
[ISS LM]Legendary Mage
Legendary Mage is a magic expansion mod for Minecraft NeoForge 1.21.1 built on top of Iron's Spellbooks. It features a brand-new Elemental Reaction System alongside a collection of uniquely designed spells.
Автор: LOAE_U9875,5 тыс.11обновлён 11 окт. 2026 г.
ПриключенияСнаряжениеМагия
Описание
🧙 Legendary Mage
Unleash Your Arcane Potential
📖 Overview
Legendary Mage is a NeoForge 1.21.1 magic expansion mod built upon Iron's Spells 'n Spellbooks, introducing a brand-new Elemental Reaction System and uniquely designed spells.
🎭 Translation Note: Currently using translation tools, so there may be inaccuracies. Feedback and corrections via GitHub Issues are greatly appreciated!
⚡ Core Mechanics
| Mechanic | Description |
|---|---|
| Elemental Mark System | Apply elemental marks to targets; accumulate to thresholds to trigger special effects |
| Level 2 Threshold | Can participate in elemental reactions |
| Level 3 Threshold | Triggers elemental debuff effects |
| Datapack Extension | Supports custom elemental reactions and compatibility with third-party magic mods |
🔥 Elemental Debuffs
Triggered when elemental marks reach Level 3 (unless specially noted)
1. Fire 🔥
| Version | Effect |
|---|---|
| ≤ V1.0.3 | -5% max HP per level + magic damage |
| ≥ V1.0.4 | -2% max HP per level + magic damage |
2. Eldritch 👁️
| Feature | Effect |
|---|---|
| Special | No level prerequisite, takes effect immediately |
| Effect | -10% max HP per level |
3. Ice ❄️
| Condition | Effect |
|---|---|
| Ice Mark Level 3 | Freeze target once (crowd control) |
4. Lightning ⚡ V1.0.4 Added
| Feature | Value |
|---|---|
| Effect | Electrocution: Periodically releases chain lightning to nearby enemies |
| Damage Bonus | +5 damage per level |
| Cooldown | 3 seconds |
| Stacking | Levels stackable |
5. Poison ☠️
| Version | Effect |
|---|---|
| ≤ V1.0.3 | Poison: DoT damage, stackable |
| ≥ V1.0.4 | Armor Melting: -2% armor per level, stackable |
6. Ender 🖤
| Condition | Effect |
|---|---|
| Ender Mark Level 3 | 50% chance to trigger Echo Strike |
7. Holy ✨ V1.0.4 Added
| Condition | Effect | Value |
|---|---|---|
| Holy Mark Level 3 | Divine Strike | 20 damage, CD 5s |
8. Dark 🌑 V1.0.4 Added, V1.0.5 Reworked
| Version | Effect |
|---|---|
| V1.0.5 | Lightless Night: -5% spell resistance per level, stackable |
⚗️ Elemental Reactions V1.0.4 Added
| Combination | Name | Effect |
|---|---|---|
| 🔥 Fire + ❄️ Ice | Melt | Single damage boost |
| 🔥 Fire + ⚡ Lightning | Thundercall | Summon lightning strike at target |
| 🔥 Fire + ☠️ Poison | Detonation | Increase Fire Buff by 1 level |
| ⚡ Lightning + ☠️ Poison | EMP | Consume Electrocution to release EMP wave |
| ❄️ Ice + ⚡ Lightning | Superconduct | Gain Lightning Rod Buff (-5% Ice/Lightning resistance) |
| 🌑 Dark + ☠️ Poison | Plague | Continuous corrosion V1.0.4 added |
| 🖤 Ender + Any Element | Final Echo | Spell power + resistance boost |
| 👁️ Eldritch + 🌑 Dark | Chaos | Significant spell power boost |
📦 Datapack Support
V1.0.5+ Full datapack extension support
- ✅ Add custom elemental marks to any spell school
- ✅ Create new elemental reactions
- ✅ Seamless compatibility with third-party magic mods
📚 Documentation: Legendary-Mage Wiki
Галерея
Последние версии
Все версии →release
[ISS LM]Legendary Mage 1.1.3
1.1.311 окт. 2026 г.549Minecraft: 1.21.1neoforge
Что нового
<div align="center">
<h1>
<span style="color: #8B5CF6; text-shadow: 0 0 30px #8B5CF6, 0 0 60px rgba(139,92,246,0.2);">🔮 Legendary Mage 🔮</span>
<span style="color: #F59E0B; font-size: 0.5em; display: block; margin-top: 6px;">v1.1.3 — The Elemental Circle Closes, The Codex Is Purified</span>
</h1>
<p align="center">
<img src="https://img.shields.io/badge/🔥_Elemental_Reactions-All_13_Complete-8B5CF6?style=flat-square" alt="Elemental Reactions All 13 Complete">
<img src="https://img.shields.io/badge/🩸_Lifesteal_Source-Guarded-EF4444?style=flat-square" alt="Lifesteal Source Guarded">
