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[ISS LM]Legendary Mage

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[ISS LM]Legendary Mage 1.1.3

1.1.3
11 окт. 2026 г.549Minecraft: 1.21.1neoforge
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<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>
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[ISS LM]Legendary Mage 1.1.2

1.1.2
8 авг. 2026 г.1,3 тыс.Minecraft: 1.21.1neoforge
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# 🔮 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.
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[ISS LM]Legendary Mage 1.1.1

1.1.1
3 авг. 2026 г.219Minecraft: 1.21.1neoforge
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<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> [![GitHub](https://img.shields.io/badge/GitHub-Legendary_Mage-181717?style=for-the-badge&logo=github&logoColor=white)](https://github.com) **⚔️ CAST. MARK. REMEMBER. ⚔️** </div>
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[ISS LM]Legendary Mage 1.1.0

1.1.0
27 июн. 2026 г.894Minecraft: 1.21.1neoforge
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<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>
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[ISS LM]Legendary Mage 1.0.9

1.0.9
16 мая 2026 г.1,2 тыс.Minecraft: 1.21.1neoforge
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## 🚩 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"
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[ISS LM]Legendary Mage 1.0.8

1.0.8
1 мая 2026 г.178Minecraft: 1.21.1neoforge
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## 🚩 Legendary Mage v1.0.8 Update Log ### 🛠️ Configurations - Rewriting the configuration interface to make it more readable and visually appealing
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[ISS LM]Legendary Mage 1.0.7

1.0.7
18 апр. 2026 г.350Minecraft: 1.21.1neoforge
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## 🚩 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
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[ISS LM]Legendary Mage 1.0.6

1.0.6
12 апр. 2026 г.256Minecraft: 1.21.1neoforge
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## 🚩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"
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[ISS LM]Legendary Mage 1.0.5

1.0.5
3 апр. 2026 г.249Minecraft: 1.21.1neoforge
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## 🚩Legendary Mage v1.0.5 Update Log - Fixed the crash caused by using milk when there is an element tag present
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[ISS LM]Legendary Mage 1.0.4

1.0.4-hotfix
1 апр. 2026 г.86Minecraft: 1.21.1neoforge
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# 🚩Legendary Mage v1.0.4-hotfix Update Log - Remove the erroneous built-in test data packet (why are you so careless...)
beta

