#Ars Ocultas /Tome of Blood: Rebirth
1 messages · Page 2 of 1
Sick
I have and idea for like a sword/ bow like for a sword it have no blade but once activated it will take lp from either the orb or yourself to then make the sword used same with bow but it will make arrows out of the lp
blood magic used to have a bound sword. i think they got rid of it since it basically wasnt as useful as the sentient sword
Fr? But it would be basically the same as the basic ars enchant sword but yk blood
old blood magic was basically bound stuff
dormant until you activate them and they drain lp over time
Wouild be nice if ther ecould be an Ars LP farm.
Because using a heal glyph and sacrificial blade, other than working, it's kind of a bit inconvenient.
well of suffering + restoration ritual
and insanely strong to the point that only real contender was draconic stuff iirc
always wondered if the similarity between redmatter stuff and bound was intentional, lol
Portal based xp farm works a treat
I thought it was the same artist who just reused if
i don't remember, but it's possible
the first versions of bound armor use the same the textures
I am not sure completely, I got in the modding scene after 1.14 (truly in 1.16)
I have played 1.7.10 and 1.12 packs but very less
YEAH! Got the high level crusher!!!
and thanks to ars, I could have been able to skip most of the early grind.
The only thing I was forced to do was to summon an afrid to make red chalk
what spirit is the top left one ?
That is the lv 2 crusher.
Bottom left is lv 1 crusher
And bottom right is lv 4 crusher
Also, would be nice if the crusher could break raw ore blocks
from the recipes in JEI, it does not.
But yeah, going to do that. , it helps a lot on speeding up automation
if occultism adds it, it will automatically work with jars
Touch break aoe fortune fortune fortune fortune and touch place block aoe
oh, occultism stuff
yeah, all started as one mod but quickly split into 3 iirc
dunno why occultism didn't have stuff like this by default
waiting around for that tier 1 crusher to crush is ridiculous
later tiers are super OP
marid does an item or two per second and gives 6 pieces of crushed ore
The only real point of the Foliot crusher is to get you the dusts for the next level unlocks. While Ars can make them eternal by putting them in jars, anything less than the Djinn crusher is insanely slow and not productive.
I can confirm that.
With everythign that I am playing with.
You can get a lv 4 crusher quite early in the game wihtout needed to make the others.
Cold snap and flare have splash damage, they'll hurt others around them
So harm as t1 is a simple single target, then at t2 you can switch to a higher damage, multiple target
I see
higher damage is probably not gonna happen as it get plenty strong
for multi target, I will need to play with glyphs to see
Yeah it's not a problem, I can do something like chaining anyway if I really need
For farming, there's the scythe anyway
Not to mention I need to test just a regular attack spell in offhand and a sentient sword in main hand. That's what I did back in 1.10
you could reactive sentient harm on sword ig. will that even work ?
It’d be nice if Heretic mage robes would boost sentient harm damage. As it stands it’s still outdone by something like cold snap
Alternatively a glyph that drains LP to deal damage and scales with max capacity might be cool
how much will do you have ? and what aspect ?
Raw will, one max gem
Are you still amplifying it?
greater ?
Yep. Damage is around 13 or so
Snap snap only really helps for crowds, no real increase in single target damage
I’ll double check the numbers when I get home
Maybe I’m too used to Ars Elemental
Personally I think snap should hit harder, it's sacrificing precision for power
and i don't count the +6 from thread because it would apply to sharm too
Elemental robes with the power thread can probably get it pretty high
focus is two amps (major, 1 for lesser), armor is 0.5 amp per piece (2 full set)
so 10 damage from that
I think I'm around 13 damage from sharm, I don't have the power thread though
Could be interesting to get a crafted living armor upgrade for spell power
Expensive upgrade point cost of course
Is the living armor supposed to self destruct if you exceed it’s upgrade capacity?
no
So you'll end up needing the upgrade ritual as well as downgrades to balance out
The lack of tier 3 thread slots on the heretic armor hurts quite a bit
Most sets have 2
update your tob
update mod
I need to get the upgraded gear before chonky nerfs it to 200 instead of 300
well I can patch that as well :P
Honestly, I think that 300 is fine since downgrading ritual doesn’t work
I'm currently at 115/100
bruh what ?
What doesn't work?
Tried to apply the parched downgrade and nothing happened
The one that makes you unable to use potions
are you doing it correctly? the process is a bit convoluted
Stack of empty bottles, two stacks of artificial upgrade points.
I still only have T3, so haven't gotten that far yet
Right click the ritual stone, get the ‘energy flowing’ message, nothing.
let me test that now
While you’re at it, I think the elytra living upgrade is borked too.
Could have sworn the pack I was in updated it… I’ll double check when I get home.
cool
It's called heretic, but there's been I think 2 updates since that change
just double checked, downgrades work
you need to put exact number of items
since quenched only has 1 level. you need to put 1 glass bottle and 100 synthetic points
you can put more points if you want but the specific item needs to be exact
Does Will drop from mobs if I add the glyph og sentient harm?
I was planing on just using my enchanters sword with it instead of the sentient sword from BM
Sentient harm increases damage based on demon will you have in a gem, and it applies the soul snare debuff
So if they die when they have the debuff, they'll drop will
nice, so it works then, thanks
Idea: I think I sick amount of spells for blood would be stuff from choso (jjk) like piercing blood, the more lp u have the more damage it will do
Like just in general blood manipulation from jjk would be interesting to see in tob
Some sort of Elden-Ring like blood flame or blood projectiles would be pretty cool
elaborate
Two approaches come to mind.
You could mimic the standard ignite/flare for a simple damage over time component that scales off of will/blood with diminishing returns.
The second part would be a component that deals damage based on the amount of blood in your network, again with diminishing returns. The trick is that the damage is amplified if you hit someone with the previous blood flame debuff, much like cold-snap or flare.
Perhaps a focus to boost damage and/or have some interactions with your network would add some diversity.
You could also add some sort of wave shape (I am heavily drawing off of irons spells and their implementation of blood magic for this) that is a projectile with increased horizontal spread but minimal vertical coverage as well.
