These plants rarely spawn in roofed forests. The are a block wide. Once per day their leafs will open and an ore or jewel will be visible (Irom,Diamond,Gold,Emerald,Lapiz). You can right click the plant with an emty hand to pick up the ore. Than the leafs will close and will open again tomorrow with an other ore producing during the night. The ore that is created in the plant is random everytime it opens, so if you found an Oreborn Plant that spawned an iron ingot, next time it can spawn an emerald. If you break or cut these plants, they will only drop the ore if the leafs are open, but there is a way to plant these ore producers. Their seeds! They can only be obtained throw a new mob. These plants are one of the greater goods that the new mob will provide to the player
A large (about 4-4.5 blocks tall) golem like creature made of mostly hardened neatherack, with bits of bedrock. Spends its time half buried under ground (feeding off minerals) until disturbed which it will then emerge and attack.
Abilities
Other then standard melee attacks with its arms, Its signature ability is a concentrated "beam" of fire (similar to Barako's sun beam but with bit more spread like a flamethrower). it does this by "opening its eye" and charging up its beam then firing (cannot turn its body when firing and can only move its head slightly).
Concept
Alternate Concept Weapon Firing Concept
Fighting it
Its hide is hard, Dealing no damage with anything that isn't a pickaxe. And even then, pickaxes don't deal much damage either. The best way to deal damage to it is striking its head right before it fires its spew of flames.
Additional Abilities
To make the fight more exciting, similar to the Weoughtnaut, perhaps this mob gains more abilities as you damage it. I've only come up with 2
1 - Fires a smaller versions of its beam attack from its feet to "jump" a roughly 8-12 block distance towards the player, its landing creating a small AOE fiery blast.
2 - Similar to 1st attack but instead of jumping, it holds itself in place and does a 360 degree spin while firing its main fire beam and then landing with a large AOE fiery blast.
Rewards (Drops)
Other then Neatherack, the monsters head can be obtained and be used acts like a flamethrower. Holding right mouse button will charge it up and fire it. Draining its durability as you hold it. To balance it out, if you are hit while charging it, it will "burn out", damaging the player holding it and draining a chunk of the weapons durability. This could also happen if being used for to long. After this it will need to recharge.
Reparing it could require either a vanilla item or some new fiery crystal that generates in the nether and or is found on the Mob itself. Basically a fuel source
Is there no way to make mobs scuttle on ceilings or walls of caves? For the Grottols, my original interpretation of what you were gonna do is some sort of swarming mob that runs away from you not only on the floor but also climbing up walls and ceilings, and they sort of swarm together and disperse as well, if you get what I mean. Was that not your original intention or is it just technically impossible/difficult?
BTW I'm a big fan of this mod and its amazing quality in vision and in your execution of that vision.
Now, here's a concept I like to call the ectomancer.
It would likely spawn in swamps
It would have several abilities (now, I'm going to add more than it should have, so you don't like one, just ignore it)
It would be able to summon 3-5 ghosts, which I will elaborate on later.
It would be able to convert nearby ghosts into shields (or free health, I don't know)
All of its attacks would give a status effect, called ghostly
It would also be able to convert nearby ghosts into one of three attacks (all of which deal magic damage)
-ball of ghost colored energy which will track you down, until it slowly shrinks away
-ball that will be fired linearly, but bounce upon collision
-ball that will attempt to follow the player, but will slowly fall towards the ground. When it hits the ground, it creates a small shock wave and disappears
It would also have a long staff, which it would use to bash characters away from it. (would not give the ghostly effect)
He will have very slow passive regen
Once it reaches 75% health, it gains a few new abilities (He will live the state if he reaches 90% again).
