Finished off The Demon Kin docs for the time being.
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@ -7,6 +7,7 @@ Version 2.0.3-54
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- Fixed the Aura gauge not resetting in chunks that do not have any Aura
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- Added tooltips for the progress to the next upgrade for Living Armour (hold shift + M)
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- Finished off The Architect docs for now
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- Finished off The Demon Kin docs for the time being
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------------------------------------------------------
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Version 2.0.3-53
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@ -656,7 +656,6 @@ public class CategoryArchitect
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bridgePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "bridge" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "bridge"), new EntryText(bridgePages, TextHelper.localize(keyBase + "bridge"), true));
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//TODO
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for (Entry<ResourceLocation, EntryAbstract> entry : entries.entrySet())
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{
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for (IPage page : entry.getValue().pageList)
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@ -130,6 +130,71 @@ public class CategoryDemon
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routingPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "routing" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "routing"), new EntryText(routingPages, TextHelper.localize(keyBase + "routing"), true));
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List<IPage> auraPages = new ArrayList<IPage>();
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auraPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "aura" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "aura"), new EntryText(auraPages, TextHelper.localize(keyBase + "aura"), true));
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List<IPage> typesPages = new ArrayList<IPage>();
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typesPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "types" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "types"), new EntryText(typesPages, TextHelper.localize(keyBase + "types"), true));
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List<IPage> cruciblePages = new ArrayList<IPage>();
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TartaricForgeRecipe crucibleRecipe = RecipeHelper.getForgeRecipeForOutput(new ItemStack(ModBlocks.demonCrucible));
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if (crucibleRecipe != null)
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{
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cruciblePages.add(new PageTartaricForgeRecipe(crucibleRecipe));
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}
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cruciblePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "crucible" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "crucible"), new EntryText(cruciblePages, TextHelper.localize(keyBase + "crucible"), true));
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List<IPage> crystallizerPages = new ArrayList<IPage>();
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TartaricForgeRecipe crystallizerRecipe = RecipeHelper.getForgeRecipeForOutput(new ItemStack(ModBlocks.demonCrystallizer));
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if (crystallizerRecipe != null)
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{
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crystallizerPages.add(new PageTartaricForgeRecipe(crystallizerRecipe));
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}
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crystallizerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "crystallizer" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "crystallizer"), new EntryText(crystallizerPages, TextHelper.localize(keyBase + "crystallizer"), true));
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List<IPage> clusterPages = new ArrayList<IPage>();
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TartaricForgeRecipe clusterRecipe = RecipeHelper.getForgeRecipeForOutput(new ItemStack(ModBlocks.demonCrystal));
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if (clusterRecipe != null)
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{
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clusterPages.add(new PageTartaricForgeRecipe(clusterRecipe));
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}
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clusterPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "cluster" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "cluster"), new EntryText(clusterPages, TextHelper.localize(keyBase + "cluster"), true));
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List<IPage> pylonPages = new ArrayList<IPage>();
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TartaricForgeRecipe pylonRecipe = RecipeHelper.getForgeRecipeForOutput(new ItemStack(ModBlocks.demonPylon));
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if (pylonRecipe != null)
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{
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pylonPages.add(new PageTartaricForgeRecipe(pylonRecipe));
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}
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pylonPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "pylon" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "pylon"), new EntryText(pylonPages, TextHelper.localize(keyBase + "pylon"), true));
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List<IPage> gaugePages = new ArrayList<IPage>();
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TartaricForgeRecipe gaugeRecipe = RecipeHelper.getForgeRecipeForOutput(new ItemStack(ModItems.demonWillGauge));
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if (gaugeRecipe != null)
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{
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gaugePages.add(new PageTartaricForgeRecipe(gaugeRecipe));
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}
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gaugePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "gauge" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "gauge"), new EntryText(gaugePages, TextHelper.localize(keyBase + "gauge"), true));
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for (Entry<ResourceLocation, EntryAbstract> entry : entries.entrySet())
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{
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for (IPage page : entry.getValue().pageList)
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@ -91,7 +91,7 @@ guide.BloodMagic.entry.architect.apprenticeorb.info.1=While out using the variou
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guide.BloodMagic.entry.architect.dagger.info.1=After a while of strengthening yourself through the use of self-sacrifice, you may be keen to attempt to try sacrificing the blood of mobs. The Dagger of Sacrifice, when used on a non-boss, non-player entity next to a Blood Altar, will kill the entity in one hit and pump all of the blood into the altar, converting it into life essence depending on the quality of the mob. Normally, hostile mobs will tend to give much more LP than peaceful mobs.
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guide.BloodMagic.entry.architect.runeSacrifice.info.1=The Rune of Sacrifice, as the name may imply, increases the yield of all activities that sacrifice the health of mobs in return for LP. Each rune provides a +10%% increase in yield, additively.
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guide.BloodMagic.entry.architect.runeSelfSacrifice.info.1=Similar to the Rune of Sacrifice, the Rune of Self Sacrifice increases the yield of LP provided from the player. Each rune provides a +10%% increase in yield, additively.
