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Yogmagica

A unified magic addon for Bedrock based on the original yogbox modpack and other golden era mods: tap the world's hidden vis, research its aspects, craft your own spells, then face the dungeon warbands and world bosses guarding the deepest secrets.
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Description

YogMagica

A unified magic system for Minecraft: Bedrock Edition. Tap the hidden vis that flows through the world, scan reality to uncover its hidden aspects, research forgotten lore, and craft your own spells, then face the dungeon warbands and world bosses that guard the deepest secrets.

YogMagica fuses two classic Java Edition mods into one coherent system: Thaumcraft 2's world scanning and research progression, and Ars Magica 2's build your own spell philosophy. Instead of keeping those as two separate currencies, YogMagica ties everything, research, spellcasting, and character growth, to the same six primal aspects.

The six aspects

Every system in the game runs on six primal aspects, each with a true opposite:

  • Pyre, fire, heat, light, destruction (opposed by Tide)
  • Tide, water, cold, calm, healing (opposed by Pyre)
  • Gale, air, wind, lightning, speed (opposed by Loam)
  • Loam, earth, stone, growth, density (opposed by Gale)
  • Weave, order, magic, arcane, mind (opposed by Hollow)
  • Hollow, entropy, shadow, decay, void (opposed by Weave)

These aren't just flavor text. The same six aspects are your research currency, your spellcasting cost, and the axis your character's affinity develops along. Lean into Pyre and Gale and you'll unlock different perks and different spells than a player who leans into Tide and Loam.

Your first thirty minutes

You'll be handed an Apprentice's Primer the moment you first enter a YogMagica world. Right click it any time to reopen the in game tutorial, which walks through everything below.

  1. Find a vis node. The world hums with vis, raw magical energy pooled in wellspring nodes. The Seer's Spectacles help you spot nodes and auras you'd otherwise miss.
  2. Craft a wand at an Arcane Altar, then right click a node to drain vis into it. Vis fuels everything that follows, so keep an eye on your mana and burnout meters on the action bar.
  3. Scan the world with the Scry Glass. Right click blocks, items, and creatures to learn their aspects. Every scan feeds your research, with diminishing returns for rescanning the same thing over and over.
  4. Research in the Sage's Codex, spending what you've scanned to unlock aspects and recipes. Refine raw aspects further at the Aspect Crucible.
  5. Author a spell. Compose shapes, effects, and modifiers onto a blank parchment, then bind the result into a scroll or spellbook and cast it.
  6. Take on the world. Lay out ritual circles to summon the affinity bosses, hunt dungeon warbands and world bosses for their rare drops, and watch for blight spreading from corrupted nodes before it reaches you.

Systems

  • Vis and wellsprings. Nodes regenerate over time and can be corrupted by blight, so managing them is part of the long game, not a one time drain.
  • Aspect scanning. The Scry Glass reads aspects off blocks, items, and creatures, with diminishing returns built in to discourage grinding the same source.
  • Research. Spend scanned aspects in the Sage's Codex to unlock new aspects, recipes, and lore entries.
  • Spell authoring. Compose your own spells from over a hundred interchangeable components (shapes, effects, and modifiers), then bind them to a scroll or spellbook.
  • Mana and burnout. Casting draws mana and accrues burnout. Overcast and you pay for it, so managing risk against payoff is part of every fight.
  • Affinity and the Mage's Path. Repeated casting in one element shifts your affinity, which in turn unlocks perks along a dedicated skill tree.
  • Blight. Corruption spreads outward from tainted nodes and has to be actively cleansed before it takes over an area.
  • Seals and rituals. Placeable Arcane Seals combine for different effects, and ritual circles are how you summon the affinity aligned bosses.

Content

  • 294 items
  • 49 blocks
  • 75 entities
  • 76 recipes
  • 144 structure templates: dungeons, towers, ships, and boss arenas generated across the world
  • 11 world bosses, plus dungeon warbands that spawn by biome

Crafting and processing runs through a full station lineup: the Arcane Altar, Theorist's Bench, Aspect Crucible, Infusion Crucible, Aether Infuser, Pyre Forge, Aether Enchanter, Aether Mender, Earthrender, Shardweaver, and the vis pipe network that feeds them.

Heritage

YogMagica adapts design from several Minecraft Java mods, most of them bundled together in the original Yogbox modpack, which is where the name comes from: Thaumcraft 2, Ars Magica 2, BetterDungeons, BattleTowers AS, adventureItems, and Balkon's WeaponMod.

Requirements

  • Minecraft: Bedrock Edition 1.21 or newer
  • Both the YogMagica behavior pack and resource pack activated together. They're built to be paired, the resource pack supplies textures, lang, and UI the behavior pack expects.
  • If the game prompts you to enable experimental toggles (Beta APIs) when activating the packs, enable them.

Current status

This is a public beta (0.1.0). The full loop described above is playable and has been run through a 95 scenario automated test suite before release. That said, a few things are still rough:

  • Worn armor and offhand scrolls work correctly but don't have their models finished yet, so they're currently invisible on your character.
  • Some items still use placeholder art.

License

YogMagica is licensed under CC BY NC SA 4.0 (Creative Commons Attribution NonCommercial ShareAlike). It incorporates content from Ars Magica 2 under CC BY NC 3.0, so the non commercial restriction is a hard requirement, not a preference: this addon must never be sold, paywalled, or listed on the Minecraft Marketplace. Free distribution through community sites and tip jar style donations are both fine.

YogMagica is an unofficial fan project and isn't affiliated with or endorsed by Mojang, Microsoft, or Atlas Games.

YogMagica: The Grand Grimoire

The Complete Manual & Player Wiki


Credits & Attribution

YogMagica is a community-driven project built on the shoulders of giants. We would like to extend our deepest gratitude to the original Java Edition mod creators whose brilliant ideas, designs, and content inspired this unified Bedrock Edition addon:

  • The Yogbox Team — For curating and bundling the original suite of mods that defined this classic era of modded Minecraft, creating the initial cohesion of these systems.
  • Thaumcraft & Thaumcraft 2 — Created by Azanor (the foundation of our Vis, Aura, and Piping systems).
  • Ars Magica 2 — Created by Mithion, Zerodaimaru, EdwinMindcraft, and Growlith1223 (the inspiration for spell authoring, leveling, and affinity).
  • BetterDungeons (Chocolate Quest) — Created by Chocolatin (with structure contributions from Xiraxis, kanokarob, and Vakarian) (the modular dungeon warbands and world bosses).
  • BattleTowers AS — Created by AtomicStryker (the Iron Bastion tower structure and Bastion Sentinel boss).
  • adventureItems — Created by Boni (the spell scrolls, spellbooks, and soulbound equipment).
  • Balkon's WeaponMod — Created by Balkondeur (the mundane combat weaponry).

