Links:
Xtra Ores [v2.9] Beta 1.8.1 Download
ModLoader
Scot Tools
General Information:
ModLoader and Scot tools required
Adds 10 new Ores,
9 Storage blocks,
5 Ingots,
4 Gem,
45 New Tools,
36 New Pieces of Armor,
1 New Food
(all tools, armor, and ingots are all crafted normally)
Installation Information:
ALWAYS BACKUP YOUR SAVED WORLDS WHEN INSTALLING A NEW MOD!
YOU HAVE TO MAKE A NEW WORLD OR GO FAR ENOUGH AWAY FROM ALREADY EXPLORED AREAS TO FIND THE NEW ORES!!!!
This mod is installed like any other minecraft mod.
Minecraft must be closed during installation.
Keep in mind that if you have other mods installed Xtra Ores may not be compatible with them and thus it will give you a black screen.
Windows:
2.Search for your %appdata% folder
3.Navigate to your .minecraft folder
4.Go into your bin folder and right click on minecraft.jar and open it with WinRaR.
5.Copy everthing from the "Xtra Ores" folder and the "ModLoader" and the "Scot tools V1.01" folder into the minecraft.jar
6.Hit replace files if it asks you.
7.DELETE THE META-INF!
8.Close that up and run minecraft normally.
Mac:
2.Open finder and go to your user (the user that you are currently loged in as).
3.Go to the libraries folder in your user folder.
4.Go to your application support folder.
5.Go to minecraft.
6.Go into your bin folder in minecraft.
7.Right click on minecraft.jar and open with archive utility, then rename "minecraft.jar" to "old minecraft.jar".
8.It will create a folder called minecraft, rename this "minecraft.jar" (w/o quotes).
9.Hit add.
10.Open the "minecraft.jar" folder and copy everthing in the ModLoader folder into it and all the files in the "Xtra Ores" folder and the "Scot Tools V1.01" into the "minecraft.jar" folder.
11.DELETE META-INF!
11.Close that up and run minecraft as usual.
How to Support this Mod!
New blocks:
More Pictures:
Plans for the next update:
Calcite - [||||||||||] - 100%
Diairon (Nether Ore) - [||||||||||] - 100%
Special Surprise :smile.gif: - [||||||||||] - 80%
Forge API coding - [||||||||||] - 0%
Graphics - [||||||||||] - 30%
Total Percent - [|||||||||] - 40%
[v3.0]Special ores (Solsite, Calcite, and DiaIron) PickVil, battle axe, custom graphics, miners helmet (crafted like a helmet made of Calcite with Solsite in the middle), Solsite light blocks (like glow stone) crafted from a square of 4 Solsite fragments (Solsite will drop a random amount of them). Possibly 1.9 support (if it comes out before me and the graphics designers are done).
Eventual Updates:
- SMP support
- Lunacite ore
- Topaz
- POSSIBLY Reparite (when placed into the crafted grid with a tool, it will repair the tool's durability)
- Combo Ores
Version History:
- [v2.9] - Scot Tools re-added
- [v2.8] - Mosseine bug fixed.
- [v2.7] - 1.8 compatibility, Mosseine, changed so Cobalt + Copper no longer insta-mine, fix glowing rarium bug (right now, Sapphire glows instead of Rarium).
- [v2.6] - Rarium glows, ores are now more balanced.
- [v2.5] - Fixes a storage block bug.
- [v2.4] - Fixes a storage block bug, changes that you need diamond/amethyest/emerald to mine rarium, iron to mine silver + ruby + sapphire, etc.
- [v2.3] - Storage blocks, balancing tweaks, ores don't directly drop ingot.
- [v2.2] - Less files, less lag, less memory.
- [v2.1] - fixed Rarium armor skin, fixed an installation bug, changed Vectrite's durability, Ruby + Sapphire graphics fix, set hardnesses even lower.
- [v2.0] - Added 4 blocks, README.txt, fixed hardness bug.
- [v1.2] - Vectrite Bugs fixed
- [v1.1] - Bugs fixed
- [v1.0] - First release
Names of things added:
Silver
Vectrite
Emerald
Rarium
Cobalt Ingot
Silver Ingot
Vectrite Ingot
Emerald Gem
Rarium Ingot
Cobalt Pickaxe
Cobalt Shovel
Cobalt Sword
Cobalt Axe
Cobalt Hoe
Cobalt Helmet
Cobalt Chest Plate
Cobalt Greaves
Cobalt Boots
Silver Pickaxe
Silver Shovel
Silver Sword
Silver Axe
Silver Hoe
Silver Helmet
Silver Chest Plate
Silver Greaves
Silver Boots
Vectrite Pickaxe
Vectrite Shovel
Vectrite Sword
Vectrite Axe
Vectrite Hoe
Vectrite Helmet
Vectrite Chest Plate
Vectrite Greaves
Vectrite Boots
Emerald Pickaxe
Emerald Shovel
Emerald Sword
Emerald Axe
Emerald Hoe
Emerald Helmet
Emerald Chest Plate
Emerald Greaves
Emerald Boots
Rarium Pickaxe
Rarium Shovel
Rarium Sword
Rarium Axe
Rarium Hoe
Rarium Helmet
Rarium Chest Plate
Rarium Greaves
Rarium Boots
Special Thanks:
Speelwow for the banner and for finding lots of bugs!
red_royal for helping me fix a bug, and teaching me some thing I didn't know how to do!
Ruddzz/TrinityDot for making a video for the mod!
SuperSonix12 for PickVil/Battle Axe!
MarcBoss84 for Mosseine!
Exacat for Custom Graphics!
Neonscorpion for Custom Graphics!
