These strange humanoids can be found wherever the veil between worlds is at its thinnest. They seem drawn to the magical energies that abound in such places.
Don't let their small stature fool you. They have incredible strength and can carry many times their own bodyweight.
Pech are normally not aggressive, but when riled up they will band together and hunt down their attacker. Under normal conditions they avoid people at all costs.
Pechs are notoriously avaricious, and will loot anything not nailed
down, though they prefer precious things. It is said that if you feed this desire for material wealth it could be possible to befriend one. Once befriended they often carry wondrous objects that they might be willing to part with.
It should be noted that such 'friendships' seldom last long.
Greatwood Trees
These large and majestic trees can be found dotted all over the countryside.
Their wood is able to absorb impressive amounts of magic making it a popular component in the crafting of magical devices.
Silverwood Trees
These rare and magical trees are a wondrous sight. Their leaves shimmer with magical energy and their pale, soft wood is valued for its purifying properties.
The trees magical nature is such that aura nodes often form within their hearts - this feature alone makes a silverwood sapling a prize beyond measure.
Shimmerleaf
The strange, glowing flowers only grow in the shadow of Silverwood Trees. They can be harvested and pulped to produce quicksilver.
Cinderpearl
Found only in the hottest of climes, these plants burn with elemental fire. They can be harvested and ground to produce a fine powder akin to Blaze powder.
Mana Pod
This strange, pod like plant is only found growing on trees in magical forests. They grow very slowly and when harvested usually only yield one or two beans.
These beans, known as Mana Beans, contain concentrated amounts of essentia. They can also be consumed, though the results are often a bit unpredictable.
They can be replanted, but cultivation is difficult and time-consuming.
Wild mana pods usually only produce primal aspects, though it is said that planting beans adjacent to existing ones sometimes result in beans with compound aspects.
Thaumcraft adds several unique enchantments.
Haste
This enchantment can be applied to footwear of all types and increases the wearer's land speed. The higher the enchantment level, the greater the speed bonus granted.
Repair
This enchantment slowly repairs the durability of items by drawing vis from wands in your inventory. The vis cost is determined by the value of the item.
The higher the level of the enchantment, the quicker this takes place. This enchantment can only be applied to items made with Thaumcraft, and even then not all of them.
Infused Stone
On occasion there is so much primal energy in an aura that it will settle into solid stone to form Infused Ore. The magic forms crystals within the rock that can be harvested.
These crystals have various elemental properties and have many uses in Thaumaturgy.
There are six types of infused stone, one for each of the Primal Aspects.
They can be combined together to form crystal clusters. Crystal clusters have no special properties beyond adding a touch of class to any home. Breaking a crystal cluster causes it to shatter into its component crystals.
Cinnabar
This reddish ore is found deep underground and when smelted produces quicksilver.
Amber
This ore is found near the surface and when mined drops chunks of amber.
To craft the Thaumonomicon, you must simply use your wand on a bookshelf placed in the world.
The Thaumonomicon is a reference book of all things thaumaturgical. It lists all the discoveries you have made so far and gives you a general impression of how many there are still to be made.
Whenever you successfully research something and use the scroll, it will automatically be added to this book. You can then browse through the discoveries and click on them to be shown more detailed information regarding them as well as any crafting recipes associated with those discoveries.
In your travels you might happen upon fragments of ancient and lost knowledge. On their own they are only worth a few research points when used, but if you gather enough of them together you might gain unique research that you can pursue. Usually the research they reveal cannot be gained through normal means.
The fragments of knowledge can on occasion lead to a false theory, but this will be revealed when you attempt to research it. When this happens most of your knowledge fragments will be returned to you and it usually means you have exhausted all current avenues of research into lost knowledge.
The Aura is a field of magical energy prevalent throughout the world. Its origin is unclear. Some believe it is the accumulated life force of living beings, while others believe it to merely be another type of energy seeping in from some other place. The last theory seems to be most likely, as the aura is often found surrounding a node of concentrated mystical energy known as an Aura Node.
Each aura node has a base amount of magical energy it can contain and this energy is aligned to one or more aspects. It is usually aligned to Primal Aspects, but rarely a node may contain Compound Aspects.
The aspects within an aura node can be tapped by a thaumaturge for his own purposes. The simplest way to do so is with the use of a wand.
Energy that has been harvested in this manner is known as vis.
Aura nodes are hard to see with the naked eye, but faint glimmers of light often betray their presence. The Thaumometer makes nodes slightly easier to find, as looking through its lens makes them clearly visible.
Important: Caution must be taken when draining a node. There is a small chance that when a specific type of aspect within a node is completely drained, it may
disappear or harm the integrity of the node.
It is possible for the node to disappear completely if all the aspects are used up.
Fortunately most nodes replenish their aspects over time and if properly maintained can provide a clever thaumaturge with all the vis he could want.
Nodes react in interesting ways to other nearby nodes and bigger nodes tend to drain the vis out of their smaller neighbors to increase their own girth.
Every item, object or creature is bound by varying mystical elements known as aspects. Aspects describe the object's makeup and bent towards the magical elements. A simple stone may possess the aspect of Terra while more complex items like trees or even creatures can be made up of various different aspects in varying amounts. There are close to 50 known aspects with more being discovered all the time.
There are two main types of aspects: Primal and Compound.
Primal Aspects are the most basic types of aspects and there are only 6 of them: Aer (air), Terra (earth), Ignis (fire), Aqua (Water), Ordo (order), Perditio (entropy).
These form the basic building blocks of all other aspects.
Compound Aspects are built from two other aspects. The simplest compound aspects are made from two primal aspects, but it is possible to have incredibly complex compound aspects made from successive layers of simpler aspects.
The simplest example of such a compound aspect, is the aspect of Victus (life), which is a combination of Terra and Aqua.
To view what aspects an item possesses, simply hover your cursor over the item and press sneak (shift), and you will see what aspects that item has and what amounts of each. You will first need to study the item however, until then the aspects will remain unknown.
Aspects that have somehow been separated from their object and purified is known as Vis and is very valuable: both as a crafting ingredient and as a subject for magical research.
Vis is most often bound into wands, but it is also possible to store it as a magical liquid. Vis stored as a liquid is known as Essentia.
Before you can build most thaumaturgical items and blocks, you first need to discover how to do so. There are several steps in this process:
(1) Exploring the world and examining blocks, items and creatures with a Thaumometer
(2) Taking the research points you gathered from the first step and expanding your aspect knowledge with the Research Table
(3) Using the aspects you know and discovering practical knowledge and recipes with the Research Table.
(1) Exploration
You cannot perform research without research points, and the best way to gain research points is by exploration and examining objects in the world.
The first thing you will need to do is construct a Thaumometer (see next page). By pointing the Thaumometer at objects or creatures and holding the right mouse button you will start examining them. The process does not take long, but your movement speed is reduced while it is occurring.
Once complete the Thaumometer will display what aspects the object contains. In the bottom right of the screen you will also see a summary of the aspects and research points
you discovered.
You will initially not be able to examine all objects since you have not discovered their component aspects. For example, an object containing the Lux aspect can only be examined if you have previously discovered the Lux aspect, or know
the two aspects that combine to create it.
The very first time you discover an aspect by examining something you gain two more research points than you would have normally.
Objects and creatures can usually only ever be examined once.
Occasionally examining something will reveal additional clues and insights into thaumaturgical research, unlocking subjects that you can research further.
Research discovered in this fashion will have amber icons.
(2) Combining Aspects
Once you have gathered some research points you can attempt to combine them into compound aspects within a research table.
To craft a research table simply place two tables next to each other and click on them with a set of Scribing Tools. The recipe for tables is listed under the Artiface research category.
If you open the research tables inventory, you will see an interface as pictured on the right.
The scribing tools you used to craft the table will be located in slot 1.
You should see all the primal aspects (and possibly some compound aspects) listed in the area marked 3 with varying amounts attached to them. When you enter a world for the first time, every player is assigned a small pool of primal aspects to get them started.
If you had done some exploring with
the thaumometer beforehand then you might have a significant number of primal and compound aspects listed here.
You can now start combining aspects into more complex compound aspects but simply clicking on those you wish to combine or dragging it to the runic circles in area 4. The selected aspects will appear in area 4 and when you have two selected pressing the purple button will attempt to combine them. If successful you should see what was gained in the bottom right and it should appear in area 3.
The component aspects are consumed even if the combination did not result in valid compound aspect.
(3) Primary Research
You need to be carrying a set of scribing tools and paper for this step.
If you open your Thaumonomicon you will see all the knowledge have and also all the knowledge that you are now able to pursue.
Flashing square or round icons represent primary researches.
If you can read their title (instead of seeing strange runes) you are simply able to click on them. Paper and ink will be consumed from your inventory and you will gain a research note. You can now take this research note to the table to start researching it by placing it in slot 2.
Section 5 will now display a sheet of paper covered in hexagonal tiles with aspect icons around the outer edge. If you see question mark icons it means you do not know that aspect yet and you will need to learn it first.
To complete your research you simply need to connect and activate all the aspects. You do this by dragging an aspect to a hex adjacent to it that is either composed of the target aspect, or can be combined with another aspect to form the target aspect.
Placing an aspect consumes one research point. If you make a mistake you can click on the aspect to remove it, but you will not regain the research point.
You continue doing this until you have formed a pattern connecting all the starting aspects. The outer aspects need not be connected to all the others, they simply need to form a connected whole.
Once this is done the research will complete and the research note will turn into a discovery.
NOTE: Placing and removing aspects from the hex grid consumes ink from your scribing tools. If it runs out you will not be able to proceed until you refill it.
Secondary Research
Hexagonal icons indicate Secondary research. Much like primary research you just need to click on them. However instead of gaining a research note, you will simply learn the research directly. Secondary research does have an aspect cost you need to pay, but they do not require you to be carrying scribing tools or paper.
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3Usually the process of drawing vis from a node with a wand is quite slow... but not anymore.
You have discovered a more efficient way of tapping into aura nodes, resulting in a doubling of the vis draw rate.
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3You have become more efficient at performing research.
Whenever you remove an aspect that you placed in a hex, there is a 25% chance that you will regain the research point.
You are also able to see what aspects you need to combine to create an aspect you are hovering over.
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3You now have better control over the amount of vis you draw from nodes. You will always leave at least one vis of each aspect in the node, unless you are sneaking.
Be warned, this level of control is not possible when using wands crafted from normal wood and iron.
Warp
Many believe man was not meant to meddle with magic, and nothing gives more credence to this than the existence of Warp.
Researching forbidden magics or crafting objects of a questionable nature tends to distort a thaumaturge's view of reality, twisting both their minds and their bodies. This effect is called Warp.
While some warp gained is temporary and will fade over time, there is no known way to get rid of permanent Warp once it is gained and a thaumaturge who chooses to ignore the dangers in the pursuit of power
often finds himself on a slippery slope.
Warp usually manifests as minor lapses in concentration, physical pain or hallucinations.
These are more than merely mental though, as the visions sometimes impart useful knowledge or seeming hallucinations prove to be frighteningly real.
Flux
If Warp is the mental manifestation of magic gone wrong, then Flux is its physical manifestation.
Flux can manifest in three ways: a liquid, a gas and a physical malady. The first two manifestations are considered annoyances by most thaumaturges and is often the result of wasteful use of magic. It is not particularly hard to clean up, but coming into contact with it often causes the third manifestation: Flux Flu
Flux Flu is not particularly dangerous, but while a thaumaturge is suffering from it he finds it difficult to focus vis which often leads to increased vis usage to get something done.
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3There comes a point in any thaumaturge's career where he is unable to progress with research due to his lack of knowledge.
One possible recourse is the Deconstruction Table. The table allows you to break down objects into their simplest parts which you can examine. There are limits however - the table breaks compound aspects into their component aspects until only primal aspects remain. During this process much knowledge is lost and at best the thaumaturge can hope for is a single piece of primal knowledge.
For example iron (Metallum)
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It is also fairly slow and the fewer aspects and object has, the lower the chance to discover something.
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3You have added further refinements to the methods you use to tap aura nodes.
You are now able to draw vis three times faster than normal.
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3You have become even more efficient at performing research.
Whenever you remove an aspect that you placed in a hex, there is a 50% chance that you will regain the research point.
Additionally there is a 10% chance that whenever you place an aspect that it will not cost any research points to do so.
Lastly you are able to combine aspects in the research table by shift-clicking on the aspect you wish to create. If you have enough of the component aspects they will automatically combine to create the clicked aspect.
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3Warded jars have proven themselves capable of storing all manner of mundane and mystical things, and you believe you have discovered another use for them - trapping aura nodes.
By constructing a large version of a jar around a node and enacting the proper mystical formula with your wand, the node will become trapped inside the construct which will quickly shrink to a more manageable size. The jar can then be safely picked up and moved around, but the initial trapping spell does have a very good chance of damaging the node.
The node is also frozen at the state it was in when trapped, and will
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While trapped the node is kept suspended and will not regenerate vis, nor can vis be drawn from it.
It is possible to free the node from the jar by placing it in the world and clicking on it with a wand. The jar will be destroyed in the process.
Much of this book is written in a spidery and unintelligible script, but what you do understand offers some strange insights into the goals of the Crimson Cult.
Their origins are shrouded in mystery, but it seems their goal is the perfection of a ritual they refer to as "Apertis Oculis" - Opening the Eye. What it does is unclear, but you doubt it is anything good.
Interestingly enough, you think thaumaturgy might offer the missing pieces they have so long sought. Obviously only a madman would pursue this line of study...
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3You have discovered a way to copy completed research note.
When you complete research or place a completed research note in the research table you will see a star icon. Clicking this will create a copy of this research as long as you are carrying paper and ink and have enough aspects available.
The more copies are created of that research, the more expensive copying it will become.