[ISS LM]Legendary Mage 1.0.4

1.0.4
29 мар. 2026 г.108Minecraft: 1.21.1neoforge
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# 🚩Legendary Mage v1.0.4 Update Log ## 📋 Update Overview | Category | Number of Changes | Status | |:---:|:---:|:---:| | 🌟 Element Anomaly | 6 items | 5 enhancements, 1 adjustment | | ⚡ Elemental Reaction | 3 Items | Brand-new Mechanism | | 🔥 Numerical balance | 2 items | Optimization and adjustment | | 🛠️ Data Package Support | 1 | Compatible with other modules | --- ## 🔥 Element Abnormal State Redesign ### <span style="color:#e74c3c">🔥 Flame Anomaly</span> | Level | Effect | Change | |:---:|:---|:---:| | **Level 3** | **2%** of maximum health per level | ⬇️ Weakened (originally 5%) | --- ### <span style="color:#f1c40f">✨ Abnormal Brightness</span> | Level | Effect | Notes | |:---:|:---|:---| | **Level 3** | **20%** of Holy Blight damage | Elemental Mark does not update | | | | ⏱️ CD: **5 seconds** | > ⚠️ **Note**: Holy Strike is an independent damage source and does not trigger Elemental Chain Reaction --- ### <span style="color:#2c3e50">🌑 Dark Anomaly</span> | Level | Effect | Characteristic | |:---:|:---|:---| | **Level 3** | Obtain the "Dark and Dull" buff | 🔷 Stackable | | | Reduces **Blood Magic Resistance** | Calculated independently for each level | --- ### <span style="color:#95a5a6">🌫️ Uninfluenced Anomaly</span> | Level | Effect | Trigger Probability | |:---:|:---|:---:| | **Level 3** | **Echo Strike** added to attack | **50%** | --- ### <span style="color:#8e44ad">🔮 Unusual Black Magic</span> | Mechanism | Value | |:---|:---:| | Spell Resistance Reduction | **-10%** / Level | | Superposition method | Linear superposition | --- ### <span style="color:#3498db">⚡ Electric Shock Anomaly</span> ⭐ Key Update | Level | Effect | Parameter | |:---:|:---|:---| | **Level 3** | Obtain the "Electrify" buff | 🔷 Stackable | | Trigger mechanism | Release chain lightning every **2 seconds** | Fixed interval | | Damage Value | **5** / Hit | Ignores Defense | | Special rules | Do not update element tags | Independent calculation | ``` ``` ⚡ Chain lightning mechanism ⚡ - Trigger interval: 2 seconds - Release position: Current position of the self - Damage type: Lightning damage - Element interaction: ❌ Do not update tags - Stacking Effect: ✅ The higher the level, the damage increases while the frequency remains unchanged --- ## ⚔️ Elemental Reaction System ### Quick Reference Table for Reactions | Reaction | Element combination | Effect | Key value | |:---:|:---:|:---|:---| | **Thunder Poison Reaction** | ⚡Thunder + 🦠Poison | Range: Electromagnetic Wave | Damage = Electricity Sensitivity Level × 5 Range = 3 squares | | **Ice and Thunder Reaction** | ❄️Ice + ⚡Thunder | Lightning Rod buff | Thunder Resistance -5% per level Ice resistance -5%/level 🔷 Stackable | | **Dark Poison Reaction** | 🌑Dark + 🦠Poison | Plague System | See below for details ⬇️ | --- ### 💀 Detailed Explanation of Plague Mechanism (Dark Poison Reaction) #### Basic effect ``` ``` ┌─────────────────────────────────────┐ │ "Plague" buff attribute │ ├─────────────────────────────────────┤ │ • Maximum Health: -2% / Level │ │ • Stacking method: 🔷 Unlimited stacking allowed │ │ • Death Transformation: 75% turn into our zombies ⬆️ │ │ (originally 25%) │ │ • Zombie Lifespan: Forced Poison Explosion Death after 1 Minute │ └─────────────────────────────────────┘ #### Poison explosion propagation mechanism | Attribute | Calculation formula | Result | |:---|:---|:---:| | **Propagation range** | Fixed value | **3 cells** | | **buff level** | original level ÷ 2 | round down | | **Damage Value** | 2 × Current buff Level | Area Damage | | **Communication target** | Surrounding enemies | All targets | #### Zombie unit attributes 🧟 Our zombie generation rules ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Base health = Original health of dead creature × 0.5 Base damage = original damage of dead creature × 0.5 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Special mechanism: ├─ Existence duration: 60 seconds ├─ End of time limit: Forcefully trigger poison explosion ├─ Poison explosion effect: Spread plague to enemies within 3 squares └─ Chain reaction: Newly infected individuals can also be transformed into zombies --- ## 🛠️ Data Package Support ### 🎉 For details, please refer to [WIKI](https://github.com/LOVE-U987/Legendary-Mage/wiki) --- ## 📊 Summary of Numerical Changes ### Weakening items ⬇️ | Item | Old value | New value | Range | |:---|:---:|:---:|:---:| | Life Loss from Raging Flames | 5%/Level | 2%/Level | -60% | ### Enhancements ⬆️ | Item | Old mechanism | New mechanism | Improvement | |:---|:---|:---|:---:| | Dark Poison Death Conversion | 25% Zombie | 75% Zombie | +200% | | Electrification System | No Level 3 Effect | Chain Lightning Mechanism | Brand New | | Bright Strike | None | 20% Holy Damage | New | ### New mechanism 🆕 - ✅ Dark and Dull buff system - ✅ Echo combat mechanism - ✅ Electromagnetic wave range damage - ✅ Reduction in resistance of lightning rod - ✅ Plague transmission system - ✅ Element Mark System <div align="center"> *Balance adjustment | Mechanism optimization | Experience upgrade* 📅 Update Date: March 29, 2026 🔖 Version: v1.0.4 </div>
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[ISS Affiliated]Legendary Mage 1.0.3

1.0.3
22 мар. 2026 г.47Minecraft: 1.21.1neoforge
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## 🚩 Art Updates ### 🎉Changed icons for elemental marks and the Blazing effect
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[ISS Affiliated]Legendary Mage 1.0.2

1.0.2
21 мар. 2026 г.21Minecraft: 1.21.1neoforge
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## 🚩 [ISS Affiliated]Legendary Mage v.1.0.2 ### ❌ Error fixes:   * Fixed the issue of abnormal health for summoned creatures in **Living Ice Sculpture**
alpha

Legendary Mage 1.0.1

1.0.1
20 мар. 2026 г.19Minecraft: 1.21.1neoforge
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## 🚩 [ISS Affiliated]Legendary Mage v.1.0.1 ### ❌ Error fixes: * Fixed damage calculation errors in element translation and added EMIffect compatibility to BUFF **Ender Echo** ### 🛠️ Add and repair * **Implosion** Modification: Now the burst spell will continuously gather enemies during the singing period * **Blizzard** Modification: Blizzard now requires selecting a target for release * **Element response**: Allow the use of JSON to configure compatibility with other spell genres * New Spells: **Ice Explosion Cone**/**Focused Ice Cone**/**Giant Snowball**(There are issues, still under development)
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Legendary Mage 1.0.0

1.0.0
14 мар. 2026 г.34Minecraft: 1.21.1neoforge
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### 🚩First upload