The other approach would be to just have a blood version of the enchanter tools that use the same mechanics as the tome of blood- that being they draw off of both LP and mana
As well as have some sort of innate boost to spells
You could mimic the standard ignite/flare for a simple damage over time component that scales off of will/blood with diminishing returns.
You can already do this if you add Duration to Sentient Harm. The damage values scales with will you have and effect changes based on what will aspect you have
those will come some time in the future
I see. I definitely need to play around with it a bit more. I’d suggest a demon-will powered version of the enchanter’s sword but I think that’s already on your todo list
not a demon will enchanters sword since reactive still exists
A secondary flare-type spell for the sentient harm would be nice though.
so you can just put reactive on sentient sword
Yeah I have been thinking about that. Zieg777 also mentioned it
My blood magic knowledge isn’t that strong, but is there a difference between LP scaling and will scaling offensive stuff in default Blood Magic?
LP is not used for offense in normal blood magic yet
LP is mostly used for crafting and powering rituals
you can make pretty useful stuff like potions and anointments though. can be considered as offensive in some cases
it was an old feature. no idea if it will return in any form
the bound armor and bound tools
Right… those were the bound weapons I believe
Yes
How is dev going with Blood Magic anyway?
its somewhat stagnant. I am allowed to port it further and add small tweaks and small additions. that is why ToB will be the place where I experiment with new mechanics and features with the intention of upstreaming it if the author likes it
I see.
WayOfTime, the author, is very creative when it comes to designing new mechanics so I would leave new features completely upto him
Demon Will being an offensive resource and LP being a defensive/utility resource should work fine.
Remind me, isn’t reactive a chance at casting a spell on item use?
there are quite a bit of things he still wants to do and we are still in mid game blood magic
I think so yes. Elemental changes it a bit so I am not sure
I wasn’t sure what the difference between a will powered enchanters sword and a will sword with reactive were.
sentient Enchanters sword might not happen because it completely replaces both the sentient sword and enchanters sword
Only thing I add is the cast on block for the EShield
I am aware and I dont like it. this is a very early impl (2nd iteration already) and it will keep changing.
Or maybe all shields, all the stuff to track are becoming too many to handle
maybe not so much with the tome specifically because it was the focus of the og ToB
Gotcha. I look forward to seeing how things go. Are the demon will interactions with sentient harm already in the documentation?
I think so. let me know if it isnt, I will push an update
Yeah, it's not there. only thing it says is that it increases in damage based on demonic will you have.
okay I will add it next update
Cool. thanks!
for now CORROSIVE adds wither to target
Vengeful give player mana_regen and Steadfast gives absorption
this will change in next update though
I take it raw will still gives the highest damage value?
no. destructive does most
Destructive is just straight damage right?
For now yes
Corrosive doesn't add damage? Just wither?
corrosive uses the same values as raw
Fair
Good to know. So right now I've got a pair of common gems. Iirc it's only using a single gem for values, I just like to have more to work with for crafting. So I get the +3 damage. So at the next I'll have an extra 1.5 with regular
I need to dive in to the t4 stuff this week, might swap to destructive
It would be interesting to have the color of the spell change based on the will flavor. But I can do that manually
that sounds cool
I will see if a trail system is possible where the front of the projectile is set by the will type and the tail is spell color or something similar
a dual tone projectile
The extra 3 damage switching to destructive probably isn't enough to get single shot kills, maybe on skeletons with no armor.
Spent the past week building though, not doing any progression on anything. I'm excited to start mapping out how to set up my heretic powers vs threads
I think the combination is really interesting for deciding what I want where
Not to mention xacris and my thoughts on a battle arena for monster fights
I want to expand more on demonic glyphs. Its a pretty nice concept
and i can probably create some filter glyphs for people to use a specific will type
monster fights? as in armored mobs like timmy from yesterday ?
I was wondering how to manage that. My thought was just toss the ones I don't want in a backpack
Yes
Timmy was in battlemage. I want heretic
so like pokemon battles kek
Apply the stormtrooper, quenched, etc debuffs, so I can maximize attack damage
Little Timmy in quick feet 10
its not gonna be a fair fight 😆
Yup
please record the battles for me :P
Also with Timmy, he had hex and wither 3, but I had a curio that increased my iframe timer. So he barely hurt me, half the wither ticks were ignored
So playing with the different ideas, DOT vs direct damage
I do have Timmy vs an iron golem in the next video. But heretic armor could be crazy when hyper optimized for mobs
Timmy doesn't need mining, so dull pick 10. As a player that's terrible, but for a mob...
Timmy was originally base defense for xacris. But his idea has evolved beyond that
how did xacris tame it ? I hope it doesnt turn against xacris or else it would be very chaotic
He had an undying thread that had a lot of mileage
Eidolon then had a staff of enthralling, so he captured it in that, which made him follow around, but not attack him.
Still went for me though
For the Herectic armor, any major difference from the Living armor?
Other than accepting threads?
first time playing with blood magic, so I am not sure how to get those upgrades and stuff.
like . . .
How do I add the socket upgrades, and how does the training bracelet interacts with it?
Same idea as living, but has the addition of the threads on helm, legs, boots
And I believe when you do the upgrade ritual, you only have 200 upgrade points instead of 300
I guess that to activate the "upgrades" you need the full set?
Yeah same as regular living armor, you need the full set. I don't know if you can mix and match living and heretic though
it does and now it sounds like an exploit lol
Sounds like you'd use heretic everything except for the chest
since you can use living chestplate to get full amount of living points ( atleast after I nerf it to 200)
So you can get the extra 100 points after upgrade
although you would be missing out on the mana regen ana capacity
And most important
The color
I'm still wearing dark gray. I need to test out colors again
@hard quartz did you test out sentient sword with reactive sentient harm ?
does it drop double the will ?
if it is too broken, I should maybe remove the soul snare effect and change the way drops are calculated.
this method is creative enough that I dont mind keeping it unless it is super broken
I figured out a way to do Tier 2 glyph variant for sentient harm like Cold Snap/Flare
Haven't tested that yet exactly. I have been hitting with soul snare and then killing with the sword, it drops extra but I'm not sure it's double
Because the sword, if you kill and have a tartaric gem, the will will get absorbed directly usually. So I'll need to properly test.
