Language files en_US -> de_DE (FINISHED), minor language file edits (#1321)

* Fixed downgrade level inconsistency

* Squashed commit of the following:

commit 7263e6fbc2
Author: PiscesdanAT <40119554+PiscesdanAT@users.noreply.github.com>
Date:   Sat Jun 9 18:01:30 2018 +0200

    Update de_DE.lang (#1337)

    Someone mixed up dusk and dawn

Updated de_DE.lang
Added some missing stuff in en_US.lang

* Update en_US.lang

Fixed the typo I inserted with previous commit.

* bloodmagic/.../de_DE.lang

 * more fitting translations

bloodmagicguide/.../de_DE.lang

 * 1/3 finished

.. en_US.lang

Whitespaces

Signed-off-by: Iorce <tgremeyer@icloud.com>

* bloodmagic/.../de_DE.lang:
- improved translations - again

bloodmagicguide/.../en_US:
- mudpack -> modpack (someone doesn't like them, it seems)
- wares off -> wears off (Typo)

bloodmagicguide/.../de_DE:
- another batch of translations

Signed-off-by: Iorce <tgremeyer@icloud.com>

* bloodmagic/.../de_DE.lang:
- improved translations - again

bloodmagicguide/.../en_US:
- mudpack -> modpack (someone doesn't like them, it seems)
- wares off -> wears off (Typo)

bloodmagicguide/.../de_DE:
- another batch of translations
- finished the "Ritual Master"

Signed-off-by: Iorce <tgremeyer@icloud.com>

* bloodmagic/.../de_DE.lang:
- improved translations - a bit more literal for some while keeping variety (Suppression and Displacement can have the same translation)

bloodmagicguide/.../de_DE:
- translated architect entry texts / titles

* bloodmagicguide/.../en_US.lang:
consistency (was Sacrificial Knife, every occurrence of that item is now called "Sacrifical Dagger"

bloodmagicguide/.../de_DE.lang:
some more....

* bloodmagicguide/.../en_US.lang:
corrected required Blood Altar tier from "greater than" to "greater than or equal to"

bloodmagicguide/.../de_DE.lang:
some more....

* bloodmagicguide/.../en_US.lang:
added clarification for Incense Altar block range

bloodmagicguide/.../de_DE.lang:
changed "Wahrheitssiegel" to "Siegel der Weissagung"
changed "Weihrauchaltar" to "Räucheraltar"
some more....

* bloodmagicguide/.../en_US.lang:
clarification for Sigil of the Fast Miner entry ("and" -> "at")

bloodmagicguide/.../de_DE.lang:
some more....

* bloodmagicguide/.../de_DE.lang:
some more....

* Changed "Blutorb" to "Blutkugel" in translation. Might have missed some cases of severe german grammar.

bloodmagicguide/.../en_US.lang:
Removed a "my", if someone misses it, it myght be readded.

bloodmagicguide/.../de_DE.lang:
some more....

* long overdue: closes #1320 (the disorient thing that nobody cares about)
bloodmagicguide/.../en_US.lang:
  people are now less warry and more wary about sentient mimics.

bloodmagicguide/.../de_DE.lang:
  some more.... (just the mimic stuff, since I commit after every typo I fix :o )

* bloodmagicguide/.../de_DE.lang:
some more....

Completed "The Architect"

* bloodmagic/.../de_DE.lang:
Leere Tafel -> Leere Schiefertafel (material clarification, remaining names unchanged to keep the names short)
Rudimentäre Falle -> [...] Schlinge (item icon looks like the latter, word has multiple meanings)
Ansammlung Kristalle [...] -> Kirstallansammlung (easier on the tongue, better text flow)

bloodmagicguide/.../en_US.lang:
fixed mistake in textflow

bloodmagicguide/.../de_DE.lang:
some more....

* bloodmagic/.../de_DE.lang:
  clarification
  Haupt- -> Meister

bloodmagicguide/.../de_DE.lang:
  some more....

bloodmagicguide/.../en_US.lang:
  Updated entry to reflect the new mechanic for creating pure will types

* bloodmagic/.../de_DE.lang:
  Ansammlung -> Gruppe

bloodmagicguide/.../de_DE.lang:
finished!

bloodmagicguide/.../en_US.lang:
fixed ritual name

* Finalized de_DE.lang

Ätzend -> Korrosiv

Contains: -> Enthält:

* Finalized de_DE.lang

ätzend -> korrosiv

* Update de_DE.lang

* Update de_DE.lang

Drained -> Verbraucht
Item -> Gegenstand

* Update de_DE.lang

Knoten-Router -> Netzknoten-Router

* Update de_DE.lang

Changed the base names for demonic Will to "Willpower"

-> clarification for the user that the residue is actualy willpower and the quality of said will is a measure of the potential

-> not changing other occurrences or notions in the book as no sane person would repeat "willpower" at every occasion.

* Applied quick fixes to de_DE.lang

* Merge me!
reverted a whitespace change in gradle.properties (no idea where that came from) and moved the disorient thingy to another PR)

* Take No.2

at fixing whitespaces.

* TAKE NO.3

(HOPEFULLY FINAL TAKE)
This commit is contained in:
AEon - Tobias 2018-08-08 01:45:15 +02:00 committed by Nick Ignoffo
parent ebfd8ce9a3
commit 4941d0b361
4 changed files with 920 additions and 65 deletions