Other planned mods:
1. WOLVEvolve (being worked on by neonscorpion): [*]Wolves evolve! [*]Multiple upgrade paths!
Banner Code:
Banner 1 (by Speelwow) :
[center][url="http://www.minecraftforum.net/topic/560701-173-xtra-ores-mod-v11/page__p__7400507#entry7400507"][img]http://i768.photobucket.com/albums/xx328/Speelwow/Banner2.jpg[/img][/url][/center]
[url="http://www.minecraftforum.net/topic/560701-173-xtra-ores-mod-v11/page__p__7400507#entry7400507"][img]http://i768.photobucket.com/albums/xx328/Speelwow/Banner3.jpg[/img][/url]
Banner 3 (by Speelwow) :
[center][url="http://www.minecraftforum.net/topic/560701-173-xtra-ores-mod-v11/page__p__7400507#entry7400507"][img]http://i768.photobucket.com/albums/xx328/Speelwow/Xtra-Ores-Mod-Banner.jpg[/img][/url][/center]
Banner 4 (by Exacat):
<p style="text-align: center;"><a href="http://www.minecraftforum.net/topic/560701-181-xtra-ores-mod-v29/"><img src="http://i51.tinypic.com/25tkdjm.png"></a>
Achievement 1 (by Arkidillo):
[url="http://www.minecraftforum.net/topic/560701-173-xtra-ores-mod-v11/page__p__7400507#entry7400507"][img]http://mag.racked.eu/cimage/3863wjl/Achievement+get%21/Your+life+is+complete/mca.png[/img][/url]
Legal Stuffs:
property of the author. Only Minecraftforum.net and mcmodcenter.net is able to host any of my material without my (Arkidillo's) consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this mod page or anything I've (Arkidillo) made on any other site, I (Arkdillo) may express my angst at you in the form of a lawsuit.
Thanks for the support! If you find bugs in the mod or you have suggestions, please notify me on this thread. Also, if your a good modder and would like to teach me a few things, please, send me a message!
41
Adds a Mythical amount of new, well....Everything, to your Minecraft World!
In MythiCraft new weapons and blocks will be added, you will be able to get quests, fight dragons, level up, and become a God of Minecraftia! In this mod there will be dungeons that spawn, massive Acropolis's, hidden tombs and ruins to explore, quests, a level up system with paths, classes, races, spells, abilities, powerful weapons and armor, new mobs, new blocks, new items, new realms, new biomes and terrain, hidden chests, Hidden Cities, and EVEN MORE!!! I plan on making this mod change the way players play Minecraft! If i can get people to help me, a team, then this mod will skyrocket to the top in no time! if you come across this mod idea and say to yourself you can't wait for it to come out? then please, go out, find a Coder or Modeler, hell even a Texture maker if your not one and help me start this mod...if not for others to play, for you! spread the word, tell friends who play to support me...in no time i will have beta up and running and ready for testers! Down below are some spoilers of some ideas, but i won't put much because I want it to be a surprise! in fact i intend to make this mod quite realistic. say you have your backpack starting out, (only can hold 2 rows at the start) you get one extra block of space per point in strength. then the more stuff you have in your backpack the slower you go (one stack of 64 dirt wont slow you, but 5 stacks of 1 will, it depends on how many blocks are taken up, not how much are in each stack)
~The Male God of Power, and Deity to the Dwarves~
Kynraahl was the first male child born of the Universe. Kynraahl was born with four arms and covered in scars. Hes chest was open, and where his heart should have been a bright red flame burned inside, powering Kynraahl's anger. Kynraahl is the pure creation of power, and the Creator of the Dwarven Race. He used the fire burning inside to create the stars in the sky, and his four arms to forge the foundation of our world.
~The Male God of Honor, and Deity to the Elves~
Eildarin was the second born son of the Universe. Eildarin was born without any facial features, from eyes to mouth there was nothing but smooth skin. Eildarin was born with perfect physique, and 8 white wings. Eildarin used his wings and covered our world, when he removed them there was a cooling molten rock where the star Kynraahl had once created stood.
~The Female God of Order, and Deity to the Humans~
&
Xeridiana
~The Female God of Chaos, and Deity to the Orcs~
Asailia and Xeridiana where the third born of the universe. her and her sister, Xeridiana, the god of chaos, where born in the same body. Kailoura's body was split down the middle, one side was black with a white eye, the other white with a black eye. the two sisters fought for control constantly, the two sides always at a struggle to take over the others. there two brothers saw them fighting endlessly, and there world was not going to be created, so they each grabbed the arm of one fo the sides and started to pull. the sides began to split peeling apart into separate people, until they became separate beings. each was apart from the other, they where fully separated, other than they shared the eye color of the others body. Xeridiana's body was doomed to never stay one form, always changing, wile Asailia was doomed to one. Asailia used her new powers to forge the goodness in our world, creating the soul, the trees and the plants, she used her hands to forge the boundaries of the universe, to give it order. wile Xeridiana used hers to cause chaos on our world, creating poisonous plants, and natural disasters.
The world was finished, but there was nothing but plants growing across it. So, the four gods, Kynraahl, Eildarin, Asailia, and Xeridiana began to create life. Kynraahl wanted to create a race of strength to worship him, so he created the Dwarves from the fire within him. Eildarin wanted a race of honor and respect to worship him, so using the feathers from his wings he created the elves, beautiful in his image. Asailia wanted a race with order to worship her, so, from the soil she molded Man. Xeridiana wanted a chaotic race to worship her, so using the darkness in the souls of the other races, she created the Orcs.
Buildings of Interest:
these are the races you will get to pick from while your world is being created. each race is diverse from the rest, some only able to effectively use certain weapons, some small enough to crouch into one block spaces. and some too tall to fit into 2. most races have a preferred class they will get bonuses in, and the other classes will get minuses. Each race gets bonuses to certain stats dependant on their physique, if your tall and buff you will have bonuses to constitution and strength. if your short and thin you will get high bonuses to dexterity and a low bonus to intelligence and a minus on con and strength, it just depends on your playing style. a character begins the game with 6 upgrade points, after that each level up will give you additional upgrade points depending on your Wisdom plus two. as you level up you get Skill points as well, skill points, as there name implies, are for spending on getting new skills. every other level you get 1 skill point plus your Intelligence skill point bonus to put into your skills. each skill will do different things, but are normally better than the one before it. your skill tree depends on your class, and each class will have 1 Beginner paths, then 4 Advanced paths depending on your beginner path, then 3 Master paths dependant on your Advanced path. Making a total of 24 different paths a players class can take, and each path will have about 5 skills, making a total of 51 total paths and 95 skills in total, but you will only see 15 skills. and there will be about 3 beginner classes, 12 advanced classes, then 36 master classes
Strength: Strength lets you hit harder and break blocks faster, strength represents your physical amount of muscle. high strength, your a body builder, low strength, your a lightweight. strength gives bonuses to melee weapons and how fast you swim, it also increases how much you can carry in your backpack without becoming encumbered.
