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~Features~

Artificer
  • You can craft two new copper related blocks, one of which is the Artificer's Core block. After crafting this block, you can build a copper-like golem structure with three blocks of copper, the core block, a carved pumpkin, and a lightning rod. Once the body structure is assembled with line of sight to the sky, you can power up the core block with a totem of undying and then use it once it is thundering. Combining the power of life & death with raw magical power of lightning itself will help convert your being into a new robotic form made from the body you have used. Doing this is completely permanent, unlike lycanthropy or vampirism which can be cured by eating an enchanted golden apple while holding a totem of undying in the off-hand. Signing up to become an artificer is permanent and locks you out of the other options no matter what.

  • As an Artificer, you gain the same base supernatural buffs of increased speed & strength. You also lose the requirement to eat food completely and instead food will just be fuel to repair your health bar directly. You also gain immunity to poison & unique damage reduction to vampires & lycans.You also fully unlock the Artificer's Core block as an unique crafting station and the Reinforced Redstone block will emit a redstone signal if you are the nearest player to it. While most items you can uniquely craft yourself can be used by anyone, only an artificer can use the Artificer's Cannon.

  • The Artificer's Core can be used to make basic and iron tools unbreakable by right-clicking while having at least 12 Iron Ingots in your inventory. The core block has to be powered up with a Totem of Undying however to be used for any form of crafting. You also gain access to the crafting recipes below and most of which will consume the power of the core block, so each thing crafted below may also require a Totem of Undying too in the recipe to power up the core block.

  • Crafting Recipes on the Artificer's Core:

  1. Artificer's Cannon: 12 Blocks of Iron, 12 Redstone Dust, 1 Observer.
  2. Cannonballs: 12 Iron Ingots OR 12 Copper Ingots.
  3. Magic Mirror: 8 Ender Pearls, 12 Iron Ingots.
  4. Bundle of Holding: 1 Bundle, 12 Obsidian, 1 Eye of Ender.
  • The Artificer's Cannon is a placeable entity that is a cannon which spins and shoots at mobs. As an item, you can change the skin of the cannon by right-clicking the item with a material in your off-hand (stick, iron ingot, copper ingot, and emerald). As an entity, the cannon can be loaded with up to 64 cannonballs. The magic mirror item can be used anywhere to teleport you to your respawn location while the bundle of holding is an unique bundle item with a max size of 256 but unlike the normal bundle, every item placed within it is count as a single one. Meaning, an iron sword is 1 instead of 64 in a bundle of holding.

  • ~!DO NOT COMBINE TWO BUNDLES OF HOLDING! I AM NOT RESPONSIBLE FOR ANY CONSEQUENCES YOU WILL SUFFER!~

Vampirism & Ritual Magic
  • You may run into Vampires within Graveyards. These blood-thirsty Illagers will attack with swords and have the ability to heal themselves on hit, and drop vampire dust. The Necromancer especially is a boss variation of a Vampire whom can use a lot of dark magic to hold his own very well. However, these vampires will not give you the gift of Vampirism willingly. Instead, you must find or build your own Ritual Altar and look for a Contract within the chests from the Graveyards to appease the Dark Lord and obtain Vampirism directly from him.

  • As a Vampire, the player's damage & speed will be increased, will have blood management over food management, and gain invisibility while crouching. However, the player will become weak to sunlight and have weakened regeneration. The player will also have access to vampiric rituals at the ritual altar to gather blood, convert soul soil/sand into grave soil, or to get more contracts from the dark lord. Those contracts can be used by anyone though, and most usually comes with a negative side effect so it isn't always wise to be the player who signs them. However, they tend to come with great benefits and awards for those who wants to take part in the dark acts. A Vampire player cannot sign contracts directly anymore though and they will have to use a bottle of their own blood which would've been given them upon becoming a Vampire, or a bottle of blood from another player gained via the Blood Ritual...

  • To learn how to do Rituals & Contracts, you can right-click candles onto a ritual block to place candles around the ritual block but it's be good to remember that keeping the ritual block within darkness is a requirement with both rituals & contracts. Contracts will have additional specific requirements laid out in the terms which can be read while holding down SHIFT as you look at them in your inventory, you can also see how many lit candles each contract needs here as well. The last thing about Ritual Altars to note is that you can perform soul magic & soul enchanting on it. Any mob slain near an altar with an amethyst shard will be captured into a soulgem which then can be used for Vampiric Rituals or used on any enchantable item on a ritual altar to enchant it (requiring 30 or more levels like normal). soul enchanting is more powerful than regular enchanting usually base on the strength of the soul and can provide curses + treasure enchantments.