I am reworking how sentient Harm + Duration works. I want to have a potion effect for every type. Any ideas ?
we can do Ars or blood magic effects as well
Yeah I dunno if I should keep that or change it
you're changing up how corrosive will works right?
cause corrosive wither sent harm could be pretty strong
well i got an idea for corrosive
beyond wither
how about resistance down?
"corrosive" sounds like it would destroy some armor
since ars already has a wither spell
corrosive sent harm could be for penetration of high armor/resistance targets
does sentient harm with corrosive will (no extra extend time) add wither?
I dont think so
as for destructive
how about a small aoe effect?
of instant damage
like i dunno if you can do %
not aoe. I am working on a tier 2 aoe spell
vengeful could be weakness as well
ya thats what i was thinking
attack down
steadfast hmm
hmm
it does a movement slow
trying to think of a potion effect that wouldn't be super op lol
levatation sounds super op for steadfast will
well what i have in mind for destructive isn't a potion effect thats ingame lol
and would take coding probably
go on
echo damage like it does 10-20% of its inpact damage
I want some kind of potion effect and probably should have DOT
well you could give destructive wither
or steadfast
if you plan to move it from corrosive in place of resistance penetration
I am converting Sentient Harm into more like normal Harm spell. it can either attack or put potion effect. not both
yeah thats how normal Harm works
Can you get the sentient harm to work more like the sword? Not applying the soul snare, but just getting the damage and drop rate of the sword
oh are you adding will type modifiers to the spell book?
or ae we talking about the player carring around a tartaric with that will type
If I recall the amount of will you get from the sword also impacts the amount of will you get
Yeah thats possible
theres an effect from eidolon tht i think is neat it stops healing giving you frozen hearts
the damage is already like the sword no ?
but not really something useful for mobs lol
carrying it around
ah k thats what i thought you meant
you going to change the books spell color baed on will type?
well spell icon color that is
man i can't type for shit this morning
I might change projectile color but I dunno if that is possible.
Damage is already like the sword yeah. But it applies the soul snare instead of just dropping will on death
Sentient sword doesn't apply the debuff for instance. It's not a big deal, it's just not what I expected
dunno if thats possible since players can choose a spell color
Yeah its possible and I was going to do that but I wasnt sure if you would like it lol
since you wanted to double dip using reactive
hmm
reactive sent harm lol
list so far
veng: attack down? maybe
corrosive: resistance down?
destructive: maybe wither?
steadfast: tbd
raw: tbd
the problem with raw if it stays poison some mobs are immune to poison
and dunno if you could change it to a non damage type ticking damage
🤷♂️ i can't think of anything for the last two thats a potion effect
drowning i guess but that sounds less useful then its current movement slow effect
Eid have an effect that reduces by 25% the armor points
If you want to see how much it changes to have less armor
But as you would expect, it won't matter much against simpler mobs
Might have to forceApply it, as otherwise it's useless against most strong mobs
true most mobs that you'd want more armor reduction on
are usually immune to them effects anyways lol
though it would be useful on simpler mobs from apotheosis
with there champion mobs
some of them have some insanely high armor values
Chonk, for sentient harm could you tag it with the forge:magic if it uses a custom damage source?
If it doesn't, the next PR should make it fallback to generic spell damage anyway
Won't trigger witches damage reduction unless specified, but would interact with the thread and other mods that use the standard
Should become an official tag with 1.20.2 Neo
It doesnt use a custom source right now. uses the default one
I will be creating a new source for next release and will make sure to mark it as forge:magic
If it's the IDamageEffect default don't worry
I need the new source to set will drops
Marks them as magic without any effect on vanilla
But to trigger stuff like Eidolon's armor passives or Malum ward hearts
Potentially, scaling on a magic attribute from mods like pmmo

sadly pmmo isn't updated for newer version of minecraft i think
this is cool though new tags for shit
To do what that PR does in 1.19 you need scalaes, in 1.20 it's both simpler and annoying
Cause it's not a native tag to forge or mc but a community chosen thing
so neo forge is going to add it a native tag
1.19- had isMagic coded, which also triggered witch resistance
https://github.com/neoforged/NeoForge/pull/59
Part of this PR. But can't be merged for 1.20.1 to not break compat with old Forge
but should be a thing once 1.20.2 comes around
i guess this is something to look forward to modders get more toys to play with
so its going to be a while befor ars gets its neo forge update and such
i hope all these breaking changes don't effect mods
like delaying everything for extended amounts of time
Yeah, Ars is not going to update to newer version for a while anyway
it will delay things
its not as big as 1.13 but its still a lot of work. internals have changed a lot
heard few devs ran back to forge because of the amount of work required
I'm a bit worried about the registry changes, as mods have a lot of stuff
The package change is just a script to refractor
sounds like a smaller version then 1.13
but still going to delay things quite a bit
just hope it don't come to a standstill like it did befor
the process looks alot simpler for custom registries
I mean, if there is a script to unwrap all the deferred registration to the new one it's totally fine
If it's gonna need a line per line, it's gonna be easier to pay a code monkey to do that boring thing
i'm getting the "stuck on 1.20.1" feels right now
I am kinda glad we use Registrate for EIO lol
although I would need to become the code monkey for BM
code monkey do code
🤷♂️
gues we'll see
i don't mind playing 1.20.1 for a while
things don't get spicey till 1.21 anyways
This is what I going with

I am adding a new custom effect called vulnerable or something that will make you take 5/10% more damage for all sources
👍
seems good for destructive
wasn't you planing to do spellpower or something for destructive will
for the player that is
that will be in Sentient Wrath glyph
(name temporary)
it will be a tier 2 glyph which does very little damage if the target doesnt have CURSED effect and also applies the effect after
if the target is already cursed, then it will do a AOE attack with stronger damage
the speciality of this glyph is that it gives the player small bonuses if it kills a target
stacking or non stacking?
