Blood Magic
Blood Magic
Blood Magic
brought to you by
Minecraftguides.net
Blood Magic is an arcane art that is practised by mages who attempt to gather a vast amount of
power through utilizing a forbidden material: blood. Even though it does grant a huge amount of
power, every single action that is performed with this volatile magic can prove deadly. You have
been warned.
For the best experience, you should install JustEnoughItems to find your way through the
recipes.
A quick note about this Guide: By default, you read this document in “Suggestion mode”, so
you may accidentally write a letter here or there. To avoid this, you can change to “Reading
mode” at the right of the toolbar at the top of this document. And if you see an unwanted letter
here or there, please ask the writers to delete their suggestions instead of adding a new one by
making the deletion yourself. That way, you’ll ease the work of the editor
Prerequisites
Before getting into Blood Magic (BM) you need to have a few things in place:
The above items will help you get started. The deeper you dive into BM, the more resources you
will need.
BM is mostly based around a Tier system due to most of the progression being locked behind
each tier of the Blood Altar. This guide will cover each tier and explain to you what
tools/items/rituals/etc are available at each tier.
At the end of the guide, there are tables which will give you all the details about each Tier such
as how much Will each gem will hold or how much LP a Blood Orb can Hold.
Tier 0
Before you get your Blood Altar you will need to do a little bit of leg work.
Demonic Will
To get started with BM, you need to gather a few Demonic Wills. There are 2 ways to obtain
Demonic Wills:
1. A hostile mob has been snared and is killed when white particle effects appear.
2. Killing a hostile mob with a Sentient weapon (more on this later).
Since you are just starting in BM, you do not have access to Sentient weapons. Craft a few
snares. These are made with string, Redstone and iron (this recipe may be different in your mod
pack). A single craft will give you 4 snares:
You can place the snare in your offhand, and a weapon in your main hand to make things
easier. Right-click with a snare in your hand to throw it.
Once you have hit a mob with a few, wait until white swirling particles start to appear. These
may not appear after the first snare; snares will not damage the mob:
Once these white swirls appear, you can safely kill the mob and it may drop a Demonic Will.
You will notice that the Demonic Will does not stack and that each Demonic Will has a quality
attached to it. These can vary but are currently not important, even if you get a few with low
stats (like 1.3) you can still use them. However, anything below 1 is not worth keeping. For now,
collect as much as you can with the number of snares you have and then head back home
Note: Mobs with higher health will drop Demonic Will with higher Will Quality, Endermen will
have more than spiders, etc.
Hellfire Forge
The Hellfire Forge is used to craft recipes that require Demonic Will and other things (more on
that later):
When crafting the Demonic Will will not be consumed but it will lose its “Will Quality”. when you
first start crafting you might notice that you have all the required ingredients but the Forge will
not start the crafting process, this could be because the Demonic Will you are using does not
have a high enough “Will Quality”
The above craft will not work as the Demonic Will has less than 1 “Will Quality”
Use the forge to craft a Petty Tartaric Gem, make sure your Demonic Wil has more than 1 “Will
Quality” otherwise your craft will not start.
You can use JEI to find out how much Will is needed to craft certain recipes, you will also notice
that some recipes have 2 values:
The minimum is the minimum amount of Will needed to start the craft and Drained is how much
Will shall be drained from your gem after the crafting has completed. Think of this as a
Make 2 of these and put one into the Hellfire Forge. Keep the other one in your inventory, if you
have any Demonic Will in your inventory throw it on the ground and pick it up again, these will
get sucked into the gem.
Now you can store Demonic Will without cluttering up your inventory and now we can use a
Petty Tartaric Gem to craft a Sentient Sword to collect Demonic Will without having to craft
snares.
The Lesser Tartaric Gem is the next tier and it's gonna require a Diamond, a Block of Lapis
Lazuli, a Block of Redstone, and a Petty Tartaric Gem, and it's gonna require 60 Will in your
gem (nearly full), and 20 Will shall be consumed from it. While the Petty Tartaric Gem can store
64 Will, the Lesser Tartaric Gem can store 256.
Sentient Sword
Snares are not the best way to collect Demonic Will, they can get expensive and very annoying
to use. Put the spare Petty Tartaric Gem (craft one if you haven't already) into one of the 4
outside slots of the Hellfire Forge as well as an Iron Sword. Add fuel (if you have a Gem with
Will in it then you can use that) and you should get the Sentient Sword.
This sword has a few unique features that make it much more powerful than any old iron sword.
Killing mobs with this sword will make the mobs drop Demonic Will (no more snares). If you
have a gem then the Demonic Will will be deposited into it, if the gem is full or absent then
normal Demonic Will will drop.
Before you go attacking mobs with this sword you will want to throw it on the ground and pick it
back up again, for some reason this makes the sword a little more powerful. You can also right-
click with the sword.
Currently, the sword is good as it is but as you upgrade your gems and collect more Demonic
Will it will get more and more powerful but the Demonic Will must be in your inventory in a gem.
The sword can also be enchanted and enchanting looting on the sword will increase the amount
of Will dropped.
Will Automation
There is a way to automate Will collection, this will require a few more advanced items that you
might not be able to get your hands on early in the game. Using the Sentient sword and a
mechanical user as well as some sort of mob farm you can set up a system that will
automatically hit mobs with the sword and have them drop Demonic Will
You will need to check the Mechanical User to ensure the Sword is repaired. This will hit mobs
with a sword without you having to lift a finger, you will only need to ensure that the Will is being
Blood Magic - A Comprehensive Guide By MinecraftGuides.net
picked up. To store the Will in a Tartaric Gem, make sure to drop it on the ground and pick it up
again with the Gem in your inventory.
Tier 1
The Blood Altar will require a Demonic Will, Gold, Stone and a furnace to craft (this may vary
depending on your mod pack). Once crafted you can place it down in the world, it is a good idea
to have a whole room dedicated to this altar because as you progress through the mod the Altar
will need a bigger and bigger “base” as it goes up in tiers.
There are 6 Tiers to the Blood Altar and at its biggest, it will be 17x17x 8 in size.
Tier one is simply the Blood Altar on the ground, there is nothing else needed to upgrade this
Altar.
In order to make any use of the Blood Altar, we will need to fill it with blood. Blood is referred to
as LP (Life Points) and it's what you spend in the Blood Altar to craft items. There are a few
ways to fill your Blood Altar, you will use the altar for the rest of the mod it’s a good idea to go
over all the ways you can generate LP.
Note: You do not have to stand right next to your Altar when trying to fill it up with LP.
If you have The One Probe installed you can look at the Altar and hold Crouch to see how much
LP is in the Altar.
Later on down the line, you will be making lots of Slates, these are crafted by putting stone in
the Altar (right-clicking) with the required amount of LP. This can become very tedious but can
be automated:
Above is set up with one chest as the input (Right) and one as the output (Left). The output has
a filter to only withdraw Blank Slates. This is a very simple method but can also get a little out of
control, you need to ensure you have enough blood in the Altar for the amount of stone you put
into the input chest. The Altar will pull out a max of 64 of the stones in the chest and craft all the
blank slates at once. Hoppers can also be used for input. Note that, though multiple inputs can
be inserted at once using this method, the LP cost of converting all inputs will need to be
consumed before any will actually be converted. For example, if you insert an entire stack (64)
of stone at once, the stack of blank slates will be produced, all at once, only once the LP
requirement for 64x the cost of a single slate has been consumed, which naturally takes quite a
while. Because of this, it may be wise to avoid inserting too many inputs at once, lest the
process be interrupted (by premature item removal or running out of LP) and the LP cost of
multiple products be wasted.
Altars can be pumped out of but without any modifier runes this will be at a rate of 20mb/t, and
later on, the displacement rune will increase the amount of LP transferred per operation, each
rune multiplies this by 1.2x, stacking multiplicatively. One rune will be 24LP, next would be
28.8LP 20 runes would be 767LP per operation.
1. Life Essence is not the same as Blood, the Blood you get from cows or NPCs in the
smeltery (from Tinkers’ Construct mod) is not the same as Life Essence and can not be
put into the Altar
Sacrificial Dagger
This is a very basic way of generating LP, with the dagger in hand you can right-click to start
stabbing yourself, this will slowly fill the Altar up, each stab will get you an un-upgraded base of
200 LP (200mB of liquid ) at the cost of 1 full heart (2 health). This is not very much but if you
have food or healing potions handy it could be very beneficial.
Warning: Stabbing yourself by spam clicking the dagger CAN and WILL kill you, some packs
have a gravestone mod installed and there is a known bug that if you do kill yourself there
maybe no gravestone. Please do this with an empty inventory or be very careful.
Blood Orb
Any LP we generate (by stabbing ourselves or fighting monsters) is ported directly to the Blood
Altar and currently, that is only useful for us if we want to craft within the altar, but that's not
where blood magic ends.
The Weak Blood Orb converts the Life Essence contained within an altar into a stored form of
energy. This stored Essence cannot be turned back into a physical liquid and will be stored in
the owner's network (personal network). Other items, later on, will draw LP from this personal
network to perform certain tasks. This tier of the orb is capable of storing up to 5,000 LP. This
number can only be raised by using higher tier orbs, or by placing some of the Rune of the Orb
around the Blood Altar. The capacity of the network is based on the highest blood orb that has
ever been bound to you.
You can transfer LP into the orb directly by right-clicking while having it in hand, or by right-
clicking it into the Blood Altar, this will gradually draw all the blood out of the Altar until either the
orb is full or the Altar is empty.
Runes
Runes are used for a few things in Blood Magic and are a key component when it comes to your
Blood Altar. These runes are only used to upgrade your Blood Altar, each rune modifies your
Altar in a different way. Think of runes as a way to customise your Altar to your own needs.
As you only have access to the first tier of the Blood Altar and Blood Orb you will only be able to
craft a few of the many runes. These runes are crafted with the Blood Orb, don't panic, you will
get the blood orb back and it has no durability.
Before you can craft any runes you will need to craft a few Blank Slates, you can craft these by
right-clicking Stone into the Blood Altar. In order for this craft to be successful, there has to be a
minimum of 1000 LP in your Altar. These slates don't take long to craft and you will need a total
of 16 in order to make 8 Blank Runes.
You can also use the Blank runes to craft Speed runes. Crafting things and filling your Blood
Orb will be 20% faster (40 > 48 > 56 > 64 > ETC) for each speed rune making up the base of
the Blood Altar.