<img src="https://img.shields.io/badge/🛡️_Creative_Players-Protected-10B981?style=flat-square" alt="Creative Players Protected">
<img src="https://img.shields.io/badge/📦_NeoForge_1.21.1-Ready-F59E0B?style=flat-square" alt="NeoForge 1.21.1 Ready">
</p>
<br>
<p><i>"First, the circle closes."</i></p>
<p><i>"Then, the boundaries are drawn."</i></p>
<p><i>"Finally, the codex is read with clear eyes."</i></p>
</div>
---
<div align="center">
<h2>📖 This Update's Contents</h2>
</div>
---
## 🩸 I · The Lifesteal Source, Verified
> *A mark was placed. A blow was struck. And the caster healed—even when the damage was never theirs to claim.*
>
> *A third party—another player, a wandering monster, an unforgiving world—could strike the branded target, and the caster would drink life from a wound they never dealt.*
>
> *This is no longer the case.*
- **Caster Faction Check** — The lifesteal reaction now verifies the damage source belongs to the caster's own faction (self, summons, or teammates). Third-party damage no longer grants free healing.
- **Zero-Vector Guard** — The Void Frost knockback now skips displacement entirely when caster and target overlap, rather than zeroing velocity. Consistent with the existing Ender Warp behavior.
- **Integer Overflow Fix** — The zone manager's tick counter has been widened from `int` to `long`, preventing zone expiry after roughly 3.4 years of continuous runtime.
- **Zone Data Cleanup** — Zone data is now released on level unload, closing a long-running memory leak.
- **Divide-by-Zero Guard** — Heal reduction now records the original amount before applying the multiplier, eliminating a divide-by-zero when configuration allows a zero value.
- **Particle Architecture Unified** — Five reaction effects have been migrated from inline implementations to the shared particle layer, all respecting the particle budget.
- **Comment Standards** — Missing method-level documentation filled in; refresh durations extracted into named constants.
> *The mark is honest now. It only answers to the hand that drew it.*
---
## 🌫️ II · The Caster Steps Out of Their Own Cloud
> *A zone was summoned. The caster walked in—and was poisoned by their own mist.*
>
> *Vanilla area effect clouds answer to no master. They touch friend and foe alike. So we built our own.*
- **Custom Zone System** — A new zone manager replaces vanilla area effect clouds, with proper exclusion rules: the caster, their teammates, their summons, and creative/spectator players are all excluded.
- **Three Zones Converted** — Frost-Poison Mist, Plague Cloud, and Holy Ice Crystal now route through the new system.
- **Tick-Driven Lifetime** — Zones decay every tick, apply their effect once per second, clean up automatically on expiry, and emit a batch of persistent mist particles with each application.
- **Caster Lookup Verified** — Confirmed via decompilation that the lifesteal listener's caster resolution logic is correct, including players.
> *The mist knows its master now. And it will not bite the hand that called it.*
---
## ❄️ III · Elemental Reactions, Third Batch — The Circle Closes
> *Thirteen combinations. Thirteen truths. With this final batch, every non-Ender pairing of the elemental system is complete.*
- **Frozen Blood (Ice + Blood)** — Inflicts a healing-suppression debuff for 8 seconds. Healing received is reduced by a configurable ratio (default 50%) while active.
- **Void Frost (Ice + Eldritch)** — Knocks the target away from the caster with a brief Weakness. Knockback distance is configurable.
- **Holy Ice Crystal (Ice + Holy)** — Spawns a persistent slowing zone with configurable radius, duration, and slow level.
- **Hellfire Brand (Fire + Eldritch)** — Brands the target. A configurable ratio (default 10%) of all damage dealt to the branded target heals the caster.
- **Holy Dew Return (Holy + Poison)** — The poison is purified by holy light, and the caster recovers spell mana.
