Rules say no smiley spammings!11!1!! Stahp! And if you need the speed buffs and block stepping of the lightning affinity so badly, download Thaumcraft and make yourself some Boots of the Traveler.
You can also learn self-banish rain, which works on thunderstorms; contingency fire OR Damage: Self/projectile-Banish rain, which'll automatically cast it when lightning strikes you; and contingency fire OR damage: self-recall, which'll bring you back to your last marked spot when zapped.
Rules say no smiley spammings!11!1!! Stahp! And if you need the speed buffs and block stepping of the lightning affinity so badly, download Thaumcraft and make yourself some Boots of the Traveler.
You can also learn self-banish rain, which works on thunderstorms; contingency fire OR Damage: Self/projectile-Banish rain, which'll automatically cast it when lightning strikes you; and contingency fire OR damage: self-recall, which'll bring you back to your last marked spot when zapped.
hey I want fire but I still need to go into the water a lot!
Can someone please give me some guidance?
I cannot get my Essence refiner to work.
I have filled it to 100 "once with raw light energy , once with raw neutral from raw essence nexus.
Every time i get same results "nothing". the recipe is in properly and nothing happens. the ring does not change colors or spin.
Also i am finding that it will drain its power to a manna battery but will not charge from a battery? It also rarely takes "assignment" with the wand. i click on nexus and then the refiner "rarely it will show lightning effect showing linked status" usually it just starts a nother light beam into the sky from the refiner? GAHHH wtf?
I am running direwolf20 1.6.4 version 19 ars magica 1.1.2b on a multiplayer server
Are these problems a bug? any one else having this trouble? please help
If you were a wizard who spent years becoming accustomed to the fire element, learning to manipulate it and become at one with it, would you WANT to go into water?
it just so happens that I made my house underwater and I'm just still learning ars magica I only just killed the earth gaurdian!
Can someone please give me some guidance?
I cannot get my Essence refiner to work.
I have filled it to 100 "once with raw light energy , once with raw neutral from raw essence nexus.
Every time i get same results "nothing". the recipe is in properly and nothing happens. the ring does not change colors or spin.
Also i am finding that it will drain its power to a manna battery but will not charge from a battery? It also rarely takes "assignment" with the wand. i click on nexus and then the refiner "rarely it will show lightning effect showing linked status" usually it just starts a nother light beam into the sky from the refiner? GAHHH wtf?
I am running direwolf20 1.6.4 version 19 ars magica 1.1.2b on a multiplayer server
Are these problems a bug? any one else having this trouble? please help
The essence refiner takes a LOT more than 100 energy. I don't know the exact number, but it'll be able to make an essence with 10,000 energy in it.
For the light beam problem, I just solve it by clicking on the nexus it's charging from. It doesn't seem to do anything, so I think it's working reversely, if that's a word (As in you click on the thing to be charged, then the charger, as opposed to the charger, then the thing to be charged). I apologize if I'm incorrect or have left anything out.
Aah, I see why now. You can't cast the storm spell because it hits you too. I apologize for my lack of *Insert anything you can think of here, because I'm dumb*. On another note, with all of your speed buffs, how many minutes would it take you to go 90,000 blocks? Because I happen to be looking for a convenient way to navigate the lotr mod's Middle Earth dimension.
Hey did anyone see my new Spell casting Shape idea? If not, I'll repost it here (I added a little to it too):
"I got an idea for a new casting shape from a game I played. Weapon Enchant. It works like touch except your weapon gets the effect. To balance it out, it only lasts for a little while or only for a few strikes. The amount of time or strikes will of course depend on what modifiers were used in making the spell and also the casting mode used."
Um, I know nothing of code, so please forgive my crude attempt at an intelligent question, but how would it know which weapon you're talking about? Or would it work sort of like the passive enchantment mod (i.e Applying it to everything)? Once again, I know nothing about coding, which is the only reason I ask.