View file

@ -34,18 +34,18 @@ item.bloodmagic.focus.enhanced.name=Verbesserter Telepositionsfokus
item.bloodmagic.focus.reinforced.name=Verstärkter Telepositionsfokus
item.bloodmagic.focus.demonic.name=Dämonischer Telepositionsfokus
item.bloodmagic.slate.blank.name=Leere Tafel
item.bloodmagic.slate.blank.name=Leere Schiefertafel
item.bloodmagic.slate.reinforced.name=Verstärkte Tafel
item.bloodmagic.slate.imbued.name=Erfüllte Tafel
item.bloodmagic.slate.demonic.name=Dämonische Tafel
item.bloodmagic.slate.ethereal.name=Ätherische Tafel
item.bloodmagic.orb.weak.name=Schwacher Blutorb
item.bloodmagic.orb.apprentice.name=Blutorb des Lehrlings
item.bloodmagic.orb.magician.name=Blutorb des Magiers
item.bloodmagic.orb.master.name=Blutorb des Meisters
item.bloodmagic.orb.archmage.name=Blutorb des Erzmagiers
item.bloodmagic.orb.transcendent.name=Transzendenter Blutorb
item.bloodmagic.orb.weak.name=Schwache Blutkugel
item.bloodmagic.orb.apprentice.name=Blutkugel des Lehrlings
item.bloodmagic.orb.magician.name=Blutkugel des Magiers
item.bloodmagic.orb.master.name=Blutkugel des Meisters
item.bloodmagic.orb.archmage.name=Blutkugel des Erzmagiers
item.bloodmagic.orb.transcendent.name=Transzendenter Blutkugel
item.bloodmagic.reagent.incendium.name=Incendium
item.bloodmagic.reagent.magicales.name=Magicales
@ -70,74 +70,150 @@ item.bloodmagic.baseComponent.reagentWater.name=Wasserreagenz
item.bloodmagic.baseComponent.reagentLava.name=Lavareagenz
item.bloodmagic.baseComponent.reagentAir.name=Luftreagenz
item.bloodmagic.baseComponent.reagentFastMiner.name=Reagenz der Eile
item.bloodmagic.baseComponent.reagentVoid.name=reagenz der Leere
item.bloodmagic.baseComponent.reagentVoid.name=Reagenz der Leere
item.bloodmagic.baseComponent.reagentGrowth.name=Wachstumsreagenz
item.bloodmagic.baseComponent.reagentAffinity.name=Reagenz der elementaren Verbundenheit
item.bloodmagic.baseComponent.reagentSight.name=Sichtreagenz
item.bloodmagic.baseComponent.reagentBinding.name=Bindendes Reagenz
item.bloodmagic.baseComponent.reagentSuppression.name=Unterdrückendes Reagenz
item.bloodmagic.baseComponent.reagentSuppression.name=Verdrängendes Reagenz
item.bloodmagic.baseComponent.reagent_blood_light.name=Blutlampenreagenz
item.bloodmagic.baseComponent.reagent_magnetism.name=Magnetismusreagenz
item.bloodmagic.baseComponent.reagent_haste.name=Reagenz der Hast
item.bloodmagic.baseComponent.reagent_bridge.name=Reagenz der Phantombrücke
item.bloodmagic.baseComponent.reagent_compression.name=Kompressionsreagenz
item.bloodmagic.baseComponent.reagent_severance.name=Trennungsreagenz
item.bloodmagic.baseComponent.reagent_holding.name=Aufbewahrungsreagenz
item.bloodmagic.baseComponent.reagent_claw.name=Klauenreagenz
item.bloodmagic.baseComponent.reagent_bounce.name=Elastizitätsreagenz
item.bloodmagic.baseComponent.reagent_frost.name=Frostreagenz
item.bloodmagic.baseComponent.reagent_teleposition.name=Telepositionsreagenz
item.bloodmagic.baseComponent.reagent_transposition.name=Transpositionsreagenz
item.bloodmagic.monsterSoul.base.name=Dämonischer Wille
item.bloodmagic.baseComponent.frame_part.name=Rahmenteile
item.bloodmagic.baseComponent.sand_iron.name=Eisensand
item.bloodmagic.baseComponent.sand_gold.name=Goldsand
item.bloodmagic.baseComponent.sand_coal.name=Kohlesand
item.bloodmagic.baseComponent.plant_oil.name=Pflanzenöl
item.bloodmagic.baseComponent.sulfur.name=Schwefel
item.bloodmagic.baseComponent.saltpeter.name=Saltpeter
item.bloodmagic.baseComponent.neuro_toxin.name=Nervengift
item.bloodmagic.baseComponent.antiseptic.name=Antiseptikum
item.bloodmagic.baseComponent.catalyst_length_1.name=Einfacher Verlängerungskatalysator
item.bloodmagic.baseComponent.catalyst_power_1.name=Einfacher Machtkatalysator
item.bloodmagic.cutting_fluid.basic.name=Einfache Schneidelösung
item.bloodmagic.cutting_fluid.explosive.name=Explosives Pulver
item.bloodmagic.demonCrystal.default.name=Kristall dämonischer Willenskraft
item.bloodmagic.demonCrystal.corrosive.name=Kristall korrosiver dämonischer Willenskraft
item.bloodmagic.demonCrystal.destructive.name=Kristall zerstörender dämonischer Willenskraft
item.bloodmagic.demonCrystal.vengeful.name=Kristall rachsüchtiger dämonischer Willenskraft
item.bloodmagic.demonCrystal.steadfast.name=Kristall standhafter dämonischer Willenskraft
item.bloodmagic.monsterSoul.base.name=Dämonische Willenskraft
item.bloodmagic.monster_soul.corrosive.name=Korrosive dämonische Willenskraft
item.bloodmagic.monster_soul.destructive.name=Zerstörerische dämonische Willenskraft
item.bloodmagic.monster_soul.vengeful.name=Rachsüchtige dämonische Willenskraft
item.bloodmagic.monster_soul.steadfast.name=Standhafte dämonische Willenskraft
item.bloodmagic.sigil.air.name=Luftsiegel
item.bloodmagic.sigil.bloodLight.name=Siegel der Blutlampe
item.bloodmagic.sigil.compression.name=Siegel der Kompression
item.bloodmagic.sigil.divination.name=Wahrheitssiegel
item.bloodmagic.sigil.divination.name=Siegel der Weissagung
item.bloodmagic.sigil.water.name=Wassersiegel
item.bloodmagic.sigil.lava.name=Lavasiegel
item.bloodmagic.sigil.void.name=Siegel der Leere
item.bloodmagic.sigil.greenGrove.name=Siegel des Grünen Hains
item.bloodmagic.sigil.greenGrove.name=Siegel des grünen Hains
item.bloodmagic.sigil.elementalAffinity.name=Siegel der elementaren Verbundenheit
item.bloodmagic.sigil.haste.name=Siegel der Hast
item.bloodmagic.sigil.suppression.name=Siegel der Unterdrückung
item.bloodmagic.sigil.suppression.name=Siegel der Verdrängung
item.bloodmagic.sigil.magnetism.name=Siegel des Magnetismus
item.bloodmagic.sigil.fastMiner.name=Siegel des Eile
item.bloodmagic.sigil.seer.name=Siegel der Sicht
item.bloodmagic.sigil.seer.name=Siegel des Sehers
item.bloodmagic.sigil.phantomBridge.name=Siegel der Phantombrücke
item.bloodmagic.sigil.whirlwind.name=Siegel des Wirbelwindes
item.bloodmagic.sigil.enderSeverance.name=Siegel des Endertrennens
item.bloodmagic.sigil.holding.name=Siegel der Aufbewahrung
item.bloodmagic.sigil.holding.display=&r%s: &o&n%s
item.bloodmagic.sigil.teleposition.name=Telepositionssiegel
item.bloodmagic.sigil.transposition.name=Transpositionssiegel
item.bloodmagic.sigil.claw.name=Siegel der Klaue
item.bloodmagic.sigil.bounce.name=Siegel der Elastizität
item.bloodmagic.sigil.frost.name=Siegel des Winteratems
item.bloodmagic.livingArmour.helmet.name=Lebender Helm
item.bloodmagic.livingArmour.chest.name=Lebender Brustpanzer
item.bloodmagic.livingArmour.legs.name=Lebender Beinschutz
item.bloodmagic.livingArmour.boots.name=Lebende Schuhe
item.bloodmagic.sentientArmour.helmet.name=Empfindsamer Helm
item.bloodmagic.sentientArmour.chest.name=Empfindsamer Brustpanzer
item.bloodmagic.sentientArmour.legs.name=Empfindsamer Beinschutz
item.bloodmagic.sentientArmour.boots.name=Empfindsame Schuhe
item.bloodmagic.altarMaker.name=Altarersteller
item.bloodmagic.ritualDivinernormal.name=Ritualrute
item.bloodmagic.ritualDivinerdusk.name=Ritualrute [Abenddämmerung]
item.bloodmagic.ritualDivinerdawn.name=Ritualrute [Morgendämmerung]
item.bloodmagic.ritualReader.name=Ritual-Tüftler
item.bloodmagic.arcaneAshes.name=Arkane Asche
item.bloodmagic.upgradeTome.name=Thesis zur Verbesserung lebender Rüstung
item.bloodmagic.upgradeTome.name=These zur Verbesserung lebender Rüstung
item.bloodmagic.downgradeTome.name=These zur Schwächung lebender Rüstung
item.bloodmagic.upgradeTrainer.name=Trainingsband für Lebende Rüstung
item.bloodmagic.sentientSword.name=Intelligentes Schwert
item.bloodmagic.sentientSword.name=Empfindsames Schwert
item.bloodmagic.soulGem.petty.name=Winziges Juwel des Tartaros
item.bloodmagic.soulGem.lesser.name=Niederes Juwel des Tartaros
item.bloodmagic.soulGem.common.name=Gewöhnliches Juwel des Tartaros
item.bloodmagic.soulGem.greater.name=Größeres Juwel des Tartaros
item.bloodmagic.soulGem.grand.name=Großartiges Juwel des Tartaros
item.bloodmagic.soulSnare.base.name=Rudimentäre Falle
item.bloodmagic.sentientBow.name=Intelligenter Bogen
item.bloodmagic.soulSnare.base.name=Rudimentäre Schlinge
item.bloodmagic.sentientBow.name=Empfindsamer Bogen
item.bloodmagic.sentientArmourGem.name=Juwel der Empfindsamen Rüstung
item.bloodmagic.sentientAxe.name=Empfindsame Axt
item.bloodmagic.sentientPickaxe.name=Empfindsame Spitzhacke
item.bloodmagic.sentientShovel.name=Empfindsame Schaufel
item.bloodmagic.nodeRouter.name=Netzknoten-Router
item.bloodmagic.itemFilter.exact.name=Präziser Gegenstandsfilter
item.bloodmagic.itemFilter.ignoreNBT.name=Ignoriere NBT Gegenstandsfilter
item.bloodmagic.itemFilter.modItems.name=Mod Gegenstandsfilter
item.bloodmagic.itemFilter.oreDict.name=Ore Dictionary Gegenstandsfilter
item.bloodmagic.fluidFilter.exact.name=Flüssigeitsfilter
item.bloodmagic.experienceTome.name=Peritia-Foliant
item.bloodmagic.sanguineBook.name=Inspectoris Scandalum
item.bloodmagic.living_point_upgrade.draft_angelus.name=Trank der Engelsmacht
item.bloodmagic.willGauge.name=Dämonischer Auramesser
item.bloodmagic.potionFlask.name=Trankflasche
item.bloodmagic.icarusScroll.name=Ikarusrolle
# Blocks
tile.bloodmagic.fluid.lifeEssence.name=Lebensessenz
tile.bloodmagic.stone.ritual.master.name=Haupt-Ritualstein
tile.bloodmagic.stone.ritual.master.name=Meisterritualstein
tile.bloodmagic.stone.ritual.imperfect.name=Imperfekter Ritualstein
tile.bloodmagic.stone.ritual.inverted.name=Umgekehrter Meisterritualstein
tile.bloodmagic.altar.name=Blutaltar
tile.bloodmagic.rune.blank.name=Blutrune
tile.bloodmagic.alchemyArray.name=&r&fAlchemische Anordnung
tile.bloodmagic.rune.blank.name=Leere Rune
tile.bloodmagic.rune.speed.name=Geschwindigkeitsrune
tile.bloodmagic.rune.efficiency.name=Effizienzrune
tile.bloodmagic.rune.sacrifice.name=Rune der Opferung
tile.bloodmagic.rune.selfSacrifice.name=Rune der Selbstopferung
tile.bloodmagic.rune.displacement.name=Rune der Deplazierung
tile.bloodmagic.rune.displacement.name=Rune der Verlagerung
tile.bloodmagic.rune.capacity.name=Kapazitätsrune
tile.bloodmagic.rune.augCapacity.name=Rune der erweiterten Kapazität
tile.bloodmagic.rune.orb.name=Orbrune
tile.bloodmagic.rune.orb.name=Rune der Blutkugel
tile.bloodmagic.rune.acceleration.name=Beschleunigungsrune
tile.bloodmagic.rune.charging.name=Laderune
tile.bloodmagic.rune.charging.name=Aufladungsrune
tile.bloodmagic.ritualStone.blank.name=Ritualstein
tile.bloodmagic.ritualStone.water.name=Wasserritualstein
@ -154,15 +230,159 @@ tile.bloodmagic.crystal.brick.name=Kristallklumpenziegel
tile.bloodmagic.bloodLight.name=Blutlampe
tile.bloodmagic.spectralBlock.name=Spektralblock
tile.bloodmagic.phantomBlock.name=Phantomblock
tile.bloodmagic.incenseAltar.name=Räucheraltar
tile.bloodmagic.teleposer.name=Teleposer
tile.bloodmagic.soulForge.name=Höllenfeuerschmiede
tile.bloodmagic.alchemyTable.name=Alchemietisch
tile.bloodmagic.demonCrucible.name=Dämonenschmelztiegel
tile.bloodmagic.demonPylon.name=Dämonenpylon
tile.bloodmagic.demonCrystallizer.name=Dämonenkristallisierer
tile.bloodmagic.masterRouting.name=Haupt-Verteilerknoten
tile.bloodmagic.outputRouting.name=Ausgehender Verteilerknoten
tile.bloodmagic.inputRouting.name=Eingehender Verteilerknoten
tile.bloodmagic.itemRouting.name=Verteilerknoten
tile.bloodmagic.path.wood.name=Hölzerner Pfad
tile.bloodmagic.path.woodtile.name=Gekachelter Holzpfad
tile.bloodmagic.path.stone.name=Steinziegelpfad
tile.bloodmagic.path.stonetile.name=Gekachelter Steinpfad
tile.bloodmagic.path.wornstone.name=Verwitterter Steinziegelpfad
tile.bloodmagic.path.wornstonetile.name=Gekachelter verwitterter Steinpfad
tile.bloodmagic.path.obsidian.name=Obsidianziegelpfad
tile.bloodmagic.path.obsidiantile.name=Gekachelter Obsidianpfad
tile.bloodmagic.dimensionalPortal.name=Dimensionsportal
tile.bloodmagic.bloodTank.name=Bluttank
tile.bloodmagic.demonCrystal.default.name=Kristallgruppe dämonischen Willens
tile.bloodmagic.demonCrystal.corrosive.name=Kristallgruppe korrosiven dämonischen Willens
tile.bloodmagic.demonCrystal.destructive.name=Kristallgruppe zerstörerischen dämonischen Willens
tile.bloodmagic.demonCrystal.vengeful.name=Kristallgruppe rachsüchtigen dämonischen Willens
tile.bloodmagic.demonCrystal.steadfast.name=Kristallgruppe standhaften dämonischen Willens
tile.bloodmagic.mimic.nohitbox.name=Ätherischer opaker Mimikblock
tile.bloodmagic.mimic.solidopaque.name=Opaker Mimikblock
tile.bloodmagic.mimic.solidclear.name=Klarer Mimikblock
tile.bloodmagic.mimic.solidlight.name=Leuchtender Mimikblock
tile.bloodmagic.mimic.sentient.name=Empfindsamer Mimikblock
tile.bloodmagic.bricks1.brick1_raw.name=Rohe Steinziegel
tile.bloodmagic.bricks1.brick1_corrosive.name=Korrosive Steinziegel
tile.bloodmagic.bricks1.brick1_destructive.name=Zerstörerische Steinziegel
tile.bloodmagic.bricks1.brick1_vengeful.name=Rachsüchtige Steinziegel
tile.bloodmagic.bricks1.brick1_steadfast.name=Standhafte Steinziegel
tile.bloodmagic.bricks2.smallbrick_raw.name=Kleine rohe Steinziegel
tile.bloodmagic.bricks2.smallbrick_corrosive.name=Kleine korrosive Steinziegel
tile.bloodmagic.bricks2.smallbrick_destructive.name=Kleine zerstörerische Steinziegel
tile.bloodmagic.bricks2.smallbrick_vengeful.name=Kleine rachsüchtige Steinziegel
tile.bloodmagic.bricks2.smallbrick_steadfast.name=Kleine standhafte Steinziegel
tile.bloodmagic.bricks2.tile_raw.name=Rohe Steinkacheln
tile.bloodmagic.bricks2.tile_corrosive.name=Korrosive Steinkacheln
tile.bloodmagic.bricks2.tile_destructive.name=Zerstörerische Steinkacheln
tile.bloodmagic.bricks2.tile_vengeful.name=Rachsüchtige Steinkacheln
tile.bloodmagic.bricks2.tile_steadfast.name=Standhafte Steinkacheln
tile.bloodmagic.bricks2.tilespecial_raw.name=Betonte rohe Steinkacheln
tile.bloodmagic.bricks2.tilespecial_corrosive.name=Betonte korrosive Steinkacheln
tile.bloodmagic.bricks2.tilespecial_destructive.name=Betonte zerstörerische Steinkacheln
tile.bloodmagic.bricks2.tilespecial_vengeful.name=Betonte rachsüchtige Steinkacheln
tile.bloodmagic.bricks2.tilespecial_steadfast.name=Betonte standhafte Steinkacheln
tile.bloodmagic.inversionpillar.raw.name=Rohe Inversionssäule
tile.bloodmagic.inversionpillar.corrosive.name=Korrosive Inversionssäule
tile.bloodmagic.inversionpillar.destructive.name=Zerstörerische Inversionssäule
tile.bloodmagic.inversionpillar.vengeful.name=Rachsüchtige Inversionssäule
tile.bloodmagic.inversionpillar.steadfast.name=Standhafte Inversionssäule
tile.bloodmagic.inversionpillarend.raw_bottom.name=Basis der rohen Inversionssäule
tile.bloodmagic.inversionpillarend.corrosive_bottom.name=Basis der korrosiven Inversionssäule
tile.bloodmagic.inversionpillarend.destructive_bottom.name=Basis der zerstörerischen Inversionssäule
tile.bloodmagic.inversionpillarend.vengeful_bottom.name=Basis der rachsüchtigen Inversionssäule
tile.bloodmagic.inversionpillarend.steadfast_bottom.name=Basis der standhaften Inversionssäule
tile.bloodmagic.inversionpillarend.raw_top.name=Kapitell der rohen Inversionssäule
tile.bloodmagic.inversionpillarend.corrosive_top.name=Kapitell der korrosiven Inversionssäule
