diff --git a/src/main/java/WayofTime/alchemicalWizardry/AlchemicalWizardry.java b/src/main/java/WayofTime/alchemicalWizardry/AlchemicalWizardry.java index 466a3c3b..a190a181 100644 --- a/src/main/java/WayofTime/alchemicalWizardry/AlchemicalWizardry.java +++ b/src/main/java/WayofTime/alchemicalWizardry/AlchemicalWizardry.java @@ -1385,8 +1385,8 @@ public class AlchemicalWizardry public static void initRituals() { - Rituals.registerRitual("AW001Water", 1, 500, new RitualEffectWater(), "Ritual of the Full Spring", new AlchemyCircleRenderer(new ResourceLocation("alchemicalwizardry:textures/models/SimpleTransCircle.png"), 0, 30, 255, 255, 0, 0.501, 0.8, 0, 1.5, false)); - Rituals.registerRitual("AW002Lava", 1, 10000, new RitualEffectLava(), "Serenade of the Nether", new AlchemyCircleRenderer(new ResourceLocation("alchemicalwizardry:textures/models/SimpleTransCircle.png"), 255, 0, 0, 255, 0, 0.501, 0.8, 0, 1.5, false)); + Rituals.registerRitual("AW001Water", 1, 500, new RitualEffectWater(), "Ritual of the Full Spring", new AlchemyCircleRenderer(new ResourceLocation("alchemicalwizardry:textures/models/AlchemyArrays/WaterArray.png"), 0, 30, 255, 255, 0, 0.501, 0.8, 0, 1.5, false)); + Rituals.registerRitual("AW002Lava", 1, 10000, new RitualEffectLava(), "Serenade of the Nether", new AlchemyCircleRenderer(new ResourceLocation("alchemicalwizardry:textures/models/AlchemyArrays/LavaArray.png"), 255, 0, 0, 255, 0, 0.501, 0.8, 0, 1.5, false)); Rituals.registerRitual("AW003GreenGrove", 1, 1000, new RitualEffectGrowth(), "Ritual of the Green Grove", new AlchemyCircleRenderer(new ResourceLocation("alchemicalwizardry:textures/models/SimpleTransCircle.png"), 244, 164, 96, 255, 0, 1.0, 1.6, 0, 1.5, false)); Rituals.registerRitual("AW004Interdiction", 1, 1000, new RitualEffectInterdiction(), "Interdiction Ritual", new AlchemyCircleRenderer(new ResourceLocation("alchemicalwizardry:textures/models/SimpleTransCircle.png"), 27, 227, 206, 255, 0, 0.501, 0.8, 0, 1.5, false)); Rituals.registerRitual("AW005Containment", 1, 2000, new RitualEffectContainment(), "Ritual of Containment", new AlchemyCircleRenderer(new ResourceLocation("alchemicalwizardry:textures/models/SimpleTransCircle.png"), 186, 21, 21, 255, 0, 2.5, 2.5, 0, 2.5, false)); diff --git a/src/main/java/WayofTime/alchemicalWizardry/common/book/BloodMagicGuide.java b/src/main/java/WayofTime/alchemicalWizardry/common/book/BloodMagicGuide.java index 623dfa5f..76c021c3 100644 --- a/src/main/java/WayofTime/alchemicalWizardry/common/book/BloodMagicGuide.java +++ b/src/main/java/WayofTime/alchemicalWizardry/common/book/BloodMagicGuide.java @@ -286,6 +286,55 @@ public class BloodMagicGuide fieldTripPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.fieldTrip"))); entries.add(new EntryUniText(fieldTripPages, "guide.BloodMagic.entryName.architect.fieldTrip")); + ArrayList bindingKeyPages = new ArrayList(); + bindingKeyPages.add(new PageIRecipe(RecipeHolder.keyOfBindingRecipe)); + bindingKeyPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.bindingKey"))); + entries.add(new EntryUniText(bindingKeyPages, "guide.BloodMagic.entryName.architect.bindingKey")); + + ArrayList tier5AltarPages = new ArrayList(); + tier5AltarPages.add(new PageUnlocImage("", new ResourceLocation("alchemicalwizardry:textures/misc/screenshots/altars/T5.png"), true)); + tier5AltarPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.tier5Altar"))); + entries.add(new EntryUniText(tier5AltarPages, "guide.BloodMagic.entryName.architect.tier5Altar")); + + ArrayList priceOfPowerPages = new ArrayList(); + priceOfPowerPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.priceOfPower"))); + entries.add(new EntryUniText(priceOfPowerPages, "guide.BloodMagic.entryName.architect.priceOfPower")); + + ArrayList demonicOrbPages = new ArrayList(); + demonicOrbPages.add(new PageAltarRecipe(RecipeHolder.archmageBloodOrbRecipe)); + demonicOrbPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.demonicOrb"))); + entries.add(new EntryUniText(demonicOrbPages, "guide.BloodMagic.entryName.architect.demonicOrb")); + + ArrayList energyBazookaPages = new ArrayList(); + demonicOrbPages.add(new PageOrbRecipe(RecipeHolder.energyBazookaRecipe)); + energyBazookaPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.energyBazooka"))); + entries.add(new EntryUniText(energyBazookaPages, "guide.BloodMagic.entryName.architect.energyBazooka")); + + ArrayList accelerationRunePages = new ArrayList(); + demonicOrbPages.add(new PageOrbRecipe(RecipeHolder.accelerationRuneRecipe)); + accelerationRunePages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.accelerationRune"))); + entries.add(new EntryUniText(accelerationRunePages, "guide.BloodMagic.entryName.architect.accelerationRune")); + + ArrayList