Apothic Staff Rarities
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Extends Fallen Gems & Affixes' staff affixes to Apotheotic Additions rarities. Datapack-driven and configurable, with per-rarity scaling and per-category toggles. Soft dependencies, server-side only.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Apothic Staff Rarities
Adds Fallen Gems & Affixes' staff affixes for the post-mythic rarities from Apotheotic Additions (Heirloom, Artifact, Esoteric). FG&A's staff affixes only define values through the base rarities up to ancient, and none of them declare the AA tiers, so those categories don't roll at AA rarities. This mod adds them with 30 new entries:
9 autocast affixes:
acupuncturearrow_volleyburning_dashice_spikesshadow_slashsonic_boomstompsunbeamvolt_strike
14 spell_effect / mob_effect affixes:
acidicbloodlettingbolsteringburstingelusiveensnaringgrievousivy_lacedrevitalizingsatanicsophisticatedswiftweakeningwithering
4 spell_cast affixes:
bastionhemospikeradiantstormlash
3 unique staff affixes:
concentrationcooldown_resetmana_shield
Every JSON only adds the three AA rarity buckets, so FG&A still owns common through ancient and this just sits on top.
Requirements
- Minecraft 1.20.1
- Forge 47.x
- Apotheosis 7.4.x
- Fallen Gems & Affixes
- Apotheotic Additions
- Iron's Spellbooks (entries gate on
irons_spellbooksbeing loaded)
All deps are optional in mods.toml, so if something's missing the mod still loads and the JSONs that need it just don't apply.
Configuration
Config lives at config/apothic_staff_rarities-common.toml and gets generated on first launch with defaults and a header that walks through the layout. It's two-tier so you can go quick or detailed depending on how much tuning you actually want to do.
Tier 1: rarity-wide multipliers
[scaling] has three multipliers, one per AA rarity, clamped to the range 0.01 to 100.0. What a multiplier changes depends on the value type:
- autocast and spell affixes: the level range and the cooldown, rounded to whole numbers
- step-function values (durations, the
cooldown_resetandmana_shieldchances, and amplifiers written as amin/steps/stepblock): the per-level step term, so the level-dependent part scales with the multiplier while the base floor and step count stay as written - integer amplifiers (a bare number): the amplifier, rounded to the nearest whole level, so a multiplier close to 1.0 may leave it unchanged
- concentration is a yes/no flag, so the multiplier leaves it alone
Example:
heirloom_multiplier = 1.0artifact_multiplier = 1.0esoteric_multiplier = 1.25
Tier 2: per-affix overrides
[overrides] has a subsection per affix per rarity. Leave a field out to keep the tier 1 scaled default. Set a field to any value to hard-set it, and the multiplier stops applying to that field. Old configs that used -1 still work for backward compatibility.
Example under [overrides.autocast.acupuncture.esoteric]:
cooldown = 90
Omitted fields stay tier 1 scaled, so here only the cooldown is pinned and the level range still gets the multiplier.
Disabling a category
[disable] skips a whole affix category at AA rarities by emptying out the rarity-values map at load, so the affix can't roll heirloom/artifact/esoteric. FG&A's common-through-ancient entries are left alone.
Flags under [disable]:
autocast = truemob_effect = falsespell = falseconcentration = falsecooldown_reset = falsemana_shield = false
Resolution order
For each affix value at load:
- Read the JSON default
- If
[disable.<category>]is true, skip the affix - Scale by the tier 1 multiplier for the rarity
- If a tier 2 override for the field is present, replace the scaled value with the override
- Apply the final value
Reloading without restarting
/apothicstaffrarities reload (alias /asr reload, op level 2) re-reads the config and re-applies the override pass. The reply is a single line: the number of affixes applied when the config changed, or config unchanged when it didn't. A regular /reload works too since the override pass runs at the end of every datapack reload anyway.
A note on display
At high multipliers a mob-effect amplifier can exceed the levels Minecraft has display names for, so an effect may show a raw key like potion.potency.8 instead of a roman numeral. This is a vanilla display limit for high potion levels, not a fault in the mod, and it doesn't change the actual effect strength.
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