Development & AI Assistance

This addon was constructed and documented with the assistance of advanced agentic AI tools. We credit:

  • Antigravity 2 — Google DeepMind's agentic AI coding assistant, which drove the research, documentation generation, and codebase analysis.
  • Claude Desktop — The execution environment, terminal interfaces, and project runner.

Welcome to YogMagica, a unified magical expansion for Minecraft: Bedrock Edition. This grimoire serves as your all-in-one companion, explaining every gameplay mechanic, progression path, item recipe, and creature behavior in detail. Whether you are a novice apprentice learning to draw your first points of vis from elemental nodes, a master engineer piping liquid energy through a custom-built base, or a battle-hardened mage preparing to challenge the world's elemental bosses, you will find your answers here.


§1. The Magical Fusion: An Overview

YogMagica is a deep fusion of classic Java magic mods, reimagined and rebuilt from the ground up for modern Bedrock Engine performance:

  • The World's Core (Thaumcraft 2 Heritage): You will scan blocks to learn their elemental components, extract raw magical energy (vis) from ambient node entities (wellsprings), pipe liquid energy through conduit networks, and craft powerful legendary tools.
  • Interchangeable Sorcery (Ars Magica 2 Heritage): Rather than using fixed spells, you will compile customized spells by combining shapes (how it targets), effects (what it does), and modifiers (how it scales) onto blank parchment. You will gain experience levels in magic and develop passive elemental affinities.
  • The World's Peril (BattleTowers & BetterDungeons Heritage): Magical energy attracts danger. You will explore sprawling, biome-specific dungeons, face highly coordinated hostile warbands, defend your base from spreading magical corruption (blight), and conquer massive world bosses and summoned guardians.

All of these systems are unified through six primal aspects that act simultaneously as research currencies, spellcasting channels, and elemental costs.


§2. The Six Primal Aspects

Magical energy in YogMagica is categorized into six fundamental aspects, derived from the classical elements and abstract concepts:

Aspect Display Color Chat Prefix Opposite Themes & Associations
Pyre Red §c Tide Fire, heat, light, destruction, energy, combustion
Tide Blue §9 Pyre Water, cold, ice, calm, healing, hydration
Gale Yellow §e Loam Air, wind, lightning, speed, levitation, kinetic force
Loam Green §2 Gale Earth, stone, growth, density, physical mass
Weave White §f Hollow Order, pure magic, the arcane, mind, stabilization
Hollow Dark Gray §8 Weave Entropy, shadow, decay, void, teleportation, chaos

Aspect Opposition

Aspects exist in perfect binary opposition. Pyre opposes Tide, Gale opposes Loam, and Weave opposes Hollow. This relationship is critical when managing Affinity and Crucible Transmutation, as choosing opposite paths carries severe efficiency penalties and offsets.


§3. Caster Stats: Mana, Burnout, and Leveling

Spellcasting does not consume your physical stamina; it utilizes your mental reserves. This is represented by your Mana and Burnout meters, displayed as ASCII blocks on your action bar above your hotbar.

Mana: [████████░░] 80/100 | Burnout: [██░░░░░░░░] 20/120 | Wand Vis: Pyre: 20 Weave: 10

1. Mana (The Working Pool)

Mana is the immediate fuel spent to cast spells.

  • Base Mana: Starts at $50$ points at Caster Level 1.
  • Scaling: Each magic level increases your maximum mana by $+10$ points ($50 + \text{level} \times 10$).
  • Talent Perks: Unlocking "Lesser Reserves", "Greater Reserves", "Master Reserves", or "Grand Reserves" in the codex grants flat bonuses of $+25$, $+50$, $+100$, and $+100$ maximum mana, respectively.
  • Regeneration: Mana regenerates dynamically from the vis stored in your held wand when you are not actively casting. By default, you regenerate 2 mana for every 1 vis drained from your wand. This rate is accelerated by $+50\%$ with the "Swift Regen" perk, and stacks additively with "Deep Well" for another $+50\%$.

2. Burnout (The Overheat Meter)

Each time you cast a spell, you generate friction in your mind, increasing your Burnout.

  • Base Max Burnout: Starts at $100$ points at Caster Level 1.
  • Scaling: Each magic level increases your maximum burnout capacity by $+5$ points ($100 + \text{level} \times 5$).
  • Perks: The "Iron Mind" perk adds $+50$ max burnout capacity. The "Cooler Head" perk increases your base burnout decay rate by $+50\%$.
  • Decay Rate: Burnout decays naturally at a rate of $0.5$ points per second at rest.
  • The Burnout Warn & Lockout: If your current burnout exceeds your maximum capacity, your mind is locked out, and casting is blocked. An action bar warning §c[BURNOUT!] lights up when you cross $90\%$ of your limit. If a spell's burnout cost would push you past your limit, the cast is rejected.

3. Caster Leveling (Magic XP)

Unlocking new magical tiers requires growing your magical potential.

  • Acquiring XP: You receive exactly $1$ Magic XP point for every spell cast successfully.
  • Leveling Curve: The experience needed to level up scales exponentially according to the formula: $$\text{XP Required} = \lceil 2.4 \times 1.2^n \rceil$$ Where $n$ is your current Magic Level.
    • Level 1 $\rightarrow$ 2: $3$ XP
    • Level 10 $\rightarrow$ 11: $\sim 15$ XP
    • Level 20 $\rightarrow$ 21: $\sim 92$ XP
  • Leveling up increases your base mana and burnout cap and awards Caster Levels spent on perks.

Resource Verification Flow

When you attempt to cast a spell, the game validates your resources in this exact order:

  1. Mana Check: Does your current mana cover the spell's cost?
  2. Burnout Check: Does your burnout have enough headroom? (Rejected if $\text{current} + \text{spell burnout} > \text{max}$).
  3. Vis Check: Does your held wand have enough vis of the exact aspect types? (If a spell costs $3$ Weave, your wand must have at least $3$ Weave; other aspects cannot make up the difference). If any check fails, the spell aborts and no resources are consumed.

§4. Elemental Attunement: The Affinity System

As you cast aspect-aligned spell components, your spirit attunes to those forces. This is represented by your Affinity ratings, tracking floats from $0.0$ to $1.0$ ($0\%$ to $100\%$) for all six aspects.

1. How Affinity Shifts

Every component of a cast spell has an affinityWeight. At cast time, these weights are aggregated, and your affinity in those aspects increases by: $$\text{Affinity Gain} = \text{Component Weight} \times \text{Base Gain } (0.005) \times \text{Affinity Gain Multiplier}$$

  • The Opposite Bleed: To prevent you from mastering all elements easily, gaining affinity in one aspect causes its opposite aspect to bleed by 50% of the gained amount.
    • Example: Gaining $1.0\%$ Pyre affinity causes your Tide affinity to drop by $0.5\%$.
  • Attunement Perks: Attunement perks (e.g., "Attuned: Gale") increase your affinity gain rate for that element by $+25\%$. The "Harmonized" capstone perk increases gains for all aspects by $+15\%$.