harvestPages = new ArrayList(); + demonicOrbPages.add(new PageOrbRecipe(RecipeHolder.harvestSigilRecipe)); + harvestPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.harvest"))); + entries.add(new EntryUniText(harvestPages, "guide.BloodMagic.entryName.architect.harvest")); + + ArrayList demonProblemPages = new ArrayList(); + demonProblemPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.demonProblem"))); + entries.add(new EntryUniText(demonProblemPages, "guide.BloodMagic.entryName.architect.demonProblem")); + + ArrayList tier6AltarPages = new ArrayList(); + tier6AltarPages.add(new PageUnlocImage("", new ResourceLocation("alchemicalwizardry:textures/misc/screenshots/altars/T6.png"), true)); + tier6AltarPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.tier6Altar"))); + tier6AltarPages.add(new PageIRecipe(RecipeHolder.crystalCluserRecipe)); + tier6AltarPages.add(new PageAltarRecipe(RecipeHolder.transcendentBloodOrbRecipe)); + entries.add(new EntryUniText(tier6AltarPages, "guide.BloodMagic.entryName.architect.tier6Altar")); + + ArrayList moreThanHumanPages = new ArrayList(); + moreThanHumanPages.addAll(PageHelper.pagesForLongText(StatCollector.translateToLocal("aw.entries.architect.moreThanHuman"))); + entries.add(new EntryUniText(moreThanHumanPages, "guide.BloodMagic.entryName.architect.moreThanHuman")); + categories.add(new CategoryItemStack(entries, "guide.BloodMagic.category.architect", new ItemStack(ModItems.divinationSigil))); } } diff --git a/src/main/resources/assets/alchemicalwizardry/textures/models/AlchemyArrays/LavaArray.png b/src/main/resources/assets/alchemicalwizardry/textures/models/AlchemyArrays/LavaArray.png new file mode 100644 index 00000000..bb55e898 Binary files /dev/null and b/src/main/resources/assets/alchemicalwizardry/textures/models/AlchemyArrays/LavaArray.png differ diff --git a/src/main/resources/assets/alchemicalwizardry/textures/models/AlchemyArrays/WaterArray.png b/src/main/resources/assets/alchemicalwizardry/textures/models/AlchemyArrays/WaterArray.png new file mode 100644 index 00000000..e75a578b Binary files /dev/null and b/src/main/resources/assets/alchemicalwizardry/textures/models/AlchemyArrays/WaterArray.png differ diff --git a/src/main/resources/assets/alchemicalwizardryBooks/lang/en_US.lang b/src/main/resources/assets/alchemicalwizardryBooks/lang/en_US.lang index 82bda37d..081a88b1 100644 --- a/src/main/resources/assets/alchemicalwizardryBooks/lang/en_US.lang +++ b/src/main/resources/assets/alchemicalwizardryBooks/lang/en_US.lang @@ -54,7 +54,15 @@ aw.entries.architect.superiorCapacity=Taking a break from the sigils I've been m aw.entries.architect.orbRune=Considering the amount of LP we burn through on a daily basis running our sigils, powering our spells, fueling the rituals, and feeding our tools and armor, it is a miracle we don't run out of LP more often then we do. Even with our soul network topped off with a master orb, we're tapped dry within a week. Just upgrading our orbs has served us so far, but that has shown to be too unreliable and a huge investment with the altar... Wait, we're always using our orbs to make runes to improve the altar, so why can't we make runes that let the altar improve the orb? It can't be a one way road, can it? Yes, if we tweak this here and shift pressure here... I'm rambling again, I must talk with the others about this! Yes, it works! By focusing the power of three blood orbs and using two demonic slates, we've created "The Rune of the Orb". This boost the altars ability to feed an orb(Think of it like pressurizing air, more of it in the same amount of space), letting it add an additional two percent per rune(Additive rate, so more runes won't change how much it adds). With our master orbs, one rune is an additional twenty thousand LP. While that doesn't sound like much(To think, I use to be limited to only five thousand...), consider the number of orb runes one altar can have... aw.entries.architect.fieldTrip=After hearing the demands of the younger apprentices, we are leaving tomorrow for a quick tour of the magelands, and expect to be back by the end of this month. Talking with Magus, I agree that we've been pushing ourselves hard lately with work and research. A little rest during a vacation might be just the thing I need to gather ideas for future projects... It will also give me a chance to talk with other mages about setting up a teleposer network. It is a vacation, so a little work on side projects you normally don't have time for is normal right? Talking with Magus during the long hours on the road, a few details about the mage guild were covered on this horseback lecture. Largest of the "Nations", most of the tech focused nations won't touch this area due to the high