non stacking but will refresh bonus timers.
dont want it to be too overpowered (which it already might be)
don't sound to op
curses the target explodes for aoe damge if the target is cursed
and gives a small boon when the target is killed
what kinda effects you going to give the player?
is it going to be random effects like belt of unstable gifts?
not completely sure but stuff like absorption hearts, speed boosts or mana regen
destructive might be spell power
that don't sound to be
like giving the player speed 1
or leser
a few absorb hearts
sounds like i'll be using this spell when its out lol
it will be balanced by consuming a lot more will compared to SHarm
it was changed couple updates back
its very tiny and only when it successfully damages
but said curse spell will drain more
sounds like you'll be playing a game of spending/generating
kinda like a combo building class in a rpg
generate with sentient harm
spend with a hard hitting sentient spell
its not that i "want" the ability to double dip. its that if the ability exists, i will
whether you should be able to or not is a separate discussion
@sonic burrow made it
i wasn't sure how it would look as i dont work in a program that lets me preview animations (and havent figured out a method of doing that myself)
So new s-harm: initial hit does small damage, inflicts wrath. A mob that is inflicted and gets hit with s-harm a second time will then take the scaling damage?
SHarm and wrath are unrelated
SHarm behaviour hasn't changed that much. It does the same scaling damage+Snare. What changed is adding a duration UP switches it to effect mode and will no longer do damage
similar to how normal Harm+Duration works
wrath glyph is going to require the correct type of will, yes? That would give a very clear reason for doing the rituals to break the wills down.
So then s-harm extend applies wrath. Doesn't do a whole lot until the second hit
SentientWrath mechanics -> hitting an entity will do little bit of damage and "mark it". Damage is less than Harm and SHarm and doesnt scale. Hitting a marked enemy again does heavy attack ( more basedamage + scaling + willType) and also does an AOE
will cost scales with number of targets and so it is much expensive to cast.
and also, successfully killing an enemy with SWrath gives you temp bonuses
the base damage values are lower than ColdSnap (even lower for unmarked enemies) but it should scale well
for balancing purposes, it doesnt drop will but let me know how yall feel. It should shred groups of enemies with somewhat medium health but it doesnt do much against squishy enemies because heavy attacks+aoe wont trigger
SHarm doesnt apply wrath at all
Oh it is a separate glyph then?
Wrath applies "Mark" effect on first cast itself
maybe? I am not sure if that would work
Works on snap
I did my testing with proj+wrath+amp+amp cast twice
I dont know what that is. never tried it
Freeze snap snap amp amp.
When a mob is wet, frozen, or slowed and hit by cold snap, it'll apply damage and spread freezing to surrounding mobs. If those mobs already have freezing (a second shot) they'll take damage instead
oh cold snap!
So by doing two snaps, you spread freezing and apply the damage
sorry . didnt hit me first time
So similarly here, I think we could use the same logic
Probably more expensive, but scales on will
yeah snap was my base reference even with code
Wrath keeps spreading Marked for all AOE targets and also does damage
so it should shred hordes of enemies
And you said it does not drop will on death
Do not mix chain and SHarm.
No? I've been using that for a while
Just crashed the server casting that.
Projectile > chain > SHarm. Boom.
This was out of a Teir III Tome of Blood.
Just a bunch of hoglins.
Huh... that must be the new update then. I've been using ray chain SHarm all week
Well, it was an obvious thing to do, right? Big hoglin farm, 10% bonus wills from drops if you SHarm then use sentient weapon.
~10% in my experience, anyway.
I cannot even double check if there was anything else on the spell until an admin restarts the test server.
It was supposed to auto reboot, but it hadn't finished dying yet
Sentient hoe is good on that farm btw
nice. I want to see if I had just Projectile > chain > SHarm or if I still had an amplify on there.
Sentient 'hoe'?
You mean the Scythe?
The one that does sweeping edge as a built-in?
ah, I had Projectile > chain > SHarm > Extend time.
ha ha! Even just Proj > chain > SHarm crashed. RIP me farming extra wills.
Yeah it's made with a hoe
Scythe I suppose sounds like a better weapon than a garden tool
I will have to keep using it. My Scythe doesn't have reactive on it with an SHarm spell like my sword does.
So I was casting it out of my ToB then attacking.
Looks like my ToB is corrupt somehow. Notice the 'Effect' word on the spell glyph line:
It's an unreleased version. Something must have broken
Also, hows does the Rune of Cappacity and Aug. Capacity interact?
Any strategy there?
Last I heard I think you're in general best off with just augmented capacity runes if you have more than like 10
But that was at least back in 1.12 that I looked into that math
So I don't know if now the math changes
I am just confused on the math
because why would there be a reason to use Aug. if capacity gives you +20%
You start with 10,000 capacity.
5 capacity runes increases that to 20,000
Yes, and 10 gives you 30,000
I tried to replace some of my capacity for aug. and I got less LP total
runes of capacity are additive while augmented ones are multiplicative
get some early capacity runes and then use augmented
So each capacity is worth 2000 LP.
Each Aug capacity is worth more the more you have
can I get a log?
10k x (1.076^y)
so, 17aug is beter than just 17cap ?
Not till I have time on a computer to grab it. Mobile is annoying
so is 20X vs 7.5^x ?
Yeah basically
Here is in amount of blocks
From what I see, Aug. is only worth if you have over 60 runes
nah. give me a minute
youa are supposed to use both
man I cant find my old calculations. let me get a paper and pen
It's not 20x
It's 1.20x vs 1.075^x
Actually no. One second
Because it's a flat 20%. 2000 per rune.
