@nolptifj i solved the problem and my game doesn't go crash when initializing game but......
Can anyone solve this?
[15:24:21] [Server thread/ERROR]: Encountered an unexpected exception
net.minecraft.util.ReportedException: Exception getting block type in world
at net.minecraft.world.World.<init>(World.java:273) ~[afn.class:?]
at net.minecraft.world.WorldServer.<init>(WorldServer.java:96) ~[mj.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:62) ~[bsk.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92) ~[bsk.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670) [?:?]
Caused by: java.lang.NoSuchFieldError: SNOWY
at com.ani.koto.GeneratorTheImpundulu.generateSurface(GeneratorTheImpundulu.java:30) ~[GeneratorTheImpundulu.class:?]
at com.ani.koto.GeneratorTheImpundulu.generate(GeneratorTheImpundulu.java:22) ~[GeneratorTheImpundulu.class:?]
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106) ~[GameRegistry.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:274) ~[mi.class:?]
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1037) ~[aoj.class:?]
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:184) ~[mi.class:?]
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:125) ~[mi.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95) ~[mi.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:193) ~[mi.class:?]
at net.minecraft.world.World.func_72964_e(World.java:417) ~[afn.class:?]
at net.minecraft.world.World.func_147439_a(World.java:343) ~[afn.class:?]
at net.minecraft.world.World.func_147437_c(World.java:363) ~[afn.class:?]
at net.minecraft.world.World.func_147474_b(World.java:327) ~[afn.class:?]
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:71) ~[apa.class:?]
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:759) ~[mj.class:?]
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:726) ~[mj.class:?]
at net.minecraft.world.World.<init>(World.java:258) ~[afn.class:?]
... 5 more
[15:24:21] [Server thread/ERROR]: This crash report has been saved to: C:\Users\User\AppData\Roaming\.minecraft\crash-reports\crash-2014-09-16_15.24.21-server.txt
[15:24:21] [Server thread/INFO] [FML]: Applying holder lookups
[15:24:21] [Server thread/INFO] [FML]: Holder lookups applied
[15:24:21] [Server thread/INFO] [FML]: The state engine was in incorrect state SERVER_STARTING and forced into state SERVER_STOPPED. Errors may have been discarded.
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 14年9月16日 下午3:24
Description: Exception getting block type in world
java.lang.NoSuchFieldError: SNOWY
at com.ani.koto.GeneratorTheImpundulu.generateSurface(GeneratorTheImpundulu.java:30)
at com.ani.koto.GeneratorTheImpundulu.generate(GeneratorTheImpundulu.java:22)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:274)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1037)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:184)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:125)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:193)
at net.minecraft.world.World.func_72964_e(World.java:417)
at net.minecraft.world.World.func_147439_a(World.java:343)
at net.minecraft.world.World.func_147437_c(World.java:363)
at net.minecraft.world.World.func_147474_b(World.java:327)
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:71)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:759)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:726)
at net.minecraft.world.World.<init>(World.java:258)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:96)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:62)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.ani.koto.GeneratorTheImpundulu.generateSurface(GeneratorTheImpundulu.java:30)
at com.ani.koto.GeneratorTheImpundulu.generate(GeneratorTheImpundulu.java:22)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:274)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1037)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:184)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:125)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:193)
at net.minecraft.world.World.func_72964_e(World.java:417)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (192,64,-28), Chunk: (at 0,4,4 in 12,-2; contains blocks 192,0,-32 to 207,255,-17), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Stacktrace:
at net.minecraft.world.World.func_147439_a(World.java:343)
at net.minecraft.world.World.func_147437_c(World.java:363)
at net.minecraft.world.World.func_147474_b(World.java:327)
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:71)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:759)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:726)
-- Affected level --
Details:
Level name: Mob Battle
All players: 0 total; []
Chunk stats: ServerChunkCache: 29 Drop: 0
Level seed: -2375413612060283548
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.world.World.<init>(World.java:258)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:96)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:62)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
That looks to me like a mods' config file is referencing a biome category type, 'SNOWY' that doesn't exist. Check through your mod configs and see if you can find it.