levels of magic in the land, air, and water causing technology to become a bit more unpredictable(Read: Unstable and often highly explosive), and have instead left it in control of the mages. As a result of this, thousands of kilometers of land filled with river valleys, harsh deserts, frost and snow covered forests, fertile plains and countless other biomes have been untouched for us to expand into. To this day there are people who venture out into these untamed lands hunting fame and fortune clawing over mountains and through the ancient ruins that litter the area. However, the vast majority of settlements are close to the borders with the other nations, thriving off trade(Their gadgets might not function here, but the results are another mater. Most of the mining towns send out the harvested ores across the borders for processing). The last tally was done roughly five years ago, with the number of total settlements at around three hundred scattered thin across the mage guild. Of this, we have roughly seventy active mages and thirty classified as "Apprentices" to manage village needs and deal with problems as they arise. Generally one mage would managed half a dozen of the closest villages and any apprentices they take on comes from this area however, it was not uncommon for mages to offload work onto other local mages if they have not the time or expertise in the field and for them to take on students who seek them out as tutor. That's enough for tonight, my watch is almost over and I feel sleep calling me. I'll write down any more interesting details I learn tomorrow. Magus said we should reach another village tomorrow, and he knows an inn there that should take us in for the night(Just in time as well, I don't trust those clouds on the horizon). Today's trip was more of the same, ridding through a dense oak forest while Magus went over anything and everything about the area around us and the Mage guild in general. Mages seems to have a list of unwritten rules governing how to act, what to do, what to say... For example, it is recommend to live at least a mile and a half from the closest village. Far enough away that people won't bother you with trivial things and you keep a mysterious reputation with the people, but close enough to be convenient for buying what you need. Another example pertains to marriage: A mage is free to wed whoever they like(Even other mages), but the spouse is entitled to most decisions and any compromises favor the spouse. Being wed to a mage often causes problems for the spouse, often with relatives and friends, and is typically a huge adjustment. Doing anything to try and make it up to them is common, as the mage feels themselves a burden and cause for their loved one's strife. From what I've gathered and how Magus speaks about the topic, these are more general outcomes and human reaction to the same events that Magus has seen happen time and again instead of rules or traditions passed down from master to student. One final interesting fact is that most mages send their children to learn the art(If the child so chooses to take on magic, and the have the talent for it) with another mage, preferably one they have rarely or never met as to prevent any bias and favor. I was right about those clouds, and we have reached the small town of Salis soaked to the bone. We're all currently sitting by a fire in the Mundes inn letting our robes dry and bodies warm from the chilling rain(From the clinking outside, now hail). I plan on acquiring another books tomorrow, and writing any more facts I learn from this trip with Magus in it instead of spending the pages of this book(Already longer then I ever dreamed it would be). According to Magus, we should be able to meet another mage in two days time, a woman by the name of Athis who is skilled in botany and herbs(Any medicine made by her always trades for a fair few coins). On another note, what Magus said about about people being wary of mages is holding true. The common room has been divided into two parts since we got here: The side where we are, and everyone else who have gone a table or two away from us and keep glancing at us as if to make sure we don't do anything without giving them a chance to run. The owners of the inn, a small family known as the Eldritches, seem to be the only ones who don't seem to mind us. Their daughter, or at least someone the right age and look to be their daughter, happily walks up to us asking if we needed anything other then rooms while we rested. Vlad and Demir order food for us all, Magus inquired to the drinks available, while I have asked if she knew if the general store had any writing journals for sale. And now I'm at the point of writing things as they