelisk/Celestial Prism/Black Aurem to a Crafting Altar

Skills

  • Skills are mapped to spell parts based on the name
  • Position, parents, skill point cost and occulus tab can be altered via datapacks

Spell Parts

  • Spell Parts are independent from skills, they may exist without skills for them
  • Mana cost, reagents (NYI), affinity values and the spell recipe can be altered via datapacks
  • The recipe takes either normal ingredients (item/tag with count) or etherium (currently unobtainable, so better don't
    use this)
  • Three groups: shapes (for shape groups), components (for spell grammar), modifiers (to alter either)

Shapes

  • AoE
  • Beam (WIP)
  • Chain (WIP)
  • Channel
  • Projectile
  • Rune
  • Self
  • Touch
  • Wall
  • Wave
  • Zone

Components

  • Drowning Damage
  • Fire Damage
  • Frost Damage
  • Lightning Damage
  • Magic Damage
  • Physical Damage
  • Absorption
  • Blindness
  • Haste
  • Invisibility
  • Jump Boost
  • Levitation
  • Nausea
  • Night Vision
  • Regeneration
  • Slowness
  • Slow Falling
  • Water Breathing
  • Agility
  • Astral Distortion
  • Entangle
  • Flight
  • Frost
  • Fury
  • Gravity Well
  • Magic Shield
  • Reflect
  • Scramble Synapses
  • Shield
  • Shrink (WIP)
  • Silence
  • Swift Swim
  • Temporal Anchor
  • True Sight
  • Watery Grave
  • Attract
  • Banish Rain
  • Blink
  • Blizzard (WIP)
  • Charm
  • Create Water
  • Daylight
  • Dig
  • Disarm
  • Dispel
  • Divine Intervention
  • Drought
  • Ender Intervention
  • Falling Star (WIP)
  • Fire Rain (WIP)
  • Fling
  • Forge
  • Grow
  • Harvest
  • Heal
  • Ignition
  • Knockback
  • Life Drain
  • Life Tip
  • Light
  • Mana Blast (WIP)
  • Mana Drain
  • Mana Shield (WIP)
  • Melt Armor
  • Moonrise
  • Place Block
  • Plant
  • Plow
  • Random Teleport
  • Recall
  • Repel
  • Rift
  • Storm
  • Summon (WIP)
  • Telekinesis (WIP)
  • Transplace
  • Wizard's Autumn

Modifiers

  • Bounce
  • Damage
  • Dismembering (WIP)
  • Duration
  • Effect Power
  • Gravity
  • Healing
  • Lunar
  • Mining Power
  • Piercing
  • Prosperity
  • Range
  • Rune Procs
  • Silk Touch
  • Solar
  • Target Non Solid
  • Velocity

Skill Points

  • Are used to unlock skills
  • Come in three variants (blue, green, red)
  • Blue skill points are granted on level up
  • Green skill points are granted every second level up, starting at level 10
  • Red skill points are granted every third level up, starting at level 20
  • Players start out with 2 extra blue skill points (configurable)
  • Can manually be increased via Infinity Orb items or via commands

Spell Casting

  • When first casting a spell, you will be asked to name your spell and give it an icon (finish with ESC)
  • Spell Casting consumes mana and gives you burnout, magic XP and affinity bonuses

Mana, Burnout & Leveling

  • Spell casting consumes mana, the more complex the spell, the more mana is consumed
  • Spell casting also gives you burnout, the more burnout you have, the higher the mana cost
  • Spell casting also gives magic XP, the more complex the spell, the more magic XP you get
  • Mana regenerates over time, while burnout degenerates over time
  • Max Mana and Max Burnout increase with magic level ups
  • A level requires 2.4 * (1.2 ^ next level) magic XP (level 1 -> level 2 requires ~30 casts of a Projectile-Dig spell)

Prefab Spells

  • Added a system for prefab spells
  • Prefab spells show in a separate creative tab
  • This is currently an unused system

Affinites

  • Added 10 affinites: water, fire, earth, air, ice, lightning, life, nature, arcane, ender
  • Added an Affinity Essence item and an Affinity Tome item for each of these affinities
  • Added temporary crafting recipes for the Affinity Essences
  • Affinities are planned to give both positive and negative traits in the future, keep that in mind when playing

Affinity Ability API

  • Added a system for affinity abilities
  • This is currently an unused system

HUDs

  • The player sees their current magic xp level, magic xp progress, mana and burnout in a bar to the right of their hotbar
  • Only visible if magic is already known
  • The position can be altered through the config

Witchwood

  • Witchwood trees now rarely generate in dark forests (and other biomes marked as SPOOKY)
  • They generate as a bit larger dark oak trees
  • Witchwood is now used instead of "any wood" in spell recipes
  • Witchwood planks are an altar structure material