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guide.BloodMagic.entry.architect.holding.info.1=As you will start to realize, there are a lot of useful sigils that are available – some toggleable, others active use. Because of this your inventory will quickly become clogged up. This need is filled by the Sigil of Holding.\n\tThis sigil can hold up to five other sigils (no, it cannot hold other Sigils of Holding) in its internal inventory. By pressing the “Holding” key, default ‘H’, you can open up the sigil’s GUI to rearrange the sigils that are held. If you shift and use the scroll-wheel while it is equipped, you will cycle through the contained sigils. Once you land on the sigil that you want to use, you can use the sigil as if it was the one selected! \n\tNaturally, you can have multiple Sigils of Holding, each with their own inventory. To help determine which one is which at a glance, you can dye the sigil using the Alchemy Table. To do this, either place the Sigil of Holding in the Alchemy Table with a dye, or the sigil with a name tag with the colour that you want in 0xZZZZZZ format for the name.
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guide.BloodMagic.entry.architect.holding.info.1=As you will start to realize, there are a lot of useful sigils that are available – some toggleable, others active use. Because of this your inventory will quickly become clogged up. This need is filled by the Sigil of Holding.\n\tThis sigil can hold up to five other sigils (no, it cannot hold other Sigils of Holding) in its internal inventory. By pressing the "Holding" key, default ‘H', you can open up the sigil's GUI to rearrange the sigils that are held. If you shift and use the scroll-wheel while it is equipped, you will cycle through the contained sigils. Once you land on the sigil that you want to use, you can use the sigil as if it was the one selected! \n\tNaturally, you can have multiple Sigils of Holding, each with their own inventory. To help determine which one is which at a glance, you can dye the sigil using the Alchemy Table. To do this, either place the Sigil of Holding in the Alchemy Table with a dye, or the sigil with a name tag with the colour that you want in 0xZZZZZZ format for the name.
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guide.BloodMagic.entry.architect.air.info.1=The Air Sigil uses a rudimentary form of fission to generate a steady stream of air behind the user by the traces of water vapour in the air, propelling them forward. In essence, by using this sigil you can be launched forward a considerable distance. It should be noted that the sigil will only cancel the user's fall distance when used, so if you want to stick the landing you have to use it close to the ground!
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guide.BloodMagic.entry.architect.void.info.1=As the name suggests, the Void Sigil will create a vacuum at the point of contact which will suck up the liquid source that it is used on, completely destroying the source. This is probably best used in conjunction with the Water Sigil or the Lava Sigil.
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guide.BloodMagic.entry.architect.greenGrove.info.1=By using your blood as a simple growth catalyst of sorts, the Sigil of the Green Grove will increase the growth speed of any plants in a nearby area while activated. To activate the sigil, shift-right click it to toggle between activated and deactivated (easily seen by the tooltip or by the glowing symbols on the sigil). Keep in mind that every few seconds the sigil will syphon a bit of LP from the user to fuel the accelerated growth.\n\tIf used directly on a plant, the sigil will apply a bone-meal effect. This can be used to grow tall grass or other crops, just the same as bone-meal.
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@ -105,19 +105,19 @@ guide.BloodMagic.entry.architect.lamp.info.1=There are quite a few "impurities"
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guide.BloodMagic.entry.architect.magnetism.info.1=This sigil magnetizes the iron in the blood stream of the user to attract small objects towards the sigil, allowing a quick and painless pickup. In essence this acts as an item magnet, but instead of actually "vacuuming" up items towards the player, it causes the player to pick up the item from a distance, so items don't need to fly around the place. Thankfully the magnetism is tuned so that it does not attract living objects, so you won't find creepers suddenly wanting to hug you at Mach 3.
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guide.BloodMagic.entry.architect.peritia.info.1=In the world, certain actions impress experiences on a person: slaying monsters, mining elements, and smelting ingots or food can give experience that is accumulated over a period of time. Through some arcane mechanisms, some structures and devices actually drains these experiences from you in order to fuel their own processes. It can therefore be useful to store these experiences in some medium.\n\tAlthough some containers store experience as a physical substance, the Tome of Peritia allows the person to transcribe their experiences into the book – by writing in the tome, the pages are imbued with your thoughts and past actions, storing them away for later use. If you then want to acquire these experiences back, you can hold your hand to the page and syphon them back; this will remove the writing from the page and transmit those actions back to your memory.\n\tNow for the actual usage; by shift-right clicking the tome in your hand, you can store a level of experience into the book (or down to the level if you have a partial level). Right clicking with the tome will grant you up to the next level if there is enough experience stored in the book. The total experience, as well as the equivalent level stored, is displayed on the tooltip of the tome.