tile.bloodmagic.inversionpillarend.destructive_top.name=Kapitell der zerstörerischen Inversionssäule
tile.bloodmagic.inversionpillarend.vengeful_top.name=Kapitell der rachsüchtigen Inversionssäule
tile.bloodmagic.inversionpillarend.steadfast_top.name=Kapitell der standhaften Inversionssäule
tile.bloodmagic.demonlight.raw.name=Rohes Dämonenauge
tile.bloodmagic.demonlight.corrosive.name=Korrosives Dämonenauge
tile.bloodmagic.demonlight.destructive.name=Zerstörerisches Dämonenauge
tile.bloodmagic.demonlight.vengeful.name=Rachsüchtiges Dämonenauge
tile.bloodmagic.demonlight.steadfast.name=Standhaftes Dämonenauge
tile.bloodmagic.extras.stone_raw.name=Roher Stein
tile.bloodmagic.extras.stone_corrosive.name=Korrosiver Stein
tile.bloodmagic.extras.stone_destructive.name=Zerstörerischer Stein
tile.bloodmagic.extras.stone_vengeful.name=Rachsüchtiger Stein
tile.bloodmagic.extras.stone_steadfast.name=Standhafter Stein
tile.bloodmagic.extras.polished_raw.name=Polierter roher Stein
tile.bloodmagic.extras.polished_corrosive.name=Polierter korrosiver Stein
tile.bloodmagic.extras.polished_destructive.name=Polierter zerstörerischer Stein
tile.bloodmagic.extras.polished_vengeful.name=Polierter rachsüchtiger Stein
tile.bloodmagic.extras.polished_steadfast.name=Polierter standhafter Stein
tile.bloodmagic.extras.metal_raw.name=Rohe Dämonenlegierung
tile.bloodmagic.extras.metal_corrosive.name=Korrosive Dämonenlegierung
tile.bloodmagic.extras.metal_destructive.name=Zerstörerische Dämonenlegierung
tile.bloodmagic.extras.metal_vengeful.name=Rachsüchtige Dämonenlegierung
tile.bloodmagic.extras.metal_steadfast.name=Standhafte Dämonenlegierung
tile.bloodmagic.pillar1.raw.name=Rohe Steinsäule
tile.bloodmagic.pillar1.corrosive.name=Korrosive Steinsäule
tile.bloodmagic.pillar1.destructive.name=Zerstörerische Steinsäule
tile.bloodmagic.pillar1.vengeful.name=Rachsüchtige Steinsäule
tile.bloodmagic.pillar1.steadfast.name=Standhafte Steinsäule
tile.bloodmagic.pillar2.raw.name=Betonte rohe Steinsäule
tile.bloodmagic.pillar2.corrosive.name=Betonte korrosive Steinsäule
tile.bloodmagic.pillar2.destructive.name=Betonte zerstörerische Steinsäule
tile.bloodmagic.pillar2.vengeful.name=Betonte rachsüchtige Steinsäule
tile.bloodmagic.pillar2.steadfast.name=Betonte standhafte Steinsäule
tile.bloodmagic.pillarCap1.raw.name=Kapitell der rohen Steinsäule
tile.bloodmagic.pillarCap1.corrosive.name=Kapitell der korrosiven Steinsäule
tile.bloodmagic.pillarCap2.destructive.name=Kapitell der zerstörerischen Steinsäule
tile.bloodmagic.pillarCap2.vengeful.name=Kapitell der rachsüchtigen Steinsäule
tile.bloodmagic.pillarCap3.steadfast.name=Kapitell der standhaften Steinsäule
tile.bloodmagic.wall1.brick_raw.name=Rohe Steinziegelmauer
tile.bloodmagic.wall1.brick_corrosive.name=Korrosive Steinziegelmauer
tile.bloodmagic.wall1.brick_destructive.name=Zerstörerische Steinziegelmauer
tile.bloodmagic.wall1.brick_vengeful.name=Rachsüchtige Steinziegelmauer
tile.bloodmagic.wall1.brick_steadfast.name=Standhafte Steinziegelmauer
tile.bloodmagic.wall1.smallbrick_raw.name=Rohe Steinmauer mit kleinen Ziegeln
tile.bloodmagic.wall1.smallbrick_corrosive.name=Korrosive Steinmauer mit kleinen Ziegeln
tile.bloodmagic.wall1.smallbrick_destructive.name=Zerstörerische Steinmauer mit kleinen Ziegeln
tile.bloodmagic.wall1.smallbrick_vengeful.name=Rachsüchtige Steinmauer mit kleinen Ziegeln
tile.bloodmagic.wall1.smallbrick_steadfast.name=Standhafte Steinmauer mit kleinen Ziegeln
tile.bloodmagic.wall1.large_raw.name=Rohe Steinmauer
tile.bloodmagic.wall1.large_corrosive.name=Korrosive Steinmauer
tile.bloodmagic.wall1.large_destructive.name=Zerstörerische Steinmauer
tile.bloodmagic.wall1.large_vengeful.name=Rachsüchtige Steinmauer
tile.bloodmagic.wall1.large_steadfast.name=Standhafte Steinmauer
tile.bloodmagic.stairs1.raw.name=Rohe Steintreppe
tile.bloodmagic.stairs1.corrosive.name=Korrosive Steintreppe
tile.bloodmagic.stairs2.destructive.name=Zerstörerische Steintreppe
tile.bloodmagic.stairs2.vengeful.name=Rachsüchtige Steintreppe
tile.bloodmagic.stairs3.steadfast.name=Standhafte Steintreppe
# Fluids
fluid.lifeEssence=Lebensessenz
# Tooltips
tooltip.bloodmagic.extraInfo=&9-Halte Shift für mehr Info-
tooltip.bloodmagic.orb.desc=Speichert Lebensessenz
tooltip.bloodmagic.orb.owner=Hinzugefügt durch: %s
tooltip.bloodmagic.currentOwner=Eigentümer: %s
tooltip.bloodmagic.currentTier=Ausbaustufe: %d
tooltip.bloodmagic.currentTier=Momentane Ausbaustufe: %d
tooltip.bloodmagic.config.disabled=Zurzeit durch Konfiguration deaktiviert
tooltip.bloodmagic.tier=Ausbaustufe %d
tooltip.bloodmagic.activated=Aktiviert
tooltip.bloodmagic.deactivated=Deaktiviert
@ -174,6 +394,9 @@ tooltip.bloodmagic.sigil.divination.desc=&oSpähe in die Seele
tooltip.bloodmagic.sigil.divination.currentAltarTier=Ausbaustufe: %d
tooltip.bloodmagic.sigil.divination.currentEssence=Gespeicherte Lebensessenz: %d LP
tooltip.bloodmagic.sigil.divination.currentAltarCapacity=Maximale Kapazität: %d LP
tooltip.bloodmagic.sigil.divination.currentTranquility=Momentane Gelassenheit: %d
tooltip.bloodmagic.sigil.divination.currentInversion=Momentane Inversion: %d
tooltip.bloodmagic.sigil.divination.currentBonus=Momentaner Bonus: +%d%%
tooltip.bloodmagic.sigil.water.desc=&oHat jemand nach unendlichem Wasser gefragt?
tooltip.bloodmagic.sigil.lava.desc=&oHEISS! NICHT ESSEN!
tooltip.bloodmagic.sigil.void.desc=&oBesser als Swiffer®!
@ -191,18 +414,28 @@ tooltip.bloodmagic.sigil.seer.currentAltarTier=Ausbaustufe: %d
tooltip.bloodmagic.sigil.seer.currentEssence=Gespeicherte Lebensessenz: %d LP
tooltip.bloodmagic.sigil.seer.currentAltarCapacity=Maximale Kapazität: %d LP
tooltip.bloodmagic.sigil.seer.currentCharge=Ladung: %d
tooltip.bloodmagic.sigil.seer.currentTranquility=Momentane Gelassenheit: %d
tooltip.bloodmagic.sigil.seer.currentBonus=Momentaner Bonus: +%d%%
tooltip.bloodmagic.sigil.phantomBridge.desc=&oLaufen auf dünner Luft...
tooltip.bloodmagic.sigil.whirlwind.desc=&oBesser keinen Rock tragen
tooltip.bloodmagic.sigil.enderSeverance.desc=&oBringt Enderman in Notlage
tooltip.bloodmagic.sigil.enderSeverance.desc=&oBringt Endermen in Notlage
tooltip.bloodmagic.sigil.teleposition.desc=Das ist beinahe ein bewegender Moment.
tooltip.bloodmagic.sigil.transposition.desc=Spüre die Stärke der Macht, mein junger Schüler.
tooltip.bloodmagic.sigil.holding.press=Drücke &o%s&r&7 zum ändern
tooltip.bloodmagic.sigil.holding.desc=Gesiegelte Siegel
tooltip.bloodmagic.sigil.holding.sigilInSlot=Platz %d: %s
tooltip.bloodmagic.bound.sword.desc=&oErlegen der Schwachen
tooltip.bloodmagic.bound.pickaxe.desc=&oZerstören von Stein ohne Erbarmen
tooltip.bloodmagic.livingArmourPointsUpgrade.desc=Erhöht die maximalen Punkte der Lebenden Rüstung auf %d.
tooltip.bloodmagic.bound.sword.desc=&oSchlachten der Schwachen
tooltip.bloodmagic.bound.pickaxe.desc=&oSteinzerstörung ohne Erbarmen
tooltip.bloodmagic.bound.axe.desc=&oDämonischer Kahlschlag
tooltip.bloodmagic.bound.shovel.desc=&oSchrubbt den Dreck vom Boden
tooltip.bloodmagic.sacrificialDagger.desc=Schon ein Stich in den Finger genügt
tooltip.bloodmagic.sacrificialDagger.creative=Rechtsklicke einen Altar während du kriechst, um diesen zu füllen
tooltip.bloodmagic.slate.desc=Stein getränkt im Blutaltar
tooltip.bloodmagic.inscriber.desc=Die Zeichen an der Wand.
tooltip.bloodmagic.inscriber.desc=Die Zeichen sind an der Wand...
tooltip.bloodmagic.pack.selfSacrifice.desc=Es scheuert richtig...
tooltip.bloodmagic.pack.sacrifice.desc=Beschreibung
@ -222,30 +455,75 @@ tooltip.bloodmagic.diviner.duskRune=Runen der Abenddämmerung: %d
tooltip.bloodmagic.diviner.dawnRune=Runen der Morgendämmerung: %d
tooltip.bloodmagic.diviner.totalRune=Runen insgesamt: %d
tooltip.bloodmagic.diviner.extraInfo=Halte Shift für extra Info
tooltip.bloodmagic.diviner.extraExtraInfo=&9-Halte Shift + M für Augmentationsinfo-
tooltip.bloodmagic.diviner.currentDirection=Richtung: %s
tooltip.bloodmagic.ritualReader.currentState=Modus: %s
tooltip.bloodmagic.ritualReader.set_area=Definiere Gebiet
tooltip.bloodmagic.ritualReader.information=Information
tooltip.bloodmagic.ritualReader.set_will_types=Setze verbrauchten Willen
tooltip.bloodmagic.ritualReader.desc.set_area=Rechtsklick auf einen aktiven Meisterritualstein, um auszuwählen, welches Gebiet vom Ritual modifiziert werden soll. Dann klicke auf zwei gegenüberliegende Ecken, um das neue Gebiet zu definieren.
tooltip.bloodmagic.ritualReader.desc.information=Rechtsklick auf einen aktiven Meisterritualstein, um Informationen über das Ritual anzuzeigen.
tooltip.bloodmagic.ritualReader.desc.set_will_types=Setze durch einen Rechtsklick auf den MRS mit den jeweiligen Kristallen die Aspekte dämonischen Willens, die das Ritual über die Aura aufnimmt.
tooltip.bloodmagic.arcaneAshes=Asche gebraucht für einen alchemischen Kreis
tooltip.bloodmagic.telepositionFocus.coords=Koordinaten: (%d, %d, %d)
tooltip.bloodmagic.telepositionFocus.dimension=Dimensions-ID: %d
tooltip.bloodmagic.telepositionFocus.weak=Benutzt, um Blöcke zu verschieben
tooltip.bloodmagic.telepositionFocus.enhanced=Benutzt, um Blöcke zu verschieben
tooltip.bloodmagic.telepositionFocus.reinforced=Benutzt, um Blöcke zu verschieben
tooltip.bloodmagic.telepositionFocus.weak=Benutzt, um Blöcke zu teleportieren
tooltip.bloodmagic.telepositionFocus.enhanced=Benutzt, um Blöcke zu teleportieren
tooltip.bloodmagic.telepositionFocus.reinforced=Benutzt, um Blöcke zu teleportieren
tooltip.bloodmagic.telepositionFocus.demonic=Benutzt, um Blöcke zu teleportieren
tooltip.bloodmagic.livingArmour.upgrade.speed=Schnelle Füße
tooltip.bloodmagic.livingArmour.upgrade.digging=Zwergenhafte Stärke
tooltip.bloodmagic.livingArmour.upgrade.poisonResist=Giftungsresistenz
tooltip.bloodmagic.livingArmour.upgrade.poisonResist=Giftresistenz
tooltip.bloodmagic.livingArmour.upgrade.fireResist=Gabe des Feuers
tooltip.bloodmagic.livingArmour.upgrade.selfSacrifice=Zähe Handballen
tooltip.bloodmagic.livingArmour.upgrade.knockback=Body Builder
tooltip.bloodmagic.livingArmour.upgrade.physicalProtect=Zähe Haut
tooltip.bloodmagic.livingArmour.upgrade.health=Gesund
tooltip.bloodmagic.livingArmour.upgrade.meleeDamage=Heftiger Schlag
tooltip.bloodmagic.livingArmour.upgrade.arrowShot=Trickschuss
tooltip.bloodmagic.livingArmour.upgrade.stepAssist=Stufenhilfe
tooltip.bloodmagic.livingArmour.upgrade.grimReaper=Sprint des Sensenmanns
tooltip.bloodmagic.livingArmour.upgrade.solarPowered=Solarbetrieben
tooltip.bloodmagic.livingArmour.upgrade.thaumRunicShielding=Runenschild
tooltip.bloodmagic.livingArmour.upgrade.revealing=Aufdeckend
tooltip.bloodmagic.livingArmour.upgrade.experienced=Erfahren
tooltip.bloodmagic.livingArmour.upgrade.jump=Starke Beine
tooltip.bloodmagic.livingArmour.upgrade.fallProtect=Weicher Fall
tooltip.bloodmagic.livingArmour.upgrade.graveDigger=Totengräber
tooltip.bloodmagic.livingArmour.upgrade.sprintAttack=Sturmangriff
tooltip.bloodmagic.livingArmour.upgrade.criticalStrike=Gezielter Angriff
tooltip.bloodmagic.livingArmour.upgrade.elytra=Elytra
tooltip.bloodmagic.livingArmour.upgrade.nightSight=Nachtwandler
tooltip.bloodmagic.livingArmour.upgrade.repair=Reparierend
tooltip.bloodmagic.livingArmour.upgrade.slowness=Humpelnd
tooltip.bloodmagic.livingArmour.upgrade.crippledArm=Verkümmerter Arm
tooltip.bloodmagic.livingArmour.upgrade.slippery=Schlittern
tooltip.bloodmagic.livingArmour.upgrade.battleHunger=Bluthunger
tooltip.bloodmagic.livingArmour.upgrade.quenched=Löschend
tooltip.bloodmagic.livingArmour.upgrade.meleeDecrease=Stumpfe Klinge
tooltip.bloodmagic.livingArmour.upgrade.digSlowdown=Schwache Spitzhacke
tooltip.bloodmagic.livingArmour.upgrade.stormTrooper=Sturmtruppe
tooltip.bloodmagic.livingArmour.upgrade.slowHeal=Verseucht
tooltip.bloodmagic.livingArmour.upgrade.disoriented=Disorientiert
tooltip.bloodmagic.livingArmour.upgrade.level=%s (Level %d)
tooltip.bloodmagic.livingArmour.upgrade.progress=%s (%d/100)
tooltip.bloodmagic.livingArmour.upgrade.points=&6Upgrade points: %s / %s
tooltip.bloodmagic.livingArmour.extraExtraInfo=&9-Halte Shift + M für Fortschrittsinfo-
tooltip.bloodmagic.will=Willensqualität: %1$,.2f
tooltip.bloodmagic.sentientSword.desc=Benutzt Dämonenwille um volles Potential freizusetzen
tooltip.bloodmagic.sentientAxe.desc=Benutzt Dämonenwille um volles Potential freizusetzen
tooltip.bloodmagic.sentientPickaxe.desc=Benutzt Dämonenwille um volles Potential freizusetzen
tooltip.bloodmagic.sentientShovel.desc=Benutzt Dämonenwille um volles Potential freizusetzen
tooltip.bloodmagic.soulGem.petty=Ein Juwel, das eine winzige Menge an Willen aufnehmen kann
tooltip.bloodmagic.soulGem.lesser=Ein Juwel, das ein wenig Willen festhalten kann
tooltip.bloodmagic.soulGem.common=Ein Juwel, das eine ordentliche Menge an Willen aufnehmen kann
@ -253,25 +531,219 @@ tooltip.bloodmagic.soulGem.greater=Ein Juwel, das eine größere Menge an Willen
tooltip.bloodmagic.soulGem.grand=Ein Juwel, das eine große Menge an Willen aufnehmen kann
tooltip.bloodmagic.soulSnare.desc=Werfe nach einem Monster und töte es anschließend, um seinen Dämonischen Willen zu erhalten
tooltip.bloodmagic.itemFilter.exact=Stellt sicher, dass die Gegenstände genau übereinstimmen
tooltip.bloodmagic.itemFilter.ignoreNBT=Ignoriert NBT des Filters
tooltip.bloodmagic.itemFilter.modItems=Erlaubt alle Gegenstände der gleichen Mod
tooltip.bloodmagic.itemFilter.oreDict=Filtert durch das Ore Dictionary
tooltip.bloodmagic.fluidFilter.exact=Filtert Flüssigkeitseingang/-ausgang
tooltip.bloodmagic.fluid.type=Enthaltene Flüssigkeit: %s
tooltip.bloodmagic.fluid.amount=Menge: %d / %d mB
tooltip.bloodmagic.fluid.capacity=Kapazität: %d mB
tooltip.bloodmagic.ghost.everything=Alles
tooltip.bloodmagic.ghost.amount=Geistergegenstandsanzahl: %d
tooltip.bloodmagic.currentType.default=Enthält: Roher Wille
tooltip.bloodmagic.currentType.corrosive=Enthält: Korrosiver Wille
tooltip.bloodmagic.currentType.destructive=Enthält: Zerstörerischer Wille
tooltip.bloodmagic.currentType.vengeful=Enthält: Rachsüchtiger Wille
tooltip.bloodmagic.currentType.steadfast=Enthält: Standhafter Wille
tooltip.bloodmagic.currentBaseType.default=Roh
tooltip.bloodmagic.currentBaseType.corrosive=Korrosiv
tooltip.bloodmagic.currentBaseType.destructive=Zerstörerisch
tooltip.bloodmagic.currentBaseType.vengeful=Rachsüchtig
tooltip.bloodmagic.currentBaseType.steadfast=Standhaft
tooltip.bloodmagic.experienceTome=Ein Buch, um Erfahrung zu sammeln
tooltip.bloodmagic.experienceTome.exp=Exp: %0.3f
tooltip.bloodmagic.experienceTome.expLevel=Level: %d
tooltip.bloodmagic.decoration.safe=Sicher als Dekoration
tooltip.bloodmagic.decoration.notSafe=Gefährlich als Dekoration
tooltip.bloodmagic.cuttingFluidRatio=%d/%d Nutzungen verbleibend
tooltip.bloodmagic.potion.uses=%d Nutzungen verbleibend
tooltip.bloodmagic.book.shifting=Diese Symbole scheinen sich zu... &overändern...
tooltip.bloodmagic.willGauge=Ein merkwürdiges Gerät, das dämonischen Willen in der Aura messen kann.
# Ritual
ritual.bloodmagic.blockRange.tooBig=Das Gebiet ist zu groß! Darf höchstens %s Blöcke groß sein.
