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Supernatural

Supernatural

by Jusey1 • Downloads: 0 • Followers: 0
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~Features~

-Ritual Altar-

By using Deepslate Bricks, some Iron Bars, and a block of Grave Soil from a graveyard, one can make a Ritual Altar. This block is the primary source to contact an unknown entity to perform rituals, deals, and much more. Anyone can use this, and to get started... Well, you'll need to get a Ritual Circle around the Altar and access to Amethyst Shards. To get a Ritual Circle around the Altar, you will need to setup twelve different candles spot in a circle. This can be done quickly by using candles on the Ritual Altar directly, which will automatically place the candle in the required spots, assuming there are space. Once all twelve spots have been initially placed, the candles most not be providing a high enough light source to go over a light level of four at the Ritual Altar's location.

Now, as for the requirement of Amethyst Shards? This feature doesn't require the use of candles, it only requires the basic requirement that everything else about this Ritual Altar requires, which is being in a light level of 6 or below. So, make sure your altar is in a nice dark spot with an Amethyst Shard placed within. Then, kill any mob near the altar. Some might be outright immune to this, such as golems or bosses, however those that aren't... When slain near an Altar with an Amethyst Shard, their soul will be collected and the shard will be transformed into a Soulgem. Captured Souls do have strengths to them going from Petty to Grand, so experimenting on different mobs to figure out their soul strength is a must.

The next step from here is to get yourself a Tome of Rituals. While powerful Necromancers can drop this item, you can make one yourself at the Ritual Altar. To perform rituals, all you need to do is place the required item into the altar, light the required specific amount of candles, and then break a Soulgem upon the altar that has the minimum required soul. For the Ritual of Knowledge, you need a Soulgem with at least a Common soul inside, twelve candles lit out of the total twenty eight you should have, and a Book & Quill within the altar itself. Once all requirements are done within a dark enough space, the ritual will succeed and the Tome of Rituals will be yours. Most of the other possible Rituals can be read in this Tome by using the mouse-wheel to scroll through the pages. Each Ritual will have a name, a description, then list a required item, required soul strength, and lastly the number of lit candles in roman numeral.

However, some Rituals are found elsewhere, are hidden, or even have an additional requirement. For example, the Ritual of Resurrection can use any soulgem, however it will require a sacrifice. That sacrifice's soul must equal to the same soul strength, or higher, to the soulgem you're trying to resurrect, or else the ritual will take the next best thing that is nearby... There is also a Ritual to gain Vampirism, via Contract. This Ritual's requirements is on the Contract itself, and the required item is the Contract itself.

Lastly, there is one more final Ritual that can be done, which is Soul Enchanting. The item in the Altar has to be an enchantable item, and you must have at least thirty levels of experience to perform this. This Ritual will enchant the item randomly, using the strength of the soulgem and the amount of lit candles to determine the strength of the enchanting progress. This also determines the total cost in experience points, not levels, when enchanting this way.

-Vampirism-

Vampires are individuals whom made a deal with an unknown entity to gain supernatural strength and favor, in exchange of living a more cursed life with additional weaknesses. Some Illagers have already made this pact, choosing to move away from their fellow kind into some old rundown graveyards that can be found in the swamp. However, Vampirism is also a curse that can be spread, and an individual can unwillingly become a vampire without needing to sign or agree to a contract. When Vampirism is contracted in this way, the victim will have a single day to remove the curse before they become a fully fledged vampire.

If one were to desire Vampirism... Then simply wait the day, or find a rare contract to perform the ritual to gain Vampirism. It is said that contracts are usually handed out by leaders within the Illager subgroup, though they tend to be powerful Necromancers so approach with caution and be ready for a fight. Either way, once Vampirism has be cursed upon the victim (or blessed in some eyes), all of your current life force will be drained down to a single hitpoint so be prepared to heal up from the transformation. Once a victim has become a Vampire, they will gain the additional benefits and disadvantages:

  • 15% Increased Movement Speed (Configurable).
  • +3 to Melee Attack Damage (Configurable).
  • Invisibility While Sneaking (Configurable).
  • Ability to Bite Necks of Sleeping Villagers/Players for Blood.
  • Ability to Collect Bottles o' Blood from Sleeping Villagers/Players.
  • Weakness to Sun Damage, requiring Helmet Protection (Configurable).
  • Weakness to Wooden Swords (Configurable).
  • Weakness to the Smite Enchantment.

