Mysterium

Greatblades[]

Overview page: Greatblades

Baron Greatblade Bloodlurker Candy Blade Coral Greatblade
Cotton Crusher Creepoid Greatblade Crystal Greatblade Erebon Scythe
God’s Greatblade Goofy Greatblade Haunted Greatblade Knight’s Guard
Lelyetian Greatblade Lunar Greatblade Luxon Scythe Lyonic Greatblade
Millennium Greatblade Noxious Greatblade Pluton Scythe Primordial Greatblade
Rosidian Greatblade Royal Greatblade Runic Greatblade Selyan Scythe
Shroomic Greatblade Shyre Sword Subterranean Greatblade Tidal Greatblade
Underworld Greatblade

See specific pages for individual weapon information, or see Greatblades for a comparison chart.

Overview[]

Precasia is a tier 1 dimension. From Precasia, the player can access Gardencia and Candyland.

Accessing

Precasia is accessed by using a Precasia Realmstone on a carved rune of power in a portal. The realmstone is obtained with the following recipe:

Item Ingredients Recipe
Precasia Realmstone 1 Blank Realmstone + 1 Oak Sapling + 1 Birch Sapling + 1 Spruce Sapling + 1 Jungle Sapling + 1 Acacia Sapling + 1 Dark Oak Sapling

Properties

Precasia has a day/night cycle similar to the Overworld. Respawn anchors, clocks, and maps all function normally. Beds can be slept in during the night, but they will not skip to morning.

General dimension properties

Property Value
ultrawarm false
natural true
coordinate_scale 1.0
has_skylight true
has_ceiling false
ambient_light 0.0
fixed_time 8000
piglin_safe false
bed_works true
respawn_anchor_works true
has_raids false
logical_height 256
infiniburn minecraft:infiniburn_overworld
effects minecraft:overworld

client_config.toml[]

Configuration options in this file apply to all worlds.

General Settings

Config option Allowed values Default value Description
doVerboseDebugging truefalse false When set to true, additional info is displayed in the Minecraft log. Can be useful for pinpointing bugs/crashes.
hudResourcesHorizontal truefalse true The layout of the HUD for the Resource Systems. When set to true, the layout is horizontal, and when false, the layout is vertical.
hudResourcesPosition Top_RightTop_LeftBottom_LeftBottom_Right Top_Right The corner of the screen that the Resource Systems HUD displays in.
adventGuiPausesGame truefalse true When set to false, the game will continue running while the Advent GUI is open, even in single player.
adventGuiTheme DefaultJungleAncient_RuinsHellCrystals Default The theme for the Advent GUI window.
personalHaloPreference DonatorSuper_DonatorWiki_Editor Super_Donator Which Player Halo type will appear on the player, if they qualify for multiple.
showPlayerHalos truefalse true Whether or not Player Halos will be visible.
showVanityLevels truefalse true If set to false, skill level displays will not go past 100. This change is only visual, and skill levels will continue to increase past 100 regardless.
showWelcomeMessage truefalse true If set to false, the welcome message when logging in will not display.
showXpParticles truefalse true If set to false, the particles that appear when you gain experience in a skill will not display.
useToasts truefalse true If set to false, the chat will be used for mod feedback (such as insufficient skill levels) instead of toasts.
rotatingTrophies truefalse true Whether or not entities displayed on trophies will rotate.
disableHudPotionOffset truefalse false If set to true, the Resource Systems HUD will not be shifted downward when the player has active potion effects.
thirdPartyBestiary truefalse true If set to false, the bestiary will not display mobs from vanilla Minecraft or other mods.