- New debuff effects, icons, config entries, and localized names (Chinese and English) included.
- Creative and spectator players are excluded from control effects; lifesteal and mana return do not discriminate by game mode.
> *Every pairing now has a face. Every face, a purpose.*
---
## 🔥 IV · Elemental Reactions, Second Batch — Purification, Retaliation, and Mist
> *The second batch of four. Where the first batch broke new mechanical ground, this one fills in the gaps the codex had left blank.*
- **Holy Fire Purification (Fire + Holy)** — Strips all beneficial effects from the target, with double damage against undead. Damage scales with Fire and Holy power.
- **Blood Lightning Retaliation (Lightning + Blood)** — Grants the caster a thorns-like buff for 8 seconds. Melee attackers suffer lightning retaliation; projectiles do not trigger it. Retaliation scales with the buff's stacking level, which increases on each reactivation and refreshes its duration. A one-second cooldown prevents infinite recursion.
- **Frost-Poison Mist (Ice + Poison)** — Spawns a mist zone that applies stacking poison to entities inside each second.
- **Plague Cloud (Eldritch + Poison)** — Spawns a cloud that continually applies Eldritch marks to entities inside, creating opportunities for chained reactions.
- New blood-thorns buff with icon, four new reaction types, four new particle effects, and nine new config values.
- Creative and spectator players are excluded from retaliation and reaction damage; mark application and removal remain mode-agnostic.
> *Four more answers. Four more ways the elements speak to each other.*
---
## ⚡ V · Elemental Reactions, First Batch — The System Awakens
> *The first four pairings. Where the design deliberately stepped outside the familiar "damage or buff" shape and asked: what else can a reaction be?*
- **Boiling Blood Detonation (Fire + Blood)** — Deals execute-style burst damage scaled to the target's missing health. A finisher's tool.
- **Light-Dark Annihilation (Holy + Eldritch)** — Clears every effect on the target, including elemental marks and buffs, and deals burst damage scaled to the number of effects removed. The apex of contradictory elements.
- **Ender Warp (Lightning + Eldritch)** — Pulls the target toward the caster with an electromagnetic vector displacement, not a random teleport. Bosses above a health threshold are immune. Pure control, no damage.
- **Smite Charge (Lightning + Holy)** — Grants the caster a charge buff for 15 seconds. The next spell hit deals double damage, then consumes the charge. A single, decisive strike.
- New charge buff with icon, four new reaction types, four new particle effects, and eight new config values.
- All damage passes through the elemental damage guard; both reacting marks are removed afterward.
> *The elements were never only about numbers. Now they have shape.*
---
## 🛡️ VI · The Damage Guard — Creative and Spectator Protected
> *A creative player walked into a fire mark and bled.*
>
> *Vanilla hurt immunity should have protected them—but an attribute modifier path bypassed it entirely. Maximum health was clamped, and the difference was silently deducted.*
- **New Damage Guard Utility** — A shared guard now excludes creative and spectator players from all elemental damage paths, including attribute-clamp compensation when effects are applied.
- **Persistent Damage Paths** — Fire, Poison, and Pyro flame effects now skip creative and spectator players entirely.
- **Attack-Triggered Damage** — Holy Strike, Ender Echo Strike, and Lightning Chain now skip creative and spectator targets.
- **Reaction Damage** — Ice-Fire, Lightning-Fire, Holy-Crimson, and Lightning-Poison reactions exclude creative and spectator players from damage while preserving visual effects.
- **Plague Explosion** — The plague zombie's explosion no longer damages or infects creative and spectator players.
- **Freeze Path** — The freeze trigger skips creative and spectator players entirely.
- **Numbers Unchanged** — All damage formulas, cooldowns, probabilities, and reaction multipliers are untouched. Survival-mode player behavior is 100% identical.