On top of all of that. Vampires no longer have hunger, and thus doesn't need to eat. However, without a proper beating heart, they cannot regenerate health as easily, taking a while to heal usually. Luckily, attacking living targets that has blood can help heal you, or drinking blood directly as well. Hence, to a vampire, those sleeping become potential blood banks if the vampire has enough bottles. If the mod "Thirst Was Taken" is installed, a vampire player's thirst will be changed into blood and will require them to drink blood.

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1.21.1
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1.21.1
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1.21.11
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  • Ebonsteel Mirror is no longer valid to be locked to a Ritual Altar.
  • Ebonsteel Mirror instead will be locked to the player's last death location.

  • Note:Ebonsteel Mirror hard replaced the "Ritual of Teleportation", and honestly... I didn't like this. Decided to give the Mirror a new function where it returns to the player's last death. Unlike Rituals, however, this can work into any dimension.
  • Scourge now spawns tamed to the player when summoned via Ritual.
  • Scourge now has a saddle when summoned via Ritual.
  • Scourge's Frost Walker effect now properly uses the Enchantment instead of a mimic of it.
  • Removed Possession, Possessed Armor, Spooks, & Graveyards.
  • Vampires now spawns naturally within Dark Forest biomes.
  • Vampires can now despawn.
  • Added Ebonsteel Mirror.
  • Improvements to Plasmastone.
  • Removed Possession, Possessed Armor, Spooks, & Graveyards.
  • Vampires now spawns naturally within Dark Forest biomes.
  • Vampires can now despawn.
  • Added Ebonsteel Mirror.
  • Improvements to Plasmastone.
  • Updated Compat with Kobolds.
  • Removed "Ritual" DamageType.
  • Updated DamageTypes in mood to use vanilla system for death messages.
  • Updated death messages from this mod's DamageTypes.
  • Fixed Spells always going off 20 ticks into casting them.
  • Revenant Sacrifice Spellcasting Time buffed down to 3 seconds, from 6 seconds.
  • Revenants that spawns after breaking a Revenant Spawner or Revenant Vault should automatically target the player breaking them.
  • Updated Compat with Kobolds.
  • Removed "Ritual" DamageType.
  • Updated DamageTypes in mood to use vanilla system for death messages.
  • Updated death messages from this mod's DamageTypes.
  • Fixed Spells always going off 20 ticks into casting them.
  • Revenant Sacrifice Spellcasting Time buffed down to 3 seconds, from 6 seconds.
  • Revenants that spawns after breaking a Revenant Spawner or Revenant Vault should automatically target the player breaking them.
  • Removed Old Necromancer's Graveyard Variant.
  • Removed Old Necromancer's Graveyard Variant.
  • Fixed Ritual Candles.
  • Removed Necromancer Mob.
  • Added Necromancer Variant to Vampire.
  • Added Nightmare DamageType.
  • Added Checkmate DamageType (Unused).
  • Vampires with the Necromancer Variant can summon Zombies/Skeletons.
  • Vampires with the Necromancer Variant can NOT summon Vexes.
  • Vampires & Wights now have a base damage of 1,going down from 3.
  • Vampires now have a base speed of 0.3, going up from 0.25.
  • Revenant's Sacrifice Spell now only works on Sleeping players instead of Sleeping & Starving players.
  • Revenant's Sacrifice Spell now deals an insane amount of Nightmare DamageType instead of an insane amount of Ritual DamageType.
  • Revenant's Sacrifice Spell casting time has been increased to 6 seconds, from 2 seconds.
  • Scourge Spawn Egg is now in the Creative Tab, instead of being hidden content.
  • Vampire Dust has been removed from the Plasmacrypt Structure's loot tables.
  • Vampires now drop 1 to 2 Vampire Dust instead of 0 to 2.
  • Vampires now have a small chance to drop a Tome of Rituals.
  • Removed Necromancer Mob.
  • Added Necromancer Variant to Vampire.
  • Added Nightmare DamageType.
  • Added Checkmate DamageType (Unused).
  • Vampires with the Necromancer Variant can summon Zombies/Skeletons.
  • Vampires with the Necromancer Variant can NOT summon Vexes.
  • Vampires & Wights now have a base damage of 1,going down from 3.
  • Vampires now have a base speed of 0.3, going up from 0.25.
  • Revenant's Sacrifice Spell now only works on Sleeping players instead of Sleeping & Starving players.
  • Revenant's Sacrifice Spell now deals an insane amount of Nightmare DamageType instead of an insane amount of Ritual DamageType.
  • Revenant's Sacrifice Spell casting time has been increased to 6 seconds, from 2 seconds.
  • Scourge Spawn Egg is now in the Creative Tab, instead of being hidden content.
  • Vampire Dust has been removed from the Plasmacrypt Structure's loot tables.
  • Vampires now drop 1 to 2 Vampire Dust instead of 0 to 2.
  • Vampires now have a small chance to drop a Tome of Rituals.
  • Demoted some Mobs from Grand Soul tag to lower soulgem tags.
  • Sunlight Damage no longer hurts Ebonsteel Helmets.
  • Initial 1.21.11 port with new changes & recent update.
  • Grave Soil, Ebonsteel Block, Plasmastone Bricks, & Cut Plasmastone Bricks are now tagged for valid Sulfur Cube archetypes.
  • Removed Arrows from Wight's Loot Table.
  • Increased Plasma rate from 0-2 to 1-3 for Wights.
  • Increased Plasma rate from 2-5 to 5-12 for Revenants.
  • Removed "Ritual of Resurrection".