ritual.bloodmagic.blockRange.tooFar=Das Gebiet ist zu weit! Muss in einer vertikalen Reichweite von %s Blöcken und einer horizontalen Reichweite von %s Blöcken sein.
ritual.bloodmagic.blockRange.inactive=Das Ritual ist inaktiv, das Gebiet kann nicht verändert werden.
ritual.bloodmagic.blockRange.noRange=Das Gebiet wurde nicht richtig ausgewählt.
ritual.bloodmagic.blockRange.firstBlock=Erster Block des neuen Gebietes gesetzt.
ritual.bloodmagic.blockRange.success=Neues Gebiet erfolgreich gesetzt!
ritual.bloodmagic.willConfig.set=Das Ritual wird den folgenden Typ dämonischen Willens nutzen: %s
ritual.bloodmagic.willConfig.void=Das Ritual nutzt keinen Willen mehr.
ritual.bloodmagic.testRitual=Testritual
ritual.bloodmagic.waterRitual=Ritual der vollen Quelle
ritual.bloodmagic.lavaRitual=Serenade des Nethers
ritual.bloodmagic.greenGroveRitual=Ritual des grünen Hains
ritual.bloodmagic.jumpRitual=Ritual des hohen Sprungs
ritual.bloodmagic.wellOfSufferingRitual=Quelle des Leidens
ritual.bloodmagic.featheredKnifeRitual=Ritual der gefiederten Klinge
ritual.bloodmagic.featheredKnifeRitual=Ritual der federnden Klinge
ritual.bloodmagic.regenerationRitual=Ritual der Regeneration
ritual.bloodmagic.harvestRitual=Ritual der Mondernte
ritual.bloodmagic.magneticRitual=Ritual des Magnetismus
ritual.bloodmagic.crushingRitual=Ritual des Brechers
ritual.bloodmagic.fullStomachRitual=Ritual des gefüllten Bauches
ritual.bloodmagic.fullStomachRitual=Ritual des gefüllten Magens
ritual.bloodmagic.interdictionRitual=Ritual der Verbietung
ritual.bloodmagic.containmentRitual=Ritual des Einschlusses
ritual.bloodmagic.containmentRitual=Ritual der Eindämmung
ritual.bloodmagic.speedRitual=Ritual der Geschwindigkeit
ritual.bloodmagic.suppressionRitual=Ritual der Unterdrückung
ritual.bloodmagic.suppressionRitual=Ritual der Verdrängung
ritual.bloodmagic.expulsionRitual=Aura der Vertreibung
ritual.bloodmagic.zephyrRitual=Ruf des Zephir
ritual.bloodmagic.zephyrRitual=Ruf des Zephyrs
ritual.bloodmagic.upgradeRemoveRitual=Klang der reinigenden Seele
ritual.bloodmagic.armourEvolveRitual=Ritual der lebenden Evolution
ritual.bloodmagic.animalGrowthRitual=Ritual des Hirten
ritual.bloodmagic.forsakenSoulRitual=Versammlung der verlassenen Seelen
ritual.bloodmagic.crystalHarvestRitual=Riss des gebrochenen Kristalls
ritual.bloodmagic.meteorRitual=Zeichen des fallenden Turms
ritual.bloodmagic.ellipseRitual=Fokus der Ellipse
ritual.bloodmagic.cobblestoneRitual=Ritual des gefrorenen Vulkans
ritual.bloodmagic.placerRitual=Füllung der Grube
ritual.bloodmagic.fellingRitual=Kahlschlag des Holzfällers
ritual.bloodmagic.pumpRitual=Hymne der Absaugung
ritual.bloodmagic.altarBuilderRitual=Die Zusammensetzung des hohen Altares
ritual.bloodmagic.portalRitual=Das Tor der Faltung
ritual.bloodmagic.downgradeRitual=Sühne der belasteten Seele
ritual.bloodmagic.crystalSplitRitual=Resonanz des facettierten Kristalls
ritual.bloodmagic.waterRitual.info=Generiert eine Wasserquelle auf dem Meisterritualstein.
ritual.bloodmagic.lavaRitual.info=Generiert eine Lavaquelle auf dem Meisterritualstein.
ritual.bloodmagic.lavaRitual.default.info=(Roh) Verringert die LP-Kosten der Lava und erlaubt die Platzierung in einem Tank.
ritual.bloodmagic.lavaRitual.corrosive.info=(Korrosiv) Objekte in Reichweite, die immun gegen Feuer sind nehmen hohen Schaden.
ritual.bloodmagic.lavaRitual.destructive.info=(Zerstörerisch) Lava Platzierungsweite ist basierend auf der Menge an Wille erhöht.
ritual.bloodmagic.lavaRitual.vengeful.info=(Rachsüchtig) Objekte in Reichweite werden mit dem Effekt Fire Fuse betroffen.
ritual.bloodmagic.lavaRitual.steadfast.info=(Standhaft) Spieler in einer gesetzten Reichweite bekommen Feuerresistenz.
ritual.bloodmagic.greenGroveRitual.info=Beschleunigt das Pflanzenwachstum.
ritual.bloodmagic.jumpRitual.info=Objekte in Reichweite werden in die Luft gestoßen.
ritual.bloodmagic.wellOfSufferingRitual.info=Fügt Monstern im Gebiet Schaden zu und füllt damit LP in den Blutaltar.
ritual.bloodmagic.featheredKnifeRitual.info=Entzieht Spielern in Reichweite Leben und führt dem Blutaltar LP zu.
ritual.bloodmagic.regenerationRitual.info=Gibt allen Objekten in Reichweite den Regenerations-Effekt, wenn ihnen Leben fehlt.
ritual.bloodmagic.regenerationRitual.default.info=(Roh)
ritual.bloodmagic.regenerationRitual.corrosive.info=(Korrosiv) Stiehlt Leben von Monstern in Reichweite des Vampirismus-Effekts und führt es Spielern direkt zu.
ritual.bloodmagic.regenerationRitual.destructive.info=(Zerstörerisch)
ritual.bloodmagic.regenerationRitual.vengeful.info=(Rachsüchtig)
ritual.bloodmagic.regenerationRitual.steadfast.info=(Standhaft)
ritual.bloodmagic.harvestRitual.info=Erntet Pflanzen in Reichweite und lässt die Erträge auf den Boden fallen.
ritual.bloodmagic.magneticRitual.info=Zieht Erze aus dem Boden un platziert sie in Reichweite des Rituals.
ritual.bloodmagic.crushingRitual.info=Bricht Blöcke in Reichweite und platziert die Gegenstände in einer verbundenen Truhe.
ritual.bloodmagic.crushingRitual.destructive.info=(Zerstörerisch) Die Blöcke werden mit großer Kraft zerstört: Alle Blöcke sind mit Glück III betroffen.
ritual.bloodmagic.crushingRitual.steadfast.info=(Standhaft) Alle zerstörten Blöcke sind mit Behutsamkeit betroffen. Überschreibt Glück falls anwendbar.
ritual.bloodmagic.crushingRitual.corrosive.info=(Korrosiv) Alle Blöcke werden mit einer Art Schneidelösung betroffen. Überschreibt Behutsamkeit falls anwendbar.
ritual.bloodmagic.crushingRitual.vengeful.info=(Rachsüchtig) Komprimiert das Inventar bei einer erfolgreichen Operation. Momentan nur eine Kompression per Operation.
ritual.bloodmagic.crushingRitual.default.info=(Roh) Erhöht die Geschwindigkeit des Rituals basierend auf dem vorhandenen Willen.
ritual.bloodmagic.greenGroveRitual.corrosive.info=(Korrosiv) Objekte in Reichweite werden von Pflanzen attackiert, wodurch ihr Leben entzogen wird.
ritual.bloodmagic.greenGroveRitual.default.info=(Roh) Erhöht die Geschwindigkeit aller Operationen des Rituals basierend auf dem vorhandenen Willen in der Aura.
ritual.bloodmagic.greenGroveRitual.vengeful.info=(Rachsüchtig) Erhöht die Chance, dass ein Wachstumstick erfolgreich ist.
ritual.bloodmagic.greenGroveRitual.steadfast.info=(Standhaft) Samen werden neu gepflanzt und Blöcke in Reichweite werden bewässert.
ritual.bloodmagic.greenGroveRitual.destructive.info=(Zerstörerisch) Wachstumsreichweite wird basierend auf vorhandenen Willen erhöht.
ritual.bloodmagic.featheredKnifeRitual.default.info=(Roh) Erhöht die Geschwindigkeit des Rituals basierend auf dem vorhandenen Willen.
ritual.bloodmagic.featheredKnifeRitual.destructive.info=(Zerstörerisch) Erhöht den Ertrag des Rituals basierend auf dem vorhandenen Willen.
ritual.bloodmagic.featheredKnifeRitual.vengeful.info=(Rachsüchtig) Setzt die Mindestlebenspunkte für die Opferung auf 10%%. Wird von Standhaft für den Besitzer überschrieben, wenne es aktiv ist.
ritual.bloodmagic.featheredKnifeRitual.corrosive.info=(Korrosiv) Nutzt den Bonus des Räucheraltars, um den Ertrag der Opferung zu erhöhen.
ritual.bloodmagic.featheredKnifeRitual.steadfast.info=(Standhaft) Erhöht die Mindestlebenspunkte für die Opferung von 30%% to 70%%.
ritual.bloodmagic.speedRitual.default.info=(Roh) Erhöht die Geschwindigkeit basierend auf vorhandenen Willen.
ritual.bloodmagic.speedRitual.vengeful.info=(Rachsüchtig) Verhindert, dass erwachsene Mobs und Spieler transportiert werden. Spieler werden transportiert, wenn es mit Zerstörerisch kombiniert wird.
ritual.bloodmagic.speedRitual.destructive.info=(Zerstörerisch) Verhindert, dass Kindmobs und Spieler transportiert werden. Spieler werden transportiert, wenn es mit Rachsüchtig kombiniert wird.
ritual.bloodmagic.animalGrowthRitual.vengeful.info=(Rachsüchtig) Verringert die Zeit zwischen Deckungen.
ritual.bloodmagic.animalGrowthRitual.steadfast.info=(Standhaft) Züchtet Erwachsene im Gebiet automatisch mit Gegenständen aus einer verbundenen Truhe.
ritual.bloodmagic.animalGrowthRitual.default.info=(Roh) Erhöht die Geschwindigkeit des Rituals basierend auf dem vorhandenen Willen in der Aura.
ritual.bloodmagic.animalGrowthRitual.destructive.info=(Zerstörerisch) Lässt Erwachsene, die sich länger nicht mehr gedeckt haben, auf Monster zulaufen und explodieren.
ritual.bloodmagic.animalGrowthRitual.corrosive.info=(Korrosiv) Nicht implementiert.
ritual.bloodmagic.crystalSplitRitual.info=Spaltet eine ausgewachsene rohe Kristallgruppe in die Aspekte auf.
ritual.bloodmagic.fullStomachRitual.info=Entfernt Essen aus der verbundenen Truhe, um die Sättigung des Spielers zu füllen.
ritual.bloodmagic.interdictionRitual.info=Stößt alle Mobs im Gebiet weg vom Meisterritualstein.
ritual.bloodmagic.containmentRitual.info=Zieht alle Mobs im Gebiet zum Meisterritualstein.
ritual.bloodmagic.speedRitual.info=Stößt Spieler im Gebiet in Richtung des Rituals
ritual.bloodmagic.suppressionRitual.info=Verdrängt Flüssigkeiten im Ritualbereich - das Deaktivieren des Rituals bringt die Flüssigkeiten wieder zurück.
ritual.bloodmagic.expulsionRitual.info=Teleportiert Spieler, die weder Besitzer des Rituals sind, noch eine gebundene Blutkugel in einer verbundenen Truhe haben, weg vom Ritual.
ritual.bloodmagic.zephyrRitual.info=Nimmt in der nähe befindliche Gegenstände auf und platziert sie in der verbundenen Truhe.
ritual.bloodmagic.upgradeRemoveRitual.info=Entfernt alle Eigenschaften von der Lebenden Rüstung und gibt die dazugehörigen Thesen. Diese können benutzt werden, um sie wieder der Lebenden Rüstung hinzuzufügen.
ritual.bloodmagic.armourEvolveRitual.info=Erhöht das Maximum verfügbarer Upgrade-Punkte der Lebenden Rüstung auf 300.
ritual.bloodmagic.animalGrowthRitual.info=Erhöht die Wachstumsgeschwindigkeit nahegelegener Tiere, die noch nicht erwachsen sind.
ritual.bloodmagic.forsakenSoulRitual.info=Fügt Mobs im Gebiet Schaden zu. Wenn ein Mob stirbt, wird ein Kristall in der Kristlalreichweite wachsen.
ritual.bloodmagic.crystalHarvestRitual.info=Zerstört Kristalle dämonischen Willes in Reichweite. Die Erträge werden auf den Kristallen fallen gelassen.
ritual.bloodmagic.placerRitual.info=Nimmt sich Blöcke aus dem verbundenen Inventar und platziert sie in der Welt.
ritual.bloodmagic.fellingRitual.info=Zerstört alle Bäume (ihr Holz und Blätter) in einem Gebiet und platziert die Erträge in einem verbundenen Inventar.
ritual.bloodmagic.pumpRitual.info=Sucht im definierten Gebiet nach Flüssigkeiten. Entfernt und platziert die Flüssigkeiten nur in einem verbundenen Tank, wenn dieser bereits mindestens mit einem Eimer der Flüssigkeit gefüllt ist.
ritual.bloodmagic.altarBuilderRitual.info=Baut einen Altar aus den Materialien im verbundenen Altar.
ritual.bloodmagic.portalRitual.info=Erstellt ein Portalnetzwerk basierend auf dem aktivierenden Spieler und Blöcke, die sich in direkter Umgebung des Rituals befinden. Blöcke können nach aktivierung des Portals verändert werden, ohne das Netzwerk zu ändern und portale mit dem gleichen "Schlüssel" verbinden sich miteinander.
ritual.bloodmagic.meteorRitual.info=Konsumiert einen Gegenstand in Reichweite um einen Meteor voller Ressourcen vom Himmel zu beschwören, welcher direkt auf das Ritual fällt.
ritual.bloodmagic.waterRitual.waterRange.info=(Wasser) Das Gebiet, in dem das Ritual Wasser-Quellblöcke platzieren wird.
ritual.bloodmagic.waterRitual.waterTank.info=(Roh) Der von dem Ritual mit Wasser zu befüllende Tank.
ritual.bloodmagic.lavaRitual.lavaRange.info=(Lava) Das Gebiet, in dem das Ritual Lava-Quellblöcke platzieren wird
ritual.bloodmagic.lavaRitual.lavaTank.info=(Roh) Der von dem Ritual mit Lava zu befüllende Tank.
ritual.bloodmagic.lavaRitual.fireFuse.info=(Rachsüchtig) Objekte in diesem Gebiet erhalten den "Fire Fuse"-Effekt.
ritual.bloodmagic.lavaRitual.fireResist.info=(Standhaft) Spieler in diesem Gebiet erhalten Feuerresistenz.
ritual.bloodmagic.lavaRitual.fireDamage.info=(Korrosiv) Objekte in diesem Gebiet, die immun gegen Feuerschaden sind, nehmen Schaden proportional zum vorhandenem Willen.
ritual.bloodmagic.greenGroveRitual.growing.info=(Wachstum) Das Gebiet, in dem das Ritual Pflanzen wachsen lässt.
ritual.bloodmagic.greenGroveRitual.leech.info=(Korrosiv) Objekte in diesem Gebiet wird Leben entzogen, um die Pflanzen wachsen zu lassen.
ritual.bloodmagic.greenGroveRitual.hydrate.info=(Standhaft) Blöcke in diesem gebiet werden zu Farmland bewässert und Samen in diesem Gebiet werden in der Nähe gepflanzt.
ritual.bloodmagic.jumpRitual.jumpRange.info=(Springen) Objekte in diesem Gebiet werden in die Luft gestoßen.
ritual.bloodmagic.wellOfSufferingRitual.altar.info=(Altar) In diesem Gebiet sucht das Ritual nach dem Blutaltar. Eine Veränderung wird das Gebiet entweder vergrößern oder verringern.
ritual.bloodmagic.wellOfSufferingRitual.damage.info=(Schaden) Dieses Gebiet definiert, wo Mobs schaden nehmen. Alle Mobs in diesem gebiet (außer dem Spieler) werden Schaden über Zeit nehmen.
ritual.bloodmagic.featheredKnifeRitual.altar.info=(Altar) In diesem Gebiet sucht das Ritual nach dem Blutaltar. Eine Veränderung wird das Gebiet entweder vergrößern oder verringern.
ritual.bloodmagic.featheredKnifeRitual.damage.info=(Schaden) In diesem Gebiet wird den Spielern Schaden durch das Ritual zugefügt. Spieler innerhalb des Gebietes nehmen Schaden über Zeit bis zum gesetzten Limit.
ritual.bloodmagic.regenerationRitual.heal.info=(Heilung) Objekte innerhalb dieses Gebietes bekommen einen Regenerationseffekt.
ritual.bloodmagic.regenerationRitual.vampire.info=(Vampirismus) Mobs innerhalb des Gebiets wird Leben entzogen um den Spieler im Heilgebiet zu heilen.
ritual.bloodmagic.harvestRitual.harvestRange.info=(Ernte) Pflanzen in diesem Gebiet werden geerntet.
ritual.bloodmagic.magneticRitual.placementRange.info=(Platzierung) Das Gebiet, in das das Ritual die gesammelten Erze platziert.
ritual.bloodmagic.crushingRitual.crushingRange.info=(Brecher) Die Blöcke, die von dem Ritual zerstört werden.
ritual.bloodmagic.crushingRitual.chest.info=(Truhe) Die Position der Truhe, in die die zerstörten Blöcke platziert werden.
ritual.bloodmagic.fullStomachRitual.fillRange.info=(Fütterung) Das Gebiet, in dem das Ritual nach Spielern sucht, die gefüttert werden.
ritual.bloodmagic.fullStomachRitual.chest.info=(Truhe) Die Position des Inventars, aus dem das Ritual Essen nimmt, um Spieler in Reichweite zu füttern.
ritual.bloodmagic.interdictionRitual.interdictionRange.info=(Stoßen) Das Gebiet, in dem Mobs weggestoßen werden. Alle Mobs werden vom Meisterritualstein weggestoßen, egal wo sich das Gebiet befindet.
ritual.bloodmagic.containmentRitual.containmentRange.info=(Eindämmung) Das Gebiet, in dem Mobs herangezogen werden. Alle Mobs werden vom Meisterritualstein weggestoßen, egal wo sich das Gebiet befindet.
ritual.bloodmagic.speedRitual.sanicRange.info=(Geschwindigkeit) Alle Objekte in diesem Gebiet werden in die Richtung des Pfeils, der vom Ritual geformt wurde, katapultiert.
