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Licensed ARR
Published last year
Updated yesterday
All versions
1.2.0+1.21.1-neoforge
Beta
1.2.0+1.21.1-neoforgelast month 3,138
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Changes
1.2.0 - 1.21.1
- ** New Content Update **
- Added a new layout for Weapon Skills & the Spell Skill Tree (Thanks LeDok!)
- Added Nodes for all the new Spell Expansion Spells
- Added Weapon Skill Modifiers for RPG Series Plus / More RPG Classes Weapons
- The Bard and Witcher Class now also received their own Skill Tree Branches!
- DISCLAIMER: This is still a Beta Version for public testing and balancing feedback.
- Some new Passives & Modifiers might have missing Sound Effects, Particle Effects and Models.
- Technical Changes and Reworks
- Adopt Spell Engine 1.10.* & Skill Tree (RPG-Series) Version 1.6.*
- Remove Forgified Fabric API (FFAPI) as a dependency
- The Witcher Passive and Modifiers Files are located in the Witcher mod itself, if you want to tweak those
- "Second Wave" Water passive: casting a Water spell now launches a ground-hugging wave projectile that pierces every target, damaging and knocking them back
- Cleave (Berserker): now a 30% chance on melee hits to deal flat bonus damage, instead of a 20% chance to stack Grievous Wounds
- Bloodfrenzy (Berserker): melee hits against Bleeding targets now grant Bloodflow (attack damage buff), instead of a chance to inflict Bleeding and self-heal
- Whirling Storm / "Strongwind" (Air): rolling now guarantees a real twister entity that spawns immediately at your position and chases and damages enemies, instead of a one-shot wind burst
- Deadly Precision (Berserker): Bloody Strike now deals additional damage as a percentage of the target's max health, instead of a flat damage increase
- Savage Outrage (Berserker): reworked into a modifier that gives Outrage +30% critical strike damage, instead of a passive that dealt AoE damage on cast
- Norse Blood Ritual (Berserker): nearby Bleeding targets now receive Grievous Wounds, instead of flat AoE damage
- Frost Stalker (Tundra Hunter): hitting a Frosted target with Frozen Shot now grants you a movement speed buff (Hunting Fever), instead of extending Frosted's duration
- Scald / "Hydro Boost" (Water): Hydro Beam now sets enemies ablaze and applies Scald (a custom debuff reducing spell power, attack damage & ranged weapon damage by 10% per stack, up to 3 stacks), instead of granting allies movement speed
- Apocalyptic Tornado / "Negative Pressure" (Air): Tornado now grows in size and deals damage in a wider area, instead of a critical damage bonus
- Powerful Asalraalaikum (Forcemaster): now grants +15% critical strike chance, instead of a flat damage increase
- Sharp Dripstones (Earth): now grants Terra Circle +10% critical strike chance, instead of a flat damage increase
- Magnitude 10 (Earth): now increases Earthquake's duration, instead of its range
- Arcane Regeneration (Forcemaster): killing a target with Asalraalaikum now heals you, instead of reducing its cooldown
- Recurring Burst / "Powerful Burst" (Knuckle weapon skill): reworked into a passive that fires a second Burstcrack shortly after, instead of a flat critical chance modifier
- Wounding Shot (Deadeye): Disabling Shot now has a 35% chance to stun the target, instead of inflicting Grievous Wounds on debuffed targets
- Bleeding nodes (Barbed Arrows, Blood Fists, Bloodfrenzy, Slicing Maelstorm, ...) now apply Spell Engine's own Bleed effect instead of the More RPG Classes one
- Sharpened Point (Earth): Impale now also inflicts a weak, stacking Bleed (up to 3 stacks), instead of reducing its cooldown by 3 seconds
- Cleansing Storm (Water): Healing Rain impacts now have a 50% chance to remove a harmful effect from the target, instead of reducing its cooldown by 8 seconds
- Endless Tide (Water): each Tidal Wave impact now reduces its own cooldown by 1 second, instead of increasing its travel duration by 6 seconds
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:3OYmNUDq:zW9lGhaT"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:3OYmNUDq:zW9lGhaT"
}