Patch Changes:
- Fixed portal instant teleport glitch
- Added option to not respawn in runescape dimension
- Fixed dimension sleeping bug (note: if you sleep, there will be no delay before the time skips)
- Altered Flexible Entity ids option:
The option to turn off vanilla spawn eggs no longer exists (since it was messing with the mob spawner code), now it will start registering ids at an index specified in the config as entityIDOffset. If you still get registration errors, try setting that value to a higher number. I'm not sure if this is entirely compatible with other mods, so testing would be appreciated
- Added alternative recipe option in config for dense cobblestone (8 cobble surrounding 1 earth rune) for people who play with compressed cobblestone mods
Yay! Works perfect without the vanilla spawn egg stuff Though, cause the dimension ID changed, I now have a new Runescape dimension with new biomes. No biggie though- I got a bad spawn the first time around anyhow, so it works out well xD!
@earth32 Nolp fij does not want to make a 1.6.4 version of the latest content in this mod because it would take an insane amount of work to do that based on how MC changed between 1.6 and 1.7. Sorry :/
Oh yeah, and Nolp Fij wanted me to mention that the skins we used for the white knight were obtained from a source before the pixelgun ever existed, so no we did not borrow the skin from pixelgun. Just FYI
just to ask. is there a HD texture pack for this mod? no offence but some of the stuff (the swords/tools mostly) don't really look good to me. also how would one go about making an 16X16/32X32 texture pack?
Rollback Post to RevisionRollBack
any animal on a druids shoulder is his family, the land under his feet his home
When you've created an assets folder for your texture pack, instead of making a minecraft folder, extract the jar for the mod and take out the nolpfij_wildycraft folder in the assets folder. Copy this into the resource pack you are making. Then you can edit any of the textures in there for you texture pack.
This is by far the best, most in-depth RuneScape mod that doesn't require us to grind like in the actual game. Once I get my new PC bought and built, I'll definitely be checking the mod out.
As an avid RuneScape player, there are a lot of things I'd like to see in the game, and some things that should be changed. Please take this constructively.
- Scale down the damage, armor, and boss health by 10x. This will fix much of the balancing issues with vanilla Minecraft.
- Clean up some of the textures. It's nice that you're trying to use the actual RuneScape item sprites for the mod, but most of them don't look good in Minecraft. I'd suggest simplifying some of them to fit in with the retro artstyle of Minecraft.
- Once the GWD update hits, add more bosses. The endgame of RuneScape is all about PvM, and seeing some of that overlap into Minecraft would be amazing. They would also give access to endgame gear as well, making it very rewarding to fight them.
Boss list; drop list; possible effects:
-King Black Dragon: Drops draconic visage - craft with an anti-dragon shield and 7 runite ore to create a dragonfire shield which heals you when on fire.
-Tormented Demon: Already in the mod, but allow it to drop dragon crossbow limbs as well as ruined dragon armor pieces to forge a dragon platebody.
-Kalphite Queen: Drops the dragon chainbody alongside a 100% drop of damaged chitin, to repair drygore weaponry.
-Kalphite King: Drops drygore weaponry (for the sake of time, just use the longsword you've already made), 100% drop of damaged chitin.
-Glacor: Can only be damaged by fire and blood magic. Drops glacyte boots as well as a 100% drop of some Armadyl Runes and a Shard of Armadyl; 9 Shards are used for an Essence of Armadyl, and 9 Essences of Armadyl can be crafted into an Orb of Armadyl. Craft that with two Blaze Rods in a diagonal shape to create the Armadyl Battlestaff.
-Dagannoth Kings: All drop the dragon hatchet. Rex drops the warrior and berserker rings, Prime drops the seers' ring and the mud battlestaff (in this mod it could be used as an upgraded body staff), and Supreme drops the seercull bow and the archers' ring. Also make them immune to the two combat styles they aren't weak to unless the weapon is Balmung.
-Chaos Elemental: Spawns in wilderness, aggressive to everything. Drops chaotic spikes (used to upgrade dragon claws and Zamorakian spear into chaotic counterparts) and the chaotic remnant (use with Saradomin's amulets to upgrade)
-Pest Queen: Drops Korasi's sword, which can summon lightning once every two minutes.