Fun Options

Config option Allowed values Default value Description
alwaysChargers truefalse false When set to true, will cause most mobs added by the mod to take on the appearance of a Charger. This will only affect the mob’s appearance, the mob’s normal behavior remains unchanged.
partyDeaths truefalse false

Resources[]

Overworld Table

The Overworld has the following loot table and all hostile mobs added by the mod can drop items from it:

Entity loot
Item Quantity Looting Chance
Nothing 99.5%
Rare Table 1 0.5%
The above pool is rolled 1 time
Nothing 61.0%
Copper Coin 1-3 +-1.0-2.0 per level 24.4%
Scrap Metal 1 +0.0-1.0 per level 3.7%
Tea Seeds 1 1.2%
Iron Nugget 1 2.7%
Bone 1 2.9%
Coal 1 2.2%
Carved Rune of Direction 1 0.5%
Carved Rune of Reality 1 0.5%
Carved Rune of Space 1 0.5%
Carved Rune of Travel 1 0.5%
The above pool is rolled 1-3 times

Generic Chest Loot

The following items will generate in Overworld loot chests:

Chest loot
Item Quantity Chance
Nothing 40.2%
Tea Seeds 1-2 8.0%
Scrap Metal 1-2 7.6%
Amethyst 1-2 4.0%
Jade 1-3 6.0%
Sapphire 1-2 2.0%
Limonite Ingot 1-3 8.0%
Rosite Ingot 1-3 7.2%
Medium Skill Crystal 1 3.2%
Large Skill Crystal 1 0.4%
Copper Coin 1-4 8.0%
Silver Coin 1-2 4.0%
Gold Coin 1 1.2%
The above pool is rolled 2 times

Carved Rune Blocks

Carved Runes will also generate in Overworld loot chests:

Chest loot
Item Quantity Chance
Nothing 27.3%
Carved Rune of Direction 1 18.2%
Carved Rune of Reality 1 18.2%
Carved Rune of Space 1 18.2%
Carved Rune of Travel 1 18.2%
The above pool is rolled 1 time

Loot chests that are able to generate with items from both Generic Chest Loot and Carved Rune Blocks include:

  • Abandoned mineshaft
  • Buried treasure
  • Desert pyramid
  • Igloo chest
  • Jungle temple
  • Pillager outpost
  • Ruined portal
  • Shipwreck treasure
  • Dungeon
  • Spawn bonus chest
  • Stronghold corridor
  • Stronghold crossing
  • Stronghold library
  • Big underwater ruin
  • Woodland mansion
  • Village temple

Dispenser Loot

The following items are able to generate in the Dispenser blocks found in Jungle temples:

Chest loot
Item Quantity Chance
Slice Star 1-5 34.9%
Grenade 1-3 18.6%
Chakram 1-3 18.6%
Goo Ball 1-5 27.9%
The above pool is rolled 0-2 times

Generation[]

Precasia’s generation consists of flat areas and hilly areas. There are two types of stone in the dimension: precasian surface-rock and precasian lower-rock. Precasian Lower-Rock makes up a majority of the underground, while the precasian surface-rock generates solely in the top few layers leading up to the surface, similar to dirt in the Overworld. The topmost layer is mostly made of precasian grass.

Caves generate underground in the dimension, similarly to Overworld caves. Four different fossil ores can be found underground in veins. Lava lakes can be found underground about layer y = 10 and below. The very bottom layers of the world are made of dimensional fabric

Precasia has a day-night cycle, complete with a sun and moon, as well as stars at night. Precasia also has clouds.

Blocks

Naturally generating
Chestbone Fragments Ore
Dimensional Fabric
Footbone Fragments Ore
Lava
Legbone Fragments Ore
Lucalus Leaves
Lucalus Log
Lucon Grass
Precasian Grass
Precasian Surface-Rock
Precasian Lower-Rock
Skullbone Fragments Ore
Stranglewood Leaves
Stranglewood Log
Tangle Thorns
Foliage
Generates in structures
Skeletal Bricks
Army Block
Kaiyu Temple Blocks
Skeletal Lamp
Dark Bricks
Dark Bricks Slab
Rune Post
Spawner

Structures

Image Structure name Description
Jungle Lotto Hut This is the main Lotto Structure for this dimension. The Precasian Lottoman spawns here.
Kaiyu Temple Kaiyu Temples are massive temple structures. At the bottom of the temple is a spawner that spawns Kaiyus.

Inside of a Kaiyu Temple.

300px Life Rune Shrine A Life Rune Shrine can be found in Precasia.
Opteryx Nest A small nest structure that generates in the trees. Opteryx spawn here.
Precasian Den Precasian Dens are structures composed of Skeletal Bricks that spawn underground. Diocus, Iosaurs, and Spinoledons spawn here.