So find when the 7.5%^x is greater than 2000
nah but augmented are applied after normal capacity runes
so using them together is better
There are specific calculators out there. I don't have Excel in front of me to plot out a tool though
I got here a combined one where both aug and capacity are the same amount
the formula is { 10,000 + (2000* x) } * 1.075 ^ (n-x) where n is the total number of runes
maximizing the value of this will give you value of x (number of capacity runes)
You'd want x and y and a 3d plot to do it justice
n being the total of the structure of the total of capacity runes I want to have?
its not that complicated but I cant think straight right now. I just woke up lol
total = aug + normal capacity runes
Yeah. So n is all the "capacity type" runes. X is general capacity, n-x is aug
It's still x and y, we are just calling y "n-x"
"I'm going to dedicate 25 runes to increasing my capacity". N=25
And then solving for the maximum
And then you can tweak your N as you see fit for your needs
Yep, no matter how hight I place my N, 13 seems the uptimal value for Aug.
anything more gives off a loss on LP
In your plot there x is regular capacity runes btw
x is the point when diminishing returns start
Right. But x represents the regular runes, not the augmented
I just wanted to get close to 500k, so I setup the outer ring of runes as capacity and the next inner tier with augmented to get 486k.
Somewhere I have the spreadsheet with the calculations. I just needed to avoid using up the parts because I cannot find a way into the mines to get more.
Oh you're using the upgraded augmented capacity runes
With the demon parts
I think that bumps up to 15% instead of 7.5%
yes 1.075^2
dropped the crash report on server general chat
:)
Cool
why the Living armor tomes have no description on the guide?!!!
They do. But the ones from blood magic are listed in the blood magic book. The ones from ToB are in the worn notebook
tob I can see it, but Blood magic, only has the socketed upgrade with a description
,,,? every one has a description in the book
you're looking in the wrong place probably
I am looking through the index and onlysocketed shows up when I click on tomes
Go to the living armor page
Socketed, brilliance, and elytra are the only ones you create yourself. The rest are just from training
oh, thanks.
Why is so "hidden" in the book. the index should show everything
It probably is, just not with the search for "tome"
Also, is 300 the max you can get in the heretic armor?
because the Socketed 5 upgrade shows that it cost 310 points
For now. It'll change to 200 later
Yup
Look at the downgrade options
Penance of the leadened soul I think
But yeah regular living armor starts at 100 and upgrades to 300. Chonky was going to have heretic upgrade to 200 instead since you've got all the threads and mana anyway
hum....
Suggestion, allows the crafting of heretic armor from the Wizard robes. Just have both options of using ron armor on the ritual or the Ars Iron equivalent
yes
since you can throw in the living armor on the enchanter to get the heretic, why not trow a wizard robe on the array to get the heteric?
One of the concepts I've been working out in my brief stint these last few months is how Tome of Blood could exist as an Addon without Blood Magic being a thing
I might either pass them to you, or just make like, Ars Sanguinia
- Alternative source that'd overwrite the vitalic sourcelink to generate it, probably, and could be used to power a blood-effigy-altar-block that provides some passive benefits to spell casting and regular play
- The same effigy block can be used to modify different things like mana regen/total, casting effects, source costs, etc at the cost of raising or lowering your maximum health
- different casting tools that play off the concepts above, letting you draw off health/lp/effigy energy to cast with them (no book casting though I learned my lesson and regret that in the original design)
- portable ritual tablets powered by LP/Effigy/Health that just act as the ritual would on a brazier for a set amount of time
- a few mob ideas playing off old tales of abusing magic, like spectres that appear when misusing blood magic or shades and revenants that are summonable, but bound to the player's effigy and modifiable through that whole system (Essentially like the threads for armor, but for a summonable minion mob
There's the blood magic "imperfect" ritual system some of that could play into
yeah
Do those even still exist?
Either it can still be wrapped up in the bridge mod, or I can stash them away in an addon/bring a little bit of a darker twist to Coven
my idea with Ars Oscura was pretty similar in some ways. It was supposed to be a pure Ars Nouveau addon and would be the place where I would add all the stuff that dont fit in ToB
I had a similar idea for Portable Rituals. I wanted to make a "wisp familiar" which would always be nearby and eat ritual tablets for localized rituals
either tablets or essences , whatever would make it balanced. Would also give incentive to hording essences
My "alternative source" would be called "chaos" and was the counter part of source. Super powerful, hard to obtain. Although I wasnt going to do Sourcelinks like you mentioned
as far as Casting tools go, I would love more tools! for 0.1 release I was planning on adding some mana enchants for tridents and separate a trident casting tool. this system would slowly expand to other tools/custom tools
I have some ideas but nothing concrete yet. I do like your ideas though, they are very dark magicky :)
(Also ToB is probably not gonna get more updates till WayOfTime is back and Blood Magic development resumes)
yeah that's totally fair!
I played around with more casting tools in the early parts of Ars Arsenal, and kinda liked the way it was going
I have not tried that addon out but I will try it later today. If you do decide to revive it or create a new, let me know if you want any assistance :)
now you have my attention
Yeah
The sourcesteel tools buffed up certain types of spells that were put on them
Like the Axe would improve break and add free AOE effects to Fell, the pickaxe would add fortunes to break I think? And a few other little things
The Archwood bows were going to add special effects to spells and arrows shot from them
And the spellguns were going to take preloaded spellgems that were made from source and a spell scroll to give you spells that just consumed an item instead of mana
All kinda revolving around a source furnace idea
But the changes to base ars from 1.16 to 1.18 had me stumped on crafting so I kinda never got around to it
Also, the assets I made were bad
those sound really really cool
you were the creator of elemental sets ???
source steel looks super fancy :)
Yeah, I was basically mainteiner of it during 1.18.
So when armor update dropped and Mint had an hard time, we agreed to integrate them
But the new armor model doesn't fit the old textures at all so I settled on the nicer arcanist look. And they still took a bunch of hours each to retexture
Source Tools were not ported as they are kinda op as augments
The idea is still good, simply needs a bit more balance.
Also did not feel them fitting in elemental. Artifice also appeared in the meanwhile
Could make sense in neg too maybe, as it's kinda like a collab mod.