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guide.BloodMagic.entry.architect.livingArmour.info.1=Any person in Minecraft, especially with the newer incarnations of the world, will know that a good set of armour means difference between life and death. Usually when you pick a set of armour you choose a static set of benefits – does this armour offer more protection? Do I get flight when I wear this? Can I jump really high, or move really fast? These are all valid options on a set of armour, but you can never get a set that is tailored exactly to your needs. At least that is what they thought.\n\tA set of Living Armour is an engineered lifeform that is integrated with a simple set of iron armour. When worn, it enters a symbiotic relationship with the user – when you move, it moves. When you attack, it attacks. When you eat, it senses this and compensates. And just like a normal human body, it will start to grow and strengthen depending on what you do, being trained by your actions. \n\tLet’s give an example. If you equip a new set of armour on and run around a lot, you will notice that you will receive an upgrade on the chest plate called “Quick Feet” – this upgrade provides an incremental increase to your speed at level 1, while subsequent levels provide a larger boost. You will also notice that the “Upgrade Points” now read “3/100” – each upgrade requires a number of upgrade points to be applied, and the chest plate has a maximum number of points that it can hold. If an upgrade that you can get is not obtainable with the number of free upgrade points you have it cannot be gained. \n\tKeep in mind that the Living Armour will only be trained when you have a full set of armour on, and the armour’s effects will only take effect when a full set of armour is used.\n\tThe maximum number of upgrade points can be modified by a few different means. One of them is to create alchemical concoctions that will strengthen the bonds between the user and the Living Armour, vastly increasing the number of points you can have on a given set of equipment. One such example is the “Draft of Angelus,” which increases the maximum number of points to 200. Information about these brews, as well as how to create them, can be found in “The Alchemist”.
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guide.BloodMagic.entry.architect.upgradeTome.info.1=Sometimes you may not be happy with the upgrades that you have gotten on your Living Armour. By using the ritual “Sound of the Cleansing Soul” (more information can be found in “The Ritual Master”), you can remove all of the upgrades from the armour and receive them in the form of “Upgrade Tomes”. If you right-click these while wearing a full set of Living Armour (and while you have space for the upgrade) you can add the upgrade to your armour. \n\tThese tomes may also be combined in an anvil – if you combine two of the exact same upgrade tomes (same upgrade, same level) together in an anvil, you can get a single tome that is one level higher. So if you combine Quick Feet II with another Quick Feet II, you will get Quick Feet III. This can then be applied to the armour in the same way.
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guide.BloodMagic.entry.architect.livingArmour.info.1=Any person in Minecraft, especially with the newer incarnations of the world, will know that a good set of armour means difference between life and death. Usually when you pick a set of armour you choose a static set of benefits – does this armour offer more protection? Do I get flight when I wear this? Can I jump really high, or move really fast? These are all valid options on a set of armour, but you can never get a set that is tailored exactly to your needs. At least that is what they thought.\n\tA set of Living Armour is an engineered lifeform that is integrated with a simple set of iron armour. When worn, it enters a symbiotic relationship with the user – when you move, it moves. When you attack, it attacks. When you eat, it senses this and compensates. And just like a normal human body, it will start to grow and strengthen depending on what you do, being trained by your actions. \n\tLet's give an example. If you equip a new set of armour on and run around a lot, you will notice that you will receive an upgrade on the chest plate called "Quick Feet" – this upgrade provides an incremental increase to your speed at level 1, while subsequent levels provide a larger boost. You will also notice that the "Upgrade Points" now read "3/100" – each upgrade requires a number of upgrade points to be applied, and the chest plate has a maximum number of points that it can hold. If an upgrade that you can get is not obtainable with the number of free upgrade points you have it cannot be gained. \n\tKeep in mind that the Living Armour will only be trained when you have a full set of armour on, and the armour's effects will only take effect when a full set of armour is used.\n\tThe maximum number of upgrade points can be modified by a few different means. One of them is to create alchemical concoctions that will strengthen the bonds between the user and the Living Armour, vastly increasing the number of points you can have on a given set of equipment. One such example is the "Draft of Angelus," which increases the maximum number of points to 200. Information about these brews, as well as how to create them, can be found in "The Alchemist".
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guide.BloodMagic.entry.architect.upgradeTome.info.1=Sometimes you may not be happy with the upgrades that you have gotten on your Living Armour. By using the ritual "Sound of the Cleansing Soul" (more information can be found in "The Ritual Master"), you can remove all of the upgrades from the armour and receive them in the form of "Upgrade Tomes". If you right-click these while wearing a full set of Living Armour (and while you have space for the upgrade) you can add the upgrade to your armour. \n\tThese tomes may also be combined in an anvil – if you combine two of the exact same upgrade tomes (same upgrade, same level) together in an anvil, you can get a single tome that is one level higher. So if you combine Quick Feet II with another Quick Feet II, you will get Quick Feet III. This can then be applied to the armour in the same way.
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guide.BloodMagic.entry.architect.teleposer.info.1=The Teleposer is a device that teleports not just entities but blocks as well. In order to set up a Teleposer, you need at least two Teleposers and one Teleposition focus. One of the Teleposers acts as the Destination, and the other acts as the Beginning.\n\tTo set this up, you need to first bind the focus to you by right clicking it. You then right click the focus onto the Destination Teleposer to save its location (and dimension) and then insert the focus into the Beginning Teleposer by right clicking the Teleposer without a focus in your hand and placing the focus inside of the GUI.\n\tPowering the Beginning Teleposer (the one with the focus) with a strong redstone signal will cause the Teleposers to swap the entities and blocks (including any content in the tiles such as chest inventories) between the Teleposers, assuming that there is a Teleposer at the Destination. \n\tYou can either have one Teleposer have a focus, have both of the Teleposers have foci that are linked to each other, or you can have one Teleposer linked to another Teleposer that is not linked to it, so depending on how you set them up you can have very intricate systems.\n\tKeep in mind that currently the Teleposer will only swap the blocks and entities that are right above the block, and the size depends on the focus – the T1 focus only swaps the block on top of the Teleposer, the T2 focus swaps a 3x3x3 area above the Teleposer, etc.
