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Ars Elemental

Ars Nouveau addon focused on the 4 elemental schools. New glyphs and spell foci awaits

File Details

ars_elemental-1.21.1-0.7.9.2.jar

  • R
  • Apr 14, 2026
  • 2.19 MB
  • 166.1K
  • 1.21.1
  • NeoForge

File Name

ars_elemental-1.21.1-0.7.9.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ars-elemental-561470:7925324"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Note: This updates changes thread slots for the light/heavy variants of the elemental armors, existing armors might have inconsistent thread values until they're updated in an alteration table.

Ufficializing changes from Beta version, features added might still be adjusted on user feedback. Upgrades Sauce to 0.0.30+ for crit issues.

Elemental armor sets now have distinct perk slots instead of being all the same.
Elemental armor sets now have two distinct set bonuses:
- Old full set bonus is now the Elemental set bonus, requires that the four armor pieces are same the element (composite schools of elemancy counts as both)
- Added a new, set specific bonus, requires at least two armor pieces of the same element and type and triggers when specific damage types are received. Might trigger with elemancy if the armor pieces are the same type [light/medium/heavy] and have compatible subschools even if it's not the exact set:
* Light variant - Increased Spell Crit by 10-20%
* Medium variant - Mana discount by 15-30 + damage to mana if full set
* Heavy variant - Absorbed damage to mana + Mana overflow into health if full set (from the same skill, not from regen)

Changes to Conjure Terrain - The pool of blocks used for randomize is now tag based:
* dirt + randomize -> #ars_elemental:conjureable/dirt
* cobblestone + randomize ->#ars_elemental:conjureable/cobble
* sand + randomize ->#ars_elemental:conjureable/sand
* stone + randomize ->#ars_elemental:conjureable/stone

Added Rage and Cauterize glyphs:
* Cauterize - Deal damage to dispel negative effects, only works if the damage can actually be dealt and not canceled.
* Rage - Makes the entity hit attack the closest mob regardless of alliance, with a strenght-like buff. Doesn't work on players.

Fixed issue where the 1.5x on healing was affecting everything and not just players with the earth focus.
Made some adjustments to the wandering mages AI, still in tuning.