Outside view of the den.

Skeletal Army Arena A Skeletal Army Arena is an uncommon structure composed of Skeletal Bricks. The mighty Skeletal Army can be fought here.

Generation[]

The landscape of the Haven is formed by many massive islands that float in the sky. The islands are composed of Weightless Stone, with Weightless Dirt and Weightless Grass on top. The terrain of the islands is rather mountainous, having many tall cliffs and overhangs. The islands generate fairly close together.

The surface of the islands is covered in multi-colored plants and trees. Crystallite Ore veins can be found generating in Weightless Stone in enormous quantities.

The islands float over the void.

Blocks

Naturally generating
Weightless Grass
Weightless Dirt
Weightless Stone
Crystallite Ore
Oak Log
Haven Leaves
Foliage
Haven Grass
Haven Dales
Daylooms
Generates in structures
Crystallite Bricks
Whitewash Bricks
Glass
Water
Twinklestone Fence
Haven Glass
Guardian Altar
Chest
Ladder
Trapdoor
Dark Bricks
Dark Bricks Slab
Rune Post

Structures

There are three structures that can be found in the Haven:

Image Structure name Description
Floating Lotto Fountain A small fountain structure with a Twinkling Lottoman in it. Generates over the void.
Guardian Tower A massive tower structure that contains multiple floors, some of which have spawners. At the top is the Guardian Altar where the player can battle the Four Guardians boss. Generates on land.
Strike Rune Shrine The Strike Rune variant of the Rune Shrine can also spawn in the Haven.

Overview[]

Accessing

Dustopia with Night Vision.

The Realmstone for Dustopia is obtained by spawning Shadowlord while the player is inflicted with Night Vision with a Blank Realmstone in the players’ inventory.

Properties

There is no day/night cycle in Dustopia. Respawn Anchors work in Dustopia despite the absence of a day/night cycle but Beds do not. Maps function properly in Dustopia and Clocks will spin wildly.

General dimension properties

Property Value
ultrawarm false
natural true
coordinate_scale 1.0
has_skylight false
has_ceiling false
ambient_light 0.0
fixed_time 6000
piglin_safe false
bed_works false
respawn_anchor_works true
has_raids false
logical_height 256
infiniburn minecraft:infiniburn_overworld
effects aoa3:plain_sky

Mobs[]

There are 2 hostile mobs in the Haven, 7 passive. All of the mobs spawn naturally throughout the islands, except 2.

There is one NPC and two bosses in the dimension as well.

Hostile

Name Spawning Requirement
Spirit Guardian Spawns when Eeos are attacked
Spirit Protector Spawns when Eeos are attacked

Passive

Name Spawning Requirement
Angelica Spawns naturally and spawns in Guardian Towers.
Eeo Spawns Naturally
Halycon Spawns Naturally
Dawnlight Spawns Naturally
Rainicorn Spawns naturally
Voliant Rarely spawns naturally

See individual mob pages for more information.

Name Spawning Requirement
Twinkling Lottoman Spawns in .

See individual mob pages for more information.

Bosses

Name Spawning Requirement
Four Guardians Spawned by using a Voliant Heart on a Guardian Altar.
Rockrider Spawned by dropping a Heavy Boulder anywhere on the ground in the Haven.

See individual boss pages for more information.

Mobs[]

The mobs in Dustopia have a very dark and macabre theme. They also blend in very well with the colorless landscape of Dustopia, making it extremely difficult to detect them. Fortunately, many of them are also very loud, so it’s easy to know what enemies are nearby once you’ve memorized the sounds they make.

Hostile:

Name Spawning Requirement
Arkzyne Spawns in .
Basilisk Spawns naturally
Crusilisk Spawns in .
Devourer Spawns naturally
Dusteiva Spawns naturally
Duston Spawns naturally
Dust Strider Spawns in groups of four when a Duston dies
Lost Soul Spawns naturally
Lurker Spawns naturally
Merkyre Spawns in .
Stalker Spawns naturally

See Individual mob pages for more information.

