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Minecraft Mod & Modpack Reviews

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5.0
serathewitch

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MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Excellent pack to ease players into modded minecraft. It has quest descriptions that explain concepts very well, and allows for the transition from complete lack of knowledge to understanding of basic concepts. Very fun to play, and accomplishes the goal it aimed for well.

1
0
5.0
serathewitch

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MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Excellent pack to ease players into modded minecraft. It has quest descriptions that explain concepts very well, and allows for the transition from complete lack of knowledge to understanding of basic concepts. Very fun to play, and accomplishes the goal it aimed for well.

1
0
5.0
FTB Academy
serathewitch

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MC 1.12
1
0
5.0
Aliagor

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Total 1,000 hrs MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

To start off I completed E2EE 3 times, one normal solo run, one team peaceful run and one solo skyblock run. They all should add to ~1000 hours of playtime combined.

Quests:
Quest lines that have been reworked/improved in E2EE compared to E2E are really good. Best example of this would be Thaumcraft quests, original quest line from E2E was really lacking in quality. Quest rewards have been rebalanced but they are still mainly loot boxes.

Custom ore processing:
Ore processing has been improved mainly due to buffing the "Refining" infusion enchantment from Thaumcraft. There is more steps including magic to the ore processing to get even better yield or chance for byproducts but in most cases first step is enough. I used next steps only for one type of resource that was quite tricky to get.

Computer mods:
Some of the mechanics like printing blocks from computer mods are needed in order to progress. They are all explained in tooltips for player that might not have required programming knowledge.

Peaceful mode:
While this mod is not super hard it comes with really nice features for other modes. If the game is beatable in peaceful mode you can craft loot from mobs and bosses which provides another option to progress. For gaia spirit can be crafted and automated if you do not want to fight the boss.

Mechanics variety:
Modpack developer nerfed "Mainstream" options and mechanics like Mekanism Ethylene power generation and Angel Ring for example. This encourages player to find options from other mobs. Good example might be flight, getting angel ring requires a lot of EU2 power and NC:O irradiation which might seem like a "scary" mechanic. This item is not super expensive but requires some knowlege to be able to obtain it. Other options for flight might be Beacon with custom block for secondary effect (there is block that will give flight and you can add block that will make the beacon effect work for single player in whole dimension), final armor from Thaumcraft addon progression gives flight as well, you get access to semi-creative flight in Thaumcraft even earlier. There is more options I just listed ones that I used.

Skyblock experience:
Early game of skyblock is probably one of the most unique ones I played. For ore gathering you can use standard Ex Nihilio sieves but they give only a few types of resources and processing drops from them require in world fluid interaction with seared stone fluid. Iron can be gathered from trees and gold can be obtained by turning pigs in pigmans. After you have ore generation done and enter mid-game the experience is pretty simmilar to the normal run, you will have to use more expensive skyblock recipes for items that you would find by exploration.
Late game skyblock is where the difficulty starts showing. To reach end goal in skyblock you have to use most of the mechanics in modpack. Most notable QMD, Bees, NC:O. In normal run you could skip hard parts by exploration but in skyblock you have to take the long harder route.

Exploration:
Exploration is super rewarding in E2EE. The rewards are mainly tied to exploring other planets using Advanced Rocketry. You can find fluids to pump out using pumpjacks or some pumps if fluids are placed in world. Planets also can spawn blocks that are needed in progression for some mods. For example you can find NC:O fuels, QMD liquids or EnderIO liquids. Most of these things would require big setups but some of them can be skipped by exploration.

Magic mods:
Magic still feels kinda left out like in E2EE. Thaumcraft is way better included in progression than in E2E but Botania, Astral and BM still don't have that many uses so there is no reason to create powerful mana generation or a lot of max tier blood magic altars. In recent update I have not played BM is getting more uses so hopefully this will continue for all magic mods.

Development:
Modpack developer is active on Discord and is open to suggestions. If you find a bug or some mechanic that feels grindy you can reach out and possibly contribute to improving the E2EE experience.

Performance:
Never had any issues and modpack developer is constantly trying to improve the preformance. This also comes with some downsides because convienient but laggy options (IC2 ejector upgrades for example) might get disabled in future updates to improve servers performance.