Each time you remove the Lava crystal from the furnace and place it back in the Lava Crystal
will remove a further roughly 750LP (varies randomly) from your personal network, this can
drain your network very quickly and sometimes completely drains the network so be careful.
Fill up your network, bind the Crystal to yourself and put it in a furnace and don't take it out.
For many other mods which include solid fuel (e.g. coal) generators, the Lava Crystal can be
used as a consistent source of energy fueled by LP!
Divination Sigil
Now that we can store LP in our blood orb we can use the Divination Sigil to see how much LP
is in our personal network.
Using the Hellfire Forge craft Arcane Ashes (Coal, Redstone, Gunpowder and white Dye along
with Demonic Will). These ashes are used in certain crafting recipes and can be a little
confusing when looking them up in JEI:
There are 2 components in this crafting recipe, first right click with the Arcane Ashes (this can
be made in the hellfire forge) on the floor, this will draw a few circles on the floor with triangles in
it:
Lastly, right-click the pattern with a blank slate (these can be crafted by putting Stone into a
Blood Altar with at least 1000LP in it). The pattern will levitate off the floor (this means it’s
crafting) and a Divination Sigil will pop out.
The Divination Sigil can also give you more information about items when you have it in your
hand. If you look at the Blood Altar (with the Divination Sigil in hand) on the left of the screen
you can see what tier your Altar is and how much LP the Altar has in it:
You can also use it on other Altars such as the Incense Altar, this will tell you the level of
Tranquility and the Bonus %:
To start out, you'll need to create the Incense Altar. Once you've done so, you can place it down
on a 3x3 square of whatever material you'd like. Once you've done so, if you hover over the
Incense Altar with The Divination Sigil in hand, it should tell you that your Current Tranquility is
0, and your Current Bonus is +20%. If you look at a Sacrificial Dagger now that you've been in
proximity to the Incense Altar (in a range of 5 blocks on both axis), you'll notice that it's now
glowing as though it was enchanted, but it’s not the Dagger itself that has changed: it’s you. You
have been “Incensed”. The Dagger will just make this state visible if you have it in your
Inventory.
For now, a Tier 1 Altar will do the job, we can't really increase the amount of tranquillity just yet
so we will have to wait until we have a tier 2 Altar, use it whenever possible and try to fill your
Blood Altar and Orb as much as possible.
Sigils
You have already created a Divination Sigil that will give you some more information about your
Blood Altar and your Incense Altar, but there are also other Sigils you can make that can make
life a little easier. These sigils will all use LP from your personal network, if you have 0 in your
network they will use your health instead and can kill you.
Water Sigil This Sigil when right clicked will create a water source block 100 LP
Lava Sigil This Sigil when right clicked will create a Lava source block 1000 LP
Alchemy Arrays
We have used Arcane ashes to help us create our Divination Sigil but we can also use these
ashes to make arrays. These are buffs that work when you walk into (or for some, near) them.
Right-clicking the ground with Arcane Ashes (these have about 20 uses) will give you a Blank
Alchemy Array, this is the base of all the arrays (this step also define the orientation of certain
Arrays, such as Movement and Teleportation):
These circles are also NON-SOLID objects so you can walk and fall through these.
Now to fully use these arrays you will need to add other activation ingredients to these circles to
make them work. The first ingredient is the Reagent and defines the type of Array you’re
Blood Magic - A Comprehensive Guide By MinecraftGuides.net
creating. The second is the Catalyst, which activates the effect. Whenever you break the Array,
you’ll get the ingredients back.
Please ensure you are putting the item into the array in the RIGHT ORDER or these arrays
WILL NOT WORK. If you do put an item into the array in the wrong order it will store and not
craft the items but you can get these back by breaking the array. The durability of the Arcane
Ashes will be wasted, however. You can also do this for most functional arrays, once you’re
done with them.
In-game, the Sanguine Scientiem compiles the following list of Arrays in the Alchemist chapter
(the only (known) missing entry is The Attractor Array). Please note that we talk here only about
the Arrays that have a permanent (and stationary) effect. The Arrays used for crafting (Sigils,
Living Armor...) are spread among the other sections.
Placing the array down in front of you will point the array in that direction. Things will fly further
forward if they are air bound (jumping onto them or throwing items on). This boost will give you
a little step up so be careful when putting this in tunnels that are 2 blocks high.
Updraft Array
This array is very similar to the movement array using a feather (Reagent) and glowstone dust
(Catalyst) in a blank array, this array will propel you around 5 blocks into the air:
It is a good idea to protect them with a wall or a fence and also to keep a block over their heads
so they do not burn in the sunlight, a name tag might also be a good idea so they do not
despawn. If you push a trapped Skeleton out of the Array, it will still act as a friendly sentry and
remain perfectly static, even when someone hits it. If another Skeleton walks through the Array,
it will not be affected and remain hostile because the first one is still possessed by the spell, so
you can’t use one Array to trap more than one Skeleton.
Bouncing Array
Adding a slime ball (Reagent) and Redstone (Catalyst) into a blank array will give you the
Bouncing Array, this will act like a slime slab Walking into it has no effect and falling on it from
more than 1 block will make you bounce like on a Vanilla Slime Block. If the fall is less than 1
block, the Array will slowly drag you to the ground (once your feet are on a solid Block, you are
still able to jump normally through the Array, which will pull you down in response).
Teleportation Array
Drawn by an Ender Pearl (Reagent) and activated by a Redstone (Catalyst), this Array allows
you (and the mobs) to teleport to the Teleportation Array (activated or not) it is pointing. A few
restrictions, however, the targeted Array must be on the same y-level, on the same x-line (or z-
line, depending on the orientation) and at most 20 blocks away. If the targeted Array is active
and has a target too, staying on it more than a half a second after the teleportation will make
you teleport again.
Turret Array
A variant of the Skeleton Turret Array summoned by a Bow (Reagent) and an Arrow (Catalyst).
To be effective, you must place a Chest below the Array and supply it with Arrows (no matter
which ones) and it will shoot any hostile mob in a sphere between 3 and 31 blocks radius (and
with a better aim than the Skeleton Turret, in my opinion).
Range size comparison between the Skeleton Turret (Spruce Planks) and the Turret (Oak
Planks).
Shard of Laputa
By combining Redstone (Reagent) and a Block of Lapis-lazuli (Catalyst) in a blank Array, you
will be able to move the earth in a spherical radius between 4 and 8 blocks up above itself with
a random offset between 1 and 5 blocks plus twice the radius of the effect.
Every 30 seconds this array will damage you again (half a heart) and refresh the potion effect.
This also works for combat!
Attractor Array
This simple array will attract mobs to it from a fair distance : 10 blocks on both axis. This array
can be made by 2 pieces of rotten flesh into a blank array:
Alchemy Table
The alchemy table will be used a fair bit in this mod, it's used for crafting various ingredients and
it can also be used to double ore and even make potions. The snag with this table is that it
requires LP from a Blood Orb and crafting also takes time.
With the Weak Blood Orb you will have access to a limited number of Recipes:
● Plant Oil
○ Crafting Ingredient used to make Saltpeter, Basic Cutting Fluid and later on
Antiseptic.
● Cutting Fluid
○ Can be used in the Alchemy Table with various ores to craft 2 dusts of that ore
(ore doubling)
● Explosive Powder
○ A rudimentary form of a grinder, will turn Cobblestone to gravel and gravel to
sand.
The Alchemy table can also be automated, depending on what you would like to extract from
the Alchemy Table will depend on what side you will need to attach pipes from. Blood Orbs can
be extracted from the top of the table, the “completed item” slot can be pulled out from the
bottom of the table and the sides of the tables would be the rest of the ingredients around the
completed item slot.
Weak Ritual
Now that you have your personal network setup with a good amount of LP, there are a few other
useful rituals you can do. Rituals are essentially a structure that cost LP to activate and perform
a certain task.
As you only have access to the Imperfect Ritual Stone you will be limited to what rituals you can
perform. These rituals can not be accessed remotely. Each weak ritual is set up and activated
the same way.
Each ritual consists of an Imperfect Ritual Stone and a block on top of it, to activate the ritual
simply have enough LP in your network and right-click the Imperfect Ritual Stone. If you do not
have enough LP in your network you will take damage or die.
Make it rain
Placing a source block of water on top of an Imperfect Ritual Stone and right-clicking it will drain
5000 LP and will summon a Thunderstorm.
● Demonic Will
○ Have a few gems filled and stored away
● Personal LP network
○ Fill up your personal LP network (5k currently)
● More than 1 Altar
○ You can have more than one altar, and more than one blood Orb.
Tier 2 is a rather quick tier so you probably won't spend too much time in it. This does not mean
there are no fun tools to play around with.
Tip: Over-speeding your altar can result in running out of blood if you're depending on self-
sacrifice partway through rituals to provide sufficient blood.
These 8 Blank Runes must be placed underneath the Blood Altar, Right below the Altar should
be left empty:
Tier 2 Runes
With each new tier of Altar, you will be able to use more and more runes, as we are only on tier
2 we only have 4 runes to play with (the corner runes are required but any bonuses will not be
applied until your Altar is at least level 3). Since we have access to the Tier 2 Altar and the
Apprentice Blood Orb we can craft more runes.
These runes will require a lot more LP, blank slates can be put into the Tier 2 Altar with at least
2000 LP in it. This will turn the slate into a Reinforced Slate.
Rune of Sacrifice
This rune will increase the amount of LP you receive from killing a mob with the Dagger of
Sacrifice by 10%, additively.
This blood orb will hold 25000 LP and has a filling speed of 100 LP. You will need to bind this
orb to yourself just like the previous tier.
Dagger of Sacrifice
The Dagger of Sacrifice is used to sacrifice creatures for Life Essence. The amount varies per
creature and can be further increased through the use of Runes of Sacrifice.
The Dagger of Sacrifice must be used within about three blocks of the Blood Altar. When used
on a valid target, the target will instantly be killed and its Life Essence will be drained into the
altar. Creatures that are considered children cannot be sacrificed. The amount of essence
varies per creature:
As you gain Tranquility, the bonus your altar gives you will increase, to a maximum of 60%
using just wooden paths.
Crop Potatoes 1
Crop Carrots 1
Crop Wheat 1
Fire Fire 1
Plants Leaves 1
Tree Logs 1
Water Water 1
The orange and purple wool are areas that you can use any of the above materials. Remember
to keep using the Altar!