-Corporeal Beast: Huge defense unless attacked by the Zamorakian spear (K'ril Tsutsaroth should drop it when implemented); drops spirit shield, holy elixir, and sigils. With a shapeless crafting recipe, allow the spirit shield, holy elixir, and sigil to be crafted into a blessed sigil shield.
-Nex: Simpler version than RuneScape's Nex, its four phases require the player to use the same magic as her. Last phase she will melee, and explode on death. Drops the Zaryte bow and Nex armor.
- Rework Treasure Trails and structures in the new dimension so that their treasure isn't just the standard dungeon loot; make it a more Minecraft-friendly variant of the actual Treasure Trails.
- Rework the way dragon is obtained. At the moment, an actual RuneScape player would be confused as to going about about obtaining dragon in the mod.
- Add the Barrows as a dungeon that spawns in the Morytania biome. Have the seven Barrows Brothers *including Akrisae* fight you along the path as demibosses, each dropping a piece of their armor. At the end, have a treasure chest with two drops from the Rare Drop Table as well as a piece of Barrows equipment. Since it'd be unrepeatable, it'd make the players explore their world if they sought to finish the Barrows armor sets and gain their effects.
- Add Vecna skull to the Rare Drop Table; make it weaker than the blood staff, but give it similar properties and allow it to be cast free of charge. This is a rare treasure (make it drop 1% of the time RDT is accessed), so it should have some perk over more common weapons.
- Rework the loot system of the wilderness mobs; rather than giving them armor that would make more sense dropped by their normal droppers, give Player Killers unique drops that can't be obtained anywhere else, or are time-consuming to acquire. Examples are:
-Rather than working the Mage Training Arena into the mod (oh god please no), allow magical Player Killers to drop the Infinity Robes, Mages' book, and Master wand.
-Ranged Player Killers have a slight chance to drop the Robin Hood Hat, as well as dropping rune arrows in quantity.
-Melee Player Killers have a slight chance to drop the dragon boots and even slighter to drop the Abyssal whip (maybe make it the actual 1/512, for the sake of making abyssal demons worth hunting in the mod since their droprate is 1/50).
-Maxed Players retain their ability to drop the Zaryte bow, as well as a lower chance to drop the Vecna skull and chaotic longsword.
- Unless you're planning a sort of superboss such as Nomad or the Dark Lord to drop it, I'd advise against adding the Primal longsword. To a lesser extent, also remove the Promethium longsword since you've also added the Drygore longsword, which is of the same tier.
That's all I have for now. I really do hope to see a lot (if not all) of this implemented. This mod has so much potential; it's already one of the largest WIP mods I've seen and it's not even close to a finished product!
@fail1337 I'll think about adding some of those structures. Morytania villages are planned though.
@VoidMiasma - I've already planned to add many of the bosses you listed, but here are my responses to your suggestions:
1. Scaling down x10 makes sense sometimes and doesn't other times. I really don't want someone to be able to kill a maxed player in iron.
2. I may change the textures, but I'm not really a texture artist.
3. The DFS will work the same way it works in RS. There will be a fire discharge keybind.
4. There really isn't too much difference between a td dropping an entire dragon platebody at the same time compared to dropping three different pieces at a higher rate. I don't know about the dragon crossbow; it may be added.
5. KQ - I'm not sure what the point of a dragon chainbody would be? Having a difference between slash and crush weapons would be pretty insignificant. (structure and model required)
6. KK - Not adding this for a long time.
7. Glacor - The model is a nightmare....
8. The Dagannoth Kings aren't really an interesting boss. I might add them, but it depends on how motivated I am.
9. Chaos Elemental - I don't even know what model I should make for this.
10. Pest Queen - The more important issue is to know where to put this.
11. Corporeal Beast - This will be added when a model is made.
12. Nex - I don't plan to simplify Nex, I'm going to make it as close to the pre-eoc version as possible.
13. It's dungeon loot so that stuff from other mods can also appear in the chests.
14. It's really only because I don't have iron dragons or spiritual mages yet.
15. Barrows will come after the GWD
16. That's not what a Vecna Skull actually does
17:
- Don't worry, I don't plan on adding the Mage Training Arena .
- The magic and melee Player Killers would have to be buffed a lot to justify dropping those items.