  • Screenshot 1: Great custom mechanics
  • Screenshot 2: Great custom mechanics
  • Screenshot 3: Great custom mechanics
2
0
5.0
Aliagor

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Total 1,000 hrs MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

To start off I completed E2EE 3 times, one normal solo run, one team peaceful run and one solo skyblock run. They all should add to ~1000 hours of playtime combined.

Quests:
Quest lines that have been reworked/improved in E2EE compared to E2E are really good. Best example of this would be Thaumcraft quests, original quest line from E2E was really lacking in quality. Quest rewards have been rebalanced but they are still mainly loot boxes.

Custom ore processing:
Ore processing has been improved mainly due to buffing the "Refining" infusion enchantment from Thaumcraft. There is more steps including magic to the ore processing to get even better yield or chance for byproducts but in most cases first step is enough. I used next steps only for one type of resource that was quite tricky to get.

Computer mods:
Some of the mechanics like printing blocks from computer mods are needed in order to progress. They are all explained in tooltips for player that might not have required programming knowledge.

Peaceful mode:
While this mod is not super hard it comes with really nice features for other modes. If the game is beatable in peaceful mode you can craft loot from mobs and bosses which provides another option to progress. For gaia spirit can be crafted and automated if you do not want to fight the boss.

Mechanics variety:
Modpack developer nerfed "Mainstream" options and mechanics like Mekanism Ethylene power generation and Angel Ring for example. This encourages player to find options from other mobs. Good example might be flight, getting angel ring requires a lot of EU2 power and NC:O irradiation which might seem like a "scary" mechanic. This item is not super expensive but requires some knowlege to be able to obtain it. Other options for flight might be Beacon with custom block for secondary effect (there is block that will give flight and you can add block that will make the beacon effect work for single player in whole dimension), final armor from Thaumcraft addon progression gives flight as well, you get access to semi-creative flight in Thaumcraft even earlier. There is more options I just listed ones that I used.

Skyblock experience:
Early game of skyblock is probably one of the most unique ones I played. For ore gathering you can use standard Ex Nihilio sieves but they give only a few types of resources and processing drops from them require in world fluid interaction with seared stone fluid. Iron can be gathered from trees and gold can be obtained by turning pigs in pigmans. After you have ore generation done and enter mid-game the experience is pretty simmilar to the normal run, you will have to use more expensive skyblock recipes for items that you would find by exploration.
Late game skyblock is where the difficulty starts showing. To reach end goal in skyblock you have to use most of the mechanics in modpack. Most notable QMD, Bees, NC:O. In normal run you could skip hard parts by exploration but in skyblock you have to take the long harder route.

Exploration:
Exploration is super rewarding in E2EE. The rewards are mainly tied to exploring other planets using Advanced Rocketry. You can find fluids to pump out using pumpjacks or some pumps if fluids are placed in world. Planets also can spawn blocks that are needed in progression for some mods. For example you can find NC:O fuels, QMD liquids or EnderIO liquids. Most of these things would require big setups but some of them can be skipped by exploration.

Magic mods:
Magic still feels kinda left out like in E2EE. Thaumcraft is way better included in progression than in E2E but Botania, Astral and BM still don't have that many uses so there is no reason to create powerful mana generation or a lot of max tier blood magic altars. In recent update I have not played BM is getting more uses so hopefully this will continue for all magic mods.

Development:
Modpack developer is active on Discord and is open to suggestions. If you find a bug or some mechanic that feels grindy you can reach out and possibly contribute to improving the E2EE experience.

Performance:
Never had any issues and modpack developer is constantly trying to improve the preformance. This also comes with some downsides because convienient but laggy options (IC2 ejector upgrades for example) might get disabled in future updates to improve servers performance.

  • Screenshot 1: Great custom mechanics
  • Screenshot 2: Great custom mechanics
  • Screenshot 3: Great custom mechanics
2
0
5.0
Enigmatica 2: Expert - Extended
Aliagor

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Total 1,000 hrs MC 1.12
2
0
5.0
obsiid

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MC 1.16, 1.1… MC 1.16, 1.18, 1.19, 1.20
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

While the default settings are very unbalanced and honestly hurt a lot of things more than they help, the mod is SO customizable through configs and datapacks that you can basically make it anything you want.
By default:
-Sugarcane grows to world height, and cactus grow 5 blocks tall.
-New enchanting system, which is very great and I don't need to make changes to ever.
-Spawners can be upgraded, and in the config you can change the item required to upgrade different stats, by default it's pretty easy to make it ridiculous. You can also change the level of Silk Touch required to mine a spawner and keep it.