-Increased amount of ghosts per summon
-Ability to consume a ghost to leap to a location
-Whenever it uses its ball attack, it summons two balls
-two (or three) balls spawn upon reaching 75% health these balls will be bouncy tracker shots that create shockwaves on collision. These will last until:
-The Player gets a certain distance away from the ectomancer
-The Ectomancer Dies
-The Ectomancer heals above 90%
-Consumes a ghost to upgrade its melee weapon (for about 5-10 seconds) to one of the following (note: all weapon upgrades would be ghostly looking bits attached to staff), increasing its damage, and making its damage magical
-Sword
-Long Axe
-Spear
-Makes it shoot a laser
-If weapon is currently upgraded, it cannot shoot the balls, as the staff weapon would be used for both
-If weapon is upgraded, it will attempt to get towards the player, while if it isn't, it tries to keep away from the player
-The upgraded version of the weapon would give the ghostly effect
Upon Death, he will drop his Staff (he would also become a big ghost, which would try to fly away from the player)
His staff would be able to, when used by the player
-Deal 3 damage per hit, plus it would act like it had knock back 1 by default
-Upon right clicking a block, summon a ghost (up to 3 out at once)
-Upon Right clicking a Ghost, turning it into a projectile item which, after being picked up, would act as the bouncy linear ball once thrown
-Shift-Right Clicking would consume the ghost, and turning the weapon into the upgraded version for 5 seconds, making it deal 4 magic damage per hit, giving the player speed and jump boost, and cause hits to give the ghostly effect
-While in upgraded mode, killing any enemy would reset the 5 second timer
-Outside of upgraded mode, killing any enemy with the weapon would add some charge to the weapon
Ghosts:
Ghosts are like larger, slower, lazier vex.
They will deal 1.5 hearts of magic damage per hit, and that attack causes weakness
As I mentioned, they are lazy, and will frequently decide to not attack, and merely circle around the its target, just outside of attack range, doing taunts, or just flat around randomly
Ghostly Effect:
When the ghostly effect is applied, all magic damage applied to the target is doubled, and it will cause for nearby ghosts to stop being lazy, and lock onto the target with conviction. It would probably give visual effects when applied on a player
Now, here's a concept I like to call the ectomancer.
It would likely spawn in swamps
It would have several abilities (now, I'm going to add more than it should have, so you don't like one, just ignore it)
It would be able to summon 3-5 ghosts, which I will elaborate on later.
It would be able to convert nearby ghosts into shields (or free health, I don't know)
All of its attacks would give a status effect, called ghostly
It would also be able to convert nearby ghosts into one of three attacks (all of which deal magic damage)
-ball of ghost colored energy which will track you down, until it slowly shrinks away
-ball that will be fired linearly, but bounce upon collision
-ball that will attempt to follow the player, but will slowly fall towards the ground. When it hits the ground, it creates a small shock wave and disappears
It would also have a long staff, which it would use to bash characters away from it. (would not give the ghostly effect)
He will have very slow passive regen
Once it reaches 75% health, it gains a few new abilities (He will live the state if he reaches 90% again).
-Increased amount of ghosts per summon
-Ability to consume a ghost to leap to a location
-Whenever it uses its ball attack, it summons two balls
-two (or three) balls spawn upon reaching 75% health these balls will be bouncy tracker shots that create shockwaves on collision. These will last until:
-The Player gets a certain distance away from the ectomancer
-The Ectomancer Dies
-The Ectomancer heals above 90%
-Consumes a ghost to upgrade its melee weapon (for about 5-10 seconds) to one of the following (note: all weapon upgrades would be ghostly looking bits attached to staff), increasing its damage, and making its damage magical
-Sword
-Long Axe
-Spear
-Makes it shoot a laser
-If weapon is currently upgraded, it cannot shoot the balls, as the staff weapon would be used for both
-If weapon is upgraded, it will attempt to get towards the player, while if it isn't, it tries to keep away from the player
-The upgraded version of the weapon would give the ghostly effect
Upon Death, he will drop his Staff (he would also become a big ghost, which would try to fly away from the player)
His staff would be able to, when used by the player
-Deal 3 damage per hit, plus it would act like it had knock back 1 by default
-Upon right clicking a block, summon a ghost (up to 3 out at once)
-Upon Right clicking a Ghost, turning it into a projectile item which, after being picked up, would act as the bouncy linear ball once thrown
-Shift-Right Clicking would consume the ghost, and turning the weapon into the upgraded version for 5 seconds, making it deal 4 magic damage per hit, giving the player speed and jump boost, and cause hits to give the ghostly effect
-While in upgraded mode, killing any enemy would reset the 5 second timer
-Outside of upgraded mode, killing any enemy with the weapon would add some charge to the weapon
Ghosts:
Ghosts are like larger, slower, lazier vex.
They will deal 1.5 hearts of magic damage per hit, and that attack causes weakness
As I mentioned, they are lazy, and will frequently decide to not attack, and merely circle around the its target, just outside of attack range, doing taunts, or just flat around randomly
Ghostly Effect:
When the ghostly effect is applied, all magic damage applied to the target is doubled, and it will cause for nearby ghosts to stop being lazy, and lock onto the target with conviction. It would probably give visual effects when applied on a player
Amazing concept in my opinion, but you mentioned multiple upgraded versions of the staff. Would the player get all of them, or would it be just one. And, if it is all of the upgrades, how would you select which one it is?