2. Benefits of High Affinity

Developing a high affinity with an aspect grants major passive spellcasting advantages:

  • Vis Cost Reduction: Spells cast using components aligned with your high-affinity aspects receive a cost reduction: $$\text{Vis Discount} = \min(0.5, \text{Affinity})$$ At $100\%$ ($1.0$) affinity, you receive a flat 50% discount on that aspect's vis cost.
  • Affinity Passives (Silver/Gold Tiers): As your affinity crosses thresholds, you unlock permanent, passive physical traits:
    • Pyre ($\ge 50\%$): Constant Fire Resistance, and the ability to step up blocks on lava.
    • Tide ($\ge 50\%$): Constant Water Breathing, and "Freezing Touch" (chills water underfoot).
    • Gale ($\ge 50\%$): Permanent speed boost and negation of fall damage.
    • Loam ($\ge 50\%$): Permanent knockback resistance and Haste I.
    • Weave ($\ge 50\%$): Flat $-15\%$ mana cost reduction and Magic Resistance.
    • Hollow ($\ge 50\%$): Blindness immunity, and a short-range blink when struck.

§5. Ambient Magic: Aura, Taint, and Crystals

The world is not inert; it carries a living ambient magical field structured by Aura and Taint ratings tracked for every chunk.

1. Chunk Aura & Taint Ratings

Every chunk in the world carries two scalar values:

  • Aura (Positive Vis Charge, 0..100): Represents pure, clean magical energy flowing through nature.
  • Taint (Magical Pollution, 0..100): Represents corrupted, chaotic energy left behind by reckless magic.
  • Aura Markers: Since Bedrock blocks cannot carry dynamic properties, this state is tracked on invisible, no-AI yogmagica:aura_marker entities. One marker is lazily spawned per chunk on its first magical interaction, surviving chunk saves and rehydrating on reload.
  • Decay Loop: Every 100 ticks (5 seconds), a global decay loop runs. Both aura and taint slowly decay towards zero (rate: $0.1$ vis/sec).

2. The Over-Cast Pollution Cycle

Casting spells leaves a residue. Every spellcast dumps a small fraction of its vis cost into the local chunk's taint pool: $$\text{Taint Generated} = \text{Total Spell Vis Cost} \times 0.02$$ If you perform extensive spellcasting in one small area, the local taint will accumulate. If the chunk's taint exceeds 50 TCB, the chance of the soil converting to Blighted Grass increases rapidly, and nearby crystal clusters may destabilize.

3. Crystal Clusters

Magical energy crystalizes underground in the form of six colored shard cluster blocks. These clusters have a major impact on the ambient field:

  • Stabilization: While a crystal cluster remains in a chunk, that chunk's aura decay rate is halved (down to $0.05$ vis/sec).
  • Over-Harvest Destabilization: If you break 6 or more clusters within a 16-block radius in a single in-game day, the local ley lines shatter. A volatile Hollow Shard Cluster will spawn at a nearby block, introducing rapid blight pollution.
  • Growth: In areas with high aura ($> 0$), there is a rare random-tick chance ($1/4096$) for new crystal clusters to grow on stone faces.

4. Elemental Wisps & Aether Slimes

  • Wisps: Peaceful, floating elemental entities that spawn naturally in chunks where the clean aura is high ($> 50$). Wisps spawn with a color corresponding to one of the six aspects. Defeating a wisp drops a matching aspect shard (e.g., Pyre Wisp drops a Pyre Shard).
  • Aether Slimes: Volatile creatures that spawn in high-aura chunks. They grow larger by feeding on the local aura, draining $1.0$ aura point per tick. Defeating them at their largest size yields valuable Distilled Essences.

§6. The Research Pipeline: Theorist's Bench

All advanced magical technologies are locked behind forgotten research. To unlock them, you must craft a Theorist's Bench and engage in the three-phase research loop, using raw materials and Research Paper as fuel.

+-----------------------------------+
|        THEORIST'S BENCH UI        |
|                                   |
|  [ Primary Slot ] [ Paper Slot ]  |
|  [ Booster 1 ]    [ Booster 2 ]   |
|                                   |
|        === PROGRESS CYCLE ===     |
+-----------------------------------+

Phase 1: Lore Fragments

To begin, place a magical item or dungeon artifact into the primary slot and a sheet of Research Paper in the paper slot. Adjacency to bookshelves (up to a cap of 15, matching enchanting tables) increases your speed.

  • Success Chance: Base chance is $15\%$ for vanilla blocks/materials, $40\%$ for rare artifacts, and $+5\%$ per nearby bookshelf.
  • The Output: If successful, you consume 1 paper and receive a Lore Fragment corresponding to the item's knowledge type:
    • Lost: Common items, cobble, logs, basic tools.
    • Forbidden: Necromancy items, bones, nether wart, blaze rods, ender pearls.
    • Tainted: Rotten flesh, blighted grass, poison items.
    • Eldritch: Voidseeds, soulshards, boss drops.
  • Note: On failure, there is a small chance your input item is consumed (unless using the "gentle" balance preset).

Phase 2: Hypotheses

Place a Lore Fragment in the primary slot. The fragment is processed to formulate a Hypothesis item, representing a specific research topic (e.g., "Loam Spade").

  • Difficulty Re-roll: Every hypothesis has its difficulty randomized at creation:
    • Trivial ($10\%$), Easy ($20\%$), Moderate ($30\%$), Hard ($20\%$), Tricky ($15\%$), Tortuous ($5\%$).
  • Tip: If you roll a "Tortuous" difficulty, you can throw the item away and craft a new fragment to try for an easier roll.
  • Gating: A Hypothesis will only generate if you have completed its pre-requisite research in the codex.

Phase 3: Discoveries

Place your Hypothesis in the primary slot. Each cycle represents testing your theories:

  • Progress Chance: $\text{Chance} = 0.5 - (0.1 \times \text{Difficulty Index})$, where Trivial is $0$ and Tortuous is $5$.
  • Accumulating Progress: A success fills one of four progress dots on the hypothesis item (tm:progress property). A failure has a $50\%$ chance to drain a dot. A failure at zero dots has a chance to ruin the paper or raise the difficulty.
  • Unlocking: Once all 4 dots are filled, the next success converts the hypothesis into a Discovery item. Right-clicking the Discovery consumes it, outputs a congratulations message, adds a recipe diagram, and unlocks the entry permanently in your Sage's Codex.

§7. Spell Authoring: The Arcane Altar

Spells are compiled dynamically at the Arcane Altar block. To author a spell, interact with the Altar and select "Author Spell".

  [ Arcane Altar Spell Layout ]
  - Shape Component (Exactly 1)
  - Effect Components (At least 1)
  - Modifiers (0 or more)

  [ Parchment Slot ] -> [ Output Spell Parchment ]

The Recipe Constraints

Every spell must pass these structural validations:

  1. Shape: Exactly one shape component (defines how the spell targets, e.g., Projectile, Touch, Self).
  2. Effect: At least one effect component (what happens on contact, e.g., Fire Damage, Heal).
  3. Modifiers: Zero or more modifiers to scale the parameters (stackable).