happen... I needs some sleep in a nice bed after all this riding(But it looks like Demir is more saddle sore then I am), and the inn keepers have giving us cheap logging in the attic with a few decent, if old mattresses in a warm room with a roof over our heads. We left the next morning after a short trip to the market(Where I managed to get a good deal on a fairly nice journal, and have already filled out a few pages on my watch last night), and now are almost at Athis's residence. We currently are taking a short rest to eat and have the horses cool off after a long trip before riding the last leg of the journey after dusk has set. I'll detail anything interesting that happens. Talking with Athis, who I have already detailed in the other book along with most of our conversation, I managed to steer the conversation to how often she needs to travel for herbs, and if she has ever been in a situation where she can't get access to anything she needs but another mage might have an abundance of. As a response, she handed me a list of everything she buys when ever possible because of how rare it is here and the versatility or uses of it. The list was ten centimeters thick. Seeing a chance to get another mage's opinion, I mentioned a recent discovery in the field of magical transportation see might be interested in seeing. At this point, she gave me a wary eye and said she still has a bag of purple chalk and a stack of waystones from the last person who said that. Inviting her outside for a demonstration using a few of the teleposers I had packed, I showed step by step the process and how simple it was to use.(It took her a moment to recover from the initial shock of teleporting, but now she takes it in her stride.) Going over a few more details inside with hot tea, I asked if she would be interested in us setting up a link in the area nearby for her to use as a means of transport. Frankly, I was nerves enough at this point that I thought see would just laugh at my new goal. Instead, she was almost begging me to set a few up around a few locations several hundred kilometers apart. At this point I felt comfortable to tell her about my grand plan for setting up one of these near every mage in the guild and at some important points, so the days of needing to travel day and night to reach another mage would be over. Not only was she on board with the idea, she even offered to help us set them up if it meant that it would be ready faster! We spent the next few hours talking about this late into the night, covering little details and about enlisting the help of other mages to set it up. aw.entries.architect.bindingKey=Well, this has been an interesting trip... We've been visiting every mage we pass, talking and showing off the boons of our blood magic. Most of them have been extremely accepting of our arts, and the ones that haven't been at least aren't opposed enough to get violent about the subject(However, all of them are still welcome to the idea of a transport network). We have noticed one problem on our trip, however: We can't easily give people the things we've been working on, as they need LP to run it and it takes time to reach a point of being able to support the usage of them. We've gotten around this somewhat by binding the items we gave them to ourselves, but anything they make once we've left will be near worthless to them... THAT'S IT! I could make a device that mimics the binding of an item, copying a thread of our soul network to another device, so anyone can craft something new and have us power it. I can use a weak blood shard to hold the soul network thread that it uses to pass on the link... Yes, I should be able to make this easily. I really should have slept after getting home, instead of going straight to building something... It took me three hours to think of using gold for the "Key of Binding". Regardless, it has been finished. All you need to do is right click with it to set the original owner, then hand it off to the person you wish to use it. Then they right click with it, and it will bind the first thing it finds in their inventory without an owner to the person the key belongs to. While it's uses are limited, it is something you want to have around in case you ever need it. -aw.entries.architect.