More Sigils
In the previous tier you Altar which means you are able to craft Reinforced Slates at the cost of
2000 LP each. This can also be automated but you will need to have a decent flow of LP.
Air Sigil This Sigil when right clicked will propel you 50 LP
forward. Maintaining the right click will allow
you to “fly” while draining LP
Void Sigil This Sigil when right clicked will void liquids 50 LP
Sigil of the Green Grove This Sigil when right clicked will act like Bone 150 LP
Meal, this sigil will send additional grow ticks to
nearby plants
Sigil of Elasticity When used this sigil will give you a Bounce 100 LP every 5
Buff, this will negate all fall damage. seconds
Sigil of Winters Breath When active will grant you Frost Walking, this 100 LP every 5
will turn any water you walk on into ice. seconds
Sigil of the Fast Miner When used this sigil will give you an increased 100LP every 5
Mining Speed. seconds
Alchemy Table
With the Apprentice Blood orb you will be able to craft a few new things in the Alchemy Table.
You can still use the Apprentice Blood Orb to craft any recipes that were available with the
Weak Blood orb. Each potion costs LP to produce.
● Neurotoxin
○ This is used later on when you have the Magicians Blood Orb (more on this later)
Now that you have the apprentice orb the Alchemical Table can also be used to make potions,
now this process is slightly different to traditional means but it also does have its advantages.
These are not potions per se and are more like flasks with multiple uses. Each potion still needs
its ingredients but instead of putting them in one at a time (Nether Wart > Redstone>Glowstone)
you can put them in all at once.
The base of each potion will first need a Potion Flask, this will require the Apprentice Blood Orb
and at least 100LP in your network.
The following initial potions will last 2 minutes, with the exception of the Regeneration and
negative effect Flasks, which only last 22 seconds.
Ingredients Effect
String Cling
Cake Flight
Beetroot Deaf
There is one potion that you can't make as you will have to progress to tier 3
These potions can also be combined with Simple Power Crystal and Simple Lengthening Potion
to make these potions more powerful and last up to 5:20 (or up from 22 seconds to 1 minute).
Blood Magic also lets you combine flasks so one flask could have more than one effect on it,
just by placing the flask into the Alchemy table as well as the desired ingredients!
Tier 3
New types of demonic will, bigger gems and more LP storage.
The blocks below the pillar can be anything they will not affect the Altar, also the 2 blocks below
the glowstone can be anything as they also do not affect the Altar. Make sure you use your
Divination Sigil to double-check you have built the altar correctly.
Tier 3 Runes
Now that we have access to the Tier 3 Altar, we also have access to Imbued Slates! These are
crafted in the same way as the other slates, but they cost 5,000 LP each to craft. With these
new slates also come with a few new runes that will help increase the LP storage of our Altar
and also increase the Altars transfer rate.
Rune of Capacity
Currently, the Altar can only hold 10,000 LP so crafting more than 2 of these at a time will be
very slow.
Rune of Displacement
With no runes, the Altar will fill up blood orbs and slates at a rate of 20LP per second. This can
be increased with Runes of Displacement, which increases the transfer rate of the Altar by 1.2x
per Rune. This makes filling orbs a little faster.
You will need to ensure you have the required amount of LP in your Altar otherwise the orb will
not craft and you will lose any blood that was in the Altar. Alternatively, you can combine
Regeneration effects and the Incense Altar to refill a too-small altar tank part-way through the
craft, though the timing can be finicky.
Ensure you do this process with empty gems as upgrading these will remove any Will stored in
them. Once you have crafted one, you can transfer any will you have in any lesser gems by
simply holding them and holding right-click.
These new gems hold up to 1,024 Will, this also means that your sword will do more damage
when it is full:
This damage increase will only happen if you have a gem in your inventory with over 1,000 Will.
You will not be able to stack gems as the sword will only count the highest amount of will in your
inventory in 1 gem.
At tier 5 (1,024 Will), dropping the sword on the ground will consume 100 will and spawn a
Sentient Specter. This spectre is an animated version of the Sentient Sword and it will follow
you around. It can be picked up by shift right-clicking or killing it. If wounded, it will take some
time to heal outside of battle. The spectre will attack anything you fight - whether you attack or
are attacked - except for creepers. Note this also applies to players. Enchantments are retained
through this method, and the sword will not lose durability in battle this way. This will also work
with the Sentient Pickaxe.
Sigils
As you are able to craft Imbued slates you can also craft a few more useful Sigils:
Demon Crucible
The Demon Crucible is crafted in the Hellfire Forge. Its main use is to release Will into the Aura.
Each chunk has an Aura and each chunk holds up to 100 Will. The only initial way to fill up the
Aura is via the Demon Crucible.
Once you have put down your Crucibles you will need to place a Tartaric gem into the Crucible
by right-clicking the Crucible with the gem in hand. This gem should have at least 100 Will in it.
Slowly but surely the Gem will empty into the Aura.
It’s a good idea to show chunk boundaries (F3 + G) that way you can set a Crucible in each
chunk.
Demon Crystallizer
The Demon Crystallizer can be crafted within the Hellfire Forge. Once you have set up the
Demon Crucible you can put down a Demon Crystallizer in the same chunk as the Crucible. The
Crystallizer will slowly draw out the Will in the Aura and will form them into a Crystal. These
crystals will appear as one big crystal and slowly get bigger and bigger finally forming a crystal
with 7 spines. These can then be broken off (with a pick axe) and collected, but don’t do that!
There is an easier way to collect these crystals, you're better off not smashing the cluster with a
Pickaxe. Instead, if your inventory is holding at least 1000 points' worth of Will (in Tartaric
Gems), then you can harvest a cluster by right-clicking with an empty hand. You will get the up-
to 7 "secondary" crystals but leave the "senior" (straight upright) crystal intact. So you can keep
Because the central upright crystal takes 90-100 Will from the Aura to form, it’s significantly
more expensive than the secondary spires, which normally cost 50 Will. There are reasons that
you may need to break the central spire, but only do so when you’re ready.
These crystals are normal will crystals they can be used for various crafting recipes and it is
highly recommended that you set up a few of these Crystallizers in order to farm up as many of
these crystals as possible.
Note: If you don’t see it at first because your The One Probe display sat on top of it, you can go
in the Config folder where you can modify the HUD Display to avoid overlaying.
Having the aura values visible takes a lot of the guesswork out of crystal growing. They are
displayed by pressing the “Sneak” button (Shift by default).
Will Crystal
When growing these crystals there are a few things you should watch out for. To spawn a new
Crystal Cluster in a Demon Crystallizer, you need to get the atmospheric aura to 90-100 points.
Depending on how odd a number of points you have in the aura, it may not be possible to reach
this range by burning another crystal. If burning a crystal would overshoot 100, the crystal
instead just sits in the Crucible, doing nothing.
What works in this situation is to burn a Tartaric Gem. Which will be extracted until the aura hits
100 points or the Gem is emptied or you take it out of the Crucible, whichever happens first.
Thus, topping off the aura value from a Gem is a surefire way to hit the sweet spot for new
cluster spawning.
Once you have a comfortable handful of crystals, you don't need a Demon Crystallizer to grow
secondary ones. You can use the Hellfire Forge and a bunch of Will to craft 4 crystals into a
Crystal Cluster, which you can place on the ground or anywhere else as a normal block, where
it will grow secondary crystals if atmospheric aura and time permits.
Transfer Nodes
Blood Magic has its very own item routing system. This system is no match to an Applied
Energistics network or a Storage Drawer system, but it doesn't need to be, it's simple and it
works. Before jumping into item routing you need to understand the concept of each system.
Each system has a “Brain” (Master Routing Node) the brain talks to each node and ensures
they are all communicating. These brains can only reach so far. Each brain can act as a
separate system. In order to set these systems up you will also need a Node Router, this will act
as your “wrench” and help configure each network.
These lines only appear when you have the node router in hand.
Input and Output nodes will always connect to all the inventories that are stuck to them (up to
6), this can be configured when right-clicking the nodes and Selected either U (Up), D (Down),
N S W E in the GUI.
Using Item Filters (Far left slot of the GUI), items can be filtered by NBT Data, Mod type,
Precise items, Ore Dic and Liquids. Liquid filters will only transport 1 bucket of liquid at a time
and only work with liquids that have a bucket form. Each item put into the grid will be a ghost
item, so it won't take it out of your inventory. You can also select how many (# Box) of that item
you wish to leave in(Input Node)/give to(Output Node) the inventory (0 means no limit) and what
priority each inventory has (Toggle with the < and > arrows)
Basic System
A very Basic system would be putting items from one inventory to another. First, we need 2
chests and a Master Routing Node, the Master Routing node does not have to be to close1 to
the other nodes but it makes linking easier.
Next, we need to have a Node that will take the items out of the connected chest and that node
will need to be connected to the Master Routing Node. Once connected the Input Node will
automatically pull from any chest in its vicinity.
Living Armor
Living Armor is rather special in Blood Magic, unlike most amor it will upgrade itself and level up
while you are wearing it depending on what you are doing. These bonuses can level up and
become more powerful and you can enchant it.
It's very important to know that you will have to wear all the armor in order for it to work.
Crafting the armor is as simple as throwing Binding Reagent and Iron armor (legs/helm/etc) into
a blank array. Also, you can repair it with a binding reagent in an anvil.
There are a number of “upgrades” you can get for this armor and getting them will depend on
what you are doing. Initially, the armor has 100 upgrade points, as you run around you will gain
traits, these all have 10 levels and each level costs upgrade points.
Generally, after running around, you will get “Quick Feet” the first level of this will cost you 3
upgrade points. As you run around more or do different tasks you will gain other traits, after a
while you will have a load of random traits and you will find you have quickly run out of upgrade
points.
Holding Shift+M (by default) will show you the progress of these upgrade, this can help you find
out what traits are close to levelling up. Remember as you level up these traits they will cost
more and more upgrade points. Some of these traits will give you more bonuses as you level
them up to higher levels.
For now, you are going to have to live with whatever random “Enchants” you get as changing
these will require the next tier Blood Altar.
So what upgrades can you unlock, how much does each cost and what do you need to do to
unlock these?
Quick Feet
Level 1 2 3 4 5 6 7 8 9 10
Bonus Speed 10% 20% 30% 40% 50% 70% 90% 110% 130% 150%
Dwarven Might
Increases mining speed while mining consecutive identical blocks. The table does not show an
increase of how quickly it kicks in. Also gives a speed buff after breaking a block, lasting longer
(around 7 seconds at level 9) per level. Trained by mining.
Level 1 2 3 4 5 6 7 8 9
Bonus Speed 20% 40% 60% 100% 100% 100% 100% 100% 100%
Poison Resistance
Will cure maximum allowed poisons and needs to cool down before curing again. Trained by being
inflicted by poison.
