Tags
Creators
Details
Licensed MIT
Published 4 years ago
Updated 2 months ago
All versions
2.9.0
Release
Supernatural V2.9.03 years ago 68
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Changes
- Code Clean* Up & Improvements.
- Revamped the Necromancer's Boss Graveyard building.
- Adjusted Config (recommend to delete and regenerate the config).
- Grave Soil can now spawn Spooks & Vexes in Darkness instead of just at night.
- Vampire Players will no longer have Strength, Speed, & Haste.
- Vampire Players will now have a base +3 Attack Damage & 15% Movement Speed buffs directly instead.
- Vampire Illagers will no longer have buffs either.
- Vampire Players will have improved reaction to Sun Damage.
- Vampires will no longer take damage from an Angel's Aura.
- Removed Bleeding Effect.
- Removed Original Method of Obtaining Vampirism.
- Removed Original Method of Curing Vampirism.
- Player Blood is no longer drinkable.
- Player Blood can now be assigned.
- Animal & Villager blood buffed.
- Angels can now be Cursed.
- Added the "Ritual Altar" block.
- Added Soulgems. *- Ritual Altars can capture the soul of a slain entity if it has an Amethyst Shard and make a Soulgem.
- Added Soul Enchanting. *- Soulgems can be used on an "Ritual Altar" to perform enchanting on the held book or item within the altar. Requires Enchantment Level 30 or higher still.
- Added Vampiric Rituals. *- A Vampire Player can perform a ritual using soulgems, specific items, and lit candles in the right placements around the Ritual Altar. *- Added "Contract Ritual" which requires 28 power, a Grand Soul, and Totem of Undying. *- Added "Blood Ritual" which requires 12 power, a Common Soul, and Totem of Undying as well as nearby animals & villagers. *- Added "Grave Ritual" which requires 4 power, a Petty Soul, and some vampire dust to turn all soul sand/soil below the ritual altar area into grave soil. *- Added "Cure Ritual" which only uses a Totem of Undying and the vampire player's original player blood to cure them of Vampirism.
- Added Contracts. *- Any player can sign & burn a contract in the flames of the Ritual Altar as long as requirements are met. - Contracts can be signed by non vampire players or using a bottle of Player Blood. *- Added "Vampirism Contract" which requires a glass bottle and full health to give the player vampirism and a bottle of their own blood. *- Added "Vexation Contract" which is a curse that gives the target Possession & Vexes to deal with. Requires Cake. *- Added "Pumpkin Head Contract" which requires a carved pumpkin and is a curse that swaps the target's headgear with the pumpkin. *- Added "Reanimation Contract" which requires a sacrifice to resurrect an entity from it's soulgem. *- Added "Knowledge Contract" which requires an enchanted book in exchange for experience. *- Added "Fortune Contract" which requires an enchanted golden apple in exchange for riches.
- & more stuff I probably forgot...
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:UXzKPebS:duOThzTW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:UXzKPebS:duOThzTW"
}