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3Most of the time a single wand is more than enough for any thaumaturge, but there are occasions that the vis it stores just isn't enough. Carrying more than one wand would solve this, but experimentation has shown that there is another way.
By crafting an amulet capable of storing vis, you will be able to recharge wands and other items in the field while it is being worn.
Your success has been mixed however. You can only recharge wands while holding them in your own hand and even then the recharge rate is slow.
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24However the amulet is able to act as a good power source for other things like the Repair enchant or runic shielding.
The amulet can only be recharged in a wand pedestal or from nearby vis relays.
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5Wand foci are capable of amazing feats, but they aren't very flexible. A single focus is seldom capable of performing more than a single function.
You have discovered a way to upgrade basic foci to alter the way they manipulate magic. You simply need to place a focus in a Focal Manipulator and choose the upgrade you wish to apply to it. You also need to provide it with vis from relays and spend experience points to get the process started, but after that it is a simple matter of waiting.
Each focus can be upgraded up to five times,
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32but each rank is doubles the cost.
While some upgrades can be applied multiple times or at any rank, many foci have upgrades that can only be applied at certain ranks or only if certain requisite upgrades had been taken at lower ranks. Experimentation is encouraged.
Upgrades are permanent - you are not aware of any method to remove unwanted upgrades so care must be taken when choosing them.
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5This upgrade changes the summoned bats into vampire bats. Not only will they suck the life out of their target to replenish their own, but some of the stolen life force is given to their summoner.
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3In your travels you have discovered several nodes that contain compound aspects, but as yet there has been no way to tap this rich source of vis. Until now.
This focus can be placed on top of a wand recharge pedestal which will allow any wand it contains to siphon off the compound vis from nearby nodes. Unfortunately each point of compound vis is broken down into a single point of primal vis and all the excess energy is lost. However it is a good start and you are sure you will discover better ways to access this resource.
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3Your trips onto the Nether have taught you to fear the tiny terrors known as Hellbats. Now you have discovered a way to summon the little terrors and send them after your enemies. Excellent.
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3Traveling around the countryside to recharge your wand is all good and well, but an automatic way of doing it would be much better.
This specially crafted pedestal does just that - any wand placed in it will automatically draw vis from nearby nodes.
Nodes will not be fully drained unless it is a poor quality wand crafted from iron or sticks.
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6An annoyance for any thaumaturge that performs regular arcane crafting is to constantly keep his wand charged.
Now that you have found a way to draw vis directly from nodes you are able to craft a Vis Charging Relay. This functions like a normal relay, but is designed to be placed on top of an arcane crafting table. It will draw vis from the relay and recharge wands placed in the table.
The only drawback is that it recharges much slower than it would from a wand recharging pedestal or doing it by hand.
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6Without vis nodes thaumaturges would not even be able to perform the simplest of tasks, but the nodes themselves have several limitations that make their use impractical for extensive operations. Foremost amongst these limitations is the fact that they are easily depleted and it takes quite some time for them to once again gather energy from mystical source they are connected to.
You think you may have found a way around that limitation. In effect nodes are tiny gateways to a mysterious font of mystical energy around which the energy slowly accumulates in the form of Vis. The gateway is so small that only a tiny
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This is even more dangerous than it sounds however and careful steps must be taken during the entire process.
Firstly the node needs to be stabilized during the entire process. Once that is done you need to craft and place a Node Transducer above the node. When you apply a redstone signal to the transducer the node will begin converting to an energized node and quickly lose its stored vis in the process.
The process takes some time, but when it is done the node will
change into an energized node. Caution should be taken to keep both the stabilizer and transducer active from now on.
Energized nodes no longer store or recharge vis, nor can vis be drawn from them with a wand or other means. Instead they produce a steady supply of CV (centi-vis, or a hundredth of a vis) each tick. This energy can be tapped by placing vis relays near the energized node.
Each relay acts as a conduit for CV and any number of relays can be placed within 8 blocks of an energized node. Relays also transfer energy to each other allowing you to create a network that transports vis to
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8anything that needs it, like the Infernal Furnace.
Relays use a branching system, so each relay can have only one source (either another relay, or an energized node), but may have multiple child relays that branch off it.
You can also 'tune' a relay to one of the primal aspects by using an appropriate vis shard on it. Clicking on it with a wand will also cycle through the possible attunements. This does not limit what vis can flow through that relay, but does prevent it from connecting to any other relay except untuned ones or ones tuned to the same primal.
The amount of energy a node produces per tick is finite so attaching too many devices to a single source might exceed the amount of CV it can produce.
It is possible to turn an energized node back into a normal node. Simply cut the redstone signal to the transducer and it slowly turn it back into a normal node. Caution should be taken however since the node will be completely drained of vis and thus runs the risk of being damaged.
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6This focus is capable of hurling chunks of ice.
Care must be taken when aiming, as the ice chunks tend to bounce off solid objects. This can be used to your advantage however as you can bounce the shards around corners, or even hit multiple foes.
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3This focus is capable of focusing elemental energy into bolts of lightning that you can hurl at your enemies.
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4This handy device has several beneficial effects if placed below a node.
Firstly it prevents the node from draining vis from other nodes, or being drained in turn. Secondly it prevents unstable nodes from losing their vis and it has a tiny chance of eventually removing the unstable condition completely. Lastly it has a very, very small chance of turning fading nodes into pale nodes.
This requires power however and the Node Stabilizer draws this from the node itself. It does not draw enough to reduce the vis of the node, but it does halve its normal recharge rate.
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32Applying a redstone signal will switch the stabilizer off.
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3This powerful focus has a very interesting ability. When used on a block it will create an invisible, protective barrier around that block. From that point on the block will not be able to be removed or destroyed until you once again use the wand on it.
The focus can be used on most simple blocks and they will retain many of their normal properties, though while warded those blocks will effectively become frozen in time.
While holding a wand with this focus you will be able to see all blocks that you (and only you) have warded.
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6Advanced Node Stabilizers perform all the functions of the lesser versions with a few major differences.
Firstly they still prevent lesser nodes from having their vis drained, but it does allow stabilized nodes to drain the vis from lesser ones.
Secondly it has a higher chance to improve unstable and fading nodes.
Unfortunately this costs a lot more power from the stabilized node - still not enough to drain vis from it, but even the brightest node will have its recharge rate almost completely negated.
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3This focus turns your wand into a tool capable of moving vast amounts of earth and stone with little effort.
Simply point it at what you want to excavate and the magic does the rest. Tougher materials take longer to mine, and anything other than earth, stone or similar materials will take much longer to mine.
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3You can use this focus to trade dozens of blocks in the world with some you are carrying.
You must first choose the block you wish to change other blocks into by sneaking and right clicking on the desired block. When you then left-click on another block it will turn into the target block. Right clicking will transform a whole swathe of blocks.
You must be carrying enough target blocks, and the transformed blocks will replace them in your inventory. Only blocks with at least one face adjacent to open air or non-solid blocks will be transformed.
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3A staff core crafted from reeds can store 175 vis of each type.
Like the wand core it will slowly replenish its vis stores.
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3Some careful experimentation has shown you a way to expand the abilities of even the most basic wand.
By combining crystalline vis shards with quartz crystals and infusing them with magic, you are able to align the crystals into a mystical matrix.
If the proper types and amounts of vis is focused through this matrix, it will reshape the raw magical energies into something useful, controlled, and geared to a specific task.
Adding a focus to your wand is a simple task - simply press F while holding the wand, and any foci you a carrying will show up in a radial menu allowing you to choose from any of the ones you are carrying with a simple click.
Your initial experiments involved the shaping of fire, and the resulting focus proved to be a simple, but useful tool.
It is capable of sending forth a cone of elemental fire, burning all in its wake.
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3You have succeeded in using vis to create extra dimensional spaces. Using this focus on a wall or other surface will create an extra dimensional passage leading to the other side.
This 'hole' only remains open for a few seconds and drains vis from the wand depending on its depth.
Extra dimensional holes cannot be created through certain kinds of matter or particularly complex objects.
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3A staff core crafted from blaze rods can store 175 vis of each type.
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3A wand core made from reeds has slightly greater storage potential than greatwood cores. What makes it superior to greatwood cores however is that if the level of Aer stored inside it drops below 10%, it will slowly replenish without the use of a node.
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3A staff core carved from bone can store 175 vis of each type.
Like the wand core it will slowly replenish its vis stores.
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3Once you have gathered a sizable collection of foci it is quite annoying to carry them all with you. This pouch solves that problem.
Whenever you change the focus on your wand, it will check this pouch first and any foci that get removed will be placed inside it first. You can also right-click the pouch to place or remove foci by hand.
It can also be carried in your belt bauble slot.
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3Blaze rods used as wand cores has slightly greater storage potential than greatwood cores. What makes it superior to greatwood cores however is that if the level of Ignis stored inside it drops below 10%, its fiery nature will slowly replenish it.
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3A bone used as a wand core has slightly greater storage potential than greatwood cores. What makes it superior to greatwood cores however is that if the level of Perditio stored inside it drops below 10%, it will slowly replenish without the use of a node.
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6The casting wand is your most basic, but also your most important tool. It is what you use to craft objects, activate blocks like the crucible, and countless other tasks.
The most basic wand stores a very limited amount of magical energy (called vis) that it uses to perform its tasks. The replenish the energy in a wand, you must right-click and hold to draw vis from an aura node.
While holding a wand you will see a indicator on the top left of the screen that shows how much vis is stored within the wand.
Holding shift will display exact numbers held by the wand and any possible discounts you have to performing magical tasks.
Wands are always constructed by the combination of a rod and two end-caps. As you progress with your studies, you are sure you will discover different materials that you can use to craft rods and caps to make powerful wands. Only the basic wand can be put together in a normal crafting table. All other wands require the Arcane Workbench and will cost vis to construct.
The basic wand is constructed from mundane wood and iron, both of which make poor materials for working magic.
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3A staff core chiseled from obsidian can store 175 vis of each type.
Like the wand core it will slowly replenish its vis stores.
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3A wand core chiseled from obsidian has slightly greater storage potential than greatwood cores. What makes it superior to greatwood cores however is that if the level of Terra stored inside it drops below 10%, it will slowly replenish without the use of a node.
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3Carved from greatwood logs, this rod has double the vis storage potential of mundane wood, being able to store up to 50 vis of each type.
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3Gold is a far superior focusing agent than iron, and wands capped with this material takes no penalty when used to channel vis.
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3Wand cores crafted from ice can store slightly more vis than greatwood cores. What makes it superior to greatwood cores however is that if the level of Aqua stored inside it drops below 10%, its icy nature will slowly replenish it.
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9Crafting scepters are specialized wands made to be used to craft mystical objects and nothing else. Foci cannot be attached to them, but they have several features that still make them worthwhile using.
Firstly, they have an additional 10% vis discount above and beyond what their caps would normally grant.
Secondly they are able to hold 50% more vis than their cores would normally allow.
Like other wands they can be crafted using most combinations of rods and caps - just a few examples are given on the next page.
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3Thaumium is known for its ability to store and absorb magic, so using it to craft wand caps is a logical choice. It is very efficient at focusing vis of all types.
Crafting these wand caps in an arcane worktable is not sufficient - they need to be infused with additional magical energy to make them usable.
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3A staff core crafted from ice can store 175 vis of each type.
Like the wand core it will slowly replenish its vis stores.
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3A wand core chiseled from nether quartz has slightly greater storage potential than greatwood cores. What makes it superior to greatwood cores however is that if the level of Ordo stored inside it drops below 10%, it will slowly replenish without the use of a node.
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9Silverwood has proved to be an excellent repository of magical energy, and wand cores crafted from it can store up to 100 vis of each type.
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9Staff cores crafted from silverwood can store up to 250 vis of each type.
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3A staff core chiseled from quartz can store 175 vis of each type.
Like the wand core it will slowly replenish its vis stores.
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3Wands are the stock and trade of the thaumaturge, but sometimes you want more bang for your buck. Magical staves are basically just bigger wands. They are able to store more vis.
Since they are physically larger and sturdier than a wand, they can actually be used as weapons in an emergency.
Unfortunately this also makes it unsuitable for the intricate workmanship and fine control required by an arcane workbench or similar crafting.
A staff made from greatwood has more than double the vis storage potential of a greatwood wand, being able to store up to 125 vis of each type.
Note: You still need to add caps to a stave rod, just like you would for a wand.
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5Cleaning the body is easy enough, but once warp becomes a nuisance you need something that can clean the mind as well.
This soap cleans the flesh, but the effects it has on your psyche is what truly makes it special. When used it has a small chance of reducing non-permanent warp and will remove all temporary warp.
Using it while under the effects of a Warp Ward or while standing in Purifying Fluid will increase your odds.
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3Pouring bath salts into water is a bit of a chore, but luckily one easily solved with a bit of magic.
You have created a handy machine that when filled with water and bath salts will automatically mix them and pump the liquid into an area above it. The liquid will fill a 5x5 area above the location where the machine is placed.
Additionally, you have found that it can be used to pump nearly any liquid you can fill it with. You can fill it with automation, or by clicking on the block with the appropriate container. Applying a redstone signal will disable it.
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6Void jars function much the same as normal warded jars with one important difference - even when full they are still able to accept essentia, but the excess essentia is simply lost. This allows you to always have some essentia of that type available, but get rid of any excess that may build up.
Like normal jars, void jars can accept labels, but their suction with a label is less than that of a normal labeled jar (about halfway between unlabeled and labeled jar).
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3Warp is a danger for even the most careful of thaumaturges. For those that have done a bit too much dabbling Warp effects are probably more than just an annoyance. Purifying Bath Salts help with that.