Yeah whats going on with NEG ? since TMG also got ported
Looks very similar to Hallowed armor from terraria
fan art
Unsure, i could just release and do the split. It's compatible with tmg
It's a repack but it does have little standalone features

, orbit on block behavior
then repackages the vanilla form propagators from omega,
from tmg,
from Elemental, and the filters
so it's a total of 3 + 4 + 3 + 2 + # filters glyphs
debating on adding sbm fluid glyphs
could either move scalaes glyphs there or duplicate code
i'm in a deadlock between keeping it small and feeling it too small
the only real way to solve it is making it modular
What do you mean by repackages ?
oh thats pretty cool
duplicate code and assets, both with minor adjustements, that doesn't load when they are loaded
for example ordering index and different texture for filter and propagators
that makes them group in the spellbook
ah
the thing is most people will probably always have TMG and Elemental. ( I kind of classify them as Tier 1 addons)
a modular system would become like:
- base module (plow, ray, chain, trail. effect glyphs)
- filter module
- propagator module
- tools etc?
ah
the modules seem logical enough but at this scale does it matter?
Also would players like this modular system ? for something like apotheosis, modules makes sense because it can alter the gameplay a lot but if you are just adding glyphs, why make it modular ? players wont be losing anything if they have it always on
The filters are a big clutter
thats true
I dont know how the spellbook screen is designed but another category like "augments" for filters would be great
or even a page like how different tiers glyphs are organised. also I dont know if this is just me but unlocking each filter is weird lol
Reworking the filter system to be base Ars is tricky.
Making it work like color etc. as mixin etc. might not be possible due to how spells are encoded. (Easy as overall filter, not as effect-specific filter)
So nothing viable in the near future with my messy/limited time
An external category registration could be attempted
This is because the idea was to have omega's props without all the omega stuff, or TMG without the super amps
Existing disabling work? Yeah
Does it create dead weights in the spellbook tho? For filters it becomes a whole page of unobtainable
Propagators are less in number tho
So in reality it's a lot more a side problem
Than an actual one
fair enough
I was actually talking about create a new section like augments section for filters so they dont clutter that much
but that will also be super hard to impl
Answered here
I'd have to take another look, but might be viable as non-breaking change
So like, priority list similar to creative tabs.
Take out glyphs that match x category filter from the list, then take out x2, then x3.
With effect as the lowest priority
A filter category can be an empty default in Ars itself as IFilter PR was approved
Anyway, instead of modules I could just use feature flags
feature flags are very messy is what I have heard
Mojang never disappoints, uh?
yeah. forge doesnt necessarily supports it either
anyway, the annoying wall atm is a school project to deliver next week. After that i can decide what to do with Scalaes and Neg. Half brain says cool to split scaling compat and compat glyphs and half says that it would just transform a little known addon into two even less known addons
[this is kinda offtopic anyway, closing the discussion for now]
bruh
I wanted to use same description of patchouli as well. That is patchouli formatting
Would have been nice if the unicode had that ormat for making bullet points
I made them out of spite
spite ?
Yeah, I had the robes before and they looked kinda lame, and I had a single person say they looked lackluster so I spent the next three days hyperfocused on making them look good
hey when you set your mind to doing something theres no such thing as "over doing" it
i wanna bring the same vibe to coven when I can work on it
The witchcraft mod I've been working on
takes a lot of cues from my own personal practice, and I'm hoping it'll be something special and cool
I've only got the uhh
Potion System working, and I need to finish up the tools and ritual system and I can probably release an alpha for it
Yeah!
I'm really, really happy with the potion system, and the tool system was coming along pretty nicely too
oh I remember you mentioning this earlier!
personal practice 👀 ? wdym
are you a witch toxic
I am yeah!
never played witchery, so hopefully different!
The potion system is pretty modular, with different ingredients contributing to the end effects
this going to be a standalone or are you planning to add cross compat with ars?
so it's a bit of balance between positive and negative effects to make Salves, Tinctures, and Poultices
Salves last the longest, Poultices have the most uses, and Tinctures improve the effects
totally standalone
the plan is to kinda
do something different
👍
The spell system is a little funky and weird but I really like it with the little bit of a test I did with it
well i'll give my opinion
when i get my hands on it
if it don't fall on my never ending list of "mods to play with"
sounds super interesting!
like the idea of it
sounds different then the current witch themed mods
so look forward to testing it 👍
yeah, I'm trying to be more feature foreward than some of the other witch craft mods which are more decorative and vibes
ya alot of these mods are more deco then feature rich
guess we'll see when the alpha comes out
got a name for it yet?
Coven
I've been thinking about it honestly
Yeah, I've been trying to figure out how like... "Companions" and such could work
hmm
well minecrafts companion ai is jank
that might be harder then it seems lol
could make the coven more of a crafting mechanic instead of actual followers
and just go with the tried and true familier route
👍
Witchery had that
Once you befriend one, you can summon her to help with rituals
There are few that required a minimum coven size
I was even thinking of making a more distinct friendly witch villager type or something
Make it so they need to sleep and might ask for items or something
befriending was made by giving them specific brews they asked you
not sure about the details as i probably didn't do that in-game
Kinda sorta, still in the works since I've got other things I really wanna/need to do first, like actually hammer out the ritual system and figure out how to datapack recipes
heh thats my boat i got so many ideas
but not the know how to do it
like i know for alot of things i need to learn data packs and kudejs
just for custom crafts
It's not that I don't have ideas, it's the infrastructure on how datapacks get read and applying that to rituals
without recipes you mean?
cause if you mean with recipes you should be a bit more specific
Ars have some examples
I've based Eidolon ritual internal rework off the enchanting apparatus
With recipes
And without, I was trying to dismantle the apparatus system before the move, but didn't feel like it was making much sense
again, depends on what said rituals require to be written inside the json
as long as it can be represented in json, you can write a serializer/deserializer and let the datagen write it, while you only work on the coded ritual
An Ars glyph style potion system would be interesting. Even Ars potion mixer is just vanilla potions mixed to avoid having to drink a bunch of different ones.
I have to love reading chat, typing something I think was part of the current topic and it scrolling like 50 chats down to something completely different...
👍
Tome of Blood: Rebirth / Ars Ocultas
Is this too strong lol ?
not even 350 Mana used and will cost is also pretty low I think
One shot no amps?
does that use up the will?
