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The tome of hexes is an incredibly powerful support tool. In order to use it you must hold down and use it for 10 seconds, after this time has passed you will get a random level 1 hex buff at random, allowing you to pass that hex onto others for a short time. However, imbuing it with cosmic energy with a kosmic gem will allow you to specialise the hex, making it guarantee the one it gives you, and giving you the level 2 variation of it.
Be careful however, these things come at a cost. While using the tome you are incredibly vulnerable, having your movement speed reduced by 90% while it makes sounds that can be heard from a decent bit away. If you stop using the tome at any point, the negative hex will be placed on you for 10 seconds, and you won’t be able to attempt using the tome for 10 seconds.
The tome can be interrupted, if you get hit by an entity, you will be unable to concentrate, and you’ll stop reading the tome.
But, if you are able to utilise the tome, you will be imbued with the ability to use the hex to your advantage.
The tome has an incredibly unique item to craft it… I wonder how you get it?
Hexes are effects that you can get from the Tome of Hexes. They come in the buff and debuff varieties and are incredibly powerful. Each of them can be incredibly complex so this section is dedicated to them.
Any entity with the positive version of the hex will apply the negative version to any entities that it deals damage to in any way. This includes the entity with the positive effect, so be careful about self damage while using a hex. This will clear any hexes that the victim has and apply the new one.
Entities can only have 1 positive and 1 negative version of the hex effects.
A note is that in Astral Arsenal you are only intended to be able to get the level 1 and 2 variants of these effects, however using commands and other mods can change this. They do have functionality for those cases, but this could lead to some unintended side effects.
Each of these also comes with a kosmogliph for the Tome of Hexes. That text will be given here as well.
It should be noted that hexes are applied after the attack, so any that increase the damage dealt to the attacked player have no effect unless they are already applied.
Railgun ▲
All pillars of light ▲
LockOff ▼
Ricochet ▲
Slam ▲
Wind eruption ▲
Pulveriser ▲
Cannonballs ▲
Shotgun ▼
Bleed ▼
Reduce ▼
Reflective ▼
Capacitance ↺
Endurance ↺
Dash/dodge ▼
Changed most railgun types to make them more effective on non-players:
Harming arrows ↺
Power ▼
This one took quite the while, huh? Almost 3 months between 3.1 and 4.0, I hope this one is well worth the wait. I want to give many many many thanks to my new beta testers for helping me test the final parts of this update recently and look forward to their help in the future. They helped me catch a few issues with the new weapon.
I also want to give you all some final bits of information. Of course, you can go over to the Team Voided discord server to chat with me about this update and Astral arsenal as a whole, You can go over to the GitHub Issues page for this mod to report bugs, request enhancements, etc. You knew about these. But I want to add that you can now support this mod and any other projects that I end up doing on my Ko-Fi page, you do not have to but with the end of exams coming up and me likely having to get a job soon after then, the more donations I can get the closer I can be to making some of a living off of this stuff. I do have plans to do more with the benefits for people who choose to support me long term with a membership.
I also want to make you all aware that there are plans to give Astral Arsenal a page on the modded wiki and I will update the description of both the curseforge and modrinth pages once that is done and dusted.
I hope you all enjoy this update, it was so much fun to make.
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Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:mt1fNBsN:9dS2J1Bw"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mt1fNBsN:9dS2J1Bw"
}