Simply tossing these salts into water will turn the water into a silvery, purifying liquid that sooths away the stresses of the day and brings temporary relief from the effects of Warp. It should be noted however the more warp a thaumaturge suffers from, the shorter the duration of this protection.
The salts are quite fragile and will soon dissolve if tossed around haphazardly.
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6Shimmerleaf is often overshadowed by its mystical neighbor the Silverwood tree, but it has magical properties of its own.
Like the Silverwood, Shimmerleaf flowers have purifying properties that lie dormant. You have found a way to awaken these properties and turn it into an Ethereal Bloom.
Ethereal blooms slowly, but surely, restores land corrupted by mystical means to its former glory - this includes the blight known as Taint. While it cannot combat Taint directly, few tainted growths can survive outside their native environment for long and tend to die back.
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8The flower only purifies the land bathed in its light out to a range of about 8 blocks.
Essentia can be stored in Warded Jars.
Warded jars can be placed in world and is able to store essentia virtually indefinitely. The enchantment placed on the jars also makes adding or extracting essentia a breeze.
Jars can be filled from an alembic by clicking with the jar directly on the alembic. They can also be filled and emptied using phials.
What is more they make an excellent storage medium for jams and preserves.
1Shift clicking on jars and alembics with an empty hand will empty them.
As long as a jar contains some essentia, you can attach a Jar Label to it.
This label will 'lock' the jar to that type of essentia and it will not be able to accept any other kind of essentia.
You can remove a label by shift clicking with an empty hand on the side of the jar containing the label. Take care not to shift click on any other side as it will empty the jar as normal.
You can place a label in a crafting bench with a phial of essentia to assign an aspect to it and when placed on an empty jar it will automatically lock the jar to that aspect. The essentia used in the recipe is not consumed.
Placing it on a filled jar will change the label to the jar's essentia type.
A label can be made blank again by simply placing it by itself in a crafting grid.
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3You have mastered the basics of alchemy and alchemical duplication and are now ready to try creating more complex substances from scratch.
You have formulated several recipes that create normally hard to get substances and items via alchemy.
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1Glass phials are capable of holding all manner of liquids and substances, but their most important use to a thaumaturge is their ability to hold Essentia.
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5You have nearly mastered the art of turning concrete objects into liquid essentia, so doing the reverse is a simple matter.
The essentia crystallizer draws in liquid essentia from a pipe network and slowly converts it into small shards of crystalline essentia. Crystalline essentia is safe to handle and very stable.
The Crystallizer either ejects the crystals into the world or into a container. It can be disabled with a redstone signal.
Supplying it with terra vis will greatly increase its speed.
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3Up to now alchemy has been somewhat of a hit and miss affair - miscounted aspects, degrading essentia and ingredients that require manual labor to mix. This is finally a thing of the past.
The Thaumatorium is a marvelous invention that allows a thaumaturge to select which formula to use and what catalysts to add. It then automatically draws essentia from available sources using tubes. As long as there is a supply of catalyst it produces the required object perfectly, every time.
The crucible that forms its base does not require water, but a heat source is still needed.
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30When you access this device you will see several slots. The top-left slot is where you place the catalyst. Once you have done this you will be able to choose which recipe you wish to craft with that catalyst from a list of possibilities in the top right slot.
The bottom bar shows the essentia required in the order they will be required. It will also display progress bars once the machine is in operation.
The created object is ejected out the front of the device or into an inventory placed in front of the ejection port.
Normally a Thaumatorium can only have one active formula, but by attaching a Mnemonic Matrix to its side you can increase the number of formulas it can keep track.
Each matrix increases the number of formulas by 2.
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1This flame seems to be fuelled by magic itself. The number of uses for an ever burning flame seems endless, but unfortunately it seems to produce much more light than heat. Despite that it could still prove to be a steady source of energy.
Nitor can also be placed in the world to act as a magical light source.
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3In the future you will definitely need to have ready access to multiple different kinds of aspects - not just primal aspects drawn from your wand.
Using basic alchemical principles you have devised a way to break down objects and convert them into essentia.
The first step in this process requires an Alchemical Furnace. The alchemical furnace works much like a normal furnace by burning coal to produce heat, but instead of smelting ore into metal, it breaks down objects into a slurry of raw, unprocessed essentia.
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5The next step in the process is to take the essentia slurry and distill it using an Arcane Alembic.
To work, arcane alembics need to be placed on top of an alchemical furnace. The essentia slurry will slowly be drawn into the alembic and the individual aspected essentia separated out.
If the alchemical furnace is being powered by alumentum, this distillation process is much faster.
You can stack up to 5 different alembics on top of a single furnace.
The essentia can then be extracted out of an alembic using phials.
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3There are many substances in the world that are alchemical in nature.
By carefully adding the proper aspects to these substances you should be able to make more of them.
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1By processing and heating flesh in a crucible, you can create a mystical tallow suited for many arcane uses.
This tallow can be used to craft candles. It is also possible to craft different colored candles by combining a candle with a dye in an arcane workbench.
2To craft the Crucible, you must simply use your wand on a cauldron placed in the world.
The crucible is an important tool for any thaumaturge. It allows him to render physical objects into their component Essentia and recombine it again as he wishes.
The crucible needs to be placed over a source of constant heat and filled with water. Once the water starts boiling you simply throw any items you wish into the crucible and they will be broken down into their component Essentia.
If you know the proper formula and the mix of essentia within the
crucible is correct, you can then drop a special item into the crucible known as a Catalyst. The catalyst draws the essentia into itself and transforms into a whole new item that the crucible then ejects.
Any leftover Essentia remains within the crucible for further use, but it is not a good idea to leave essentia within a crucible for too long.
Crafting also uses some of the water within the crucible and you will eventually need to refill it.
Essentia within the crucible is constantly degrading. Compound essentia degrades into one of its component aspects, and Primal essentia simply evaporates.
Beyond the waste of resources, evaporating and degrading essentia can cause many strange side-effects.
You can empty a crucible by shift right-clicking on it with a wand. All the essentia is dumped into the atmosphere... not something you would want to do too often.
There are some basic alchemical recipes that anyone can perform. See the following pages for their recipes.
Balanced Vis Shards
These are normal vis shards that have been alchemically infused with the five primal elements they do not already possess. This results in a shard of crystal that is perfectly resonating with primal energy.
Smelting a balanced vis shard in a furnace creates Salis Mundus (see following pages).
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2Salis Mundus
Salis Mundus, or Thaumaturge's Salt as it is more commonly known, is crafted by exposing a balanced vis shard to high enough heat that it shatters into a fine powder.
Like its mundane counterpart, Thaumaturge's salt adds flavor (metaphorically speaking) to any magical recipe or formula. It is a strong binding agent, able to hold the most disparate of magical elements together.
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3You have discovered several ways to transport essentia, but none of them has proven useful for large scale alchemical operations - until now.
You have unlocked the key to creating stable and relatively leak-free tubing. While mundane chemicals can be transported in glass, certain types of essentia either dissolve or simply pass right through it. By wrapping the glass in iron and treating it with quicksilver you have managed to protect it from even the most volatile types of essentia. Gold fittings finish off the piping system and make it visually appealing.
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5The tubes can be connected to all manner of alchemical devices, though warded jars and alembics are their primary targets.
Essentia flows through the tubes whenever something is connected to them that can accept it, like warded jars.
Jars containing different kinds of essentia will only draw their kind of essentia towards them. Tubes however can only draw and transport one kind of essentia at a time - the highest drawing strength will take priority. Without the proper use of valves it is quite easy for a network of tubes to get gummed up. The use of valves is essential.
When you see gasses being vented
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5from a tube, it means different kinds of suction are interfering with each other. The color gives a clue as to the types of suction.
The essentia valve acts much like a normal length of tubing, except it can be turned off by hand or a redstone signal. When this is done the flow off essentia through it will be cut off.
The Essentia Resonator is handy for troubleshooting your tube network. You can use it on a tube or other essentia using device to see what essentia it currently contains and the suction it is applying.
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5Tubes can be connected and disconnected from their neighbors by clicking on a section of tubing with a wand.
The wand can also be used to click on the central section to rotate certain tubes like the valve.
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3The alchemical centrifuge is a wondrous invention that allows you to break essentia into its component parts.
When compound essentia flows into the centrifuge from below it will be slowly broken down into the primal or compound essentia that it is made from. Only one of the components is created for each point of essentia broken down.
The resulting essentia needs to be drawn from the top of the centrifuge. Because of the idiosyncrasies of the tube pressure system, it would be best to connect a Essentia Buffer to the top of the centrifuge (see next page).
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5The essentia buffer allows you to store a limited amount of essentia - 8 points total, though it can be made up of any combination of essentia types. Like a jar it has suction, though it applies the minimum amount of suction possible (1).
This means that is usually only able to draw essentia from an essentia source it is directly attached to. However tubes can be connect to all its sides, meaning that it is invaluable for getting essentia out of devices like the centrifuges that could contain variable types of essentia.
You can attach bellows to the buffer - each attached bellows increases its suction by 32.
Additionally you can toggle individual connections on and off as with a normal tube, but if you shift click a connection, it will choke the suction back to 1 (blue band) or 0 (red band) on that side.
This allows for some interesting possibilities when routing essentia.
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1Cleaning Taint is one thing, but ever considered spreading it?
By concentrating and collecting the essence of taint into a bottle it is simply a matter of dropping it somewhere to create a patch of taint. It is up to you to decide why you would want to do this.
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1While creating magical and mundane substances is quite satisfying, sometimes you just want to break things down into their component parts. What is simpler than adding entropic energy to things?
Actually, there is several reasons why this is a bad idea, but what is progress without some risk?
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1This substance throbs with fiery energy and it is more than eager to release that energy at the slightest bump. It may be unstable, but it would probably make a good source of fuel.
It is probably not a good idea to throw it against a solid surface unless you enjoy explosions.
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3Filtered essentia tubes work like normal tubes, except it is possible to mark them with labels. When marked they will restrict essentia flow through them to what they have been marked with.
Shift-clicking on them with an empty hand will remove the label.
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16Restricted essentia tubes work like normal tubes, except they halve the any suction passing through them.
Directional essentia tubes only accept suction from one direction. The blue markings indicate the direction from which suction will be accepted.
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1This liquid is so dangerously toxic that virtually nothing can prevent it from dissolving flesh, bone and even harder substances. Nothing alive or that even displays the semblance of life can survive it.
Apart from obvious practical applications, this vile substance has another interesting property: Any essentia a dissolved creature possessed form into crystals that can be harvested.
I will leave it to the reader's imagination what uses those crystals can be put to.
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1Native clusters are rare concentrations of metals in its purest form. You have discovered a way to purify and concentrate normal gold ore into a native gold cluster.
When smelted these clusters produces twice the normal amount of gold ingots.
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3Metals have proven to be quite easy to manipulate via thaumaturgical principles. Your first experiments have led to discovery of Thaumium.
Thaumium is the result of infusing base metals with raw magical energy. The result is a metal harder than iron with the ability to accept enchantments beyond that which iron is normally capable of.
A metal such as this has many applications in the crafting of more advanced thaumaturgical devices.
It can also be used to craft tools, arms and armor in a crafting table using the normal recipes.
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3You have discovered a way to multiply gold by steeping gold nuggets in metallum harvested from other metals.
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3Native clusters are rare concentrations of metals in its purest form. You have discovered a way to purify and concentrate normal iron ore into a native iron cluster.
When smelted these clusters produces twice the normal amount of iron ingots.
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3You have discovered a way to multiply iron by steeping iron nuggets in metallum harvested from other metals.
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3Some experimentation has led to an interesting discovery - the ability to imprint memories in inanimate objects. Your first attempt at using the discovery is doors, pressure plates and other blocks that remember who placed them.
The door can only be removed with a wand by the person who placed it. Additionally the door will refuse to open for anyone but its owner. The owner can also craft iron or gold keys that will grant others access to this door.
By crafting an iron key and clicking on the door, you will link the key to that door.
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5You can then give the key to another person and they will be able to use it on the door to gain permanent permission to open it. They will still not be able to break the door, or grant anyone else access. For that you need the gold key.
The gold key serves much the same function as the iron key, except they can also grant other people iron key access to that door. Only the original owner of the door can hand out gold key access. They are also not able to remove the door with a wand. Only the original owner will be able to do that.
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5This pressure plate has a few novel features.
Firstly it has 3 settings that can be toggled by right-clicking on it: It can trigger on everything (like a wooden pressure plate), just you, or everything except you.
Secondly, like all other warded items only you can remove it.
Lastly it can be linked to other players with the use of keys. These pressure plates can be used to open arcane doors as long as someone with access to the plate has access to the door as well.
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10Warded glass is a simple cosmetic block, but like other warded objects it cannot be broken except by the person who placed it.
Keys cannot be used to give other users access.
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3By altering the magical structure of arcane stone you are able to create a paving stone that adds new bounce to the step of anyone walking across it.
Anything walking across it will have greater speed and agility for a couple of seconds.
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3You have discovered a way of turning arcane stone blocks into mystical wards that will prevent most creatures from crossing them.
It should be noted that these wards aren't always 100% foolproof and they cannot prevent other players from entering an area, but they keep most common threats at bay. They will also prevent golems from crossing them.
For best results you need an unbroken line of them between the areas you wish to protect and the outside world.
An active redstone signal will disable this block.
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10The color of the runes above the paving stone indicates its current status.
Purple runes show that it is currently preventing something from passing through.
Blue runes indicates it has been deactivated with a redstone signal.
Red runes shows that something is preventing it from fully warding an area and a gap exists where something might be able to pass through.
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3Even the most skilled thaumaturge occasionally leaves a mess in the form of flux. It is a nuisance everyone has to deal with, but this machine removes the drudgery involved.