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guide.BloodMagic.entry.architect.boundBlade.info.1=The Bound Blade is an artifact from the past, a blade that is created by binding an entity to a sword in the same process that creates the Living Armour. It should be noted that this, as well as the Bound Tools, will change in later versions of the mod.\n\tThe sword has an active and inactive mode, which can be toggled by shift-right clicking. The sword does not deal any damage at all when inactive, but while active there will be a small LP drain over time. Likewise, when you damage a mob you will drain LP from your network. Sure, you have a lot of damage, but it may kill you!\n\tWhen a monster is killed, the monster has a chance to drop a Weak Blood Shard. These shards are used in order to upgrade your Blood Altar to a T4 altar.
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guide.BloodMagic.entry.architect.boundTool.info.1=Similar to the Bound Blade, these Bound Tools (pickaxe, axe, and shovel) will eventually be modified to fit better in the mod. Like the Blade, the tools have an active and inactive mode that can be toggled between by shift-right clicking them. \n\tSomething that these tools have is something called “Beast Mode”. If you hold right click, you can charge up the tool and unleash a powerful cleave that will instantly break the blocks that can be broken by the given tool – when fully charged, this is an 11x11x11 cube above you at a cost of 10kLP. Be careful with this powerful tool, since it may be your last!
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guide.BloodMagic.entry.architect.boundTool.info.1=Similar to the Bound Blade, these Bound Tools (pickaxe, axe, and shovel) will eventually be modified to fit better in the mod. Like the Blade, the tools have an active and inactive mode that can be toggled between by shift-right clicking them. \n\tSomething that these tools have is something called "Beast Mode". If you hold right click, you can charge up the tool and unleash a powerful cleave that will instantly break the blocks that can be broken by the given tool – when fully charged, this is an 11x11x11 cube above you at a cost of 10kLP. Be careful with this powerful tool, since it may be your last!
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guide.BloodMagic.entry.architect.weakShard.info.1=Everything that has life can have the ethereal connections that is known as the Soul Network. As seen in your experiences, non-living things can also have a Soul Network attached to them, such as sigils and rituals; however, these connections are the strongest in creatures and, naturally, humans. \n\tWhen you attack a monster with a Bound Blade, their Soul Network temporarily hardens and a piece of it will remain after death. This piece takes the form of a Weak Blood Shard, so named after the fact its reddish hue matches the colour of the Weak Blood Orb. At this point, it is not clear if there are stronger forms of blood shards, but you can tell that this would be very helpful in increasing the power of your own Soul Network
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guide.BloodMagic.entry.architect.masterOrb.info.1=One of the uses for this increased affinity for the Soul Network is to use the Weak Blood Shard in a new blood orb: the Master Blood Orb. This orb has a maximum capacity of 1 million LP, and thus allows the wielder of the orb to access more powerful items and rituals. Perhaps meteors are not out of your reach...
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guide.BloodMagic.entry.architect.runeOrb.info.1=Initially, this rune can be seen as somewhat useless. By thickening the ties between the blood orb in the altar and the Soul Network, the Rune of the Orb increases the maximum capacity of a blood orb filled by a Blood Altar by +2%% per rune, additively. For something like the Weak Blood Orb, this is just +100LP capacity, however for the Master Blood Orb this is a remarkable +20kLP capacity per rune. If you have a high tier blood orb and a few extra runes to spare on your altar, this may be something to round out your network.
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guide.BloodMagic.entry.architect.suppression.info.1=The Sigil of Suppression uses the technology that is used in a Teleposer in order to temporarily displace fluids that are near it when active. This is done by teleposing the liquids in a sphere around the user to a hidden pocket dimension, replacing the liquid with air. Unfortunately, because you are overcharging the field used by the Teleposer, the teleposition is temporary – if the user walks away from the area that the liquid was teleposed away from or deactivates the sigil, the liquids will pop back where they were before as if nothing has happened, assuming that there are no newly-placed blocks there. This allows for fancy transportation when on foot, walking under the water instead of swimming through it or even parting the red seas of the Nether.
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guide.BloodMagic.entry.architect.haste.info.1=Sugar and caffeine are interesting chemicals that the human body can process. One acts as a reservoir of energy that is quickly burned, whereas the other increases your wakefulness and allows you to access energy in other means. By mimicking these chemical processes to unleash more chemical energy, the Sigil of Haste allows the user to increase their movement abilities. \n\tWhile activated, the user can run a lot faster and is able to jump significantly higher. What is more, the sigil also offers “Step Assist,” which allows the user to step up one block high ridges without needing to jump. It’s like auto-jump, but less sucky.
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guide.BloodMagic.entry.architect.severance.info.1=Teleportation is one of those odd powers that people can’t fully explain. In most instances, teleportation can be described as a temporary warp in space-time, linking two places in space together so that the object in question can simply “step” through to the other side. The Sigil of Ender Severance attempts to stop this warping that teleportation requires, preventing creatures from teleporting when they are around the user. This does not stop some of the larger means of teleportation such as portals, but it will prevent Endermen from using their powers to warp around the user.
