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Rebalanced armors to have attributes more consistent with RPG Series content

Fervor now has different holy particles Overpower now has a channel time, and sends you forward while channeling, dragging enemies with you, delivering the final blow at the end of a full channel. Overpower has much lower damage but still retains its movement impairment.

Fixed renderer crash with Cyclone entities

Refined particles for fervor to not be as intrusive

Added 2 more paladin oaths

New model texture, particles, and animations for Shield Shatter

Protect has a shorter cooldown

Rebuke is now a projectile, has larger range, and has a shorter cooldown.

The healing and absorption from Bulwark of the Weak now applies to the Bulwark as well.

Bulwark of the Weak now provides absorption as well as healing.

The active for Echoes spell is now called Collapse, which functions differently.

Spellstrike no longer picks all elements available, only picking the highest.

Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)

Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.

Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)

Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.

Updated Spellstrike visuals and sound

Added Ephemeral Edge Added Lightning Techniques

Fixed tier_2_armors tag (Thanks Cicopath!)

Fixed trinkets not working

Added failsafes for Higher Purpose calculations

Added Spanish translation (Thanks vinanrra!)

See curseforge logs

Haste and Strength from Spellblade passive is now configurable, defaults to maximum of 10.

Spellblade passive no longer can feed from power that has been gained from the "% attack power gained as # power" attribute

All spells that previously benefit from attack speed no longer do, and have had their coefficients increased to compensate.

Cyclone type spells and Massacre no longer inhibit movement when casting, but no longer propel you forward if they did so previously

Added a config setting to disable Tabula Rasa functionality

Phoenix Curse reworked - no longer makes enemies take fire damage faster, instead makes them take a set amount of damage over time for the next 2 seconds on hit, on cooldown. Passive fire duration lowered from 4 to 2. Wildfire cast time lowered from 1 second to 0.25 seconds.

Fixed problem server-side with spell oils

Added creative tabs for oils and thesis books

Fixed possible crash on server startup

Added Tooltip on Thesis book about the Awakened spell

Spellblade Passive has been moved to the Flourish spells, the Whirlwind spells, and the t4 Spellblade spells. Therefore, it is no longer absolutely required to use Spellblades to get the passive.

Flourish spells are no longer in Technique books, and have been replaced with overdrive spells, nova spells that can trigger on hit with a cooldown.

Voidforge now has Maelstrom instead of Whirlwind

Magus now drops up to 3 spell oils when killed

Magisters now have a very low chance to drop a single spell oil, and no longer have a drop penalty when killed in the Glass Ocean

All variations of Spell Oils and Thesis of Awakening books are now present in the creative tab, readily available

Spell Oils and Thesis of Awakening books now have customized names depending on their bound spell.

Added translation keys for Glass Ocean dimension and biome, which is called the Mirror's Edge

Whirlwind renamed to Cyclone

Items are once again enchantable with spell enchants

Cyclone type skills have improved visuals

Magus internal changes - respects spell power instead of spell attributes

Magus armor - respects spell power instead of spell attributes for visuals

Magus has more foolproof scaling through dimensions

Enemy projectiles now remove their lock-on after half a second of being "alive", so they are easier to dodge.

Prismatic Effigies are now Prismatic Pearls, and have a new texture

Added another move to Magus' moveset

Fixed a couple magus rare bugs and crashes

Magus once again teleports to the top of the glass ocean if he somehow falls through the water

Magus can be fought outside the Glass Ocean but with half the amount and chance of drops. He does not drop Starforge outside the Glass Ocean

Magus has increased stats in the Glass Ocean

Added a Magus Spawn Egg

Magus no longer forgets his hatred of boats

Reworked Magus Fight

Magus no longer summons Magisters, nor does he have phases or invulnerability

He keeps his barrier, and swaps elements more often, regardless of relative health

His moves have been changed and updated with new animations

Magus XP has been increased significantly to reflect lack of Hexblade minions

Hopefully these changes allow strong builds to do better against Magus, while making the boss itself harder baseline, with no focus on minions.

Added config option to change hexblade xp drops in the glass ocean

Caught up with Curseforge version

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cleannrooster

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