The flux scrubber, when powered with aer vis, will slowly remove any form of flux within 16 blocks of where it is placed. What is more, it is able to reclaim a small portion of the magic that makes up the flux in the form of praecantatio essentia.
It's internal buffer is very small and it will continue operating even when full, so it must be emptied if you wish to reclaim all the essentia.
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3While not true flight, the Arcane Levitator is the next best thing.
When placed the levitator lifts any item or creature above it up to 10 blocks into the air. A sneaking creature or player will be slowly lowered.
Each levitator placed upon another increases the range at which it can lift entities by 10 blocks, so a stack of 3 can lift entities up to 30 blocks.
Levitators can be deactivated by applying a redstone signal to them.
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5To create an Arcane Worktable simply right-click with a wand on a table you have placed in the world. The Arcane Worktable serves the same purpose as a normal crafting table, with a few key exceptions.
Apart from normal crafting recipes, it can also craft some of the items unique to Thaumaturgy. To do that you need to place a wand in the top-right slot. This will allow you to craft items that require vis by drawing the energy directly from the wand.
The vis required to craft an item will be shown in the six circular symbols surrounding the crafting grid.
The Research table is created by placing two tables next to each other and then clicking on them with Scribing tools.
The research table is the most important tool for any thaumaturge. It is used to unlock all the hidden secrets of the universe and discover new ways of harnessing magic.
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3The Arcane Bellows performs much the same function as its mundane counterpart, the only difference is that it happily pumps away by itself sending forth a stream of never-ending air.
Attaching it to an Infernal Furnace has shown some interesting results. The elemental infused air not only stokes the flames increasing its smelting speed, but causes them to burn much purer, resulting in a reduction of flux generated and increasing the chance of creating bonus nuggets and other materials when smelting.
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5They can also be attached to normal or alchemical furnaces to increase their speed.
It is also possible to attach them to crucibles to reduce the time it takes for their water to boil.
Bellows can be deactivated by applying a redstone signal.
You are confident more uses will reveal themselves eventually.
Arcane stone is a basic building material for many complex mystical constructs. It is normal stone that has been seared by elemental fire and strengthened by elemental earth.
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3By harnessing raw Ignis within a furnace crafted from obsidian and netherbrick you have created a highly efficient and fuel free furnace. So efficient in fact, that occasionally it will produce bonus materials in the form of nuggets or other items.
While this is essentially free, it is also very slow unless the furnace gets a new supply of Ignis essentia or vis every now and again. This can be done by any methods you have discovered so far, or still will discover.
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50It should also be noted that the occasional bit of Flux escapes into the environment.
Items you wish to smelt needs to be dropped into the top of the furnace and will be spit out the front.
The table is more than a simple decorative block - it also serves as a base for other surfaces useful in the practice of magic, like the Arcane Worktable and the Research Table.
The item grate allows you to toggle it open or close it with your hand, or with a redstone signal. If in the open position, any dropped items will simply fall right through it.
Items can also be piped into the top of an item grate using a hopper or other means and if open, it will be ejected out the bottom.
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3These arrows are each infused with a specific type of primal energy which gives them interesting and destructive properties
Air Arrow
These arrows crackle with energy. They inflict similar damage to normal arrows, but the magical energy bypasses any kind of armor protection.
Fire Arrow
These arrows inflict pure fire damage and set their targets alight.
8Water Arrow
These arrows inflict normal damage, but chills your target to the bone, reducing their movement speed.
Earth Arrow
These arrows have no special property beyond packing a lot more punch than normal arrows.
Order Arrow
This arrow does a little less damage than normal, but it bypasses armor and leaves your enemy weakened.
Entropy Arrow
This arrow does slightly less damage than normal,
but inflicts a withering effect on whatever it hits.
Primal arrows cannot be picked up from the ground and the Infinity enchantment has only a 1 in 3 chance of preventing a primal arrow from being consumed.
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3The Arcane Ear is a device that is capable of detecting the sound emitted from nearby note blocks. If it hears a note it recognizes it will emit a short redstone pulse.
The Arcane Ear needs to be tuned in a manner identical to note blocks, the tone and note it listens for depends on the material it is placed upon.
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3You have discovered a way of crafting a bow from bone and infusing it with entropic energy.
The resulting weapon is capable of firing much faster than a normal bow and arrows launched from it travels faster and hit harder.
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3This mystical lamp can be attached to walls, floors or ceilings and will provide strong and steady light.
Additional sources of light may also appear up to 16 blocks away wherever light levels fall below accepted 'safe' levels. Remember: Only YOU can prevent zombie outbreaks.
These secondary sources of light will disappear soon after the lamp has been removed.
You are sure additional uses for this lamp will present itself, so remember to check here after making new discoveries.
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4 Arcane Bore
When attached to the base of an arcane bore, the arcane lamp gains an additional ability: It will light up the tunnel that the bore digs.
Primal Charm
Primal Charms form an important basis for many thaumaturgical constructs. They have no inherent power of their own beyond being able to focus and channel primal energy and essentia.
Rumors persist that these charms have additional powers, but that is little more than hearsay.
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10This Thaumometer is one of the most useful and important tools in a thaumaturgists arsenal, second only to the wand.
Firstly it allows you to scan objects, creatures or mystical phenomena and determine their magical make-up. You simply need to hold the right mouse button and wait.
Secondly it makes discovering nodes easier, as they become clearly visible if viewed through the Thaumometer's lens - even through solid objects!
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3Building on the basic principles of the Thaumometer, you have begun refining its ability to detect magic into something more... revealing.
This set of mystical lenses will make aura nodes much easier to find along with revealing all manner of hidden things.
They form an important tool in any Thaumaturgist's arsenal.
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3You have made an interesting discovery during your study of nodes. Different kinds of nodes emit varying types of radiant energy, but none are quite as distinct as that of Sinister nodes.
The energy emitted by Sinister nodes is quite unique and simple to track. By infusing a piece of flint you think you can create a simple scrying device that will light up whenever it is pointed towards such a node.
The range is limited, but it is a worthwhile invention since you have often found Sinister nodes in the most interesting of places.
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3By infusing a thaumium pickaxe with fire shards, you have created a pickaxe that glows with the heat of a forge.
When you mine ore blocks there is a chance that you will mine a cluster instead. Native clusters are much easier to process and produces double the normal amount of metal when smelted.
It can also be used to sound out any surface you right click against to find out what valuable ores, lava or water can be found nearby.
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8If shift is held while using this tool all its special properties are suspended and it functions like a normal pickaxe.
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3Unlike the Arcane lamp from which it is made, the Lamp of Growth does not cast much light unless it is provided with Herba essentia. If this is done any plants which grow where its light shines the brightest will grow much faster than normal.
Essentia can be fed to the lamp by attaching it directly to an essentia piping system.
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3Any living creatures bathed in the gentle pink glow of this lamp is immediately placed in a much more romantic mood. If they are able they will seek others of their kind to mate.
This lamp will have no effect if there is 8 or more of a particular species already present.
It requires Victus essentia to function which can be fed to the lamp by attaching it directly to an essentia piping system.
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3By combining spider silk and wool and infusing it with primal vis, you have created a silky length of magical cloth that would have numerous uses.
You have also discovered patterns to create cloth robes from the magical fabric. These robes have similar protective properties to leather armor, but they are much more durable than mundane materials could ever be.
They also hold mystical enchantments very well and can hold powerful magic much better than even expensive armor.
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1The various pieces of this outfit grant a small discount to the amount of vis drained from casting wands when you use them.
You can dye the armor like you would leather armor.
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6This is a specialized version of the Ring of Shielding.
It has slightly less charge than the ring it is based on, but increases the recharge time of runic shielding by 25%.
You can wear more than one of these rings, effectively halving the normal recharge time.
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4This is a specialized version of the Ring of Shielding.
It has slightly less charge than the ring it is based on, but when your runic shielding is breached it will release a pulse of regenerative energy that will last for a few seconds.
This effect cannot trigger more than once every 20 seconds.
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3By combining water shards and a thaumium axe, you have created a tool that embodies the aspects of motion and flow.
It functions like a normal axe on all materials except natural logs and trees. When used on them the axe seeks to furthest block of the same type that is still connected to the block you are attempting to harvest and harvests that one instead.
In effect you will chop trees from the top down even if you hit the bottom-most block.
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8Any wood chopped in this fashion will automatically float towards you.
If you press and hold right click the axe will draw all nearby items towards you - not just wood it chopped.
If shift is held while using this tool all its special properties are suspended and it functions like a normal axe.
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3Your research into protective magics have led you to discover Runic Shielding. This is not armor in the traditional sense, but a collection of charms, rings and similar protective baubles worn with your everyday clothes.
These devices create a barrier of magical energy that wards out most types of damage. The shielding has a pool of hit points from which damage is subtracted first, protecting the wearer from all harm. Once this pool is depleted the wearer starts taking damage as normal.
The pool replenishes over time and requires Terra and Aer vis to replenish its charge which it draws from carried wands.
The armor offers no protection from damage suffered due to drowning, starvation or similar environmental hazards.
Due to its nature the armor cannot be enchanted by normal means, but you are sure there are ways to improve its effectiveness - you just need to discover them.
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4Rings, amulets and girdles with runic shielding is all good and well, but surely you can apply this protective enchantment to other things?
Of course you can! By utilizing the magic of Thaumaturgy(c) (patent pending), you are able to add runic shielding to most magically stable pieces of armor.
'Magically stable' items are those crafted from thaumium, enchanted fabric or similarly magical materials.
Only a single charge of runic shielding is added to the item, but you can enchant an item multiple times. This is expensive and
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32the amount of ingredients and essentia required will increase with each level. The Salis Mundus required will equal the level of shielding you want, and the essentia cost will increase exponentially.
You can enchant existing runic items like Rings of Shielding as well, however the cost is calculated based on their existing runic charge making it an exceptionally expensive process.
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3You have merged the elemental fury of air shards with a thaumium sword.
When used to strike a foe, the blade will sweep in a wide arc, hitting additional foes near your main target.
While blocking the sword will conjure a sphere of whirling winds around you, pushing enemies and loose objects away and deflecting incoming projectiles.
While blocking it will also slowly lift you into the air.
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6Arcane crafting and alchemy can go only so far. Something better is needed to create truly powerful mystical objects.
Infusion crafting is the process of infusing a single object with magical energy and the properties of other objects. You could, for example, infuse a stone with Aer vis and a feather and it would result in a very light stone.
As is usual with thaumaturgy, things are not quite that simple. To even get started with infusion crafting there are several things you need: A Runic Matrix, arcane pedestals and a ready supply of magic in the form of essentia.
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5Once you have your Runic Matrix properly placed into a structure commonly known as an Infusion Altar, you can begin to craft.
The central pedestal located under the matrix is where the item you wish to infuse will go. You will also need several more pedestals placed around the altar where you can place the blocks and items you wish to infuse into the target object. Lastly you will need warded jars or similar essentia containers holding the requisite amount of vis.
Once all this is gathered you can click on the Runic Matrix with a wand to start the crafting process.
During the first stage of crafting essentia will be drained
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25from nearby sources. Crafting will stall of there is insufficient essentia available - something that you do not want as will be explained on following pages.
Once all the required essentia has been infused into the target object, the other objects will have their essential essence drained. Only when this is done will the crafting process complete.
Infusion crafting is not without risks. The entire process involves forcing vast energies into a single object. Unpredictable things tend to happen.
Usually one of the fusion objects get
knocked off a pedestal, or flux gets generated, but more catastrophic events are not unheard of.
The longer crafting continues due to unresolved problems like lack of vis or dropped items, the greater the chance of something bad happening.
These effects can be reduced by various means. Firstly you wish to keep the entire fusion structure as symmetrical as possible - take careful note of where you place pedestals and make sure they are balanced with other pedestals on the opposite side of the altar. When placing fusion items into them you may wish to keep them balanced as well. Lastly you can place occult paraphernalia around the
altar in symmetrical formations (things like candles, skulls, crystals, etc.). These will have the effect of reducing instability.
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3This pair of enchanted boots have been stuffed full of magic to ease the journey of any traveler.
They allow you to move faster than normal. They also allow you to jump higher and fall further.
Lastly they allow you to cut through water like a fish. A slow and clumsy fish, but a fish nonetheless.
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6This is a specialized version of the Girdle of Shielding.
It has slightly less charge than the girdle it is based on, but when your shielding is breached a detonation of kinetic energy will be released damaging and shoving back anything nearby.
This effect cannot trigger more than once every 20 seconds.
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4This is a specialized version of the Amulet of Shielding.
It has slightly less charge than the amulet it is based on, but when your shielding is breached this upgrade will instantly add 8 charge to your shielding amount.
This effect cannot trigger more than once a minute.
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3Combining earth shards with a thaumium shovel you have created a peerless digging implement.
When used to dig earth, sand and similar materials it will dig a 3x3 area.
If you right click on the side of a block, it will attempt to place a 3x3 section of the same material in the world as long as you have sufficient blocks in your inventory.
The orientation of both the digging and construction depends on the face you dug or clicked.
If shift is pressed you can see where blocks will be placed
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8in the world and you can change the orientation of how blocks are placed by pressing 'G' on the keyboard. Blocks can be placed either parallel to the block face selected, or extending out of the face vertically or horizontally.
If shift is held while using this tool all its special properties are suspended and it functions like a normal shovel.
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3Usually a thaumaturge needs to choose between protection and utility when out and about. Not anymore!
This modifies a Thaumium Fortress Helm to give you all the functionality of Goggles of Revealing. It does however not give the vis discount the goggles usually do.
A helm can have this upgrade along with faceplates.
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3By merging the magical energy from order and entropy shards with a thaumium hoe, you have created a farming implement with few equals.
When used to till fields, it will till a 3x3 area instead of just a single block.
