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1.1.3
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🔮 Legendary Mage 🔮
v1.1.3 — The Elemental Circle Closes, The Codex Is Purified
"First, the circle closes."
"Then, the boundaries are drawn."
"Finally, the codex is read with clear eyes."
📖 This Update's Contents
🩸 I · The Lifesteal Source, Verified
A mark was placed. A blow was struck. And the caster healed—even when the damage was never theirs to claim.
A third party—another player, a wandering monster, an unforgiving world—could strike the branded target, and the caster would drink life from a wound they never dealt.
This is no longer the case.
- Caster Faction Check — The lifesteal reaction now verifies the damage source belongs to the caster's own faction (self, summons, or teammates). Third-party damage no longer grants free healing.
- Zero-Vector Guard — The Void Frost knockback now skips displacement entirely when caster and target overlap, rather than zeroing velocity. Consistent with the existing Ender Warp behavior.
- Integer Overflow Fix — The zone manager's tick counter has been widened from
inttolong, preventing zone expiry after roughly 3.4 years of continuous runtime. - Zone Data Cleanup — Zone data is now released on level unload, closing a long-running memory leak.
- Divide-by-Zero Guard — Heal reduction now records the original amount before applying the multiplier, eliminating a divide-by-zero when configuration allows a zero value.
- Particle Architecture Unified — Five reaction effects have been migrated from inline implementations to the shared particle layer, all respecting the particle budget.
- Comment Standards — Missing method-level documentation filled in; refresh durations extracted into named constants.
The mark is honest now. It only answers to the hand that drew it.
🌫️ II · The Caster Steps Out of Their Own Cloud
A zone was summoned. The caster walked in—and was poisoned by their own mist.
Vanilla area effect clouds answer to no master. They touch friend and foe alike. So we built our own.
- Custom Zone System — A new zone manager replaces vanilla area effect clouds, with proper exclusion rules: the caster, their teammates, their summons, and creative/spectator players are all excluded.
- Three Zones Converted — Frost-Poison Mist, Plague Cloud, and Holy Ice Crystal now route through the new system.
- Tick-Driven Lifetime — Zones decay every tick, apply their effect once per second, clean up automatically on expiry, and emit a batch of persistent mist particles with each application.
- Caster Lookup Verified — Confirmed via decompilation that the lifesteal listener's caster resolution logic is correct, including players.
The mist knows its master now. And it will not bite the hand that called it.
❄️ III · Elemental Reactions, Third Batch — The Circle Closes
Thirteen combinations. Thirteen truths. With this final batch, every non-Ender pairing of the elemental system is complete.
- Frozen Blood (Ice + Blood) — Inflicts a healing-suppression debuff for 8 seconds. Healing received is reduced by a configurable ratio (default 50%) while active.
- Void Frost (Ice + Eldritch) — Knocks the target away from the caster with a brief Weakness. Knockback distance is configurable.
- Holy Ice Crystal (Ice + Holy) — Spawns a persistent slowing zone with configurable radius, duration, and slow level.
- Hellfire Brand (Fire + Eldritch) — Brands the target. A configurable ratio (default 10%) of all damage dealt to the branded target heals the caster.
- Holy Dew Return (Holy + Poison) — The poison is purified by holy light, and the caster recovers spell mana.
- New debuff effects, icons, config entries, and localized names (Chinese and English) included.
- Creative and spectator players are excluded from control effects; lifesteal and mana return do not discriminate by game mode.
Every pairing now has a face. Every face, a purpose.
🔥 IV · Elemental Reactions, Second Batch — Purification, Retaliation, and Mist
The second batch of four. Where the first batch broke new mechanical ground, this one fills in the gaps the codex had left blank.
- Holy Fire Purification (Fire + Holy) — Strips all beneficial effects from the target, with double damage against undead. Damage scales with Fire and Holy power.
- Blood Lightning Retaliation (Lightning + Blood) — Grants the caster a thorns-like buff for 8 seconds. Melee attackers suffer lightning retaliation; projectiles do not trigger it. Retaliation scales with the buff's stacking level, which increases on each reactivation and refreshes its duration. A one-second cooldown prevents infinite recursion.
- Frost-Poison Mist (Ice + Poison) — Spawns a mist zone that applies stacking poison to entities inside each second.
