Talismans 2 Is a sequel to Talismans.
Talismans 2 1.8 currently has Thaumcraft/Bloodmagic/Botania Support removed due to mods not being updated yet(they will return as soon as possible ).
In this new version of you can now craft Talisman with Thaumcraft or Blood Magic. These are not dependence's and are configurable if you wish to have the same feel of the original mod.
Talismans 2 Requires Baubles
Talismans 2 1.10.2 is almost ready just waiting on Baubles to stabilise after recent changes before releasing. (Its coming soon)
There are now 2 different kinds of talismans, the regular talisman and the blood talisman. If you do not have blood magic installed you will only be able to access the regular talismans. The types of talismans are as follows: Mining, Movement, Flame, Light, Water, Witherless, and Invisible (Crafting soon to come) Expand spoiler to get detailed information on all types.
Flame Talisman / Blood Flame Talisman: Provides Fire Resistance II / Need to buff (Same effect)
Invisible Talisman / Blood Invisible Talisman: Provides Invisibility / Need to buff (Same effect)
Light Talisman / Blood Light Talisman: Provides Night Vision / Need to buff (Same effect)
Mining Talisman / Blood Mining Talisman: Provides Haste II / Provides Haste V
Movement Talisman / Blood Movement Talisman: Provides Jump Boost II, Speed II / Provides Jump Boost V, Speed V
Water Talisman / Blood Water Talisman: Provides Water Breathing II / Need to buff (Same effect)
Witherless Talisman / Blood Witherless Talisman: Provides removal of Wither effect / Provides removal of Wither and Poison effect
BLOOD TALISMANS
To craft all blood talismans you will need at minimum a tier 2 altar. Talismans also drain 15 LP a tick so make sure you have a large buffer or else you get no effect!
Talismans are linked to a players blood network by Shift Right clicking with Talismans in hand.
Please Report any Bugs Here
https://github.com/TeamC4/Talismans2/issues
Thanks to Pokepeel for the awesome spotlight go check him out.
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A big thank you to NexansV6 who did the textures!
The licence is located at COPYING.txt, but to save you the trouble, it's GPLv3 (with one of the sounds under CC Attribution License).
Basically, do whatever you want, as long as it's free, open source, and stays under GPL. (Yes, that allows you to use it in your modpack.)
I made Russian localization for 1.7.10. I was bored.
Can we get an ETA on how long it might take for a 1.10.2 I'd love to use this mod and also your first Talisman or even better take the two of them if it's not to much work and put Talisman 1 & 2 and name it Talisman Reburn, just an idea, but keep up the great work
damn, wish this was still around on v1.12.2
:(
I love extra loot, who doest right? Only played with talismans in 1.7.10 for a short while and had fun with it. Im sure 2 will be just as much fun for 1.10.2, cant wait to use the mod.
Thanks for taking what little time you have to spare to make the mods and keep them as up to date as what they are. Most of us DO appreciate mod makers efforts, even though many of us do not shot it often. Once again, thank you for this addition to MC.
Dead mod.
People don't always have the time to update mods right away, also if you saw the portfolio Gigabit101 has to work with + calculating in personal life there is not much time left, so you have to prioritize, this is a low priority mod, it's on a "Soon TM" Schedule, so if you could keep your useless comments to yourself that would be great
TBH I already have ported the mod to 1.10 just not released yet as having issues with MC's new LootSystem
I've notice that very few mods have a magnet mode. I don't see one for your mod either. Is there a reason for this? I feel it would be a nice addition if possible. Not sure what your crafting Talisman will do, but a fast smelting that doubles ores would be a really nice Talisman to find. Maybe even start having the Talismans combined to make new talismans--light and water breathing would be one, the crafting and fire resist for the smelting I mentioned above. These could be for Talismans 3 for 1.9 or 1.10 so you have more incentive to find the other Talismans for combining.
Nice mod! I would put it in my modpack, but theres one issue i would love for you to fix. They spawn in chests way too much, including all kinds of chests like bonus chest, and all other loot chests. Editing the config doesn't seem to do anything. Theres about 2-4 talismans per chest. Thanks!
Thaumcraft, BloodMagic, AND Botania ARE updated for 1.8.9! But you have to use williewillus's branch for Botania.
dude when i got the talisman that stops me getting withered it gives me withering in the 1.8.9 version can you please fix this :/
oops
So can any one else reaserch the talisman rings?
No
I know it's a touch late, but I found a work around. It's just that research that is the issue. Subsequent research does unlock properly.
/tc research PlayerName Fusion
I know it's using commands, but if you want to get past this, here's how I did it.
Edit: Just a quick update, the recipe for "A normal Ring" seems to be bugged, but the rings themselves work like the talismans fine. (if you give yourself a normal ring, the infusion process works fine)
Cannot get research notes in my inventory, I click the icon and it takes my paper but I don't get research notes.
what are the recipes?
There are no receipes. Found only in dungeons.
If you have Thaumcraft/Bloodmagic/Botania installed they will have recipes.