I was always thinking of maybe finding some way to blend in or even join their forces and maybe even hire a couple knights to defend you from hostile mobs. Hmm, maybe even help the Clerics find a way into the Outerlands? Seems like that's what they're trying to accomplish from their chanting.
The Cult have always stood as something of an opposing force to the player, perhaps more out of sheer circumstances than anything. To be able to strike up some kind of cooperation with them would be interesting, as they're really after much of the same things as we are: enlightenment in the darker and more eldritch aspects of magic. (So much so, however, that we repeatedly end up at odds with the creations they leave lying around and their explorers in the Outer Lands. Not to mention the Praetors. . yikes.)
Who knows, however, what they really have up their sleeves-- but we could still serve to learn a thing or two from them, as they're versed in magic we're unfamiliar with, forging tools and weapons beyond our own craftsmanship (or interest in it, at least), and last but not least, making giant stompy golems far bigger than anything we've ever made ourselves. Perhaps partnership would be beneficial.
(Or, instead of partnership, tracking down one of their strongholds and carving a bloody, sizzling path through their ranks, evading their unflappable and merciless magical automata long enough to steal away with some of their secrets. I think hunting down a magically obfuscated Cult base a la the forest mansions from 1.11 would be amazing, not to mention a great opportunity to develop the inner lore of Thaumcraft. Who knows what kind of sinister things they're doing in there?)
The Cult have always stood as something of an opposing force to the player, perhaps more out of sheer circumstances than anything. To be able to strike up some kind of cooperation with them would be interesting, as they're really after much of the same things as we are: enlightenment in the darker and more eldritch aspects of magic. (So much so, however, that we repeatedly end up at odds with the creations they leave lying around and their explorers in the Outer Lands. Not to mention the Praetors. . yikes.)
Who knows, however, what they really have up their sleeves-- but we could still serve to learn a thing or two from them, as they're versed in magic we're unfamiliar with, forging tools and weapons beyond our own craftsmanship (or interest in it, at least), and last but not least, making giant stompy golems far bigger than anything we've ever made ourselves. Perhaps partnership would be beneficial.
(Or, instead of partnership, tracking down one of their strongholds and carving a bloody, sizzling path through their ranks, evading their unflappable and merciless magical automata long enough to steal away with some of their secrets. I think hunting down a magically obfuscated Cult base a la the forest mansions from 1.11 would be amazing, not to mention a great opportunity to develop the inner lore of Thaumcraft. Who knows what kind of sinister things they're doing in there?)
Warp has much the same psychological effects on anyone who accumulates enough of it, it's one of the ways it proves itself not to be merely mental in nature. (Different peoples' brains are different after all, they all go insane in different ways normally. Warp is unique in that it can force pretty much the same psychosis onto just about anyone, including the same hallucinations, headaches and unhealthy interest in the dark arts. This would most likely not happen if were merely insanity.) Therefore it stands to reason that given enough time and Warp, anyone would wind up wanting pretty much the same things. The Cultists are likely ancient Thaumaturges who have gone further into Warp than anyone else alive, thus gaining common motives and joining together to achieve their purposes. What those purposes are, though, that is anyone's guess... I mean, it might have something to do with the Cthulu reference in the Eldritch Revelations page, but then again maybe not. I suppose Azanor would be better suited to answer some of this stuff...
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I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Warp has much the same psychological effects on anyone who accumulates enough of it, it's one of the ways it proves itself not to be merely mental in nature. (Different peoples' brains are different after all, they all go insane in different ways normally. Warp is unique in that it can force pretty much the same psychosis onto just about anyone, including the same hallucinations, headaches and unhealthy interest in the dark arts. This would most likely not happen if were merely insanity.) Therefore it stands to reason that given enough time and Warp, anyone would wind up wanting pretty much the same things. The Cultists are likely ancient Thaumaturges who have gone further into Warp than anyone else alive, thus gaining common motives and joining together to achieve their purposes. What those purposes are, though, that is anyone's guess... I mean, it might have something to do with the Cthulu reference in the Eldritch Revelations page, but then again maybe not. I suppose Azanor would be better suited to answer some of this stuff...
Ah, but how do we know identical warp effects aren't just an artifact of Thaumcraft being a standardized, multiplayer-compatible mod? Who's to say that other figures throughout magical history went crazy in the same ways? I can definitely believe, however, that warp is a factor clinging sometimes softer, sometimes harder to a thaumaturge than just insanity. Warp, perhaps, causes and aggravates insanity, but it is not insanity on its own.