Urka Spawns Naturally

See individual mob pages for more information.

Npcs:

Name Spawning Requirement
Dustopian Lottoman Sometimes spawns in .
Primordial Banker Spawns in .
Primordial Guide Spawns in .
Primordial Merchant Spawns in .
Primordial Spellbinder Spawns in .
Primordial Wizard Spawns in .
Undead Herald Spawns naturally

See individual mob pages for more information.

Bosses:

Name Spawning Requirement
Primordial Five Spawned by lighting the Dustopian Lamps surrounding a primordial shrine with Darkly Powder then right clicking the shrine.

See individual boss pages for more information.

Overview[]

Unlike other dimensions which generate randomly, the Ancient Cavern is a unique large temple structure with spawners and boss chambers.

The player cannot place any blocks in the Ancient Cavern besides torches. Attempting to do so will trigger a message saying,»A magical force prevents you from placing the block.», and prevent the block from being placed. This includes usage of Flint and Steel and buckets.

Mobs in the main room do not drop items, except for Copper Coins.

Acessing

The Realmstone for the Ancient Cavern is obtained in Crystevia by defeating 5 different Crystevia Constructs in 30 seconds.

Overview[]

In the mod, the Nether is considered a tier 1 dimension. Advent of Ascension adds several new mobs, two new structures, and one new ore to the Nether.

For more information on the vanilla aspects of the Nether, go to the Minecraft Wiki’s Nether page.

Advent of Ascension adds a realmstone for the Nether, which can be obtained by submerging the player in lava and dropping a Blank Realmstone. The Nether Realmstone is optional, as the player can still access the Nether through the vanilla method. Using the realmstone will not apply the 8:1 portal conversion that the vanilla Minecraft Nether Portal has. The realmstone added by the mod will produce a portal made of Glowstone instead of obsidian.

Fixes[]

  • Fixed typo in spearmint slug name.
  • Fixed domiguous wood missing name.
  • Fixed eucadon wood missing name.
  • Fixed missing messages in immortallis.
  • Fixed mis-capitalisation on l’borean gems.
  • Fixed wither cannon consuming grenades.
  • Fixed bulb cannon consuming grenades.
  • Fixed flame wrecker not saving bullets 33% of the time.
  • Fixed chain wrecker not saving bullets 33% of the time.
  • Fixed candlefire sword effect kills not dropping items.
  • Fixed screamer bow lightning effects being invisible.
  • Hopefully fixed bows sometimes requiring normal arrows to fire.
  • Fixed another crash with knight’s armor.
  • Fixed elemental arrows not working on the end dragon or crystals.
  • Fixed firefly staff being able to fire directly down or up.
  • Fixed staves being able to be fired as fast as the user could click.
  • Fixed beamer potentially killing its holder.
  • Fixed rosidons putting players on the roof of crystevia.
  • Fixed shyre staff being held like a greatblade.
  • Fixed ultimatum staff being held like a greatblade.
  • Fixed sky staff being held like a greatblade.
  • Fixed lightshine staff being held like a greatblade.
  • Fixed extraction device giving 16/32 rosite ingots instead of 1/2.
  • Fixed entire extraction reward table being 5 levels off, and not giving xp+fail drop.
  • Fixed shyre rock not working for foraging.
  • Fixed fishix’s head being broken.
  • Fixed eeo missing living sound.
  • Fixed eeo running missing living sound.
  • Moved dicer model down so it’s not floating.
  • Fixed flash still teleporting incorrectly on hit.
  • Gave the corrupted traveller some passive limb movement.
  • Reduced the almighty arcworm’s hitbox to the correct size. All hail arcworm.
  • Moved omnilight’s model down to the ground & fixed its hitbox size.
  • Reduced arcbeast hitbox to correct size.
  • Fixed arcworm using wrong death sound.
  • Reduced mermage hitbox to correct size.
  • Increased hive soldier hitbox.
  • Fixed rune templars causing crashes in runandor.
  • Fixed corallus teeth coming loose.
  • Made fischers a bit rarer.
  • Fixed arkzyne’s head being misplaced.
  • Removed broken Hermetism master dialogue.
  • Fixed soulscornes not playing nice with graves.
  • Fixed paravite’s knock-off attack not working.
  • Tried some more fixes for look-vector based mobs.
  • Removed bow and gun immunity identifiers from arocknids.
  • Reduced shyre troll hitbox to correct size.
  • Fixed shyre troll ears.
  • Reduced hitbox for nightwatcher to correct size.
  • Reduced hitbox for night reaper to correct size.
  • Fixed modulo firing at players through walls.
  • Reduced seeker’s hitbox to correct size.
  • Reduced visular hitbox to correct size.
  • Increased visualent hitbox.
  • Reduced demon reaper hitbox to correct size.
  • Fixed cryptids griefing blocks.
  • Hopefully fixed the pulsing night vision effect on all night vision armor items.
  • Fixed intervention not being removed from worn armor on death.
  • Fixed some more sounds.
  • Fixed ancient cactus not spawning in precasian deserts.
  • Fixed stray red pixels on token collector gui.
  • Fixed gaining expedition xp and boosts while riding boat/carts/mobs.
  • Replaced keepallinventory noticeboard tip.
  • Fixed misplaced inmate x spawner in lunalus prisons.
  • Fixed not getting any xp from double log drops from logging.
  • Fixed translation not quite working for sent messages.