When used to crops or other plants it will act as bonemeal to promote its growth, though at a higher cost to its durability. It might even be able to grow plants that normal bonemeal can't.
If shift is held while using this tool all its special properties are suspended and it functions like a normal hoe.
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3You have finally managed to unlock the secret of flight. You have created a harness that anchors itself to the Thaumic Field using thaumostatic energy allowing you to defy gravity. You think quantum's and quarks might also be involved somehow.
Unusually the only vis required to power this harness is added during its creation process. Instead the fuel it requires for flight is raw Potentia. Simply right click while holding the harness to insert filled jars.
Pressing 'H' while wearing the harness activates or deactivates it.
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16While active the harness will constantly use Potentia.
It can be enchanted with the Haste enchant to increase the speed at which you move while flying.
The harness will not reduce your block breaking speed while you are flying with it.
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6This girdle is designed to be used with the Thaumostatic Harness. On its own it has very little lifting power - it has just enough to prevent most fall damage.
When worn with the harness however it greatly increases the speed at which you are able to fly. The only drawback is that the harness will consume slightly more fuel than normal.
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3This mask is designed to be added to an existing Thaumium Fortress helm.
When worn, this mask has an interesting damping effect on those suffering from Warp event. While it does not reduce the number of events, it does reduce their severity somewhat.
It seems laughing in the face of danger does have its rewards.
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3You have discovered a device capable of extending the range and power of an Excavation focus. Of even greater use is the fact that the machine can do so without your constant supervision. You merely need to place it on a specially constructed base, point it in the right direction with a wand and apply a redstone signal.
The arcane bore requires two things to function. The first is an excavation focus placed in its leftmost inventory slot. Any enchantments applied to the focus will also alter the functions of the bore.
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16Secondly you need to place any kind of pickaxe into the rightmost slot. The material of the pickaxe will have little effect on the operation of the bore, but the greater its durability, the longer it will last. Like the wand, any enchantments or special abilities of the pickaxe will also be applied to whatever the bore mines.
An arcane bore can only be placed above or below an arcane bore base. Any items mined will be ejected from the base in the direction its nozzle is pointing.
It will eject into an inventory if possible. This direction can be changed with a wand.
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10The bore can be powered with Perditio essentia or vis which will greatly speed up the rate at which it mines. Vis or essentia can be provided by pipes and/or relays as normal.
One point of Perditio essentia will speed the bore for the next 20 blocks mined. Alternatively 5 CV is required per block mined and the bore can accept up to 100 CV per tick.
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3You are now able to enchant a pair of magical mirrors that act as doorways to the void between the worlds. Anything shoved (or piped) through one mirror will pass through this realm and emerge from the other mirror - even across dimensional boundaries.
Unfortunately this realm is extremely hostile to mortal creatures like yourself so using these mirrors to transport living creatures is not yet possible.
To link a pair of these magical mirrors you simply need to place one of them in a desired location. You then right-click with a second
mirror on the one you placed, and the pair will become linked. You may then place the second wherever you wish and items thrown into one will be ejected out the other.
Mirrors can only be linked in pairs, so while both are placed in the world and able to transmit items you cannot link them to another mirror. When you pick up a mirror it will remember the last partner it was linked with, allowing you to easily move it without having to relink it. While one of the paired mirrors is picked up, you may easily relink either of them.
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8Transporting items through mirrors places stress on the magical glass and to prevent it from shattering the mirror automatically slows down the rate at which items is spit out the other side. The greater the instability, the more the transfer rate is slowed.
This instability slowly lessens over time, but it can also be negated by relaying Ordo vis directly to the mirror.
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1Sometimes a thaumaturge doesn't need to create something that shakes the very foundations of reality - sometimes he just wants something pleasing to the eye.
You have developed a simple enchantment that allows you to apply thaumaturgical symbols to banners. You do so by simply clicking with a phial of essentia on a banner you crafted and the symbol will be emblazoned on it. Shift-clicking on the banner will remove the symbol.
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3This mask is designed to be added to an existing Thaumium Fortress helm.
When you are struck in combat while wearing this grim mask the creature striking you has a chance to suffer a Withering effect.
Serves them right.
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5Thaumium armor has many things to recommend it, but its basic construction leaves it inferior to diamond armor. By improving the construction process and complexity you have found a way to create armor of exceptional craftsmanship, durability and strength.
Each individual piece of Thaumium Fortress armor has the same protective properties as diamond armor, but has greater durability and offers additional protection against magic and fire.
The biggest benefit however is that the individual armor pieces is designed and constructed to be worn together: Each additional
piece of this armor worn increases the overall protection offered by all other pieces and improves its visual appeal.
As with most objects constructed from thaumium, the armor is easy to enchant.
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3- Throw one rotten zombie brain into a jar.
- Add some spider eyes and water.
- Stir gently with your wand while thinking dark thoughts.
If you follow the recipe exactly you should now have a partially animated and fully malicious zombie brain.
It retains some of the hunger it possessed as a zombie and while it cannot consume brains, it still enjoys eating the thoughts and experiences of those slain nearby. Giving its jar a good shake will make it surrender some of its ill-gotten gains for your own use.
Particle effects will be displayed above the jar when it is full.
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3This magical hand mirror functions much the same way as other magical mirrors. You simply push items through the glass and they will pop out at the linked mirror.
Simple right-click while holding the linked hand mirror and you will be able to place any items in your inventory into the looking glass to have them transported.
The hand mirror can be linked to a mirror that is already paired with another.
It should be noted that the hand mirror can only send items, not receive them.
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3This mask is designed to be added to an existing Thaumium Fortress helm.
When you strike a creature in combat while wearing this mask, you sometimes steal a small portion of their life force to strengthen your own.
The fact that you do this by supping on their blood doesn't seem to bother you nearly as much as it should. You wonder if you should be worried about that.
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3Magical mirrors are very useful for transporting items over long distances, but what if that same principle can be applied to essentia? You think you have discovered a way to do just that.
Essentia mirrors, like their name implies, can transport essentia in the same way that magic mirrors transport items. There are a few important limitations however.
You cannot pipe essentia directly into the mirrors - they are only able to transport essentia that has been drawn from a source towards something like an Infusion Matrix.
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8In effect the mirrors allow these things to draw essentia from sources via the mirror.
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3For ages now wizards and thaumaturges have been enchanting weapons, tools and armor by imbuing objects with their own life energy. While effective the process is tedious and the results are completely unpredictable. Your discovery of infusion crafting might have uncovered a solution to both those problems.
You have discovered a way to enchant objects with an infusion altar. Simply place the item you wish to enchant on the central pedestal and supply the proper ingredients and essentia.
It also requires some life essence in the form of experience, but much less than would be normally required to enchant something. This experience is drawn from anyone near the infusion altar so care should be taken.
The essentia and experience costs listed in following recipes are for the first level of enchantment. To enchant an item to higher levels, simply perform the infusion process again - it can be repeated till the required enchantment has reached its maximum possible level. Essentia and experience cost are multiplied by the level of enchantment you are performing, so a level II enchant costs twice as much as a level I.
Additional costs might is also required if the item already contains enchants other than the one you are currently performing. This cost is usually around 10% per level of enchantment. So enchanting a sword with Fire Aspect I that already contains Smite III will cost 30% more.
Instability also increases as the total number of enchantments on the object increases.
Enchanting items with an infusion altar follows the normal rules for enchantment as it applies to what enchants can combine with others.
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3When this upgrade is attached to a golem it will increase its movement and ranged attack speed.
Specific golem cores might benefit from this upgrade in other ways, so you might wish to check if additional pages were added to their Thaumonomicon entry.
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3This upgrade will increase the amount of items your golem can carry at a time. Each upgrade increases the limit by between 4 and 16 (dependent on the golems base carry limit).
It also increase its physical damage and how quickly it harvests materials or performs tasks dependent on brute strength.
Specific golem cores might benefit from this upgrade in other ways, so you might wish to check if additional pages were added to their Thaumonomicon entry.
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3This upgrade increases the interface inventory of a golem, allowing more items to be filtered or sorted. The number of slots added depends on the base number of slots they usually possess.
The golem's melee attacks also sets its target on fire.
Specific golem cores might benefit from this upgrade in other ways, so you might wish to check if additional pages were added to their Thaumonomicon entry.
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3Like the Empty core, golems fitted with this core will remove items from an attached inventory, but instead of placing it in an inventory or dropping it in world, they will attempt to use it on a target block or location.
They will attempt to use the item as if they are a player right-clicking or left-clicking on the target block or location with the item - you can specify which.
If you wish, you can specify what items should be removed from the inventory by accessing the golems interface. All other items will be ignored.
If the golem is not attached to an inventory, it will attempt to perform its actions with an empty hand instead - simply clicking on the target as instructed.
You are able to tell the golem how to 'click' on something - apart from just telling it to left or right click you can also instruct it to be sneaking while doing so.
You can also instruct it to only click on empty air instead of a block.
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This upgrade will increase the speed at which the golem is able to click the target block or space.
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3The hungry chest is able to pick up items by itself if they are dropped close enough to touch it.
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3Golems are notoriously bad at following verbal commands, but this bell allows you to avoid all that.
Simply right click on a golem to select it. Once that is done a glowing, gear like circle will appear indicating the golems 'home' location and the side it is attached to.
You are now able to right click anywhere in the world to link the golem to blocks, locations or inventories it may interact with. Clicking on the same location will either unmark it, or cycle through different colors if the golem is able to interact with different colored markers.
Shift + right-clicking on a marked location will always clear it and pressing F will clear all marked locations.
Left-clicking on a golem picks it up with all its current upgrades and settings intact. Shift + left-clicking picks up the golem, but removes its core and any attached upgrades which drops separately. There is a good chance that upgrades will be lost if you do this however.
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3You have discovered a way of improving golems in several minor, but significant ways.
Firstly, golems that go through this process are able to hold one additional upgrade, though they can never have more than two upgrades of a single type.
Secondly, they move slightly faster.
Thirdly, they have a slightly greater sight radius.
You are sure the malevolent intent in their eyes is just your imagination.
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3Golems fitted with this core will remove items from an attached inventory and take them to the marked location. If the marked location is a container, they will place it inside.
If you wish, you can specify what items should be removed from the inventory by accessing the golems interface. All other items will be ignored.
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3This upgrade increases the visual range of most golems allowing them to travel further afield to perform their tasks.
It also increases the range and accuracy of ranged attacks.
Specific golem cores might benefit from this upgrade in other ways, so you might wish to check if additional pages were added to their Thaumonomicon entry.
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3This core works much like an Empty core with one key difference: It only takes an item from its home inventory if it already exists in one of its marked inventories. This makes it exceedingly useful to sort unordered items in a container into their proper places.
You cannot specify specific items to include or exclude like you can with the normal Empty core.
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3You have discovered the secret of creating golem workers. While the Iron Golem is impressive in its own way, it is very limited and uncontrollable. You have managed to solve both those problems.
Your golem workers have just enough will and self-awareness to make them useful tools, but not enough to render them uncontrollable.
You have also discovered how to make the Golemancer's Bell and Golem Animation Cores (see their respective research entries for more detail).
The golem you craft can be placed in the world, but will remain inactive until given an animation core.
The placement of the golem needs to be considered carefully - if you wish it to interact with inventories, you will need to place it by clicking (or shift-clicking) on the inventory on the side you wish it to interact with.
Most golems can operate in a range of 16 blocks around their home location.
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4The first golem you can create is made from bundles of hay and straw. It is physically weak and easy to destroy, but very light and nimble.
Straw Golem Attributes
Durability: Very Low
Strength: Very Low
Self-repair: Average
Carry Limit: 1
Speed: Fast
Upgrades: 1
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3This upgrade allows golems to specify different colors for blocks marked with the Golemancer's Bell. This allows for greater control over what they do and where they do it.
This upgrade also unlocks certain features of some golem cores giving them a greater scope of operation.
Specific golem cores might benefit from this upgrade in other ways, so you might wish to check if additional pages were added to their Thaumonomicon entry.
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3This core is a specialized version of a decanting core, specifically designed to transport essentia.
Alchemy golems assigned to an alchemy furnace or alembic it will draw essentia from the entire stack of alembics and transport it to marked warded jars. It is not required to mark every single jar - the golem will automatically fill all jars adjacent to the marked jar and all other similarly connected jars.
Alchemy golems prioritize nearby jars first and will try to fill an entire jar before starting on a new one.
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15They will also favor labeled jars over unlabeled ones. If there are full void jars they will try and fill normal jars first, unless the void jar is labeled. In the case of ties void jars are always filled last.
Alchemy golems can also transport essentia between most other essentia storage containers and blocks that accept essentia.
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3Golems fitted with this core will examine inventories you have marked for certain items, and place them in their home inventory.
There are two modes of operation:
In Precise Amount mode the golem will fill its home inventory with the specified items until it contains an amount equal to the amount you specified in its interface.
In Any Amount mode the golem will keep filling the current inventory with the specified items as long as there is room and available items.
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5Golem Animations cores are used to give your golems purpose - without a core they remain inanimate.
The first such core you are able to create is the Gather core.
Golems fitted with this core will seek dropped items within 16 blocks, pick them up and then place them inside an attached inventory. If they are not attached to an inventory they will simply hold on to them.
If you right click on the golem you will be able to set specific items they should pick up - all others will be ignored.
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5Simply right-click on a freshly placed golem with a core to attach it to the golem.
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3Golems fitted with this upgrade automatically inflicts damage on anything damaging them.
Golems with this upgrade will also have more control over what items they are looking for. You will be able to make them use or ignore damage values, NBT data or even check the ore dictionary to find similar items.
Specific golem cores might benefit from this upgrade in other ways, so you might wish to check if additional pages were added to their Thaumonomicon entry.
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3Golems fitted with this core will attempt to keep the liquid inventory they are attached to filled with an appropriate liquid.