Dexterity: Dexterity allows the player to run faster and jump higher. Dexterity represents your ability to move your body quickly and effectively. high Dexterity: can dodge an arrow at point blank range, low dexterity: cant dodge an arrow from 100 blocks away. Dexterity increases your chance to dodge an attack and lets you pull your bow back faster and farther, and move quicker when aiming
Intelligence: Intelligence allows the player to increase your Mana and the damage of your spells. Intelligence represents your book smarts, high Intelligence, memorizes every spell you have ever learned, low Intelligence, barely remember your training.allows him to cast spells quicker, lowers spell cool down time, and increases the amount of experience gained from killing, and the amount of Skill points gained every other level. (you get half your level in intelligence in Skill points, Rounded down)
Wisdom: Wisdom allows the player to craft more out of resources, and have a higher chance to get more items out of each block. Wisdom represents your street smarts, High Wisdom, can mine a ore block effectively enough to get 5 drops a block, low Wisdom, forgot how to craft planks. Wisdom increases the players ability to grow plants faster, Wisdom increases your ability to get critical hits, and increases the amount of Upgrade points gained a level up. (you get half your level in Wisdom in Upgrade points, Rounded down)
Constitution: Constitution allows the player to take a hit and increases your max health. Constitution represents your physical health, High Constitution, creeper blasts tickle a bit, low Constitution, zombies kill me...in one hit. Constitution increases your ability to regenerate health, increases how long you can sprint, and lets you hold your breath longer underwater.
Charisma: Charisma allows the player to attract followers and allows the player to get better deals at stores. Charisma represents the players beauty, high Charisma, has a mob of women fallowing you at all times, low Charisma, people run from me....screaming. Charisma increases the chance that animals will fallow you, It lets you break, and ride animals easier, and lets the cleric deal more damage to mobs with its spells.
Human:
humans are the standard race, they are able to be skilled in almost anything due to there diversity. humans are of normal intelligence and are good for any class, since Humans can learn almost anything they put there minds to. Humans are moderately strong and moderately quick, and are able to use any weapons without negative effects or bonuses. humans quickness to learn new things allows the player to pick one extra perk at first level.
Bonuses to stats: no bonuses, but the Human race gets bonus exp on everything that gains it.
Strength:
Dexterity:
Intelligence:
Wisdom:
Constitution:
Charisma:
Orc:
Orcs are strong and powerfully built humanoid creatures. Orcs are brutal fighters and can tear a man in half with his bare hands. Orcs are primal creatures that run off of instinct and have a low intelligence. due to this lack or smarts Orcs are only smart enough to use melee weapons, but they get bonuses to them. Orcs can only were leather and iron armor. and prefer to be barbarians. Orcs can see in the dark, as though lit by torches, but only up to small render distance, and only black and white (if i can pull it off). Orcish Lineage, Orcs take the extra damage from any weapon that has Bane Orc.
Bonuses to Stats:
Strength: +2
Dexterity:
Intelligence: -2
Wisdom:
Constitution:
Charisma:
Dwarf:
Dwarves are short stoutly built humanoids. Dwarves are master miners due to the fact that they can crouch and fit into 1 block high spaces! and are quite strong for there small size. Dwarves are powerful and vary healthy, they have the ability to resist poisons and most magic. Dwarves are slower walkers but can sprint a bit longer but only in a straight line. Due to Dwarves living underground most of there lives they cannot swim but can hold there breath for quite a bit longer than any other race. Dwarves have Dark-vision, allowing them to see in the dark at a distance of tiny, but in full color. Dwarves are natural fighters and tend to pick fights and start brawls, though Dwarves are careless, there are master warriors, they prefer to be fighters and excel at the crossbow.
Bonuses to Stats:
Strength:
Dexterity:
Intelligence:
Wisdom:
Constitution: +2
Charisma: -2
Elves:
Elves are nimble, intelligent humanoid creatures. Elves love the forest and anything it holds, and are master archers and melee users making them lethal warriors and rangers. Elves have the natural ability to ward off enchantments and curses. elves have Low-Light vision, allowing them to see twice as far in torch and moon light. Elves love of bows allows them to use them masterfully, making them do a bit more damage.
Bonuses to Stats:
Strength:
Dexterity: +2
Intelligence:
Wisdom: -
Constitution: -2
Charisma: -
Explanations
Dark-Vision: dark-vision applies to darkness underground, or pitch black darkness, unlike during the night time above ground.
Low Light-Vision: low light-vision applies to above ground darkness, such as in a forest with the moon coming through the leaves, but not a caves.
Extremely useful information below!
Here are the Beginner classes, these are the vary basic paths that give an example of what will lie ahead. each Beginner class has its own strengths and weaknesses, but i do my best to even them out yet make them unique. each Beginner class branches into 4 Advanced Classes once you have fully completed your Beginner skill path. once you have finished your Skill Path for Advanced class you unlock the Master Classes. luckily, for you all who funnel in all of your skill points into strength and constitution for the fighter, then realize as you have unlocked the Advanced paths that you want to be a scout instead, every time you unlock the next set of classes, EVERY LAST ONE OF YOUR UPGRADE POINTS RESETS, that way you can spend them in the way you like for the new class. now, when you unlock the next set, you do not lose anything you have gained. you keep all skills, spells, feats, abilities, perks, or whatever...they ALL stay but from then on are untouchable, you cant add points into them, you can't decide "oh now i don't want that one anymore"....they are frozen at there skill level and they will stay that way. each class will have a max skill points before next set unlocks, and it is always less than the total amount to Level up each Skill to max. lets say you have 5 skills, each with a max of 5 points that could go into them (25 skill points would be needed to Max out them all), but you could only spend 15 before they freeze and you move on. that way you must pick wisely on what you chose, you could dabble in everything skill, but intern each would be weak (15 level 1 skills, making you diverse but not specialized), or focus on a few skill and have them be extremely powerful (3 level 5 skills, making your abilities to work with narrower, but each of the few highly trained)... it could make or brake you in the big picture. I hope you all put a LOT of thought into your characters, to survive MythiCraft you need more than just powerful spells and a big sword.