Level 1 2 3 4 5
Poisons Cured 1 2 3 3 4
Upgrade Points 2 6 14 25 40
Level 1 2 3 4 5 6 7 8 9 10
Bonus Life Essence 15% 30% 45% 60% 75% 90% 105% 120% 135% 150%
Body Builder
Provides knockback resistance and bonus health is listed in 1/2 hearts. Trained by consuming
food.
Level 1 2 3 4 5
Bonus Health 0 0 0 4 10
Upgrade Points 3 7 13 26 42
Tough Skin
Provides protection. Trained by taking damage.
Level 1 2 3 4 5 6 7 8 9 10
Protection 10% 30% 40% 50% 60% 70% 75% 77% 80% 83%
Level 1 2 3 4 5 6 7 8 9 10
Bonus Health 4 8 12 16 20 26 32 38 44 50
Fierce Strike
Provides additional attack damage for melee attacks. Trained by dealing damage with Melee strikes.
Level 1 2 3 4 5 6 7 8 9 10
Trick Shot
Provides additional arrows while shooting with a Bow. These arrows are always standard arrows and
cannot be picked up. Does not use additional ammunition. The main arrow will land as expected,
and additional arrows will spray randomly. Trained by using bows.
Level 1 2 3 4 5
Bonus Arrows 1 2 3 4 5
Level 1 2 3 4 5 6 7 8 9 10
Upgrade Points 20 50 130 270 450 580 700 800 900 1000
Solar Powered
Provides healing and protection while in the sun. Also provides fire resistance on a cooldown.
Trained by healing.
Level 1 2 3 4 5 6 7 8 9 10
Protection under the Sun 2% 4% 6% 8% 10% 13% 16% 19% 22% 25%
Experienced
Provides increased experience rewarded and is trained by gaining experience.
Level 1 2 3 4 5 6 7 8 9 10
Bonus Experience 15% 30% 45% 60% 75% 90% 105% 120% 135% 150%
Strong Legs
Provide increased jump height and reduced fall damage. Values provided in additional height in
blocks. Trained by jumping.
Level 1 2 3 4 5 6 7 8 9 10
Fall Damage Protection 10% 20% 30% 40% 50% 60% 70% 75% 80% 85%
Soft Fall
Reduced fall damage. It is trained by taking fall damage.
Level 1 2 3 4 5
Upgrade Points 2 5 9 15 25
Charging Strike
Boosts hit damage and provides additional knockback while sprinting. Trained by dealing damage
done from sprinting attacks.
Level 1 2 3 4 5
Upgrade Points 3 7 15 25 40
True Strike
Boosts critical hit damage. Trained by damage done while critical hitting.
Level 1 2 3 4 5
Upgrade Points 5 12 22 35 49
Gift of Ignis
Provides Fire Resist when taking fire damage. Trained by taking fire damage.
Level 1 2 3 4 5
Upgrade Points 2 6 14 25 40
Step Assist
Allows you to walk up 1 block without jumping.
Level 1
Elytra
An Elytra Living Armor Upgrade Tome is created by combining a book with an Elytra in an anvil
(with the book in the first slot and the Elytra in the second) for 30 levels. The upgrade provides Elytra
flight while holding down the jump key.
Level 1
Upgrade Points 20
Repairing
Trained by taking 500 durability damage on the Living Chestplate. Restores 1 durability on a random
piece of equipped Living Armor every 200 ticks.
Level 1
Upgrade Points 15
Nocturnal Prowess
Trained by doing melee damage. Initial activation requires at least 3 minutes of Night Vision while in
light level below 10. Gives Night vision and bonus damage while light level is below 10.
Level 1 2 3 4 5 6 7 8 9 10
These tools also have secondary uses, hold right click and letting go will clear a 11x11x11 cube
above you at the cost of 10,000 LP. The bound sword has a different use.
● Bound Sword
○ This sword has no right click function but when a mob is killed with this sword
they have a chance of dropping a Weak Blood Shard (the chance can be
increased with Looting), whenever you damage a mob, LP will also be drained
FROM YOUR PERSONAL NETWORK. This can kill you.
Tome of Peritia
The Tome of Peritia is a great little book that will hold experience for you, but instead of holding
it in liquid form or shard form like most mods, the experience is held in the book that can be
recalled when needed. Simply by shift-right clicking the tome in your hand, you can store a level
of experience into the book (or down to the level if you have a partial level). Right-clicking with
the tome will grant you up to the next level if there is enough experience stored in the book. The
total experience, as well as the equivalent level stored, is displayed on the tooltip of the tome.
Ritual Diviner
Before jumping into more advanced rituals it is highly recommended that you craft the Ritual
Diviner. This tool will help you build all the Standard Rituals and takes the guesswork out of
building each ritual. Remember this Diviner is only for basic Rituals! However, it can be
upgraded to a Ritual Diviner (Dusk) for more advanced rituals.
As long as you have normal ritual stones in your inventory you should be able to hold right-click
the Diviner will automatically place the correct ritual stones in the correct locations. The Diviner
also has no durability so no need to worry about it breaking. The Diviner will make green
particles appear on the master ritual stone, this just confirms a stone placement, when there are
no more particles the ritual has been completely built.
Each Ritual will cost a certain amount of LP if you try to activate a Ritual without the required
amount of LP in your personal network you will get an error message. Many rituals with
ongoing effects have an LP cost after activation, either based on action or time and running your
personal network dry with an active ritual will cause it to stop functioning and may cause nausea
or simply kill you.
Check how much LP you need for the ritual and fill up your personal network (via the blood orb)
These ritual stones will also react to Redstone, applying a Redstone signal to the ritual stone
will turn off a ritual. Applying a Redstone signal to the stone itself without a ritual will simply do
nothing.
There is an inverted version of the Master Ritual Stone (conveniently called Inverted Master
Ritual Stone), this behaves just like the regular ritual stone but you will need to apply a
Redstone signal to turn rituals on.
Applying a Redstone signal will only turn off the ritual, this does not mean you will need to
spend the LP to reactivate the ritual. Once the Ritual is activated it can be turned on and off at
will. Only deconstructing the ritual and building it another location will require reactivation.
Ritual stones are the other building blocks of rituals, each Ritual has a different arrangement of
Ritual Stones in a very particular pattern, these also have to have the right markings on them.
There are 6 types of ritual stone (Earth, Wind, Fire, Water, Dusk and Dawn) but in the current
version of the mod, you can only craft 5 of the 6. These can be crafted by “painting” (right-
clicking the stone with the Inscription Tool) the ritual stones with their corresponding Elemental
Inscription Tool (these are crafted in a Tier 3 Blood Altar).
As you can only craft 5 of the 6 Ritual stones you will need to use the Divining Rod to build your
Ritual, this means the crafted Ritual stones are only really good for decoration.
Standard Rituals
Now that you have the Divining Rod, Ritual Stones and a Weak Activation crystal you can
create Rituals. Each Ritual will have a cost to activate and a running cost or cost per action.
This depends on the ritual and will vary. If you do not have enough LP in your network these
rituals will start to drain your health and can/will eventually kill you if you can't turn the ritual off
fast enough or fill up your network quickly.
All Rituals can be modified in the configs and with the Ritual Tinker, some of the below rituals
can be modified to run off different types of Will, unfortunately you will not have access to these
other types of will until you upgrade your altar to Tier 4
The location of where the water spawns can also be defined, it needs to be within a vertical
range of 2 blocks and a horizontal range of 2 blocks.
Raw Will This will decrease the cost of each lava source spawned. Raw Will also
allows the lava to be spawned straight into a container (such as a tank), this
container must be within a 9 block radius of the Master Ritual Stone
Steadfast Will Fire resistance will be applied to any player within range of the ritual, this
range can be configured but it must be with a 9 block radius around the
Master Ritual Stone
Corrosive Will Entities that have fire resistance (Blazes and Zombie Pig men) are damaged
Vengeful Will Entities within range have Fire Fuse applied to them. This will make the entity
act like a rocket, first it will be lit like a fuse and then be launched into the air.
The range of this can also be altered but it must be within a 9 block radius of
the Master Ritual Stone.
Using the ritual tinker the ritual can be increased to handle up to 81 crops in a 5 block radius of
the Master Ritual Stone (but in the current version, you can’t define a new “Growth” area). This
ritual can also be set to consume different types of Will:
Raw Will This will perform all operations at an accelerated rate, consuming 0.05 Will
per successful growth and increasing its speed relative to how much Will is
in the Aura
Steadfast Will This allows you to set an area around the ritual that will be automatically
tilled and hydrated. Additionally, any seed that is within this range will be
planted on a nearby block if possible. This costs a small amount of
Steadfast Will, and its effects do not scale with Will in the Aura
Destructive Will This will increase the effective maximum range of the ritual, meaning the
more Will you have the more crops/plants a single ritual can handle.
Thankfully, the ritual does not drain any Destructive Will, however if your
Will drops and the ritual's maximum range is lower than what you set it at,
the ritual will not work at all until fixed
Corrosive Will This may shift the fundamental nature of the ritual. When supplied and the
new range is properly set, any mobs that enter in the ritual's area of
influence will have the "Leech" effect applied. Every few ticks, the plants
near the mobs will be damaged and the mob will be damaged
proportionally. Fertilizing with mobs directly can prove beneficial! Every 10
seconds that the debuff is applied per mob, 0.2 Corrosive Will will be
consumed
Interdiction Ritual
Activation Cost: 1,000LP
This ritual will repel all non-player mobs by about 2 blocks from the Master Ritual Stone (by
default). Mobs within this range are not affected by fall damage, though that safety net wears off
as soon as they are pushed away.
The Push area can also be defined, it needs to be within a vertical range of 9 blocks and a
horizontal range of 9 blocks.
Ritual of Containment
Activation Cost: 2,000LP
Cost per mob pulled per tick: 1LP
Pull mobs into the centre of the ritual and suspend them in mid-air. the default range of the ritual
is a 3 block horizontal radius from the bottom of the master stone to the top of the top-most
runes.
This range can, of course, be altered but it needs to be within a vertical range of 9 blocks and a
horizontal range of 9 blocks.
The block that launches entities into the air can also be configured, this block needs to be within
a vertical range of 4 blocks and a horizontal range of 4 blocks.
Ritual of Magnetism
Activation Cost: 5,000LP
Cost per ore: 50LP
This ritual is useful for ore collection, as it will pull ore blocks from the ground and place them
within the ritual. This ritual will bring up ore to the surface every 40 ticks. The default radius that
this ritual operates is 3 blocks in each cardinal direction, giving an area of 7x7 blocks centred on
the Master Ritual Stone.
