I think it might be useful to get some definitions straight in order to avoid confusion. It's like I want to use it but I know it will cause headaches. Technomancy has a lot of neat (and possibly OP) ideas but in my experience it's been a buggy old mess for a long while. It combines Thaumcraft to the other mods so nicely. If anyone says they figured out how to make a t5 altar without looking up a reference I will literally buy a plane ticket just to kick them in their lying balls.Īlso I will mention Forbidden magic and Technomancy.įorbidden magic is a must have if you have all the magic mods. Witchery follows them closely and only falls due to me being more familiar to TC and AM, also the fact I am not really an SMP guy and most of Witchery's most interesting unique mechanics are the vodoo dolls/ curses.īloodmagic is only last becasue the whole mod feels disjointed to me and relies too heavily on external wikis for documentation. TC4 and AM2 where equal as while TC looks more polished then AM, AM feels more like classical magic then TC. My order from best to less best (with that selection I can't seriously say best to worst) Botania has a special mention if you are particularly interested in Blood Magic, having multiple methods of keeping yourself healthy while donating to your blood alter. (I love dogs )īlood Magic: Sigil of Air (Rudimentory Flight), Lava Crystal (Smelting for LP, although this isn't hugely useful until you have automated LP or a fairly large store of LP in my opinion), Sigil of the Green Grove (Fast Crop Growth)Īgain this is my opinion, but I'd start with either Botania or Thaumcraft. Although I'm not fond of needing to kill wolves to get certain things. Witchery: Sapling mutation? Seriously I don't know many huge benefits to having witchery started early. Rod of the Skies (Sort of flight, but it's more of a huge upward leap) Rods of the Land and Sea (Makes dirt and water respectively from mana). Thaumcraft: Wand Focus: Equal Trade (Instant mass redecoration), Axe of the Stream (No more leaving a peice of tree up, although personally i prefer Ticon Lumber axes), Boots of the Traveller (speed boost, step assist and jump boost).īotania: Manasteel Armor (Think iron armor that never takes damage as long as you have a mana tablet/band of mana with mana), Sojourner's sash (boots of the traveller, in the belt slot, I think they might stack.) Many other baubles and trinkets that are more situational. I haven't included Ars Magica due it it not actually being in the pack. I could have easily missed something, especilly with Witchery and Blood Magic. I'm just going to list what i consider the perks of the mod that would likely be most useful early game. To get some toys you will need ender pearls or diamonds however. Sure you need a couple of gold ingots to really get the mana system going, but other than that, it's all stone, wood and the magical flowers that are sure to be around. Personally the magic mod I tend to start earliest is Botania. (also keep your bed safe,people can get taglocks from it.) If you are on a multiplayer server that allows certain poppets you might want to get into this quicker than I usually would, if only to get you protection poppets against vodoo, or the other protection poppets. Personally if it's in the pack i usually leave it to later game when it's tools are more useful. Witchery is likely the one of the 5 i'll cover that doesn't really lend itself to single player that well. You can't get much in the mod without doing some research, which is pretty much a minigame in itself. Thaumcraft is one of those mods that you have to try to see if you'd like it. You'll also want a fair few ink sacks (or other black dye) for researching. Thaumcraft is accessible slightly earlier than blood magic, the most expensive thing to find is 2 gold ingots. (You'll want access to some form of self healing, be it healing potions or some other method, if you want to rush BM). Of the mods mentioned, it's also the least familier to me.īlood Magic requires several diamonds and gold ingots to get going, placing it more mid-late game, especially if you want to progress quickly. I'm not sure why Ars Magica 2 is there, seeing as it's not in the DW 1.7 pack. (Note that this is largely my own opinion.)
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