= +aw.entries.architect.tier5Altar=In other news, we've started talking about what we do now that we've started reaching the limit of our power once again. I've calculated the number of runes we would need, and have in fact already crafted all fifty two of them. We even have a few guesses on what to use for a blood orb, starting with these demonic blood shards... The problem now is the stabilizers we need. There is only one thing I've found that can handle the strain of the altar: The raw power of beacons. We need four bloody beacons. One is near impossible, four is... We need a miracle to get any farther. Magus says he has some plan, but I think even he is going to struggle with this. Talking with the others, I believe I should focus on setting up "The Nexus" instead of struggling with the limits of our master orbs. This is going to be a project that will take months... I've decided to limit the usage of the Nexus to mages, as public usage would tax my network night and day. I start tomorrow on this task, and plan on cleaning out some ruins about a kilometer to the east of us to set up the Nexus base. I already have a few dozen teleposition foci crafted, and enough teleposers to set up over a dozen locations. First on my list, Athis... I'll leave this book here, and will document anything that happens in my other book. Once I start research in blood magic, I will write in here again. +aw.entries.architect.priceOfPower=Magus... Magus has gotten us a reservation to kill Withers. Not only that, but we each must kill one on our own. I said I wouldn't write in here again until research started again, but I felt this is significant enough to mention... We are so close to being able to upgrade the altar. If we live through this trial, that is. I have written the details of the last few days in my other book(It has gotten far more use then I ever expected), but we have them. Enough nether stars to finish our altar, enough to experiment with, enough to make being stuck in bed with this broken leg worth it all. I have been hard at work since my leg healed, ideas gushing out of me to the point I have almost stopped eating and sleeping(Thankfully, one of the others tend to drag me out occasionally). Time to document the fruits of my labor. +aw.entries.architect.demonicOrb=Our assumption about demon blood shards was right, and after a long crafting process we have the Archmage orb. We had to spend several hours trying to fill this orb, and finally hit the cap at ten million LP, ten times the size of the master orb... We also have graduated up to the slate dubbed "Ethereal". I know this isn't much fan fare, but this has become a bit of an expected event. +aw.entries.architect.energyBazooka=First thing I created with this new orb was an improvement to the energy blaster, as I felt it just wasn't strong enough during the fight with the wither. Harnessing the power of a few reagents and a demonic blood shard, I have created the "Energy Bazooka"(Not a clue what a bazooka is, but Demir tells me they shoot big explosions). Costing twenty thousand LP a shot, it launches one main projectile that upon hitting something explodes into twenty more smaller explosive projectiles to devastate other living things around it. I have tried tweaking it so that terrain isn't harmed, but there may be minor damage depending on what is hit. There is a "Slight" problem of recoil, but nothing we can't live with. +aw.entries.architect.accelerationRune=Moving my attention on to runes for our wonderful new altar, I had a revelation as I noticed a speed rune next to a dislocation rune: Increasing how much LP is moved from the buffer is fine, but how about increasing how often it transfers LP? Using a few materials like buckets and an ethereal slate, I have transformed a normal speed rune into something far greater. Instead of affecting crafting speed, one rune will lower the delay the altar has on moving the contents of the buffer by a twentieth of a second per rune. I have noticed a strange limitation, however: Any runes beyond nineteen seem to have so little effect it isn't noticeable anymore, so you can only have the altar transfer twenty times a second. I will need to run some experimentation on the best ratios of acceleration to dislocation runes, but I suspect that the capacity will also be a factor. +aw.entries.architect.harvest=Bella has dragged me with her to town so she can be sure I'm out of the lab for a while(I have noticed I'm a little pale, but I just assumed that was from all the sacrifices I've been making lately). As we ate two sandwiches at a bench on the edge of the village, I watched the farmers in the field slaving over the harvest while trying to outrun the storm just visible in the distance. Talking with Bella about ways to help them, I created the basic idea for the sigil now known as the "Harvest Goddess". It is to the "Reap of the Harvest Moon" what the "Sigil of the Green grove" is to the ritual of the green grove, performing a similar effect to the harvest moon around the user by summoning a little demonic imp(You can thank Bella for this part). As soon as we had a version ready, Bella ran out into the field with a green grove, haste, and