Because the ritual currently does not have any Will augments, you can only increase the radius
of effect for the ritual by placing a valuable block directly underneath the Master Ritual Stone. If
an iron block is used the radius becomes 7. If a gold block is used, the radius becomes 15.
Finally, if a diamond block is used the radius expands to 31, meaning any ores below the ritual
in a 63x63 area will be slowly pulled up into its 3x3x3 volume above the Master Ritual Stone.
The chest location can be configured but it will need to be within a vertical range of 2 blocks and
a horizontal range of 2 blocks of the Master Ritual Stone. The area of which the ritual pulls the
blocks can also be configured but this needs to be within a vertical range of 9 blocks and a
horizontal range of 9 blocks.
This ritual can not have its area modified, this seems to be a bug with the current version of
Blood Magic
The chest location can be configured but it has to be in a 2 block radius of the Master Ritual
Stone. The area of which the ritual places the blocks can also be configured but this can only be
a maximum of 29 blocks away from the Master Ritual Stone vertically and 14 blocks
horizontally.
Ritual of Suppression
Activation Cost: 5,000LP
Cost Per operational tick: 2LP
This ritual will suppress all liquids in a set radius, liquids within a 10 block radius of the Master
Ritual Stone will be replaced with Air. When the ritual is turned off the liquid will return to its
original place. This ritual is named The Dome of Suppression in the hand book but in the
Diviner, it is the Ritual of Suppression.
Tier 4
More Rituals and LP automation
Just like the previous Tier, you will need to go out one block and down one block from the altar,
surrounding the Altar in an 11x11 ring, the 3 corner blocks do not matter and can be anything
you want. You will also need to build 4 pillars on each corner 5 blocks high with the top being a
Bloodstone Brick.
Tier 4 Runes
With the Altar upgraded to Tier 4 you will now be able to craft Demonic Slates, these are crafted
by placing a Imbued Slate into the Altar with at least 15,000 LP. Remember that not having
enough LP in the Altar will still drain the LP but will not complete the craft until you give it more
LP.
With the Demonic Slate you will be able to craft 3 New Runes for your Blood Altar:
Acceleration Rune
Unlike most runes, the Rune of Acceleration works best only when paired with other runes, and
its effects only increase to a limited amount. What this rune does is it increases the number of
processing ticks that can occur in a given period of time, specifically when it comes to the
Displacement Rune and Charging Rune. For each rune added, the number of ticks before the
next processing tick decreases by one. For instance, by default the Displacement Rune
displaces liquids at a rate of one operation per 20 ticks - with 10 Runes of Acceleration, this
would occur at a rate of one operation per 10 ticks. Obviously the maximum number of
Acceleration Runes that presently matter is 19 - if you have this many, the Displacement Rune
and Charging Rune will both activate their effects each tick.
Charging Rune
The Charging Rune is one of those beauties that will completely change the operation of the
Blood Altar to something that can be seen as more useful for one-stop crafting. By syphoning off
the LP from the Blood Altar slowly, the Charging rune begins storing "Charge," an internal value
of the Blood Altar that can be seen using the Seer’s Sigil. If the Blood Altar has enough Charge
when it gets something to craft, it will use the required Charge up immediately and craft the item
instantaneously. If there is not enough Charge, the Charge is all used to increase the progress
of the item at a 1:1 Charge:LP ratio. The maximum amount of Charge that can be stored in the
Blood Altar is a function of the number of Charging Runes that it has multiplied by the current
capacity of the altar, but the capacity of the altar only comes into effect if it is greater than 20k:
below, each Charging Rune can stock 1000 Charge while above, each one contains an amount
of Charge equals to 5% of the LP capacity of the Blood Altar. Without Acceleration Runes, it will
convert LP into Charge once every 20 ticks (one second). So if you were to design a Blood Altar
with this rune, careful consideration will have to be made for all of the synergistic relationships
that it has.
The Master Blood Orb can hold up to 1,000,000 LP. You must bind this orb to yourself by right
clicking it while in hand, this will do 1 heart of damage.
You will need to craft a few Teleposition Focus first, this can be done by placing an Ender Pearl
into the Tier 4 Blood Altar with 2,000 LP. This can then be crafted together with gold and more
ender pearls to make a Teleposer, you will need 2 of these for this to work.
Place down the first Teleposer, this will act as the primary Teleposer, this means once this is set
up this block (the first one) will be given a redstone signal to send whatever block you have
above it to the next Teleposer:
Place down your second Teleposer wherever you want to teleport the block (a chest in this
case). Next you will need to use a Teleposition focus to bind the Teleposers. With the
Teleposition focus in hand right click the first block and then do the same with the second block,
once done right click the first Teleposer with an empty hand and place in the Teleposition focus.
Hit the button and watch the chest move to the other block. This is a very simple way to show
what the Teleposer can do, you can also have 1 block on each block and they will also swap
places.
Teleposers don’t have a range limit or a dimension limit, this does mean they can be used to
transport blocks back to base that normally can not be picked. By default Spawners and
Bedrock are turned off in the configs. To disable this you will need to edit the Blood Magic config
file:
blacklist {
# Stops listed blocks and entities from being teleposed.
# Use the registry name of the block or entity. Vanilla objects do not
require the modid.
# If a block is specified, you can list the variants to only blacklist
a given state.
S:teleposer <
bedrock
mob_spawner
>
The Diviner acts just like the previous version, shift right clicking scrolls forwards and shift left
clicking scrolls backwards. Hovering over the Diviner will tell you more about the ritual and
holding shift while hovering over it will tell you what runes are needed and what direction it will
face. You can also set the orientation of the ritual (north, south west and east) by left clicking.
Ritual Tinkerer
The ritual tinker does what the name implies, it will allow you to tinker with a ritual. Rituals can
be modified in a few ways but not every ritual can be tinkered with. Rituals can be modified to
consume Will and they can have their range increased amongst other things.
To fully grasp how the ritual tinkerer works this guide will cover examples with rituals, to find out
more about these rituals please jump to this section that will give you more details such as
activation cost and the rituals use.
With the ritual Tinkerer in hand you can right click to cycle through the ability of the Ritual
Tinkerer, the ritual will need to be active in order for it to give you information, you will also need
to right click in the air not pointing at any blocks:
Not every ritual will show you what different types of Will do.
Consume Will
To modify a ritual to consume Will you will need to have a Will Crystal in your hotbar and then
you can right click the master ritual stone with the ritual tinkerer, this will force the ritual to use a
particular will from the Aura. Without the will in the Aura the ritual will continue as normal.
You can also remove will usage from any ritual by right-clicking the Master Ritual stone with no
will in your Hotbar.
Define Area
Some rituals can have their area of effect move or changed and can also have their chest
location moved. Shift right-clicking the Master Ritual Stone of an activated Ritual will either give
you Chest location or Area (some give you an option to set will effect location, depending on the
ritual). To select which one of these properties cycle through them by shift right-clicking the
master ritual stone while on Define Area mode, once the area of effect shows up on screen you
can start to select your first Location by using right-click, you can do the same to select the
second location.
The best example of this is the Gathering of Forsaken Souls, this ritual has an area of effect
around the ritual but this can be changed to just effect above, below the ritual or next to the
ritual.
Above you can see a Blue and a Purple stained glass, these are the 2 markers I have set, this
whole level is where the ritual will effect, this till damages mobs but only in this area.
If you are trying to move the chest location you can simply put down any block to act as a
placeholder for where the chest will be and then right-click it twice (remember to first right-click
the Master Ritual Stone in Define Area mode and select chest location), then simply replace the
placeholder with a chest. For some reason, you are not able to right-click a chest as it just
opens and it does not save the location.
All the rituals in this guide will state whether or not they can be modified and what effects they
have.
There are other rituals such as Call of the Zephyr that will collect items within its range. This can
be changed to a max 9 block vertical and horizontal radius, below you can see how big this area
is and how to define this area.
These clusters can be placed on any surface and as long as they are given the corresponding
type of Will in the Aura they will grow. These will act like the crystals that grow on the crystalizer.
Before getting into how and what we can do with these other types of Will you will need to
create some. In older versions of the mod, you had to plop a few Crystallizers down and wait for
a different type of will to spawn. This now DOES NOT WORK.
Once the crystal has grown 5 or more spires, the ritual will break off a crystal and place a new
type of crystal on the floor on top of one of the 4 aspect stones around the Crystalizer. This will
happen again and again but there is no guarantee that all 4 crystals will grow at the same time.
The best thing to do is to wait until all 4 crystal wills have fully grown.
Growing crystals in the Crystallizer and via the ritual is very slow and killing mobs for Will is also
painful (unless you automate it), Will is needed more and more in rituals and for other things.
Once filled in Will Crystals can be placed on the ground on the ritual, the more that are placed
the better as long as you can keep the aura filled.
As the ritual runs the crystals will grow fully at an accelerated rate at the cost of a little Will in the
Aura and LP. It's very advisable to wait for these crystals to fully grow (7 spines) so you can
right-click these (with a Tartaric gem with at least 1,000 will in it) to pop off all the spines but
leaving the main spine.
If you run out of Will or LP the ritual will stop. It is important to know that when the mobs die to
this ritual they will still drop items, it’s very advisable to collect these items to reduce lag.
The Crack of the Fractured Crystal ritual can be placed below (or above, depends on where
your mob farm is ) the Gathering of Forsaken Souls ritual by placing the Master Ritual Stone a
The Crack of the Fractured Crystal ritual will cost 40,000LP to activate and cost 50LP operation
(operation being breaking of each crystal cluster), once activated the ritual will break shards off
crystals without removing the centre shard. These shards will drop onto the ground and will
need to be picked up, there is another Ritual for this but it's cheaper and more efficient to use
other mods.
Demon Pylon
We can release different types of will into the aura by placing will crystals that were grown via
the Resonance of the Faceted Crystal ritual or by simply using standard Will. Setting up multiple
Demon Crucibles can be expensive, it does let you control what chunks have Will in the Aura.
A good idea is to fill 1 gem up at a time with each of the different Will types and once you have
all 4 you can have 4 Crucibles with gems and keep pumping in any let over Crystals into the
Crucible.
