![]() ![]() Secret Spells fall into none of these categories. Intelligence Spells typically deal with decision making, often focused around entities. Mystic Spells are unique, often offensive, spells which provide miscellaneous effects. The catalysts, and their corresponding categories are:īoundaries deal with protective AOE effects centered on a magic circle.ĭisplacement Spells deal with teleportation magic.Įxchange Spells usually involve a trade of some sort, often to refund or generate mana. Take a Hammer or a Mortar and Pestle and smash them up into a Powdered Catalyst (note: these are not dusts, which are commonly found in industrial mods as products of ore duplication - a mortar and pestle will give you 2 powders, and that is the optimal production), and add those powders to the blood circle you drew. There are seven catalysts each representing one of the known categories of magic. Typically spells can only be used by you if it has your blood on it - but going to creative mode may remove this restriction.) (Note - scrolls have a similar problem to Attuned Gems. Add catalysts when you're done, right click the circle to pick up a scroll. If the spell you're making requires a Cloth, put the cloth down first, and then draw the circle on top. As a bonus, the dagger is very sharp so it increases the short timeframe by a bit. There's a short timeframe that you have to do this after injuring yourself, so there's a Dagger you can make to stab yourself, if you want. Injure yourself, and then use the hotkey (defaults to 'M') to draw a circle in blood on the floor. ![]() Usually, you right click on the circle when you finish the above, but sometimes this isn't necessary. * (sometimes) A Cloth on the ground to roll up your circle into a scroll. * 3 Catalysts, which you add to the circle by right clicking. * Your own blood, to draw a magic circle on the ground. But sleep is important, so get some sleep before you do more magic. If you're full, you'll regenerate a little more than if you're hungry. If you sleep, you'll get a good chunk of your mana back. Your mana will regenerate slowly over time, independently of your max mana. ![]() (Note: There seems to be a bug with Forge when switching to creative mode - if the gem is on your hotbar you may lose the mana in it.) If you have gems with mana in your inventory, spells may tap them for mana, but usually only if you don't have enough. ![]() This is a good way to "use" your mana if you happen to not need magic. Add an Attuner to a diamond or emerald and then hold right click to put mana into it. Note: Your mana will not show until the first time you draw a blood circle.Įvery time you use 100 mana, your maximum mana storage goes up by 1. (Cheater? Use /maxmahou 10000 to set your mana to 10000.) X is your current mana, and Y is your maximum mana storage. It shows in the top left as " Mahou X/Y". Often, if there's not a config that does the thing you want, I'll just add it if you ask, if I have time. If you get lost, stop by the discord and ask how. There's often 5 configs for a single spell, so if you notice something taking too much time, is lagging, is doing something undesirable, there's a very good chance that you can just super nerf it through the config. On top of all this, basically everything in Mahou Tsukai is configurable, from mana costs, to mana regen, to SFX volume, to rendering, to spell sizes/effects, to how often certain spells tick. (other than a custom dimension - none of the mod is gated behind custom worldgen, so that it can be easily added to existing worlds.) There's no "growing out" of spells in Mahou Tsukai - all the spells are useful or fun in some situations, even the most basic ones. No tiers, no progression (except mana), every spell unique in its own way and with a significant reason to use it. Avoid spells which compete with other spells in the mod.This means no "magic bonemeal" or "magic flint and steel". Avoid competing with functionality provided by other mods or vanilla.In particular, Mahou Tsukai aims for a few general goals, with some exceptions: Many of the spells are based on similar concepts in Fate/Stay Night and other media, but knowledge of these media are not at all necessary to understand and enjoy the mod. Mahou Tsukai is a magic mod focused mainly on spell uniqueness and special effects, instead of focusing on how spells are created, as many magic mods do. Looking for Rhongomyniad? Get the Jousting Mod! ( )Ĭan't see your mana? Try /showmahou to toggle it. Need help balancing/configuring Mahou? Stop by the Discord! Want a pre-configured, much more balanced experience? Replace your server config with this: ![]()
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