Vis and Mana Cost Formula

The Altar reads the base vis cost, mana cost, and burnout of all components and aggregates them: $$\text{Base Vis Cost} = \sum \text{Component Vis Costs}$$ $$\text{Base Mana Cost} = \sum \text{Component Mana Costs}$$ $$\text{Base Burnout} = \sum \text{Component Burnout}$$

  • The Affinity Discount is then applied per-aspect, reducing the final vis cost by up to $50\%$ depending on your caster affinity.
  • Note: Modifiers add their own flat vis and mana costs; their "multipliers" (e.g., doubling range) affect the spell's power, not its spellcasting cost.

Binding & Casting Carriers

Once designed, you consume 1 Blank Spell Parchment and the vis cost to write a bound parchment. You can cast it directly, or bind it to a carrier:

  • Spell Scrolls: Crafted by combining a bound parchment with a scroll item. Provides finite casts before crumbling, but does not cost mana to cast.
  • Spellbooks: A multi-spell inventory item. Right-click to cycle through bound spells; casts directly consume your mana pool.

§8. Spell Components Index

1. Shape Components

ID Name Vis Cost Mana Burnout Description
shape_self Self None 5 1 Targets the caster directly.
shape_touch Touch None 6 1 Targets blocks/entities within melee range ($4.5$ blocks).
shape_projectile Projectile None 8 2 Fires a straight-flying spell_bolt entity.
shape_aoe Area of Effect { weave: 4 } 12 3 Spreads out in a $3$-block radius from the hit location.
shape_beam Beam { weave: 6 } 15 4 Instantly strikes targets along a straight laser line.
shape_cone Cone { weave: 5 } 14 3 Sweeps an expansion arc of force in front of the caster.
shape_wave Wave { weave: 6 } 16 4 Creates a crawling ground wave that damages targets in its path.
shape_wall Wall { weave: 7 } 18 4 Rises a vertical barrier of elemental energy at the target location.
shape_zone Zone { weave: 8 } 20 5 Establishes a lingering dome of effect on the ground.
shape_rune Rune { weave: 5 } 12 3 Sets a magical trap on a block; triggers when stepped on.
shape_chain Chain { weave: 6 } 14 3 Arcs from the initial target to nearby entities.
shape_channel Channel { weave: 8 } 25 6 Channels a sustained cast, consuming resources per tick.
shape_toggle Toggle { weave: 10 } 30 8 Toggles a persistent spell effect on/off.
shape_contingency_death Contingency: Death { weave: 15, hollow: 10 } 50 12 Triggers stored spell automatically upon caster's death.
shape_contingency_fall Contingency: Fall { weave: 10, gale: 5 } 30 8 Triggers stored spell automatically when falling.
shape_contingency_fire Contingency: Fire { weave: 10, pyre: 5 } 30 8 Triggers stored spell automatically when ignited.
shape_contingency_health Contingency: Health { weave: 12, tide: 6 } 35 9 Triggers stored spell automatically when health drops below $30\%$.
shape_contingency_hit Contingency: Hit { weave: 8, loam: 4 } 25 6 Triggers stored spell automatically when taking melee damage.

2. Effect Components

ID Name Vis Cost Mana Burnout Description
effect_damage_pyre Pyre Damage { pyre: 5 } 10 2 Hits targets for fire damage and ignites them.
effect_damage_tide Tide Damage { tide: 5 } 10 2 Deals frost damage and applies Slowness.
effect_damage_gale Gale Damage { gale: 5 } 10 2 Hits targets with kinetic wind damage and knockback.
effect_damage_loam Loam Damage { loam: 5 } 10 2 Deals heavy physical earth damage and breaks weak blocks.
effect_damage_weave Weave Damage { weave: 6 } 12 3 Strikes with pure magic damage (ignores armor).
effect_damage_hollow Hollow Damage { hollow: 6 } 12 3 Inflicts wither damage and decays target.
effect_heal Heal { tide: 6, weave: 2 } 15 4 Restores health to living targets; damages undead.
effect_dig Dig { loam: 4 } 8 2 Mines block at target location (scales with modifiers).
effect_light Light { pyre: 2, weave: 1 } 5 1 Spawns a magical light source block at location.
effect_grow Grow { loam: 4, tide: 2 } 10 2 Functions as Bonemeal on crops and trees.
effect_telekinesis Telekinesis { weave: 3, gale: 1 } 6 1 Pulls dropped item entities toward the caster.
effect_levitate Levitate { gale: 5 } 12 3 Lifts the target into the air (levitation effect).
effect_speed Speed { gale: 4 } 8 2 Grants Speed status effect.
effect_invisibility Invisibility { hollow: 4, weave: 2 } 12 3 Grants Invisibility status effect.
effect_slow Slow { tide: 3, loam: 1 } 8 2 Slows target's movement speed.
effect_lightning Lightning { gale: 6, pyre: 2 } 15 4 Strikes location or target with a bolt of lightning.
effect_till Till { loam: 2 } 4 1 Converts grass/dirt into tilled soil.
effect_harvest Harvest { loam: 3 } 6 1 Harvests mature crops in radius (leaves seed).
effect_cleanse Cleanse { weave: 5, tide: 3 } 12 3 Removes negative potion effects from caster/target.
effect_replant Replant { loam: 3, tide: 1 } 6 1 Automatically plants seeds from inventory after harvest.
effect_dispel Dispel { weave: 6 } 14 3 Dispels hostile spell constructs or wards.
effect_blind Blind { hollow: 4 } 10 2 Inflicts blindness on target.
effect_fear Fear { hollow: 5 } 12 3 Causes mobs to run away from hit location.
effect_drown Drown { tide: 5, hollow: 2 } 12 3 Inflicts drowning suffocation on target.
effect_charm Charm { weave: 6, loam: 2 } 16 4 Temporarily turns hostile mobs neutral or friendly.
effect_freeze_block Freeze Block { tide: 4 } 8 2 Freezes water to ice, cools lava, and applies freezing effect.
effect_melt_block Melt Block { pyre: 4 } 8 2 Melts ice, turns cobble to magma, and melts snow.
effect_place_block Place Block { loam: 3, weave: 1 } 6 1 Places a block from your hotbar at target position.
effect_plant_seed Plant Seed { loam: 3 } 5 1 Plants a seed from inventory onto tilled soil.
effect_lifelink Lifelink { weave: 6, hollow: 3 } 15 4 Links target's health to yours: take damage together.
effect_drain Drain { hollow: 5, tide: 2 } 12 3 Saps health from target to restore caster's hunger.
effect_mark Mark { weave: 4 } 8 2 Marks a block location for future recall.
effect_fortify Fortify { loam: 5, weave: 2 } 12 3 Grants Resistance status effect.
effect_mend_armor Mend Armor { weave: 6, loam: 2 } 15 4 Restores durability to worn armor.
effect_recall Recall { weave: 8, hollow: 4 } 25 5 Teleports caster back to their marked location.
effect_fertilize Fertilize { loam: 5, weave: 2 } 10 2 Accelerates natural growth ticks on nearby crops.
effect_fishing_aid Fishing Aid { tide: 4, weave: 2 } 8 2 Lures fish to hooks or spawns them in open water.
effect_summon_skeleton Summon Skeleton { hollow: 6, weave: 2 } 15 3 Summons a skeletal helper.
effect_summon_zombie Summon Zombie { hollow: 5, weave: 2 } 12 3 Summons a zombie helper.
effect_summon_spider Summon Spider { hollow: 5, weave: 2 } 12 3 Summons a spider helper.
effect_summon_fire_elemental Summon Fire Elemental { pyre: 8 } 16 4 Summons fire-hurling elemental.
effect_summon_water_elemental Summon Water Elemental { tide: 7 } 13 3 Summons water-drowned elemental.
effect_summon_earth_elemental Summon Earth Elemental { loam: 10 } 18 4 Summons protective earth elemental.
effect_summon_air_elemental Summon Air Elemental { gale: 6 } 12 3 Summons fast air-flying elemental.
effect_summon_mage Summon Arcane Mage { weave: 12 } 22 5 Summons bolt-casting mage helper.
effect_weather_clear Weather: Clear { gale: 8, weave: 4 } 25 5 Forces weather to clear.
effect_weather_rain Weather: Rain { tide: 8, weave: 4 } 25 5 Forces rain weather.