And the systems which I always have to change extensively, Affixes and gems
By default, gems spawn from enemies at a decently high rate, they spawn in structures and they can be created by the player using other gems. Gems aren't very strong generally and are very chance based.

An affix is another way to refer to a stat, affix gear from my understanding just means "gear with a stat boost" For example, an iron sword with increased crit damage, or a shield with increased movement speed. Anyone want moon gravity pants?
Generally, these are weak on low tier equipment, which can be gained from random zombies, and in overworld chests.
High tier affix equipment can be gotten plentifully in the End, high tier affix gear is ridiculously powerful and needs to be purposely tweaked if not fully removed most of the time. If you don't care about balance, then you shouldn't worry about this part, go explore the end!
You can "salvage" the gear and gain "affix materials" which allow you to apply affixes to any gear, not just vanilla! You too can finally have your cotton candy affix sword! If you don't have any mods that add gear, that's okay, you can use it to reroll your affixes instead! It's basically an enchanting table that works on previously affixed gear.

As I said before, you can change (almost) everything in the mod! Don't like the enchanting? Goodbye enchanting! Only want the sugarcane to grow a little? Sure! Perhaps you wish an affix to deal 100 thousand damage? I don't see why you would, but you can!
I generally remove ALL natural ways to get affix gear, and allow you to gain the crafting materials yourself through a complex crafting tree using the KubeJS mod. This is generally beyond a normal player, I suggest disabling boss spawns so that the equipment is rarer.

1
0
5.0
obsiid

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MC 1.16, 1.1… MC 1.16, 1.18, 1.19, 1.20
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

While the default settings are very unbalanced and honestly hurt a lot of things more than they help, the mod is SO customizable through configs and datapacks that you can basically make it anything you want.
By default:
-Sugarcane grows to world height, and cactus grow 5 blocks tall.
-New enchanting system, which is very great and I don't need to make changes to ever.
-Spawners can be upgraded, and in the config you can change the item required to upgrade different stats, by default it's pretty easy to make it ridiculous. You can also change the level of Silk Touch required to mine a spawner and keep it.

And the systems which I always have to change extensively, Affixes and gems
By default, gems spawn from enemies at a decently high rate, they spawn in structures and they can be created by the player using other gems. Gems aren't very strong generally and are very chance based.

An affix is another way to refer to a stat, affix gear from my understanding just means "gear with a stat boost" For example, an iron sword with increased crit damage, or a shield with increased movement speed. Anyone want moon gravity pants?
Generally, these are weak on low tier equipment, which can be gained from random zombies, and in overworld chests.
High tier affix equipment can be gotten plentifully in the End, high tier affix gear is ridiculously powerful and needs to be purposely tweaked if not fully removed most of the time. If you don't care about balance, then you shouldn't worry about this part, go explore the end!
You can "salvage" the gear and gain "affix materials" which allow you to apply affixes to any gear, not just vanilla! You too can finally have your cotton candy affix sword! If you don't have any mods that add gear, that's okay, you can use it to reroll your affixes instead! It's basically an enchanting table that works on previously affixed gear.

As I said before, you can change (almost) everything in the mod! Don't like the enchanting? Goodbye enchanting! Only want the sugarcane to grow a little? Sure! Perhaps you wish an affix to deal 100 thousand damage? I don't see why you would, but you can!
I generally remove ALL natural ways to get affix gear, and allow you to gain the crafting materials yourself through a complex crafting tree using the KubeJS mod. This is generally beyond a normal player, I suggest disabling boss spawns so that the equipment is rarer.

1
0
5.0
Apotheosis
obsiid

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MC 1.16, 1.1… MC 1.16, 1.18, 1.19, 1.20
1
0
4.0
JDII

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Total 100 hrs MC 1.12, 1.2… MC 1.12, 1.20
Gameplay
3.0
Aesthetics
3.0
Performance
4.0

While I'm not a huge fan of the "make a cross-compatibility addon for literally every mod separately" approach, this mod is still pretty great. It balances out the vanilla wood-gathering system quite well if you ask me.

