Rustbound Magic is a mod that aims to add magic to Vintage Story. The concept of magic is tied to a force know as "rust", originating from the mysterious realm know as the "rust world". Once a player peers beyond the veil into this otherworldly void, the unknown becomes know. Through careful balance of one's temporal stability, this new power can be harnessed and imagination becomes reality.
This mod is best played with temporal stability and rifts enabled! This mod is also designed with multiplayer servers in mind and it encourages roleplaying. If you play on a multiplayer server and don't care for magic, you don't have to use it! Magic should be a choice, not a requirement. Non-magic users can still make use of utility blocks, spell scrolls, and other services mages can provide.
- Attune to an element. This will be like a sub class that gives positive and negative traits. Casting attack spells of your attuned element does bonus damage and no focus is needed as the default element will be your attuned element.
- Temporal storms and rifts will be used heavily. Maybe have elemental themed rifts?
- When attuned to an element, using crystals of your attuned element in things like rituals and the bastion can enhance the effects. Likewise, using crystals of an element not attuned to you will result in weaker effects.
- Mana tool system. Tools that takes mana on use instead of durability and could enhance effects of the tools. May also make these rechargable via elemental crystals so that non magic users can use them. Would like to incorporate all elements in this.
So for example;
Manamace of fire: 4 fire damage on hit, with a chance to catch the opponent on fire.
Manamace of frost: 4 frost damage on hit, with a chance to slow the enemy down.
Manamace of electricity: 4 gravity damage on hit, with a chance to paralyze the enemy.
Manamace of gravity: 4 gravity damage on hit, with a chance to knock the enemy back.
Manamace of healing: 4 healing damage on hit, with a chance to heal the caster for a portion of damage done.
Manamace of poison: 4 gravity damage on hit, with a chance to poison the enemy.
Manapickaxe of fire: has a chance to cause ore to drop nuggets or smelt ore directly into ingots? maybe a 3 x 3 range?
Tier 4 will focus on spell enhancement.
- Oculus gateways (link and teleport between keyed gateways using essence). This will be elemental themed so will appear in this tier.
- Arm, necklace, and other equipment becomes craftable to buff spells or actions, for example, a necklace that increase the duration of alteration spells by 2x.
- Ritual of Summoning: summon an elemental, will be used for boss summoning. Could be used as a replacement for conjuration girmoire spells
- Ritual of Stormsong: makes it rain baby. dark mana torches in ritual?
- Ritual of Cloudbreaker: stops rain. light mana torches in ritual?
- Ritual of Gateway: maybe teleports player?
1.) Look for rifts in the world to collect unstable riftbloom! When flowers are with range of a rift, they will transform temporarily into "unstable riftbloom" and when broken, they will drop new items; rusty dust, shifting fibers, and a chance for a riftbloom sprout. If the rift disappears, unstable riftbloom will slowly convert back into their original flower. Loose stones are also effected by nearby rifts. Make sure to make the hangbook and guidebook to help answer questions!
2.) Unlock magic! To unlock your magical potential, lower temporal stability to 0% then [sneak] + right-click while holding rusty dust. Stay still and sneaking for 5 seconds to finish unlocking magic. Doing so will give you a mana bar and level you up to a Tier 1 mage. Player max mana starts at 10mp. Increase max mana by gaining magic exp from casting spells, world magic, or synthesis.
3.) Create a makeshift staff (refer to the guidebook for more info)! All players start off with an innate spell called "Transmutation". This is a core spell that shoots a projectile which can modify things in the world. Transmutation can effect other blocks in the world outside of world magic and synthesis.
These blocks are: Burned out torches, basic fire pit (just putting dry grass down), tree leaves, etc.
Grimoires can be stored on bookshelves.
Grimoires in a Sanctum will take durability damage if the player dies. When they reach 0, they disappear.
Grimoires will be able to be enhanced in a future update.
This system is applied directly to entities and can give them a weakness, a resistance, and/or a strength to certain elemental types of damage. All entities using this system will have a change to drop temporal and/or elemental fragments! This system will work on any entites, even from other mods. Feel free to directly apply or patch the required attributes and behavior in. Most vanilla entities will have a resistance and weakness already applied.
Add the following to the entity json. You can pick one or mix and match the 3 attributes below. The "Elements" to choose from are: fire, frost, electricity, gravity, heal, poison. The "Amount" is the damage modifier. You must have both an "Element" and "Amount" for what you want to apply.
- Weakness would be an element that does bonus damage.
- Resistance would be an element that does less damage.
- Strength would convert damage from the element type into a heal.