> *The guard stands at the threshold. Creative hands build; they do not bleed.*
---
<div align="center">
<h2>📋 Update Overview</h2>
</div>
```diff
+ 🩸 Lifesteal now validates caster faction (no more free healing from third-party hits)
+ 🌫️ Custom zone system replaces vanilla area effect clouds
+ 🌫️ Caster, teammates, summons, and creative/spectator players excluded from own zones
+ ❄️ Elemental reactions, third batch: Frozen Blood / Void Frost / Holy Ice Crystal / Hellfire Brand / Holy Dew Return
+ 🔥 Elemental reactions, second batch: Holy Fire / Blood Lightning / Frost-Poison Mist / Plague Cloud
+ ⚡ Elemental reactions, first batch: Boiling Blood / Annihilation / Ender Warp / Smite Charge
+ 🛡️ Damage guard excludes creative and spectator players from all elemental paths
+ 🧹 Zone data cleanup on level unload; integer overflow widened to long
+ 🎨 Particle architecture unified; five effects migrated to shared layer
+ 📖 Method-level comments added; refresh durations extracted to named constants
- 🩸 Third-party lifesteal from branded targets
- 🌫️ Vanilla clouds that poison their own caster
- 🛡️ Attribute-clamp damage bypassing creative invulnerability
- ⚠️ Divide-by-zero when heal reduction is configured to zero
```
---
<div align="center">
<p><strong>🔮 The circle is closed. The codex is read. The elements are whole. 🔮</strong></p>
<blockquote>
<p><em>"Every reaction was a question the system had never asked."</em><br>
<em>"Every boundary was a promise to the player who stands inside it."</em><br>
<em>"And now the mage turns to the next page."</em></p>
</blockquote>
<p>
<a href="https://github.com/LOVE-U987/Legendary-Mage">
<img src="https://img.shields.io/badge/🔮_Legendary_Mage_GitHub-181717?style=flat-square&logo=github&logoColor=white" alt="GitHub">
</a>
</p>
<p><strong>🌙 v1.1.3 — Thirteen pairings. One circle. Cast true. 🌙</strong></p>
</div>
release
[ISS LM]Legendary Mage 1.1.2
1.1.28 авг. 2026 г.1,3 тыс.Minecraft: 1.21.1neoforge
Что нового
# 🔮 Legendary Mage Changelog
---
## 🚀 v1.1.2 (2026-08-08)
### 🏗️ Dependencies: Simplified Mod Requirements
- **Removed GeckoLib as a mandatory dependency**
- Previously, you had to install GeckoLib, Curios, and PlayerAnimator separately — even though Iron's Spells 'n Spellbooks already bundles them.
- Now these are handled automatically as **transitive dependencies** through Iron's Spells. You only need to install **Iron's Spells 'n Spellbooks** — nothing else.
- **Updated `neoforge.mods.toml`**
- Removed required dependency blocks for `geckolib` `[4.8.3,4.9)`, `curios`, and `playeranimator`.
- Only required dependencies now: NeoForge, Minecraft, and `irons_spellbooks`.
- `patchouli` remains optional (for the in-game guidebook).
- Description updated to reflect the simplified "Requires" list.
- **Updated `build.gradle`**
- GeckoLib: downgraded from `implementation` → `compileOnly` + `localRuntime` (still available for dev builds, but not forced on players).
- Curios & PlayerAnimator: downgraded to `localRuntime` only (pulled in by Iron's Spells during dev, no manual install needed).
- **Cleaned up `gradle.properties`**
- Removed unused variables: `playeranimator_version`, `irons_spells_version`, `irons_lib_version`.
- Kept `geckolib_version` and `curios_version` as they are still referenced elsewhere.
> 💡 **What this means for players:** Your mod list just got shorter. Install Iron's Spells 'n Spellbooks — GeckoLib, Curios, and PlayerAnimator come with it automatically. No extra downloads, no version conflicts.