Potions

  • Added Lesser Mana Potion
  • Brewed with Chimerite
  • Added Standard Mana Potion
  • Brewed with Wakebloom
  • Added Greater Mana Potion
  • Brewed with Vinteum Dust
  • Added Epic Mana Potion
  • Brewed with Arcane Ash
  • Added Legendary Mana Potion
  • Brewed with Purified Vinteum Dust
  • Added Infused Mana Potion
  • Brewed with Tarma Root

Mana Cake

  • Added the Mana Cake: a food item that gives a mana regen effect when eaten

Mana Martini

  • Added the Mana Martini: a drink that gives a burnout reduction effect when drank

Mage Armor

  • Added mage armor
  • Has low durability, but repairs itself using mana
  • Added battlemage armor, which is an improved but more expensive variant of the normal mage armor

arsmagicalegacy-1.18.2-1.0.0

26 Mar 18:49
5683166
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Version 1.18.2-1.0.0

Update

  • Update to 1.18.2

Additions

  • Added bosses! One boss was added for each affinity
  • Each boss can be summoned through a ritual described in the Arcane Compendium
  • Bosses drop affinity essences on death
  • Currently, only the water guardian is fully implemented

Fixes

  • Fixed a bug that caused the inscription table to not display items until the player relogs

Previous Versions

Additions

Arcane Compendium

  • Entry point to the mod
  • Acts as the guide book to the mod
  • Must be crafted (not present in the inventory, crafted) to initiate leveling

Occulus

  • Added the Occulus
  • Opening the Occulus opens a GUI with three skill tree tabs and one affinity tab
  • Skills can be learned by clicking on them, provided the player has the necessary skill points and all parent skills
  • Creative players can learn all skills, ignoring requirements

Inscription Table

  • Added the Inscription Table
  • Opening the Inscription Table opens a GUI with the following:
    • An area at the top, showing all spell parts currently known
    • A search bar to search in the known spell parts
    • A book slot
    • A name textbox
    • Five shape group squares
    • The spell grammar sections at the very bottom
  • To make a spell recipe, drag at least one shape into a shape group and at least one component into the spell grammar
    section. Put a Book & Quill into the book slot, then take it out (shift-remove the Book & Quill to move it out again
    instead)
  • Keeps the last spell, allowing you to close and re-open the GUI without problems

Crafting Altar

  • Added the Crafting Altar multiblock
  • Added the Altar Core and Magic Wall blocks
  • Added cap and structure materials
  • Cap and structure materials can be altered via datapacks, default structure materials include vanilla's and AM:L's
  • Put a book into the lectern to start the crafting process
  • Throw the necessary items in
  • Pickup the spell after throwing in the Spell Parchment
  • The required power level for creating a spell is determined by that spell's ingredient count

Etherium

  • Etherium is an invisible magical substance that is required for spellcrafting and will be required for other things in
    the future
  • It comes in three types: neutral, light and dark

Obelisk

  • Added the Obelisk
  • Opening the obelisk opens a simple GUI with a fuel slot, you can put vinteum dust or vinteum blocks in the slot
  • The obelisk will burn fuel to neutral etherium
  • The fuels can be altered via datapacks
  • Upgradeable via a multiblock, see the compendium entry for more info

Celestial Prism

  • Added the Celestial Prism
  • Works similar to the obelisk, except that it generates light instead of neutral etherium and uses daylight instead of
    vinteum
  • Currently unobtainable in survival
  • Upgradeable via a multiblock, see the compendium entry for more info

Black Aurem

  • Added the Black Aurem
  • Works similar to the obelisk, except that it generates light instead of neutral etherium and uses hitpoints of nearby
    living things instead of vinteum
  • Currently unobtainable in survival
  • Upgradeable via a multiblock, see the compendium entry for more info

Crystal Wrench

  • Added the Crystal Wrench
  • Used to link an Obelisk/Celestial Prism/Black Aurem to a Crafting Altar

Skills

  • Skills are mapped to spell parts based on the name
  • Position, parents, skill point cost and occulus tab can be altered via datapacks

Spell Parts

  • Spell Parts are independent from skills, they may exist without skills for them
  • Mana cost, reagents (NYI), affinity values and the spell recipe can be altered via datapacks
  • The recipe takes either normal ingredients (item/tag with count) or etherium (currently unobtainable, so better don't
    use this)
  • Three groups: shapes (for shape groups), components (for spell grammar), modifiers (to alter either)

Shapes

  • AoE
  • Beam (WIP)
  • Chain (WIP)
  • Channel
  • Projectile
  • Rune
  • Self
  • Touch
  • Wall
  • Wave
  • Zone