It's possible to tote around a bunch of greater tartaric gems, of course. But filling them requires some work of some kind.
it does but its pretty less. I dont remember if it scales with number of mobs attacked
My experience is mostly with hoglins, which have ridiculous ammounts of HP for a vanilla mob. But the Sentient Sword or Scythe with full 'vanilla' will single shots most mobs. Add destructive and sharpness V and you get close to that on hoglins without criticals.
I think it was Vengful doing the DoT 'wither II' effect is pretty much the same, but you have to wait the 2-3 seconds for the wither effect to finish off the mob.
Vengeful is the run speed
Yes. And it speeds up attack speed quite a bit.
Which I couldn't use lol.. i was running too fast
At 4k Vengful I could spam click the Scythe.
Corrosive! That's what does the 'Wither II'.
The green one.
Corrosive is wither. Melts them away
To be fair, I was mosty testing the results of Fortune III on drops, not paying too much attention to killing effeciency.
0.4.2 should be up in a bit ( depends on how long github takes to build). I recommend updating asap as Sentient Wrath will crash server everytime
I got tired of punching pigs, figured I'll just go set up the crystal rituals
I should probably do something besides blood magic in my next video though lol
if the blood network itsn't that expensive, I might want to do that. I just need too re-setup the breaking ritual under the crystal ritual I have now.
With my WoS broken, I'm limited on making lots of new slates or recharging my LP network.
Did something on your well get broken? Like missing a block?
It's been a few days since I've actually been at mine, so I just assumed it was still functional
IDK. I added a redstone lamp next to the vanilla restone lever I use to turn the ritual on/off. Suddenly it no longer worked.
I was using the lamp to light up the area and turn off the spawners. The lever was already used to toggle the WoS on/off and had been there since I originally built it.
I tore it down and used a ritual wand to rebuild it while the book UI was active. Said that it worked and placed all the blocks correctly. Still didn't work even without the lamp or lever.
Yep. And I lose the correct ammount of LP from the network when using the weak shard on it.
Hmmm. So it's definitely building correctly then
And that should reset the area of effect if you changed it with the tinkerer
But afterwards it never consumes any LP and never hurts any mobs. Also, if it was running correctly on the default area of effect it would also tick the training dummy I have in the area.
Since I put the redstone lamp in, nothing. I need to test again and see if something weird happened.
And I assume it's close enough to an altar to fill it
I hope that being just bellow it works. I can always use the tinkerer to link it as needed.
Does sound of the cleansing soul reset the heretic's robes?
Yes
Hmmm. Am I supposed to wear them when activating the ritual or throw them ontop of the master ritual stone?
If I remember in the past, you wore it
Bah, I wonder what I'm doing wrong. I activated the ritual a few times and nothing happened.
Do you have a chest for the upgrade scrolls?
Hah. That would be a negative
I'm assuming that goes adjacent to the master stone? It isn't shown in the documentation
Nope. Had to stand on the master ritual stone after activating it. It dropped the scrolls in my inventory
Oh yeah. You walk in to it
do the blood magic rituals for the living armor still work with the heretic robes
yes they do
how do i apply the living upgrades to the chestpiece?
you need to train it. refer the book Sanguine Scientum
if you have living tome upgrade, you can wear the full heretic armor and then right click the upgrade
And right click with the tome should add a single level at a time
At the risk of sounding like the Discord noob I feel like atm, does anyone have the link for the 1.19.2 version of Blood Magic?
the only version that was ever put out in public is not recommended for use
it was made only for testing purposes
so, in effect, there is no 1.19.2 version
Yeah, that's kinda the answer I got in the BM Discord, too. I know it'd probably be buggy, but I just wanted to see if I could get it to work with my own setup. Many of the mods I play haven't updated 1.20.+
tbh, i think that version was deleted, or at least hidden
as i can not find it
so
I never actually saw it public. I know the Maven was linked at one point, but they never released on CF or Modrinth.
id seen it publicly once
Oh, well. Looks like I'm waiting just a bit longer, unless I can find a friend with a copy.
Direwolf20 did the Edge of the Endless ritual in his LetsPlay series. He also got invisible blazes in one room. So it wasn't just an oddity that Zeig777 found them on the test server.
I think I had regular blazes in one of the other rooms
Am I reading the code right? Is mana attunement 4, 10, 22, 40 upgrade points? And you said 5% discount per level
wouldnt that be a max 80% discount at max level on reg living armor
There's only 4 levels
does it not stack per piece or is it only available for heretic
Living armor style armor only stores the upgrades on the chest piece
yes
why do you ask? is it bad or something?
No, just adding it to a spreadsheet
ah
Gotta figure out what all I want
So sad that there's no step assist
I gotta figure out how to get that. I only have a couple level 3 thread slots, I don't really want to use one for that
there is I think
There used to be, but I haven't found one at least not listed in the book
yeah its not reimplemented
Rip
I miss botania's sash
For a while they had tied the quick step upgrade and step assist together
will mana bubble consume blood instead of mana if your mana runs out
mana bubble ? I am not sure what that is
if it a caster tool, no . Other than the book nothing else uses LP for now
Will there ever be blood mastery set like the element mastery?
Like a demon heart is the shard of blood mastery
mastery as in the foci ?
Ya mb
I might add one. I have some ideas about how it could work
Like what decreased lp used/ increase lp spells
nah thats too basic imo
it depends on what branch I feel like using. LP system or demon will
can also make it living armor related or something completely new also
Flavored hearts to go with the flavored weapons?
Demon will- having bosses hearts surround you, lp/blood, having like bloods sigil around u
Idk tbh
Driving blood
For a defect of demon will mastery, unable to sleep/ going insane
Like seeing or hearing a creeper for them nothing to be there
Getting an effect of "being watched"
I think flavor wise having one of each would be pretty good
I think one of the problems with blood magic 1.12 was that the sentient armor simply was nowhere near as useful as living armor perks
Sure you could have vengeful will in your sentient armor, for the run speed, but you can also just have run speed on your living stuff
I am second guessing whether to have the upgraded enchant system I was working on for Ars Oscura
Maybe they dont fit the theme of Ars Nouveau
What was the plan?