These 4 new types of Will do come in useful, not only can they be used to augment Rituals but
they can also be used in Sentient/Armor/Tools/Weapons, in order for the Sentient
Armor/tools/Weapons to use the desired type of Will you must have a gem with the highest
amount of Will of the type you wish to use:
Certain types of Will can give general bonuses and more specific bonuses with the Sentient
Sword. To enable these you will need to right-click with the Tool/weapon in hand while having
the desired gem in your inventory, the Tool/Weapon will change colour depending on the type of
will.
Sentient Axe/Shovel/Pickaxe
Using a certain type of Will with any of the Sentient Tools will give them a small buff to their
speed and damage stats. If you are carrying more than 1,000 will you can drop your
Tool/Weapon on the floor and it will follow you around and fight for you.
The will effects for all the tools are the same, the only difference is the tools attack damage with
no will:
Raw Will
Corrosive Will
When attacking mobs add Wither and a Poison Effect
Vengeful Will
Lowers Attack Speed, Adds Damage and increases movement speed
Steadfast Will
Increases Damage and grants absorption after mob death.
Destructive Will
Increases Damage, reduces Attack Speed
Sentient Bow
The Sentient Bow’s arrows will have different effects depending on what type of Will you are
using to “power” the bow. You will still need to have arrows in your inventory.
Will Effect
Raw Will
Gives extra protection
Destructive Will
Gives + to Attack Damage and - To attack Speed
Vengeful Will
Gives a speed boost depending on the amount of will
Steadfast Will
Gives Knock Back Resistance and extra Amor rating
Corrosive Will
Will remove Wither and Poison instantly.
Sentient Sword
Steadfast Sentient Sword
Steadfast Will gives your sword the ability to grant you absorption.
Absorption Time(sec) 10 15 20 25 30 35 40
Note: Each trigger of absorption grants a temporary half heart, stacking to 5 temporary hearts. Time
is renewed for each trigger, and at the expiration of absorption up to two temporary hearts will be
removed. The remaining temporary hearts will persist until damaged, but will still only stack to 5
temporary hearts with additional triggers.
Poison level 1 1 1 2 2 2 2
These are the last 2 tiers of gems and 16,384 is the most amount of Will you can carry in one
gem. Filling these gems with all 5 types of Will.
Remember Sentient weapons, tools and armor will latch on the Will of which you have the
highest amount of in your inventory.
These Weapons and Tools have 20 health and will follow you and even fight for you! If these
Spectral weapons and tools will run out of combat to heal. These weapons and tools will keep
their enchants.
These Tools and Weapons can be picked up again by shift right clicking them.
Sentient Armor
As you can only customise the armor after having a Tier 4 Altar, it is best to wait until you have
access to high amounts of Will and all the Rituals before crafting the Sentient Gem.
Sentient Armor is like a buffed version of Living Armor that can be repaired with Will. It will also
keep all the enchants that were on your Living Armor. Early game Sentient Armor might not be
much good as you will not have access to huge amounts of Will but it will certainly help if you
are in a pinch.
Sentient armor really comes into its own when it is combined with other types of will rather than
just normal Will.
Sigils
Having Access to the Demonic Slate gives you access to other Sigils:
Sigil of Haste When used gives player Boost Buff : a mix 250 LP/Further 250
between Speed II, Jump Boost II and Step Assist. LP every 5
You can add the Boost effect to the actual Potion seconds while
active
effects Speed II and Jump Boost II to run even
faster and jump up to 4 blocks (only 2 with Boost or
Jump Boost II alone)
Sigil of Upon right click, the Sigil of Supression will remove 400 LP every 5
Suppression all liquids within a five block radius for as long as seconds
the user is in that location. Once moving away from
the liquid or deactivating the sigil, the liquid will
return after a short delay.
Transposition Sigil Upon shift right clicking a block with the 5000 LP per Block
Transposition Sigil, a lightning bolt will strike the
block, making the block disappear and storing it in
the sigil. When the sigil is right clicked again there
will be another bolt of lightning to release the block
Sigil of Ender This Sigil prevents teleporting. It has an effect 200 LP every 5
Severance range over an area of 11 x 11 x 11 centered on the seconds and
Player. This allows a Player to easily attack the sneaking up from
behind.
Enderman, with a ranged weapon, without him
jumping all over
Sigil of This Sigil compresses 9 items of a kind until you 200 LP every 5
Compression have less than 64 of them in your whole inventory seconds
into its block form if possible. Since the LP cost is
only taken every 5 seconds, you can wait for
having a lot of items to compress, then activate the
Sigil for only 1 second : that way, it will only cost
you 200 LP every 5 uses or so.
This Sigil does not create Spectral Blocks while the player is jumping or falling, unless the
player is sneaking. Sneaking while standing on a platform will spawn a new platform one block
lower. This can be used to descend safely. Combining a Sigil of the Phantom Bridge with an Air
Sigil provides the user an alternative to more traditional flight mechanics.
1
By default Bedrock and Spawners are not able to be picked up, this can be changed in the
config
Once activated this Ritual will grant you a flight Buff (Fall damage negation included) for 1
second within an area of 41x41x61 around the master Ritual Stone. Going outside of this area
will drop the buff, this ritual will not protect from fall damage.
The Iron Block reagent will give low level ores, such as Lapis-lazuli, Iron and Redstone Ore.
This will cost 1,000,000 LP to complete, the meteor radius will be 6 and will contain roughly 50%
Ore
The Block of Gold reagent will give a bit of every Minecraft Vanilla Ores, but mainly Lapis-
lazuli, Iron and Gold Ore. This will cost 2,500,000LP to complete, the meteor radius will be 7
and will contain around 80% Ore.
Shortly after the ritual is completed, a meteor full of ore will be generated. This meteor causes a
large explosion when generated. It is wise to keep this ritual several chunks away from base
infrastructure. Its center will hit the highest block directly above the Master Ritual Stone and
destroy any blocks in its way, including the ritual. A one block thick platform is sufficient to
position the meteor. Moreover, if the highest block above the MRS is an Obsidian, it will prevent
the explosion from destroying any block, but not from causing damage to nearby mobs and
players. By using this method, all non-Air Blocks which would be stuck in the meteor will be kept
intact, including the Obsidian. Placing it at least 10 blocks above the MRS will avoid any loss of
the blocks provided by the meteor (if lower, it may merge with the structure of the Ritual).
On the left, a Diamond Tier meteor crashed into the Ritual. On the right, several meteors
successively stopped using the Obsidian method, keeping the Ritual (and the Obsidian in the
middle of the meteor) intact. The size of the meteor is determined by the reagent dropped on
the Master Ritual Stone.
Check your Config folder for your mod pack to find out how much the activators cost and if there
are different ones.
Hymn of Syphoning
Activation Cost: 500LP
Ritual of Speed
Activation Cost: 1,000LP
Cost Pre Launch: 15LP
The Ritual of Speed, once activated, will launch approaching entities approximately 30 to 40
blocks away for a small Life Essence (LP) cost.
Standing within the area defined by the ritual stones will launch the entity forward approximately
30 to 40 blocks in the direction of the Dusk Rune. During this launch, fall damage will not be
applied.
Vengeful Will Amplifies the grounding effect and increase fall damage
This ritual can also have its range set, currently there is no limit on how big the range is, when
using the ritual Tinkerer on the ritual you will get an error message but you still be able to set a
new area.
Raw Increases the speed of the ritual based on the total Will in the Aura
Corrosive Unimplemented
Steadfast Automatically breeds adults within its area using items in the connected chest
Destructive Causes Adults that have not bred lately to run at mobs and explode1
1. The exploding animals will slowly run down any hostile mobs and blow them up with an
explosion that doesn't damage blocks, though it does destroy any items already on the
ground. Explosion damage seems to be about 6 hearts point-blank, but they usually
detonate a little bit early, causing their damage to average closer to 4.5 hearts. Will
damage/kill any other weaponized animals in their blast radius.
Raw Increases the speed of the ritual based on the total Will in the Aura
Corrosive All blocks are broken to be processed with a form of cutting fluid. Override Silk
Touch where applicable. (Ore Doubling)
Steadfast Causes all blocks that are broken to be picked up with silk touch. Overrides
Fortune where applicable. (Silk Touch)
Destructive Blocks are broken down forcefully: all blocks broken are affected by Fortune 3.
Vengeful Compresses the inventory on a successful operation. Currently only does one
compression per operation (items include compressed cobblestone or Lapis
into block form.
Once the crystal has grown 5 or more spires the ritual will break off a crystal and place a new
type of crystal on the floor on top of one of the 4 aspect stones around the Crystalizer. This will
happen again and again but there is no guarantee that all 4 crystals will grow at the same time.
The best thing to do is to wait until all 4 crystal wills have fully grown before harvesting.
Well of Suffering
Activation Cost: 40,000LP
Cost per ½ heart of damage caused to mobs : 25 LP
The well of suffering is the key to automating the Blood Altar, at the cost of a little LP this ritual
will damage any mobs within its range and drain 25LP for each ½ heart of damage caused to
mobs and put it into the Blood Altar. This Ritual is like an automatic Sacrificial Dagger that stabs
mobs. This Ritual will do a small amount of damage to any mobs within its 10 block range, this
can and will kill mobs so it must be fed mobs in order to generate LP. This effect respects any
Runes of Sacrifice around the Altar.
By default this Ritual looks for a Blood Altar within a 10 block radius, this can be configured but
the Altar must be with a 14 Vertical range and a 9 block Horizontal range of the Master Ritual
Stone.
The damage radius of the Altar is 10 blocks by default but this can also be configured, it needs
to be within a vertical range of 14 blocks and a horizontal range of 14 blocks of the Master
Ritual Stone.
Automation
There is a way to keep this Ritual full of mobs without having to build any kind of complicated
mob farm around it. The simple suggestion is to trap mobs within the glass and have them stand
on Grave Soil (This is an item from Tinkers’ Construct):
There are 4 spots around the ritual where this can be done, you can keep adding more and
more mobs.
It is a very good idea to place down a Sound Muffler from Extra Utilities 2, as the sound of a
whole load of zombies taking damage can drive a person insane.
This area can also be configured but it will need to be within a vertical range of 199 blocks and a
horizontal range of 199 blocks of the Master Ritual Stone.
The Ritual of the Feathered Knife will not reduce a player's health below 3 hearts by default.
Raw Increases the speed of the ritual based on the total Will in the Aura
Corrosive Uses the player’s Incense to increase the yield: for the cost of 20 LP, converts
all your HP above the minimum health for sacrificing into the right amount of
LP in the Altar + Bonus % if you are “Incensed”
Destructive Increases the yield of the ritual based on the total Will: gives a bonus between
0 and 20% depending on the quantity of Destructive Will in the Aura
Vengeful Sets the minimum health for sacrificing to 10 % (if there is at least 10 Vengeful
Will in the Aura) Overridden by Steadfast for the Owner if active.