2
0
4.0
JDII

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Total 100 hrs MC 1.12, 1.2… MC 1.12, 1.20
Gameplay
3.0
Aesthetics
3.0
Performance
4.0

While I'm not a huge fan of the "make a cross-compatibility addon for literally every mod separately" approach, this mod is still pretty great. It balances out the vanilla wood-gathering system quite well if you ask me.

2
0
4.0
Dynamic Trees
JDII

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Total 100 hrs MC 1.12, 1.2… MC 1.12, 1.20
2
0
5.0
CalaMariGold

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ModDex staff Admin

Runs ModDex: builds and maintains the site, oversees moderation, and posts news and announcements.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.19
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

I don't have many hours in other tech mods so take this with a grain of salt, but every time I play a modpack with tech, I've found myself gravitating towards Mekanism. I really enjoy its aesthetics, intuitiveness, and the progression. It's super simple to get into, but also challenges you in plenty of ways. It all feels very seamless and polished with plenty of risk and reward. Making a fission and fusion reactors was super challenging for me but lots of fun!

2
0
5.0
CalaMariGold

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ModDex staff Admin

Runs ModDex: builds and maintains the site, oversees moderation, and posts news and announcements.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.19
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

I don't have many hours in other tech mods so take this with a grain of salt, but every time I play a modpack with tech, I've found myself gravitating towards Mekanism. I really enjoy its aesthetics, intuitiveness, and the progression. It's super simple to get into, but also challenges you in plenty of ways. It all feels very seamless and polished with plenty of risk and reward. Making a fission and fusion reactors was super challenging for me but lots of fun!

2
0
5.0
Mekanism
CalaMariGold

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ModDex staff Admin

Runs ModDex: builds and maintains the site, oversees moderation, and posts news and announcements.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.19
2
0
5.0
KishiBeFauna

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Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

I absolutely loved the Witcher franchise, so I have been following this mod pack ever since. The great mechanic use of the silver swords being more of a requirement to kill monsters from the betweenlands as the mod pack allows for mobs from betweenlands to spawn in the overworld. Music choice is great. However, one issue I have with this mod pack is that it uses vanilla world generations. We still get new biomes and such but the world generation could use something a lil more unique as the witcher game wasn't just about hunting monsters but explorations and taking in the scenery, same with the villages. I understand this mod pack was built for low-end PC and laptop users, I used to be a potato user when I played this mod pack and it was great, especially with the most recent updates. Still give it a try though. I'm just glad there is a witcher themed mod pack and hopefully, there'll be more in the future but for newer version of mc, I doubt it could beat this mod pack by zonko. A fabric witcher modpack sounds cursed but ay performance amirite.

1
0
5.0
KishiBeFauna

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Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

I absolutely loved the Witcher franchise, so I have been following this mod pack ever since. The great mechanic use of the silver swords being more of a requirement to kill monsters from the betweenlands as the mod pack allows for mobs from betweenlands to spawn in the overworld. Music choice is great. However, one issue I have with this mod pack is that it uses vanilla world generations. We still get new biomes and such but the world generation could use something a lil more unique as the witcher game wasn't just about hunting monsters but explorations and taking in the scenery, same with the villages. I understand this mod pack was built for low-end PC and laptop users, I used to be a potato user when I played this mod pack and it was great, especially with the most recent updates. Still give it a try though. I'm just glad there is a witcher themed mod pack and hopefully, there'll be more in the future but for newer version of mc, I doubt it could beat this mod pack by zonko. A fabric witcher modpack sounds cursed but ay performance amirite.

1
0
5.0
Hunting Monsters The Witcher Modpack
KishiBeFauna

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Total 100 hrs MC 1.12
1
0
5.0
smedi

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Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

SevTech:Ages sets a high standard for all progression-based modpacks with its seamless progression between thematically different mods, as well as its effective use of the GameStages mod to create an engaging experience for players of all skill levels. I personally found the early-to-mid game most enjoyable (stages 0–3 and 4). I felt like the pack became more tedious towards the end, however. Playing SevTech:Ages is fun, both alone and with friends.

1
0
5.0
smedi

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Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

SevTech:Ages sets a high standard for all progression-based modpacks with its seamless progression between thematically different mods, as well as its effective use of the GameStages mod to create an engaging experience for players of all skill levels. I personally found the early-to-mid game most enjoyable (stages 0–3 and 4). I felt like the pack became more tedious towards the end, however. Playing SevTech:Ages is fun, both alone and with friends.