Mobs[]

The Ancient Cavern has four Mobs, all of which spawn from spawners in the main room.

Hostile

Name Spawning Requirement
Angelica Spawns from a spawner.
Bloodsucker Spawns from a spawner.
Flowerface Spawns from a spawner.
Rock Critter Spawns from a spawner.

See individual mob pages for more information.

Bosses

Name Spawning Requirement
Coniferon Spawned by having level 70 Infusion and a full Selyan tribute bar then right-clicking the Selyan Shrine.
Horon Spawned by having level 70 Runation and a full Luxon tribute bar then right-clicking the Luxon Shrine.
Goldorth Spawned by having level 70 Foraging and a full Pluton tribute bar then right-clicking the Pluton Shrine.
Penumbra Spawned by having level 70 Hunter and a full Erebon tribute bar then right-clicking the Erebon Shrine.

See individual boss pages for more information.

Mobs[]

The mobs in the Abyss have a bloody, macabre and monstrous feeling. There are 9 mobs in the Abyss. Out of those 9, two spawn in structures, and three of are hunter mobs.

Hostile

Name Spawning Requirement
Anemia Spawns naturally
Apparition Spawns naturally
Bloodsucker Spawns naturally
Distorter Spawns naturally
Fiend Spawns naturally
Flesh Eater Spawns in .
Jawe Spawns in .
Occulent Spawns naturally
Web Reaper Spawns naturally

See individual mob pages for more information.

NPCs

Name Spawning Requirement
Abyssal Lottoman Spawns in
Butchery Master Spawns naturally
Undead Herald Spawns naturally

See individual mob pages for more information.

Bosses

Name Spawning Requirement
Elusive Spawned by using a Staring Eye on an Illusion Altar.
Shadowlord Spawned by using a Book of Shadows on a Shadow Altar.

See individual boss pages for more information.

Shining Pixons spawn naturally throughout the Abyss.

aoa3_server_config.toml[]

Configuration options in this file only apply to the world that the file is in the save folder for, and does not apply to all worlds.

General Settings

Config option Allowed values Default value Description
allowNonPlayerPortalTravel truefalse true When set to true, allows most entities besides the player to travel through portals to other dimensions added by the mod.
maxMinions 1-200 10 The maximum number of minions a player can have active at any given time.
allowUnsafeInfusion truefalse true If set to false, Infusion enchantment recipes that surpass vanilla level caps will be disabled.
globalXpModifier 0.0-1000.0 1.0 The skill experience multiplier; higher numbers mean more experience gained.
portalSearchRadius 1-128 24 The block range that AoA portals will look for safe/existing portal locations.
easyCorruptedTravellers truefalse false If set to true, Corrupted Travellers will glow when nearby.
saveLootFromExplosions truefalse true Whether or not AoA loot will be saved from explosions. If set to false, loot will be destroyed by explosions.

