~Features~
Vampirism & Ritual Magic
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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.
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As a Vampire, the player's damage & speed will be increased while also gaining invisibility while sneaking. However, the player will become somewhat undead, which means a weakness to sunlight, smite enchantment, and have weakened regeneration though also gain immunity to poison and no longer needs to eat food. 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...
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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.
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Rituals:
- Request Contract: 28 lit candles, Grand Soulgem, & Totem of Undying.
- Blood Ritual: 20 lit candles, Greater Soulgem, & Glass Bottle.
- Transmutation Ritual: 12 lit candles, Lesser OR Common Soulgem, & Copper OR Iron Ingot.
- Grave Ritual: 4 lit candles, Petty Soulgem, & Vampire's Dust.
Spooks, Vexes, & Possession
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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.
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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.
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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.
~Credits~
- Piero: Sound Designer for Vampires, Merfolk, Ghosts, and Spooks.
- nojustgavin: Model & Texture Artist for Vampires, Merfolk, and Ghosts.
- Burack & Myahster: Texture Artists for newer textures in the mod.
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