It's happened a few times while doing Blood magic and I'd die either from not enough blood in LP or from fires in ritual magic. I'd die, then go to where I died and I dropped nothing at all. In the case of binding ritual, the item I was creating was there, but nothing else. Is Blood Magic preventing dropping when dying using blood magic?
If lightning was at all involved, like with the ritual of binding, that is most likely the cause of your item loss.
i'm new to using this mod and i need help with the binding ritual. i was trying to make the sanguine armor for the thaumcraft thaumium armor/goggles set but it won't make them. i used the tool to help make the ritual and i got the lp to do ritual in my blood orbs. any idea of what i might be doing wrong?
Run down of the normal problems:
Are you using thaumium armor for the binding, and not thaumaturge's' robes?
You have activated the ritual by right clicking on the master ritual stone with an activation crystal, and if so what was the chat message?
You have dropped the item on the master ritual stone?
so because it dosen't change between activation's (way said that after you build it and activate it for the first time it will always get the same thing every time you activate it after that) if i don't get prot 4 an all pieces(what i want) i haft to move the ritual and try again?
Or change the chamber slightly, perhaps moving two of the runes.
With the omega armor ritual, is there a way to tell it to put prot on your armor. I know you said that it is effected by where you are so is there a specific biome or dimension that will get u prot every time?
No, it is random like vanilla enchanting, You have little power over what it gives you aside from the seeded nature of it allowing you to keep using a good setup.
Hello I have a problem. Well I make a well of suffering ritual on top of my mob grinder and put altar on top of this to gain some LP and here is a problem ritual is working altar is gaining LP but orb wont absorb it even if my soul network is not full. Here is this setup.
A master blood orb can only fill from a T4 or higher altar.
Like I said I remember way saying he dosent want 100% protection so I'm assuming that almost full protection is 99.9% is that right? At 99.9% what level of prot on the pieces does it take to get that? I dont think I haft to worry about armor piercing because bound armor has 80% reduction and I have 24/7 resistance 4 and regen 4 on me. Also how long will omega armor last with prot 4 on all 4 pieces and with the prot level to get 99.9%?
I recall you need something like protection eight on everything will get you almost complete protection. Your other two questions I can't answer because that depends on the chamber and how you build it. both of those I will let players work out, and won't spoil the best build.
How
high of prot can you get? I remember you said you don't want 100%
protection so I'm assuming you can get it up to like 99.9% with prot 8
or something like that? And soul harden and soul Frey only effect the
secondary health bar when your in the omega state? What does it do, does
it raise and lower the # of hearts in the bar or how fast it regens?
You should be able to get higher then eight, if you build the chamber right. You can get almost complete protection, but armor piecing will be your bane regardless. Also remember that the more enchanting glyphs you add, the less stability you have and the less time you have in Omega. It will be a balancing act.
As for the effects of soul harden/fray, the reagent bar is effected but neither HP amount or regeneration speed is effected. You're close, but don't quite have it.
Negative, it isnt working i've trading the soul shards for life shards and it doesnt work either.
BTW, what is NEI?
NEI stands for Not Enough Items, a very popular mod that allows you to look up recipes, among other things.. Blood magic has support for it, allowing you to look up recipes for the alter and chemistry set.
So harming potions go through any armor that dosent have armor piercing protection? so with blood magic potions could you not make a splash potion of harming 4 and.... 1 shot someone not in bound armor? (i know that this is a forum for blood magic but to anyone that can answer this do any of the following armors have armor piercing protection: gem armor, quantum armor, power armor, royal guardian armor)
Don't worry, harming isn't possible to brew in a potion flask.
I was thinking, what is the advantage in bound armor? Due to the fact that you haft to have soul harden to have good protection and you can just have sigils in your inventory turned on and get the same effects and putting them into the bound armor. As well as all the good effects like strength, regen, flight, super speed, etc you still haft to make a potion to get them. So why dont you just make prot 4 diamond armor and then you dont haft to worry about soul frey and you get to keep all of the effects?
Bound armor doesn't lose durability, protection four diamond armor does. The diamond armor is harder to get due to the luck based nature of enchanting, and have a variable on how much it would protect(I recall it being 88% to 94%). Bound armor does have the high protection against anything armor piercing, where in protection four diamond doesn't help you at all. If someone lands two harming two potions, you are killed in the enchanted diamond yet barely take anything in bound.
As for your argument of "You need soul harden for good protection", default bound armor has better protection then unenchanted diamond, and par normal protection with enchanted diamond.
Finally, you can socket in the sigils to keep inventory space used down and lower to nullify the passive costs of the sigils.