Apprentice:
The Apprentice is a beginner mage that can grow into a powerful arcane caster. it is a weak class with powerful subclasses capable of destroying entire villages with one spell. The Apprentice class and subclasses need high Intelligence and due to low constitution starting out it would be best to put some in that, also it needs high dexterity to help fend off attacks. Apprentices are only allowed to wear leather and Mythril, and can only use ranged weapons because melee gets dangerous with low health. later sub-classes can use melee and other armors, but at the price of stronger spells.
Starting Stats:
Strength:2
Dexterity: 4
Intelligence: 8
Wisdom: 8
Constitution: 2
Charisma: 4
Fighter:
The Fighter is an all around combat class, that can specialize in ranged and melee attacks. The Fighter's class and subclasses all require a high amount of strength, dexterity, and constitution. wile fighters require high amounts of strength and constitution, the scout and thief need high dexterity and intelligence. Fighters are master melee weapon users and are are quick on there feet. Fighters are all around combatants and can subclass into specialized classes, or stronger fighter subclasses. fighters can use any weapon or armor but later sub-classes will limit this, but at the gain of bonuses.
Starting Stats:
Strength: 8
Dexterity: 8
Intelligence: 4
Wisdom: 2
Constitution: 4
Charisma: 2
Cleric:
The Cleric is a Divine spell caster capable of healing itself and destroying evil creatures with a look. The Cleric is a natural healer and a pacifist. due to this the cleric will only use blunt weapons, and wear leather armor. later The Cleric can sub-class into righteously good Paladins and sadistically evil Anti-Paladins, each able to use blades and wear powerful armors. The cleric is one of the harder classes to use, but if survived can become one of the strongest. A Cleric relies on its Charisma and Wisdom because those let its "Turn Mobs" spell deal more damage and increase the amount of times it can be done a night, but with a low Dexterity and Constitution it is best to put points into those stats.
Starting Stats:
Strength: 4
Dexterity: 2
Intelligence: 4
Wisdom: 8
Constitution: 2
Charisma: 8
ADVANCED CLASSES:
(Pictures will be up soon, its hard skinning them ALL by myself)
Mage Advanced Classes:
Wizard (Mage II): A wizard is the more advanced, more powerful version of a mage. when a Mage chooses to go on as one and keep training in his arcane arts the Kreed knights it as a Wizard, one of the most powerful, and respected of the Arcane users. This new Wizard is then able to train and use new spells that were off limits, giving it immense new powers. like always the Wizard is a slow caster, but when the spell goes off no one is left standing. The Wizard learns spells like "Fire Ball," "Chain Lightning," and "Earthquake," each able to destroy entire mobs of foes. The Wizards advanced learning now lets it wear an iron chest plate with its standard leather, and also let it gain vast amounts of new knowledge, though its long hours of sitting and studying have made it a bit more frail
Changes to Stats:
Strength: -1
Dexterity: -1
Intelligence: +2
Wisdom: +2
Constitution: -1
Charisma: +2
Sorcerer: The Sorcerer is a Mage that strayed from the path of normal arcane magic. A Sorcerer is normally discovered, through some twist of fate a Sorcerers lineage is related to Dragons themselves. Like Dragons Sorcerers inherit the ability to cast spells at will, with almost no charge time, but at the price of the most powerful spells. The Sorcerer is somewhat of a spitfire in nature, and in spells, most, like "Magic Missile II", can cast within a second or less and shoot off a mostly weak, but quick bolt of energy. The Sorcerer can learn Devastating spells, like "Missile Swarm," "Fire Wave," and "Inner Dragon." The Sorcerers blood line also gives it some supernatural abilities such as jumping, they can jump about five or so blocks into the air, and quick step which lets them move faster on there feet. The Sorcerers wild and uncanny nature let them use any weapon, and armor, but noneffective. There lack of training and guidance has effected them, but their freedom and new bloodline traits make them quicker, healthier, and more hansom.
Changes to Stats:
Strength: -1
Dexterity: +2
Intelligence: -1
Wisdom: -1
Constitution: +2
Charisma: +2
Magus: The Magus is normally a person who read a demonic book from the restricted section, and due to an already tainted heart they will do anything for power. The Magus is a unique type of Mage that gives up its Arcane magic, for Demonic Magic and Curses. They are usually outcasts and shunned upon, due to the fact they house a demon within them. The Magus meticulously studies, trying to increase his power in any way, including dabbling in forbidden magics. The Magus can cast spells quicker than a mage but slower than a Sorcerer, and about the same with damage. Most spells a Magus does are Curses or Black Magic. The Magus can cast curses on enemies, each doing a different thing, and each stack-able, letting the Magus quickly weaken you, slow you down, and drain away your health within a minute or two. The Magus is odd, it only regenerates Mana at night, or in his Sacrificial circle. The Magus can cast powerful spells such as, "Eldrich Blast," "Vampiric Mist," and "Dark Touch." The Intense training the Magus puts itself through pays off, and with a demon inside his strength has grown. The Magus can't use any weapons but can use up to diamond armor
Changes to Stats:
Strength: +2
Dexterity:-1
Intelligence: +2
Wisdom: +2
Constitution: -1
Charisma: -1
Alchemist: An Alchemist is a Mage that is intrigued by the powers of potions and Transmutation. Alchemists have the power to use their spells and infuse them into potions. They also know how to transform objects into new forms, like turning dirt into stone. Alchemists must use red stone dust as a catalyst for creating there magic shapes, then activate them to transform whatever is just below and above the circle into what they prefer. Alchemists using Transmutation can quickly and effectively create many glass bottles and fill them with water without needing to craft them. They can then use Transmutation to put spells in these potions, allowing them to make exploding potions by infusing fire spells, paralyzing potions by infusing lightning spells , or just simple healing potions by infusing food, Quickly and without crafting. Alchemist can wear medium armor and use staffs, light weapons, and light shields.