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Now you'll have to acquire 3 totems of undying and give them to the necromancer and the 3 totems will float around each other and merge together with a dark purple particle splash. There is the new created Undead Totem. There is a new item that can be obtained throw the Necromancer. Drumm Of The Underworld. You must give the Necromancer a 10 Rotten flesh and a zombie head to have the Zombie Drumm Of The Underworld. Or you give him 10 bones and a skeleton head to have the skeleton Drumm Of The Underworld. Once you obtain the drumm (it's a tribal drumm and a drumm stick with a skeletetal head on it) you'll be able to hold right click and a slow drumm music will play and a dark portal will open from the ground. Depending on the drumm you used you'll be able to summon: A big zombie giant (not as big as the vanilla giant) holding a bone as a cub, like a barakoa (using the Zombie Drumm Of The Underworld) or you summon a Skeleton Archer with an enchanted bow and iron hemet riding a skeleton horse. (Using the skeleton Drumm Of The Underworld)
The Design of the Necromancer: A skeletal figure without legs covered in little clothing. With a skeletal face and horns. To have a batter idea of what I'm talking about, my design is based on the WoW character Kel'Thusad.
Amazing concept in my opinion, but you mentioned multiple upgraded versions of the staff. Would the player get all of them, or would it be just one. And, if it is all of the upgrades, how would you select which one it is?
Well, it would probably be one, but if there were to be several types, shift right clicking on empty air should switch it up
Bored of life I came up with a mob that I think would fit in the mod and that meets the characteristics of not being a giant animal, a mythological being or a "normal" enemy, the mob is called Dreiaugen (which means " three eyes "in German (Placeholder name)).
This mob would be similar to a salamander, but with three orange eyes, two additional pairs of legs, three pairs of wings and a tail that ends in a ball. To make it very special from the beginning I thought it should appear in the nether, specifically on the ceiling, this mob would walk under the nether's ceiling and have a size close to the Frostmaw. This mob would move at high speeds through the roof to position on top of the player, so far I have thought of four attacks (three of them are "mandatory", that is, they can be done anywhere in the nether):
1. Magma balls: it consists of the Dreiaugen opening the ball of its tail and shooting 3 guided magma balls with a medium speed, they would not do much damage.
2. Break: Consists of the Dreiaugen tightly squeezing its tail and hitting the ceiling hardly, causing fragments of netherrack falling quickly on top of the player, however this attack would not break the block that was hit by the Dreiaugen.
3. Abysmal look: The Dreiaugen would stare at the player for a moment, if the player does not place a block in front of him to avoid being watched by the Dreiaugen, he will be burned. (similar to guardians)
4. If there is a lava ocean nearby and the Dreiaugen has only half the life or less, it would use its wings to lower and absorb a little lava, to later return to the ceiling and shoot its tail with a large non-guided magma ball or a jet of lava.
To kill it you should shoot the center of the ball of its tail repeatedly when it is open.
Bored of life I came up with a mob that I think would fit in the mod and that meets the characteristics of not being a giant animal, a mythological being or a "normal" enemy, the mob is called Dreiaugen (which means " three eyes "in German (Placeholder name)).
This mob would be similar to a salamander, but with three orange eyes, two additional pairs of legs, three pairs of wings and a tail that ends in a ball. To make it very special from the beginning I thought it should appear in the nether, specifically on the ceiling, this mob would walk under the nether's ceiling and have a size close to the Frostmaw. This mob would move at high speeds through the roof to position on top of the player, so far I have thought of four attacks (three of them are "mandatory", that is, they can be done anywhere in the nether):
1. Magma balls: it consists of the Dreiaugen opening the ball of its tail and shooting 3 guided magma balls with a medium speed, they would not do much damage.
2. Break: Consists of the Dreiaugen tightly squeezing its tail and hitting the ceiling hardly, causing fragments of netherrack falling quickly on top of the player, however this attack would not break the block that was hit by the Dreiaugen.