Ah, but how do we know identical warp effects aren't just an artifact of Thaumcraft being a standardized, multiplayer-compatible mod? Who's to say that other figures throughout magical history went crazy in the same ways? I can definitely believe, however, that warp is a factor clinging sometimes softer, sometimes harder to a thaumaturge than just insanity. Warp, perhaps, causes and aggravates insanity, but it is not insanity on its own.
Whatever it is, it's more than insanity for sure. How does having an unstable psyche convert your... er, waste material into Flux Goo, for example? The Thaumonomicon even states that it's definitely more than insanity: "...as sometimes the visions can impart useful knowledge, or seeming hallucinations prove frighteningly real". (Quoted from "Warp, Flux and all things Bad".)
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I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
The gauntlet has no internal vis storage - it draws directly from the aura. Also it can currently be equipped in either hand, though the animations (such as there is) are a bit funky for the off-hand.
The gauntlet has no internal vis storage - it draws directly from the aura. Also it can currently be equipped in either hand, though the animations (such as there is) are a bit funky for the off-hand.
Quick question, though, if it draws directly from the aura then how do we cast spells in aura-barren places like the Outer Lands? Perhaps we could have a bauble for this like the vis storage amulet, or if you don't want to do that again maybe a way to transport aura from distant areas directly to wherever we might be? Vis Mirrors and a Vis Mirror Amulet?
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I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Azanor said before that Gauntlets with no internal storage would make the Vis Stone and Vis Storage Amulet more useful, and I agree. They never really were used by me at least, seeming to be redundant compared to having a few extra wands (which I always have leftover after I upgrade to a new one) and took up the spot I needed for Runic Shield, so I like the idea of having to rely on a limit storage when in the outer lands.
The Cult have always stood as something of an opposing force to the player, perhaps more out of sheer circumstances than anything. To be able to strike up some kind of cooperation with them would be interesting, as they're really after much of the same things as we are: enlightenment in the darker and more eldritch aspects of magic. (So much so, however, that we repeatedly end up at odds with the creations they leave lying around and their explorers in the Outer Lands. Not to mention the Praetors. . yikes.)
Who knows, however, what they really have up their sleeves-- but we could still serve to learn a thing or two from them, as they're versed in magic we're unfamiliar with, forging tools and weapons beyond our own craftsmanship (or interest in it, at least), and last but not least, making giant stompy golems far bigger than anything we've ever made ourselves. Perhaps partnership would be beneficial.
(Or, instead of partnership, tracking down one of their strongholds and carving a bloody, sizzling path through their ranks, evading their unflappable and merciless magical automata long enough to steal away with some of their secrets. I think hunting down a magically obfuscated Cult base a la the forest mansions from 1.11 would be amazing, not to mention a great opportunity to develop the inner lore of Thaumcraft. Who knows what kind of sinister things they're doing in there?)
Seeing as the cult is generally hostile unless you keep your distance, Perhaps you can tie-in a connection by throwing out a voidmetal pearl?
One of the knight would pick it up and bring it to a priest, They will then come over to you and initiate a agreement/conversation: A mutually beneficial sharing of research and/or materials with the possibility of initiation into the cult once you've proven yourself dedicated to their cause.
Upon acceptance of the terms they will give you a pendant, Wearing this will keep them from becoming hostile so long as you don't attack anyone from the crimson cult.
Perhaps if you clear a outer-lands dungeon were the boss is the cult while wearing the pendant they'll even reward you for clearing it out for them, Adding just another bit of prestige and notoriety for you within their fold and further smoothing the path for you to join them.
Once you have gained their trust and sufficient reputation within their circle you would be offered an initiation to their cause.
They'll give you the means or open a portal to their stronghold; Their base of operation, And you would have a choice:
Proceed onward with the initiation and become one of them. rendering them allies.
Or turn on them, Carving a bloody swath through their fortress, Using their own technology against them to open portals in and out.
Maybe I am a bit too late, but I have a few suggestions for this absolutly great mod.
A way to boost Elytra-flight with Thaumcraft-stuff, maybe a connection with the Thaumostatic harness.
