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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Spikeball»

    You could enchant it with unbreaking via vanilla enchanting.


    I also recommend avoiding imbuements that drain the durability faster like fall protection on boots. use feather fall instead and or a slow fall spells.

    Posted in: Minecraft Mods
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    posted a message on Witchery 0.24.1

    A bound statue of the hobgoblin patron is worshiped by goblins to increase the power of your mystic branch abilities. You can draw bigger symbols that are more powerful and it recharges your infusion powers when you are close. For future reference information on the function of items is available at https://sites.google.com/site/witcherymod/ simply type in the name of the item you are looking for. Note the site doesn't include many recipes that are in the in game guides.

    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    [quote=jegger42;../../../members/jegger42;1292130-thaumcraft-4-2-3-5-updated-2015-2-17?comment=27855]

    One thing that I would like to see is that flux reduces visibility on the goggles. This both gives you an indication of how much flux you've generated, and gives a reason to actually take the blasted things off once in a while.

    Allot of late game items have goggle functionality built in I don't want to be forced to take off my void thaum helmet because of high flux.


    ALso ive been studying microbiology recently and when i see taint tendrils i can't help but think mycorrhiza. They are like fungi roots, fungi use them to burrow into things and act as parasites as well as explore their environment. What i'm saying is tainted mushrooms that spread tendrils faster and possibly spore or something to give taint a chance to cross water.

    Posted in: Minecraft Mods
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    posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)
    Quote from ChocoPuppy»

    I was kinda wondering what the use of the crystal bow kinda is? like it creates damaging shots out of mana! like a damaging focus on a mana blaster... or a terra blade or an excalibur, I guess the whole trail leading back to you may be a bit annoying but otherwise what really is the use of it?


    Runescape reference? Beam on Terra blade isn't the main point same for mana blaster it is mainly utility. I imagine its similar for Excalibur too but i haven't experimented with damage. Does any one know how the four compare damage wise (Mana blaster, Crystal bow, Terra blade and Excalibur)?

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    If you want ideas for connection between ars and thaum i really like mana vortexes from this mod, I think they look super cool and could be very useful. you could maybe make a thaumcraft foci that creates a mana vortex or maybe you could create a sustained one that prevents people doing magic in a large are by draining their mana ( if you want you could make it do something with that mana). A magic mirror that deposits in your rift storage may be useful. A device with a large mana supply that manalinks to you (similar to light mages) would be useful you could even have it apply mana shield if you want giving you good protection around it.

    Posted in: Minecraft Mods
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    posted a message on Witchery 0.24.1

    OMG I haven't given my opinion on the vampire and werewolf thing yet, that is so unlike me. This is what i have observed on servers. 1. allot of players not doing witchery become vampire and werewolves almost instantly by asking other players to turn them (noob vampires asking me to make it night causes me pain). 2. night and storms consume servers with high vamp populations ( i had hoped it would start the war i didn't get in dawn guard but alas i was disappointed again). 3. on servers with ars magica 2 ( players can make spells for day and night) day and night are super inconsistent and occasionally you get a day/night battle where the server flickers like a strobe light (still no war).4.Vampires are stronger than werewolves on most modded servers as they are still able to use many of the more powerful aspects of other mods but werewolves cant.



    So i think day walking should be a thing and i think vampire and werewolf progression should require use of other parts of witchery. My suggestion is a simple barrier to progress that people have to use circle magic to get past. Before that barrier being a vampire or werewolf should be a curse after it they should be positives. Id also love to see a way to sabotage vampires and werewolves like a curse that makes werewolves turn or drains vampires blood faster. Thanks for adding vampires and werewolves btw i think minecrafters have been waiting a while for them.

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1
    Quote from jawdylawdy»

    Not true; with the Infernal Infusion, you can consume a bat/owl and gain flight, albeit a very rudimentary and not particularly useful form of it.


    Don't dis infernal bat flight i love it :D. On servers though bat flight does also rubber band if not already in the air. I have to take running jumps off cliffs to take off. Would love to have bat wings with infernal bat infusion :D

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1

    I saw that infusing demons into mirrors is coming and i'm wondering if that means we will see more Disney witch craft in the future? Might be good, when frozen came out every one of server kept asking me if there was a way to be Elsa through witchery. Although if your looking for another route you have already done a little bit of infusing spirits into objects with your necromancy section maybe you could expand that with some more demon and spirit infusing.


    Also damage boosting enchantments (e.g sharpness) don't seem to effect silver weapons damage to werewolves. If this was a balancing choice can we get a config option?

    Posted in: WIP Mods
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