If you wish, you can specify what liquid it places in the tank by accessing the golems interface and placing a liquid container (like a filled bucket) in a slot. All other liquids will be ignored.
A decanting golem can only carry 100mb of liquid per item its material type is normally allowed to carry, though they will always carry a full buckets worth if instructed to pick up liquids blocks in the world.
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5 Entropy Upgrade Unlocked
If you fit this upgrade the golem will first try and pick up the furthest possible fluid block attached to any you have marked. This will allow it to empty pools of liquid and not just the one block you marked.
It will only search as far as its sight range allows, and the distance is measured in actual blocks searched to get to the target block and not a straight line.
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3An extension of your golemancy research has led to a useful companion for any thaumaturge on the go: The Traveling Trunk.
This wooden chest will happily hop after its master, always ready to provide a convenient storage space for anything you pick up.
The traveling trunk is tough and can take a significant amount of beating. It is highly resistant to fire and cannot be harmed by falling.
The trunk can follow its master everywhere - even distant dimensions. Should you wish it to stay put however, there is a convenient button located in its interface
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16which will make it remain in its current position.
The traveling trunk slowly heals itself over time, but you can also feed it all manner of food to speed up this process.
Like normal golems, the trunk can be picked up by left-clicking with a golemancer's bell. It will drop all items in its inventory of you do so. Shift-clicking will also cause it to drop any upgrades you have applied to it with the normal loss chance.
It can accept a single upgrade like normal golems, but they grant unique abilities to the trunk. See the following pages for details as you discover the relevant upgrades.
Golem Upgrade: Air
With this upgrade installed the traveling trunk will move faster.
Golem Upgrade: Earth
With this upgrade installed the traveling trunk be able to carry more items and will gain an additional row in its inventory.
Golem Upgrade: Fire
With this upgrade installed the traveling trunk will defend its master when he is attacked.
Golem Upgrade: Water
With this upgrade installed the traveling trunk cannot be opened or picked up by anyone else but its master.
It also become highly resistant to all but the most devastating amounts of damage.
Golem Upgrade: Order
With this upgrade installed the traveling trunk will retain its items when it is picked up using a golemancer's bell. It will drop items as normal when shift-clicked is used.
Golem Upgrade: Entropy
With this upgrade installed the traveling trunk will automatically suck in any nearby items it has room for.
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3This golem is carved from a greatwood log. It is a moderate improvement over the straw golem.
Wood Golem Attributes
Durability: Below Average
Strength: Low
Self-repair: Average
Carry Limit: 4
Speed: Above Average
Upgrades: 1
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3While macabre, golems made from zombie flesh has several features to recommend them. Not only does it repair itself very quickly, it is able to hold 2 upgrades.
Flesh Golem Attributes
Durability: Low
Strength: Low
Self-repair: Very Fast
Carry Limit: 4
Speed: Above Average
Upgrades: 2
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3Golems fitted with this core act as guards, attacking any hostile creatures within range.
You are sure with a little bit of tinkering you could make the golem a bit more selective with the targets it attacks, but for now it only seeks out aggressive mobs other than creepers.
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If you fit this upgrade you can specify the types of creatures the golem will attack. The golem will also be able to attack more than just hostile entities.
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3Golems fitted with this core need not be attached to an inventory. They seek out fully grown crops, reeds and other commonly farmed plants within a small radius and harvest them. The harvested material simply drops to the ground and must be gathered by some other means.
Unfortunately they are not smart enough to replant the crops they have harvested, but you are sure with a bit of work you might be able to eventually fix that bug.
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Harvest golems fitted with this upgrade will now attempt to replant the crop they just harvested. This could fail if the plant failed to drop the proper seed or seedling.
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3Fired clay is proven to be a superior crafting material for golems. It is fireproof and has more than adequate mobility.
Clay Golem Attributes
Durability: Average
Strength: Average
Self-repair: Slow
Carry Limit: 8
Speed: Average
Upgrades: 1
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3This advanced golem is only marginally better than the clay golem, but is capable of holding two upgrades.
Tallow Golem Attributes
Durability: Average
Strength: Average
Self-repair: Average
Carry Limit: 8
Speed: Average
Upgrades: 2
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3This core is a refinement of the standard Guard core.
A golem fitted with this core will only attack animals, but it is intelligent enough to only attack the oldest, fully grown adults and always make sure that a breeding pair remains.
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3This core allows a golem to fish for your supper.
For best results the golem needs to be placed near deep and open water.
Golem strength determines fishing speed.
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A fishing golem fitted with this upgrade has a small chance of catching more than one thing at a time.
Fire Upgrade Unlocked
A fishing golem fitted with this upgrade will automatically cook any fish it catches.
Order Upgrade Unlocked
Order upgrades will increase the chance of getting good fishing results.
Entropy Upgrade Unlocked
Entropy upgrades will reduce the chance of getting bad fishing results.
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3Like Harvester golems, Lumberjack golems can be placed anywhere. They will seek out nearby trees and chop them down. Stronger golems will chop them down faster.
Lumberjack golems do not replant the trees they have chopped down.
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3Stone golems are very durable and able to carry heavy loads, but they are much slower than most other golems. Its weight allows it to sink in water.
Stone Golem Attributes
Durability: Above Average
Strength: Above Average
Self-repair: Slow
Carry Limit: 16
Speed: Slow
Upgrades: 1
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3This simple device allows a golemancer to bring their golems to a temporary halt.
If this block is activated with a redstone signal any golem that passes over it will come to complete standstill and cease its current task.
Once this block is deactivated the golem will once again go about its business.
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3Iron golems are extremely tough and strong, able to carry huge loads. Their weight however causes them to move quite slowly and sink in water.
Iron Golem Attributes
Durability: High
Strength: High
Self-repair: Very Slow
Carry Limit: 32
Speed: Very Slow
Upgrades: 1
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3Thaumium golems have slightly better attributes than iron golems and are able to have 2 upgrades. They are also highly resistant to magical damage. Its weight allows it to sink in water.
Thaumium Golem Attributes
Durability: Very High
Strength: High
Self-repair: Slow
Carry Limit: 32
Speed: Slow
Upgrades: 2
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1This tiny hat is the perfect accessory for any golem. Not only is it stylish and dashing, but any golem wearing it will have increased health and vitality.
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1Golems are notoriously short sighted, and these glasses alleviate that weakness to some degree.
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1A must for any golem on the go, this bowtie will fill it with additional energy, increasing its pace.
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1This strange headgear seems to fill any golem wearing it with unusual vitality, allowing it to repair damage at a much faster pace.
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1This dart launcher can only be attached to combat golems. It is not quite as powerful as the golem's primary attack, but gives golems limited to melee combat a means of attacking foes at range.
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1This metal visor will grant a combat golem a small amount of additional armor protection. It will also insure that any foes attacked by the golem will drop experience orbs when they die.
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1The armored plating grants the golem wearing it increased resistance to physical harm. Unfortunately the additional protection comes at a cost, as all the heavy ironmongery will slow it down.
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1This weapon increases the damage a golem will do with melee attacks.
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5A truly enlightened thaumaturge realizes that he need not choose between utility and defense.
By augmenting existing void armor with the proper enchantments and combining them with thaumaturge's robes he will be able to create a set of armored robes that not only offers physical protection and mental focus, but mystical protection as well.
The robes will also retain all the properties of void armor while the hood will offer all the benefits of the goggles used in its crafting.
This armor can be dyed.
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5Most types of essentia are fairly volatile and care must be taken in its storage - that is why most thaumaturges use warded jars. You, however, are not most thaumaturges.
Using the wonderful new substance called void metal, you have discovered a way to greatly improve the storage of essentia. Essentia reservoirs are capable of storing up to 256 essentia in any combination.
Potentially disastrous mixing of the different essentia types is prevented by having dynamically reshaping compartments crafted from the new metal.
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8Like jars, the reservoirs can only be accessed from one side, though you can choose how they are orientated. Unfortunately they cannot be emptied or filled by hand so you need to rely on tubes or golems for that.
Picking up a reservoir while filled is, um, inadvisable.
You were so pleased with this discovery that you showed it off to some of your fellow thaumaturges. Strangely, most of them dived for cover even after you assured them the constant sound of metal under incredible stress is perfectly normal.
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5By infusing magic into metal you had managed to create Thaumium. It was a worthy discovery, but the time has come to leave thaumium to amateurs and dabblers.
A strange and half-remembered dream has given you the urge to try something... different. What if you infuse metal with more than just magic, but with the very essence where magic is drawn from: Darkness and the Void that dwells between the stars.
The resulting metal is disturbingly slick and warm to the touch. It is almost as soft as gold making it easy to work, but
8when struck it becomes as hard as thaumium and sometimes even harder. More impressively all but the most devastating damage soon repairs itself as the metal slowly flows back into place.
The only downside is that it isn't as easy to enchant as thaumium, but still compares favorably to mundane materials like iron.
You have discovered that care must be taken when handling the metal - being harmed by it seems to temporarily sap your strength.
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3Crafting wand caps from Void metal seems counterintuitive since it seems to be highly resistant to magic, but counterintuitive is where you live now.
Your gamble paid off. The metal itself may be resistant to magic, but it channels with surprising ease. The magic does seem strange somehow, but it is probably just your imagination.
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18A veil has been lifted - a door opened in my mind.
When I look through I see wonders. No, not wonders. What I see is
What I see is I see i see I sEee i

Who wrote this?
It has suddenly become clear to you. Where others see chaos, you occasionally catch a glimpse of a pattern... a very strange and disturbing pattern. Something stirs in the darkest corners of the universe.
You have tried to explain it to others, but received only strange looks in return. No matter, you will show them someday.
You will show them all.
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6What madness possessed you to create this thing? This focus seems wildly dangerous and only a lunatic will attempt to use it anywhere but the most controlled environments.
Granted, the orb of raw primal energy it creates is quite devastating, but its path of travel is erratic at best and downright malicious at worst.
It does beg further study however: The orb shows some interesting dimensional properties and it exhibits energy patterns you have only seen in wisps and aura nodes.
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6It was all so simple - you are amazed the Crimson Cultists have never discovered this.
To perform the ritual you simply need to place four Eldritch Eyes on the specially marked keystone found at one of the strange altars where you first discovered the cult. The sinister node above the keystone must remain intact.
Once this is done it is a simple matter of infusing a large amount of primal vis into the keystone with a wand - 100 units of each should be sufficient.
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16If you have done everything right the ritual should be complete and the so called "Eye" would be opened.
Of course you have no idea what that means. No matter, only fools fear the unknown!
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5Things have become busy in your mind lately. It is probably best that you have a look inside there and make sure everything is still all right.
This tool will allow you to check the effects of warp on your psyche and how much it is effecting you.
Of course you cannot allow a tool like this to fall into the hands of your enemies so you have taken great pains to obfuscate the information it provides. You might have gone too far though - you are having a hard time deciphering it yourself.
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12This core pulses with latent energy.
It combines all the features off the lesser stave cores - it has the vis storage capacity of the silverwood core and is able to replenish its vis stores like the various primal wand cores.
Lastly it adds one level of potency to any foci used with it.
This is truly a potent tool in any thaumaturge's arsenal.
Note: You still need to add caps to this stave rod, just like you would for a wand.
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4Your suspicions have been confirmed. This is not the home of the race you have come to call the Eldritch. This place is something else entirely and you do not believe it exists in what you understand as being "reality" - it is as much a mental construct as a physical one, but what mind can contain this?
You have been able to decipher only a small number of the symbols, but you are sure this place is a trap - a place to test visitors and weed out the weak. For what purpose you are not sure.
You are not quite sure what you were expecting when you stepped through the Oculus, but this strange structure of crumbling stone and twisted passageways was not it.
Something is not quite right here - this structure was not designed for any practical purpose you can discern... unless that purpose was for it to be a deadly maze.
Strange energies abound and your magic seems to act strangely in this alien environment. Even the other denizens you encounter seem out of place here.
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8For the first time you find yourself with a puzzle that you do not think can be solved.
This object contains pure primal aspects, but they possess properties unlike what you consider normal, everyday primal aspects. You have a few theories why this could be:
Firstly this "pearl" could be the remnants of primal matter that was created at the dawn of reality - elementary magic that existed before it mingled and merged into compound aspects.
Alternatively it could be primal matter from a place that does not conform to the known rules of
magic as you have come to understand it. You are not sure which explanation is more worrying.
Either way, the pearl is a potent artifact containing vast magical power and nearly unlimited potential.
It is time you start putting it to use.
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6The theory behind infusion crafting is simple - infuse a single object with essentia and the properties of other objects. There are limits however, but it seems with the discovery of the primordial pearl these limits are becoming less and less.
As an experiment you tried infusing the properties of completely different objects into the pearl with suprising success. The Primal Crusher is the first practical application of this discovery.
By combining a Shovel of the Earthmover and a Pickaxe of the Core with their void metal counterparts you created a
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16tool of unrivaled destructive capabilities that has most of the features of its component pieces.
The Primal Crusher can mine through earth and stone with equal ease and does so in a 3x3 area. Like the Pickaxe of the Core it occasionally mines native clusters instead of raw ore.
It repairs itself over time, has high enchantability and serves as a relatively good weapon in a pinch.
Unfortunately it seems purely destructive in nature and has lost the construction and detection abilities of its parent tools.
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1The standard alchemical furnace is fairly slow and requires fuel to operate. While neither of those are particularly difficult obstacles to you, the fact that it is unable to process large sources of essentia is something that can not be ignored. Unfortunately the instability of the essentia slurry it creates makes it dangerous to gather too much of it in one location.
With the discovery of Primordial Pearls you have found a solution to that problem - The Advanced Alchemical Furnace.