3. Abysmal look: The Dreiaugen would stare at the player for a moment, if the player does not place a block in front of him to avoid being watched by the Dreiaugen, he will be burned. (similar to guardians)
4. If there is a lava ocean nearby and the Dreiaugen has only half the life or less, it would use its wings to lower and absorb a little lava, to later return to the ceiling and shoot its tail with a large non-guided magma ball or a jet of lava.
To kill it you should shoot the center of the ball of its tail repeatedly when it is open.
For now that's all
Hmm, what if there was some Nether mob that would experience reverse gravity? Like they are made out of a material lighter than the air in the Nether and actually so much that they always walk on- and fall to the ceiling of the Nether.
This would make for some very interesting pathfinding mechanics I guess. Also, they would/could receive fall damage when falling up more than 3 blocks, just like any mob or player normally would falling down.
I would suggest some kind of grapple attack to pull themselves down to Players or passive mobs if they were to be aggressive mobs, but I don't want to make it seem as if I was inspired by Half Life's Barnacles.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
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"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I started re-thinking the rewards that the player will get for killing the Necromancer and I came up with the perfect idea. When a player kills the Necromancer, it will drop the Drumm Of The Underworld. This also means that I needed to scrap the idea of using the drumm to summon a giant zombie and a skeleton cavalry. You can right click with the drumm and a from the ground a portal dark purple portal will start to appear. When the portal fully appears ( a 5x5 dark purple sircle with purple smoke particles that look like skulls) you'll need a Skull Of The Titan to activate it. If try to walk on the portal it will start to damage you and a message will pop up saying: Find The Skull Of The Titan. This item has a chance to generate inside any chest in a generated structure (Dungeon,Jungle and Desert Temple,Stronghold,Mineshaft) Once you obtain the item, you can return to the portal that you created and drop the skull into the portal. Than a loud roar will be heard and a skeletal dragon will rise from the portal. This dragon is Bryn'Troll, The Underworld Fossil. He looks like a smaller version of the legend of Zelda boss Stallord. Even tho classified as an undead he cannot burn in sunlight. He is stationary and cannot move outside of the portal. Bryn'Troll will engage you in combat. He has 4 attacks.
Skeleton Smash: Bryn'Troll will smash his hand in the ground where you're staying, causing damage and knocking you back.
Bonespike Graveyard: Bryn'Troll will put his hand into the portal and at your location the blocks will start to create breaking particles. You better step aside the targeted area or sharp bonespikes will come out of the ground damaging you and continue to do damage as long as you stay there. Than the spikes return back to the ground. Bryn'Troll can use this attack up to 3 times in a row.
Bone Storm: Bryn'Troll will open his mouth and a volley of little bone spikes will be rapidly shoted towards you.
Death Breath: Bryn'Troll will shoot a withering blast from his mouth. Wherever it hits, it leaves a withering area of effect.
This mob has 35 hearts of health and deals 4 hearts of damage with it's melee attack 3 harts with its bonespike graveyard attack as well as additional half a heart attack when you stay in them. Half a heart of damage for each mini bone spoke hitting you by Bone storm. And 2 hearts of damage from Death Breath. When you kill Bryn'Troll he will sink into the portal roaring and the portal will shkrink until it collapses. At the centre you will find the item that is dropped by Bryn'Troll. The Fang Of Bryn'Troll is your rewards. What does it do? It gives you Osteomancy when it's on your inventory. Osteomancy gives you new powerful abilities. When you hold CTRL (configurable) and right-click bones behind your back will grow and form a ribcage around you acting as a shield. It can take 8 hearts of damage until it's destroyed. This shield only lasts for 5 seconds. It can take damage from Malee attacks range attacks and explosives. You can be affected by magic,drowning,lava,void,ice crystal,sun strikes and frostmaws freezing attacks. The ribcage shield can also block Solar beams.If you don't want to wait for the times to run out you can hold CTRL And right-click again to return your bones back. To balance this skill you cannot perform melee or range attacks while the shield is active. This ability is called Ribcage Shield
The second ability is Bonespike Graveyard. With an empty hand or an item that does nothing when right-clicking you can look at any horizontal block you can see their hitboxes (just like sun strike) and right click and the bonepikes will come out of the ground (it's basically the same as the skill that Bryn'Troll uses)
You can hold down righ click when holding The Fang Of Bryn'Troll and it will start spinning faster and faster (it means that it's being ready to be shot just like a bow and arrow) and release right click to shoot it. It will deal massive damage, but the famg has an other side effect. When you hit mobs with it (not players only mobs) it will posses them and make them right for you. This means that they will not attack you but instead attack other players and hostile mobs. You can only have one possesed mob at a time. When you shoot your Fang it will drop on the ground and only the one that shot it can pick it up again. Keep in mind tho, if you get killed by an other player and get your Fang, they will now have Osteomancy amd you will not.