It does seem strange when the affinity makes you extra-vulnerable to the thing you're attuned to. Water affinity taking extra damage from fire and fire affinity taking damage from water make sense, but lightning affinity making you need to avoid storms, not so much. I don't think there should be an extra need to avoid the very thing that you have an affinity for, 'cause that sort of puts you in a catch-22.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/16/2013
Posts:
48
Member Details
Excuse me, but due to my friend's preference in mods, we have found that ID 20256 is shared between Ars Magica (For Vinteum dust item, Chimerite item, and Blue Topaz item), and Thermal Expansion 3 (For Crescent Hammer). I cannot seem to find the config option to change it on Ars Magica, and I will repost to TE3's thread, but I would like to know if anyone has found a solution? I have heard the question come up once in the last few pages, but it didn't seem to get addressed, as much as the user moved on to separate the two.
EDIT; SciGuyRyan @ #ThermalExpansion found the problem. I forgot that item ID's are shunted forward 256. Thank you.
Um, I know nothing of code, so please forgive my crude attempt at an intelligent question, but how would it know which weapon you're talking about? Or would it work sort of like the passive enchantment mod (i.e Applying it to everything)? Once again, I know nothing about coding, which is the only reason I ask.
Yeah the enchant would either have to be bound to a tool like a normal enchant, or it would have to be a specialized weapon, either way code wise, working spells into the pre-existing bound weapons from AM2 is far easier.
It does seem strange when the affinity makes you extra-vulnerable to the thing you're attuned to. Water affinity taking extra damage from fire and fire affinity taking damage from water make sense, but lightning affinity making you need to avoid storms, not so much. I don't think there should be an extra need to avoid the very thing that you have an affinity for, 'cause that sort of puts you in a catch-22.
How about something like:
Fulmination - You have a tendency to discharge static electricity around you causing a number of unfortunate effects.
Any TNT placed within 5 blocks of you gets lit without a redstone signal
You super charge creepers that get near you before they explode(lightning creepers)
In water you short circuit shocking yourself(does 7 hearts and burns out your mana or something or could do one or the other)
The strong current running through your body has a tendency to interfere with electronics(IE tech stuff goes haywire)
That would be my idea for a suitable replacement for the lightning effect anyway.
I believe that the above suggestion is a great one, but perhaps it could also power any redstone dust laying around as well.
[Warning: there is dumb stuff in this box. Dumb, dumb stuff]
I think that it's been said here several times, but I wish to recap, in my vague and not so useful fashion; the higher your affinity for an element, the more like that element you become. You gain that elements strengths, and it's weaknesses. But what if you went beyond that? What if, instead of being a Minecraftian Water Mage, you were an Elemental water mage?
This brings me to my suggestion: Above 100% elemental affinity.
This could be obtained only by first reaching 100% affinity, then reading the corresponding affinity tome, then casting a ritual spell that has the elemental guardian of your element in the circle of Wizards chalk while wearing full robes or Battlemage robes at their highest power. This would give you several passive effects;
As an example, a water mage who completes the ritual would get an affect called "Soggy", or "Waterlogged". This affect would reduce damage from fire and lava, due to the mage's watery nature, and would scale, reaching 75% damage reduction at 200% affinity. Another example would be "Dampening", which would be a passive ability that automatically puts out any fires you step into, which you'd get at 150%. A third example would be "Aura of Water". Any hostile monster that attacks you automatically gets Watery grave and drown damage as though inflicted by a lesser Contingency: Damage, at the cost of 200 mana. This would be active at 200%.
The final affect, which (Along with the rest of this horrible, horrible suggestion, so I'm not sure why I'm saying it, because it's like saying if you give an idea to somebody and they don't like part of it, then they can't use any parts they do like) would be subject to Mithion's approval, is that Guardians of your element would spawn around you, say, once every five Minecraft days, as Passive mobs. They would be hostile to any player without the same super-affinity as you.
The idea is that, at 100%, you've reached the limits of your element. The only way to get around this is, of course, with magic. By infusing yourself with your element, you hope to exceed your element's limits and escape the natural confines of elemental law (Earth and air being enemies, for example). There would be a downside, however.