ritual.bloodmagic.suppressionRitual.suppressionRange.info=(Verdrängung) Alle Flüssigkeiten im Gebiet werden verdrängt.
ritual.bloodmagic.expulsionRitual.expulsionRange.info=(Vertreibung) Das Gebiet, in dem Spieler, die nicht Besitzer sind und keine Blutkugel in der Truhe haben, wegteleportiert werden.
ritual.bloodmagic.zephyrRitual.zephyrRange.info=(Saugen) Gegenstände in diesem Gebiet werden in die verbundene Truhe gesaugt.
ritual.bloodmagic.zephyrRitual.chest.info=(Truhe) Die Position der Truhe, in die aufgenommene Gegenstände platziert werden.
ritual.bloodmagic.animalGrowthRitual.growing.info=(Wachstum) Tiere in diesem Gebiet werden wesentlich schneller wachsen.
ritual.bloodmagic.animalGrowthRitual.chest.info=(Truhe) Truhe mit Gegenständen, die für das Züchten verwendet werden, falls das Ritual dementsprechend verbessert wurde.
ritual.bloodmagic.forsakenSoulRitual.crystal.info=(Kristall) Dämonenkristalle in diesem Gebiet wachsen schneller wenn ein Mob vom Ritual getötet wurde.
ritual.bloodmagic.forsakenSoulRitual.damage.info=(Schaden) Mobs in diesem Gebiet nehmen langsam schaden und lassen einen Kristall wachsen, wenn sie durch das Ritual sterben.
ritual.bloodmagic.crystalHarvestRitual.crystal.info=(Kristall) Von allen Dämonenkristallgruppen wird ein Kristall abgebrochen, der Gegenstand wird in der Welt fallengelassen. Sollte in der Gruppe nur noch ein Kristall sein, wird dieser nicht abgebrochen.
ritual.bloodmagic.ellipseRitual.info=Erzeugt eine hohle Spähre um das Ritual mit den Blöcken in der verbundenen Truhe.
ritual.bloodmagic.ellipseRitual.spheroidRange.info=(Platzierung) Das Gebiet, in dem Blöcke platziert werden. Die Sphäre ist auf das Ritual zentriert - falls eine Seite kürzer als die andere ist, wird die Sphäre an der kürzeren Seite abgeschnitten.
ritual.bloodmagic.ellipseRitual.chest.info=(Truhe) Die Position des Inventars, von dem sich das Ritual die zu platzierenden Blöcke holt.
ritual.bloodmagic.placerRitual.placerRange.info=(Platzierung) Das Gebiet, in das das Ritual die Blöcke platziert.
ritual.bloodmagic.placerRitual.chest.info=(Truhe) Die Position des Inventars, von dem sich das Ritual die zu platzierenden Blöcke holt.
ritual.bloodmagic.fellingRitual.fellingRange.info=(Fällung) Das Gebiet, in dem das Ritual nach Baumstämmen und Blättern sucht, um sie zu Fällen.
ritual.bloodmagic.fellingRitual.chest.info=(Truhe) Die Position des Inventars, in das die Gegenstände gesetzt werden, die vom Ritual gesammelt wurden.
ritual.bloodmagic.pumpRitual.pumpRange.info=(Pumpe) Das Gebiet, in dem das Ritual nach aufnehmbaren Flüssigkeiten sucht.
ritual.bloodmagic.downgradeRitual.dialogue.bow.1=Also, Sterblicher... Du verlangst nach mehr Macht...?
ritual.bloodmagic.downgradeRitual.dialogue.bow.100=Natürlich wirst du wissen, dass alles einen Preis hat... Ich kann dir nicht einfach mehr Macht geben, ohne dass du etwas dafür zahlen musst...
ritual.bloodmagic.downgradeRitual.dialogue.bow.300=Wenn du mir ein Opfer darbringst, wirst du deine Wahrnehmung aufgeben, deine Pfeile werden auf große Distanz nicht mehr treffen. Die Kunst des Bogens wird dir nicht länger von Nutzen sein.
ritual.bloodmagic.downgradeRitual.dialogue.bow.500=Dafür werde ich das Potential deiner Rüstung noch weiter vergrößern, ihr Nutzen und Macht könnte noch weiter wachsen... Alles was du tun musst ist knien... und mir das richtige Opfer darbringen...
ritual.bloodmagic.downgradeRitual.dialogue.quenched.1=Sei gegrüßt, Sterblicher. Ich sehe, dass du mehr Macht erlangen möchtest...
ritual.bloodmagic.downgradeRitual.dialogue.quenched.100=Du musst dir im klaren sein, dass wenn das Glas voll ist, es geleert werden muss bevor es wieder befüllt werden kann.
ritual.bloodmagic.downgradeRitual.dialogue.quenched.300=Somit schlage ich dir einen Handel vor: gebe die Fähigkeit zu trinken auf und ich werde dein Potential stark erhöhen. Ob du glaubst, dass der Handel gerecht ist, ist eine ganz andere Frage...
ritual.bloodmagic.downgradeRitual.dialogue.quenched.500=Nun knie, Sterblicher, und trinke von dem Kelch, den ich dir anbiete, da es dein letzter Schluck sein soll.
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.1=Hmmm... was ist es, wochnach es dich wirklich lüstet...?
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.100=Falls es Stärke jenseits der sterblichen Wesen ist, dann kann ich es dir nicht geben - allerdings hätte ich einen anderen Handel für dich...
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.300=Ich kann die Fähigkeiten deiner Rüstung erweitern, sodass du neue Höhen erreichen sollst. Allerdings benötige ich auch etwas von dir: deine Kraft im Nahkampf.
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.500=Falls du zustimmst, wirst du deine Waffen nicht mehr mit solch einer Zuversicht schwingen können und nur einen Bruchteil deines vorherigen Schadens anrichten.
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.700=Also, die Wahl liegt bei dir: wirst du vor diesem Altar knien, oder wirst du weiterhin dein Schwert erheben?
ritual.bloodmagic.downgradeRitual.dialogue.slowHeal.1=Vorsicht, Sterblicher, denn du wandelst auf dünnem Eis.
ritual.bloodmagic.downgradeRitual.dialogue.slowHeal.100=Anders als meine Brüder biete ich dir einen der aussichtslosesten Handel an, die sich jemand, der sich mit der Magie des eigenen Blutes brüstet, vorstellen kann.
ritual.bloodmagic.downgradeRitual.dialogue.slowHeal.300=Auch wenn deine Wunden noch heilen mögen, werden sie es doch nur langsam, fall du mein "Angebot" akzeptieren solltest und die Wunden der Schlacht werden dir noch mehr schmerzen.
ritual.bloodmagic.downgradeRitual.dialogue.slowHeal.500=Also überlege gut, bevor du einen Handel eingehst, den du bereuen wirst. Denn auch wenn dein Glas leer sein sollte, wird es nahezu unmöglich sein, es wieder zu füllen...
# Chat
chat.bloodmagic.altarMaker.setTier=Setze Ausbaustufe auf: %d
@ -286,25 +758,141 @@ chat.bloodmagic.ritual.prevent=Das Ritual versucht, dir zu widerstehen.
chat.bloodmagic.ritual.activate=Ein Energiestrom fließt durch das Ritual.
chat.bloodmagic.ritual.notValid=Du fühlst, dass die Runen nicht richtig eingerichtet sind...
chat.bloodmagic.livingArmour.upgrade.poisonRemove=Du fühlst dich schon wieder besser.
chat.bloodmagic.livingArmour.newUpgrade=Upgrade erworben!
chat.bloodmagic.livingArmour.upgrade.poisonRemove=Du fühlst dich schon wieder besser!
chat.bloodmagic.livingArmour.upgrade.fireRemove=&6Ein kühles Gefühl kommt hervor, mit dem das Brennen nachlässt.
chat.bloodmagic.livingArmour.upgrade.grimReaper=&6Eine schattenhafte Macht zieht dich vom Rande des Todes zurück!
chat.bloodmagic.livingArmour.newUpgrade=&4Upgrade erworben!
chat.bloodmagic.routing.remove=Entferne gespeicherte Position
chat.bloodmagic.routing.set=Setze Knotenposition
chat.bloodmagic.routing.link.master=Knoten mit Hauptknoten verbunden!
chat.bloodmagic.routing.link=Knoten miteinander verbunden.
chat.bloodmagic.altar.comp.glowstone=ein Glowstone-Block
chat.bloodmagic.altar.comp.bloodstone=ein großer Blutsteinziegel
chat.bloodmagic.altar.comp.beacon=ein Leuchtfeuer
chat.bloodmagic.altar.comp.bloodrune=eine Blutrune
chat.bloodmagic.altar.comp.crystal=ein Block, noch nicht implementiert
chat.bloodmagic.altar.comp.notair=ein fester Block
chat.bloodmagic.altar.nextTier=Für die nächste Ausbaustufe des Altars fehlt %s an %s.
chat.bloodmagic.mimic.potionSet=Trankfalle wurde gesetzt.
chat.bloodmagic.mimic.potionRemove=Trankfalle wurde deaktiviert.
chat.bloodmagic.mimic.potionInterval.up=Trankintervall wurde erhöht auf: %d Ticks.
chat.bloodmagic.mimic.potionInterval.down=Trankintervall wurde verringert auf: %d Ticks.
chat.bloodmagic.mimic.detectRadius.up=Spieler-Erfassungsradius wurde erhöht auf: %d Blöcke.
chat.bloodmagic.mimic.detectRadius.down=Spieler-Erfassungsradius wurde verringert auf: %d Blöcke.
chat.bloodmagic.mimic.potionSpawnRadius.up=Trankerzeugungsradius wurde erhöht auf: %d Blöcke.
chat.bloodmagic.mimic.potionSpawnRadius.down=Trankerzeugungsradis wurde verringert auf: %d Blöcke.
# entity
entity.bloodmagic.SentientSpecter.name=Empfindsamer Geist
entity.bloodmagic.Mimic.name=Mimik
# Commands
commands.bloodmagic.error.arg.invalid=Ungültige Argumente
commands.bloodmagic.error.arg.missing=Nicht genug Argumente
commands.bloodmagic.error.arg.player.missing=Du musst einen Spieler für diese Aktion bestimmen.
commands.bloodmagic.error.404=Befehl nicht gefunden!
commands.bloodmagic.error.unknown=Unbekannter Befehl!
commands.bloodmagic.error.perm=Du hast keine Berechtigung, diesen Befehl zu nutzen!
commands.bloodmagic.success=Erfolgreich ausgeführt
commands.bloodmagic.format.help=%s - %s
commands.bloodmagic.format.error=%s - %s
commands.bloodmagic.help.usage=/bloodmagic help
commands.bloodmagic.help.help=Zeigt hilfe für den Befehl "/bloodmagic" an.
commands.bloodmagic.network.usage=/bloodmagic network [syphon|add|get|fill|cap] Spieler [amount]
commands.bloodmagic.network.help=LP Netzwerk Befehle
commands.bloodmagic.network.syphon.help=Zieht den gegebenen Wert an LP vom LP-Netzwerk des gegebenen Spielers ab.
commands.bloodmagic.network.syphon.success=Erfolgreich %d LP von %s abgezogen.
commands.bloodmagic.network.add.help=Fügt den gegebenen Wert an LP dem LP-Netzwerk des gegebenen Spielers zu. Folgt normalen LP Regeln.
commands.bloodmagic.network.add.success=Erfolgreich %d LP zu %ss LP-Netzwerk hinzugefügt.
commands.bloodmagic.network.set.help=Setzt die LP des gegebenen Spielers auf einen bestimmten Wert.
commands.bloodmagic.network.set.success=Erfolgreich %ss LP-Netzwerk auf %d LP gesetzt.
commands.bloodmagic.network.get.help=Zeigt an, wie viel LP ein Spieler in seinem Netzwerk hat.
commands.bloodmagic.network.fill.help=Füllt das LP-Netzwerk des Spielers auf %d.
commands.bloodmagic.network.fill.success=%ss LP-Netzwerk erfolgreich befüllt.
commands.bloodmagic.network.cap.help=Füllt das LP-Netzwerk des Spielers bis zu dem Maximum, das dessen höchstes Blutkugel speichern kann.
commands.bloodmagic.network.cap.success=%ss LP-Netzwerk erfolgreich gefüllt.
commands.bloodmagic.bind.usage=/bloodmagic bind [true|false] [Spieler]
commands.bloodmagic.bind.help=Versucht, den gehaltenen Gegenstand zu binden bzw. die Bindung zu entfernen.
commands.bloodmagic.bind.success=Erfolgreich gebunden
commands.bloodmagic.bind.remove.success=Bindung erfolgreich entfernt
commands.bloodmagic.orb.usage=/bloodmagic orb [set|get] Spieler [tier]
commands.bloodmagic.orb.help=Setzt oder zeigt die Blutkugel-Ausbaustufe des Spielers.
commands.bloodmagic.bind.usage=/bind <Spieler>
commands.bloodmagic.bind.success=Gegenstand erfolgreich gebunden!
commands.bloodmagic.bind.failed.noPlayer=Kein Spieler angegeben
commands.bloodmagic.bind.failed.alreadyBound=Gegenstand ist schon gebunden; benutze /unbind um die Bindung zu entfernen
commands.bloodmagic.bind.failed.notBindable=Gegenstand kann nicht gebunden werden
commands.bloodmagic.unbind.usage=/unbind
commands.bloodmagic.unbind.success=Bindung erfolgreich entfernt.
commands.bloodmagic.unbind.failed.notBindable=Bindung kann nicht entfernt werden.
commands.bloodmagic.soulnetwork.usage=/soulnetwork <Spieler> <add|subtract|fill|empty|get> [Menge]
commands.bloodmagic.soulnetwork.add.success=Erfolgreich %dLP zu %ss LP-Netzwerk hinzugefügt!
commands.bloodmagic.soulnetwork.subtract.success=Erfolgreich %dLP von %ss LP-Netzwerk entfernt!
commands.bloodmagic.soulnetwork.fill.success=Erfolgreich %ss LP-Netzwerk gefüllt!
commands.bloodmagic.soulnetwork.empty.success=Erfolgreich %ss LP-Netzwerk geleert!
commands.bloodmagic.soulnetwork.get.success=In %ss LP-Netzwerk sind %dLP!
commands.bloodmagic.soulnetwork.noPlayer=Kein Spieler angegeben
commands.bloodmagic.soulnetwork.noCommand=Kein Befehl angegeben
commands.bloodmagic.soulnetwork.notACommand=Das ist kein gültiger Befehl
commands.bloodmagic.soulnetwork.fillMax.success=%ss LP-Netzwerk erfolgreich zu deren Blutkugel-Maximum befüllt!
commands.bloodmagic.soulnetwork.create.success=%ss LP-Netzwerk erfolgreich erstellt! (Blutkugel-Ausbaustufe: %d)
# GUI
tile.bloodmagic.inputNode.name=Eingangsknoten
tile.bloodmagic.outputNode.name=Ausgangsknoten
# Keybinds
bloodmagic.keybind.open_holding=Öffne Siegel der Aufbewahrung
bloodmagic.keybind.cycle_holding_pos=Siegelrotation (+)
bloodmagic.keybind.cycle_holding_neg=Siegelrotation (-)
# JustEnoughItems
jei.bloodmagic.recipe.altar=Blutaltar
jei.bloodmagic.recipe.binding=Bindungsritual
jei.bloodmagic.recipe.binding=Alchemische Anordnung (Bindung)
jei.bloodmagic.recipe.alchemyArrayCrafting=Alchemische Anordnung
jei.bloodmagic.recipe.soulForge=Höllenfeuerschmiede
jei.bloodmagic.recipe.alchemyTable=Alchemietisch
jei.bloodmagic.recipe.armourDowngrade=Sühne (Ritual)
jei.bloodmagic.recipe.requiredLP=LP: %d
jei.bloodmagic.recipe.requiredTier=Ausbaustufe: %d
jei.bloodmagic.recipe.minimumSouls=Minimum: %d Wille
jei.bloodmagic.recipe.soulsDrained=Verbraucht: %d Wille
jei.bloodmagic.recipe.consumptionRate=Verbrauch: %d LP/t
jei.bloodmagic.recipe.drainRate=Ablauf: %d LP/t
jei.bloodmagic.recipe.minimumSouls=Minimum: %1$..2f Wille
jei.bloodmagic.recipe.soulsDrained=Verbraucht: %1$..2f Wille
jei.bloodmagic.recipe.lpDrained=Verbraucht: %.d LP
jei.bloodmagic.recipe.ticksRequired=Zeit: %.d Ticks
jei.bloodmagic.desc.altarBuilder=Ein Item zum Testen. Nur im Kreativmodus erhältlich.\n\nShift+Rechtsklick um die Ausbaustufe zu ändern. Rechtsklicke auf einen Altar, um den Bau zu starten.\n\nZerstöre einen Altar mit ihm in der Hand, um alles abzubauen.
jei.bloodmagic.desc.altarBuilder=Ein Gegenstand zum Testen. Nur im Kreativmodus erhältlich.\n\nShift+Rechtsklick um die Ausbaustufe zu ändern. Rechtsklicke auf einen Altar, um den Bau zu starten.\n\nZerstöre einen Altar mit ihm in der Hand, um alles abzubauen.
jei.bloodmagic.desc.demonicWill=Prägung eines dämonischen Wesens gebunden an eine Kreatur.\n\nKann durch das Töten eines Monsters mit einer empfindsamen Waffe, oder das Werfen einer Falle und Umbringen während as weiße Partikel aussendet, gesammelt werden.
# WAILA
waila.bloodmagic.sneak=&oSchleiche für Info
waila.bloodmagic.array.reagent=Reagenz: %s
waila.bloodmagic.array.catalyst=Katalysator: %s
option.bloodmagic.bypassSneak=Umgehe Schleichen
option.bloodmagic.bloodAltar=Blutaltar
option.bloodmagic.ritualController=Ritualsteine
option.bloodmagic.teleposer=Teleposer
option.bloodmagic.array=Alchemische Anordnung
# Thaumcraft
tc.research_category.BLOODMAGIC=Sanguine Arcana
# Thaumcraft Research
bloodmagic.research_name.BLOODMAGIC=Blood Magic
bloodmagic.research_text.BLOODMAGIC=Sanguine Arcana
bloodmagic.research_page.BLOODMAGIC.1=Das Reich der Blutmagier schien immer schon eine etaws einsamere und... "individuelle" Kunst zu sein... Blutmagier waren immer schon sehr zurückgezogen und manchmal auch etwas verrückt zu sein. Allerdings haben die Mächte der Selbstopferung Nutzen jenseits der Sicht eines normalen Blutmagiers. Tatsächlich ist es ziemlich offensichtlich, dass es schließlich doch einen Nutzen in Thaumaturgie hat!
# Buttons
button.bloodmagic.tooltip.fill=Fülle Netzwerk

