Or you just fly around in the nether with your enchanted broom and mine glowstone with the excavationfocus on a wand...like i doArgh, yeah. Witchery is kind of a slog to advance through. But so be it.
Interesting notion about the fibrous taint. I always thought it could spread into non-tainted lands and corrupt them. Interesting notion about magic forests though! I don't want to turn the whole world into magic forests, but I could use them as boundaries perhaps, and alter the lands within to other things later.
Botania actually can transmute redstone into glowstone powder very early on, with the Alchemy Catalyst. I am literally drowning in redstone at the moment, so that is unlikely to be a problem.
Thanks for the advice!
If you want to clean up a lot of fibrous taint (i dont know if it automatically dies of in another biome), use an infused pig with ethearealbloom powers. It eats taint XDSomething to look out for when trying to change biomes to fix taint: if there is a tainted node in a given chunk, you can make the biome anything you please and it will still remain tainted. This is true even when using ethereal blooms. You need to kill the tainted nodes.
The tubes for Thaumcraft are..... weird. They get stuck really easily, you basically can't have them transport more than one type of essentia at a time, ever. The smoke CAN be an indication of being stuck, but I've also had it come up when it's doing nothing at all, or if it needs an aspect but can't find it.I can't figure out how to use Thaumcraft tubing for the life of me. It always starts shooting out steam if I try to go farther than like two blocks away from the alembic, so I've just set up a big stack of alembics and have been manually emptying them by hand with the warded jars. Thankfully infusion can draw directly from jars, but I don't know how I'm going to use the machinery that requires tubes, like the animal infusing for the Dark Arts quest branch.
If you'd like, there's a community spellbook on this forum for AM2 that spells out some good combinations and a bit of how the spell system works. It's really helpful when it comes to the more obscured parts of how spell grammar is supposed to be;Yeah. I found that room. I took the wither apart with my mining beam from a distance, wary that there'd be some trap that created it without me being ready. Took all the bits and pieces home with me. But you're right that it's a good arena for a wither fight, so I'll probably take it back there before fighting it. Also, I think it only gives a dungeon key if you fight it in the dungeon? Hopefully I didn't wreck that.
Got some decent potions, but I don't have a good sword. However, one of my spells is doing just over 10 damage against the training dummy, so that's not bad. Not sure if potions increase that though.
We'll see!
Anyone know how armor works? I'd very much appreciate a moment of your time, I have a few questions:
- Why am I taking non-magical damage with 26 armor points? At 26 pts (thanks, Earth Armor!), vanilla mechanics would have me negating 104% of all incoming non-magical damage (26 pts, at 4% protection per). There doesn't appear to be a cap or a diminishing returns on the vanilla mechanic, because in there doesn't need to be---full Diamond, the vanilla max, only negates 80% (at 20 pts). Has a mod changed how the armor mechanic functions? Or maybe I don't understand what "magical damage" truly encompasses?
- Why does the Magic Resistance enchantment not protect MmmMmmMmm's Test Dummies from magical damage? At least, it had no effect on damage from the Ars Magica 2 "Magical Damage" spell component. Are the Test Dummies inaccurate?
- Is Runic Armor really worth it? It seems to crumple fairly quickly considering the number of points I have in it... is it not protected by my armor, perhaps?
- Which of These Armor Combinations is Best? I know they're not the best, but they include armor sets with synergy bonuses and I'm curious about how they compare. They're all imbued with Physical Damage Protection and Magical Damage Protection, and enchanted with Protection IV (except Earth Armor):
- Thaumium Fortress Helm, Earth Armor, Thaumium Fortress Thighs, Speedy Boots (i.e. Boots of the Traveller/Meteor/Comet)
- Battlemage Circlet, Earth Armor, Battlemage Leggings, Speedy Boots
- Battlemage Circlet, Battlemage Chestplate, Battlemage Leggings, Speedy Boots
- ... some other combination of the above, even one that sacrifices them delicious Speedy Boots for a set piece?
- Any Other Armor Tips/Tricks You've Come Upon In Your Travels? For any stage of the pack.
U can unlock the everful urn after the arcane ear has been researched...Hmm. Have magic mirrors and Everfull Urns been disabled in this pack? Seems like I should have unlocked them by now!
Pics please.i cant seem to craft essentia buffers, am i doing somethign wrong?