Using alchemical constructs that have been strengthened with void
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10metal and exposed to a primordial pearl's strange energies much more slurry can be processed at once and at much greater speeds. The pearl is not consumed during the crafting process.
Instead of fuel, heat is generated by ignis vis and instead of relying on heat alone perditio vis breaks down objects almost instantly. Lastly aqua vis keeps everything running smoothly and prevents the slurry from settling and causing problems.
The machine requires a considerable amount of heat to function and requires a constant supply of ignis vis even when not operating. Perditio and aqua vis is only used when the machine is smelting.
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1You have developed a bit of a wild theory that might be worth exploring. Why not bring a primordial pearl into contact with an aura node?
Sure, bringing two such sources of raw magical energy into contact with each other might be catastrophic, but their interaction could also be highly... interesting.
While anyone can do this, you are sure that completing this research has slightly improved your chances of getting a good result. Very slightly.
Traveling around the countryside to recharge your wand is all good and well, but an automatic way of doing it would be much better.
This specially crafted pedestal does just that - any wand placed in it will automatically draw vis from nearby nodes.
Nodes will not be fully drained unless it is a poor quality wand crafted from iron or sticks.
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4Considering there are many situations in which you would like to be able to automate an Infusion Altar without being so close, you've been fooling with the Wand Recharge Pedestal. Trying to get it to move a wand rather than just hold it has proven difficult, but not impossible. The resulting device is slightly sentient and somehow bound to your soul, but it seems to work well! Your eye has been twitching a bit recently though... you're sure everything is fine... maybe...
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12Place this device atop your Infusion Matrix and insert a wand or staff. They can be inserted and extracted from the top side. With the checkbox marked, only empty wands can be extracted. This process adds instability to any infusions triggered with the Infusion Claw. The amount of instability depends on how good the wand you use is. Staffs are a bit more stable, but the main factor is the amount of storage a wand has.
You can trigger infusions by running a redstone signal into one of the four sides.
This device can also be used to automate production of Thaumonomicons and Crucibles, making your dream of a Thaumonomicon and Crucible factory possible!
Essentia can be stored in Warded Jars.
Warded jars can be placed in world and is able to store essentia virtually indefinitely. The enchantment placed on the jars also makes adding or extracting essentia a breeze.
Jars can be filled from an alembic by clicking with the jar directly on the alembic. They can also be filled and emptied using phials.
What is more they make an excellent storage medium for jams and preserves.
1Shift clicking on jars and alembics with an empty hand will empty them.
As long as a jar contains some essentia, you can attach a Jar Label to it.
This label will 'lock' the jar to that type of essentia and it will not be able to accept any other kind of essentia.
You can remove a label by shift clicking with an empty hand on the side of the jar containing the label. Take care not to shift click on any other side as it will empty the jar as normal.
You can place a label in a crafting bench with a phial of essentia to assign an aspect to it and when placed on an empty jar it will automatically lock the jar to that aspect. The essentia used in the recipe is not consumed.
Placing it on a filled jar will change the label to the jar's essentia type.
A label can be made blank again by simply placing it by itself in a crafting grid.
By infusing magic into metal you had managed to create Thaumium. It was a worthy discovery, but the time has come to leave thaumium to amateurs and dabblers.
A strange and half-remembered dream has given you the urge to try something... different. What if you infuse metal with more than just magic, but with the very essence where magic is drawn from: Darkness and the Void that dwells between the stars.
The resulting metal is disturbingly slick and warm to the touch. It is almost as soft as gold making it easy to work, but
8when struck it becomes as hard as thaumium and sometimes even harder. More impressively all but the most devastating damage soon repairs itself as the metal slowly flows back into place.
The only downside is that it isn't as easy to enchant as thaumium, but still compares favorably to mundane materials like iron.
You have discovered that care must be taken when handling the metal - being harmed by it seems to temporarily sap your strength.
Golems fitted with this core need not be attached to an inventory. They seek out fully grown crops, reeds and other commonly farmed plants within a small radius and harvest them. The harvested material simply drops to the ground and must be gathered by some other means.
Unfortunately they are not smart enough to replant the crops they have harvested, but you are sure with a bit of work you might be able to eventually fix that bug.
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5 Order Upgrade Unlocked
Harvest golems fitted with this upgrade will now attempt to replant the crop they just harvested. This could fail if the plant failed to drop the proper seed or seedling.
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8Warded jars are any thaumaturge's bread and butter, but they can be a bit difficult to arrange when large tangles of essentia tubes get involved. You decided to alleviate this minor difficulty by applying some adhesive to the bottom of the jar. Any jar that has its base coated will stick to the surface it is placed on, even if that surface is facing sideways or upside down. Breaking the jar does not remove the adhesive, allowing sticky jars to be reused. Also, many other types of essentia containing jars other than basic warded jars can accept this alteration.
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10The Arcane Bellows performs much the same function as its mundane counterpart, the only difference is that it happily pumps away by itself sending forth a stream of never-ending air.
Attaching it to an Infernal Furnace has shown some interesting results. The elemental infused air not only stokes the flames increasing its smelting speed, but causes them to burn much purer, resulting in a reduction of flux generated and increasing the chance of creating bonus nuggets and other materials when smelting.
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5They can also be attached to normal or alchemical furnaces to increase their speed.
It is also possible to attach them to crucibles to reduce the time it takes for their water to boil.
Bellows can be deactivated by applying a redstone signal.
You are confident more uses will reveal themselves eventually.
This advanced golem is only marginally better than the clay golem, but is capable of holding two upgrades.
Tallow Golem Attributes
Durability: Average
Strength: Average
Self-repair: Average
Carry Limit: 8
Speed: Average
Upgrades: 2
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8Golems fitted with this core act as guards, attacking any hostile creatures within range.
You are sure with a little bit of tinkering you could make the golem a bit more selective with the targets it attacks, but for now it only seeks out aggressive mobs other than creepers.
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If you fit this upgrade you can specify the types of creatures the golem will attack. The golem will also be able to attack more than just hostile entities.
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4Aura nodes have intrigued you for the longest time. Where do they come from? Why are there so many varieties? After some time, you found yourself asking another question entirely; would it be possible to change how a node functions? After journeying far across the world and into the depths of the ancient eldritch mazes, you found a set of materials capable of changing the way aura behaves. After carefully developing these materials, and using them to augment the only device you found to be capable of channeling pure vis directly from a node, one of the most dangerous machines you could fathom finally fell within your grasp.
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14The Node Manipulator is a device that essentially works in a manner opposite to that of a wand recharge pedestal. By drawing vis from a wand or staff and channeling it back into the node, the node manipulator will force a node to destabilize slightly.
The manipulator's main pedestal is not stable enough to alter nodes on its own. By adding a specially modified focus to hold the wand/staff in place for vis extraction and a set of pillars to channel the extracted vis into the node, the device is finally ready for use. Just place a wand/staff on the pedestal, and the node manipulator will start automatically.
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100The Node Manipulator needs at least 70 of all six primal aspects to begin manipulating a node, but allowing more that 70 seems to yield greater results.
Despite all of your research into node behavior, you still haven't the slightest idea what the node manipulator will actually do to aura nodes. The only way to find out seems to be testing it out...
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8The essentia mirror is excellent for moving essentia around for infusions, but you have the uncanny feeling that it has some untapped potential. Two essentia mirrors, when linked, effectively allow essentia to move between two points in space. By placing an essentia mirror inside of a specially altered warded jar, the space inside of one jar can be effectively linked to another. In order to link two jars, simply place one in the world and right click it with another mirrored jar.
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10If a network already exists, then the jar will be added to the current network. Unlike essentia mirrors, mirrored jar networks can have more than two jars. The space inside of a network is shared and balanced between the jars it contains. To put it simply, a two jar network will hold two jars of essentia, a three jar network will hold three, etc. Also, when one mirrored jar is filled, it will attempt to evenly distribute its contents between the other jars in its network.
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7After considering the properties of the dropper, and how those properties can be extended, you have made a series of modifications to the dropper.
The Arcane Dropper gives you the ability to extract, insert, and monitor items in a 3x3x3 area as if they were inside of an inventory.
To see this area of effect, hover over the Arcane Dropper with a wand (without a focus).
Only the flat sides of the Arcane Dropper can be interacted with.
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8Golems fitted with this core will monitor and break marked blocks.
You may specify a tool for the golem to use in its inventory.
You can add a block to the golem's inventory to specify which blocks will be broken. Breaking speed depends on tool strength and speed.
You can apply the Order Upgrade to specify which tool needs to be used on the associated marked block.
You can apply the Etropy Upgrade to ignore metadata on tools.
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8Guard Golems are all good and fine, but even with upgrades, they still don't understand how to protect their master specifically. Adding a few modifications to a Golem Core: Guard easily remedies this issue. A golem equipped with the Golem Core: Bodyguard will be smart enough to follow its master around in a manner similar to that of a tamed wolf.
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16It was all so simple - you are amazed the Crimson Cultists have never discovered this.
To perform the ritual you simply need to place four Eldritch Eyes on the specially marked keystone found at one of the strange altars where you first discovered the cult. The sinister node above the keystone must remain intact.
Once this is done it is a simple matter of infusing a large amount of primal vis into the keystone with a wand - 100 units of each should be sufficient.
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16If you have done everything right the ritual should be complete and the so called "Eye" would be opened.
Of course you have no idea what that means. No matter, only fools fear the unknown!
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8EVERYONE. HATES. CREEPERS. It is practically a given that at some point in a builder's career, one of these indescribably rage inducing freaks will sneak up from behind, above, below, or even right in front of them and explode, ruining the project in progress completely.
Almost by chance, you discovered an interesting way to solve this problem with essential gas. By exposing gunpowder to a small trace of ordo essentia, you found could completely nullify its ability to explode when ignited.
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120Turning essentia into gas directly without having it dissolve into flux is all but impossible, but some careful tinkering with various alchemical machinery components and redstone yields a device that can use a slightly different process to acquire the same effects as liquid essentia.
The Arcane Enervation Emitter diffuses a light aura of ordo across a limited area. Any creepers in that affected area will be unable to explode. The emitter is slow to start, and when it receives fuel in the form of ordo essentia and a redstone signal, it will gradually expand its area of effect until it reaches maximum size.
The size of its area can be controlled by changing the strength of the redstone signal used to activate the device, and monitored by placing a comparator running out of the device.
After using this device for some time, you noticed, much to your delight, that the field that the Arcane Enervation Emitter emits is strong enough to affect more than just creepers. It appears to stop a variety of destructive mob behaviors as well as inhibiting enderman teleportation. It isn’t strong enough to affect players though…
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5This golem is carved from a silverwood log. The extra magical affinities of silverwood allow this golem to hold more upgrades.
Silverwood Golem Attributes
Durability: Average
Strength: Low
Self-repair: Average
Carry Limit: 8
Speed: Fast
Upgrades: 3
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16This node is something... different.
You did expect an Energized Node to be the only stable connection between us and the source of all Vis, but this Aura Node seems very stable too. Energizing an Aura Node channels Vis from its source into the world and breaks it down to the purest primal Aspects.
But... this node behaves much differently from others. It feels as though it's looking for something... it seems... restless. Something about this behavior is disconcerting in the extreme.
What could it be searching for? Judging from what I know so far it is similar to a hungry Aura Node, but there is just something about it that is very disconcerting.
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8A Familiar with this upgrade will have a significantly more powerful arc when attacking, dealing more damage and a reasonable amount of knockback.
Consumes 0.03 Aer and 0.02 Perditio vis per attack and level.
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4When upgraded with Flash burn, a familiar's energy is repurposed to generate a ridiculous amount of heat on attacking rather than dealing damage, lighting its foes on fire and leaving them scorched and weak to the light of the sun.
Consumes 0.04 Ignis and 0.02 Ordo vis per attack and level.
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4"He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you."
-Friedrich Nietzsche
At first it was just a miracle, the discovery of the primordial pearl. Its light revealed many secrets of the world and of creation, but after a while, you began to feel that one pearl just wasn't enough. Its light was warm, but seemed fitful and weak, as though it was only a spark.
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25Dark, ancient whispers have begun to pervade your consciousness. More powerful and insistent that before, they speak of a road not meant to be walked, a way too dark to see, a path to the greatest of all powers, hidden beyond the edges of the void. You suspect you know exactly what the voices speak of, as you have a piece of that power in your possession. Now you have only to solve the problem of finding this invisible, intangible path.
Not surprisingly, the solution to the problem of entering the path came directly from the eldritch obelisks. These ancient devices each contain a node that, when enough vis is directed through, can be widened into a small stable portal. By altering the functions of a compound recharge focus to mimic the functions of the obelisk, the same type of vis redirection can be achieved.
This new focus is not unlike the normal randomization focus, as it also needs to be placed atop a node manipulator in order to function.
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38In order to build the gate frame, a node manipulator must be constructed in the same manner as normal, but with four ancient pedestals around the outside and the redirection focus in place of the usual randomization focus. The Gate of the Voidwalkers needs 150 of each primal aspect vis to be assembled.
Once assembled, four eldritch eyes must be placed on the pedestals somewhere around the gate, and a staff/wand containing at least 120 vis must be placed in the manipulator.
Once the manipulator drains the necessary vis, the node atop the focus will be forced to open into a portal.
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150At first glance it resembles any other eldritch portal, however when you look closer, you can see that it it far stronger and less stable than the others. You can see that the Gate will not survive more than one entity passing through, so return via the same portal will be impossible. As you step through the Gate of the Voidwalkers, you feel an odd sense of anticipation and forboding, as though hundreds of ancient eyes are watching silently as you walk into the depths of the abyss...
Suddenly, and completely out of nowhere, the Node released a huge bolt of energy.
It may be the large amount of vis flowing through the Aura Node destabilized and released as an arc of energy. These bolts seem to be attracted to anything that even closely resembles a living entity.