View file

@ -214,7 +214,6 @@ tile.bloodmagic.rune.orb.name=Rune of the Orb
tile.bloodmagic.rune.acceleration.name=Acceleration Rune
tile.bloodmagic.rune.charging.name=Charging Rune
tile.bloodmagic.ritualStone.blank.name=Ritual Stone
tile.bloodmagic.ritualStone.water.name=Ritual Stone of Water
tile.bloodmagic.ritualStone.fire.name=Ritual Stone of Fire
@ -644,7 +643,7 @@ ritual.bloodmagic.crushingRitual.info=Breaks blocks within its crushing range an
ritual.bloodmagic.crushingRitual.destructive.info=(Destructive) Blocks are broken down forcefully: all blocks broken are affected by Fortune III.
ritual.bloodmagic.crushingRitual.steadfast.info=(Steadfast) Causes all blocks that are broken to be picked up with silk touch. Overrides Fortune where applicable.
ritual.bloodmagic.crushingRitual.corrosive.info=(Corrosive) All blocks are broken to be processed with a form of cutting fluid. Overrides Silk Touch where applicable.
ritual.bloodmagic.crushingRitual.vengeful.info=(Vengeful) Compresses the inventory on successful opperation. Currently only does one compression per operation.
ritual.bloodmagic.crushingRitual.vengeful.info=(Vengeful) Compresses the inventory on successful operation. Currently only does one compression per operation.
ritual.bloodmagic.crushingRitual.default.info=(Raw) Increases the speed of the ritual based on total Will.
ritual.bloodmagic.greenGroveRitual.corrosive.info=(Corrosive) Entities within range are attacked by nearby plants, leeching away their life.
ritual.bloodmagic.greenGroveRitual.default.info=(Raw) Increases the speed of all of the ritual operations depending on the total Will in the Aura.
@ -673,8 +672,8 @@ ritual.bloodmagic.speedRitual.info=Launches players within its range in the dire
ritual.bloodmagic.suppressionRitual.info=Suppresses fluids within its range - deactivating the ritual returns the fluids back to the world.
ritual.bloodmagic.expulsionRitual.info=Expels players from its range that are neither the owner nor have a bound blood orb in the chest on top of the master ritual stone.
ritual.bloodmagic.zephyrRitual.info=Picks up items within its range and places them into the linked chest.
ritual.bloodmagic.upgradeRemoveRitual.info=Undocumented.
ritual.bloodmagic.armourEvolveRitual.info=Undocumented.
ritual.bloodmagic.upgradeRemoveRitual.info=Removes all upgrades (and downgrades) from your Living Armor and gives you the corresponding Upgrade (and Downgrade) Tomes. These Tomes can be used to be applied to your Living Armor again.
ritual.bloodmagic.armourEvolveRitual.info=Increases the amount of maximum Upgrade Points on your Living Armor to 300.
ritual.bloodmagic.animalGrowthRitual.info=Increases the maturity rate of baby animals within its range.
ritual.bloodmagic.forsakenSoulRitual.info=Damages mobs within its damage range and when the mob dies a demon crystal within its crystal range will be grown.
ritual.bloodmagic.crystalHarvestRitual.info=Breaks Demon Will crystal clusters within its range, dropping the results on top of the crystals.
@ -686,6 +685,7 @@ ritual.bloodmagic.portalRitual.info=Creates a portal network based on the activa
ritual.bloodmagic.meteorRitual.info=Consumes an item inside of its item range to summon a meteor full of resources from the sky, aimed directly at the ritual.
ritual.bloodmagic.waterRitual.waterRange.info=(Water) The area that the ritual will place water source blocks.
ritual.bloodmagic.waterRitual.waterTank.info=(Raw) The tank that the ritual will place water into.
ritual.bloodmagic.lavaRitual.lavaRange.info=(Lava) The area that the ritual will place lava source blocks.
ritual.bloodmagic.lavaRitual.lavaTank.info=(Raw) The tank that the ritual will place lava into.
ritual.bloodmagic.lavaRitual.fireFuse.info=(Vengeful) Entities in this range are afflicted by Fire Fuse.
@ -699,7 +699,7 @@ ritual.bloodmagic.wellOfSufferingRitual.altar.info=(Altar) This range defines th
ritual.bloodmagic.wellOfSufferingRitual.damage.info=(Damage) This defines where the ritual will damage a mob. All mobs inside of this range (except for players) will receive damage over time.
ritual.bloodmagic.featheredKnifeRitual.altar.info=(Altar) This range defines the area that the ritual searches for the blood altar. Changing this will either expand or limit the range to a certain region.
ritual.bloodmagic.featheredKnifeRitual.damage.info=(Damage) This defines where the ritual will damage a player. Players inside of this range will receive damage over time up to the specified limit.
ritual.bloodmagic.regenerationRitual.heal.info=(Healing) Mobs within this range will receive a regeneration buff.
ritual.bloodmagic.regenerationRitual.heal.info=(Healing) Entities within this range will receive a regeneration buff.
ritual.bloodmagic.regenerationRitual.vampire.info=(Vampirism) Mobs within this range have their health syphoned to heal players in the Healing range.
ritual.bloodmagic.harvestRitual.harvestRange.info=(Harvesting) Plants within this range will be harvested.
ritual.bloodmagic.magneticRitual.placementRange.info=(Placement) The range that the ritual will place the grabbed ores into.
@ -711,7 +711,7 @@ ritual.bloodmagic.interdictionRitual.interdictionRange.info=(Push) The area of t
ritual.bloodmagic.containmentRitual.containmentRange.info=(Containment) The area of the ritual where mobs will be pulled. All mobs are pulled towards the master ritual stone, regardless of where this area is.
ritual.bloodmagic.speedRitual.sanicRange.info=(Speed) All entities within this area are launched in the direction of the arrow formed by the ritual.
ritual.bloodmagic.suppressionRitual.suppressionRange.info=(Suppress) All liquids within the range are suppressed.
ritual.bloodmagic.expulsionRitual.expulsionRange.info=(Expulsion)
ritual.bloodmagic.expulsionRitual.expulsionRange.info=(Expulsion) The area from which players that are not owner or have an orb in the chest will be teleported away from.
ritual.bloodmagic.zephyrRitual.zephyrRange.info=(Suction) Items within this range will be sucked into the linked chest.
ritual.bloodmagic.zephyrRitual.chest.info=(Chest) The location of the inventory that the ritual will place the picked up items into.
ritual.bloodmagic.animalGrowthRitual.growing.info=(Growth) Animals within this range will grow much faster.
@ -736,9 +736,9 @@ ritual.bloodmagic.downgradeRitual.dialogue.bow.300=If you lay an offering before
ritual.bloodmagic.downgradeRitual.dialogue.bow.500=But in return, I will unlock your armour so that it may grow even further... All you have to do is kneel before this altar with the correct offering...
ritual.bloodmagic.downgradeRitual.dialogue.quenched.1=Fufufu... Greetings. I see that you wish to become more powerful.
ritual.bloodmagic.downgradeRitual.dialogue.quenched.100=You must be fully aware that when one's cup becomes full, it invariably has to empty once more to be filled again.
ritual.bloodmagic.downgradeRitual.dialogue.quenched.300=As such, I offer you a deal: by forsaking one's ability to drink, I shall grant you a vast increase to your potential. Wether this is a deal you think is worth taking is another matter entirely...
ritual.bloodmagic.downgradeRitual.dialogue.quenched.300=As such, I offer you a deal: by forsaking one's ability to drink, I shall grant you a vast increase to your potential. Whether this is a deal you think is worth taking is another matter entirely...
ritual.bloodmagic.downgradeRitual.dialogue.quenched.500=So kneel, mortal, and drink from this cup that I offer to you, for it may be your last drink.
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.1=Hmmm... What is it that you truely desire?
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.1=Hmmm... What is it that you truly desire?
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.100=If it is strength beyond mortal men, then I cannot provide that - instead, I can offer you a different deal...
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.300=I can expand the capabilities of your armour, allowing you to achieve greater heights. However, I will need something from you in return: your strength in physical combat.
ritual.bloodmagic.downgradeRitual.dialogue.dulledBlade.500=By agreeing to this, you will no longer be able to swing a weapon with as much certainty, only able to do a fraction of the damage you could before.
@ -901,4 +901,4 @@ bloodmagic.research_text.BLOODMAGIC=Sanguine Arcana
bloodmagic.research_page.BLOODMAGIC.1=The realm of the Blood Magics has always appeared to be a more solitary and "individual" art with blood mages being notoriously reclusive and a bit insane at times. However, the powers of self-sacrifice and life essence have uses even beyond a normal blood mage's sight, in fact, it is quite apparent that it may have some uses in thaumaturgy after all!
# Buttons
button.bloodmagic.tooltip.fill=Fill network
button.bloodmagic.tooltip.fill=Fill network