The downsides would be multiple. You'd take damage, up to three quarters of your health, when casting spells of the opposing alignment. When in a biome that is in tune with your opposing alignment, your alignment would count for fifty percent less (i.e, if you're at 200%, you'd be treated as if you're at 150%). This could not go below 100%, however. If you get within ten blocks of a player with an opposing super-affinity, you'd both immediately get Nausea and lots of Burnout, due to your magical elemental nature rebelling against the Aura of your natural foe. This would only end if you dealt damage to the other player, or got out of the range of their aura. Anybody who damages you with your opposing affinity does double damage and gives you burnout, and if anybody casts dispel on you, then you lose half of your health, half of your mana, and you get full burnout.
I'm aware that there are Terrible, gaping flaws with this idea, but, nevertheless, pursuing elemental magic to it's fullest would be enjoyable.
2.) Oh, 100%. I thought you meant 100 units of power, if a light nexus holds 30,000. Once again, I'm sorry. Have you tried exiting out of the Essence Refiner screen then opening it up again? It only works for me if I do that. I apologize for my lack of helpfulness.
Anyone know of any biome/terrain generation mods that prevent essence lakes from spawning? I switched to the FTB Direwolf20 modpack (with a few dozen of my favorite mods thrown in) on this current playthrough, and after exploring all the magical/witchwood forests (which seem to generate far more often with this mod pack) in roughly 800 square units I haven't found a single lake. The little 2x2 pools are everywhere, but no magical biomes have essence lakes. Since all my previous play-throughs have had 2-3 per magical biome, this seemed strange. I'm about to say hell with it and make a Mystcraft essence ocean biome ><
Anyone know of any biome/terrain generation mods that prevent essence lakes from spawning? I switched to the FTB Direwolf20 modpack (with a few dozen of my favorite mods thrown in) on this current playthrough, and after exploring all the magical/witchwood forests (which seem to generate far more often with this mod pack) in roughly 800 square units I haven't found a single lake. The little 2x2 pools are everywhere, but no magical biomes have essence lakes. Since all my previous play-throughs have had 2-3 per magical biome, this seemed strange. I'm about to say hell with it and make a Mystcraft essence ocean biome ><
Depends on the version of Ars Magica 2 you're running, the 2x2 pools were phased out in favor of the massive lakes. Sounds like you might have either an older version running, or you haven't actually generated new chunks for the lakes to spawn in. New chunks need to be generated in order for new terrain additions to appear.
Depends on the version of Ars Magica 2 you're running, the 2x2 pools were phased out in favor of the massive lakes. Sounds like you might have either an older version running, or you haven't actually generated new chunks for the lakes to spawn in. New chunks need to be generated in order for new terrain additions to appear.
As I'd said, it's a new world and all chunks are newly generated. It's with version 1.1.2b as well.
Hey, so I was playing around with Ars Magica 2 and when I opened the Occulus, it said ''You cannot comprehend what you see inside this Occulus''
I've watched Direwolf20's spotlight on this mod, but he didn't explain anything about this.
Can someone help me? I'm awfully confused.
You can also learn self-banish rain, which works on thunderstorms; contingency fire OR Damage: Self/projectile-Banish rain, which'll automatically cast it when lightning strikes you; and contingency fire OR damage: self-recall, which'll bring you back to your last marked spot when zapped.
I cannot get my Essence refiner to work.
I have filled it to 100 "once with raw light energy , once with raw neutral from raw essence nexus.
Every time i get same results "nothing". the recipe is in properly and nothing happens. the ring does not change colors or spin.
Also i am finding that it will drain its power to a manna battery but will not charge from a battery? It also rarely takes "assignment" with the wand. i click on nexus and then the refiner "rarely it will show lightning effect showing linked status" usually it just starts a nother light beam into the sky from the refiner? GAHHH wtf?
I am running direwolf20 1.6.4 version 19 ars magica 1.1.2b on a multiplayer server
Are these problems a bug? any one else having this trouble? please help
The essence refiner takes a LOT more than 100 energy. I don't know the exact number, but it'll be able to make an essence with 10,000 energy in it.
For the light beam problem, I just solve it by clicking on the nexus it's charging from. It doesn't seem to do anything, so I think it's working reversely, if that's a word (As in you click on the thing to be charged, then the charger, as opposed to the charger, then the thing to be charged). I apologize if I'm incorrect or have left anything out.