magnetism sigil to quickly run through the field collecting the harvest behind her. Needless to say, the few farmers in the field were awe struck by this sight and a few of the newer ones thought she was a goddess sent to answer their prayers(And I liked the sound of it, so we now have a name for the sigil). +aw.entries.architect.demonProblem=A mage can never get a good rest without something happening... Magus has finally launched an operation to deal with the demon portal, and has asked Vlad, Demir, and myself to lead the siege team. He has cooked up some complicated plan that only he knows all the details, and in fact might be the only one who even has any idea if it might work (Quite a few of us felt lost when he gave the basic overview of the plan). One question asked at the meeting that felt quite memorable was "Wait, how are you able to replicate this portal?" Magus only smiled and asked him "At what point does science stop being science and starts being magic? It is the same principles and theories at work, just a different means of execution." For Magus, that seemed to answer everything. Gah, I need to focus on packing for the trip as we won't be back for a few weeks. I feel like I'm heading out for war, and I guess in a way we are... Alright, I did not expect to find a camp of demons when we warped to Venric's folly. I expected a hole in the fabric of space, I expected a few demons, but a little village... Not to mention the fact that I had to save a fairly inexperienced thaumaturge who hasn't dealt with demons before. He rushed in, thinking he would show off a bit. To his credit, he did manage to kill a few demons before the hoard took him down. I had to run in with a teleposer to save him, but we did discover something important: From the vanishing remains of the demons, I retreaved two crystals. One was a shiny red we have named a "Life shard". The other a brilliant blue we have dubbed a "Soul shard". What is odd is that my bound armor seemed to react when I touched them, and I saw a few stray strands of soul threads between the demons and these shards. But that isn't what was really odd. I was spotted by one of the demons when I went to save the fool, and noticed two things very quickly: The demon had a connection to the portal with a few soul stands. The second thing was that it seemed to be... Vibrating? Closest word that comes to mind when I think of it. Shortly after that, two things happened: The demons started running towards us from every part of the village, and for a few hours after we left the camp seemed to be under a lockdown. The demons had donned armor, and were patrolling the area instead of building. These guards seemed a little stronger then the others, but tomorrow I plan on mounting an operation to collect more of these shards for research... +aw.entries.architect.tier6Altar=From what we have learned so far, these crystals seem to be ordinary crystals (Well, ordinary as anything from Tartarous can be here) filled with demonic aura and... changed by the travel through the portal. These demons have been using them as a sort of personal anchor, an extension of the main portal's influence. I have discovered that mixing these crystals together in a five to four ratio of life to soul shards forms a purple block that is practically pulsating with demonic power. Since we may be here a while, I have started construction of a prototype blood altar that utilizes these new blocks for enough stability for a T6 to be possible. I have yet to try this, but if it works... Once again, a theory proved to work out. With the addition of four pillars capped in these crystal clusters, we are able to support another seventy six runes, nineteen on each side of the altar. I have also tried the clusters out for making a blood orb, and the "Transcendent orb" was the result with a cap of thirty million LP. Sadly, I haven't had a chance to experiment with this new altar or orb, so I haven't anything else to share yet. +aw.entries.architect.moreThanHuman=Magus and I have been looking into the oddity I noticed with the demon crystal and bound armour, and what we have reaped from it was far beyond what I had expected. I has assumed at first this would simply allow more sigils or other things slotted into our armour, but that was far from the truth. As it turns out, the demon soul in the armour was reacting to the crystals and was becoming more... Active? Present? Detached? All of these are accurate, but none of them are quite right. Regardless, strands of the demon's soul become... Loose? In my head this is makes sense, but on paper it just sounds odd. Let's start that again, no matter how odd it sounds. The strands of the demon soul became loose from the