(HOW TO TRANSMUTE: To Transmute something you must put the materials on the ground, such as a glass block and a bit of water close by, then make a circle of red stone dust around these objects. By right clicking the red stone dust a pop up shows the items you can transmute out of these materials, then you select one and the transmutation activates, a bright flash occurs and in the circle will be the item you transmuted. Sometimes part of the circle will be destroyed, but most of it will stay, allowing you to pick up the dust when finished. To transmute a block into a new block, do the same, place it into the circle, on the same level as the circle, then right click it, once again a pop up will show you what it you can turn the block(s) into, once selected ALL blocks inside will change to that selected block, and use an amount of Mana equal to the item transmuted and the amount of them. Blocks can also be transmuted into items they drop.)
Changes to Stats:
Strength: -1
Dexterity: -1
Intelligence: -1
Wisdom: +2
Constitution: +2
Charisma: +2
______________________________________________________________________________________________________________________
Fighter Advanced Classes:
Captain (Fighter II):
Scout:
Mercenary:
Thief:
______________________________________________________________________________________________________________________
Cleric Advanced Classes:
Priest:
Paladin:
Anti-Paladin:
Druid:
Abilities, and what they do: (these used to be called Skills, we changed then name due to confusion)
Below are a list of the Abilities your player can strengthen through doing certain tasks. Abilities will level up as they gain Experience (EXP), and in turn, level your character up aswell. As your character gains Levels in his abilities, your character will begin to level up, every 5 levels you gain in total throughout your abilities, you gain 1 character level, so if a character has a Total of 20 Ability levels (example, 6 Woodcutting, 4 Mining, 3 Swordsmanship, 4 Crafting, and 3 Smelting, totaling 20 Ability levels) then that players Character level will be 5, (20 divided by 5 equals 5, (20 / 5 = 5)) each character level will give you points to spend in your characters Main Stats, such as Strength(STR), Dexterity(DEX), and Wisdom(WIS) Not only will you gain character levels, every level you gain in an Ability will give you Perk Points (PP). Perk Points can then be used to buy certain upgrades for you, most are Ability specific, such as "Eagle Eye - You zoom in 20% farther while drawing your bow back - costs 100 PP" This is how most will look, but, you cannot level up your Mining Ability, just to gain levels and PP to spend on that Perk, most perks have Prerequisites, such as Eagle Eye's, "Pre-Req.: Archery: 10" Meaning you cannot buy this Perk until your Archery is at least level 10. some perks could have up to 5 prerequisites. Now, Perks normally cost a lot of PP, and you only gain a small amount every time an Ability levels up, some Perks could do a small thing like Eagle Eye's, and cost little points, or you could save the PP, and spend it on something that gives a lot of powerful bonuses, but costs substantially more. Since you do have a level cap (to be determined at a later date) on your Abilities, you must decide if you want to get many mediocre Perks, or a few powerful Perks. And since there will be hundreds of perks (hopefully, if you guys have any ideas on Perks that should be added, please post, giving ruff estimates of the costs, pre-req's, name, and what it does ) you must decide which ones your character will take, as it will define them as a party member, and with hundreds to choose from, almost no two players will have the same character in the end! MythiCraft is striving for diversity in the player base, most everything will be randomized, or have hundreds of choices, so that each player can create just what they want for there character, and be unique, so the character you play represents who you are, and when people play with your character, they wont meet another one like you ever, so that no two parties are the same. because of this, clans can also start, if your faithful, you can accept the clan leaders guidance on what perks, skills, and abilities you should choose, so that your clan can work together smoothly, and you can overcome others easier. there are just SO many possibilities with this mod, i just cant wait to see it finished (which will never happen....we will never stop adding on ) i hope you guys enjoy what we are going to make, and if you have ANY ideas, complaints, whatever, just post it.
______________________________Survival Abilities_______________________________
* Name - What it gains EXP from / Description of Ability
_______________________________________________________________________________
* Mining - Anything a pickaxe is effective on
* Woodcutting - anything an axe is effective on
* Digging - anything a shovel is effective on
* Crafting - building certain things in the crafting table
* Forging - Creating weapons and armor on the Anvil
* Cooking - Creating food products
* Smelting - Smelting ores into valuable ingots, and blocks into other things
* Fishing - Catching fish with a Fishing Pole or Net
* Farming - Growing Crops, like Wheat, Potatoes, Carrots, Rice, Cabbage, Leeks, Tomatoes, Onions, and more
* Herbalism - Picking plants and herbs not specified in Farming (a lot more plants are going to be added)
* Construction - Building things in the world
*(maybe) Fletching - The ability to create Arrows, and Crossbow Bolts
* Domestication - Your Skill in taming animals (once you have fed an animal its breeding food, you tame it, and it wont de-spawn or try and leave its pen)
* Hunting - Your skill in hunting animals for food (including killing domesticated animals)
______________________________Fighting Abilities_______________________________
* Magic - your skill in Casting powerful spells (Mage only)
* Prayers - Your skill in Praying for Divine Miracles (Cleric Only)
* Combat Techniques - your skill in using powerful specialized Combat Maneuvers (fighter/ranger only)
* Archery - your skill with Ranged-Piercing weaponry
* Swordsmanship -Your skill with Slashing Weaponry
* Macemanship - your skill with blunt weaponry
*(maybe) Arcane - your skill in Learning magic's (is there a difference between this and the "Magic" Ability?)