Overworld Events

Config option Allowed values Default value Description
overworldEventsEnabled truefalse true
bigDayEventChance 0.0-1.0 0.02
creepDayEventChance 0.0-1.0 0.022
deathDayEventChance 0.0-1.0 0.027
soulScurryEventChance 0.0-1.0 0.01695
bloodHuntEventChance 0.0-1.0 0.01695
lunarInvasionEventChance 0.0-1.0 0.03846
fullMoonEnabled truefalse true

Structures

This section allows the player to edit the generation rate of structures. All structures can be set to any value between 0.0 and 1.0, with most structures defaulting to a decimal that is between these two numbers.

Ores

This section allows the player to edit the generation rate and vein size of ores. The player can edit the minimum and maximum number of ores per vein, and the number of veins that can generate in a chunk.

Swords[]

Overview page: Swords

Amethyst Sword Baron Sword Bloodfury Bloodstone Sword
Candlefire Sword Caramel Carver Coralstorm Sword Creepified Sword
Crystallite Sword Emberstone Sword Explochron Sword Fireborne Sword
Guardian’s Sword Harvester Sword Holy Sword Illusion Sword
Jade Sword Leg-Bone Sword Light’s Way Limonite Sword
Nethengeic Sword Primal Sword Rockbasher Sword Rock-Pick Sword
Rosidian Sword Rosite Sword Runic Sword Sapphire Sword
Shadow Sword Shroomus Sword Skeletal Sword Supremecy Sword
Sweet Sword Troll Basher-Axe Ultraflame Void Sword

See specific pages for individual weapon information, or see Swords for a comparison chart.

Information[]

To train Extraction, the player will need an extraction device.

First, the player must fill the extraction device with lava by placing lava on top of it. An example of what this should look like can be seen in the picture (right). Once the device is filled, the player must use either a stone bowl or diamond bowl on the filled device to extract an item from it.

How to train Extraction.

Once the player has used the bowl on the device, a block of obsidian will appear under the device. The obsidian will have to be removed to use the device again.

Upon using a bowl on the device successfully (meaning the lava is consumed), the player has a chance to acquire an item. The item will appear directly into the player’s inventory (unless they have no room). In addition, there is also the chance that the player will receive nothing. The items that the player can obtain change as the player’s extraction level increases — more items are available at higher levels. The chance the player will receive an item, instead of nothing, also changes with level up.

Items obtainable

The following table lists all the items available from the extraction device, as well as the extraction levels needed to obtain them.

Chance to obtain specific items

Provided the player is a specific level of extraction, all items ontainable at that level have an equal chance of being selected. As the player’s level increases, and the amount of items they can obtain increases, the chance to obtain a specific item naturally goes down.

Note: Holly arrows are no longer obtainable as of 3.5.
Item Level Requirement Quantity
Coal Lv1 1-4
Flint Lv1 1-4
Holly Arrow Lv5 3-9
Blaze Powder Lv10 1-4
Limonite Ingot Lv15 1-3
Bone Lv20 3-10
Silver Coin Lv25 1-2
Emerald Lv30 1
Experience Bottle Lv35 1-5
Rosite Ingot Lv40 1
Blaze Rod Lv45 1-4
Limonite Bullet Lv50 1-32
Ink Sac Lv55 1-10
Fragmented Anima Stone Lv60 1-4
Magma Cream Lv65 2-6
Grenade Lv70 1-8
Diamond Lv75 1-2
Gem Bag Lv80 1-2
Shiny Box Lv85 1-2
Gold Coin Lv90 1
Magic Repair Dust Lv95 1
Occult Shovel Lv95 1

.*Occult Shovel has 1/10 the weight that the other items do.

Chance to obtain items at all

The chance for the player to obtain items at all is determined by the player’s Extraction level. To determine if the player should receive an item, the game selects a random number between 0 and 99 (including 0 and 99). Then the game uses the following formula: ((102 — extraction level) / 6)^1.34. The number generated by this formula is compared against the random number of 0 to 99 found earlier. If the random number is greater than or equal to the number produced by the formula, than the player will receive an item. If it is less than the formula number, than the player receives nothing.