  • Rituals:

  1. Request Contract: 28 lit candles, Grand Soulgem, & Totem of Undying.
  2. Blood Ritual: 20 lit candles, Greater Soulgem, & Glass Bottle.
  3. Transmutation Ritual: 12 lit candles, Lesser OR Common Soulgem, & Copper OR Iron Ingot.
  4. Grave Ritual: 4 lit candles, Petty Soulgem, & Vampire's Dust.
Spooks, Vexes, & Possession
  • Spooks: Spooks are a new type of spirits that are exclusive to Graveyards, spawning from Grave Soil blocks (which requires an iron shovel to collect). They are easily spooked and scared little spirits whom loves to hide within entities. They can even hide in a player if provoked... When a Spook is within an entity, they will have the Possession effect and this effect will also apply buffs/debuffs accordingly. Most mobs will get a Resistance buff to reduce damage, protecting it's host.. They will levitate and set aflame animals to spook the player that way, though doesn't care if the animal in question dies... Lastly, if the target is the player themselves, the Spook will make them weaker. However, no matter what, the Glowing effect will force a Spook out of it's target as it doesn't like the glow, sunlight is also scary to them and will cause them to completely despawn upon direct contact with it. Spooks aren't persistent by default unless their last possessed target was persistent, then they will become persistent. This is to allow Spooks to be kept or take part in an animal farm but still allow them to despawn naturally. If a Spook leaves a player host on it's own record, not forced out, then it be friended to that player.

  • Possessed Armor: When a Spook has possess a set of armor, it will be using an exact copy of the armor that was on the armor stand and the stand itself will be left empty. Possessed Armor will drop this copy upon death and cannot despawn naturally, so nothing can be lost if a suit of armor has been possessed. Possessed Armor will always have an iron sword. Possessed Armor cannot live without the Possession effect... If a friended possess a suit of armor then that armor will be tamed to the player, changing it's attack target priorities & gaining a new additional buff. Tamed Possessed Armors can also use the Mending enchant to repair itself when in combat.

  • Vexes: This mod update Vexes. Firstly, Vexes in 1.19.2 will now have their updated look and model from 1.19.3. Secondly, Vexes will now always have a home position saved and always have a lifespan of 100 seconds, no matter how they are spawned. This because there is now a chance of a Vex spawning from Grave Soil instead of a Spook, giving Vexes a natural home in the graveyard but to keep them balanced and less annoying, they still get their proper stats when needed. Previously, Home Position, and Lifespan only applied when an Evoker summoned them.

Merfolk
  • Hostile fish-like people found within deep oceans (under block y level 52) whom tend to attack any that reminds them of land-people and a deep hatred for Glow Squids. These people tend to have their life powered by the gem encrusted in their chest which has a chance to be dropped on death, and nautilus shell crusted into their scales. The stronger variations will have tridents while the weaker variation will simply fight with it's claws viciously. They are fast and quick in the water but completely unable to do anything when on land, and can eventually die without water.
Vampire Illagers
  • You can find hostile Vampire Illagers at some variations of the Graveyard Structure, hiding away from the sunlight. Like Player Vampires, they too suffer from a lot of the effects of the Curse... However, you can find a very powerful Necromancer in one of the Graveyard variations surrounded by a rather large amount of Grave Soil and armor sets...

  • The Necromancer has multiple spells he can cast. The first one is similar to the Evoker's ability to summon Vexes but unlike the Evoker, these Vexes can take 45% of the damage that the Necromancer takes, while also reducing the Necromancer's own damage taken down by 45% which helps gives him such high survivability. The Necromancer has a powerful lightning strike spell which if landed will deal 12 magic damage but if it misses, it will summon an undead minion to help the Necromancer fight his enemies. The last spell is a Life Steal like effect that is powerful enough to even work on the undead, as instead of siphoning blood from the target it will siphon health, damaging the target by 4 in magic while healing the Necromancer. However, it still is limited by the bleeding effect and cannot be used on targets whom already been hit by it recently... The Necromancer also has an iron sword with Leeching IV, which is a notable drop as Leeching is only obtainable up to II normally.

  • A regular vampire can replace a Vindicator in a raid if the raid was happening at night while a Necromancer can replace an Evoker. However, multiple Necromancers shouldn't be possible during a raid at the same time (though it might be possible to get multiple Necromancers in different waves if you're unlucky). This is also chance base, not guaranteed.

~Credits~

  • Piero: Sound Designer for Vampires, Merfolk, Ghosts, and Spooks.
  • nojustgavin: Model & Texture Artist for Vampires, Merfolk, and Ghosts.
  • Aizistral: For letting me use a modified version of his magic mirror texture.
  • Burack & Myahster: Texture Artists for newer textures in the mod.

Project members

Jusey1

Owner


Technical information

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MIT
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