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guide.BloodMagic.entry.architect.teleposition.info.1=The Teleposition Sigil has a contained Teleposer and focus in its structure. If you right click a Teleposer with this sigil, you can bind the coordinates and dimension to the sigil. Now, whenever you right click the sigil it will telepose you directly to the Teleposer (if it is there). Unfortunately, it doesn’t seem like you are able to do a return trip...
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guide.BloodMagic.entry.architect.compression.info.1=A miner will quickly find that during a long expedition their inventory will become filled with redstone dust, lapis, and several other materials. Most of these have recipes that will compress them down to storage blocks such as redstone blocks and blocks of diamonds, however they normally require a crafting table in order to combine them. \n\tThis sigil creases a miniature field of compression in the inventory of the user when activated, compressing items down to the lowest number of slots needed for the inventory. What this means is that if you have 63 redstone dust it will not do anything. However, if you have 64 dust it will compress 9 of them into a block of redstone. While this is technically not the ideal situation if you have exactly a stack of redstone dust, it will guarantee that you aren’t left in the dust due to full pockets. If other mods are present this will work for other crafting recipes as well.
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guide.BloodMagic.entry.architect.haste.info.1=Sugar and caffeine are interesting chemicals that the human body can process. One acts as a reservoir of energy that is quickly burned, whereas the other increases your wakefulness and allows you to access energy in other means. By mimicking these chemical processes to unleash more chemical energy, the Sigil of Haste allows the user to increase their movement abilities. \n\tWhile activated, the user can run a lot faster and is able to jump significantly higher. What is more, the sigil also offers "Step Assist," which allows the user to step up one block high ridges without needing to jump. It's like auto-jump, but less sucky.
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guide.BloodMagic.entry.architect.severance.info.1=Teleportation is one of those odd powers that people can't fully explain. In most instances, teleportation can be described as a temporary warp in space-time, linking two places in space together so that the object in question can simply "step" through to the other side. The Sigil of Ender Severance attempts to stop this warping that teleportation requires, preventing creatures from teleporting when they are around the user. This does not stop some of the larger means of teleportation such as portals, but it will prevent Endermen from using their powers to warp around the user.
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guide.BloodMagic.entry.architect.teleposition.info.1=The Teleposition Sigil has a contained Teleposer and focus in its structure. If you right click a Teleposer with this sigil, you can bind the coordinates and dimension to the sigil. Now, whenever you right click the sigil it will telepose you directly to the Teleposer (if it is there). Unfortunately, it doesn't seem like you are able to do a return trip...
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guide.BloodMagic.entry.architect.compression.info.1=A miner will quickly find that during a long expedition their inventory will become filled with redstone dust, lapis, and several other materials. Most of these have recipes that will compress them down to storage blocks such as redstone blocks and blocks of diamonds, however they normally require a crafting table in order to combine them. \n\tThis sigil creases a miniature field of compression in the inventory of the user when activated, compressing items down to the lowest number of slots needed for the inventory. What this means is that if you have 63 redstone dust it will not do anything. However, if you have 64 dust it will compress 9 of them into a block of redstone. While this is technically not the ideal situation if you have exactly a stack of redstone dust, it will guarantee that you aren't left in the dust due to full pockets. If other mods are present this will work for other crafting recipes as well.
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guide.BloodMagic.entry.architect.bridge.info.1=When activated and while the user is on solid ground, the Sigil of the Phantom Bridge solidifies the air beneath the user so that they may walk on it, essentially creating a Phantom Bridge. When you are shifting in the air, the bridge will instead form directly underneath you, allowing you to catch yourself in the air if you were falling. Although some calibration is needed in order to make it more effective for vertical travel as well as horizontal travel when moving quickly (due to lag messing up the creation of the bridge), it is a fancy way to effectively fly to different areas.
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@ -132,6 +132,13 @@ guide.BloodMagic.entry.demon.lesser=Lesser Tartaric Gem
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guide.BloodMagic.entry.demon.reactions=Unexpected Reactions
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guide.BloodMagic.entry.demon.sentientGem=Sentient Armour
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guide.BloodMagic.entry.demon.routing=Item Routing
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guide.BloodMagic.entry.demon.aura=Demon Will Aura
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guide.BloodMagic.entry.demon.types=Different Will Types
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guide.BloodMagic.entry.demon.crucible=Demon Crucible
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guide.BloodMagic.entry.demon.crystallizer=Demon Crystallizer
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guide.BloodMagic.entry.demon.cluster=Demon Crystal Cluster
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guide.BloodMagic.entry.demon.pylon=Demon Pylon
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guide.BloodMagic.entry.demon.gauge=Demon Will Aura Gauge
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# Demon Kin Entry Texts
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guide.BloodMagic.entry.demon.intro.info=My name is Bella Highborn, and I am known as the Demon Kin. Several months ago my village was attacked by a wave of demons, killing all other people while destroying every single building. I don't remember much from the attack, other than the screams of pain as each and every person I knew left this world for a happier one. Thankfully the demons did not hear me as I cowered underneath the fruit baskets in the basement of the church of Intactilis, trying desperately to keep my screams from joining the chorus of other voices. \nThere was one horrible moment when I accidentally knocked down the incense altar of the church and a demon came bounding into the sanctuary, unperturbed by what we assumed was a sacred place. It was a huge four-legged monster, with curved tusks hanging past a jutting mouth, saliva dripping onto serrated swords taking the place of his claws. It took a look around the room and I swear it locked eyes with me for a solid second, but then it just simply left as if it neither heard nor saw anything. Everything afterwards was a blur. \nIt was a full day before anyone came to see what happened. A trading caravan saw the smoke in the distance and decided to take the long way around past the demons. Many of the traders didn't even want to look at me, fearing that because I alone managed to survive unscathed it was a bad omen. But two brothers decided to take pity on me and try to convince the rest of the caravan to consider having me ride along. It took me selling the priestess's wand and locket, but I managed to buy safe passage to a village far enough away from the demons' path of destruction.