Capstone Boss-Essence Effects

Unlocked only after acquiring and researching boss essences.

  • effect_phoenix_strike (Ember Wyrm Capstone): Costs { pyre: 18, weave: 6 } | Mana $30$ | Burnout $8$. Sears targets for heavy fire damage ($12$ HP) and ignites everything in a $3$-block radius.
  • effect_drowning_grasp (Drowned Leviathan Capstone): Costs { tide: 18, hollow: 6 } | Mana $28$ | Burnout $7$. Crushes targets for $10$ damage and locks them in place with deep Slowness and Mining Fatigue for $8$ seconds.
  • effect_chain_lightning (Storm Djinn Capstone): Costs { gale: 18, pyre: 6 } | Mana $30$ | Burnout $8$. Strikes target and chains up to $4$ nearby enemies within $6$ blocks, dealing $9$ damage to each.
  • effect_seismic_slam (Stone Titan Capstone): Costs { loam: 18, pyre: 6 } | Mana $28$ | Burnout $7$. Earth shockwave deals $11$ damage and launches all enemies in a $4$-block radius upward.
  • effect_mana_burn (Arcane Lich Capstone): Costs { weave: 18, hollow: 6 } | Mana $26$ | Burnout $7$. Detonates target's magic for $13$ damage and inflicts Weakness for $6$ seconds.
  • effect_withering_void (Void Shade Capstone): Costs { hollow: 18, weave: 6 } | Mana $30$ | Burnout $9$. Inflicts Wither and drains $10$ HP back to the caster as healing over $8$ seconds.

3. Modifier Components

Modifiers scale the target parameters of shape and effect components.

ID Name Vis Cost Mana Burnout Description
mod_range Modifier: Range { gale: 2 } 2 0 Doubles shape reach or projectile range.
mod_damage_plus Modifier: Damage+ { pyre: 3 } 4 1 Doubles damage and healing magnitudes.
mod_duration_plus Modifier: Duration+ { weave: 3 } 4 1 Doubles the duration of timed effects.
mod_radius Modifier: Radius { loam: 3 } 4 1 Doubles area-of-effect radius of AoE and Dig.
mod_pierce Modifier: Pierce { hollow: 3 } 4 1 Projectiles pass through 1 extra target.
mod_target_hostile Modifier: Target Hostile { pyre: 2 } 2 0 Spell only affects hostile monster entities.
mod_target_animal Modifier: Target Animal { loam: 2 } 2 0 Spell only affects passive animal entities.
mod_target_items Modifier: Target Items { weave: 2 } 2 0 Spell only affects dropped item entities.
mod_target_player Modifier: Target Player { tide: 2 } 2 0 Spell only affects player entities.
mod_target_creature Modifier: Target Creature { gale: 2 } 2 0 Spell only affects living mobs (excludes players/items).
mod_target_undead Modifier: Target Undead { hollow: 2 } 2 0 Spell only affects undead entities.
mod_dawn Modifier: Dawn { gale: 2, weave: 1 } 4 1 Spell only casts during daylight.
mod_dusk Modifier: Dusk { hollow: 2, weave: 1 } 4 1 Spell only casts during night.
mod_silent Modifier: Silent { hollow: 3 } 6 1 Suppresses spell sounds and particles.
mod_color Modifier: Color { weave: 2 } 2 0 Applies cosmetic color tint to particles.
mod_velocity Modifier: Velocity { gale: 3 } 5 1 Multiplies projectile speed by 2.
mod_gravity_well Modifier: Gravity Well { loam: 4, hollow: 2 } 12 3 Drags targets to the center of the spell's AoE.
mod_mana_drain Modifier: Mana Drain { hollow: 3, tide: 2 } 8 2 Drains 20 extra mana from caster to fuel siphon builds.
mod_caster_only Modifier: Caster Only { weave: 3 } 4 1 Redirects spell targets to caster only.
mod_non_caster Modifier: Non-Caster { hollow: 3 } 4 1 Casters are ignored by their own AoE spells.
mod_contingency_delay Modifier: Contingency Delay { weave: 4, hollow: 2 } 10 2 Delays contingency spell trigger by 1s (20 ticks).
mod_pierce_plus Modifier: Pierce+ { hollow: 4, gale: 2 } 6 2 Projectiles pass through 2 extra targets.
mod_radius_plus Modifier: Radius+ { loam: 4, weave: 2 } 6 2 Adds flat 2 blocks of radius to AoE shapes.

§9. Aether Infrastructure: Vis Piping & Crafting Stations

As you advance, manually carrying wands to wellspring nodes becomes inefficient. You will build an Aether Network to pipe magic directly to your crafting stations.

1. The TCB Suction Flow Model

Piping in YogMagica is governed by a Suction Model measured in TCB (Thaums per Cubic Block):

  • The Sink: Active crafting devices (like the Aether Infuser) act as Sinks. When running a recipe, the Aether Infuser demands $50$ TCB of vis suction.
  • Propagation: This suction travels outward along Aether Conduits. For every pipe block (conduit hop) it travels, suction strength decays by $1$. The suction reaches $0$ after $50$ blocks.
  • Flow: Fluid magic automatically flows from zones of low suction to zones of high suction. Flow volume is $10\%$ of the suction delta per tick.
  • The Source: Devices like the Wellspring Lens push vis into the network without applying suction.

