~Features~
Vampirism & Ritual Magic
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You may run into Vampires within Graveyards. These blood-thirsty Illagers will attack with swords, have the ability to heal themselves, and drop vampire dust. The Necromancer is a boss variation of a Vampire whom can use a lot of dark magic to hold his own very well. Vampires attacking you can spread the Curse of Vampirism to you or you can be lucky enough to get a Contract that allows you to directly sign up for Vampirism...As a Vampire, the player's damage & speed will be increased while also gaining invisibility when sneaking. However, the player will become somewhat undead, which means a weakness to sunlight, smite enchantment, and have weakened regeneration though the player will also gain immunity to poison and no longer needs to eat food.
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There is also a ritual altar that can be found or craft in order to use for performing rituals. This altar is also needed for the Contract mentioned above. Performing rituals requires a ritual circle of candles as each ritual will need a required item, a soulgem, and a specific amount of lit candles. Ritual Altars can automatically catch the souls of most mobs by simply having an amethyst shard within it when a mob dies nearby, this progress can be automated with hoppers. Each and every possible mob that can be captured into a soulgem will have most of it's data properly saved, will not drop xp, will not drop items, and have a different value based on it's worth from petty to grand. The soulgem's value is important for most rituals.
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There is an in-game Tome of Rituals that can be used as a guide of learning every possible ritual and their requirements.
Spooks & Possession
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Spooks: Spooks are a new type of spirits that are exclusive to Graveyards, spawning from Grave Soil blocks (which requires an iron shovel to collect). They are easily spooked and scared little spirits whom loves to hide within entities. They can even hide in a player if provoked... When a Spook is within an entity, they will have the Possession effect and this effect will also apply buffs/debuffs accordingly. Most mobs will get a Resistance buff to reduce damage, protecting it's host.. They will levitate and set aflame animals to spook the player that way, though doesn't care if the animal in question dies... Lastly, if the target is the player themselves, the Spook will make them weaker. However, no matter what, the Glowing effect will force a Spook out of it's target as it doesn't like the glow, sunlight is also scary to them and will cause them to completely despawn upon direct contact with it. Spooks aren't persistent by default unless their last possessed target was persistent, then they will become persistent. This is to allow Spooks to be kept or take part in an animal farm but still allow them to despawn naturally. If a Spook leaves a player host on it's own record, not forced out, then it be friended to that player.
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Possessed Armor: When a Spook has possess a set of armor, it will be using an exact copy of the armor that was on the armor stand and the stand itself will be left empty. Possessed Armor will drop this copy upon death and cannot despawn naturally, so nothing can be lost if a suit of armor has been possessed. Possessed Armor will always have an iron sword. Possessed Armor cannot live without the Possession effect... If a friended possess a suit of armor then that armor will be tamed to the player, changing it's attack target priorities & gaining a new additional buff. Tamed Possessed Armors can also use the Mending enchant to repair itself when in combat.
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Vexes: This mod update Vexes. Firstly, Vexes in 1.19.2 will now have their updated look and model from 1.19.3. Secondly, Vexes will now always have a home position saved and always have a lifespan of 100 seconds, no matter how they are spawned. This because there is now a chance of a Vex spawning from Grave Soil instead of a Spook, giving Vexes a natural home in the graveyard but to keep them balanced and less annoying, they still get their proper stats when needed. Previously, Home Position, and Lifespan only applied when an Evoker summoned them.
~Credits~
- Piero: Sound Designer for Vampires, Merfolk, Ghosts, and Spooks.
- nojustgavin: Model & Texture Artist for Vampires, Merfolk, and Ghosts.
- Burack & Myahster: Texture Artists for newer textures in the mod.
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