Components

  • Drowning Damage
  • Fire Damage
  • Frost Damage
  • Lightning Damage
  • Magic Damage
  • Physical Damage
  • Absorption
  • Blindness
  • Haste
  • Invisibility
  • Jump Boost
  • Levitation
  • Nausea
  • Night Vision
  • Regeneration
  • Slowness
  • Slow Falling
  • Water Breathing
  • Agility
  • Astral Distortion
  • Entangle
  • Flight
  • Frost
  • Fury
  • Gravity Well
  • Magic Shield
  • Reflect
  • Scramble Synapses
  • Shield
  • Shrink (WIP)
  • Silence
  • Swift Swim
  • Temporal Anchor
  • True Sight
  • Watery Grave
  • Attract
  • Banish Rain
  • Blink
  • Blizzard (WIP)
  • Charm
  • Create Water
  • Daylight
  • Dig
  • Disarm
  • Dispel
  • Divine Intervention
  • Drought
  • Ender Intervention
  • Falling Star (WIP)
  • Fire Rain (WIP)
  • Fling
  • Forge
  • Grow
  • Harvest
  • Heal
  • Ignition
  • Knockback
  • Life Drain
  • Life Tip
  • Light
  • Mana Blast (WIP)
  • Mana Drain
  • Mana Shield (WIP)
  • Melt Armor
  • Moonrise
  • Place Block
  • Plant
  • Plow
  • Random Teleport
  • Recall
  • Repel
  • Rift
  • Storm
  • Summon (WIP)
  • Telekinesis (WIP)
  • Transplace
  • Wizard's Autumn

Modifiers

  • Bounce
  • Damage
  • Dismembering (WIP)
  • Duration
  • Effect Power
  • Gravity
  • Healing
  • Lunar
  • Mining Power
  • Piercing
  • Prosperity
  • Range
  • Rune Procs
  • Silk Touch
  • Solar
  • Target Non Solid
  • Velocity

Skill Points

  • Are used to unlock skills
  • Come in three variants (blue, green, red)
  • Blue skill points are granted on level up
  • Green skill points are granted every second level up, starting at level 10
  • Red skill points are granted every third level up, starting at level 20
  • Players start out with 2 extra blue skill points (configurable)
  • Can manually be increased via Infinity Orb items or via commands

Spell Casting

  • When first casting a spell, you will be asked to name your spell and give it an icon (finish with ESC)
  • Spell Casting consumes mana and gives you burnout, magic XP and affinity bonuses

Mana, Burnout & Leveling

  • Spell casting consumes mana, the more complex the spell, the more mana is consumed
  • Spell casting also gives you burnout, the more burnout you have, the higher the mana cost
  • Spell casting also gives magic XP, the more complex the spell, the more magic XP you get
  • Mana regenerates over time, while burnout degenerates over time
  • Max Mana and Max Burnout increase with magic level ups
  • A level requires 2.4 * (1.2 ^ next level) magic XP (level 1 -> level 2 requires ~30 casts of a Projectile-Dig spell)

Prefab Spells

  • Added a system for prefab spells
  • Prefab spells show in a separate creative tab
  • This is currently an unused system

Affinites

  • Added 10 affinites: water, fire, earth, air, ice, lightning, life, nature, arcane, ender
  • Added an Affinity Essence item and an Affinity Tome item for each of these affinities
  • Added temporary crafting recipes for the Affinity Essences
  • Affinities are planned to give both positive and negative traits in the future, keep that in mind when playing

Affinity Ability API

  • Added a system for affinity abilities
  • This is currently an unused system

HUDs

  • The player sees their current magic xp level, magic xp progress, mana and burnout in a bar to the right of their hotbar
  • Only visible if magic is already known
  • The position can be altered through the config

Witchwood

  • Witchwood trees now rarely generate in dark forests (and other biomes marked as SPOOKY)
  • They generate as a bit larger dark oak trees
  • Witchwood is now used instead of "any wood" in spell recipes
  • Witchwood planks are an altar structure material

Potions

  • Added Lesser Mana Potion
  • Brewed with Chimerite
  • Added Standard Mana Potion
  • Brewed with Wakebloom
  • Added Greater Mana Potion
  • Brewed with Vinteum Dust
  • Added Epic Mana Potion
  • Brewed with Arcane Ash
  • Added Legendary Mana Potion
  • Brewed with Purified Vinteum Dust
  • Added Infused Mana Potion
  • Brewed with Tarma Root

Mana Cake

  • Added the Mana Cake: a food item that gives a mana regen effect when eaten

Mana Martini

  • Added the Mana Martini: a drink that gives a burnout reduction effect when drank

Mage Armor

  • Added mage armor
  • Has low durability, but repairs itself using mana
  • Added battlemage armor, which is an improved but more expensive variant of the normal mage armor