
The poisoner
A mod that adds 10 new different poison types that can be crafted in the form of ampules by extracting essences from vanilla items, when used with the origins mod it also adds a new origin focused around the use of poisons
A mod that adds 10 new different poison types that can be crafted in the form of ampules by extracting essences from vanilla items, when used with the origins mod it also adds a new origin focused around the use of these poisons.
Each poison has 5 tiers when any entity is injected with a ampule the poison effect duration on said entity increases when the timer is instead superior to 3 minutes the entity will progress to the next effect tier where the effects of the poison are harsher.
any tier 5 of any poison is ment to have really strong effects and almost guarante the dead or incapacitation of the player
if a totem is activated while the player has any of these effects instead of fully removing the effect its tier is reduced by 1 and its duration halved, this can only happen once every minute for player to prevent spamming totems to render any effect useless
Ampules can also be used to add poisons to consumable items by draggind the ampule on top of the item in the inventory and pressing right click any item can be poisoned multiple times with the same or different poisons, these items will have a small description indicating that they are poisoned (this is configurable, by default is always visible), Any player with the poisoner origin can see the amount and types of poison in any item
poison essences needed to craft ampules can be obtained by right clicking a cauldron full of water with certain items, who can do this is is configurable (by default only players with the hyperfocus effect only obtainable in normal circumstances with the origin, but it can be toggled so everyone can do it)
Unless especified otherwise all only tier 1 effects can be removed with milk buckets
Poison: Deals damage and reduces movement speed a bit. Also, its damage scales by effect duration indefinitely. Like normal poison, it can't kill.
Paralyzing Poison: Focused on slowing down the player. On higher tiers, it blocks random movement keys (WASD and space bar). At max tier, it also randomly blocks camera movement.
Anticoagulant Poison: Deals damage each time the player performs certain actions. At low levels, these actions also extend the effect duration. These actions change based on the effect tier. At tier 5, the bleeding will be raised based on the effect duration to a maximum of 99% at 3 mins+ duration.
Hallucinogen Poison: Randomly changes mobs' goals and applies strong visual effects to players. At higher levels, randomly swaps movement keybinds and drops inventory items.
Wither Poison: Can be removed at tier 1 with Golden Apples or at any tier with Enchanted Golden Apples (this also recovers lost max HP). Does normal wither damage and reduces incoming healing. Also reduces max HP permanently at a very slow rate. At any tier, turns milk buckets in the player's hand into Withered Milk Buckets.
Infernal Poison: Multiplies incoming fire damage received. Damages item durability; range goes from main hand items to the whole inventory of the player based on the effect tier. At tier 3+, taking fire damage will, in addition to damaging inventory items, evaporate liquids from any container such as potions or water buckets. At max tier, if any item is destroyed while in the inventory of the entity, it will explode causing massive damage and potentially killing it.
Ender Poison: At small tiers, might teleport the entity after each attack with a 10% chance; when this happens, an Endermite might spawn targeting said entity. These chances grow each effect tier. After tier 1, when the entity takes damage, they might spawn a floating Ender Pearl around them. This chance increases each tier. That Ender Pearl will have a timer after which it will teleport the target entity to itself. If the Ender Pearl is touched by the entity with the effect, it will be destroyed; else, if it's touched by an entity without the effect, it will trigger the teleport instantly. After tier 3, teleports caused by Ender Pearls will apply debuffs such as Slowness and Weakness. At tier 3 and 5, another 2 Ender Pearl variants will spawn. These ones, instead of teleporting the player, will trigger different effects: the first one will shoot Shulker bullets at the target every 5 seconds up to 45 seconds, and the second one, if not destroyed in 30 seconds, will spawn an End Gateway that will do different attacks randomly: summon 5 Endermites with 60 HP and Speed 2, summon Endermen, summon 10 Shulker bullets, or absorb the player doing massive damage if they are under 70 blocks away from the gateway. After 50 seconds, the gateway will attempt to absorb the target if they are under 100 blocks away; in a success, it will do a stronger variant of its normal absorb attack.