I don’t really have an idea, just a suggestion. Why not add a mob, or some other treasure that spawns in or around fossils. Currently, other that when you need a butt-ton of bonemeal, they are useless, and so rare they aren’t even worth searching for.
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Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
Hello again! Amazing work on your most recent update! My favorite part of your update is the grottle’s idol animation were it taps the ground, it’s the cutest thing I’ve ever seen! I hope life is going well for you
anyways I have a brief mob suggestion,
Basically I’m thinking of a mob that can manipulate snow!
i have no idea what it will look like(possibly something like a lemming, there like little hamster mouse things, they burrow under snow) but I do know it’s main method of attack
it will fight by using the snow around to form a snowball around itself and roll towards you, the snowball will get bigger and bigger as it’s rolling towards you, because as it’s moving it’s collecting more snow; it will do this until it reaches its max size; it won’t get bigger if it’s not rolling on snow so that’s why it spawns in the tundra; I’m thinking it will get as big as the player; it will try over and over again to run over you and the only way to stop it is by causing it to crash into a block either by placing one or dodging it and letting it hit a wall; when this happens, the snowball will break and it will be stunned for a moment; This is your chance to strike back! If you don’t get to it in time it will burrow under the snow and reappear somewhere else and roll again, the bigger it’s snowball gets the more damage and knockback it will do
if you manage to kill it it will drop and item that can be used to roll into a snowball but it can be only be used if standing on snow layers
the item can also connect back to your plans with cryomancy, what I mean is, this can be an optional spell like what you did for the earth magic
i hope you like it! Good luck with your work on this mod, I appreciate what you do
Wow. This idea is a great one. The mob design can be re-worked but the general idea Is pretty cool. I don't know if the player can roll into a snowball but the ability is a really cool one and would fit really good with the Cryomancers
Can we use the Frostmaw's crystal?
Oreborn Plant.
These plants rarely spawn in roofed forests. The are a block wide. Once per day their leafs will open and an ore or jewel will be visible (Irom,Diamond,Gold,Emerald,Lapiz). You can right click the plant with an emty hand to pick up the ore. Than the leafs will close and will open again tomorrow with an other ore producing during the night. The ore that is created in the plant is random everytime it opens, so if you found an Oreborn Plant that spawned an iron ingot, next time it can spawn an emerald. If you break or cut these plants, they will only drop the ore if the leafs are open, but there is a way to plant these ore producers. Their seeds! They can only be obtained throw a new mob. These plants are one of the greater goods that the new mob will provide to the player
Hostile Nether Humanoid Monster
A large (about 4-4.5 blocks tall) golem like creature made of mostly hardened neatherack, with bits of bedrock. Spends its time half buried under ground (feeding off minerals) until disturbed which it will then emerge and attack.
Abilities
Other then standard melee attacks with its arms, Its signature ability is a concentrated "beam" of fire (similar to Barako's sun beam but with bit more spread like a flamethrower). it does this by "opening its eye" and charging up its beam then firing (cannot turn its body when firing and can only move its head slightly).
Concept
Alternate Concept
Weapon Firing Concept
Fighting it
Its hide is hard, Dealing no damage with anything that isn't a pickaxe. And even then, pickaxes don't deal much damage either. The best way to deal damage to it is striking its head right before it fires its spew of flames.
Additional Abilities
To make the fight more exciting, similar to the Weoughtnaut, perhaps this mob gains more abilities as you damage it. I've only come up with 2
1 - Fires a smaller versions of its beam attack from its feet to "jump" a roughly 8-12 block distance towards the player, its landing creating a small AOE fiery blast.
2 - Similar to 1st attack but instead of jumping, it holds itself in place and does a 360 degree spin while firing its main fire beam and then landing with a large AOE fiery blast.
Rewards (Drops)
Other then Neatherack, the monsters head can be obtained and be used acts like a flamethrower. Holding right mouse button will charge it up and fire it. Draining its durability as you hold it. To balance it out, if you are hit while charging it, it will "burn out", damaging the player holding it and draining a chunk of the weapons durability. This could also happen if being used for to long. After this it will need to recharge.
