RPGMana (Mana for Spell Engine)
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Bringing Mana to the Spell Engine mods!
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Features role-playing elements like character progression, quests, and story-driven gameplay.
Includes gameplay or mechanics related to brewing systems, potions, or the transmutation of matter.
Includes magical spells, wands, and other casting tools.
Introduces new enchantments and/or changes the vanilla enchantment system.
Adds tools to customize the user interface and menus.
Adds extra features or content to an existing mod.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Archon Compatible! Search for Arch-RPGMana for the Archon-Dependent versions of the mod!
This mod adds a bunch of attributes related to Mana, including Mana Regen and Mana Cost.
This mod requires the Spell Engine and related mods in order to function, mana is used for the spells cast through the Spell Engine API.
Players have a base mana regen of 4, and spells by default can cost no less than 20 mana should they require a rune to cast.
Spells that don't explicitly have mana costs but explicitly have rune costs are assigned mana costs based on amount of projectiles, spell coefficient, among other variables. In the spell .json you are allowed to assign explicit mana costs that replace this formula.
By default, you are allowed to use mana in place of runes should you have no runes. You have no mana by default and you need some equipment that gives you mana in order to use it.
In order to incentivize using mana over simply using spell infinity, and to justify using jewellery and enchantment slots for mana scaling, spells by default do more damage based on how much mana you've spent in the past 4 seconds.
You are allowed to spend more mana than you have one time, but doing so incurs a debt that you have to recover. You cannot cast spells while you have a mana debt.
There are basic rings that can be found as treasure that will give you mana attributes. Their awakened versions can be found in endgame content.
Enchantments will be your main source of mana related stats. These enchants include:
Lucid - More mana regen, only for armour
Resplendent - Even more mana regen, only for weapons
Inspired - More mana cost, goes on weapons
Mana-Stabilized - Less mana cost, goes on weapons
Manafused - More maximum mana, goes on armour
There are three potions associated with mana:
Borrowed Power gives you 40 mana but reduces your mana regen, and also gives you the ability to cast even at negative mana. Spells cast this way still incur their mana cost. If you have a negative mana balance at the end of the effect, you take magic damage based on the negative amount.
Magical Overdrive gives you mana cost and mana regen, but reduces your mana..
Magical Stability reduces your mana cost and gives you extra mana regen.
For Spell Engine devs: In order to give your spell a dedicated mana cost, designate a "rpgmana" value in the "cost" block in the spell.json.
For people who wish to use the maximum mana attribute in their own content, it's recommended to use addition modifiers rather than multiplicative due to the way calculations interact with enchantments.
If you use a mod that messes with the GUI like this one does and have GUI elements overlapping, try enabling the alternate Mana indicator in the client.json5 config file. This centralized mana indicator should never conflict with any GUI changes.
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