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@ -149,6 +156,13 @@ guide.BloodMagic.entry.demon.reactions.info=I woke up in a hospital bed today, a
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guide.BloodMagic.entry.demon.sentientGem.info.1=After a few days of some "well needed bed rest," prescribed and enforced by Magus, I decided to do a bit of research primarily on the sentient equipment that I have made so far. There is just so much that I do not know about the sentient sword as well as Demon Will in general. Sure, we know some of the theory, but considering that Magus and I were the ones that developed the theory in the first place it is hard to tell how accurate it is.\n\tFor this, I needed to get creative. Magus told me that whenever he takes an apprentice, he insists that they must learn another form of magic alongside the research that he is doing. Tiberius offered for me to learn Botany, but I scoffed at the idea - a bunch of flowers weren't going to help me much when fighting demons!
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guide.BloodMagic.entry.demon.sentientGem.info.2=The Sentient Armour Gem is a toggleable item that is used to equip and unequip your Sentient Armour. When you right-click with the gem while you have a minimum of 16 Demon Will in your inventory, your armour will be replaced with a set of Sentient Armour that copies all of the enchants from the armour that you replaced - when you activate the gem again, your original armour is returned to you. This also works when you have no armour on at all to begin with.\n\tThe Sentient Armour initially acts as a simple set of iron armour, yielding no additional abilities besides protection. Similarly to other sentient tools, however, the armour provides more protection when you have more Demon Will in your possession. This makes the protection provided really powerful when you have a large quantity of Demon Will accumulated. The downside to this is that every hit you take will syphon a small bit of Demon Will from your Tartaric gems, and if you get too low your armour will revert back to its original form. Could be bad!
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guide.BloodMagic.entry.demon.routing.info=Item transport in Blood Magic comes from linking strands of Demonic Will between routing nodes, which act as conduits in order to transfer items from one inventory to another. To start off with, let us explain how each individual item works.\n\tEvery single routing system needs a Master Routing node, which acts as the brains of the system. An Input Routing node inputs items into your system, and an Output Routing node outputs items from your system, and a regular routing node doesn't have any special function.\n\tTo form a network, you need to shift-click a node with your Node Router and then shift click another node that you want to connect. This links the two nodes together. As long as a node can trace some form of route to another node (and if it is connected to a Master Routing node) they can "talk" to each other.\n\tAs a rule of thumb, items are pulled from an inventory next to an input node and are pushed into an inventory next to an output node. In order to set what goes where, a filter should be used. By clicking on one of the buttons in the node's interface you can select what goes into the inventory in the given direction (N indicates North, etc). If you place an Item Filter into the right-most slot of the node you can specify the quantities and types of items that the node may interact with based on the filter. If you set a filter on an input filter, you can only pull those types of items from the inventory (keeping at least the given amount if you specify a quantity). If you set a filter on an output filter, you can only push those types of items into the inventory, up to a max of the quantity specified.\n\tThere are four types of filters: \n\tPrecise - The item needs to be matched exactly, including NBT and metadata\n\tMod Item - The item matches if it is from one of the filered mods.\n\tIgnore NBT - The item filter does not take into account any NBT\n\tOre Dictionary - Any item that matches one of the ore dictionary references of the filters are allowed.\n\tIf you decrease the filter's amount to 0, you can set so that the filter allows "Everything," as in any amount, for that particular filter.
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guide.BloodMagic.entry.demon.aura.info=When an entity is killed normally, it evaporates over time and returns to the creator. When captured in a snare, it is pulled into this plane from the ethereal and is sort of stuck. We have, for all intents and purposes, broken its programming and it has frozen all action. When we burn it, it returns to an ethereal state and is able to resume normal operations. If this Will is injected into the air, we can then harness it in a variety of ways. Some of them are mundane in nature, whereas others are quite powerful.\n\tDemon Will when injected into the air stays within the chunk that it was put in without migrating. Each chunk has their own stored Will, with each type of Will stored individually (more on that in a different section). This Will can be accessed and manipulated by other blocks and items.