Creature Infusion- on the one hand, you could create magical pets and Mounts,
but you could also Infuse yourself to change the shape of your body and give yourself more Power and Abilities
(This would perhaps end up with turning yourself into a monster ...).
And what about Bauble-Rendering?I think it would be pretty cool to see for example your Focus Pouch on your side.
Hmm, maybe infusing horses to increase their stats artificially. I can hear the ad pitch now.....
Are you tired of riding around on a slow and fragile steed? Are you ready to pull out your hair because your horses failed to breed you the perfect horse for the 39th time in a row? Do you know Thaumaturgy? If you answered yes to any of these questions, look no further! Animal Infusions! Go through a slightly terrifying ritual to infuse your trusty steed with a liquid known as essentia to boost its stats through the roof! Infuse aer for speed, volatus for jump height, and victus for health! Your steed will never die in battle again! But there's more! Infuse the armor with tutamen to increase its protection. Soon your horse shall be an impregnable fortress! Ride into battle with a living tank! Just one download of Thaumcraft 5 to order! Delivery is immediate. Some assembly required. May cause loss of horse, explosions, flux lightning, and other instability events. Please consult your Thaumaturgy expert to see if Animal Infusions is right for you.
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I think a cool rare mob would be a player mob with vis crystals coming out its body. It could represent someone who tried to channel Vis through themselves and not a object like a wand or gauntlet. Plus I think it would look so cool, with they crystal models we have. or maybe something like crystal lizards like in dark souls.
I think a cool rare mob would be a player mob with vis crystals coming out its body. It could represent someone who tried to channel Vis through themselves and not a object like a wand or gauntlet. Plus I think it would look so cool, with they crystal models we have. or maybe something like crystal lizards like in dark souls.
When crafting our gauntlets, will there be the same kind of modularity as there was with the wands as far as materials go? I could have my greatwood wand with gold or brass caps, will we have the same freedom of choice with the gauntlets or is the crafting system a little more fired due to the complexity of the gauntlets?
Also just a little idea, wouldn't it be cool if we could craft some knuckle dusters / spikes to screw onto our gauntlets do that they pack a little more punch (hehe) when were forced to smack a creeper in the face?
I'd love it if you could set up your own cult that would war with the Crimson cult. building it from the ground up and expanding to take over the world (if you were that way inclined) but i know that's not really a mod aspect that Thaumcraft would really have.
Hmm, maybe infusing horses to increase their stats artificially. I can hear the ad pitch now.....
Are you tired of riding around on a slow and fragile steed? Are you ready to pull out your hair because your horses failed to breed you the perfect horse for the 39th time in a row? Do you know Thaumaturgy? If you answered yes to any of these questions, look no further! Animal Infusions! Go through a slightly terrifying ritual to infuse your trusty steed with a liquid known as essentia to boost its stats through the roof! Infuse aer for speed, volatus for jump height, and victus for health! Your steed will never die in battle again! But there's more! Infuse the armor with tutamen to increase its protection. Soon your horse shall be an impregnable fortress! Ride into battle with a living tank! Just one download of Thaumcraft 5 to order! Delivery is immediate. Some assembly required. May cause loss of horse, explosions, flux lightning, and other instability events. Please consult your Thaumaturgy expert to see if Animal Infusions is right for you.
Yeah but I think infusing them with raw volatile essence (/instead of maybe implanting them with more passive cristalised essentia) would definetly add some physical changes along with just boosted stats.
Thaumaturge: I got an idea, I'll try aer so the horse if faster! *horse floats away like a baloon* ...should've used motus.
Thaumturge: Okay, maybe I'll try volatus. *horse grows feathers* Uh, I'd ride that but it would tickle me silly.
Thaumaturge: Well I can't go wrong with victus, right? *horse becomes stronger, breaks the fence and runs of never to be seen again* Uhhhhh?
Thauaturge: Tutamen? *horse becomes a cube of chithin* Aqua? *horse melts like an amalgamate* Metlum? *metal horse than is to heavy to jump* Bestia? *horse tries to eat you* Spiritus? *ghost horse that you can't touch, walks away trough a wall* Tenebrae? *a night mare!
Thaumaturge: Oh i give up, I'l infuse one with viniculum and send it to a rival as a prank.
Yeah but I think infusing them with raw volatile essence (/instead of maybe implanting them with more passive cristalised essentia) would definetly add some physical changes along with just boosted stats.