- Plague Cloud (Eldritch + Poison) — Spawns a cloud that continually applies Eldritch marks to entities inside, creating opportunities for chained reactions.
- New blood-thorns buff with icon, four new reaction types, four new particle effects, and nine new config values.
- Creative and spectator players are excluded from retaliation and reaction damage; mark application and removal remain mode-agnostic.
Four more answers. Four more ways the elements speak to each other.
⚡ V · Elemental Reactions, First Batch — The System Awakens
The first four pairings. Where the design deliberately stepped outside the familiar "damage or buff" shape and asked: what else can a reaction be?
- Boiling Blood Detonation (Fire + Blood) — Deals execute-style burst damage scaled to the target's missing health. A finisher's tool.
- Light-Dark Annihilation (Holy + Eldritch) — Clears every effect on the target, including elemental marks and buffs, and deals burst damage scaled to the number of effects removed. The apex of contradictory elements.
- Ender Warp (Lightning + Eldritch) — Pulls the target toward the caster with an electromagnetic vector displacement, not a random teleport. Bosses above a health threshold are immune. Pure control, no damage.
- Smite Charge (Lightning + Holy) — Grants the caster a charge buff for 15 seconds. The next spell hit deals double damage, then consumes the charge. A single, decisive strike.
- New charge buff with icon, four new reaction types, four new particle effects, and eight new config values.
- All damage passes through the elemental damage guard; both reacting marks are removed afterward.
The elements were never only about numbers. Now they have shape.
🛡️ VI · The Damage Guard — Creative and Spectator Protected
A creative player walked into a fire mark and bled.
Vanilla hurt immunity should have protected them—but an attribute modifier path bypassed it entirely. Maximum health was clamped, and the difference was silently deducted.
- New Damage Guard Utility — A shared guard now excludes creative and spectator players from all elemental damage paths, including attribute-clamp compensation when effects are applied.
- Persistent Damage Paths — Fire, Poison, and Pyro flame effects now skip creative and spectator players entirely.
- Attack-Triggered Damage — Holy Strike, Ender Echo Strike, and Lightning Chain now skip creative and spectator targets.
- Reaction Damage — Ice-Fire, Lightning-Fire, Holy-Crimson, and Lightning-Poison reactions exclude creative and spectator players from damage while preserving visual effects.
- Plague Explosion — The plague zombie's explosion no longer damages or infects creative and spectator players.
- Freeze Path — The freeze trigger skips creative and spectator players entirely.
- Numbers Unchanged — All damage formulas, cooldowns, probabilities, and reaction multipliers are untouched. Survival-mode player behavior is 100% identical.
The guard stands at the threshold. Creative hands build; they do not bleed.
📋 Update Overview
+ 🩸 Lifesteal now validates caster faction (no more free healing from third-party hits)
+ 🌫️ Custom zone system replaces vanilla area effect clouds
+ 🌫️ Caster, teammates, summons, and creative/spectator players excluded from own zones
+ ❄️ Elemental reactions, third batch: Frozen Blood / Void Frost / Holy Ice Crystal / Hellfire Brand / Holy Dew Return
+ 🔥 Elemental reactions, second batch: Holy Fire / Blood Lightning / Frost-Poison Mist / Plague Cloud
+ ⚡ Elemental reactions, first batch: Boiling Blood / Annihilation / Ender Warp / Smite Charge
+ 🛡️ Damage guard excludes creative and spectator players from all elemental paths
+ 🧹 Zone data cleanup on level unload; integer overflow widened to long
+ 🎨 Particle architecture unified; five effects migrated to shared layer
+ 📖 Method-level comments added; refresh durations extracted to named constants
- 🩸 Third-party lifesteal from branded targets
- 🌫️ Vanilla clouds that poison their own caster
- 🛡️ Attribute-clamp damage bypassing creative invulnerability
- ⚠️ Divide-by-zero when heal reduction is configured to zero
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.
Maven coordinates:
Version ID:
build.gradle:
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:2nmJDjSm:Zj6KtEFu"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:2nmJDjSm:Zj6KtEFu"
}![[ISS LM]Legendary Mage](https://cdn.modrinth.com/data/2nmJDjSm/c491e874bf893bfd40bb358f2441842d67abef6b_96.webp)