#off-topic message
that looks sick
Thats nice
So a way to "transmute" enchantments
That's smart.
Maybe enchanted items of a certain enchantment could be the material to do the transmutation as well?
It sounds as if it fits. The whole sacrificing enchanted items to alter an existent enchantment sounds cool and "occult"
the recipes ingredients can be adjusted
@unborn heart what did those glyphs do ?
they gave the player/hit entity strength and speed
they scaled with extend time, decrease time, amplify and dampen
anyway its just like regeneration of today's version but for strength
but what use did they have in spells ?
I am considering creating an alternative way for player to get passive potion effects already. so I ask
there were no drawbacks so in a sense they were superior to adrenaline
that's why i liked them as they were not augment capped
adrenaline ?
I am not familiar much with omega
Strength and speed were straight up vanilla potion effects to arbitrary amplify levels
We removed them so people would use potions instead of just spells
there are alternatives
wixies or blood magic flasks
almost all magic mods add an alternative like botania brewery
Specifically wixies and flasks. We add potion stuff but nobody uses them if you can just get speed 9 from a spell
There was a clash between Ars and Ars tho
the reason i liked strength is because i need to heal a lot
a lot a lot
so dispel is a must
If you add a way to make potions then make something else that completely overwhelm it and cost almost nothing...
I like negatives. I want choices, not "best"
hmm
It's boring to have a best
depends on how many counter plays there are
for example the fire gatling is very powerful
but dispellant and fire res potions can resist it
damn
It requires using the fire focus, which makes normally fire resistant things vulnerable
just have a reactive>blink piece
if you can't beat it flee it
anyway the premise for fire gatling is that you are close to the target or else you will do minuscule amount of damage
maybe a switch to make yourself the attacker?
depending on which version of the sepll they are using, the counters change a lot
the fire school has always been the problematic one of the bunch
I should really play ars nouveau lategame. What is kindling thread ?
Fire school to me I think requires fire resistance to be interesting. Hits hard, but it's not applicable to every situation
an armor buff
eg more mana
water school is even more inflexible
the rare setup that work on land are very easy to deal with
or they do little damage
we really need a water school nuff
The one that set on fire every time you deal damage with a glyph, I allowed recently to also apply hellfire.
rookie mistake
btw i have a problem
one of the glyph i codded deals too much damage
so free fire ticks? Sounds super strong
nah that makes using the spell not fun
it can easily deal 200k dps
drawbacks shouldnt make the spell too much of a pain
bruh you really need to cut down the damage
but its still too damn strong
the individual hits are like 5 damage each
but the problem is the fucking WALL GLYPH
huh? normal harm glyph is 5 damage
its like harm but it scales very hard with the number of hits per second
(0tick delay)
can you show me how it works ?
sur
e
here is the code responsible for the damage:
``
double damageBonusTimes = 1;
float AMP_DAMAGE = 7f;
double DAMAGE = 10;
if (living.hasEffect(ModPotions.HEX_EFFECT.get())) {
int multiplier = Objects.requireNonNull(living.getEffect(ModPotions.HEX_EFFECT.get())).getAmplifier();
damageBonusTimes += multiplier >> 3;
}
if (living.hasEffect(ModPotions.SNARE_EFFECT.get())) {
int s = Objects.requireNonNull(living.getEffect(ModPotions.SNARE_EFFECT.get())).getAmplifier();
damageBonusTimes += s >> 4;
}
DAMAGE += (spellStats.getAmpMultiplier() * AMP_DAMAGE);
DAMAGE *= damageBonusTimes;
DamageSource source = DamageSource.MAGIC.bypassMagic();
if (shooter instanceof Player) {
source = DamageSource.playerAttack((Player) shooter).bypassMagic();
}
attemptDamage(world, shooter, spellStats, spellContext, resolver, entity, source, (float) DAMAGE/2);
living.invulnerableTime = 0;
}
}
``
I meant a video
ah yes
but this is fine ig
damageBonusTimes += multiplier >> 3;
damageBonusTimes += s >> 4;
its a division
the line above divides by 8
the line under by 16
if i didn't use these then it generated a null pointer error
ah turns out im stupid
the reason that intellij was cursing me was because i was dividing a double by an int
(i love java !!1!1)
thats not a java issue
i know
i said that because everytime somethigns goes wrong i always blame java and it has become kind of an inside joke
int multiplier = Objects.requireNonNull(living.getEffect(ModPotions.HEX_EFFECT.get())).getAmplifier();
damageBonusTimes += multiplier >> 3; ```
how did you get the fancy colors?
so every 8 levels of hex, your damageBonus is increased by 1 ?
lookup discord code formatting
every 8 level of hex, the total END damage is multiplied by k+1
same for snare but every 12 levels now
how do you get that many levels of hex /snare ?
16
It's from base Ars, I simply add the thing if the focus is equipped and the thread is lv3
Reply to this
Kindling, just like chilling and the others, allow to save one glyph
What if u take the blood from other mobs like cow blood is to clear effect, enderman for night vision, rabbits for leap
Or instead of blood, consuming the soul of a mob
this isn't for tome of blood
Oh mb
For Ars Oculta.
To find Iesnium, is it possible using the Ars Ore Scry ritual?
and yeah, off hand break wiht main hand axe bug does not work for other world wood
I had a concept for a new mob called Wisps which would somwhat look like this (not my art)
this mob was supposed to a familiar that always follows the player around (right on top of player) and provides buffs and potion effects
#1181307602827751435 might give this mob a new purpose as well (when not being used a familiar)
a normal wisp can be given a spell and does an AOE (in a circular radius) spell cast around it (maybe even a mechanism to target only entities)
when two wisp are linked together, they could create a ley line type thing
my whole idea regarding wisps were they were sort of portable rituals (in familiar form) and extensible spell casters
@frail wasp what do you think about this ?
you could also chain multiple wisps together to do fancy things ig
Oh that is neat. Is this for your add-on?