Oceanic Poison: Entities with this effect will slowly drown outside water and become slower in relation to oxygen left; the higher the tier, the faster they will drown. The only way for them to recover oxygen is to pick up Oxygen Bottles that will spawn near them at any tier. After tier 1, entities with less than 1/3 oxygen will not be able to jump (or use the jump key in general). At tier 4, dolphins will spawn and attempt to destroy Oxygen Bottles. At tier 5, a trident will spawn; if this trident is picked up by someone without the effect, the trident will be thrown to the nearest entity with the effect at a really high speed. If the entity is hit by the trident, they will lose a lot of oxygen and gain Slowness and Weakness for 5 seconds, on top of the trident itself doing a lot of damage. If instead the trident is picked up by an entity with the effect, they will recover 1/6 oxygen instead. (also water breathing effects will be replaced with a equivalent oxigen amount)
Sculk poison: due this effect being inventory related it works differently with players than it does with other entities
other entities: will have a corruption variable that will increase every 10-20 seconds after increasing the entity will with a 95% chance recive damage = corruption/10 and drop sculk nodes amount equal corruption/20 on the other hand with a 5% chance instead the entity will recive damage equal of the corruption amount and end the effect dropping a skulk core of a level equal of the effect tier
players: players with this effect will be affected by an staged event every 20 seconds it goes like this: The player has the effect but doesnt have any core> the player recibes a core equal to the effect tier> when the player has a core instead they will recibe skulk nodes corresponding the effect level in a amount equall of the corruption variable of the player/10 rounded up the corruption variable is determined by the amount of living sculk infection items on the player inventory and their types here is the calculations
core tier x 5 corruption node tier x 1 corruption catalyzer = 8 corruption sensor = 3 corruption
in simple words, more sculk = even more sculk the player every 10 seconds will lose saturation equal of corruption/10 also will get slower the higher the corruption is and in high amounts will stop being able to jump after effect level 2 a maximun of 1 catalyzer will spawn if after 20 seconds the player corruption is over 19 each catalyzer will add corruption/20 duration to the effect in seconds each second at level at effect level 4+ a second catalyzer will spawn if the corruption variable is over 49 at effect level 5 if the corruption is over 59 a sensor will spawn on the player inventory similar to the catalyzers if the player has a sensor on their inventory for longer than 30 seconds a warden will attempt to spawn if there are none nearby, the sensor will attempt to call the warden to the player every second untill removed.
Any sculk item can ve removed from the player inventory manually at any time but doing so will apply penalties depending on what is removed
removing nodes is usefull to delay the infection by reducing corruption variable but doing so will do damage depending on the node tier, the same aplies to catalizers but these will also do more damage and apply slowness and block jump for 10 seconds sensors will instead do heavy damage without other penalties, Removing a core will end the effect inmediately but the penalty for doing so is pretty much fatal unless you are heavily equipped or its in a early stage, removing a core at tier 5 will do 75 damage and apply slowness 25 for 45 seconds while also blocking jumping
Ascension: each effect level gives stronger buffs to the entity with it going up to resistance 4 and regeneration 5, the ampules of this effect will do heavy damage and drop shields if blocking is attempted making it the strongest poison as support to break enemies shield on the other hand the enemy can just dont block it since it only gives buffs till level 5 At level 5 a count down of 20 seconds will indicate the ascension of the player to a new dimension, when the timer reaches 0 a ray of light will inmovilize them and do insane amounts of damage for up to 10 seconds (in my tests this damage is more then enough to kill a player with resistance 4 regeneration 5 full netherite protection 4 and multiple totems, tough is teorically survivable if you want to use 5 enchanted golden apples on top of that, if you survive the ray the effect ends) what is expected to happen is that if the ray is going to kill said player or entity instead they drop their inventory and get teleported to a new dimension called heaven where they cant die and there is no reasonto fight or build anything since no mobs can spawn there, getting to this dimension also sets your spawnpoint there. Getting teleported to this dimension is arguably worse than getting killed normally if you intend to play a normal minecraft experience. You can actually escape tough it will take a while,
Spoiler warning in case you want to find the way out by yourself (Really hard btw)
Spoiler
Heaven escape: to escape heaven you will need to get enough iron from the chest that will spawn near the deberis structures to craft a cauldron and a bucket, to craft these items you can get wood from those same chests and also the 3 bottles of water that you will need to fill the cauldron then after doing that you will need to use the bucket on the filled cauldron to get a water bucket for the last step you need to find a ruined portal structure and by getting obsidian from its chests or by luck build a classic nether portal, bigger portals will not work, then use the water bucket as a lighter to open the portal, and there you go all you need to do is a normal armorless nether survival to build another portal to the overworld without dying since the one you just got out from will be destroyed from both sides
Here is the lootable of all essences spoiler warning in case you want to investigate by yourself :)
Spoiler
(Item) (Min essence amount) (Max essence amount) (Chance)
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Poison essence:
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Lily of the Valley 3 10 100%
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Poisonous Potato 1 3 100%
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Pitcher Plant 2 4 80%
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Red Mushroom 1 5 80%
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Sea Pickle 1 4 60%
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Slime Ball 2 2 40%
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Glow Lichen 1 2 40%
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Poppy 1 1 30%