- Amount of 1.0 is no effect
- Amount of 1.5 would do 1.5 times damage
- Amount of 0.5 does half damage
Example Patch:
This patch would give the bear weakness to gravity dmg, resistance to frost dmg, and no strengths.
- Added the new passive spell "Clarvoiance" to magic tier 3 unlock! This allows you to see elemental damage modifiers on entites that have them.
- Multiple fixes for the guidebook entries.
- Added a new world magic destruction array: Runestone. Breaks down runestone into arcanus.
- Fixed an issue with runestone creation.
- Fixed an issue that would make the rift system inaccessible for riftblooms. They would spawn, but not despawn. They will now despawn!
A few notable big changes:
1.) Riftblooms have a new life cycle and the "rusty riftbloom" variant doesn't exist anymore! Harvest those crops before updating!
2.)The early progression has changed! The goal was to get rid of needing a ritual altar so early in the mod. The progression now is that you unlock magic, get your makeshift staff, make a nexus, use world magic to make arcanus and runestones, then complete the oculus to go into synthesis.
- Riftblooms have been redesigned. The stages are now: Unstable riftbloom, Riftbloom seed, Riftbloom sprout, and Riftbloom. The redesign makes these plants feel more "plant" like, while still ignoring light, nutrients, and temperature.
- Unstable riftbloom still spawns the same way with adjusted drop values. Drops 1 x Rusty dust, 1 x Shifting fibers, 20% chance to drop Riftbloom seed.
- Riftbloom seed drops from unstable riftblooms now (20% chance). The seed can be planted in any soil that supports flowers. Only drops a riftbloom seed when harvested with a knife) Takes 24h to become a sprout (was 48h). There is no damage done when running into this seed block.
- Riftbloom sprout grows from a riftbloom seed. When harvested with a knife, it only drops a riftbloom seed. Takes 72h to mature (no time change).
- Riftblooms are the mature plant that can be harvested. If harvesting with a knife: Drops 1-2 x Rusty dust, 1-2 x Shifting fibers, 1 x Riftbloom seed. If harvested with transmutation: Drops 1-3 x Rusty dust, 1 x Shifting fibers, and resets the plant to the sprout stage.
- The seeds can be stored in display cases and shelves.
- The amount of time to the next stage can be seen via the block info hovertext.
- The rift growth buff has been redesigned. The effect now correctly ticks down the maximum time needed for the next stage, equals to a 4x growth rate.
- Updated numerous handbook entries for all block and items.
- All items and blocks should be shelfable, displaycaseable, and some, scrollrackable! This includes positioning on said blocks.
- Added and updated the handbook entries for various blocks and items to format/add more info.
- Lifetap now requires -20% temporal stability per use.
- Lifetap now requires at least 50% temporal stability to cast.
- Added a new config option for mana bar HUD placement. There are 3 places the mana bar can go now. This should help with conflicts with other mods that also use the space to display something.
- Added more logic to modifying temporal stability and mana addition and subtraction to help sync between client and server. This should help with some desync issues seen with meditation where you would get a spell failure when casting a spell that would "deplete mana".
- Fixed a bug where if a player dies on a multiplayer server, everyone's spells there were casting stops.
- Fixed a bug that would result in an error due to the riftsystem not being available when making riftblooms.
- Impure elemental crystals have been removed.
- Unstable elemental crystals fragment drop rate has been increased from 25% to 33%.
- The Nexus will now show where the runestone caps should be when looking at it and sneaking (similar to oculus core and ritual altar).
- Migrated major guides from the guidebook to the handbook.
- Changed the grid recipe for the temporal fragment. This will require less rusty dust and shifting fibers and will now take an elemental fragment of any type.
- Redesigned and improved the oculus pedestal block info hovertext.
- Now when sneaking and looking at the Oculus pedestal with an Oculus that has a cipher, you will be able to see the full ingredient list.
- Redesigned and improved the sanctum block info hovertext.
- Prism of duplication now has the 'transmutable' tag in the block info.
- Prism of duplication tooltip was fixed.
- Added more info to numerous hovertext sections of the nexus GUI.
- Added a basic mana vial and mana extractor. All temporary, not working yet.
- Fixed a model/texture issue for the magical repair kit.
- Pruned out more unused shapes.
- Added more info in hovertexts in guis, more stuff in block info, and more info crammed into the in-game handbook.
- Removed the old quick start handbook guide.
- Added numerous handbook guides.
- World magic comes in 3 types; creation, destruction, shifting.
- Changed the default value for the config object "ITEM_MAGICCHALK_HOLDSHIFTTODRAW" to false.
- Added config options for batching elemental crystals amounts based on magic tier.