
Supernatural
Adds supernatural mobs and entities to your world!
Features
-Ritual Altar-
By using Deepslate Bricks, some Iron Bars, and a block of Grave Soil from a graveyard, one can make a Ritual Altar. This block is the primary source to contact an unknown entity to perform rituals, deals, and much more. Anyone can use this, and to get started... Well, you'll need to get a Ritual Circle around the Altar and access to Amethyst Shards. To get a Ritual Circle around the Altar, you will need to setup twelve different candles spot in a circle. This can be done quickly by using candles on the Ritual Altar directly, which will automatically place the candle in the required spots, assuming there are space. Once all twelve spots have been initially placed, the four most outer parts of the circle should have three candles while the rest have two candles each...
Now, as for the requirement of Amethyst Shards? This feature doesn't require the use of candles, it only requires the basic requirement that everything else about this Ritual Altar requires, which is being in a light level of 6 or below. So, make sure your altar is in a nice dark spot with an Amethyst Shard placed within. Then, kill any mob near the altar. Some might be outright immune to this, such as golems or bosses, however those that aren't... When slain near an Altar with an Amethyst Shard, their soul will be collected and the shard will be transformed into a Soulgem. Captured Souls do have strengths to them going from Petty to Grand, so experimenting on different mobs to figure out their soul strength is a must.
The next step from here is to get yourself a Tome of Rituals. While powerful Necromancers can drop this item, you can make one yourself at the Ritual Altar. To perform rituals, all you need to do is place the required item into the altar, light the required specific amount of candles, and then break a Soulgem upon the altar that has the minimum required soul. For the Ritual of Knowledge, you need a Soulgem with at least a Common soul inside, twelve candles lit out of the total twenty eight you should have, and a Book & Quill within the altar itself. Once all requirements are done within a dark enough space, the ritual will succeed and the Tome of Rituals will be yours. Most of the other possible Rituals can be read in this Tome by using the mouse-wheel to scroll through the pages. Each Ritual will have a name, a description, then list a required item, required soul strength, and lastly the number of lit candles in roman numeral.
However, some Rituals are found elsewhere, are hidden, or even have an additional requirement. For example, the Ritual of Resurrection can use any soulgem, however it will require a sacrifice. That sacrifice's soul must equal to the same soul strength, or higher, to the soulgem you're trying to resurrect, or else the ritual will take the next best thing that is nearby... There is also a Ritual to gain Vampirism, via Contract. This Ritual's requirements is on the Contract itself, and the required item is the Contract itself.
Lastly, there is one more final Ritual that can be done, which is Soul Enchanting. The item in the Altar has to be an enchantable item, and you must have at least thirty levels of experience to perform this. This Ritual will enchant the item randomly, using the strength of the soulgem and the amount of lit candles to determine the strength of the enchanting progress. This also determines the total cost in experience points, not levels, when enchanting this way.
-Vampirism-
Vampires are individuals whom made a deal with an unknown entity to gain supernatural strength and favor, in exchange of living a more cursed life with additional weaknesses. Some Illagers have already made this pact, choosing to move away from their fellow kind into some old rundown graveyards that can be found in the swamp. However, Vampirism is also a curse that can be spread, and an individual can unwillingly become a vampire without needing to sign or agree to a contract. When Vampirism is contracted in this way, the victim will have a single day to remove the curse before they become a fully fledged vampire.
If one were to desire Vampirism... Then simply wait the day, or find a rare contract to perform the ritual to gain Vampirism. It is said that contracts are usually handed out by leaders within the Illager subgroup, though they tend to be powerful Necromancers so approach with caution and be ready for a fight. Either way, once Vampirism has be cursed upon the victim (or blessed in some eyes), all of your current life force will be drained down to a single hitpoint so be prepared to heal up from the transformation. Once a victim has become a Vampire, they will gain the additional benefits and disadvantages:
- 15% Increased Movement Speed (Configurable).
- +3 to Melee Attack Damage (Configurable).
- Invisibility While Sneaking (Configurable).
- Ability to Bite Necks of Sleeping Villagers/Players for Blood.
- Ability to Collect Bottles o' Blood from Sleeping Villagers/Players.
- Weakness to Sun Damage, requiring Helmet Protection (Configurable).
- Weakness to Wooden Swords (Configurable).
- Weakness to the Smite Enchantment.
On top of all of that. Vampires no longer have hunger, and thus doesn't need to eat. However, without a proper beating heart, they cannot regenerate health as easily, taking a while to heal usually. Luckily, attacking living targets that has blood can help heal you, or drinking blood directly as well. Hence, to a vampire, those sleeping become potential blood banks if the vampire has enough bottles. If the mod "Thirst Was Taken" is installed, a vampire player's thirst will be changed into blood and will require them to drink blood.
-Possession-
Deep within the swamps, you can find old abandoned graveyards that have plenty of grave soil. This unique block has a special function that during the night, or within darkness, the block can bring forth spirits from another dimension into this world. These spirits can either be Vexes (Configurable), or a new kind of spirit known as a Spook. Spooks are small spirits that are easily spooked, and will attempt to possessed nearby entities to help scare potential threats. They can possessed farm animals, making them float and burn from within or they can possessed an entire suit of armor from an armorstand, where they'll become more hostile in this form.
However, if one were to attack a Spook then it may possessed that user directly to hide within it, and when possessed... The victim will be unable to interact with blocks or break blocks, causing them to be stuck. Possession can be cured by milk, like many other effects, or by obtaining the glowing effect as Spooks do not like the light, to a point of vanishing in direct sunlight. Though, one can befriend a Spook by simply not forcing it out. If one were to wait for the Spook to come out of their possessed victim willing, then the Spook maybe tamed to that victim, and if that Spook were to then possessed a suit of armor then it will become a guardian for the victim of the possession.
Credits
- Piero: Sound Designer for Multiple Entities..
- nojustgavin, Burack, Void Guardian, & Myahster: Texture Artists that made older textures or contributes rarely.