Experience

Experience is granted to the player’s skill whenever the player finds an item in the lava. Experience may also be granted if the player finds nothing at all. All items (or nothingness) give the same experience when giving experience to the player — this is scaled up as the player levels up.

Experience is calculated with the formula XP until next level / special value, with the special value being set in the code. Below is the list of special values placed in the denominator, based on levels:

Level Special value
1-2 5
3-8 10
9-16 20
17-25 35
26-40 60
41-60 90
61-75 150
76-98 300
99-100 500

One of the above values, based on level, is plugged into the denominator of XP until next level / special value to calculate the amount of experience the player will obtain based on the player’s level.
This chart is a Work in Progress

Levels 1-10 Levels 11-20
Level Experience obtained Level Experience obtained
1 11xp 11 7xp
2 12xp 12
3 6xp 13
4 7xp 14
5 8xp 15
6 9xp 16
7 10xp 17
8 11xp 18
9 6xp 19
10 6xp 20

The following graph represents the xp required to level up extraction.

Once the player reaches level 100 Extraction, the player will be able to wear the Extraction Armor.

History[]

Version Information
2.0 Added Skills. The skills that existed were Infusion, Hunter, Foraging, Augury and Creation.
?? Added Runation and Robbery.
2.0.4 Added Innervation.
2.2 Added Calefaction and Anima.
2.3 Added Expedition and Vulcanism.
2.4 Added Logging, Hermetism, and Butchery. Vulcanism has been made trainable. Removed Calefaction, added Extraction in its place. Tweaked how Infusion and Expedition are trained.
2.4.B Added Hauling. Changed icons for Creation and Anima.
3.0 Added Engineering and Alchemy. Removed Hermetism and Robbery. Skills can now be trained past level 100. Training a skill past level 100 will make the skill’s level number a golden color. Xp gained while training a skill now appears along the side of the screen.
3.1 Skills moved to the Advent GUI. Skills can no longer be made to appear on-screen outside of this menu. Removed Vulcanism.

Mobs[]

Hostile

Mob Name Spawning Requirement
Arcbeast Spawns naturally
Arc Flower Spawns naturally
Arcworm Spawns when an Arcflower is killed
Axiolight Spawns naturally
Lightwalker Spawns in luxocron dungeons
Luxocron Spawns in luxocron dungeons
Omnilight Spawns naturally
Shyre Knight Spawns naturally
Soulscorne Spawns naturally
Soulvyre Spawns naturally
Stimulo Spawns naturally
Stimulosus Spawns naturally but is rare
Sysker Spawns naturally

See individual mob pages for more information.

NPCs

NPC Name Spawning Requirement
Expedition Master Spawns naturally.
Shyre Archer Spawns in an Archer Outpost.
Shyre Banker Spawns in a Shyre Bank Stand
Shyrelands Lottoman Spawns in a Shyre Lotto Bunker.
Undead Herald Spawns naturally.

See individual mob pages for more information.

Bosses

Boss Name Spawning Requirement
Craexxeus Spawned by using an Ancient Ring on a Craexxeus Altar

See individual boss pages for more information.

Overview[]

The Haven is a floating island dimension with open access to the void. The dimension has two bosses, as well as 5 structures, and 1 ore. From the Haven (and Celeve as an item from there is required) the player is able to access the Lunalus dimension.

Accessing

The Haven can be accessed by using the Haven Realmstone on a Carved rune of power in a constructed portal frame. The Haven Realmstone can be obtained by going up into the higher parts of the trees in the Lelyetia dimension (at Y=120 or higher), and defeating a Flye with a melee attack while a Blank Realmstone is in the player’s inventory.

Properties

There is no day/night cycle in Haven. Respawn anchors work in Haven, and maps function properly. Clocks spin wildly. Beds can’t be slept in, but they will not explode if the player tries to sleep in one.