2. Infrastructure Blocks

  • Aether Conduit (aether_conduit): The standard pipe. Carries vis and taint pools independently. The fluid visible inside changes color based on taint saturation (darkening to purple as taint increases).
  • Aether Valve (aether_valve): A redstone-controlled conduit. Activating it shuts off suction propagation, isolating segments.
  • Aether Reservoir (aether_reservoir): A storage tank that buffers vis and taint. Applies a passive $10$ TCB suction when not full. Caution: Storing high amounts of taint in a reservoir will corrode it, causing it to leak.
  • Vis Pump (vis_pump): A forced one-way pump block. Provides $20$ TCB of suction to its back face, pulling vis from conduits or reservoirs and pushing it forward. Can be oriented using Wright's Tools.
  • Forge Bellows (forge_bellows): Attach to an Aether Conduit or device. Adds a flat $+10$ TCB suction boost, up to a maximum of $10$ extra TCB per block.
  • Hollow Trap (hollow_trap): A filter block. Applies $15$ TCB of Taint Suction only, draining taint out of the network and venting it to the local chunk's atmosphere. Stacking multiple Hollow Traps in a line halves the speed but cleans the atmospheric leakage.
  • Wellspring Lens (wellspring_lens): A crystal catalyst placed adjacent to conduits. It drains ambient Vis directly from the chunk's aura and pushes it into the pipe network. Rate scales with the current Moon Phase, peaking at Full Moon.
  • Vis Detector (vis_detector): A gauge block placed flush against any conduit, pump, or reservoir. Its lens glows brightly whenever liquid vis is present in the adjacent pipe, giving an across-the-room "is it flowing?" readout; right-click for the exact figure and a $0$–$15$ signal level. Bedrock note: custom blocks cannot drive a graded redstone-wire signal, so the Detector reports visually and on interaction rather than powering redstone dust — pair it with a handheld Ley Sensor when you need precise numbers.
  • Blight Detector (blight_detector): The taint counterpart. Reads the local chunk's Taint rating and lights up once blight crosses a dangerous threshold ($\ge 5$); right-click for the exact taint level and $0$–$15$ signal. An early-warning beacon for creeping corruption near your base.

3. Crafting Stations

    [ Aether Infuser Layout ]
    [Input 1]  [Input 2]  [Input 3]
         [Input 4]  [Input 5]
              == RESULT ==
    (Requires Vis connection from pipe)
  • Infusion Crucible (infusion_crucible): The entry-level liquidizer. Items dropped onto its open hitbox are dissolved into raw liquid vis, which is pushed into adjacent conduits ($50$ TCB suction).
    • Efficiency: Low (~50% converted to vis, the rest is dumped as taint). Adjacency to an Arcane Furnace boosts efficiency to $80\%$. Excess vis will overflow and evaporate, polluting the local chunk.
  • Aether Infuser (aether_infuser): The primary recipe station. Features a 5-input slot grid. Uses piped vis to forge high-tier metals, upgrades, and gear. Can be upgraded with block cores.
  • Hollow Infuser (hollow_infuser): A late-game dark crafting engine. Requires both Vis and Taint in a 66:33 ratio, drawn from the chunk aura. Speed is multiplied by $1.5$ during a Full Moon.
  • Shardweaver (shardweaver): A crystal recycler. Place a Depleted Shard in the center; over $5$ minutes ($6000$ ticks), it regenerates into a new random aspect shard. Output is biased by the local biome (e.g., Ocean yields Tide, Desert yields Pyre). Inserting a Tainted Seed upgrade biases it to output Hollow Shards.
  • Aether Enchanter (aether_enchanter): Vis-fueled enchanting table. Consumes weave vis to enchant items. Unlocks higher enchantment levels than vanilla tables. Adjacency to books increases speed.
  • Aether Mender (aether_mender): Repairs damaged items by consuming Weave Vis (at $20$ ticks per durability point). Preserves all custom enchantments.
  • Pyre Forge (pyre_forge): An advanced furnace. Smelts items at double speed with $2.5\times$ fuel efficiency, and has a $20\%$ chance to double smelted output when supplied with Pyre Vis.
  • Earthrender (earthrender): A redstone-activated auto-miner block. Breaks blocks in a straight line, feeding items to a chest. Requires Earthrender Focus attachments (tunes width/range) and Voidshards as fuel.
  • Arcane Bore (arcane_bore): A vis-powered automatic miner driven entirely by your Aether Network. Connect a conduit (fed by a Reservoir or Wellspring Lens) to its back face; it draws liquid vis as a $12$ TCB sink and spends $6$ vis to bore each block, carving a $1\times1$ tunnel straight ahead for up to $16$ blocks. Mined drops are tipped into an adjacent container (a chest below it is the preferred output) or popped out the top. With no vis supply it simply idles — there is no free mining. Re-aim it with Wright's Tools, which also resets its tunnel. (Distinct from the Earthrender: the Bore runs on piped vis and bores a single forward shaft; the Earthrender runs on Voidshard fuel plus Focus attachments.)
  • Hollow Generator (hollow_generator): Must be placed within $16$ blocks of a Hollow Spire structure. Consumes seeds and runs only in darkness (light level $0$). Generates Voidseeds over time.

4. Block Upgrades

Right-click these upgrade items onto compatible crafting stations to install them:

  • Quickening Core (upgrade_quickening): Doubles operating speed.
  • Stable Singularity (upgrade_stable): Reduces vis cost by $25\%$.
  • Hollow Vault (upgrade_capacity): Adds input slots or doubles internal buffer storage.
  • Wrath Core (upgrade_wrath): Amplifies combat attributes (e.g. causes a Travelling Trunk block to attack hostiles).
  • Tainted Seed (upgrade_tainted): Enables taint usage (biases shardweaver to Hollow, lets Wellspring Lens drain Hollow).

5. Utility Devices

A pair of standalone TC2 conveniences that need no pipe connection:

  • Nitor (nitor): A captured magical flame — placed free-standing like a torch, but as a permanent, walk-through light source at full brightness (light level $15$) with a gently flickering ember. Crafted two at a time from Glowstone Dust + Blaze Powder + Aetherite Dust. The cleanest way to light a base or cavern without a forest of torches.
  • Arcane Singularity (arcane_singularity): A caged pinch of the void that acts as an item and experience magnet. It draws any dropped items and XP orbs within a $6$-block radius inward; collected items are tipped into an adjacent container (set a chest beside it to build an auto-collector). Ideal at the mouth of an Arcane Bore tunnel or beneath a mob farm.

§10. Runes of Power: Arcane Seals

The third magic axis (beside wands and spells) is Arcane Seals (arcane_seal). These are block-mounted magical circles that apply ambient effects to their surrounding area.