- The Maxed Player is supposed to drop the best weapons and armors currently in the mod. It will be buffed and it's AI improved as harder bosses are added.
- The Primal Longsword is a creative testing weapon.
If you shoot a mob twice in a row too fast, you might hit it while it has an invincibility frame, this causes arrows to rebound off them. Rebounding lowers the speed of arrows by a lot and since zaryte bow arrows aren't affected by gravity, they just stay in mid air. I'll probably add a timer to fix that.
That looks to me like a mods' config file is referencing a biome category type, 'SNOWY' that doesn't exist. Check through your mod configs and see if you can find it.
Patch Changes:
- Fixed portal instant teleport glitch
- Added option to not respawn in runescape dimension
- Fixed dimension sleeping bug (note: if you sleep, there will be no delay before the time skips)
- Altered Flexible Entity ids option:
The option to turn off vanilla spawn eggs no longer exists (since it was messing with the mob spawner code), now it will start registering ids at an index specified in the config as entityIDOffset. If you still get registration errors, try setting that value to a higher number. I'm not sure if this is entirely compatible with other mods, so testing would be appreciated
- Added alternative recipe option in config for dense cobblestone (8 cobble surrounding 1 earth rune) for people who play with compressed cobblestone mods
http://minecraft.gamepedia.com/Resource_pack
When you've created an assets folder for your texture pack, instead of making a minecraft folder, extract the jar for the mod and take out the nolpfij_wildycraft folder in the assets folder. Copy this into the resource pack you are making. Then you can edit any of the textures in there for you texture pack.
Yay! After #199 I can finally success to use all the mods i've installed!

I always wanted to help on a mod, and this is my fav
This is by far the best, most in-depth RuneScape mod that doesn't require us to grind like in the actual game. Once I get my new PC bought and built, I'll definitely be checking the mod out.
As an avid RuneScape player, there are a lot of things I'd like to see in the game, and some things that should be changed. Please take this constructively.
- Scale down the damage, armor, and boss health by 10x. This will fix much of the balancing issues with vanilla Minecraft.
- Clean up some of the textures. It's nice that you're trying to use the actual RuneScape item sprites for the mod, but most of them don't look good in Minecraft. I'd suggest simplifying some of them to fit in with the retro artstyle of Minecraft.
- Once the GWD update hits, add more bosses. The endgame of RuneScape is all about PvM, and seeing some of that overlap into Minecraft would be amazing. They would also give access to endgame gear as well, making it very rewarding to fight them.
Boss list; drop list; possible effects:
-King Black Dragon: Drops draconic visage - craft with an anti-dragon shield and 7 runite ore to create a dragonfire shield which heals you when on fire.
-Tormented Demon: Already in the mod, but allow it to drop dragon crossbow limbs as well as ruined dragon armor pieces to forge a dragon platebody.
-Kalphite Queen: Drops the dragon chainbody alongside a 100% drop of damaged chitin, to repair drygore weaponry.
-Kalphite King: Drops drygore weaponry (for the sake of time, just use the longsword you've already made), 100% drop of damaged chitin.
-Glacor: Can only be damaged by fire and blood magic. Drops glacyte boots as well as a 100% drop of some Armadyl Runes and a Shard of Armadyl; 9 Shards are used for an Essence of Armadyl, and 9 Essences of Armadyl can be crafted into an Orb of Armadyl. Craft that with two Blaze Rods in a diagonal shape to create the Armadyl Battlestaff.
-Dagannoth Kings: All drop the dragon hatchet. Rex drops the warrior and berserker rings, Prime drops the seers' ring and the mud battlestaff (in this mod it could be used as an upgraded body staff), and Supreme drops the seercull bow and the archers' ring. Also make them immune to the two combat styles they aren't weak to unless the weapon is Balmung.
-Chaos Elemental: Spawns in wilderness, aggressive to everything. Drops chaotic spikes (used to upgrade dragon claws and Zamorakian spear into chaotic counterparts) and the chaotic remnant (use with Saradomin's amulets to upgrade)
-Pest Queen: Drops Korasi's sword, which can summon lightning once every two minutes.