Reparing it could require either a vanilla item or some new fiery crystal that generates in the nether and or is found on the Mob itself. Basically a fuel source
Awesome to see that my favorite mod is still being worked on; it’s shaping up to be, if I may be so bold as to say, the best mod ever!
Yes
Is there no way to make mobs scuttle on ceilings or walls of caves? For the Grottols, my original interpretation of what you were gonna do is some sort of swarming mob that runs away from you not only on the floor but also climbing up walls and ceilings, and they sort of swarm together and disperse as well, if you get what I mean. Was that not your original intention or is it just technically impossible/difficult?
BTW I'm a big fan of this mod and its amazing quality in vision and in your execution of that vision.
Now, here's a concept I like to call the ectomancer.
It would likely spawn in swamps
It would have several abilities (now, I'm going to add more than it should have, so you don't like one, just ignore it)
It would be able to summon 3-5 ghosts, which I will elaborate on later.
It would be able to convert nearby ghosts into shields (or free health, I don't know)
All of its attacks would give a status effect, called ghostly
It would also be able to convert nearby ghosts into one of three attacks (all of which deal magic damage)
-ball of ghost colored energy which will track you down, until it slowly shrinks away
-ball that will be fired linearly, but bounce upon collision
-ball that will attempt to follow the player, but will slowly fall towards the ground. When it hits the ground, it creates a small shock wave and disappears
It would also have a long staff, which it would use to bash characters away from it. (would not give the ghostly effect)
He will have very slow passive regen
Once it reaches 75% health, it gains a few new abilities (He will live the state if he reaches 90% again).
-Increased amount of ghosts per summon
-Ability to consume a ghost to leap to a location
-Whenever it uses its ball attack, it summons two balls
-two (or three) balls spawn upon reaching 75% health these balls will be bouncy tracker shots that create shockwaves on collision. These will last until:
-The Player gets a certain distance away from the ectomancer
-The Ectomancer Dies
-The Ectomancer heals above 90%
-Consumes a ghost to upgrade its melee weapon (for about 5-10 seconds) to one of the following (note: all weapon upgrades would be ghostly looking bits attached to staff), increasing its damage, and making its damage magical
-Sword
-Long Axe
-Spear
-Makes it shoot a laser
-If weapon is currently upgraded, it cannot shoot the balls, as the staff weapon would be used for both
-If weapon is upgraded, it will attempt to get towards the player, while if it isn't, it tries to keep away from the player
-The upgraded version of the weapon would give the ghostly effect
Upon Death, he will drop his Staff (he would also become a big ghost, which would try to fly away from the player)
His staff would be able to, when used by the player
-Deal 3 damage per hit, plus it would act like it had knock back 1 by default
-Upon right clicking a block, summon a ghost (up to 3 out at once)
-Upon Right clicking a Ghost, turning it into a projectile item which, after being picked up, would act as the bouncy linear ball once thrown
-Shift-Right Clicking would consume the ghost, and turning the weapon into the upgraded version for 5 seconds, making it deal 4 magic damage per hit, giving the player speed and jump boost, and cause hits to give the ghostly effect
-While in upgraded mode, killing any enemy would reset the 5 second timer
-Outside of upgraded mode, killing any enemy with the weapon would add some charge to the weapon
Ghosts:
Ghosts are like larger, slower, lazier vex.
They will deal 1.5 hearts of magic damage per hit, and that attack causes weakness
As I mentioned, they are lazy, and will frequently decide to not attack, and merely circle around the its target, just outside of attack range, doing taunts, or just flat around randomly
Ghostly Effect:
When the ghostly effect is applied, all magic damage applied to the target is doubled, and it will cause for nearby ghosts to stop being lazy, and lock onto the target with conviction. It would probably give visual effects when applied on a player
Amazing concept in my opinion, but you mentioned multiple upgraded versions of the staff. Would the player get all of them, or would it be just one. And, if it is all of the upgrades, how would you select which one it is?
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Necromancer Update.