* Blocking - Your skill blocking Enemy attacks
* Throwing - Your Skill with throwing Ranged-Slashing weaponry (throwing axes/knives)
* Heavy Weaponry - Your skill with Heavy weapons ((mostly)2 Handed Weapons)
* Medium Weaponry - Your skill with Medium Weapons ((mostly) 1 handed Weapons)
* Small Weaponry - Your skill with Small weaponry ((all) 1 handed light weapons)
* Unique Weaponry - Your Skill with Unique Weaponry (all oddly used weapons, like, whips, Dwarven Urgosh, chains, elven curved blade, etc.)
______________________________Specialized abilities __________________________
(I need more ideas)
* Haggling - Your skill in bartering for prices or goods
* Speech - Your Skill in speech, and the ability to use your words to manipulate others (only effects NPC's, its just up to your own silver tongue to effect players )
* Alchemy - Creating potions
* Enchanting - Adding Enchantments onto items
* Athletics - Skills in Jumping from a tall height and living, and Sprinting (would this be in Specialized, or Fighting Abilities?)
Here is a GIGANTIC picture of the classes paths you can take, the beginning classes, mage, fighter, and cleric all can branch off into advanced and master-classes, each better than the ones before.
*(the images below were found on google, i picked the one closest to what we have in mind, but the skyhigh forest will be more like a giant jungle biome, with trees 5x ~ 10x that size, i was just picking the only one i could find :\ )
the Lava Fields is a Biome as big as any, but with the surface covered in obsidian, cobblestone, and gravel. splitting the landscape like a web are rivines a few blocks wide, at the bottom, rivers of lava. Lava Fields to the eyes look as though massive pillars are shooting up from the core itself leaving a cracked pathway through the dangerous terrain. these pillars are filled with gold, diamonds and other valuable resources, but to get them you must mine above the raging inferno beneath them.
The Floating Mountains are a huge Biome scattered with craters, above them are cookie cotter peices floating high in the sky. The Floating Mountains are an amazing sight to behold, as the islands float through the sky, small pieces of the earth below them. The Floating Mountains hold wonderful ruins scattered throughout the islands, most with treasure ready to be plundered, and monsters ready to be fought.
The Skyhigh Forest is literally a massive forest normally inhabited by the elves. Skyhigh Forest is filled with trees, which trunks are 3 or 4 blocks in width and leaves touch the clouds! some say a monster lives in the forest, one meant to guard it from intruders. if you go deep enough little cities will do the tops of trees and bridges will stretch like a web to connect them. up in the trees the Elves live, protecting the forest, only they alone know where the beast is, and how to control it. (i am raising the sky limit JUST for this biome, most likely to about 250 blocks instead of just 127)
If you would like to support my mod it will not be without rewards. ALL those who help my mod through testing it, helping create it, input an idea that gets accepted, helps make models for it, help make code for it, and put the Banner in there Signature will unlock a new Race Made Specially for those who help! The race is one of the most powerful in MythiCraft, and anyone using it should be givin great respect, for they are the ones who will bring you this mod!
Modding Team:
~ Askaholic - Head of Code for MythiCraft~ (he's ultra busy with school, and other work, so i only get to talk to him every few months now, and all the work thats been done in the mod, he did....without him, i have nothing :'( )
JaxFrank - Weapons Design and Implementation
Mahonri-Director of Modeling and Creature Design(he hasnt contacted me in almost 6 months)Gjgfuj - Web Master of MythiCraft.net and Head of Alternate Realms and Portal Creation(havent talk to him in 6 months either)if i have forgotten you please contact me and tell me what you do to help create MythiCraft. I'm sorry if i have, there is quite a bit of people on our team and its hard to keep track...
Hello to all my fellow minecraft players, I have put this "Donate" button on this forum so that you all, if feeling generous, can donate any amount of money to help support this mod. You see, MythiCraft is my life right now, I am in a wheelchair and have a crippling disease called, JRA, or Juvenile Systemic Rheumatoid Idiopathic Arthritis, a disease that makes my bodies own defenses, my white blood cells, attack me. For some reason my white blood cells think I am the disease, and attack every organ in my body, from my skin to my heart, and all of my joints swell and fill with fluid causing unbearable excruciating pain that spreads through my body. Being wheelchair bound I cannot get out vary much, so I use MineCraft to explore the wonders of the world I cannot on my own. By delving into fantasy and video games I can forget about the pain and enjoy life, even if only for a little bit. I understand that you all don't care too much about my story, and most of you will most likely take it as a pity party, or a lie to get you to donate. You may believe whatever you like, but know I am telling the truth. I thank you all for supporting me, it has motivated me to take this mod and run with it until I cannot run any further. All of your wonderful posts and great ideas keep me wanting to wake up in the morning and get to work, even though i would rather sleep and skip the pain. You are all great people, and I thank you so much for everything you have done, if you wish to Donate, click the button below, any amount will help, even if everyone just donates a dollar or two it will stack up.
Thank you all once again!
-Neon
People Who Have Donated:
JaxFrank - $10
Jimboguy - $20
These are some towers we were working on, i dont quite know if these will be implemented yet or not...
Here is the anvil, not finished and upside-down, but here it is, ill see if i can get some better ones later
These next 6 pics are of a Tavern / Inn, i have a different texture pack on, im sorry, but i swear it looks good...
IN THE BACK GROUND OF THIS PICTURE \/ YOU CAN SEE THE BLACKSMITH, I HAVENT GOTTEN ANY PICS OF THAT YET, SORRY....
This is a circle made of seperate wall segmants, makeing them able to make a wall around ANY city of any size or shape...the next 4 after that are the inside of the wall, and above it...
This next one is a prototype of a house we were designing...
These next few are of a market, with stalls made of different colored wools and aligned sparaticly to give the player an idea of a medieval market place...
Below are screenshots of the quest button and some basic prototype quests that work and give rewards...
SOME SPELLS, LIKE MAGIC MISSILE, CATS EYE (BEFORE AND AFTER THE SPELL IS CAST)...
it adds a new way to play the game, and makes it feel morel ike an authentic RPG
First off, if anyone would like to make an installation or spotlight of the mod, please message me directly, if we have enough done in the mod for it to be worth it, then we will let you, please ask before hand though, i dont want 10 videos showing almost nothing, and making MythiCraft look "lame" or bad, so please, ask before makeing it.