release
[ISS LM]Legendary Mage 1.1.1
1.1.13 авг. 2026 г.219Minecraft: 1.21.1neoforge
Что нового
<div align="center">
<h1>
<span style="color: #FF6B6B; text-shadow: 0 0 25px #FF6B6B, 0 0 50px rgba(255,107,107,0.2);">🔥Legendary Mage🔥</span>
<span style="color: #666; font-size: 0.5em; display: block; margin-top: 6px;">v1.1.1 — THE ELEMENTS REMEMBER</span>
</h1>
<br>
<img src="https://img.shields.io/badge/🔥_Elemental_Rewrite-FF6B6B?style=for-the-badge&logoColor=white">
<br><br>
<p><i>"The fire no longer forgets who lit it."</i></p>
<p><i>"The frost remembers the hand that cast it."</i></p>
<p><i>"And the holy mark... the holy mark no longer lives in the void."</i></p>
<p><i>"It lives in <b>you</b>."</i></p>
</div>
---
<div align="center">
## 🎬 THE ELEMENTS HAVE LEARNED TO REMEMBER
</div>
> *In the old code, elemental reactions were ghosts. They happened, then vanished into static voids, leaving no trace of who summoned them, no memory of when they might strike again.*
>
> *No longer.*
---
<div align="center">
## 🔥 WHAT'S NEW
</div>
---
### ⚔️ ElementReactionManager — Completely Rewritten
**The old system:** *Buffs applied blindly. Reactions triggered without context. The elements were deaf and dumb.*
**The new system:** *Every flame knows its master. Every frostbite carries a signature.*
<div align="center">
| Before | After |
|:---|:---|
| Static, stateless reactions | **Stateful reactions** tied to caster identity |
| Buffs applied without tracking | **ElementMarkData** records who cast what, and when |
| Client-side guesswork | **ElementMarkSyncHandler** keeps every client in perfect sync |
| Reactions fading into the void | **Persistent mechanics** that respect cooldowns and continuity |
</div>
> 🔥 *"I cast a fireball. Three minutes later, my ally's fireball detonates on the same target — and the reaction triggers, because the system remembers I was there first."*
---
### 🧠 ElementMarkData — The Memory of Magic
A new data structure that attaches to entities like a magical scar.
<div align="center">
| What It Tracks | Why It Matters |
|:---|:---|
| **Caster Identity** | Your fire and your friend's fire are no longer the same fire |
| **Cooldown Timers** | No more spamming the same reaction into infinity |
| **Elemental Residue** | The target carries the mark until it expires or is consumed |
</div>
> 🧠 *"The mark is not a debuff. It is a memory the target cannot shake."*
---
### 🌐 ElementMarkSyncHandler — One Truth, Many Eyes
Client-server sync for elemental states. No more desynced particles. No more phantom marks.
> *What the server knows, the client sees. Instantly. Reliably. Every time.*
---
### ✨ HolyMarkEffect — From Static Void to Living NBT
**The Problem:** *Holy marks were stored in static maps. Server restart? Gone. Dimension change? Gone. They were mayflies.*
**The Solution:** *Holy marks now live in entity NBT. They persist. They travel. They survive.*
<div align="center">
| Storage | Persistence | Survival |
|:---:|:---:|:---:|
| **Old:** Static cleanup logic | Server restart = death | Dimension hop = death |
| **New:** Entity NBT | Survives restarts | Travels with entity |
</div>
> ✨ *"The holy light no longer flickers when you turn your back. It is written into the target's soul."*
---
### 🎵 "When You Look At Me" — A New Disc
A music disc has been pressed. It can be crafted. It can be played. It can be tagged.
<div align="center">
| Feature | Detail |
|:---|:---|
| **Item** | Music Disc — "When You Look At Me" |
| **Acquisition** | Crafting recipe implemented |
| **Recognition** | Added to Minecraft item tags for proper integration |
</div>
> 🎵 *"The jukebox now knows this disc by name. The game no longer shrugs and calls it 'unknown.'"*
---
<div align="center">
## 📝 PATCH NOTES AT A GLANCE
</div>
---
```diff
+ ElementReactionManager fully rewritten (stateful reactions, caster tracking)
+ ElementMarkData introduced (caster records, cooldown management)
+ ElementMarkSyncHandler added (client-server elemental sync)
+ HolyMarkEffect migrated to entity NBT (persistent, survives restarts/dimensions)
+ New music disc: "When You Look At Me" (craftable, tagged)
+ Music disc added to Minecraft item tags
- Removed static cleanup logic for HolyMarkEffect
- Eliminated static void storage for elemental marks
```
---