You should probably stand back a bit while researching to avoid any other close calls...
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4You have found a way to change the appearance of your armor. The effects of the original armor will remain, while the appearance of the armor when worn will be that of the disguise.
The original armor is placed on the central pedestal of the infusion, and the armor that will disguise the original is placed on the outer ring of pedestals.
However, the item that will be used as disguise will merge into the other armor and its appearance will be the only thing left of it.
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8After giving it a second thought, you think if you replace the armor you want to have as new appearance with an invisibility potion, the potion might just merge with the armor, causing it to be fully transparent when worn.
Throwing the disguised armor into Purifying Fluid causes a reaction that removes the disguise effect. The armor used as disguise will be ripped off the other armor and reappears miraculously near the previously disguised armor.
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8After further experimenting with protective magic, you have discovered a way to apply runic shielding to your Golems.
In the same way runic shields behave when worn by yourself, a golem with this upgrade will be protected by a barrier of magical energy that wards out most types of damage until its charge is depleted.
Does not protect against drowning and certain other environmental hazards.
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6This upgrade removes the familiars damaging capabilities altogether and replaces them with the ability to suddenly drain large amounts energy from targets. Enemies that are struck by Enervation familiars will become weak, lethargic, and very, very managable with a plain old sword.
Consumes 0.03 Terra and 0.03 Perditio vis per attack and level.
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32It seems the growing node does not only bully the other nodes, it completely destroys them! If the growing node can find another node within range it attacks it and breaks the other node into aspect orbs.
Further research shows that the node stabilizers cannot stop the growing node from destroying other nodes, but the growing node does not seem to attack bigger nodes than itself.
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4Wisps have intrigued you for some time now. Many of these sentient bits of ethereal magic seem to be passive, but when attacked, they retaliate with surprising speed and efficiency. Not only that, but sometimes just approaching a wisp too quickly will provoke an attack.
This behavior gave you an unexpected inspiration. By exploiting the unusually responsive nature of a wisp, it may be possible to bend its defensive instincts to act as a personal protector. Unfortunately, wild wisps have proven to be far to unpredictable to capture.
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18By infusing large amounts of magic and a few binding agents into a sample of ethereal essence, an artificial wisp can be created. This Ethereal "Familiar" will anchor to its wearer's aura and act similarly to a turret when it is held in the amulet slot, shooting sparks any hostile entities that attack its wearer. It is considerably weaker and slower than its wild counterparts, however you feel that there are definitely methods of strengthening it.
The node has begun to display similarities to a hungry node, in that it has started to grow.
The big difference between this node and an average hungry node seems to be that this node only attracts things containing pure aspects, such as Wisps or Ethereal Essence.
As far as your research goes, it seems that the more pure the aspect is, the more likely it will fuse with the node. Aspect Orbs and Wisps are absorbed most because they are the most pure.
Materialized or solid vis in forms of essentia like Mana Beans, Ethereal Essence, or Crystallized Essentia may work too, but you feel you should take care with what you throw into this thing...
Still it is more fascinating than a hungry node by far. In contrast to its hungry brother, this node seems to keep the complexity of its gained compound aspects instead of breaking them down to primal aspects. It seems to have something against primal aspects...
For ages now wizards and thaumaturges have been enchanting weapons, tools and armor by imbuing objects with their own life energy. While effective the process is tedious and the results are completely unpredictable. Your discovery of infusion crafting might have uncovered a solution to both those problems.
You have discovered a way to enchant objects with an infusion altar. Simply place the item you wish to enchant on the central pedestal and supply the proper ingredients and essentia.
It also requires some life essence in the form of experience, but much less than would be normally required to enchant something. This experience is drawn from anyone near the infusion altar so care should be taken.
The essentia and experience costs listed in following recipes are for the first level of enchantment. To enchant an item to higher levels, simply perform the infusion process again - it can be repeated till the required enchantment has reached its maximum possible level. Essentia and experience cost are multiplied by the level of enchantment you are performing, so a level II enchant costs twice as much as a level I.
Additional costs might is also required if the item already contains enchants other than the one you are currently performing. This cost is usually around 10% per level of enchantment. So enchanting a sword with Fire Aspect I that already contains Smite III will cost 30% more.
Instability also increases as the total number of enchantments on the object increases.
Enchanting items with an infusion altar follows the normal rules for enchantment as it applies to what enchants can combine with others.
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4A Familiar with this upgrade will inject a large dose of highly concentrated venom into its victims rather than doing damage, inflicting them with severe poisoning. Familiars with this upgrade seem to be able to detect which foes can be poisoned, and as such, it will only attack those that can be poisoned.
Consumes additionally 0.03 Aqua and 0.04 Perditio vis per attack and level.
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4By concentrating more arcane energy into the wisp, its attack power is effectively doubled.
Consumes 0.03 Ignis vis per attack and level.
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12At last, you have figured out the secrets of growth and potential dangers in a growing node!
The node becomes much more stable when fed a variety of aspects. If it is only allowed to consume the same single aspects repeatedly, it destabilizes and stops growing due to becoming over saturated.
It only accepts pure aspects though. Ethereal Essence, Crystallized Essence, and Mana beans are weak forms of materialized Vis. The node doesn't react to them very much...
Despite the fact that the node will consume ethereal essence, it seems to vastly prefer living Wisps and Aspect Orbs. One of the best things to offer the node seems to be other Aura Nodes... this method does get expensive though.
There are high risks too. The more saturated the node gets, the harder and more often the node attacks its surroundings. You wonder what happens when the node becomes fully saturated...
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4After extensively studying the Goggles of Revealing, you have devised an enchantment that can give ant helmet the same properties.
This enchantment gives any helmet the ability to let the wearer see aura nodes and amounts of essentia in jars. It does not give the vis discount of the goggles though.
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4By enhancing the wisps sensitivity to external influence, you can slightly increasing its range.
Consumes additionally 0.02 Aer vis and 0.01 Ordo vis per attack and level.
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10Returning an Aura Core to it's original state has proven very simple. Tossing an aspect core into a special bath of essentia will allow the extra primal crystal coat to be removed without damaging the aura core.
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4Some variants of familiars can have a considerable amount of difficulty dealing with large numbers of foes at once. This upgrade enhances an Ethereal Familiar so that it can attack twice as fast as before. The second stage both increases its attack speed and allows it to hit multiple enemies in a single strike.
Consumes 0.02 Ordo and 0.01 Ignis vis per attack and level.
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8Many times, the strange properties of the primal charm have always been puzzling. Constantly spitting out small sparks of primal energy and changing colors in a completely unstable fasion, the charm's behavior is unlike anything else, making the primal charm most difficult to use. By encasing the charm in a layer of crystalized thaumium it is possible to calm these bizzarre tendencies, resulting in a much more usable object known as an Aura Core.
Unlike the charm that it was constructed from, an Aura core has had most of the primal energy removed in the crafting process. This leaves Aura cores heavily susceptible to the presence of auras in the environment. Tossing one on the ground near a primal crystal cluster and then energizing the crystal cluster with a wand will cause the core to coat itself in an extra layer of crystal, forcing the core to tune to one primal aspect. Six primal cores are possible to make.
Finding a use for the individual primal cores requires making them, and them inspecting them directly.
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12While experimenting with void materials, you discovered an odd reaction between void seeds and liquid essentia. When a void seed is left in close proximity with a warded jar for an extended period of time, the energy it releases has the odd tendency to make the essentia in the jar condense into a slightly more dense state, freeing up a small amount of space in the jar without actually destroying any essentia. After some further testing, you found that the seed alone was not powerful enough to make any major difference, but with enhancements to increase the potency of the energy released by the seed, a device that can compress essentia into a super dense state could be made.
By condensing large amounts of void materials, infusing the resulting mass into void seed to create a small cross dimensional rift, and freezing the resulting anomaly inside a crystal shell, it is possible to increase the potency the void energy the seed can release by several thousand times. Despite the fact that this new “Element of Darkness” seems to be incredibly stable, its effects are far to potent for a normal warded jar to handle. It also has the unfortunate side effect of sucking all of the light out of any space it is dropped in, blinding anything that holds it or stands near it when it is dropped on the ground.
By assembling a reinforced shell around the Element of Darkness and stabilizing essentia flow with an aqua aura core, a device that is capable of storing massive amounts of essentia can be created. In order to assemble the machine, place all three blocks on top of each other, and right click with a wand. The Essentia Condenser can store all types of essentia inside one construct, with a base capacity of 200 essentia that can be stored. The device does have some mechanical limitations though.
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60Due to the incredible amount of energy in the core of the Essentia Condenser, it cannot safely interact with pipes, nor can essentia be directly placed into the device by hand. Golems have to be used to insert the first bit of essentia into the condenser for it to start accepting on its own. Once essentia is stored however, the Condenser will actively pull in essentia from every available jar, reservoir, and mirror within 5 blocks of he device, however it only seems to pull from containers that have less essentia inside them than the main condenser. Although direct physical interaction with the Essentia Condenser is limited to golems, infusion altars as well any device that can pull from an essentia mirror can supply themselves.
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140The Essentia Condenser, like most things that contain large amounts of liquid essentia, does not deal with large amounts of physical stress very well. If any of the blocks in the structure are broken while any essentia is contained inside, the entire device will violently explode, leaving a large amount of flux and taint behind. Unlike its slightly more tame counterpart, the essentia reservoir, if the Essentia Condenser has any essentia within, it will release enough destabilized flux to immediately taint the land.
If an element of darkness is placed on an ancient pedestal near the condenser, the core of the condenser will consume it, allowing the condenser to increase its internal capacity by a reasonable amount. The highest point the capacity of the condenser can be pushed to with this method is 3000 per aspect.
You noticed while standing near the structure, that the pull of the Element of Darkness in the Condensers core is enough to gradually pull you closer. Could it be getting bigger? You don’t think so...hopefully...
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10Scattered in dungeons, temples, and ruins throughout the world are strange objects called loot bags. They seem small and relatively tough and light, but when opened, the fabric simply disintergrates, leaving a pile of valuable bits and things. Sometimes the among of things even seems to defy the size of the bag.
A closer inspection revealed that the bag is not actually made of fabric at all, but rather a fine mesh of stable Pannus essentia.
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50Not only that, but the fibers of essentia seem to weave themselves together even tighter when they are brought into contact with the pressure created by an aer tuned aura core.
The Arcane Packager is a device that replicates the conditions needed for Pannus essentia to form threads. The result is a small package that behaves much the same as any other loot bag. These small packages can even be disguised as normal loot bags. The process can also be replicated with leather and strings, but the result looks really cheap.
Up to nine stacks of items can fit in one package, and when opened the bag will disintergrate and drop its contents into the holder's inventory. Even other lootbags can fit into another lootbag. However, the aer tuned aura core can only stabilize those threads to some degree. If the package gets too big, it might cause overpressure inside the packager. To stop this from happening, you adjusted the Arcane Packager to drop the items into the world if the pressure inside rises above a certain level. The Arcane Packager can be started with a redstone signal.
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8Research and discovery make up the very essence of Thaumaturgy, yet sometimes the sheer amount of paperwork is enough to make even the toughest thaumaturge want to jump off a giant cliff WITHOUT a Thaumostatic Harness. The solution to this problem seems relatively simple. Animating a book to do the writing for you will be easy, right?..............Well, no.
Making a book able to store knowledge is relatively simple since that is what books do by default (obviously). Making it able to compile its knowledge into useable and comprehensible research is another ordeal entirely.
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30In order to make the book able to do anything, it must be animated so it can open, close, and turn its pages on its own. After the book of knowledge itself is assembled, it needs to be placed on a flat surface that conducts magic in order to activate, a role which an arcane pedestal serves perfectly.
Once it is placed on a pedestal, the book of knowledge can be used for research. Simply dropping a research page on the ground near the book and supplying it with Cognitio essentia will start the research process. From that point on, the waiting game begins.
You have found that placing any form of booster that can affect an enchantment table nearby will speed up the process, albeit not in any significant way.
The Book of Knowlege has one more use other than performing research. It can be opened and used like any other Thaumonomicon, removing the need to constantly lug around a Thaumonomicon wherever you go.
Most types of essentia are fairly volatile and care must be taken in its storage - that is why most thaumaturges use warded jars. You, however, are not most thaumaturges.
Using the wonderful new substance called void metal, you have discovered a way to greatly improve the storage of essentia. Essentia reservoirs are capable of storing up to 256 essentia in any combination.
Potentially disastrous mixing of the different essentia types is prevented by having dynamically reshaping compartments crafted from the new metal.
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8Like jars, the reservoirs can only be accessed from one side, though you can choose how they are orientated. Unfortunately they cannot be emptied or filled by hand so you need to rely on tubes or golems for that.
Picking up a reservoir while filled is, um, inadvisable.
You were so pleased with this discovery that you showed it off to some of your fellow thaumaturges. Strangely, most of them dived for cover even after you assured them the constant sound of metal under incredible stress is perfectly normal.
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8The aura pylon is a device that exploits the properties of an Aura Core tuned to Ignis. This device is able to be able to destabilize and evaporate essentia into the local aura. This process is a bit slow, and the essentia needs time to reach full concentration. When it does, the aura concentration should be enough to physically influence the environment.
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70After assembling the aura pylon, dropping a piece of crystalized essentia of the desired aspect on the ground nearby will allow the pylon to tune itself. Once the pylon pulls in the crystal and the flame on top changes color, liquid essentia can be fed into the bottom. Removing the crystal is as simple as getting close enough to pick it up.
As for discovering what each different type of essentia does, the only way you think you think you can find out is to test them.
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4Most types of essentia have their own unique effects, however some do not. either way, keeping a log of what each aspect does seems like a good idea.