Now you'll have to acquire 3 totems of undying and give them to the necromancer and the 3 totems will float around each other and merge together with a dark purple particle splash. There is the new created Undead Totem. There is a new item that can be obtained throw the Necromancer. Drumm Of The Underworld. You must give the Necromancer a 10 Rotten flesh and a zombie head to have the Zombie Drumm Of The Underworld. Or you give him 10 bones and a skeleton head to have the skeleton Drumm Of The Underworld. Once you obtain the drumm (it's a tribal drumm and a drumm stick with a skeletetal head on it) you'll be able to hold right click and a slow drumm music will play and a dark portal will open from the ground. Depending on the drumm you used you'll be able to summon: A big zombie giant (not as big as the vanilla giant) holding a bone as a cub, like a barakoa (using the Zombie Drumm Of The Underworld) or you summon a Skeleton Archer with an enchanted bow and iron hemet riding a skeleton horse. (Using the skeleton Drumm Of The Underworld)
The Design of the Necromancer: A skeletal figure without legs covered in little clothing. With a skeletal face and horns. To have a batter idea of what I'm talking about, my design is based on the WoW character Kel'Thusad.
Well, it would probably be one, but if there were to be several types, shift right clicking on empty air should switch it up
Bored of life I came up with a mob that I think would fit in the mod and that meets the characteristics of not being a giant animal, a mythological being or a "normal" enemy, the mob is called Dreiaugen (which means " three eyes "in German (Placeholder name)).
This mob would be similar to a salamander, but with three orange eyes, two additional pairs of legs, three pairs of wings and a tail that ends in a ball. To make it very special from the beginning I thought it should appear in the nether, specifically on the ceiling, this mob would walk under the nether's ceiling and have a size close to the Frostmaw. This mob would move at high speeds through the roof to position on top of the player, so far I have thought of four attacks (three of them are "mandatory", that is, they can be done anywhere in the nether):
1. Magma balls: it consists of the Dreiaugen opening the ball of its tail and shooting 3 guided magma balls with a medium speed, they would not do much damage.
2. Break: Consists of the Dreiaugen tightly squeezing its tail and hitting the ceiling hardly, causing fragments of netherrack falling quickly on top of the player, however this attack would not break the block that was hit by the Dreiaugen.
3. Abysmal look: The Dreiaugen would stare at the player for a moment, if the player does not place a block in front of him to avoid being watched by the Dreiaugen, he will be burned. (similar to guardians)
4. If there is a lava ocean nearby and the Dreiaugen has only half the life or less, it would use its wings to lower and absorb a little lava, to later return to the ceiling and shoot its tail with a large non-guided magma ball or a jet of lava.
To kill it you should shoot the center of the ball of its tail repeatedly when it is open.
For now that's all
Hmm, what if there was some Nether mob that would experience reverse gravity? Like they are made out of a material lighter than the air in the Nether and actually so much that they always walk on- and fall to the ceiling of the Nether.
This would make for some very interesting pathfinding mechanics I guess. Also, they would/could receive fall damage when falling up more than 3 blocks, just like any mob or player normally would falling down.
I would suggest some kind of grapple attack to pull themselves down to Players or passive mobs if they were to be aggressive mobs, but I don't want to make it seem as if I was inspired by Half Life's Barnacles.
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Necromancer Update
I started re-thinking the rewards that the player will get for killing the Necromancer and I came up with the perfect idea. When a player kills the Necromancer, it will drop the Drumm Of The Underworld. This also means that I needed to scrap the idea of using the drumm to summon a giant zombie and a skeleton cavalry. You can right click with the drumm and a from the ground a portal dark purple portal will start to appear. When the portal fully appears ( a 5x5 dark purple sircle with purple smoke particles that look like skulls) you'll need a Skull Of The Titan to activate it. If try to walk on the portal it will start to damage you and a message will pop up saying: Find The Skull Of The Titan. This item has a chance to generate inside any chest in a generated structure (Dungeon,Jungle and Desert Temple,Stronghold,Mineshaft) Once you obtain the item, you can return to the portal that you created and drop the skull into the portal. Than a loud roar will be heard and a skeletal dragon will rise from the portal. This dragon is Bryn'Troll, The Underworld Fossil. He looks like a smaller version of the legend of Zelda boss Stallord. Even tho classified as an undead he cannot burn in sunlight. He is stationary and cannot move outside of the portal. Bryn'Troll will engage you in combat. He has 4 attacks.
Skeleton Smash: Bryn'Troll will smash his hand in the ground where you're staying, causing damage and knocking you back.
Bonespike Graveyard: Bryn'Troll will put his hand into the portal and at your location the blocks will start to create breaking particles. You better step aside the targeted area or sharp bonespikes will come out of the ground damaging you and continue to do damage as long as you stay there. Than the spikes return back to the ground. Bryn'Troll can use this attack up to 3 times in a row.