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@ -73,14 +73,14 @@ guide.bloodmagic.entry.ritual.wellOfSuffering.info=For those of you who prefer t
guide.bloodmagic.entry.ritual.featheredKnife.info=The Ritual of the Feathered Knife taps into the user's body, draining away their life force in order to fill a blood altar nearby. The ritual will look for a blood altar within its range, checking 5 blocks horizontally and 10 blocks vertically unaltered. When it finds an altar, it will store its location internally - if there isn't an altar nearby, the ritual will not work. When a player then enters within the ritual's damage range, which by default is a radius of 15 blocks horizontally and 20 blocks vertically, the ritual will damage the player for 1HP and then place that health into the connected altar directly (respecting blood runes). There are some safety mechanisms on the ritual, which cause it to not work on a player with less than 30%% of their max health. Unaugmented, the ritual does this once every second.\n\tThere are a few useful augmentations that you can use if you use Demon Will. If Raw Will is consumed by the ritual, the ritual will attempt to damage players within its range at a faster rate, operating twice per second. The ritual will consume 0.05 Raw Will per successful operation.\n\tIf you have more than 10 Steadfast Will in the Aura, the ritual will increase its safety threshold and instead will not work on players with less than 70%% health. This function currently does not consume Will.\n\tIf you have more than 10 Vengeful Will in the Aura, the ritual will remove some of its safety limitations, causing it to work on players until they only have 10%% of their maximum health left. If the ritual also has Steadfast Will augmented onto it the threshold will still be 70%% for the owner of the ritual only. This function currently does not consume Will.\n\tWhen Destructive Will is applied to the ritual, the ritual becomes a lot more efficient with its HP to LP conversion. The amount of LP that is added to the altar per health point increases based on the Will in the Aura, up to a maximum of +20%% for 100 Destructive Will. This effect stacks multiplicatively with runes, Living Armour Upgrades, and Incense. This consumes 0.05 Destructive Will per HP sacrificed.\n\tSpeaking of incense, if Corrosive Will is used in the ritual the ritual will respect the effects of incense on you. If you do not have the Soul Fray debuff on and you are empowered by an Incense Altar, the ritual will consume all of your HP up to the set threshold and pump all of the resultant LP into the altar. It will also remove the incense that you incurred and apply Soul Fray onto you. This effect stacks with the Destructive Will buff.
guide.bloodmagic.entry.ritual.regen.info=Arguably one of the best rituals for any potential Blood Mage who wishes to use his own life force to fuel his magic, the Ritual of Regeneration casts a veil of energy around itself, healing entities that find themselves within its range. Every 2.5 seconds the ritual will cast Regeneration I on living entities in its 15 block radius, costing 100LP per player and 10LP per other living entities for the 2.5 seconds of regen. \n\tIf Corrosive Will is used to augment the ritual a second range will be available, a "vampiric range". Any non-player entities within this range will be randomly damaged in order to directly heal players within the regular healing range. This costs 0.04 Will to use and will transfer 1HP per operational tick.
guide.bloodmagic.entry.ritual.harvest.info=This ritual will seek any harvestable plant block within its range (default is the 9x9x5 high area above the MRS) and try to harvest it, replanting any seeds if the plant can drop seeds. All of the drops from the plant will appear where the plant was harvested. The ritual will attempt to harvest plants once every 5 ticks and will cost 20LP per successful operation.\n\tPlants that can be harvested include, but are not limited to: pumpkins, wheat, carrots, potatos, nether wart, cactus, reeds. Keep in mind that the ritual makes no assumptions about the thing it is harvesting - it can only harvest mod-added crops if the mod in question registers a harvesting handler with the mod.
guide.bloodmagic.entry.ritual.interdiction.info=Based on an archaic alchemical device of legend, the Ritual of Interdiction attempts to forcibly push all non-player mobs away from the center of the ritual. By default, all mobs that are within two blocks of the MRS are pushed away from the MRS by setting their velocity. It should be noted that mobs within this range are not affected by fall damage, though that safety net wares off as soon as they are pushed away.
guide.bloodmagic.entry.ritual.interdiction.info=Based on an archaic alchemical device of legend, the Ritual of Interdiction attempts to forcibly push all non-player mobs away from the center of the ritual. By default, all mobs that are within two blocks of the MRS are pushed away from the MRS by setting their velocity. It should be noted that mobs within this range are not affected by fall damage, though that safety net wears off as soon as they are pushed away.
guide.bloodmagic.entry.ritual.containment.info=The opposite of Interdiction, the Ritual of Containment attempts to pull mobs within its area of effect towards the space above the MRS, suspending them in the air where they cannot move. The default range of the ritual is a 3 block horizontal radius from the bottom of the master stone to the top of the top-most runes, though this range can of course be altered.\n\tThis ritual costs 1LP per mob pulled every tick.
guide.bloodmagic.entry.ritual.suppression.info=The Dome of Suppression "suppresses" all liquids in a set radius, able to temporarily replace fluids in a hemisphere with a 10 block radius with air. If the ritual is turned off, this fluid will return in the same state it was before. This costs 2LP per operational tick.
guide.bloodmagic.entry.ritual.expulsion.info=If you play on a server you can face a situation where you have unwanted player visitors. Sometimes force fields and giant bloody rotors are not enough of a deterrent and they still manage to get into your base. This ritual attempts to alleviate this through the use of teleportation magic!\n\tIf a player that is not the owner enters the range of the ritual (default 12 block radius) the ritual will teleport the player randomly within a radius of 100 blocks away. However, if there is a chest on top of the MRS with a bound item from a player that player will be exempted from the teleportation, acting effectively like a whitelist.\n\tThe ritual costs 2000LP per successful teleportation.
guide.bloodmagic.entry.ritual.zephyr.info=Modelled after an ancient sword of proverb, the Call of the Zephyr uses the power of wind to collect the items that are around it and place them inside of the linked chest (default is right above the MRS). This is done instantly, meaning that the items are teleported directly into the inventory - no need to worry about weird suction effects!\n\tThe default item radius is 5 blocks away from the MRS.
guide.bloodmagic.entry.ritual.laying.info=As many are aware, being able to place blocks can be important in various automation tasks. This ritual takes the items/blocks from the connected chest (defaults to on top of the MRS) and places the blocks within the ritual, which is a radius of 2 on the same level as the MRS. This can be useful if you are trying to lay out saplings for a tree farm or if there are other blocks that must be placed. The ritual takes 50LP per successful operation.
guide.bloodmagic.entry.ritual.timberman.info=Got wood? This ritual has you covered. The Crash of the Timberman tethers a spectral entity using the LP of the owner to harvest the leaves and logs of all trees within its range and places the results inside of the connected chest. It will try to find all "trees" in a 10 block horizontal radius and up to 30 blocks above the MRS (by default) and use 10LP per felled block.
guide.bloodmagic.entry.ritual.meteor.info=For all intents and purposes, this is one of the most powerful rituals currently in the game. It costs one million LP to activate and can only be used once before needing to be reactivated. The ritual, once specific sacrifices are made, pulls a meteor from outer space and causes it to plummet towards the ground, causing a large explosion once it hits something solid. Because these meteors are not from the Overworld, they can hold a rich ore density never seen anywhere else.\n\tSacrifices can include: an iron block, a gold block, a diamond. This is configurable by the mudpack or user.
guide.bloodmagic.entry.ritual.meteor.info=For all intents and purposes, this is one of the most powerful rituals currently in the game. It costs one million LP to activate and can only be used once before needing to be reactivated. The ritual, once specific sacrifices are made, pulls a meteor from outer space and causes it to plummet towards the ground, causing a large explosion once it hits something solid. Because these meteors are not from the Overworld, they can hold a rich ore density never seen anywhere else.\n\tSacrifices can include: an iron block, a gold block, a diamond. This is configurable by the modpack or user.
guide.bloodmagic.entry.ritual.downgrade.info=In order to gain more power, sometimes you have to sacrifice something in return. The Penance of the Leadened Soul does just that - by sacrificing a few items to an unseen entity, you may reduce the effectiveness of some aspect of your Living Armour and get an increase in the number of upgrade points as compensation. When you construct the ritual you have to place an item frame on the top-most Blank ritual stone facing towards the Master Ritual stone, and some sort of inventory (see: chest) on top of the Dusk ritual stone. To acquire a Living Armour Downgrade, you then have to place the key item in the item frame and the consumables in the chest. Once the ritual is activated, you can sneak on top of the Master Ritual Stone at any time and acquire the downgrade.\n\tIn the case of the Quenched Living Armour Downgrade, its key item is a water bottle (placed in the item frame) and the recipe is Dragon's Breath (placed in the chest). The key item is never consumed, but the recipe is.\n\tIn order to view the recipe for the downgrades you can look them up in JEI - check the usage of the Master Ritual Stone and you will see the recipes for the Penance ritual. Also you can just check the recipe for the max level downgrade in JEI and then check the usage of the key item - the key item is always the same for the specific downgrade.
guide.bloodmagic.entry.ritual.crystalSplit.info=Once Demon Will has crystalized, there is no way to split it into its many aspects - or so I've thought until now. The "Resonance of the Faceted Crystal" works by separating the many aspects inside of an unaspected (or raw) crystal cluster by using the different aspected ritual stones. \n\tIn order to use the ritual, an unaspected crystal cluster has to be placed two blocks above the Master Ritual Stone. In other words, you can place a crystallizer on top of the MRS and a crystal cluster on top of that and it should work well. Next, you must make sure that there are no blocks directly above the four elemental-based ritual stones, and then wait for the crystal cluster to grow. \n\tAfter the cluster has grown a total of five or more spires, the ritual will split these spires off and create one spire each of Corrosive, Steadfast, Vengeful, and Destructive Will on top of the aspected ritual stones. If the unaspected cluster is allowed to grow further and these new clusters remain intact, the process will repeat and more spires will be added. \n\tThe mechanism for this process is quite simple. When the Raw Will crystal has at least five spires, the ritual breaks off four of these spires and converts the Will into its more incorporeal form. This Will is then pushed threw the final spire of the cluster, which forces the different aspects of the Will into more localized clumps of the particular aspect. This Will is then gathered into the ritual stones, which act as bases for which the new aspected crystal clusters can grow from.
@ -141,14 +141,14 @@ guide.bloodmagic.entry.architect.tier3=Tier 3 Under da Sea
# Architect Entry Texts
guide.bloodmagic.entry.architect.intro.info=Hello, everyone. My name is Tiberius. You can probably tell by this entry that the book is not exactly complete, and you would be right. Because of the 1.7.10 -> 1.8.9 and 1.9.4 (and above) updates, a lot of stuff has changed in the mod. As such, the books have had to be rewritten. Because the ultimate plan for these documents is to have each book in the form of a research journal / actual book, these documents will take a while to flesh out. As such, I am going to be updating this book periodically in order to fill in the necessary gaps. It will start as flavourless garbage to start with (Yeah... not the most appetizing of illustrations to go with for documents, but whatever!), but slowly it will be morphed into a story about a bunch of blood magi on a journey through discovery.\n\tBut enough about that, I need to get into character. *Cough cough*\n\tMy name is Tiberius, and I am a Blood Mage, and also otherwise known as The Architect. This book contains all of my research regarding the ethereal phenomenon called the "Soul Network," as well as the physical properties of some of the most central devices that any Blood Mage in training should be accustomed to. From the art of laying out the structure of a powerful Blood Altar, to the intricacies of sacrificing life force to increase a mage's power, and further to the powers gained through arcane glyphs and sigils, I have discovered, revised, and created new ways into train one's self to new heights.\n\tSo enter, Mage, for a new realm awaits you!\n\t...Yeah, Magus says that I can get a little grandiose, but what can you do?
guide.bloodmagic.entry.architect.bloodaltar.info.1=The Blood Altar is one of the most central devices in the mod. There are two main uses for the altar: either for crafting certain items essential for progressing through the mod, or for filling up one's Blood Orb. Both of these actions require the player to fill up the basin with Life Essence, which can be extracted from two different sources: monsters and peaceful creatures, and the player's own health.
guide.bloodmagic.entry.architect.bloodaltar.info.2=To add your own Life Essence into the basin, you need to craft yourself a Sacrificial Knife and right click it while next to the altar. This will take a heart of health and add a total of 200LP to the unupgraded altar. "LP" is Life Points, which is a measure of how much life force is used in a task - no, it is not like YuGi-Oh. The Blood Altar has a capacity of 10,000LP. If you then right-click on the altar, you can place an item into the basin, and if it is a valid item the altar will start the crafting process.\n\tThe altar crafts an item by consuming the LP in the basin if the altar is a high enough tier. If there is enough LP, the altar will drain a bit of LP from the basin each tick and increase the progress of the crafting, emitting red particles. If there is no longer any LP in the basin, the altar will emit gray particles and the crafting will start to lose progress, which is not good at all! Finally, if the altar is filling up a Blood Orb, the altar will emit purple particles to indicate it is syphoning LP from the basin.\n\tThere are actually a total of three tanks in the Blood Altar: the main tank, which has a default capacity of 10 kLP as previously indicated, as well as an input tank and an output tank which both have 10%% of the total capacity of the main tank. Every 20 ticks by default, the LP in the input tank will transfer to the main tank at 20LP/s, and the LP in the main tank will transfer to the output tank at 20LP/s. As the names suggest, the input tank accepts the LP that is pumped into the altar acting as a buffer to limit the speed of transferring from outside sources, and the output tank can be pulled from using pipes out of the altar.
guide.bloodmagic.entry.architect.bloodaltar.info.2=To add your own Life Essence into the basin, you need to craft yourself a Sacrificial Dagger and right click it while next to the altar. This will take a heart of health and add a total of 200LP to the unupgraded altar. "LP" is Life Points, which is a measure of how much life force is used in a task - no, it is not like YuGi-Oh. The Blood Altar has a capacity of 10,000LP. If you then right-click on the altar, you can place an item into the basin, and if it is a valid item the altar will start the crafting process.\n\tThe altar crafts an item by consuming the LP in the basin if the altar is a high enough tier. If there is enough LP, the altar will drain a bit of LP from the basin each tick and increase the progress of the crafting, emitting red particles. If there is no longer any LP in the basin, the altar will emit gray particles and the crafting will start to lose progress, which is not good at all! Finally, if the altar is filling up a Blood Orb, the altar will emit purple particles to indicate it is syphoning LP from the basin.\n\tThere are actually a total of three tanks in the Blood Altar: the main tank, which has a default capacity of 10 kLP as previously indicated, as well as an input tank and an output tank which both have 10%% of the total capacity of the main tank. Every 20 ticks by default, the LP in the input tank will transfer to the main tank at 20LP/s, and the LP in the main tank will transfer to the output tank at 20LP/s. As the names suggest, the input tank accepts the LP that is pumped into the altar acting as a buffer to limit the speed of transferring from outside sources, and the output tank can be pulled from using pipes out of the altar.
guide.bloodmagic.entry.architect.ash.info=Although not strictly part of the overall theme of this book, Arcane Ash is necessary in order to progress through the mod and get some of the more powerful devices available. This ash is crafted using the Hellfire Forge and Demon Will, so if you are new to this concept please consult the "Demon Kin." In essence, this is a way to craft items out of two separate items: a reagent of some sort to act as a catalyst, and a secondary item. \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 a valid catalyst, 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. After a while, if properly executed, an item will pop out.\n\tAll of the recipes for the Arcane Ash crafting (I call it Alchemy Array Crafting) can be found in JEI by checking the uses for Arcane Ash - the first item shown is the catalyst, and the second item is the secondary item.
guide.bloodmagic.entry.architect.divination.info=The Divination Sigil is one of the most useful tools in the mod, able to tell you many values that will make your life easier. This sigil is crafted using a piece of redstone and a blank slate (crafted in the Blood Altar) using an alchemy array.\n\tWhen you right click a Blood Altar with the sigil, you can see the current tier, amount of LP inside of the main basin, as well as the max capacity of the Blood Altar. Spam-clicking the altar with the sigil will overwrite the previous text from the sigil, meaning that there will not be any spam in your chat.\n\tIf you right click in the air with the sigil, the sigil will tell you the current amount of LP that is in your Soul Network. Although this is rather mundane to start with, this function alone will make it very likely that you will want to keep this sigil on you at all times.
guide.bloodmagic.entry.architect.soulnetwork.info=The Soul Network (commonly abbreviated as SN) is the term for the connections between the player and all of the items and structures that they have linked their soul to. When a blood mage becomes more powerful, the strength of their soul increases and thickens these bonds. These connections are ethereal strands of the soul, and only the most powerful of Blood Magi are able to see these in their physical form. To date, no mage has attained this ability...\n\tIn-game, the Soul Network is tied directly to the player. The data is stored inside of the world, and every player has only a single network - the LP placed into the network is not stored in any item, but is instead placed and drawn from a single pool. \n\tTo bind things to your network, the most common way is to simply right click an item that uses a network to power itself. Once bound, the item will indicate that it is owned by you and it can never be unbound (with current technology). If this item is used and it has an LP cost attributed to it, it will take the LP from the owner's network. If there is not enough LP in this network, it will take the missing LP directly from the user's health (not the owner's). Be careful when using items when you have a low amount of LP - it could end up being deadly.
guide.bloodmagic.entry.architect.weakorb.info.1=What good is any mage without a power source? A Blood Orb is a device that consumes physical LP and transfers it into the owner's Soul Network. Although not a battery itself, it does act as a conduit in order to fill up the power reserves of the blood mage.
guide.bloodmagic.entry.architect.weakorb.info.2=The Weak Blood Orb is the first such orb that you can make. By infusing a diamond inside of a Blood Altar with 2 kLP, you can create this orb. When bound and placed inside of an altar with some LP in it, the orb will syphon from the basin and transfer that LP directly into the network. Each orb has a maximum capacity that can only be extended by advanced runes on the altar. For the Weak Blood Orb, this maximum capacity is 5 kLP.\n\tBlood Orbs can also be filled directly from the player by simply right-clicking with them - this will transfer a heart of health into the orb and give you 200LP. This cannot increase past the orb's maximum capacity.\n\tA Blood Orb can only be filled by its tier of altar or higher; this means that if you have a T3 orb, it has to be filled in an altar that is greater than T3. A simple T1 altar would not do in this situation.
guide.bloodmagic.entry.architect.weakorb.info.2=The Weak Blood Orb is the first such orb that you can make. By infusing a diamond inside of a Blood Altar with 2 kLP, you can create this orb. When bound and placed inside of an altar with some LP in it, the orb will syphon from the basin and transfer that LP directly into the network. Each orb has a maximum capacity that can only be extended by advanced runes on the altar. For the Weak Blood Orb, this maximum capacity is 5 kLP.\n\tBlood Orbs can also be filled directly from the player by simply right-clicking with them - this will transfer a heart of health into the orb and give you 200LP. This cannot increase past the orb's maximum capacity.\n\tA Blood Orb can only be filled by its tier of altar or higher; this means that if you have a T3 orb, it has to be filled in an altar that is greater than or equal to T3. A simple T1 altar would not do in this situation.
guide.bloodmagic.entry.architect.incense.info.1=One will quickly find that the speed of LP generation can become increasingly burdensome. Sure, by adding special runes to the Blood Altar you are able to increase the yield of self-sacrificing, but this can be a slow process all the same. If only there was a way to further increase how much LP you can get from yourself?\n\tEnter the Incense Altar. The Incense Altar acts as a central point for a tranquil area, calming the soul itself with the gentle wafts that emanate from the basin. Where this scent comes from you aren't entirely sure, but what could possibly go wrong?\n\tThe goal of this block is to create an area of tranquility to increase how much LP you get from a heart of health. When you are near the block (about five blocks) fire particles will be emitted to show that it is working - when you are affected by this tranquility, your Sacrificial Dagger will transform to indicate that you have an increased yield at the Blood Altar. This process takes about 5 seconds, and you will know you are finished when the fire particles stop appearing. At this point, if you use your Sacrificial Dagger at the Blood Altar you will sacrifice 90%% of your maximum health all at once and pump LP into the altar proportional to the amount of health sacrificed multiplied by a bonus based on how tranquil the surrounding area is: this bonus is +20%% by default.\n\tAs a side note, the Divination Sigil can be used on the Incense Altar to determine the amount of Tranquility as well as how much of a bonus the current altar gives.
guide.bloodmagic.entry.architect.incense.info.2=Of course just an additional 20%% is all well and good, but it can be further expanded by expanding the range of influence of the Incense Altar. If you place a row of three Wooden Path blocks two blocks away from the incense altar in each of the cardinal directions (making sure that all path blocks are on the same y-level, up to five blocks up or down from the incense altar) you can define an area. Any block placed within this area (a block that is the same distance horizontally away from the Incense Altar as the path blocks are horizontally, and on the same level or up to two blocks higher vertically from the path blocks) can add to the Tranquility of the Incense Altar. Another row of path blocks can be added past this initial row following the same rule: the new row must all be on the same y-level as each other, and the entire row has to be within 5 blocks vertically from the previous row of path blocks. This means that layouts such as pyramids, inverted pyramids, or more advanced staircase structures are possible.\n\tAll path blocks have a maximum distance that they can be from the Incense Altar in order to take effect. The Wooden Path blocks are able to work up to a total of three rows from the Incense Altar. Stone paths work up to five, worn stone paths seven and obsidian paths to nine. So at a certain point you have to use better path blocks to extend your tranquility area, however you can use higher tiered path blocks in place of lower tiered path blocks, just not the other way around.\n\tBack to Tranquility. Only certain blocks are able to affect the Tranquility of an area, and there are different types of Tranquility blocks. If you place a crop such as potatoes in the area, you add a bit of Tranquility (using the Crops category). However, if you add another crop like potatoes again or even carrots, you will get less tranquility. Adding something from a different Tranquility category, you get the full effect. But adding more stuff using the same category has diminishing returns. Therefore in order to get the most Tranquility out of a certain area, it is most optimal to mix and match using as many different types of Tranquility as possible.\n\tSome things that add Tranquility are: Crops, logs, leaves, lava, netherrack, farmland, water, Life Essence, and other assorted things.
guide.bloodmagic.entry.architect.incense.info.2=Of course just an additional 20%% is all well and good, but it can be further expanded by expanding the range of influence of the Incense Altar. If you place a row of three Wooden Path blocks two blocks away from the incense altar in each of the cardinal directions (making sure that all path blocks are on the same y-level, up to five blocks up or down from the incense altar) you can define an area. Any block placed within this area (a block that is the same distance horizontally away from the Incense Altar as the path blocks are horizontally, and on the same level or up to two blocks higher vertically from the path blocks) can add to the Tranquility of the Incense Altar. Another row of path blocks can be added past this initial row following the same rule: the new row must all be on the same y-level as each other, and the entire row has to be within 5 blocks vertically from the previous row of path blocks. This means that layouts such as pyramids, inverted pyramids, or more advanced staircase structures are possible.\n\tAll path blocks have a maximum distance that they can be from the Incense Altar in order to take effect. The Wooden Path blocks are able to work up to a total of three rows from the Incense Altar. Stone paths work up to five, worn stone paths seven and obsidian paths to nine blocks from the origin. So at a certain point you have to use better path blocks to extend your tranquility area, however you can use higher tiered path blocks in place of lower tiered path blocks, just not the other way around.\n\tBack to Tranquility. Only certain blocks are able to affect the Tranquility of an area, and there are different types of Tranquility blocks. If you place a crop such as potatoes in the area, you add a bit of Tranquility (using the Crops category). However, if you add another crop like potatoes again or even carrots, you will get less tranquility. Adding something from a different Tranquility category, you get the full effect. But adding more stuff using the same category has diminishing returns. Therefore in order to get the most Tranquility out of a certain area, it is most optimal to mix and match using as many different types of Tranquility as possible.\n\tSome things that add Tranquility are: Crops, logs, leaves, lava, netherrack, farmland, water, Life Essence, and other assorted things.
guide.bloodmagic.entry.architect.bloodrune.info.1=As you go through the mod you'll slowly learn that the humble blood altar before you is not powerful enough for you to fulfil your true ambitions. By placing special blocks known as Blood Runes around the altar you are able to expand the altar's strength significantly, unlocking higher tiers of recipes as well as allowing you to augment the abilities of the altar itself.\n\tTo upgrade the altar to its second tier, you need to place 8 blood runes around the altar and one level lower. If you are confused about the precise configuration, the item "Inspectoris Scandalum" can tell you the precise placement for the blocks required for the next tier.\n\tAlthough a blank rune is fine for simply getting your altar upgrade and running to a higher tier, it is advantageous to use upgrade runes for your altar. Each of the runes in a blood altar may be swapped out for any upgrade rune (the only exception to this is that at Tier 2 you cannot use the corner runes as upgrade runes - T3 onwards you can use these). There are runes that affect the speed of crafting, the capacity of the altar, as well as the efficiency of sacrificing at the altar. These runes can be found in their respective entries.