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guide.BloodMagic.entry.demon.types.info=So far, the only type of Demon Will that we have discussed is raw Will. As the name suggests, it is the most raw and unadulterated form of Will there is, but this does not mean that it is pure. In fact, Demon Will takes on many different forms: Raw is the type we deal with normally, but there is also Corrosive, Destructive, Vengeful, and Steadfast. Raw Will is composed of a mixture of all four of these types, and perhaps mixed with other as of yet undiscovered types, but once split into these different Will types it seems impossible to recombine them.\n\tIt is not clear yet whether these different types of Will come from different sources, however we do know the process of generating these different types of Will. When Will of the same type bump into each other in the Aura it tends to congregate similar to how impurities in an otherwise homogeneous liquid clump together. If a device is able to latch onto these clumps within the Raw Will in the Aura, chunks of pure Will of a particular type can be gathered. One such device is the Demon Crystallizer, whose entry can be found further down.\n\tEach of these four types of Will represent different aspects of one's desire. There may be more types of Will, however they are either not pure enough or simply cannot be created in this form.\n\tCorrosive represents the desire to break down all things around oneself, either with acid or by crushing force. One who can master this Will can wield debilitating status effects and are immune to horrible poisons.\n\tVengeful can be viewed as the desire to seek a target without tiring. Usually, this can be seen either as an increased speed of the body to seek their pray or to make sure that a target is not able to get away as you continually attack them.\n\tDestructive, as you can probably tell, is pure force. Attack strength and overall physical prowess can be gained if this Will is properly harnessed. It can also be used to crush and smash things when used in other applications.\n\tSteadfast is seen as the desire to prevent damage to oneself. In most cases, masters of this Will are the defensive bulwark of the party, able to withstand powerful attacks and not even feel it. If you need to stay alive, through your armour or by rituals, this is one choice that should be considered.
|
||||
guide.BloodMagic.entry.demon.crucible.info=The Demon Crucible is a device that is able to burn the Demon Will inside of a Tartaric Gem and other items in order to inject it into the Aura of the chunk that it is in. There are a few different ways to use the crucible: one of the simplest ways is to place a Tartaric Gem inside of the crucible by right clicking on it with a gem in your hand. The crucible will then in that case drain the Will from the gem until either the Aura is saturated with that type of Will (a max of 100 by default) or until the gem is empty.\n\tAnother mode is to use the contained Tartaric Gem to drain the Will from the Aura – this is done by applying a strong redstone signal to the crucible and then the contained gem will attempt to drain as much Will as possible.\n\tFinally, a discrete piece of Will can be burned in the crucible if there is enough room in the Aura of that type. One example of this is a Demon Will Crystal, which has a value of 50.
|
||||
guide.BloodMagic.entry.demon.crystallizer.info=As discussed previously, Demon Aura is the ethereal manifestation of Demon Will, and the substance obtained when killing a mob is its physical manifestation. The Demon Crystallizer acts as an anchoring point for Demon Will in the Aura to latch on to, transforming the ethereal Will back into a physical form once again in the form of a crystal.\n\tYou may be curious why you do not just take the Will from a Tartaric Gem directly and form a crystal from it. That is because by transforming the Will to its ethereal form we purify it and allow the Will to attempt to resume its normal operations – keep in mind that when we kill a monster with Demon Will attached to them, we freeze the programming of the Will so that it cannot do what it was sent out to do. By converting it into the ethereal form in the Aura, the Will becomes more active, and that is the Will that is grabbed by the crystallizer. Just don't look at it funny.\n\tIn order for the Demon Crystallizer to work it must be in a chunk with a high amount of Demon Will (80) of a particular type, and after a certain amount of time it will consume the Will from the Aura in order to create a Demon Crystal Cluster with a single spire. There are two ways for the Crystallizer to work: it can form a crystal from an aspected type of Will (Corrosive, Destructive, Vengeful, and Steadfast) if there is enough Will of that particular type, or it will take Raw Will from the Aura to create a crystal. \n\tWhen it generates a crystal from Raw Will, there is a small chance (~40%%) for the formed crystal to be of one of the aspected types. Essentially, this is how you can initially gather the different types of Will.
|
||||
guide.BloodMagic.entry.demon.cluster.info=The Demon Crystal Cluster can either be created by a Demon Crystallizer or by crafting one in the Hellfire Forge with Demon Will Crystals. Crafted clusters can be placed on any solid surface, such as the floor, walls, and ceilings. There are a max of seven spires on the crystal when fully grown, and when broken with a pickaxe it will drop the spires as Demon Will Crystals. However, if you right-click the cluster when you have a Tartaric Gem with more than 1024 Raw Will inside of it, you can break off a single spire from the cluster without breaking the cluster itself; this will never break the main spire from the cluster.\n\tWhen left to its own devices, the cluster will syphon some Will of the same type from the Aura to grow itself slowly. This process is a bit slow, but there is a minor net gain.\n\tThere are two rituals that are used to grow and harvest these crystals: the Gathering of the Forsaken Souls and the Crash of the Crystal. In order to find out how to use them, please refer to The Ritual Master.
|
||||
guide.BloodMagic.entry.demon.pylon.info=As you may know, Demon Aura remains in its own chunk if there are not any outside influences. Well, this is one of those influences. The Demon Pylon acts as a beacon for Will in the Aura, pulling the Will from neighbouring chunks (those chunks that are directly next to it in the four cardinal directions, not diagonal) into its chunk. The Pylon will attempt to equalize the Will in its chunk with its neighbour so that the Pylon's chunk has as much Will as its highest neighbour for each Will type. This process only happens one way, however: if the neighbouring chunk has less Will in it than the Pylon's chunk, the Will will not transfer the other direction.