Note: even without Steadfast, Vengeful has no effect on the Owner. So maybe Steadfast isn’t
even effective for the non-Owners.
If you’re an adept of Self-sacrifice (and if you don’t want to eat all the time), you can combine
this Ritual with the Ritual of Regeneration, but without Will effects, it’ll lead to a loss of LP: it
costs 20 LP to convert 1 HP into 100 LP and 100 LP to regenerate 1 HP.
But with Corrosive Will and the Bonus % of the Incense Altar, you can produce a lot and even
get a better yield than the Well of Suffering Automation (having Tough Palms lv10 and a lot of
Runes of Self-sacrifice helps too)
Ritual of Regeneration
Activation Cost: 40,000LP
Cost per damage tick and mob: 2LP
This Ritual applies Regeneration with a duration of 2 seconds to any entity within 10 blocks of
the Master Ritual Stone. This costs 200 LP for players and 20 LP for other entities to regenerate
1 full heart. Regeneration is only applied if the entity is not already at maximum health.
A second area can also be configured, Vampirism will syphon health of mobs which will
be used to heal players within “Healing” range. This also needs to be within a vertical
range of 19 blocks and a horizontal range of 19 blocks of the Master Ritual Stone.
Ritual of Expulsion
Activation Cost: 40,000LP
Cost per teleportation: 2,000LP
This ritual is very useful on servers as once it is activated it will teleport players not on the
whitelist 100 blocks away in a random direction. This only works if someone gets within 12
blocks of the Master Ritual Stone.
To add people to the whitelist a chest must be placed on the Master Ritual stone with a blood
orb that has been bound to a player inside the chest.
Tier 5
This is the last tier of Blood Magic, there is currently no other Tier past this one.
With a new Tier of Altar comes another type of Slate. Ethereal Slate can be crafted by placing a
Demonic slate into a tier 5 Blood Altar and adding 30,000 per slate. These slates are only used
to craft downgrades for the Living Armor as there are no new runes with this Tier Blood Altar.
With the Incense Altar fully upgraded you will have access to a further 128 blocks that can have
modifiers placed onto them. This Altar will have a maximum bonus of 300%.
It is highly advisable to remove your armor at this point so you don't have to reactivate the ritual.
These tomes can be combined in an anvil to increase the level of the trait so adding
“Experienced II” with another “Experienced II” will give you “Experienced III”. Crafting higher-
level traits does not mean you can add them to your armor as you are still limited by the number
of upgrade points. You can right-click these tomes (with Bound Armor Equipped) and it will add
the trait back onto your Armor. This is not recommended as there is a better use for these
Tomes.
Training Bracelets
Training Bracelets are easily crafted and can be combined with Trait Tomes, these Bracelets act
as a whitelist for Traits.
In order for these to work you will need to keep the Training Bracelets (with the desired Traits) in
your inventory and you will need to be wearing Living Armor. While in your inventory they will
“lock” your living armor to only acquire and level the traits of which you have the bracelets for.
If you have Bracelets with Solar Powered and Strong Legs then your armor will only acquire and
level up Solar Powered and Strong legs.
Using the Penance of the Leadened Soul Ritual you are able to create downgrades, these
downgrades will hinder you but in exchange give you more upgrade points by going into minus.
The Penance of the Leadened Soul Ritual will need an item Frame and a chest, the chest needs
to have certain ingredients and the item frame will need the activator, once the ritual has been
activated the items from the chest will be consumed and a downgrade tome will be placed into
the chest. The ritual costs LP each time you wish to create a tome. Each level of the downgrade
tome will require the same Activator but more ingredients.
Each downgrade that is applied to the Living Armor will hinder your character when the armor is
worn, here is a list of all the downgrades, how many points they will give you and how they
hinder you:
These tomes can be found in JEI as they may be different depending on your mod pack. The
left-most items to go into the chest while the middle item goes into the item frame. You can also
press “u” on the Master Ritual Stone.
Battle Hungry
Gives the player exhaustion every 20 ticks.
Level 1 2 3 4 5
Crippled Arm
Stops the player's from using their offhand.
Level 1
Weakened Pick
Slows the player's mining speed.
Level 1 2 3 4 5 6 7 8 9 10
Dig speed modifier 0.9 0.8 0.7 0.6 0.55 0.5 0.4 0.35 0.3 0.2
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200
Disoriented
Gives the player a chance every 20 ticks to change the direction they are looking in.
Level 1 2 3 4 5 6 7 8 9 10
Chance 0.001 0.002 0.003 0.004 0.005 0.006 0.008 0.010 0.012 0.01
4
Upgrade Points -10 -20 -30 -40 -70 -80 -100 -140 -180 -220
Dulled Blade
Reduces the melee damage inflicted.
Level 1 2 3 4 5 6 7 8 9 10
Damage Dealt 90% 80% 75% 70% 65% 60% 50% 40% 30% 20%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200
Level 1
Loose Traction
Makes the player slide as if they were on ice.
Level 1
Diseased
Reduces health regeneration.
Level 1 2 3 4 5 6 7 8 9 10
Health Regeneration 90% 80% 70% 60% 55% 50% 40% 35% 30% 20%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200
Limp Leg
Reduces the player's movement speed on land.
Level 1 2 3 4 5 6 7 8 9 10
Movement Speed 90% 80% 70% 60% 55% 50% 45% 40% 35% 30%
Storm Trooper
Reduces arrow accuracy. Percentages describe the amount of deviation, where 100% is directly
behind the player.
Level 1 2 3 4 5
You could put all of these on your armor but it's best to have a little balance and having all of
these on your armor would be a huge hindrance. Pick wisely.
Advanced Rituals
The following rituals will need an Awakened Activation Crystal in order to be activated:
Each recipe had 2 main components, the Activator and the ingredients. The activator will never
be consumed and must be in the Item frame, the ingredients will be consumed and must be put
into the chest.
Information Tables
There is a lot of information with Blood Magic and flicking through the guide to find details you
need is cumbersome, below are tables with all the information in regards to Runes, Tranquility
and much more:
Tartaric Gems
Arrays
The Arrays listed here grant static and permanent effects. The Arrays involved in crafting recipe
don’t take part of this list.
Movement Feather Redstone Propel you in the direction of the Array (with
Array a little step up)
Skeleton Turret Arrow Feather Trap the first Skeleton who walk through it
Array and turn it into a friendly sentry
Fast Miner Mining Iron Pickaxe Gant you Haste III for 30 seconds in
Array Reagent exchange of a ½ heart
Attractor Array Rotten Flesh Rotten Flesh Attract both passive and hostile mobs in a
range of 10 blocks on both axis
Sigils
Sigils which have brief and spontaneous effects (like teleportation) are activated with Right-click
and have an LP cost peruse. Those which grant a continuous effect (like a Buff) are
activated/deactivated with Shift + Right-click and have an LP cost every 5 seconds (marked *).
Air Sigil 2 Propel you forward. Maintaining the right click allow 50
you to “fly” while draining LP
Void Sigil 2 Void the Liquid source Block you’re currently looking 50
Sigil of the Green 2 Act like Bone Meal: send additional grow ticks to 150
Grove nearby plants
Sigil of Elasticity 2 Give you a Bounce Buff: negate all fall damage by 100 *
making every Block you fall onto act like Slime
Sigil of Winter’s 2 Grant you Frost Walking: turn any water you walk on 100 *
Breath into Frosted Ice
Sigil of the Fast 2 Give you a Haste II Buff: increase Mining Speed. 100 *
Miner
Sigil of the Blood 3 Throw an orb of blood in a straight line that can be 10
Lamp used as a light source if it hits a Block
Sigil of Elemental 3 Give Water Breathing and Fire Resistance II Buffs: 200 *
Affinity protect you from Drowning, Fire and Fall damages
Sigil of the Claw 3 Grants the Cling Buff: sneaking against a Block while 100 *
falling will stop you like if there was a Ladder or a
Vine but, unlike them, without taking damage
Sigil of Haste 4 Give a Boost Buff: a mix between Speed II, Jump 250 *
Boost II and Step Assist
Sigil of 4 Remove all liquids within a 5 block radius around you. 400 *
Suppression Once moving away from the liquid or deactivating the
Sigil, the liquid will return after a short delay.
Sigil of 4 Compress 9 Items of a kind into their Block form until 200 *
Compression it remains less than 64 of them in your whole
inventory.
Sigil of the 4 Create a 7x7 platform on which you can walk and 100 *
Phantom Bridge build. The platform will follow your horizontal
movements. Jumping won’t raise the level of the
platform, walking on a Block above it will. Sneaking
for 1 second will make the current platform vanish
and a new one appears 1 Block below (in mid-air,
sneaking creates also a platform right below you)
Incense Altar
Here is al the Modifiers and Bonuses you can get with the Incense Altar:
Crop Potatoes 1
Crop Carrots 1
Crop Wheat 1
Earthen Farmland 1
Plants Leaves 1
Tree Logs 1
Water Water 1
Tranquillity Bonus
Each Tier of Incense Altar has a maximum tranquillity Bonus
No Paths 20%
Altar Sizes
Blood Altar
3 20 28 5 more Runes per side, 2 blocks out and 1 block down from
the previous tier. On the corners of this tier, a pillar of any
material 2 blocks higher than the runes is necessary, with a
Glowstone block on top of it.
4 28 56 7 more Runes per side, 2 blocks out and 1 block down from
the previous tier. On the corners of this tier, one block away
from the runes, a pillar of any material 4 blocks higher than
the runes is necessary, with a Large Bloodstone Brick block
on top of it.
5 52 108 13 more Runes per side, 3 blocks out and 1 block down from
the previous tier. On the corners of this tier, one block away
from the runes, a beacon is necessary.