guide.bloodmagic.entry.architect.inspectoris.info.1=Literally "Block Reader" in Latin, this item's purpose is to give you more information about the more complex blocks in the mod when the blocks are in the world. Currently the only implementation for this item is the Blood Altar, and by simply shift-right clicking on a Blood Altar in the world it will tell you what blocks are required in the world for the next altar tier.\n\tIf this method doesn't suit you, you may shift-right click the item in the air to cycle through the tiers. If you then shift-right click on the altar, the altar will display ghost blocks in the world, showing exactly where the blood runes and the pillars are required in order to achieve that tier. If you set the displayed tier to 1, it will remove the hologram.
guide.bloodmagic.entry.architect.runeSpeed.info.1=The speed rune applies a pressure to the altar's basin, forcing the transmutation process so that crafting is a lot quicker. Each speed rune increases the consumption of the altar by +20%% per rune, effectively increasing the speed of the altar. This also affects the speed at which the blood orbs are filled by the altar at the same rate per rune.
@ -163,7 +163,7 @@ guide.bloodmagic.entry.architect.holding.info.1=As you will start to realize, th
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!
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.
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.
guide.bloodmagic.entry.architect.fastMiner.info.1=As any good Blood Mage should be aware of, blood has a high amount of iron within it. If skilled enough, one can manipulate blood while it is still within the body - it should be noted, however, that only the most advanced Blood Mages can twist the blood of those that are unwilling.\n\tOne of the principle uses is to accelerate the functions of one's own body. By magnetising the iron in the user's blood, the Sigil of the Fast Miner increases the speed of mining dramatically, applying Haste II while activated. This magnetism is too weak to affect things outside of one's own body, however it is sufficient enough to mine obsidian and a considerable speed.
guide.bloodmagic.entry.architect.fastMiner.info.1=As any good Blood Mage should be aware of, blood has a high amount of iron within it. If skilled enough, one can manipulate blood while it is still within the body - it should be noted, however, that only the most advanced Blood Mages can twist the blood of those that are unwilling.\n\tOne of the principle uses is to accelerate the functions of one's own body. By magnetising the iron in the user's blood, the Sigil of the Fast Miner increases the speed of mining dramatically, applying Haste II while activated. This magnetism is too weak to affect things outside of one's own body, however it is sufficient enough to mine obsidian at a considerable speed.
guide.bloodmagic.entry.architect.seer.info.1=When tinkering around with the Blood Altar, you can sometimes get lost in the hidden intricacies of its operation that the Divination Sigil seems to be unable to divine. This is where the Seer's Sigil comes into play. Essentially an upgrade to the Divination Sigil, this sigil provides additional information about different stats of the altar. These range from the speed of the altar, the current LP, as well as the current progress of the crafted item. It also gives info about the player's soul network.
guide.bloodmagic.entry.architect.magicianOrb.info.1=Another tier, another Blood Orb. This time, in order to progress further in the mod you will have to craft yourself the Magician Blood Orb. In the default recipe you can see that it takes 25kLP in order to craft, however the maximum capacity of the Blood Altar is 10kLP. This means that for a successful craft to occur you will need to add LP into the Altar while it is in the process of crafting the orb. Be prepared, since it can be a difficult task if you do not have everything you need!
guide.bloodmagic.entry.architect.capacity.info.1=You are not exactly sure how it works the way it does, but the Rune of Capacity increases the capacity of the Blood Altar by 2kLP additively. Perhaps there is some sort of resonance effect that decreases the volume of the LP, therefore allowing you to pack more into the static basin? It does give you an idea on how to improve it further, though...\n\tIt should be reiterated that the size of the input and output buffers are 10%% of the maximum capacity of the main tank, so these runes will increase the buffer capacities as well.
@ -187,7 +187,7 @@ guide.bloodmagic.entry.architect.severance.info.1=Teleportation is one of those
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...
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.
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.
guide.bloodmagic.entry.architect.mimic.info.1=Mimics are arcane constructs that are designed to mimic whatever they are set to. When the mimic comes into contact with some form of block, its molecules shift their orientation in order to take on the shape, look, and feel of the block. Not all of the properties are copied, however: for instance, a normal mimic block when coming into contact with glowstone will not emit any form of light. \n\tWith normal use, there are two ways to use a mimic block. The first is my placing the mimic block down and then right-clicking the mimic with the block that you want it to copy. This will place the block inside of the mimic and have the mimic take on the -default- shape of the block. So if a mimic is clicked with a stair, the mimic will always orient themselves in the same way.\n\tThe second method is to hold the mimic block in your hand and shift-click the block you want to replace. This will replace the block with the mimic and the mimic will have the exact same orientation that the replaced block had. This can be seen with stairs and chests, as well as other orientation-dependent blocks such as logs.\n\tThere are a few different variants of the normal mimics. The Opaque Mimic is the default mimic, able to take on the form and general properties of blocks - light cannot travel through these, however, so care should be taken with glass. The Ethereal Opaque Mimic can be walked through without any trouble because it has no hitbox, which is perfect for hidden doorways. Clear Mimic blocks work the same as their opaque variants, however they allow light through them even if it appears completely solid. Finally, the Lighted Mimic block is opaque and solid, but no matter what is placed inside of it, it will emit a strong light. No more dark areas in your base without torch spam!\n\tThere is one special variant of the mimic that you have to be warry of: the Sentient Mimic. If a player comes too close to one of these in the world, it will get up from where it is and attack you with a high degree of ferocity. These can be found in a variety of areas, but they are especially fond of dungeons. If one is mimicking a chest, however, be careful: they bite.\n\t***Creative Usage Only***\n\tThere are a few interesting features you can add to any mimic block when you are in creative mode. If you right click on a set mimic with a potion or potion flask, you can set the mimic to spawn potions around it if a player is nearby. If it is a regular mimic and you click on the east or west side, you can increase or decrease the radius that the potion will spawn in. If you click on the north or south side, you can increase or decrease the radius that the mimic will check for players around it before spawning the potions. Finally, clicking on the top or bottom of the block will increase or decrease the potion spawning interval, which is the number of ticks between dropped potions.\n\tIf the mimic is a sentient mimic, you can click the mimic anywhere to increase or decrease the detection radius for players - if a player is within this area and they can see the block, the mimic will spawn and jump at the player. \n\tAnother thing is that if the block is placed on the mimic while the placer is in creative, the block that is being mimicked will NOT drop when the mimic is destroyed.\n\tFinally, if the mimic is placed on any inventory or chest, the sentient mimic will place the chest on the ground with its contents once defeated - the regular mimic will instead just spew the contents everywhere when broken.
guide.bloodmagic.entry.architect.mimic.info.1=Mimics are arcane constructs that are designed to mimic whatever they are set to. When the mimic comes into contact with some form of block, its molecules shift their orientation in order to take on the shape, look, and feel of the block. Not all of the properties are copied, however: for instance, a normal mimic block when coming into contact with glowstone will not emit any form of light. \n\tWith normal use, there are two ways to use a mimic block. The first is placing the mimic block down and then right-clicking the mimic with the block that you want it to copy. This will place the block inside of the mimic and have the mimic take on the -default- shape of the block. So if a mimic is clicked with a stair, the mimic will always orient themselves in the same way.\n\tThe second method is to hold the mimic block in your hand and shift-click the block you want to replace. This will replace the block with the mimic and the mimic will have the exact same orientation that the replaced block had. This can be seen with stairs and chests, as well as other orientation-dependent blocks such as logs.\n\tThere are a few different variants of the normal mimics. The Opaque Mimic is the default mimic, able to take on the form and general properties of blocks - light cannot travel through these, however, so care should be taken with glass. The Ethereal Opaque Mimic can be walked through without any trouble because it has no hitbox, which is perfect for hidden doorways. Clear Mimic blocks work the same as their opaque variants, however they allow light through them even if it appears completely solid. Finally, the Lighted Mimic block is opaque and solid, but no matter what is placed inside of it, it will emit a strong light. No more dark areas in your base without torch spam!\n\tThere is one special variant of the mimic that you have to be wary of: the Sentient Mimic. If a player comes too close to one of these in the world, it will get up from where it is and attack you with a high degree of ferocity. These can be found in a variety of areas, but they are especially fond of dungeons. If one is mimicking a chest, however, be careful: they bite.\n\t***Creative Usage Only***\n\tThere are a few interesting features you can add to any mimic block when you are in creative mode. If you right click on a set mimic with a potion or potion flask, you can set the mimic to spawn potions around it if a player is nearby. If it is a regular mimic and you click on the east or west side, you can increase or decrease the radius that the potion will spawn in. If you click on the north or south side, you can increase or decrease the radius that the mimic will check for players around it before spawning the potions. Finally, clicking on the top or bottom of the block will increase or decrease the potion spawning interval, which is the number of ticks between dropped potions.\n\tIf the mimic is a sentient mimic, you can click the mimic anywhere to increase or decrease the detection radius for players - if a player is within this area and they can see the block, the mimic will spawn and jump at the player. \n\tAnother thing is that if the block is placed on the mimic while the placer is in creative, the block that is being mimicked will NOT drop when the mimic is destroyed.\n\tFinally, if the mimic is placed on any inventory or chest, the sentient mimic will place the chest on the ground with its contents once defeated - the regular mimic will instead just spew the contents everywhere when broken.
guide.bloodmagic.entry.architect.downgrade.info=Please see the entry "Penance of the Leadened Soul" in "The Ritual Master" for a detailed explanation about what these are as well as how to obtain them.
guide.bloodmagic.entry.architect.augmentedCapacity.info=The Rune of Augmented Capacity functions similar to the Rune of Capacity in the sense that it increases the capacity of the Blood Altar. However, multiple runes on the same altar will begin to resonate with each other, increasing the capacity exponentially the more there are. One rune by itself will apply a +10%% increase to the capacity of the altar, however this functions multiplicatively with other Runes of Augmented Capacity: if there are two runes, it is a +21%% increase, three runes is +33.1%% increase, etc.\n\tUnfortunately, this multiplicative effect does not stack with the Rune of Capacity, meaning you will still only get the +2kLP bonus per rune.
@ -223,7 +223,7 @@ guide.bloodmagic.entry.demon.forge.info.2=Just today, I managed to get a structu
guide.bloodmagic.entry.demon.petty.info.1=I went out on one of my now-daily nighttime adventures in order to harvest some demonic will when I began to realize one of the major problems with the collection method: my bag kept on getting full from all of the samples! For some reason, perhaps because the ultimate source of the demonic will is different for each sample, the will would not compress into a more manageable form. At least the physical manifestation of the will. \n\tThus, I went to work with the hellfire forge that was nestled in my corner of the house, pushing aside some of Tiberius's least unpleasant experiments and getting some raw materials for my own study. One of these days I am going to make Tiberius his own forge, since I am tired of trying to get rid of all of the dust that coats my workplace from his "arcane experiments". I don't care that you are "trying to bridge the gap between the ethereal strands of the Soul Network and the physical construction of the slates", get your damned ash out of my stuff!
guide.bloodmagic.entry.demon.petty.info.2=Anyway, it did take a while in order to find materials that were most likely to resonate with the demonic will in order to store it in a better manner. Lapis seems to be the most readily available conductor of this energy, acting as a pathway for the will to be channeled. After adding some redstone to act as a shielding from electric fields in the air (adding two energies together seem to cause disastrous effects, at least that is what Magus said), gold as a dampening agent, and glass as a simple housing, I managed to create a very simple "Tartaric Gem". This means "a gem from the underworld, Tartarus."\n\tAfter further tests, I found out that this gem could hold up to a will quality of 64. (When I presented these findings to Magus, he remarked that it seemed like a nice, round number.) When I tried to pick up demonic will afterwards, it seemed to go directly into the gem unless full - after that, the will just seemed to... disappear. Convenient for my backpack, but otherwise a mystery. I also learned that if I hold the gem in my hand and focused (right clicked), about 10%% of the maximum capacity of the gem would flow into other gems I had on my person. I think this last feature is very helpful, especially if we were to find other, more powerful tartaric gems.
guide.bloodmagic.entry.demon.sword.info.1=My snares got tangled again.\n\tIt doesn't seem to matter how much I try to improve the design of them, the rudimentary snare never seems to work perfectly. It just gets tangled most of the time, and when I finally do manage to hit a zombie with it it's more likely to not work than work. In order to stop myself from pulling my own hair out, I went to the forge again and got to work right away.\n\tWell, not right away, since I had to first clean the ash off the top of it again.
guide.bloodmagic.entry.demon.sword.info.2=I infused the demon will-holding capabilities of the petty tartaric gem with an iron sword, and managed to create a blade that... was very dull and hardly did more damage than my fist. I was actually very disappointed with the outcome, because it took a long time of fiddling with the forge so that it would not overheat from the strain of using a petty tartaric gem as its power source.\n\tHowever, as soon as I picked up my Tartaric gem, the sword started to glow with a new energy. It seems that the higher the amount of demonic Will I have on my person, the more damage I seem to do with the sword as well as the more demon will that drops. Whenever you don't have a gem, the Will amount is very... miniscule.\n\tAfter a bit of testing I came to another realization: depending on what I kill, I receive different amounts of Will. It seems proportional to the amount of maximum health that the monster has - a spider, since it has a max health of 8 hearts gives 80%% the health of a zombie, which has 10 hearts. This is probably because these monsters require more Will to animate. I should keep this in mind for later.
guide.bloodmagic.entry.demon.sword.info.2=I infused the demon will-holding capabilities of the petty tartaric gem with an iron sword, and managed to create a blade that... was very dull and hardly did more damage than my fist. I was actually very disappointed with the outcome, because it took a long time of fiddling with the forge so that it would not overheat from the strain of using a petty tartaric gem as its power source.\n\tHowever, as soon as I picked up my Tartaric gem, the sword started to glow with a new energy. It seems that the higher the amount of demonic Will I have on my person, the more damage I seem to do with the sword as well as the more demon will that drops. Whenever you don't have a gem, the Will amount is very... miniscule.\n\tAfter a bit of testing I came to another realization: depending on what I kill, I receive different amounts of Will. It seems proportional to the amount of maximum health that the monster has - a spider, since it has a max health of 8 hearts gives 80%% the Will of a zombie, which has 10 hearts. This is probably because these monsters require more Will to animate. I should keep this in mind for later.
guide.bloodmagic.entry.demon.lesser.info.1=I was chatting with Tiberius today, discussing some of the projects that he is working on. I must say, when we start talking about his research it seems that he just keeps going on and on and on! Anyway, one of the recent inventions he wanted to talk about was his sigils: so far he managed to create a Water Sigil and a Lava Sigil, using the Hellfire Forge I finally constructed for him as a means to create them. I wasn't entirely sure how he actually made them - I knew he experimented by taking some ingredients and combining them inside of the forge using the tartaric gem as a catalyst, but I haven't actually seen him actively experimenting yet. Well, I got some insight finally as to what he uses that blasted ash for.\n\tLet's see if I can mimic what he said properly. Ahem. "By using the Demon Will contained inside of these gems to transmute the ingredients, a reaction occurs between things that normally don't do anything when combined. By harnessing this forced synergy, I am able to inscribe several arcane symbols in patterns that will direct the energy that I add myself to perform the desired task." Although it doesn't show well in writing, picture me saying this while pushing glasses up the bridge of my nose. I'm not sure if he's normally like this, but I swear he gets all... science-y when he explains things to me.\n\tAt any rate, he showed me how he created a Water Sigil by demonstrating it to me. After the, admittedly flashy, demonstration, he then got to the meat of the discussion. "When I try to replicate this process with some more advanced materials, it seems that the reagents tend to... explode when added to the alchemy array. They seem very unstable. My thinking is that the ingredients aren't getting properly fused together - perhaps there is not enough energy in the forge to fuse them properly."\n\tAfter thinking about this for a few minutes, I got to work - as I mentioned in a previous entry, I figured that a more powerful Tartaric gem would be required, but I still haven't figured out exactly how I could do this in an elegant way. So, I decided that a brute-force approach would be sufficient for this!
guide.bloodmagic.entry.demon.lesser.info.2=I took a block of lapis, block of redstone, and a diamond as well as an empty petty Tartaric gem that I had lying around - part of a past experiment that... didn't exactly go very well. All I can say about it is that I am surprised Magus can make holes in a solid concrete wall simply disappear. I then combined these four items in the Hellfire forge with a filled petty Tartaric gem to act as a power source - a minimum of 60 Will seems to be needed. After a bit of effort trying to find an optimal arrangement, I then set them together and watched as the empty Tartaric gem started to grow inside of the forge.\n\tJust as a side note, I tried using a block of gold instead of a diamond to grow the gem, but it seems that having another crystal structure was more beneficial.\n\tThis new, "Lesser Tartaric gem" seems to have a much larger capacity, able to hold a total of 256 raw Will. Hopefully this is enough to sate Tiberius's need for large amounts of Will for a while. But alas it seems that I will need to fill up this gem. Another long night is ahead of me!
guide.bloodmagic.entry.demon.reactions.info=I woke up in a hospital bed today, aching something fierce. I opened my eyes and saw the dull magenta that made up the ceiling of the "Intense Curse" wing of the hospital in Veteres, which is the closest major city to our village. I wasn't exactly worried by this information: it more so puzzled me that I somehow ended up here while seemingly only covered in scrapes and bruises, plus a simple cast on my left leg. Someone must have cast an "Ossa Fracta" curse on me or something, since all it could be was a simple broken bone! \n\tWhen Magus came in with one of the nurses with a solemn face, I knew it was something more drastic. Apparently, one of my experiments with the new Lesser Tartaric gem rebounded and created a small but forceful explosion. That much I could understand easily enough, but that wasn't it: the mixture of obsidian, iron and diamond that I used coated my lower left leg, forming into a rigid shell that couldn't be removed. The cast that I had on my leg wasn't actually a cast, but some form of runic matrix covering the light-blue shell. \n\tCalmly, I asked what Magus thought, even though I was pretty sure what had occurred. "I think," he said, giving a side-long glance towards the nurse that was listening intently before looking back at me, "that it is simply some sort of residue that is diamond-based, which is the main reason we can't remove it. It is also laced with a bit of... otherworldly energy, which is the main reason that you are here instead of a bed at the local clinic - the Conglomerate is rather stringent about unknown energy directly contacting people, ever since the Eldritch Incident, so we had to make sure that there wasn't any issues."\n\t"I see..." Normally Magus doesn't bother much with formalities such as making sure that the Conglomerate is informed about unknown energies - I've been experimenting with Demon Will for quite a while, and it isn't like the Conglomerate came knocking on our door to have this magic registered. I won't go into much detail here, since I am not well versed in politics, but I know that Magus partakes in it only sparingly. This meant that the power from this Will concerned Magus a lot, perhaps through some of his past dealings...?\n\t"Ah well, enough about that for now," Magus said, rolling up the sleeves of his robes. "I tried to break the shell when I first saw it, obviously after checking what it was. It didn't have an effect last time, but now..."\n\tThere was a searing heat on my left leg, accompanied by a blinding red light as Magus cupped his hands on top of the blue shell. After what felt like an eternity, but what must have been only a couple of seconds, the shell started to crack and fracture, falling apart. Honestly, it was kind of anticlimactic. \n\tI tried to get up, but Magus pushed me back into the bed with a small shove. "Bella, you need to stay and rest. You can work with your research on the gems later." I was initially annoyed, but that soon passed as I had a lot of time to think. The only reason that Magus wasn't able to do the exact same thing earlier was probably because I still had my Tartaric gem on my person after the explosion. So whatever happened to my leg had to be directly tied to the demon Will, and as soon as my gem was taken the shell was able to be removed. It got me thinking...
@ -231,10 +231,10 @@ guide.bloodmagic.entry.demon.sentientGem.info.1=After a few days of some "well n
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!
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 left-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\tThere are two numbers that you will be able to see when you insert the filter into the routing node: the quantity and the priority. When you click on one of the items in the filter, the name of the item you have selected will appear and right below that is the quantity of items. By setting this number you can tell the filter how many of this type of item it will keep in stock in the connected inventory (either filling to that amount if it is an output node or making sure it keeps that amount left in the inventory if it is an input node). If 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. Input nodes will pull as much as it can from the inventory, and output nodes will push as much as possible.\n\tThe second number is the priority of the node, altered by the arrow buttons next to it. This number is different for each side of the node. The node that has the LOWER NUMBER in the network will be used first.
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.
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.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. The Ritual "Resonance of the Faceted Crystal" can split a Raw Will Crystal into its pure parts, more on that in the corresponding entry in "The Ritual Master". A device able to obtain Raw Will Crystals 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 prey 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\tIn previous incarnations of the device it was possible to transform Raw Will from the Aura into differently aspected crystals. However, that is no longer the case: you can still create new spires of a certain aspected Will if there is enough of it in the Aura, however you will need to look into other means to separate the many aspects from Raw Will. See the entry on "Resonance of the Faceted Crystal" in The Ritual Master for more details.
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.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 "Crack of the fractured 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.
@ -268,6 +268,3 @@ guide.bloodmagic.entry.alchemy.furnace.info=One of the many problems that you ma
guide.bloodmagic.entry.alchemy.teleport.info=The Teleportation Array acts as a way to travel instantly from one location to another with a few specific limitations. When a player or other entity steps onto the array, the array will search up to 20 blocks away in the direction it is facing for another alchemy array (which does not need to be active). If the array manages to successfully find a destination, it will then teleport the entity to its found array instantly, even through walls. \n\tStudying this array has shown that there are further limitations added to it: because of the nature of bending the fabric of space-time, a Teleportation Array will not teleport something that has teleported within 2 seconds. This is to allow time for all components to rearrange themselves in a desirable manner.
guide.bloodmagic.entry.alchemy.standardTurret.info=The power of flinging pointy objects at far away monsters cannot be overstated. The Turret Array is able to sense a nearby hostile monster and by utilizing complex alchemical mechanisms it is able to draw back and fire an arrow in order to strike its target. \n\tThe array searches for an inventory directly beneath it. If it finds either a normal or tipped arrow it will syphon from its container and fire at a mob that is within a 32 block radius. \n\t(Due to some silly Minecraft physics that has arrows bounce off of entities that are too close to where they spawn, the turret will also only fire on a mob that is greater than 3 blocks away. Keep that in mind!)
guide.bloodmagic.entry.alchemy.laputa.info=There exists a story of a lost kingdom that had such advanced magic that it could fly through the clouds. Although this kingdom has since crumbled to dust, a few drawings of this castle in the sky has managed to provide exquisite detail as to the mechanisms that allowed it to become the legend that it is. \n\tThe Shard of Laputa converts the life essence that is found within the earth into a more avian form, causing the surrounding area to levitate in the air. While the underlying principle is simple, the variations of the life essence in the earth cause a bit of inconsistency in how much land is moved. The array will move the earth in a spherical radius between 4 and 8 blocks up above itself a random offset between one and 5 blocks plus twice the radius of the effect. \n\tIt should be noted that as soon as the effect starts, all items used to activate the array will be lost.