       [ Placed Arcane Seal ]
       - Rune Slot 1: [ Etched Rune ]
       - Rune Slot 2: [ Etched Rune ]
       - Rune Slot 3: [ Etched Rune ]
       (Combos project a 5x5x5 AOE zone)

1. Activating a Seal

A placed Arcane Seal is inert. To activate it, interact with the block to open its interface and insert 1 to 3 Etched Runes. Each rune corresponds to one of the six aspects (Etched Pyre, Etched Tide, etc.). The sorted combination of runes determines the projected effect. If no valid combination is found, the seal remains inert and generates a minor "wasted runes" taint penalty of $0.0005$ points per tick.

2. The 6 Starter Combos

Runes Required (Sorted) Combo Name Projected AoE Effect (5x5x5) Taint per Tick
Gale, Hollow, Hollow Item Magnet Pulls dropped items to an adjacent chest. $0.001$
Loam, Tide Auto-Harvest Automatically harvests mature crops in range. $0.001$
Loam, Pyre Auto-Smelt Automatically melts/smelts dropped items. $0.001$
Loam, Tide, Tide Hydrate Tills soil and keeps nearby farmland hydrated. $0.001$
Weave, Weave Aura Energizer Increases speed of adjacent aether devices by $1.25\times$. $0.001$
Gale, Weave, X Portal Network Creates a teleportation rift. Aspect X chooses channel. $0.001$ ($+0.5$ per player traversal)

3. Discovery Flow

You cannot read combos in the seal UI unless they are discovered. Discovery occurs via:

  1. Research: Theorist's Bench outputting a Seal Combo discovery sheet.
  2. Accidental: Placing the correct runes in an active seal by trial-and-error. Upon matching a valid recipe, a chat alert [!] You discovered: Item Magnet is sent, unlocking the entry in your Seer's Lens dictionary.

§11. Magical Worldgen, Blight, and Cleansing

As you explore, you will encounter magical structures, plants, and environmental dangers:

1. The Blight Corruption

Blight is a slow magical plague that infects soil.

  • The Spread Loop: Every 60 ticks (3 seconds), the engine selects a random active player. It scans 8 random coordinates in a 64-block cube around them. If a coordinates neighbor is blighted AND the block is grass/dirt, it converts to Blighted Grass.
  • Taint Influence: The spread chance is multiplied by the local chunk's Taint rating. High-taint areas will corrode rapidly.
  • Cleansing: You can manually replace Blighted Grass. To protect your base permanently, plant a Moonwood Sapling. Moonwood saplings emit a passive cleansing aura that slowly cures Blight in a radius.

2. Flora and Trees

  • Wyldoak Trees: Majestic, giant trees with blue-hued leaves. They grow only in forest biomes where chunk aura is high ($> 30$). Felling them yields Wyldoak Logs, which produce more Enchanted Wood when crafted.
  • Moonwood Trees: Luminous, silver-barked trees with shimmering leaves. They are completely immune to Blight. Their leaves drop Quicksilver and Moonwood Saplings.
  • Cindersprouts: Luminous orange flowers that grow on sand in high-aura deserts. Can be harvested and crushed into Blaze Powder.
  • Moonblooms: Shimmering white flowers that grow at the base of Moonwood trees. A key ingredient in distilling primal essences.

3. Hollow Spires

Hollow Spires are massive, indestructible obsidian monoliths that generate in plains and mountain biomes.

  • Eldritch Radiation: Chunks containing a Hollow Spire have their taint cap set to $100$ and naturally accumulate Hollow vis.
  • Spire Loot: Defeating any hostile mob within $16$ blocks of a Hollow Spire grants a $+10\%$ chance to drop a random Eldritch-tier Artifact.

§12. Dungeon Hostiles & Summoned Bosses

1. BetterDungeons Warbands

Spawning in modular dungeons throughout the world, these hostiles feature advanced AI and coordinate attacks:

  • Goblins: Weak, fast scavengers ($14$ HP) that hunt in packs.
  • Dwarves (Miners & Archers): High-health cave dwellers. Miners swing pickaxes; Archers fire arrows from range.
  • Pirates (Raiders & Archers): Found on airships and in ocean coves. Drop gold and emeralds on defeat.
  • Hogkin (Brutes, Archers, and Shamans): Large pig-like warriors. Shamans cast spells that buff their allies with Strength and Regeneration.
  • Necromancers: Cast slow spell bolts and summon waves of Bound Wraiths to overwhelm players.
  • Stone & Lesser Sentinels: Heavy constructed golems with high knockback resistance.

2. World Bosses (Static Encounters)

  • Pirate King ($500$ HP): Found in the captain's quarters of dungeon airships. Teleports behind targets, turns invisible when hurt, and shields himself. Drops the Captain's Saber and Tricorne.
  • Webwidow ($400$ HP): Spawns in jungle nest chambers. Shoots poison bursts and spawns swarms of spiderlings. Drops Web-Cord.
  • Sand Sphinx ($400$ HP): Found in desert pyramids. Immune to fire; shoots scorching fire bolts and inflicts blindness. Drops the Enigma Fragment.
  • The Recluse ($350$ HP): Hidden secret boss in the Sentinel Chamber. Casts Wither curses and summons skeletal retinues. Drops the Recluse Idol.
  • Bastion Sentinel ($600$ HP): A giant golem at the summit of Iron Bastions. Slams the ground to create shockwaves. Defeating it triggers the Bastion Collapse system: the tower floors collapse into dust floor by floor. Drops the Bastion Core.

3. Summoned Affinity Bosses

To craft Tier-3 spells and gear, you must summon the six affinity bosses.

  1. The Ritual: Build a $5\times5$ ritual circle matching the boss's element around a placed Ritual Stone.
  2. The Reagents: Drop the required items on top of the Ritual Stone.
  3. The Spark: Right-click the Ritual Stone with a wand containing $60$ vis of the boss's aspect.
[Ritual Pattern Example: Ember Wyrm]
  N  _  N  _  N     N = Netherrack
  _  F  _  F  _     F = Fire block
  N  _  R  _  N     R = Ritual Stone (Center)
  _  F  _  F  _     _ = Any Block
  N  _  N  _  N
Boss Name Aspect Ritual Circle Block Reagents Required Wand Vis Dropped Artifact Gear
Ember Wyrm Pyre Netherrack + Fire 4 Blaze Rods + 8 Aetherite Dust $60$ Pyre Pyre Circlet (Fire immunity, lava vision)
Drowned Leviathan Tide Prismarine + Water 8 Tide Shards + 8 Aetherite Dust $60$ Tide Tide Orbs (Water breathing, swim speed)
Storm Djinn Gale Quartz + Cry Obsidian + Yellow Wool 8 Gale Shards + 8 Aetherite Dust $60$ Gale Gale Skiff (Rideable flying glider mount)
Stone Titan Loam Chiseled Stone + Green Wool 8 Loam Shards + 8 Aetherite Dust $60$ Loam Loam Aegis (Armor protection, slow resistance)
Arcane Lich Weave Obsidian + Purple Wool 8 Weave Shards + 8 Aetherite Dust $60$ Weave Weave Grimoire (Spawns random spell)
Void Shade Hollow Coal Block + Black Wool 8 Hollow Shards + 8 Voidseeds $60$ Hollow Hollow Boots (Blink teleport on jump)

§13. Equipment: Magical & Mundane

1. Spellcasting Wands

Wands store raw vis to fuel spells and regenerate mana.