-Corporeal Beast: Huge defense unless attacked by the Zamorakian spear (K'ril Tsutsaroth should drop it when implemented); drops spirit shield, holy elixir, and sigils. With a shapeless crafting recipe, allow the spirit shield, holy elixir, and sigil to be crafted into a blessed sigil shield.
-Nex: Simpler version than RuneScape's Nex, its four phases require the player to use the same magic as her. Last phase she will melee, and explode on death. Drops the Zaryte bow and Nex armor.
- Rework Treasure Trails and structures in the new dimension so that their treasure isn't just the standard dungeon loot; make it a more Minecraft-friendly variant of the actual Treasure Trails.
- Rework the way dragon is obtained. At the moment, an actual RuneScape player would be confused as to going about about obtaining dragon in the mod.
- Add the Barrows as a dungeon that spawns in the Morytania biome. Have the seven Barrows Brothers *including Akrisae* fight you along the path as demibosses, each dropping a piece of their armor. At the end, have a treasure chest with two drops from the Rare Drop Table as well as a piece of Barrows equipment. Since it'd be unrepeatable, it'd make the players explore their world if they sought to finish the Barrows armor sets and gain their effects.
- Add Vecna skull to the Rare Drop Table; make it weaker than the blood staff, but give it similar properties and allow it to be cast free of charge. This is a rare treasure (make it drop 1% of the time RDT is accessed), so it should have some perk over more common weapons.
- Rework the loot system of the wilderness mobs; rather than giving them armor that would make more sense dropped by their normal droppers, give Player Killers unique drops that can't be obtained anywhere else, or are time-consuming to acquire. Examples are:
-Rather than working the Mage Training Arena into the mod (oh god please no), allow magical Player Killers to drop the Infinity Robes, Mages' book, and Master wand.
-Ranged Player Killers have a slight chance to drop the Robin Hood Hat, as well as dropping rune arrows in quantity.
-Melee Player Killers have a slight chance to drop the dragon boots and even slighter to drop the Abyssal whip (maybe make it the actual 1/512, for the sake of making abyssal demons worth hunting in the mod since their droprate is 1/50).
-Maxed Players retain their ability to drop the Zaryte bow, as well as a lower chance to drop the Vecna skull and chaotic longsword.
- Unless you're planning a sort of superboss such as Nomad or the Dark Lord to drop it, I'd advise against adding the Primal longsword. To a lesser extent, also remove the Promethium longsword since you've also added the Drygore longsword, which is of the same tier.
That's all I have for now. I really do hope to see a lot (if not all) of this implemented. This mod has so much potential; it's already one of the largest WIP mods I've seen and it's not even close to a finished product!
@VoidMiasma - I've already planned to add many of the bosses you listed, but here are my responses to your suggestions:
1. Scaling down x10 makes sense sometimes and doesn't other times. I really don't want someone to be able to kill a maxed player in iron.
2. I may change the textures, but I'm not really a texture artist.
3. The DFS will work the same way it works in RS. There will be a fire discharge keybind.
4. There really isn't too much difference between a td dropping an entire dragon platebody at the same time compared to dropping three different pieces at a higher rate. I don't know about the dragon crossbow; it may be added.
5. KQ - I'm not sure what the point of a dragon chainbody would be? Having a difference between slash and crush weapons would be pretty insignificant. (structure and model required)
6. KK - Not adding this for a long time.
7. Glacor - The model is a nightmare....
8. The Dagannoth Kings aren't really an interesting boss. I might add them, but it depends on how motivated I am.
9. Chaos Elemental - I don't even know what model I should make for this.
10. Pest Queen - The more important issue is to know where to put this.
11. Corporeal Beast - This will be added when a model is made.
12. Nex - I don't plan to simplify Nex, I'm going to make it as close to the pre-eoc version as possible.
13. It's dungeon loot so that stuff from other mods can also appear in the chests.
14. It's really only because I don't have iron dragons or spiritual mages yet.
15. Barrows will come after the GWD
16. That's not what a Vecna Skull actually does
17:
- Don't worry, I don't plan on adding the Mage Training Arena
- The magic and melee Player Killers would have to be buffed a lot to justify dropping those items.
- The Maxed Player is supposed to drop the best weapons and armors currently in the mod. It will be buffed and it's AI improved as harder bosses are added.
- The Primal Longsword is a creative testing weapon.