Some witchery advice please?

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malicious_bloke

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Jul 28, 2013
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In previous packs I've usually taken it out since that was the quickest and laziest way to resolve the potion ID conflict it has when I add Rotarycraft (and i'm nothing if not bloody indolent).

But this time round I actually got my pack working with it in, so yeah. I'm basically looking for something fun that sits at or near the top of the mod progression, something where I need to build a bunch of the infrastructure and learn a load of the key concepts.

Working towards something endgame is how I learn mods, especially magic mods :)

So, any ideas?
 

epidemia78

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Jul 29, 2019
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Im in the same boat. Summoning a demon and becoming a vampire seems like a lofty goal.(just to get the vampire armor set, then cure myself) I also would like to join a coven but Im not skilled enough in the art, thats what the coven witch I kidnapped keeps telling me.
 

malicious_bloke

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Jul 28, 2013
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Oh i've bumped into a couple of coven witches saying the exact same thing.

Inwardly I was like "which art?" as I stood there in my bound armour brandishing my silverwood staff...
 
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Azzanine

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Jul 29, 2019
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Just progress through the mod from the beginning. I think you need to be infused for witches to give you their quests. You'll need to a actually delve in to witchery, you will need to become familiar with it's version of alchemy and circle magic to learn player infusion. Normally they will make you collect X items or kill this mob I summon that or create some witchery thing.

Sent from my GT-I9100 using Tapatalk
 

GreenZombie

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Jul 29, 2019
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In previous packs I've usually taken it out since that was the quickest and laziest way to resolve the potion ID conflict it has when I add Rotarycraft (and i'm nothing if not bloody indolent).

But this time round I actually got my pack working with it in, so yeah. I'm basically looking for something fun that sits at or near the top of the mod progression, something where I need to build a bunch of the infrastructure and learn a load of the key concepts.

Working towards something endgame is how I learn mods, especially magic mods :)

So, any ideas?

I must admit that I add witchery to packs, and never get into it.
All the mods I do get into typically have some early game "hook": I mean I find that jumping into a mod when I am flush with resources and armor and tools to be somewhat lame as the mod items are typically downgrades initially.

So my process for new mods is to (rather than to start a new game) is to put all my stuff into a chest. Wander a few km into the wilderness. And start, by punching trees, in a new location.

Of course, this means that mods actually need to have early game benefits / accessibility, or I'll investigate *other* mods at the new site.
 

epidemia78

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Jul 29, 2019
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Witchery has lots of useful features like the flying broom and robes that make creepers ignore you, not to mention death protection. Apparently you can level up your potion making skills and make custom brews at the cauldron too. But all of this gets lost in a tech heavy pack.
 

malicious_bloke

Over-Achiever
Jul 28, 2013
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Broom flight sounds like a laugh. May have to give that a go.

What I have found, while trying to make an altar, is that rowan wood has a recipe in NEI that is a complete fiction. I had to make a cauldron to make mutandis to make rowan wood to make an altar.

Nice sort of infrastructure thingies :)
 

Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
I've always wanted to check out Witchery. Been tinkering with AG2 lately, hopefully it will give me a bit of a reason to do so.
 

rouge_bare

Well-Known Member
Oct 4, 2014
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I don't play much witchery myself, but I know you need a familier to get coven witches to assign you tasks to get them to join your coven.
 
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ScottulusMaximus

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Jul 29, 2019
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Death protection poppets are a nice thing to aim for, takes you through most of the kettle and cauldron stuff. I've finished with that and going to do the werewolf thing to delve a bit into the rest of the mod.

One thing I can say is this mod is MASSIVE, and with really crap documentation... Someone needs to do a Witchery HQM to teach us;)
 

thephoenixlodge

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Jul 29, 2019
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Death protection poppets are a nice thing to aim for, takes you through most of the kettle and cauldron stuff. I've finished with that and going to do the werewolf thing to delve a bit into the rest of the mod.

One thing I can say is this mod is MASSIVE, and with really crap documentation... Someone needs to do a Witchery HQM to teach us;)
You mean like there is in Regrowth? Sitting at ~70 quests on witchery in there currently, with the only real difference to the witchery progression being that mutandis comes early due to its importance to the early game of the pack.
 

ScottulusMaximus

New Member
Jul 29, 2019
1,533
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You mean like there is in Regrowth? Sitting at ~70 quests on witchery in there currently, with the only real difference to the witchery progression being that mutandis comes early due to its importance to the early game of the pack.

You see, there are no original ideas... I'll find a regrowth series to watch
 

GreenZombie

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Jul 29, 2019
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Death protection poppets are a nice thing to aim for, takes you through most of the kettle and cauldron stuff. I've finished with that and going to do the werewolf thing to delve a bit into the rest of the mod.

One thing I can say is this mod is MASSIVE, and with really crap documentation... Someone needs to do a Witchery HQM to teach us;)

It would actually be quite neat if
1. HQM support client only installation (obviously not tangible rewards)
2. quest 'modules' that could be installed side by side.