This is an Spotlight, AND Installation video made by a youtuber by the name of EndermanCo. hopefully soon we will work to make a more up-to-date spotlight of the mod, maybe make him the eclusive beta tester, who will constantly show the things we add and change, as we do it.
Legal Stuff:
This document is Copyright ©(2011) neonscorpion's and is the intellectual
property of it's author. Only Minecraftforum.net and Mythicraft.netau.net is able to host any of my material without my (neonscorpion's) consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this mod page or anything I've (neonscorpion) made on any other site, I (neonscorpion) may express my angst at you in the form of a lawsuit.
1
the guys showing you how to build them block by block...do you think he'll really care if i just fallow his instructions and it comes out how his looks? i doubt it and sorry guys, IRL stuff happening to me too, were just waiting on school to be out to finish the mod we havent done enough to do even a small release yet though...sorry ^^;;;
1
ok, for your first question, its only for 1.2.7 atm, because i was in the hospital for 5 months, and my coders left thinking i died, so up untill a week ago i have had no one to help code the mod, as i am only an artist and no there is no currecy YET, but were adding that very soon
1
yea man, there will be many many many tameable animals, and like in Mo' Creatures mod by DrZark they will have many many different types of each tameable mob, and each with its own properties and special traits. also, you will have to take care of your animal like in real life, providing it with ood (each one, depnding on its size) has a different amount of a certain type of food it needs each day, like a griffin might need 10 fish, while a dragon needs a whole cow or two they will also drop dung (poop) after eating, that acts like bonemeal, but you put it on the crop before planting, you put it on the tilled soil, and that plant you plant of that soil will grow faster, and produce more items when harvested. each animal will also have its own personality, there iwll be many mood types, and personality types, deciding how the creature acts to different things, so a clingy griffin might be super eeger to fallow you, even if you tell him to stay, you have to distract him by throwing fish and running, or cage him, clingy griffins will also try and fly to you even if you didnt call them, makeing them hard to cage as they normally find a way to get to you, whilst grumpy griffins might lie arround all day, and ignore you, not eating unless your not looking, staying away from you, or even attacking you a little if you him off to much, so you will have to be a very good tamer to be able to keep, and breed mobs. mobs will also have stats like players do, the best ones have the highest stats, one of the things i also wanted to do, was alow you to put markings on your griffin, like blue paint stripes, or a lightning bolt on the forehead, stuff like that, letting you personalize it, and most rideable mobs will have armor they can wear as well, and they will all have pros and cons, such as, sure a griffin can fly, but if you or it is in armor while it flies it fliies slower, and if you carry to much it wont be able to fly for very long, or you can have a giant Sabertooth tiger mount, that has way higher attack, and can lunge at enemies, but cant fly, and like the griffin, moves slower if you or it is in armor, and cant lunge if you carry to much. so yes, to answer your question you can tame, breed, and sell your own mounts and there will be in game currency, Copper, Silver, Gold, and Platinum Coins, each higher in value then the one before, like this:
100 Copper (cp) = 1 Silver(sp)
1,000 Copper(cp), or 100 Silver(sp) = 1 Gold(gp)
100,000 Copper (cp) or 1,000 Silver(sp) or 100 Gold(gp) = 1 Platinum (pp)
so a very wealthy player might have, 3,000pp, while a poor one would have 250cp ( 50cp & 2sp)
so depending on the strength, and type of each tameable mob, the price will vary greatly
which, reminds me, each city will have a player/NPC made economy, say you steal all the wheat crops right, well now the farmer cant sell his wheat to the baker, which in turn means no bread or cookies, or cakes, meaning now theres less food, meaning the city might go hungry, and people might die, not only that but those people lose money they could have made, and the prices due to the drop in food will go up, and people wont be able to afford it because you took there wheat, which they sold so they had money to get food, so you need to be careful about what you just take (or give, if you give a farmer 1,000gp, he might decide to move into a mansion and stop farming and live a life of luxury, but now there's one less person to farm foods, and the process go on) in a city that also means if you start farming, and sell your goods at the market, then bread and wheat prices might go down due to an over amount of food, bringing prosperity, but in turn you might drive the cities farmer out of business if yours are too cheap to compete with, many many many things effect prices and lively hood within a city, so you must be careful, and think fully about your actions before just takeing some wheat
1
but i got a new coder, FoxNews, and he said he needed our old code so he could update it, but he said it wasnt in the dropbox anymore, what folder should i tell him o look in, and jax, could you help on he mod any :3 plz plz plz!!! ive got some great ideas, and im constantly building on my world with all the buildings for the cities. wait a sec....dont we have askaholics code for adding the buildings still? i wonder if we could actually add some buildings like override the village spawned building with mine, so at least villages will look cooler than what they do, and will be populated with NPC's just like in the game, cuz all my buildings have doors, it should also spawn the NPC's depending on the ammount of doors like before...what do you think? is there a way to replace the buildings they aleady have in villages with ones ive made? to spice things up? ive made all the new buildings and farms and libraries and homes and towers and walls, we could replace them with mine and jax, what do you think about just restarting because how outdated the code is? btw EVERYONE! what part do you want us to update first? i was thinking the GUI's i made for the new inventory, character, quest, perks, and skill tree GUI's, code them up so they work, and the stats work, as well as leveling up making you get points to spend. then later i was thinking of making the GUI for the race selection when you start your game, it will show the four standard races in black boxes with there base stats and quick descriptions below, and the race will be like the guy in your inventory, where he looks at your mouse when you move it, so you can make him look around to get a better look at em it will be four black boxes with the races like this==>
" [ ] [ ] [ ] [ ] " then when you mouse over one it will blow up bigger with the stats and info like this ==> " [] [ ] [] [] " (the middle one is the box with the mouse over it, it will show the race with a box below it showing stats and info, including best class for race, base combat stats, and where they live, and some basic flavor text about what the elves/orcs/humans/dwarfs are and what they believe in "nature/battle/honor/power" so on... ) What do you guys think???