  • Note: The removal of "Ritual of Resurrection" was a deeply debated decision by myself that I've finally made. The Ritual, itself, was potentially useful but very niche one due to it giving the player the ability to resurrect any slain entity, retaining most of it's data. This can be a Villager, a slain pet, or a slain monster that the player wants back. However, this Ritual was the source for many balance concerns and bugs that caused a lot of limits to other, and more commonly used, aspects of the mod. The following changes below were down specifically because I can do them now with the removal of this Ritual...

  • Soultrapping enemies no longer stops them from dropping items & xp.
  • Many entites are no longer tagged as having immunity to soultrapping, and other mechanics from this mod (ex. Ender Dragon is now a valid target for a vampire's blood effect and she is now a Grand soul if soultrapped).
  • Fixed Serverside Crash
  • Tome of Rituals has lots more information.
  • Maximum Light Level for Ritual Altar has been reduced by 1.
  • Rituals done in Creative mode no longer consume items or candle light.
  • Added two Events for Gothic Infusion & Rituals in general for other mods to use.
  • & more minor fixes + QoL improves.

~Crypts of Plunder Update~
  • Removed Anchorstones completely.
  • Replaced "Ritual Compass" with "Ebonsteel Compass", the latter obtainable via a Revenant Vault...

  • Added Ritual Candles
  • Added Ebonsteel Material
  • Added Ebonsteel Armor
  • Added Ebonsteel Blocks (Bars, Door, Trapdoor, etc)
  • Added Ebonsteel Candle Holder (Supplementaries Support)
  • Added Ebonsteel Key (unlocks locked Ebonsteel Doors and Revenant Vaults)
  • Added Plasma
  • Added Revenant Core (replaces Anchorstones)
  • Added Revenant Vault
  • Added Revenant Spawner
  • Added Plasmastone Bricks Set
  • Added Cut Plasmastone Bricks Set
  • Added Wights
  • Added Revenants
  • New Plasmacrypt Structure within Dark Forests
  • Quickfix.
  • Fixed Lightning Bolt lag.
  • Improvements to Spells.
  • Spook Possession is now a Spell.
  • Initial 1.21.10 port.
  • Gothic Helmets from Creative Menu now has a default dyed color.
  • Updated Kobolds Compatibility.
  • Fixed a Loot Table Error.
  • Updated Anchorball to Anchorstone
  • Fixed Ritual of Resurrection
  • Updated Anchorball to Anchorstone
  • Initial 1.21.8 port.
  • Initial 1.21.7 Port.
  • Code Cleanup.
  • Spooks will no longer target mobs if tamed.
  • Spooks will no longer despawn in daylight if tamed.
  • Necromancer nerfs.
  • Initial 1.21.6 Port.
  • Initial 1.21.5 Port.
  • Added config option to change the chance of a Vampire replacing a Vindicator during night raids.
  • Vampirism is no longer spreadable by direct attacks from any vampiric source.
  • Vampire Illagers have a 15% chance to spread Vampirism (Config Option).
  • Vampire Players can now bite valid sleeping targets.
  • Note: This requires right-clicking the target, not the bed that they are sleeping in.
  • Biting has a 25% chance to deal damage to a valid target (Config Option).
  • Biting spreads Vampirism to Players if the valid target takes damage.
  • Both Bottle o' Blood & Biting can heal vampire players.
  • If "Thirst Was Taken" is installed, biting can restore thirst based on Bottle o' Blood's thirst values.
  • Bottle o' Blood config option is now default to true.
  • Texture Quickfix.
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