Because
someone can throw soul frey on and bring it down to 80% and even if you
have soul harden it brings it down to 90%. Also believe it or not their
are popular mods where even at 90% protection, their are weapons that
will still one shot you
Popular or not, dealing that much damage in one blow is absolutely absurd.
Hello I am new to blood magic. With the potion system I understand that you can make the really strong and last really long. I am most interested is the speed potion. So how powerful and how long can I make it last and how?
You can make it up to speed four, and the duration of a speed four is four minutes and forty four seconds. If you leave it at power one, it can last thirty seven minutes and fifty five seconds. Remember that with both, you have eight uses of the potions so you can multiply the times by eight for total speed time.
As for how to make such potions:
That is it for the reagents, for now. The other use for the
alchemical chemistry set I have found is the creation of potions
unlike anything anything I have ever seen. While not big on taste(But
really, has there ever been a potion that isn't hard to swallow?),
the potions it makes are more... refined. Using a single flask(Made
in a T2 blood altar with 2K and a glass bottle, the first being made
by accident when I dropped the bottle in the lab after tripping on a
table leg that had been moved), a potion ingredient, and a binding
agent I can turn the solution in the flask(A mixture of nether wart,
redstone, and glowstone dust) into a potion that has eight uses or
“Swigs” instead of the normal one per bottle.
Another interesting power of these new potions is that the red
and blue alchemy items I had acquired from the adventures(Who in turn
got from some chest in a dungeon) can be used to “Augment” the
potions by mixing them in with more of potions ingredient. The red
ones I have dubbed “Power catalysts”, making the potions effect
much more potent at the cost of shortening the effect. The blue ones
I have started calling “Lengthening catalysts”, as they make the
potions last much longer then normal.
On another note, I have started trying to make a better binding
catalyst after an idea came to me from a mishap in the lab. I had
tried to make a slowness potion(We had a few villagers that had been
pestering us, so I wanted to get rid of them without hurting them),
but after adding in the sugar powered I tried mixing in a fermented
spider eye. Trying to add it in with a weak binding catalyst, I
noticed that instead of mixing with the speed potion it was forming
it's own section the same color of a weakness potion. Then the flask
exploded. If my theory holds true, these potions can hold more then
one effect, but the solution destabilizes when an effect is added.
Should the potion fully destabilize, it will cause a small explosion
that shatters the flask and damages anyone close to it with the glass
shards. If I can help keep the potion stable, I might have found a
secret of alchemy countless mages have sought but never found....
As for how to brew a speed four potions with max time, you need one binding agent, one greater power and greater lengthening catalysts..
I've been curious, two things, one what uses does the tier 6 have, and two, whats the blood letter for? (asuming i got the name right) im probably gonna feel really stupid after this but still.
Currently, T6 has very little content aside from the alter and orb. In the coming updates, more will be added(We plan to have Project: Omega released in the next major update, or at least part of it. We do have long term plans for the future such as Alpha pact, but one thing at a time.).
There are two items you could be thinking of: The blood letter's pack, an item used for early game semi-automation of LP production, or the mail order forum, used to claim your copy of our in game documentation when it is finally finished(Our thought process for this is that the player doesn't know what is in the book, so they can't directly craft it. They could however order a copy from the nearest multidimensional magic bookstore. That, and it is a bit more interesting then just crafting it directly.)
ok
well question, how long is is exactly that you can make a soul frey 4
potion last? and i feel it souldent be very long because if an attacker
wants to kill someone in bound armor they make soul frey 4 and throw it
on them then ok but if that person is relying to much on that alone and
they still end up losing to the one in bound armor they shouldent get
unlimited tries at it for a very long time. if you suck and still lose
then the effect should go away.
Both soul harden four and soul fray four with max duration last two minutes and twenty two seconds.
How can you give the ritual of the crusher fortune?
I tried 2 ways that i found the internet, but i guess i'm doing it wrong.
First of all, do you have to place 12 diamond blocks around the top of the ritual or use virtus/potentia?
Secondly, how do you make it work? because i couldn't aply virtus/potentia & the diamond blocks didn't do anything.
The block functionality was in fact removed, so you must use the reagent system to get this effect. Same system as what fueled Convocation of the Damned.
0
If lightning was at all involved, like with the ritual of binding, that is most likely the cause of your item loss.
0
Run down of the normal problems:
Are you using thaumium armor for the binding, and not thaumaturge's' robes?
You have activated the ritual by right clicking on the master ritual stone with an activation crystal, and if so what was the chat message?
You have dropped the item on the master ritual stone?
Was there lightning?
0
Or change the chamber slightly, perhaps moving two of the runes.