armour in some places, and I noticed them interacting with my own soul strands leading to the armour, twisting and tangling the strands. And as they touched my soul strands, I felt... Something. I can't put it into words, but I knew it is something to look into. Mentioning it to Magus, he made reference to tales of old arch mages making pacts with demons for a bit of the demon's power. With this train of thought in mind, we started the road that lead to what has recently born fruit: Project Omega. The concept was simple: Fuse the soul of the user and the demon in the armour, then see what results from it. The stories of what demonic power can do vary widely, so we honestly had no idea what to expect. What we got was the Omega state. Long story of testing short, we found that reagents made the perfect medium to hold our souls and that of a demon together, with as few repercussions as possible. What was interesting is that the reagent used seemed to... Colour(?) the demon soul, attuning it like those of the Demon invasion. Depending on the reagent used, the powers and abilities offered changed drastically. We gained power beyond anything expected, with the armour reshaping itself to suit it's new abilities. While there are too many to list by name, I'll cover a few general features. First, we haven't reached a point where the Omega state lasts forever. We use reagent to power the fusion, and to maintain this fusion it slowly burns through the reagent. While Magus has made a ritual to offset this, the range and the cost mean it is far from an ideal option. In order to ensure we aren't caught of guard by reagent running out mid battle without warning, I've managed to create a visual display in the helm(Located on the left side of the screen, next to the LP bar, or at least would be if you have a divination sigil slotted into your bound armour). We also found that the demonic power gave our armour it's own buffer of extra health, taking damage that normally would have pierced through armour and hurt us. I added another bar to represent this, underneath the other two bars. I should note that this "Reagent health" needs reagent to form, so the more damage it takes in for you the less Omega time you have. Depending on the reagent used for the process, we discovered that the area around us had an impact on us. We gained boons from each armour, with extra health and stronger strikes being common place among all of them. However, this weapon can cut both ways: While we gain boons in favourable areas, in hostile areas we would suffer debuffs and weaknesses. Water armour is great in an Ocean biome, not so hot in the Nether however. This is something to keep in mind before starting Omega: Don't pick one based on effects alone, but where you expect to be fighting. I should end this entry here for now, as we are still working on Project Omega. As of this time of writing, we have only managed to enter Omega using Terrea, Aquasallus, Incendium, and Aether. Any other reagent we've tried will need some fine tuning to have working, as we needed to customise the ritual for each of the four we have. We have also noted some odd behaviour from the armour when in use, trying to expend energy in odd ways. I plan on looking into this at a later date. aw.entries.architect.= aw.entries.architect.= aw.entries.architect.= @@ -111,16 +119,20 @@ guide.BloodMagic.entryName.architect.superiorCapacity=Rune of Superior Capacity guide.BloodMagic.entryName.architect.orbRune=Rune of the Orb guide.BloodMagic.entryName.architect.fieldTrip=A Field Trip guide.BloodMagic.entryName.architect.bindingKey=The Key of Binding -guide.BloodMagic.entryName.architect. -guide.BloodMagic.entryName.architect. -guide.BloodMagic.entryName.architect. -guide.BloodMagic.entryName.architect. -guide.BloodMagic.entryName.architect. -guide.BloodMagic.entryName.architect. -guide.BloodMagic.entryName.architect. +guide.BloodMagic.entryName.architect.tier5Altar=The Trials of a Tier 5 Altar +guide.BloodMagic.entryName.architect.priceOfPower=The Price of Power +guide.BloodMagic.entryName.architect.demonicOrb=The Archmage's Orb +guide.BloodMagic.entryName.architect.energyBazooka=Power of the Energy Bazooka +guide.BloodMagic.entryName.architect.accelerationRune=Acceleration Runes +guide.BloodMagic.entryName.architect.harvest=The Harvest Godess +guide.BloodMagic.entryName.architect.demonProblem=Solving a Demon Problem +guide.BloodMagic.entryName.architect.tier6Altar=Tier 6 Already +guide.BloodMagic.entryName.architect.moreThanHuman=More Than Human: Project Omega + guide.BloodMagic.category.architect=The Architect - - +guide.BloodMagic.welcomeMessage= +guide.BloodMagic.book.title=Sanguine Scientiem +guide.BloodMagic.book.name=Sanguine Scientiem