General dimension properties

Property Value
ultrawarm false
natural false
coordinate_scale 1.0
has_skylight true
has_ceiling false
ambient_light 0.75
fixed_time 6000
piglin_safe false
bed_works true
respawn_anchor_works true
has_raids false
logical_height 256
infiniburn minecraft:infiniburn_overworld
effects aoa3:plain_sky

common_config.toml[]

Configuration options in this file apply to all worlds.

General Settings

Config option Allowed values Default value Description
resourcesEnabled truefalse true Set this to false to disable AoA’s resources functionality. WARNING: AoA makes no guarantees for completely stable or balanced gameplay with resources disabled.
skillsEnabled truefalse true Set this to false to disable AoA’s skills functionality. WARNING: AoA makes no guarantees for completely stable or balanced gameplay with skills disabled.

Unsynced Config Options

Config option Allowed values Default value Description
doVerboseDebugging truefalse false When set to true, additional info is displayed in the Minecraft log. Can be useful for pinpointing bugs/crashes.

Fun Options

Config option Allowed values Default value Description
hardcoreMode truefalse false When set to true, will cause players to lose 1 level in a randomly selected skill on death. Also doubles all AoA mob health, increases all AoA mob’s armour by 25%, and increases AoA mob damage by 50%. Increases almost all weapon damages by 25%.

Сапфировая руда[]

Сапфировая руда

Тип

Твёрдый блок

Действует лигравитация

Нет

Прозрачность

Нет

Светимость

Нет

Инструмент
Возобновляемый
Складываемый

Да (64)

Воспламеняемый
Первое появление

1.0

Сапфировая руда (англ. Sapphire Ore) — руда, добавляемая модификацией Advent of Ascension. Генерируется в Обычном мире на уровне 9 и ниже. При переплавке руды получается сапфировый слиток.

Рекомендуется добывать сапфировую руду на 5-6 уровне, так как именно там она встречается в больших количествах.

Как и другие руды из этого мода, сапфировая руда добывается только алмазной или более эффективной киркой. При добыче менее эффективным инструментом блок не выпадает.

Generation[]

The landscape of the Abyss is a combination of hills and flat areas. The underground of the dimension is made of abyssal stone, with a layer of abyssal grass on the surface. Dimensional Fabric exists at the bottom of the world. There is no dirt in the Abyss. The entirety of the dimension takes on a red color scheme.

The underground of the dimension is filled with caves. Bloodstone ore veins can be commonly found generating underground in the Abyss. Lakes filled with toxic blocks can be found deep underground, far below the surface, close to bedrock layer.

The surface of the Abyss is dotted with trees and gore-based plants and foliage.

Blocks

Naturally generating
Abyssal Grass
Abyssal Stone
Bloodstone Ore
Blood Log
Eyeball Log
Shadow Log
Blood Leaves
Vein Leaves
Shadowblood Leaves
Toxic Block
Dimensional Fabric
Foliage
Tentacle
Tubeicles
Blood Spikes
Blood Strands
Eye Block
Blood Pine
Eye Shrub
Generates in structures
Bloodstone Bricks
Bloodstone Bars
Shadow Altar
Illusion Altar
Dark Bricks
Dark Bricks Slab
Wither Rune Post

Structures

There are currently 6 structures in the Abyss:

Image Structure name Description
Abyssal Lotto Hut This is the lotto structure for this dimension. The Abyssal Lottoman spawns here.
300px Eye Bulb Grotto Small Grottos which contain Eye Bulbs.
Flesh Temple Flesh Temples are dungeons that spawn Flesh Eaters inside. These mobs can only be damaged at Hunter level 40 and above, so be careful.
Illusion Tree Illusion Trees are giant trees that have an Illusion Altar at the bottom of its trunk. The boss Elusive can be fought here by using a Staring Eye on the Altar.
Jawe Hut Jawe Huts are cage-like structures that contain spawners for the Jawes. Jawes can only be hurt if the player’s Hunter experience is level 33 or higher.
Shadowlord Platform Shadowlord Platforms are short outposts composed of Bloodstone Bricks and contain a Shadow Altar on the top. The boss Shadowlord can be fought here by using a Book of Shadows on the Altar.
Wither Rune Shrine The Wither Rune variant of the Rune Shrine can also spawn in the Abyss.
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