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- Basic idea: A chamber to infuse alchemical power into you and your bound armor temporarily. Lasts a long time(Half an hour?), and effects can be stacked with each other.
- A base failure chance(10%?) that raises with every effect. If the armor is removed prematurely(Before the effects end) a large burst of alchemical power is unleashed around the wearer.
- I'm thinking all imbuements can buff(Or lower) your HP(Using the item aspect mechanic of vanilla) if you are in set circumstances.
- A note for cost balance: Eight T5 altars running with only sacrifice runes and fuelled by a 36x36 platform of cursed earth can make ten million LP in approximately twenty one minutes.
- Incendium:
- Positive outcome:
- Live in the Fire: Boosts the players max HP if in a "Warm" or "Hot" biomes(Boosts it higher if in the nether). Lowers it if in a cold and damp biomes, or while in water.
- Burning stair: After gazing at an entity for a few seconds, it is set alight.
- Blazing Blood: Free fire resistance, and anything that hurts you is set alight.
- Inferno healing: Standing in lava(Perhaps also fire) gives regen one.
- Negative outcome:
- Overheated: If in a warm biome while under the sky during the day, you are set on fire.
- Die in the Flame: If in water, the rain, a humid or a cold biome, you start taking damage slowly over time.
- Fire feet: Running causes the ground at your feet to be set alight.
- Aether:
- Positive outcome:
- At one with the breeze: HP boost based on your Y value. Normal HP at Y64, lower if below this and higher if above.
- Aura of air: Items are pulled to you from a longer distance then normal
- Cushion of wind: You fall slower then normal
- Bridge of the breeze: Holding shift creates spectral blocks under you.
- Negative outcome:
- Light as a feather: You are knocked back farther then normal.
- Move with the breeze: While under the sky, you can be pushed a few blocks in random directions. The sky part is not needed in the nether, and are pushed even farther by the currents of the hot air caused by lava.
- Musty air: You can not regenerate HP while not under the sky.
- Sanctus:
- Positive effects:
- Holy Light: HP boost based on light level or sunlight level(Whichever is higher). Sunlight gives more then "Real light".
- Healing aura: While under the sky during the day, all players around you in a short range gain regen one.(The player with the sanctus imbuement does not get this effect)
- Guardian light: While under sunlight, gain resistance one.
- Blinding presence: While holding shift, all players who look at you are blinded.
- (Possible effect) Light touch: right clicking with an empty hand places a blood light(Like that of the sigil of the blood lamp)
- Negative outcome:
- Divine judgement: become slowed and weakened when in sunlight.
- Glowing beacon: Pull mob aggression from a larger range.
- Weak eyes: When in light level below seven, become blinded.
- Crepitous:
- Positive effects:
- Creeper Kin: Creepers will not chase you.
- Bomb shelter: Explosion damage is greatly reduced(But not negated)
- Super charged: If hit by lightning, gain speed and haste.
- Boom!: Right clicking with an empty hand destabilises a block, causing it to explode shortly after words.
- Negative outcome:
- Blasted: Explosions deal more damage then normal.
- Uncontrollable power: TNT lights around you.
- Entropy: When you walk on a block, applies the "Crushing" effect.
- Crystallos:
- Positive effects:
- Icy blood: HP boost when in cold biomes. Extra HP if on "Cold" blocks(Snow layer, snow block, ice, packed ice).
- Cold aura: Entities around you are slowed. One in hot and normal areas, two in cold, three if on cold blocks or if under sky while it is snowing.
- Snow drift: If on cold blocks, you have step assist.
- Hard snow: Right clicking with an empty hand throws a snowball that deals a small amount of damage.
- Negative outcome:
- Frostbite: Slowly take damage in the cold, you need to be around light and heat sources to warm up. Careful, heat up to fast and you start taking damage as well. Due to the second part, going to the nether or a hot biome is not recommended.
- Cold Veins: Potion effects and durations are halved(Both good and bad).
- Snowed in: Moving through snow layers gives slowness.
- Terrae:
- Positive effects:
- Subterranean: HP boost under ground. Lower the Y level, the higher the boost.
- Earth shift: Step assist on "Underground" blocks(Stone, gravel, dirt, ext..)
- Steady ground: Knock back resistance.
- Rock Carving: Right clicking on stone breaks a 3x3 layer.
- Negative outcome:
- Earth size: Have heavy heart applied.
- Brittle: Slowness and weakness when hit.
- Settling: Standing still for a few seconds gives slowness. The longer you stand still, the higher the level on slowness.
- Aquasalus:
- Positive effects:
- Water born: In damp biomes, or while in water or raining, gain extra HP. This effect is increased if the biome is "Ocean"
- Breath of fresh air: If you receive drowning damage, quickly receive ten seconds of water breathing. Can only proc once every thirty seconds or so?
- Little mermaid: Can swim faster under water.
- Wrath of the deep: While in an ocean biome, your bare handed attacks give drowning.
- Negative outcome:
- Weak swimmer: If in water, gain heavy heart.
- Out of time: If in water for a few seconds, gain the "Drowning" effect.
- Lightning rod: If it is raining, have a chance to be struck by lightning.
- Tennebrae:
- Positive Effect:
- Living Shadow: HP boost in dark areas. HP lower in sunlight. Higher effect if in The End.
- Furry of the night: If in pitch black, gain strength one.
- At one with the dark: Free night vision if you do not already have it.
- Cloak of Shadow: If you hold shift while in the dark, gain invisibility and the armor temporarily stops rendering(So you can be truly hidden)
- Negative outcome:
- Shadow's bane: A creature of the night, being out during the day weakens you.
- Unseeing shadow: If you have night vision, gain blindness.
- You are (Not) Alone: Being in dark areas slows you.
- Positive effects:
- Subterranean: HP boost under ground. Lower the Y level, the higher the boost.
- Earth shift: Step assist on "Underground" blocks(Stone, gravel, dirt, ext..)
- Steady ground: Knock back resistance.
- Rock Carving: Right clicking on stone breaks a 3x3 layer.
- Negative outcome:
- Earth size: Have heavy heart applied.
- Brittle: Slowness and weakness when hit.
- Settling: Standing still for a few seconds gives slowness. The longer you stand still, the higher the level on slowness.
- Aquasalus:
- Positive effects:
- Water born: In damp biomes, or while in water or raining, gain extra HP. This effect is increased if the biome is "Ocean"
- Breath of fresh air: If you receive drowning damage, quickly receive ten seconds of water breathing. Can only proc once every thirty seconds or so?
- Little mermaid: Can swim faster under water.
- Wrath of the deep: While in an ocean biome, your bare handed attacks give drowning.
- Negative outcome:
- Weak swimmer: If in water, gain heavy heart.
- Out of time: If in water for a few seconds, gain the "Drowning" effect.
- Lightning rod: If it is raining, have a chance to be struck by lightning.
- Tennebrae:
- Positive Effect:
- Living Shadow: HP boost in dark areas. HP lower in sunlight. Higher effect if in The End.
- Furry of the night: If in pitch black, gain strength one.
- At one with the dark: Free night vision if you do not already have it.
- Cloak of Shadow: If you hold shift while in the dark, gain invisibility and the armor temporarily stops rendering(So you can be truly hidden)
- Negative outcome:
- Shadow's bane: A creature of the night, being out during the day weakens you.
- Unseeing shadow: If you have night vision, gain blindness.
- You are (Not) Alone: Being in dark areas slows you.
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