<div align="center">
## ⚠️ FOR MODPACK AUTHORS
</div>
> *If you were hooking into the old static HolyMark maps, those hooks are dead. The data now lives in entity NBT under the Legendary Mage namespace. Update your integrations.*
---
<div align="center">
**🔥 THE ELEMENTS REMEMBER. DO YOU? 🔥**
<br>
[](https://github.com)
**⚔️ CAST. MARK. REMEMBER. ⚔️**
</div>
release
[ISS LM]Legendary Mage 1.1.0
1.1.027 июн. 2026 г.894Minecraft: 1.21.1neoforge
Что нового
<div align="center">
<h2> 🚩 <span style="color: #FF6B6B; text-shadow: 0 0 20px #FF6B6B;">v1.1.0— The Rewrite</span> </h2>
<img src="https://img.shields.io/badge/🔥_Major_Rewrite-FF6B6B?style=flat-square"> <img src="https://img.shields.io/badge/🛠️_Under_Construction-FF6B6B?style=flat-square">
<p><i>This version essentially rewrites the mod from the ground up.</i></p>
</div>
---
## 📋 Changelog
<div align="center">
| Type | Change | Details |
| :----- | :------- | :-------- |
| **⚡ Removed** | Spell System | *If you rely on spells, you may choose not to upgrade* |
| **🔧 Fixed** | Memory leaks | Optimized resource cleanup across all subsystems |
| **🔧 Fixed** | Log spam | Reduced excessive console output |
| **🔧 Fixed** | Duplicate implementations | Refactored redundant code to reduce overhead |
</div>
release
[ISS LM]Legendary Mage 1.0.9
1.0.916 мая 2026 г.1,2 тыс.Minecraft: 1.21.1neoforge
Что нового
## 🚩 Legendary Mage v1.0.9 Update Log
### ✨Feature Update:
- Updates made in response to community feedback: You can right-click on an ice sculpture with an empty hand to toggle between "Follow" and "Sit and Wait"
release
[ISS LM]Legendary Mage 1.0.8
1.0.81 мая 2026 г.178Minecraft: 1.21.1neoforge
Что нового
## 🚩 Legendary Mage v1.0.8 Update Log
### 🛠️ Configurations
- Rewriting the configuration interface to make it more readable and visually appealing
release
[ISS LM]Legendary Mage 1.0.7
1.0.718 апр. 2026 г.350Minecraft: 1.21.1neoforge
Что нового
## 🚩 Legendary Mage v1.0.7 Update Log
### 🛠️ Configurations
* **Config Refactor**: Added independent configuration options for all Buffs and spells
* **New Config Directory**: Restructured config file organization for easier management and scalability
* **Flame Buff**: Added new fire damage-over-time effect
* **Entity Blacklist**: Configurable list of entities immune to the Flame Buff
### 📖 Documentation & Compatibility
* **Patchouli Manual Text Fixes**: Corrected text errors in the manual
* **Elemental Reaction Compatibility**: Elemental reactions can now be customized via commands. See [🎮 Legendary‐Mage Command Datapack Extension WIKI](https://github.com/LOVE-U987/Legendary-Mage/wiki/%F0%9F%8E%AE-Legendary%E2%80%90Mage-Command-Datapack-Extension-WIKI)for details
* **Streamlined Workflow**: Simplified configuration process for elemental reaction compatibility
### 🐛 Bug Fixes
* **Fixed IceExplosionConeProjectile Crash**
* **Root Cause**: `ClassCastException` thrown when casting `(LivingEntity) entityHitResult.getEntity()` on non-living entities
release
[ISS LM]Legendary Mage 1.0.6
1.0.612 апр. 2026 г.256Minecraft: 1.21.1neoforge
Что нового
## 🚩Legendary Mage v1.0.6 Update Log
### 🔥Buff Adjustment
* Lightning Rod buff: changed to reduce 5% Ice Spell Resistance and 10% Thunder Spell Resistance, stackable
* Dark Night No Light buff: changed to reduce 5% Blood Spell Resistance.
* Plague buff: The survival duration of generated zombies has been changed to 3 seconds
### 🧙 Spell Addition
* Element bullet element
* Three-phase arrow element
* Elemental prism element
### 🎉Art Updates
* Modification of spell icons and scrolls of elemental schools
### 🐦⬛Interactive Addition
* Added interactivity with the Patchouli (due to time constraints, AI assisted me in writing, and will be revised once the subsequent copywriting is complete)
### 🎇 Special Effects
* Added real-time calculated trail effects for projectile spells such as "Elemental Barrage"
release
[ISS LM]Legendary Mage 1.0.5
1.0.53 апр. 2026 г.249Minecraft: 1.21.1neoforge
Что нового
## 🚩Legendary Mage v1.0.5 Update Log
- Fixed the crash caused by using milk when there is an element tag present
alpha
[ISS LM]Legendary Mage 1.0.4
1.0.4-hotfix1 апр. 2026 г.86Minecraft: 1.21.1neoforge
Что нового
# 🚩Legendary Mage v1.0.4-hotfix Update Log
- Remove the erroneous built-in test data packet (why are you so careless...)