"I got an idea for a new casting shape from a game I played. Weapon Enchant. It works like touch except your weapon gets the effect. To balance it out, it only lasts for a little while or only for a few strikes. The amount of time or strikes will of course depend on what modifiers were used in making the spell and also the casting mode used."
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
EDIT; SciGuyRyan @ #ThermalExpansion found the problem. I forgot that item ID's are shunted forward 256. Thank you.
Yeah the enchant would either have to be bound to a tool like a normal enchant, or it would have to be a specialized weapon, either way code wise, working spells into the pre-existing bound weapons from AM2 is far easier.
How about something like:
Fulmination - You have a tendency to discharge static electricity around you causing a number of unfortunate effects.
[Warning: there is dumb stuff in this box. Dumb, dumb stuff]
I think that it's been said here several times, but I wish to recap, in my vague and not so useful fashion; the higher your affinity for an element, the more like that element you become. You gain that elements strengths, and it's weaknesses. But what if you went beyond that? What if, instead of being a Minecraftian Water Mage, you were an Elemental water mage?
This brings me to my suggestion: Above 100% elemental affinity.
This could be obtained only by first reaching 100% affinity, then reading the corresponding affinity tome, then casting a ritual spell that has the elemental guardian of your element in the circle of Wizards chalk while wearing full robes or Battlemage robes at their highest power. This would give you several passive effects;
As an example, a water mage who completes the ritual would get an affect called "Soggy", or "Waterlogged". This affect would reduce damage from fire and lava, due to the mage's watery nature, and would scale, reaching 75% damage reduction at 200% affinity. Another example would be "Dampening", which would be a passive ability that automatically puts out any fires you step into, which you'd get at 150%. A third example would be "Aura of Water". Any hostile monster that attacks you automatically gets Watery grave and drown damage as though inflicted by a lesser Contingency: Damage, at the cost of 200 mana. This would be active at 200%.
The final affect, which (Along with the rest of this horrible, horrible suggestion, so I'm not sure why I'm saying it, because it's like saying if you give an idea to somebody and they don't like part of it, then they can't use any parts they do like) would be subject to Mithion's approval, is that Guardians of your element would spawn around you, say, once every five Minecraft days, as Passive mobs. They would be hostile to any player without the same super-affinity as you.
The idea is that, at 100%, you've reached the limits of your element. The only way to get around this is, of course, with magic. By infusing yourself with your element, you hope to exceed your element's limits and escape the natural confines of elemental law (Earth and air being enemies, for example). There would be a downside, however.
The downsides would be multiple. You'd take damage, up to three quarters of your health, when casting spells of the opposing alignment. When in a biome that is in tune with your opposing alignment, your alignment would count for fifty percent less (i.e, if you're at 200%, you'd be treated as if you're at 150%). This could not go below 100%, however. If you get within ten blocks of a player with an opposing super-affinity, you'd both immediately get Nausea and lots of Burnout, due to your magical elemental nature rebelling against the Aura of your natural foe. This would only end if you dealt damage to the other player, or got out of the range of their aura. Anybody who damages you with your opposing affinity does double damage and gives you burnout, and if anybody casts dispel on you, then you lose half of your health, half of your mana, and you get full burnout.
I'm aware that there are Terrible, gaping flaws with this idea, but, nevertheless, pursuing elemental magic to it's fullest would be enjoyable.
I like it!
I have had the charge on the refiner up to 100% and it still does nothing.
2.) Oh, 100%. I thought you meant 100 units of power, if a light nexus holds 30,000. Once again, I'm sorry. Have you tried exiting out of the Essence Refiner screen then opening it up again? It only works for me if I do that. I apologize for my lack of helpfulness.
Depends on the version of Ars Magica 2 you're running, the 2x2 pools were phased out in favor of the massive lakes. Sounds like you might have either an older version running, or you haven't actually generated new chunks for the lakes to spawn in. New chunks need to be generated in order for new terrain additions to appear.
As I'd said, it's a new world and all chunks are newly generated. It's with version 1.1.2b as well.
I've watched Direwolf20's spotlight on this mod, but he didn't explain anything about this.
Can someone help me? I'm awfully confused.
Note: I used Skydaz's installer to install.