Bone Storm: Bryn'Troll will open his mouth and a volley of little bone spikes will be rapidly shoted towards you.
Death Breath: Bryn'Troll will shoot a withering blast from his mouth. Wherever it hits, it leaves a withering area of effect.
This mob has 35 hearts of health and deals 4 hearts of damage with it's melee attack 3 harts with its bonespike graveyard attack as well as additional half a heart attack when you stay in them. Half a heart of damage for each mini bone spoke hitting you by Bone storm. And 2 hearts of damage from Death Breath. When you kill Bryn'Troll he will sink into the portal roaring and the portal will shkrink until it collapses. At the centre you will find the item that is dropped by Bryn'Troll. The Fang Of Bryn'Troll is your rewards. What does it do? It gives you Osteomancy when it's on your inventory. Osteomancy gives you new powerful abilities. When you hold CTRL (configurable) and right-click bones behind your back will grow and form a ribcage around you acting as a shield. It can take 8 hearts of damage until it's destroyed. This shield only lasts for 5 seconds. It can take damage from Malee attacks range attacks and explosives. You can be affected by magic,drowning,lava,void,ice crystal,sun strikes and frostmaws freezing attacks. The ribcage shield can also block Solar beams.If you don't want to wait for the times to run out you can hold CTRL And right-click again to return your bones back. To balance this skill you cannot perform melee or range attacks while the shield is active. This ability is called Ribcage Shield
The second ability is Bonespike Graveyard. With an empty hand or an item that does nothing when right-clicking you can look at any horizontal block you can see their hitboxes (just like sun strike) and right click and the bonepikes will come out of the ground (it's basically the same as the skill that Bryn'Troll uses)
You can hold down righ click when holding The Fang Of Bryn'Troll and it will start spinning faster and faster (it means that it's being ready to be shot just like a bow and arrow) and release right click to shoot it. It will deal massive damage, but the famg has an other side effect. When you hit mobs with it (not players only mobs) it will posses them and make them right for you. This means that they will not attack you but instead attack other players and hostile mobs. You can only have one possesed mob at a time. When you shoot your Fang it will drop on the ground and only the one that shot it can pick it up again. Keep in mind tho, if you get killed by an other player and get your Fang, they will now have Osteomancy amd you will not.
the mod will continue in 1.12.2?
I don’t really have an idea, just a suggestion. Why not add a mob, or some other treasure that spawns in or around fossils. Currently, other that when you need a butt-ton of bonemeal, they are useless, and so rare they aren’t even worth searching for.
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The Naga is probably my favorite mob ever.
Hope to see more mobs like that.
I love that Viper was used as a base for the naga model, looks great in minecraft when utilized to this extent
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So Bob what's your plan for the new mobs for the next update?
In my preference i would like the Baracoa's nemesis tribe and the angler fish but it is your mod so do what you want.
Hello again! Amazing work on your most recent update! My favorite part of your update is the grottle’s idol animation were it taps the ground, it’s the cutest thing I’ve ever seen! I hope life is going well for you
anyways I have a brief mob suggestion,
Basically I’m thinking of a mob that can manipulate snow!
i have no idea what it will look like(possibly something like a lemming, there like little hamster mouse things, they burrow under snow) but I do know it’s main method of attack
it will fight by using the snow around to form a snowball around itself and roll towards you, the snowball will get bigger and bigger as it’s rolling towards you, because as it’s moving it’s collecting more snow; it will do this until it reaches its max size; it won’t get bigger if it’s not rolling on snow so that’s why it spawns in the tundra; I’m thinking it will get as big as the player; it will try over and over again to run over you and the only way to stop it is by causing it to crash into a block either by placing one or dodging it and letting it hit a wall; when this happens, the snowball will break and it will be stunned for a moment; This is your chance to strike back! If you don’t get to it in time it will burrow under the snow and reappear somewhere else and roll again, the bigger it’s snowball gets the more damage and knockback it will do
if you manage to kill it it will drop and item that can be used to roll into a snowball but it can be only be used if standing on snow layers
the item can also connect back to your plans with cryomancy, what I mean is, this can be an optional spell like what you did for the earth magic
i hope you like it! Good luck with your work on this mod, I appreciate what you do
Wow. This idea is a great one. The mob design can be re-worked but the general idea Is pretty cool. I don't know if the player can roll into a snowball but the ability is a really cool one and would fit really good with the Cryomancers