Ведьмино дерево ars magica

Моды 1.7 10 ars magica 2

Ars Magica Mod used with permission is a trademark of . Any spell names and adapted from the Ars Magica fantasy roleplaying game are used with permission.

Features:

  • Over 70 unique and highly scripted spells that change the way you play the game.
  • A completely new and unique power system called
  • A way to convert items into others based on their essence values
  • Full SMP Support
  • 1.5.1 compatibility
  • A new flying Pathfinding engine that supports long range pathing
  • New unique mobs
  • Structure Generation
  • A focus on teamwork and exploration
  • Quests!
  • Four full new sets of armor
  • An armor system called
  • A new animated particle system that uses advanced motion controllers to take much of the heavy lifting out of making particles do cool things. It will be released as an API later on.
  • Different spell types: Self, Target, Touch, Block, Cone, AoE, Channeled, and Summon
  • Several new AI tasks and behaviours

Spells

Spells are definitely the core of this mod. There is an advanced yet intuitive method of obtaining spells, but first you will need to know the recipe of the spell.

Are composed of runes. Blank runes are created by a specific pattern of cobblestone, and then given color with a dye.

By using an Inscription Table, you can combine a specific combination of runes and a spell scroll to get your spell.

Once you have your spell, you can cast it by using the item as long as you have mana.

With 70 spells, your inventory would get really cluttered. It is really fast. Don’t worry! You can create Spell Books to hold your spells. Holding LSHIFT and right clicking with a spell book will open . You can place both spell scrolls and spell recipes in the book. The left page is for active spells, which can be cycled through using Z or X on your keyboard, and the right page is a reserve for additional spells. They cannot be cycled through; it is just for storage.

Spell books can be dyed other colors using standard dyes.

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Spell Recipes/World Generation

I will post a few of the recipes here, to get you started, but one of the whole points of the recipes is that you need to go out and FIND them!

To get started:
Dig: Orange, Red, Yellow, Black
Arcane Bolt: Purple
Fire Bolt: Red
Charm: Red, White, Red, White, Green, White, Green, Blue, White

The rest are for you to discover. I’ll likely put what the spells are on the wiki, as well as what they do, but I won’t post the recipes. That’s half the fun.

Throughout the world, while using Ars Magica, you will encounter Mage Towers on the surface, and Mage Archives underground. While they can be dangerous, the rewards are extremely useful! In the chests that can be found in the towers, you will find spell recipes, and magic essences. Essences will be discussed later.

Spell recipes tell you how to make the spell. The spell scroll itself will tell you a little bit about what it does, and the mana cost for said spell.

Levelling Up Your Magic

You start at magic level 1, with 100 mana. To level up, you need experience level equal to that of your magic level. For example, to raise your magic from level 1 to 2, you need to be experience level 1. To go from 2 to 3, you need to be experience level 2 (and so on).

To raise your magic level, you will need to make an Arcane Empowerment Table:

The ball in the middle will sparkle when you have enough levels. Click it to level up. Mana gain is an exponential curve, so your mana will raise slowly at first, and more quickly at high levels. Expect to have over 20,000 mana at the later levels. And yes, there are spells that take that much.

Mana will regenerate over time, slowly at first, and then more quickly as you gain levels. You can create mana potions to get a quick boost of mana. Shown below is a lesser mana potion. You can make more powerful ones at a brewing stand.

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There are in Ars Magica: Diminished, Normal and Augmented.

Diminished is a weak version of a spell with a lower mana cost. Normal is the standard version of a spell. Augmented is a greatly increased version of the spell. The mana cost is several times higher, and some that even require a reagent in your inventory that will be consumed when the spell is cast. The rewards are definitely worth it though.

Reagents are essences. Remember I talked about them before. You can find them in towers. They can also be created using the Essence Refiner .

Reagent crafting is a late game part of Ars Magica, and I will go into this more on the Wiki (soon to be created).

At the beginning of the game, you can only use Diminished and Normal casting modes. You need to find the Archmage tower, which spawns in a random location in your game world, up to in any direction from spawn in order to unlock Augmented Casting. If you can make it to the top, there you will see the archmage podium . You can activate it to learn the secrets of higher magic.

“10,000 blocks. How am I supposed to find that. ”

…try charming a wisp and see what happens. I wouldn’t attack them though. They will mess you up.

The archmage tower is also guarded by a new mob called the Tower Guardian . You can think of them as a boss mob. They have and are near impervious to physical damage. They shoot magic bolts at you, and can break down walls to get at you if you try to cheap shot them. Personally, I recommend being magic level 15 at least before embarking on this quest or bring some friends.

Ars Magica features four new sets of armor – Novice, Journeyman, Master, and Archmage. The armor takes five times the damage from attacks as durability damage, but has a unique way to repair itself. While equipped, it will drain mana from you (slowly at Novice, getting faster and faster as it goes higher to Archmage). That mana will directly repair the armor. Wearing a full suit of the armor will grant you a 25% reduction in infusion costs.

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The armor does other things for you as well, save for Novice armor. All these abilities get more powerful as the armor quality improves up to Archmage. Each effect will damage the armor a bit when cast. The abilities are on a cooldown, so they can’t be directly chained.

Piece will cast regeneration on you when your health is low. 30 second cooldown.
The helmet will cast water breathing when your breath is low. 30 second cooldown.
The leggings will cast water shield on you when you are on fire or in lava. 30 second cooldown.
The boots will cast slowfall on you if you are about to fall and take damage. 10 second cooldown.

Ars Magica armor also has the unique capability to reduce magical damage. Standard armors will not.

Ars Magica adds several new hostile and non-hostile mobs.

  • these creatures will wander around growing nearby plants. They can be lured with a sapling.
  • These magical creatures fly around the world, and will perform special actions when charmed.

  • are the assassins of the Ars Magica world. They move at high speeds and are very quiet until attacking. They have low health and armor though, so they can be dispatched quickly if seen. They will assist in attacking villages with zombies.
  • These creatures will sneak up on a player and then explode (no terrain damage ) into a mana vortex that will grow over time. Players within the radius of the vortex will have their mana rapidly drained. The vortex will burn itself out after a few seconds.
  • These elementals will shoot bolts of mana at the player, draining their mana to heal the elemental. The bolts don’t hit very hard, and the elemental isn’t very fast, but do not underestimate them.

    These elementals will move quickly and push the player around. They deal no damage, but in a group, the pushes can stack and launch you pretty far. Or into a ravine. Yes, that really happened to me while testing >.

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