|
||||
guide.BloodMagic.entry.demon.gauge.info=In order to tell how much Will you have in a given chunk you need to have a Demon Will Gauge. When in your inventory, the gauge will display the Will in the chunk that you have in five bars in the top-left corner of the screen. You can tell how much there is exactly by shifting; numbers will appear to the right of the bars to give the amount rounded to the nearest whole number.
|
||||
|
||||
|
||||
|
||||
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@ -161,7 +175,7 @@ guide.BloodMagic.entry.alchemy.speed=Movement Array
|
|||
|
||||
|
||||
# Alchemy Entry Texts
|
||||
guide.BloodMagic.entry.alchemy.intro.info=My name is Vlad Highborn, and I am a Blood Mage. I have studied the intricate workings of alchemy and the process of "Equivalent Exchange," which governs all aspects of magic. Basically, you cannot create something from nothing, although many have tried when searching for a particular stone. That obviously didn't end well, because people are clamoring for a fake variant even today. Of course simply saying that I am an alchemist isn't enough, because one of the main things I do is study Blood Magic with The Ritual Master and The Architect, both of whom have achieved those titles by their own merits. Magus and Tiberius have been busy recording their own works over the years, although I don't think Magus has everything written down in a book – I have yet to find any actual proof.\n\tMy book deals with all things alchemical in Blood Magic. From the uses of Arcane Ash to the intricate workings of the Alchemy Table, you will find everything you need to know about some of the more complex elements in the world. Not everything you need to know is in this book – for a full understanding about Blood Magic, you will need to read the other entries in this entire tome.\n\tBut for now, I hope you enjoy my research notes. You shan’t find any lies between these covers.
|
||||
guide.BloodMagic.entry.alchemy.ash.info=Arcane Ash is necessary in order to create alchemy arrays, powerful circles that are able to provide various effects. This ash is crafted using the Hellfire Forge and Demon Will, so if you are new to this concept please consult the “Demon Kin.” \n\tThe ash has a total of twenty uses before you need to craft another. When you right click on the ground (or a wall, though it will only render one direction), you will inscribe a simple circle out of ash. If you click on the ash again with an item, it will be “placed inside of the ash” – assuming that this item is valid, the circle will change shape to represent that it is ready for the next item. If it doesn’t change shape, then you did something wrong.\n\tOnce it has changed shape, you can then place in the secondary item. If this item matches with the first item, the circle will start rotating and performing different actions depending on the recipe it is working on. \n\tEvery non-crafting effect that can be performed using these arrays can be found in this book, and even if the recipe changes through 3rd party means it will show updated here. The items shown are the order they need to be placed in.
|
||||
guide.BloodMagic.entry.alchemy.intro.info=My name is Vlad Highborn, and I am a Blood Mage. I have studied the intricate workings of alchemy and the process of "Equivalent Exchange," which governs all aspects of magic. Basically, you cannot create something from nothing, although many have tried when searching for a particular stone. That obviously didn't end well, because people are clamoring for a fake variant even today. Of course simply saying that I am an alchemist isn't enough, because one of the main things I do is study Blood Magic with The Ritual Master and The Architect, both of whom have achieved those titles by their own merits. Magus and Tiberius have been busy recording their own works over the years, although I don't think Magus has everything written down in a book – I have yet to find any actual proof.\n\tMy book deals with all things alchemical in Blood Magic. From the uses of Arcane Ash to the intricate workings of the Alchemy Table, you will find everything you need to know about some of the more complex elements in the world. Not everything you need to know is in this book – for a full understanding about Blood Magic, you will need to read the other entries in this entire tome.\n\tBut for now, I hope you enjoy my research notes. You shan't find any lies between these covers.
|
||||
guide.BloodMagic.entry.alchemy.ash.info=Arcane Ash is necessary in order to create alchemy arrays, powerful circles that are able to provide various effects. This ash is crafted using the Hellfire Forge and Demon Will, so if you are new to this concept please consult the "Demon Kin." \n\tThe ash has a total of twenty uses before you need to craft another. When you right click on the ground (or a wall, though it will only render one direction), you will inscribe a simple circle out of ash. If you click on the ash again with an item, it will be "placed inside of the ash" – assuming that this item is valid, the circle will change shape to represent that it is ready for the next item. If it doesn't change shape, then you did something wrong.\n\tOnce it has changed shape, you can then place in the secondary item. If this item matches with the first item, the circle will start rotating and performing different actions depending on the recipe it is working on. \n\tEvery non-crafting effect that can be performed using these arrays can be found in this book, and even if the recipe changes through 3rd party means it will show updated here. The items shown are the order they need to be placed in.
|
||||
guide.BloodMagic.entry.alchemy.speed.info=The Movement Array creates a small vortex of air at its center and uses a small amount of energy to heat it up. After that, once an animal or any other type of entity walks into its area of effect, they will be launched forward in the direction that it was placed in by the force of the air. What is more, if fallen onto from a large height, the array will eliminate the fall damage that would have incurred. Just be prepared for some mild motion afterward. \n\tThe direction of motion is in the direction of the arrow on the array.\n\tIt should also be noted that you will gain a much greater distance if you fall or jump onto the array than if you simply walked into its area. This has to do with the turbulence from your movements causing a much greater reaction.
|
||||
guide.BloodMagic.entry.alchemy..info=
|
||||
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