  • Apprentice's Wand: Stores $100$ total vis. Crafted with 2 Sticks $+ 1$ Aetherite Dust at the Arcane Altar.
  • Adept's Wand: Stores $250$ total vis. Crafted via Aether Infuser using an Apprentice Wand $+ 4$ Shards $+ 25$ Vis.
  • Master's Wand: Stores $500$ total vis. Crafted via Aether Infuser using an Adept Wand $+ 6$ Essences $+ 100$ Vis.

2. Detectors & Lenses

  • Scry-Glass: Right-click blocks or items to scan their aspects. Unlocked scanned aspects can be viewed in your codex pool.
  • Seer's Spectacles (Goggles of Revealing): Worn in the head slot. Reveals wellspring node locations through walls up to $24$ blocks away and displays their aspect values on your screen.
  • Ley Sensor: Displays the current chunk's Aura rating and indicates if crystal clusters are nearby.
  • Taint Sensor: Displays the current chunk's Taint rating and indicates if Blight is spreading.
  • Wright's Tools (the Arcane Tinkering Tool): A handheld wrench. Right-click an orientable device to rotate or re-aim it — Vis Pumps, Earthrenders, and Arcane Bores.
  • For mounted, always-on readouts instead of handheld scans, see the Vis Detector and Blight Detector blocks in §9.2.

3. Objects of Wonder (Fixed Magic Items)

  • Voidpouch: A consumable door. Right-click on a solid wall to open a temporary $3\times3$ passage through it.
  • Striding Boots: Grants Speed and Jump Boost, and halves all fall damage. Increases hunger drain slightly.
  • Pyre Wand / Storm Wand / Tide Wand: Pre-built wands that fire continuous fire streams, tracking lightning bolts, or water blasts, respectively, consuming vis from your inventory.
  • Trade Wand (Wand of Equal Trade): Sneak-right-click a block to lock its type, then right-click a structure to substitute up to 16 blocks in range with blocks from your inventory.

4. Elemental Tools

Endgame tools crafted with Boss Essences:

  • Loam Spade: Digs a $3\times3$ area of soil. Right-click restores grass/dirt to stone/cobble in an area.
  • Pyre Hammer: Mines a $3\times3$ area of stone. Right-click automatically smelts mined ores.
  • Gale Edge: Sword with a wide sweeping strike. Right-click creates a wind blast, pushing away hostiles.
  • Tide Cleaver: Axes down entire trees in a single swing. Right-click grows plants like Bonemeal.

5. WeaponMod Mundane Weapons

Non-magical alternatives crafted at standard tables:

  • Halberd: High damage, long reach ($8$ damage, $380$ durability).
  • Battleaxe / Warhammer: Heavy two-handed weapons. Deal high damage and knockback but slow your swing.
  • Flail: Melee weapon with sweeping physics.
  • Combat Knife: Fast attack speed. Can be thrown.
  • Pike: Melee weapon with extended reach. Can be thrown.

6. Soul Weapons

Crafted using Soul Sand, Iron, and Sticks.

  • Soulbound: Automatically binds to your character when picked up. If you die, the weapon does not drop; it remains in your inventory.
  • Variants: Soul Sword, Soul Greatsword, and Soul Dagger.

7. Astral Netherite Gear

The ultimate endgame gear set. Crafted at the Aether Infuser by fusing vanilla Netherite gear with Magiuminum Ingots and Arcane Essences.

  • Attributes: Durability exceeds $2200$. Tools receive speed bonuses.
  • Set Bonus: Wearing the full armor set grants permanent Fire Resistance.

§14. Quick-Reference Indexes

1. Aspect Scanning Reference (Scry-Glass)

Scan these blocks/entities to unlock their aspects in your Sage's Codex pool:

Target Material Aspect Yielded Theme
Coal, Lava, Magma, Netherrack, Blaze Pyre Fire & Heat
Water, Ice, Snow, Prismarine, Fish Tide Water & Cold
Quartz, Wool, Feather, Lightning, Breeze Rod Gale Air & Movement
Stone, Dirt, Grass, Obsidian, Moss, Copper Loam Earth & Growth
Redstone, Lapis, Amethyst, Ender Eye, Book Weave Magic & Order
Soul Sand, Rotten Flesh, Bone, Sculk, Blighted Grass Hollow Decay & Void

2. Altar Recipe Index

  • Sage's Codex (research_book): Book $\times 1$ + Aetherite Dust $\times 4$ | Requires: None
  • Apprentice's Wand (wand_apprentice): Stick $\times 2$ + Aetherite Dust $\times 1$ | Requires: Vis Attunement

3. Aether Infuser Recipes (Primals)

  • Magiuminum Ingot: Iron Ingot $\times 1$ + Pyre Shard $\times 1$ + Tide Shard $\times 1$ | Vis: { weave: 5 }
  • Enchanted Wood: Oak Log $\times 1$ + Loam Shard $\times 1$ | Vis: { weave: 3 }
  • Enchanted Fabric: Wool $\times 1$ + String $\times 2$ + Gale Shard $\times 1$ | Vis: { weave: 4 }
  • Coalheart: Coal $\times 2$ + Redstone $\times 1$ + Hollow Shard $\times 1$ | Vis: { pyre: 4 }
  • Eternal Flame: Glowstone Dust $\times 2$ + Redstone $\times 1$ + Pyre Shard $\times 1$ | Vis: { pyre: 6 }
  • Voidshard: Coalheart $\times 1$ + Eternal Flame $\times 1$ + Hollow Shard $\times 2$ | Vis: { hollow: 8 }
  • Wright's Tools: Iron Ingot $\times 3$ + Weave Shard $\times 2$ + Aetherite Dust $\times 2$ | Vis: { weave: 10 }

4. TC2 Device Crafting (Crafting Table)

These devices are built at a standard crafting table — no research gate:

Device Pattern Ingredients
Arcane Bore ipi / aca / ddd i Iron Ingot, p Diamond Pickaxe, a Aetherite Dust, c Piston, d Deepslate
Vis Detector a / r / i (vertical) a Aetherite Dust, r Redstone, i Iron Ingot
Blight Detector h / r / i (vertical) h Hollow Shard, r Redstone, i Iron Ingot
Nitor ($\times 2$) shapeless Glowstone Dust + Blaze Powder + Aetherite Dust
Arcane Singularity oeo / eve / oeo o Obsidian, e Ender Pearl, v Voidshard
Enchanted Fabric shapeless String $\times 4$ + Aetherite Dust — a quick crafting-table alternative to the Aether Infuser weave

This grimoire is a living record of the magical laws of YogMagica. Study the world carefully, respect the balance of the elements, and never cast your last drop of vis far from home.

The Yogmagica Team

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