1
0
5.0
SevTech: Ages
smedi

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Total 100 hrs MC 1.12
1
0
4.0
TheBedrockMaster

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Total 20 hrs MC 1.19
Gameplay
4.0
Aesthetics
4.0
Performance
4.0

I had some fun playing through this mod pack, I thought Chapter 1 and 2 were both pretty fun and Chapter 3 was fine, the quests expect you to know a fair bit of the mods (Botania and PneumaticCraft) besides from the limited descriptions I think the quests are good, very nicely laid out. Chapter 4 was a huge missed opportunity, the quests started out amazing and then just ended and went to ProjectE progression, (not as bad as usual but still very grindy) the sleep time skipping is the only thing that kept me going. I had a great time playing with ChemLib and Alchemistry through the pack and I think the creator did an amazing job with all the EMC values. Overall I thought the pack was good, but could have easily been so much better.

1
0
4.0
TheBedrockMaster

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Total 20 hrs MC 1.19
Gameplay
4.0
Aesthetics
4.0
Performance
4.0

I had some fun playing through this mod pack, I thought Chapter 1 and 2 were both pretty fun and Chapter 3 was fine, the quests expect you to know a fair bit of the mods (Botania and PneumaticCraft) besides from the limited descriptions I think the quests are good, very nicely laid out. Chapter 4 was a huge missed opportunity, the quests started out amazing and then just ended and went to ProjectE progression, (not as bad as usual but still very grindy) the sleep time skipping is the only thing that kept me going. I had a great time playing with ChemLib and Alchemistry through the pack and I think the creator did an amazing job with all the EMC values. Overall I thought the pack was good, but could have easily been so much better.

1
0
4.0
UniversIO
TheBedrockMaster

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Total 20 hrs MC 1.19
1
0
3.0
Daniel

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Total 20 hrs MC 1.19
Gameplay
3.0
Aesthetics
4.0
Performance
4.0

Although the modpack has a nice system of progression and it has a good progression system for a 500 mods modpack, but is not fully polished yet. In my personal gameplay, I was able to quickly creative fly with the ability bottle mod

0
1
3.0
Daniel

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Total 20 hrs MC 1.19
Gameplay
3.0
Aesthetics
4.0
Performance
4.0

Although the modpack has a nice system of progression and it has a good progression system for a 500 mods modpack, but is not fully polished yet. In my personal gameplay, I was able to quickly creative fly with the ability bottle mod

0
1
3.0
Age of Fate
Daniel

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Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 20 hrs MC 1.19
0
1
3.0
Koolant

Reputation ranks

Explorer 0 pts ←
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 5 hrs MC 1.12
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

I like the staffs, they add a nice feature to modpacks. I mostly view this mod as a tool, though. It adds essences which can be infused onto diamond wands to make special staffs. The electric staff gives a launch, one heals, one poisions, and one fires. The poison one is pretty bad tho. I mostly like it because the magic essence gives a perfect get out of jail card for recipies. Fire bow? Don't know what to use? FLAME ESSENCE.
They spawn in dungeons, and pretty much everything is configurable. What i'd really like is a fork of this that adds Crafttweaker and JEI support, so that you could use the infusion table on other things. And JEI so you can see the recipies. I say 'fork' because the authors havent made any mod updates since 2021.
anyways, simple, decent tool for my modpack, but could be better.

1
0
3.0
Koolant

Reputation ranks

Explorer 0 pts ←
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 5 hrs MC 1.12
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

I like the staffs, they add a nice feature to modpacks. I mostly view this mod as a tool, though. It adds essences which can be infused onto diamond wands to make special staffs. The electric staff gives a launch, one heals, one poisions, and one fires. The poison one is pretty bad tho. I mostly like it because the magic essence gives a perfect get out of jail card for recipies. Fire bow? Don't know what to use? FLAME ESSENCE.
They spawn in dungeons, and pretty much everything is configurable. What i'd really like is a fork of this that adds Crafttweaker and JEI support, so that you could use the infusion table on other things. And JEI so you can see the recipies. I say 'fork' because the authors havent made any mod updates since 2021.
anyways, simple, decent tool for my modpack, but could be better.

1
0
3.0
MagicStaffs
Koolant

Reputation ranks

Explorer 0 pts ←
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 5 hrs MC 1.12
1
0