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Vine 2 4 30%
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Sweet Berries 1 1 20%
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Red/Orange/White/Pink Tulip 1 1 15%
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Apple 1 1 15%
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Brown Mushroom 1 2 15%
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Suspicious Stew 5 10 11.5%
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Fern 1 1 10%
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Wheat Seeds 1 1 5%
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Paralizyng essence:
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Honeycomb 2 6 100%
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Honey Bottle 3 9 100%
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Pufferfish 5 12 80%
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Glow Berries 1 3 80%
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Scute 1 4 50%
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Ochre Froglight 1 5 20%
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Verdant Froglight 1 5 20%
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Pearlescent Froglight 1 5 20%
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Tropical Fish 1 7 15%
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Anticoagulant Essence:
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Cactus 1 3 90%
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Rose Bush 1 5 80%
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Sweet Berries 1 1 75%
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Beetroot 1 5 40%
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Redstone 1 1 30%
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Tropical Fish 1 3 25%
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Hallucinogen Essence:
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Mushroom Stew 4 10 100%
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Red Mushroom Block 9 15 100%
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Red Mushroom 1 6 90%
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Glow Lichen 1 6 70%
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Brown Mushroom Block 4 9 70%
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Brown Mushroom 1 3 40%
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Shroomlight 1 5 40%
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Suspicious Stew 4 10 30%
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Mushroom Stem 1 6 30%
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Warped Fungus 1 3 30%
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Crimson Fungus 1 3 30%
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Tropical Fish 1 5 10%
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Wither Essence:
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Wither Rose 2 5 100%
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Wither Skeleton Skull 30 100 100%
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Infernal Essence:
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Torchflower 10 100 100%
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Magma Block 1 2 100%
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Magma Cream 1 6 100%
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Blaze Powder 1 15 100%
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Blaze Rod 1 15 100%
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Fire Charge 5 20 100%
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Ender Essence:
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Shulker Shell 7 13 100%
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Ender Pearl 3 7 100%
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Ender Eye 6 10 100%
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Popped Chorus Fruit 3 6 100%
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Chorus Fruit 1 3 100%
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Chorus Plant 1 3 100%
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Chorus Flower 10 20 100%
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Oceanic Essence:
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Sea Pickle 3 6 100%
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Tube/Brain/Bubble/Fire/Horn Coral 1 3 100%
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Scute 1 5 100%
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Glow Ink Sac 10 20 100%
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Ink Sac 2 4 100%
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Trident 80 120 100%
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Nautilus Shell 18 26 100%
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Prismarine Crystals 2 8 100%
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Prismarine Shard 1 4 100%
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Heart of the Sea 100 100 100%
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Lapis Lazuli 1 4 30%
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Seagrass 1 1 25%
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Kelp 1 1 10%
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Sculk Essence:
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Sculk 1 3 100%
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Sculk Vein 1 3 100%
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Sculk Catalyst 30 50 100%
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Sculk Shrieker 20 30 100%
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Sculk Sensor 5 15 100%
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Dead Corruption Skulk Core (Nivel 5) 55 80 100%
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Dead Corruption Skulk Core (Nivel 4) 45 60 100%
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Dead Corruption Skulk Core (Nivel 3) 35 50 100%
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Dead Corruption Skulk Core (Nivel 2) 25 40 100%
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Dead Corruption Skulk Core (Nivel 1) 15 30 100%
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Dead Skulk Catalyzer Node 8 15 100%
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Dead Skulk Sensor Node 10 20 100%
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Dead Skulk Node (Nivel 5) 1 10 100%
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Ascension Essence:
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Nether Star 25 35 100%
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Totem of Undying 3 8 100%
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Enchanted Golden Apple 10 20 100%