1
this just came to me when watching a video on youtube. i was thinking, when you lose blood in real life, you get foggy, and dizzy, then pass out....what if in minecraft, we did the same thing. as you lose health you will begin to limp, and cringe, your vision will slowly go blurry, and it will be hard to keep our camera straight, then when you die, you fall to the ground, roll over to look at the sky, and your view fades out, then the "you died" screen appears.....i just thought it would bring some added realism to the game. what do you guys think???
1
ive already made a spider queen, and i make all models for the mod. the spider queen wil be about the size of the turantula model, but with a bigger abdomen and different color, she will be slower then some spiders, but every 5 seconds or so, she lays an egg, which wil hatch after 5 seconds, realeasing one of the small cave spiders, or i might make it a random hatch, makeing it lay an egg of a random spider type, cave, normal, or turantula, to make it harder to fight. eggs can be destroyed, dropping what the spider inside would have dropped on kill, but if you destroy the eggs, the mother spider could become inraged, moveing alot faster, and doing more damaged. the mother spider herself moves slowly, and does okay damage, but im thinking about giving her the ability to shoot web now, you know how fun it is to throw a fishing pole out to a random animal, then sling it towards you.....imagine literaly that, but no fishing pole. this will allow for players to not just stay out of reach and work around her slowly moving body. when she does this, her abdomen will point up into the air a bit, then she will make a chattering sound with her teeth, and then she will shoot the web with amazing accuracy. the web, on hit, will not harm you, but will pull you closer to the mother spider, who will proceed to harm you.....slowly, and painfully.... but, once your caught in the web, you can swing your sword over and over to break out, the faster you slash, the faster you get free. now, im trying to be as realistic as possible, so when the web hits you, even your Skin changes! once it has grabbed hold, an overlapping skin will make you appear to be wrapped up, infact, with alot of things, your skin will change, we were working on making the night vision spell make your eyes yellow, like a cats eyes. anyhow, i pretty much just spoiled one of the bosses were adding in ^^;; tell me if you guys like it ok?
1
we are adding more than just the 4 races listed, those are MAIN races that dominate the world, and yes, if your an elf you spawn in an elven tree city, if your a human you spawn in a village or city (we are replacing villagers in general with our interactable NPC's, so it will look like you started in a human village) if your an orc you spawn in a orcish incampment, with house-burrows and wooden structures, and if a dwarf, you spawn in a dwarven cave city, (like a massive ravine to bedrock with houses built along the sides into the walls, and bridges connecting them, dwarven cities have a high chance of spawning with "abandoned" mines connected to them, where the dwarfs go to mine there ores, other dwarven cities are massive dome like caverns, with hanging buildings from the cieling like stalactites) for the cities, so far i have maybe 25 buildings for the humans finished, includeing 3 ruins that will spawn in the wild with chests filled with random goodies, i have made an extra wall segment, for connecting straight and diagnol wall pieces
( like this ==> --/ ) and have made 4 Sewer tunnel pieces, that will run under the cities streets, in the sewers giant rats will spawn, and slimes, they also have "man holes" allowing players to use the sewers as a hideing place from gaurds, or as a secret passage way for thieves! the list of human buildings finishes is as fallows, and most races have versions of these buildings for there culture
I have also finished a few creature models, and the crossbow model :3 and im working on the best mobs of all!.......DRAGONS!!!! im adding 5 dragons, Red, Green, Blue, Black, White, each live in a respective biome and are rare, in order, mountains, jungles, deserts, swamps, tundra, and there breath weapons are as fallow, respectivly: Fire, Gas, Lightning, Acid, Ice ... so far the red dragon model is finished, and i warn my mob coder in advance, he is DETAILED... many MANY parts, infact about 40-50 ( neck and tail in small segments to make movement look fluid, like an ender dragons) and all dragons WILL be this way, they are the mob everyone wants to look good, and are expecting to be awesome, so i want you to code there animations and AI better than any other mob, i dont care if it takes a week or more, these babies have to be MAGNIFICANT! :3 i would even do each seperate animation for its claw attack, breath attack, landing, taking off, movement when standing (i hate mobs that stand PERFECTLY still when just sitting there) for you, if i had a program that let me without needing to know code as well...i heard Techne has an animate feture, but i cant find it on mine or i would.
Anyhow...i hope you guys can at least get SOME work done before im back, i know schools started, infact im at my colledges computer lab right now...TALK TO YOU LATTER GUYS!!! cant wait to see the bandits when i get baaaack!!!
Sincerly,
-Neonscorpion
1
for all those who dont read the posts, YOU CANNOT PICK YOUR RACE OR CLASS IN THE CURRENT VERSION! this has been stated numerus times, for now that class allows you to use some stats and see how they change the in game machanics, the race is that way for the same reason, now, for spells, THOSE ARE NOT THE CLERIC SPELLS! JUST BASIC SPELLS TO GIVE EXAMPLES OF SPELLS TO COME! this mod is still being HEAVALY developed...in no way is it close to being close to what we have in store, if you have a problem please read some other !!!UPDATE!!! posts, and just general chat between me and the team and all of you, it will help answer quite a bit of your problems...now, i am SOOOOoooooo sorry for being gone, i have been very sick, and in the hospital, i might be going back soon, a lot of stuff is going on, and its compounding to make my healing process slower, so im sorry if im gone for an extendent period of time, hopefully my amazing team can work without me for awile, i should HOPEFULLY, be back sometime soonish, ill try and check in often...
Thanks Guys!
-Neonscorpion
1
Vamperism:
Method of Contraction:
2. Join a coven, and earn there respect
Pros:
Lycanthropy:
Method of Contraction:
2. Join a Pack, and earn there respect
Pros:
so that was some of my ideas for how Two forms of each disease would work, "Half Bloods", and "True" and "Pure Bloods".
"Half Bloods" being the weaker version, more like thralls to the more powerful version, and are normally looked down upon by there betters, but its WAY easier to become them, then to work just to become a True/Pure Blood, but they lack the benefits of True/Pure blood, and having a Pack or Coven defending them.
tell me what you think,