0
No, it is random like vanilla enchanting, You have little power over what it gives you aside from the seeded nature of it allowing you to keep using a good setup.
0
A master blood orb can only fill from a T4 or higher altar.
0
I recall you need something like protection eight on everything will get you almost complete protection. Your other two questions I can't answer because that depends on the chamber and how you build it. both of those I will let players work out, and won't spoil the best build.
0
You should be able to get higher then eight, if you build the chamber right. You can get almost complete protection, but armor piecing will be your bane regardless. Also remember that the more enchanting glyphs you add, the less stability you have and the less time you have in Omega. It will be a balancing act.
As for the effects of soul harden/fray, the reagent bar is effected but neither HP amount or regeneration speed is effected. You're close, but don't quite have it.
0
Soon.
0
NEI stands for Not Enough Items, a very popular mod that allows you to look up recipes, among other things.. Blood magic has support for it, allowing you to look up recipes for the alter and chemistry set.
0
Don't worry, harming isn't possible to brew in a potion flask.
1
You can brew a potion of health boost. Not permanent, but can get you through a sticky situation.
Bound armor doesn't lose durability, protection four diamond armor does. The diamond armor is harder to get due to the luck based nature of enchanting, and have a variable on how much it would protect(I recall it being 88% to 94%). Bound armor does have the high protection against anything armor piercing, where in protection four diamond doesn't help you at all. If someone lands two harming two potions, you are killed in the enchanted diamond yet barely take anything in bound.
As for your argument of "You need soul harden for good protection", default bound armor has better protection then unenchanted diamond, and par normal protection with enchanted diamond.
Finally, you can socket in the sigils to keep inventory space used down and lower to nullify the passive costs of the sigils.
Popular or not, dealing that much damage in one blow is absolutely absurd.
0
It will still be visible, like normal armor.
0
You can make it up to speed four, and the duration of a speed four is four minutes and forty four seconds. If you leave it at power one, it can last thirty seven minutes and fifty five seconds. Remember that with both, you have eight uses of the potions so you can multiply the times by eight for total speed time.
As for how to make such potions:
That is it for the reagents, for now. The other use for the
alchemical chemistry set I have found is the creation of potions
unlike anything anything I have ever seen. While not big on taste(But
really, has there ever been a potion that isn't hard to swallow?),
the potions it makes are more... refined. Using a single flask(Made
in a T2 blood altar with 2K and a glass bottle, the first being made
by accident when I dropped the bottle in the lab after tripping on a
table leg that had been moved), a potion ingredient, and a binding
agent I can turn the solution in the flask(A mixture of nether wart,
redstone, and glowstone dust) into a potion that has eight uses or
“Swigs” instead of the normal one per bottle.
Another interesting power of these new potions is that the red
and blue alchemy items I had acquired from the adventures(Who in turn
got from some chest in a dungeon) can be used to “Augment” the
potions by mixing them in with more of potions ingredient. The red
ones I have dubbed “Power catalysts”, making the potions effect
much more potent at the cost of shortening the effect. The blue ones
I have started calling “Lengthening catalysts”, as they make the
potions last much longer then normal.
On another note, I have started trying to make a better binding
catalyst after an idea came to me from a mishap in the lab. I had
tried to make a slowness potion(We had a few villagers that had been
pestering us, so I wanted to get rid of them without hurting them),
but after adding in the sugar powered I tried mixing in a fermented
spider eye. Trying to add it in with a weak binding catalyst, I
noticed that instead of mixing with the speed potion it was forming
it's own section the same color of a weakness potion. Then the flask
exploded. If my theory holds true, these potions can hold more then
one effect, but the solution destabilizes when an effect is added.
Should the potion fully destabilize, it will cause a small explosion
that shatters the flask and damages anyone close to it with the glass
shards. If I can help keep the potion stable, I might have found a
secret of alchemy countless mages have sought but never found....
0
Currently, T6 has very little content aside from the alter and orb. In the coming updates, more will be added(We plan to have Project: Omega released in the next major update, or at least part of it. We do have long term plans for the future such as Alpha pact, but one thing at a time.).
There are two items you could be thinking of: The blood letter's pack, an item used for early game semi-automation of LP production, or the mail order forum, used to claim your copy of our in game documentation when it is finally finished(Our thought process for this is that the player doesn't know what is in the book, so they can't directly craft it. They could however order a copy from the nearest multidimensional magic bookstore. That, and it is a bit more interesting then just crafting it directly.)
0
Both soul harden four and soul fray four with max duration last two minutes and twenty two seconds.
The block functionality was in fact removed, so you must use the reagent system to get this effect. Same system as what fueled Convocation of the Damned.