Azanor / thaumcraft-suggestions

This area is specifically to post any suggestions or balance issues. The main area should be kept for bug reports only.
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More eldritch #133

Open angeltxilon opened 7 years ago

angeltxilon commented 7 years ago

Premise 1: the game contains skeletons and zombies, and necromancy is usually an Eldritch theme.

Some aspects of the game vanilla (like the skeletons) could be used in the mod but for the good of the player... or not as good. It could be added dark arts of summoning of undead (skeletons, preferably, I think they fit more). Not too complex, the summoning can be done actually with an special item created by infusion.

An example of undead summoning, is for example, using special throwable items... souls bags?

These undead, in the beginning, should act as guardians or companions, being powerful than golems and able to use advanced weapons and even magic wands. However, unlike golems, they would be more unpredictable, difficult to control and sinister beings. Undead should be fed with your own life points and hunger, otherwise, these could turn against its master, or their presence and maintenance can mean steadily obtaining of warp.


Premise 2: there are places and game details that can be considered eldritch. It might be a good idea to "thaumcraftizing" these. The end and nether dimensions, and underwater zones, have big unexplored potentials.

Elements of thaumcraft could be added or shared with vanilla game elements inside the eldritch theme. For example, the monuments of the sea and the new "the end" (versions over 1.8), or woodlands mansion (versions over 1.11).

I think that the end dimension, woodlands mansions (and its new mobs) and the depths of sea biome have a big unexplored potential for thaumcraft.


Premise 3: lots of common and magic mods (as twilight forest) are now dead or very inactive due to the new fast rhythm of game updating. Their authors doesn't show life signals. Some details of these abandoned mods could be used for thaumcraft without problems, but "thaumcraftized" and not copy-pasted, obviously. Some of these details includes eldritch contain.


Premise 4: the crimson cult has a lot of potential. What if, in addition to opening eyes, we invoke gods?

I am refering to invoke primal divinities, and speaking figuratively. Not invoke (summon) literally an eldritch divinity (that would be more similar to summon a boss), no.

I am speaking about do rituals for, for example, receive more power, special materials or items, or for... start to fishing gold from sea? (inspired in Dagon). However, Once the first contact (and request) with such deity has been carried out, things will become very ugly and bad for the player.

Rituals will give things impossible to obtain by classical thaumaturgy and crafting, and exploration and battle; but also will have very high prices.

For example, a ritual of this type can give large amounts of warp [seeing a primordial deity can lead to madness, as in the stories of lovecraft]; And if the ritual deals with a special element, perhaps the god demands to be worshiped (with sacrifices or very complex/expensive process) constantly from time to time, and otherwise punish the player, whether with warp and contamination, or sending hordes of undead and pelagic monsters (hostile mobs from sea).

This ultimate idea would be hard to apply, since implies the addition of new mechanics to the mod, new mobs or new special machines (for the ritual).

carso1500 commented 7 years ago

like your ideas something that i always throught of the crimson cult is that they can use magic that isnt thaumaturgy, its suposed that this guys doesnt study thaumaturgy and that this is a new kind of magic that you create so why not