Thaumaturge: I got an idea, I'll try aer so the horse if faster! *horse floats away like a baloon* ...should've used motus.
Thaumturge: Okay, maybe I'll try volatus. *horse grows feathers* Uh, I'd ride that but it would tickle me silly.
Thaumaturge: Well I can't go wrong with victus, right? *horse becomes stronger, breaks the fence and runs of never to be seen again* Uhhhhh?
Thauaturge: Tutamen? *horse becomes a cube of chithin* Aqua? *horse melts like an amalgamate* Metlum? *metal horse than is to heavy to jump* Bestia? *horse tries to eat you* Spiritus? *ghost horse that you can't touch, walks away trough a wall* Tenebrae? *a night mare!
Thaumaturge: Oh i give up, I'l infuse one with viniculum and send it to a rival as a prank.
Well I assume it would start eating anything not nailed down in your house.
There's also a really good pun in there in my language, but not in english (in my language we use the same word for "mamal" as for "vacuum cleaner")
Would it grow as it ate? Reminds me of the Wither Storm. xD
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I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
The Cult have always stood as something of an opposing force to the player, perhaps more out of sheer circumstances than anything. To be able to strike up some kind of cooperation with them would be interesting, as they're really after much of the same things as we are: enlightenment in the darker and more eldritch aspects of magic. (So much so, however, that we repeatedly end up at odds with the creations they leave lying around and their explorers in the Outer Lands. Not to mention the Praetors. . yikes.)
Who knows, however, what they really have up their sleeves-- but we could still serve to learn a thing or two from them, as they're versed in magic we're unfamiliar with, forging tools and weapons beyond our own craftsmanship (or interest in it, at least), and last but not least, making giant stompy golems far bigger than anything we've ever made ourselves. Perhaps partnership would be beneficial.
(Or, instead of partnership, tracking down one of their strongholds and carving a bloody, sizzling path through their ranks, evading their unflappable and merciless magical automata long enough to steal away with some of their secrets. I think hunting down a magically obfuscated Cult base a la the forest mansions from 1.11 would be amazing, not to mention a great opportunity to develop the inner lore of Thaumcraft. Who knows what kind of sinister things they're doing in there?)
Warp has much the same psychological effects on anyone who accumulates enough of it, it's one of the ways it proves itself not to be merely mental in nature. (Different peoples' brains are different after all, they all go insane in different ways normally. Warp is unique in that it can force pretty much the same psychosis onto just about anyone, including the same hallucinations, headaches and unhealthy interest in the dark arts. This would most likely not happen if were merely insanity.) Therefore it stands to reason that given enough time and Warp, anyone would wind up wanting pretty much the same things. The Cultists are likely ancient Thaumaturges who have gone further into Warp than anyone else alive, thus gaining common motives and joining together to achieve their purposes. What those purposes are, though, that is anyone's guess... I mean, it might have something to do with the Cthulu reference in the Eldritch Revelations page, but then again maybe not. I suppose Azanor would be better suited to answer some of this stuff...
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Ah, but how do we know identical warp effects aren't just an artifact of Thaumcraft being a standardized, multiplayer-compatible mod? Who's to say that other figures throughout magical history went crazy in the same ways? I can definitely believe, however, that warp is a factor clinging sometimes softer, sometimes harder to a thaumaturge than just insanity. Warp, perhaps, causes and aggravates insanity, but it is not insanity on its own.
Whatever it is, it's more than insanity for sure. How does having an unstable psyche convert your... er, waste material into Flux Goo, for example? The Thaumonomicon even states that it's definitely more than insanity: "...as sometimes the visions can impart useful knowledge, or seeming hallucinations prove frighteningly real". (Quoted from "Warp, Flux and all things Bad".)
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
The gauntlet has no internal vis storage - it draws directly from the aura. Also it can currently be equipped in either hand, though the animations (such as there is) are a bit funky for the off-hand.
Quick question, though, if it draws directly from the aura then how do we cast spells in aura-barren places like the Outer Lands? Perhaps we could have a bauble for this like the vis storage amulet, or if you don't want to do that again maybe a way to transport aura from distant areas directly to wherever we might be? Vis Mirrors and a Vis Mirror Amulet?
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Azanor said before that Gauntlets with no internal storage would make the Vis Stone and Vis Storage Amulet more useful, and I agree. They never really were used by me at least, seeming to be redundant compared to having a few extra wands (which I always have leftover after I upgrade to a new one) and took up the spot I needed for Runic Shield, so I like the idea of having to rely on a limit storage when in the outer lands.