Blood Orbs
Runes
Rune of Self Sacrifice 2 Gives the Altar more LP for self-sacrificing by +10% per
rune
Rune of Sacrifice 2 Gives the Altar more LP for sacrificing creatures by 10% per
rune
Rune of Capacity 3 Increases capacity of the altar by 2,000 LP per rune
Displacement Rune 3 Increases how much LP is pumped out of the altar by 1.2x
per rune
Rune of the Orb 4 Increases by 2% per rune the maximum capacity of your
Blood Orbs (and by extension your Soul Network)
Rune of Augmented 4 Increases capacity of the altar by 10% per rune, does not
Capacity stack with the rune of Capacity
Charging Rune 4 Enables the Altar to syphon LP and store it, when an item
needs to be crafted the process is sped up as it uses the
charge of the rune. Further increased by Speed rune and
Runes of (Augmented) Capacity
Acceleration Rune 4 Speeds up how fast LP can be pumped out of the altar due
to a Displacement or a Charging Rune
Living Armor
Upgrades
Quick Feet
Level 1 2 3 4 5 6 7 8 9 10
Bonus Speed 10% 20% 30% 40% 50% 70% 90% 110% 130% 150%
Dwarven Might
Increases mining speed while mining consecutive identical blocks. Table does not show increase of
how quickly it kicks in. Also gives a speed buff after breaking a block, lasting longer (around 7
seconds at level 9) per level. Trained by mining.
Level 1 2 3 4 5 6 7 8 9
Bonus Speed 20% 40% 60% 100% 100% 100% 100% 100% 100%
Poison Resistance
Will cure maximum allowed poisons and needs to cool down before curing again. Trained by being
inflicted by poison.
Level 1 2 3 4 5
Poisons Cured 1 2 3 3 4
Upgrade Points 2 6 14 25 40
Level 1 2 3 4 5 6 7 8 9 10
Bonus Life Essence 15% 30% 45% 60% 75% 90% 105% 120% 135% 150%
Body Builder
Provides knockback resistance and bonus health is listed in 1/2 hearts. Trained by consuming
food
Level 1 2 3 4 5
Bonus Health 0 0 0 4 10
Upgrade Points 3 7 13 26 42
Tough Skin
Provides protection. Trained by taking damage.
Level 1 2 3 4 5 6 7 8 9 10
Protection 10% 30% 40% 50% 60% 70% 75% 77% 80% 83%
Level 1 2 3 4 5 6 7 8 9 10
Bonus Health 4 8 12 16 20 26 32 38 44 50
Fierce Strike
Provides additional attack damage for melee attacks. Trained by dealing damage with Melee strikes.
Level 1 2 3 4 5 6 7 8 9 10
Trick Shot
Provides additional arrows while shooting with a Bow. These arrows are always standard arrows and
cannot be picked up. Does not use additional ammunition. The main arrow will land as expected,
and additional arrows will spray randomly. Trained by using bows.
Level 1 2 3 4 5
Bonus Arrows 1 2 3 4 5
Level 1 2 3 4 5 6 7 8 9 10
Upgrade Points 20 50 130 270 450 580 700 800 900 1000
Solar Powered
Provides healing and protection while in the sun. Also provides fire resistance on a cooldown.
Trained by healing.
Level 1 2 3 4 5 6 7 8 9 10
Protection under the Sun 2% 4% 6% 8% 10% 13% 16% 19% 22% 25%
Experienced
Provides increased experience rewarded and is trained by gaining experience.
Level 1 2 3 4 5 6 7 8 9 10
Bonus Experience 15% 30% 45% 60% 75% 90% 105% 120% 135% 150%
Strong Legs
Provide increased jump height and reduced fall damage. Values provided in additional height in
blocks. Trained by jumping.
Level 1 2 3 4 5 6 7 8 9 10
Fall Damage Protection 10% 20% 30% 40% 50% 60% 70% 75% 80% 85%
Soft Fall
Reduced fall damage. It is trained by taking fall damage.
Level 1 2 3 4 5
Upgrade Points 2 5 9 15 25
Charging Strike
Boosts hit damage and provide additional knockback while sprinting. Trained by dealing damage
done from sprinting attacks.
Level 1 2 3 4 5
Upgrade Points 3 7 15 25 40
True Strike
Boosts critical hit damage. Trained by damage done while critical hitting.
Level 1 2 3 4 5
Upgrade Points 5 12 22 35 49
Gift of Ignis
Provides Fire Resist when taking fire damage. Trained by taking fire damage.
Level 1 2 3 4 5
Upgrade Points 2 6 14 25 40
Step Assist
Allows you to walk up 1 block without jumping.
Level 1
Elytra
An Elytra Living Armor Upgrade Tome is created by combining a book with an Elytra in an anvil
(with the book in the first slot and the Elytra in the second) for 30 levels. The upgrade provides Elytra
flight while holding down the jump key.
Level 1
Upgrade Points 20
Repairing
Trained by taking 500 durability damage on the Living Chestplate. Restores 1 durability on a random
piece of equipped Living Armor every 200 ticks.
Level 1
Upgrade Points 15
Nocturnal Prowess
Trained by doing melee damage. Initial activation requires at least 3 minutes of Night Vision while in
light level below 10. Gives Night vision and bonus damage while light level is below 10.
Level 1 2 3 4 5 6 7 8 9 10
Level 1 2 3 4 5
Crippled Arm
Stops the player's from using their offhand.
Level 1
Weakened Pick
Slows the player's mining speed.
Level 1 2 3 4 5 6 7 8 9 10
Dig speed modifier 0.9 0.8 0.7 0.6 0.55 0.5 0.4 0.35 0.3 0.2
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200
Disoriented
Gives the player a chance every 20 ticks to change the direction they are looking in.
Chance 0.001 0.002 0.003 0.004 0.005 0.006 0.008 0.010 0.012 0.14
Upgrade Points -10 -20 -30 -40 -70 -80 -100 -140 -180 -220
Dulled Blade
Reduces the melee damage inflicted.
Level 1 2 3 4 5 6 7 8 9 10
Damage Dealt 90% 80% 75% 70% 65% 60% 50% 40% 30% 20%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200
Quenched
Stops the player from drinking potions.
Level 1
Loose Traction
Makes the player slide as if they were on ice.
Level 1
Diseased
Blood Magic - A Comprehensive Guide By MinecraftGuides.net
Reduces health regeneration.
Level 1 2 3 4 5 6 7 8 9 10
Health Regeneration 90% 80% 70% 60% 55% 50% 40% 35% 30% 20%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200
Limp Leg
Reduces the player's movement speed on land.
Level 1 2 3 4 5 6 7 8 9 10
Movement Speed 90% 80% 70% 60% 55% 50% 45% 40% 35% 30%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200
Storm Trooper
Reduces arrow accuracy. Percentages describe the amount of deviation, where 100% is directly
behind the player.
Level 1 2 3 4 5
Yes, +65 for the level 4 : there is a bug in the current version.
Rituals
Standard
These rituals require a weak activation crystal to activate, a Master Ritual Stone or Inverted
Master Ritual Stone. These rituals can be built with the Ritual Diviner:
Ritual of the Full Spring Spawns water source on Master Ritual Stone 500 LP
Serenade of the Nether Spawns lava source block on Master Ritual Stone 20,000 LP
Ritual of the Green Acts as bone meal in a 3x3 area 2 blocks above 1,000 LP
Grove the Master Ritual Stone
Interdiction Ritual Repels mobs away from the master Ritual Stone 1,000 LP
Ritual of Containment Pulls in and contains mobs above the Master 2,000 LP
Ritual Stone
Ritual of High Jump Mobs and players who step on the Master Ritual 1,000 LP
Stone are propelled upwards
Ritual of Magnetism Pulls ore blocks from below the Master Ritual 5,000 LP
Stone, area and type of ore is dependant on the
activator block below the Master Ritual Stone.
Ritual of the Satiated Keeps players fed within its range (33x33x33), 100,000 LP
Stomach must be supplied with food.
Call of the Zephyr Sucks in items within its area and places them 1,000 LP
within a chest on the Master Ritual Stone.
Crash of the Cuts down trees within range of the Master Ritual 20,000 LP
Timberman Stone.
Laying of the Filler Places blocks that are placed in a chest (placed 5,000 LP
on top of the Master Ritual Stone) within the ritual
k Dusk
These rituals require a weak activation crystal to activate, a Master Ritual Stone or Inverted
Master Ritual Stone. These rituals can be built with the Ritual Diviner (Dusk):
Cry of the Eternal Soul Transfer LP from your personal network back into 2,000,000 LP
the blood Altar
Assembly of the High Creates a Blood Altar with blocks within a chest 500 LP
Altar that is on the Master Ritual Stone
Mark of the Falling Summons a meteor full of ore onto the ritual, size Depending on
Tower and ore types depending on the activator. Activator
Hymn of Syphoning Pulls fluids within a 16 block radius and puts them 500 LP
into a connected tank. Fluids are replaced with
stone
Ritual of Grounding Forces mobs to the ground and prevents jumping 5,000 LP
near the ritual
The Gate of the Fold Portal gates that work cross dimension, can be 50,000 LP
customised with blocks around the Ritual Stones
Ritual of the Crusher Mines out a 3x3x3 area below the Master Ritual 2,500 LP
Stone
Reap of the Harvest Harvest mature plants within a range around the 20,000 LP
Moon Master Ritual Stone
Focus of the Ellipsoid Builds a Sphere around the ritual with any blocks 20,000 LP
that the chest is supplied with
Well of Suffering Damages Mobs within range of the ritual and fills 40,000 LP
up a nearby Blood Altar with LP
Ritual of the Feathered Reduced fall damage down to 0 within the rituals 5,000 LP
Earth range
Ritual of the Feathered Will damage players within a 31x31x41 range and 50,000 LP
Knife fill the Blood Altar with LP, Never kills players
Crack of the Fractured Breaks off Demon Will crystals but will always 40,000 LP
Crystal leave 1 spire
Gathering of the Damages Mobs with its range and speeds up will 40,000 LP
Forsaken Souls crystal growth. This will drain 2LP/s when active.
Advanced Dusk
These rituals require an awakened activation crystal to activate, a Master Ritual Stone or
Inverted Master Ritual Stone. These rituals can be built with the Ritual Diviner (Dusk):
Ritual of Living Upgrades the living armor to have 300 upgrade 50,000 LP Per
Evolution points Armor set
upgraded
Sound of the Cleansing Clears all upgrades and downgrades from Living 25,000 LP Each
Soul Armor time you
downgrade your
armor
Mod Authors
WayofTime - Owner, Arcaratus - Contributor, BBoldt - Artist, CyanideX - Artist, TehNut - Author,
Yulife - Artist - Thank You
Contributors
Tyith - Guide Author
AEon - Thank you, really cleared things up for me!
Gliched - Thanks for Answering all my questions!
Vincent Longiug - Thank you for all the help and corrections!
Sources
FTB Wiki - https://ftbwiki.org/
FTB Wiki - https://ftb.gamepedia.com
Sanguine Scientiem - In game documentation
A bunch of tests and experiments of all kinds (mainly in Creative mode, I have to confess)