Seeing as the cult is generally hostile unless you keep your distance, Perhaps you can tie-in a connection by throwing out a voidmetal pearl?
One of the knight would pick it up and bring it to a priest, They will then come over to you and initiate a agreement/conversation: A mutually beneficial sharing of research and/or materials with the possibility of initiation into the cult once you've proven yourself dedicated to their cause.
Upon acceptance of the terms they will give you a pendant, Wearing this will keep them from becoming hostile so long as you don't attack anyone from the crimson cult.
Perhaps if you clear a outer-lands dungeon were the boss is the cult while wearing the pendant they'll even reward you for clearing it out for them, Adding just another bit of prestige and notoriety for you within their fold and further smoothing the path for you to join them.
Once you have gained their trust and sufficient reputation within their circle you would be offered an initiation to their cause.
They'll give you the means or open a portal to their stronghold; Their base of operation, And you would have a choice:
Proceed onward with the initiation and become one of them. rendering them allies.
Or turn on them, Carving a bloody swath through their fortress, Using their own technology against them to open portals in and out.
Hmm, maybe infusing horses to increase their stats artificially. I can hear the ad pitch now.....
Are you tired of riding around on a slow and fragile steed? Are you ready to pull out your hair because your horses failed to breed you the perfect horse for the 39th time in a row? Do you know Thaumaturgy? If you answered yes to any of these questions, look no further! Animal Infusions! Go through a slightly terrifying ritual to infuse your trusty steed with a liquid known as essentia to boost its stats through the roof! Infuse aer for speed, volatus for jump height, and victus for health! Your steed will never die in battle again! But there's more! Infuse the armor with tutamen to increase its protection. Soon your horse shall be an impregnable fortress! Ride into battle with a living tank! Just one download of Thaumcraft 5 to order! Delivery is immediate. Some assembly required. May cause loss of horse, explosions, flux lightning, and other instability events. Please consult your Thaumaturgy expert to see if Animal Infusions is right for you.
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I think a cool rare mob would be a player mob with vis crystals coming out its body. It could represent someone who tried to channel Vis through themselves and not a object like a wand or gauntlet. Plus I think it would look so cool, with they crystal models we have. or maybe something like crystal lizards like in dark souls.
You talking this?
Oh yeah, I'm talking that.
When crafting our gauntlets, will there be the same kind of modularity as there was with the wands as far as materials go? I could have my greatwood wand with gold or brass caps, will we have the same freedom of choice with the gauntlets or is the crafting system a little more fired due to the complexity of the gauntlets?
Also just a little idea, wouldn't it be cool if we could craft some knuckle dusters / spikes to screw onto our gauntlets do that they pack a little more punch (hehe) when were forced to smack a creeper in the face?
Addons my friend. Addons.
Someone with your hat should be an expert on the topic of things with crystals all over.
I made a D flip-flop!
Now you got me thinking of how useful golems made with snow for flesh would be. I mean as long as they don't melt in summer...
Yeah but I think infusing them with raw volatile essence (/instead of maybe implanting them with more passive cristalised essentia) would definetly add some physical changes along with just boosted stats.
Thaumaturge: I got an idea, I'll try aer so the horse if faster! *horse floats away like a baloon* ...should've used motus.
Thaumturge: Okay, maybe I'll try volatus. *horse grows feathers* Uh, I'd ride that but it would tickle me silly.
Thaumaturge: Well I can't go wrong with victus, right? *horse becomes stronger, breaks the fence and runs of never to be seen again* Uhhhhh?
Thauaturge: Tutamen? *horse becomes a cube of chithin* Aqua? *horse melts like an amalgamate* Metlum? *metal horse than is to heavy to jump* Bestia? *horse tries to eat you* Spiritus? *ghost horse that you can't touch, walks away trough a wall* Tenebrae? *a night mare!
Thaumaturge: Oh i give up, I'l infuse one with viniculum and send it to a rival as a prank.
What would happen if you infused one with vacuos?
Well I assume it would start eating anything not nailed down in your house.
There's also a really good pun in there in my language, but not in english (in my language we use the same word for "mamal" as for "vacuum cleaner")
Would it grow as it ate? Reminds me of the Wither Storm. xD
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.