CurseForge · Minecraft mod
Arch-RPGMana
Mana for Spell Engine, Unified with Archon!
Quick answer
Which Arch-RPGMana release should I use?
arch-rpgmana-1.0.8.5.jar targets 1.20.1 with Fabric. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. No extra mods listed for this file.
Where it goes
Is Arch-RPGMana required on the client, server, or both?
The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.
The source does not explicitly classify this release as client-only or server-only.
What else does arch-rpgmana-1.0.8.5.jar need?
arch-rpgmana-1.0.8.5.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Arch-RPGMana without breaking your instance.
Built for arch-rpgmana-1.0.8.5.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use arch-rpgmana-1.0.8.5.jar. It targets 1.20.1 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.
- 04
Pick the file you checked
Use the “Get this file” button beside arch-rpgmana-1.0.8.5.jar. It opens that exact file at the source.
About this project
What does Arch-RPGMana add?
THIS IS THE ARCHON-DEPENDENT VERSION OF RPGMANA
BY DEFAULT, MANA IS SET TO 0 MAX, WHICH MEANS NOTHING WILL SPEND MANA. IF YOU'D LIKE, YOU CAN CHANGE THIS IN THE CONFIG.


This mod adds a bunch of attributes related to Mana, including Mana Regen and Mana Cost.
This mod requires the Spell Engine and related mods in order to function, mana is used for the spells cast through the Spell Engine API.
Players have a base mana regen of 4, and spells by default can cost no less than 20 mana should they require a rune to cast.
Spells that don't explicitly have mana costs but explicitly have rune costs are assigned mana costs based on amount of projectiles, spell coefficient, among other variables. In the spell .json you are allowed to assign explicit mana costs that replace this formula.
By default, you are allowed to use mana in place of runes should you have no runes. You have no mana by default and you need some equipment that gives you mana in order to use it.
In order to incentivize using mana over simply using spell infinity, and to justify using jewellery and enchantment slots for mana scaling, spells by default do more damage based on how much mana you've spent in the past 4 seconds.
You are allowed to spend more mana than you have one time, but doing so incurs a debt that you have to recover. You cannot cast spells while you have a mana debt.
There are basic rings that can be found as treasure that will give you mana attributes. Their awakened versions can be found in endgame content.
Enchantments will be your main source of mana related stats. These enchants include:
Lucid - More mana regen, only for armour
Resplendent - Even more mana regen, only for weapons
Inspired - More mana cost, goes on weapons
Mana-Stabilized - Less mana cost, goes on weapons
Manafused - More maximum mana, goes on armour
There are three potions associated with mana:
Borrowed Power gives you 40 mana but reduces your mana regen, and also gives you the ability to cast even at negative mana. Spells cast this way still incur their mana cost. If you have a negative mana balance at the end of the effect, you take magic damage based on the negative amount.
Magical Overdrive gives you mana cost and mana regen, but reduces your mana..
Magical Stability reduces your mana cost and gives you extra mana regen.
For Spell Engine devs: In order to give your spell a dedicated mana cost, designate a "rpgmana" value in the "cost" block in the spell.json.
For people who wish to use the maximum mana attribute in their own content, it's recommended to use addition modifiers rather than multiplicative due to the way calculations interact with enchantments.
If you use a mod that messes with the GUI like this one does and have GUI elements overlapping, try enabling the alternate Mana indicator in the client.json5 config file. This centralized mana indicator should never conflict with any GUI changes.
Project description from CurseForge.
Pick your setup
Arch-RPGMana by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Arch-RPGMana versions and loaders
arch-rpgmana-1.0.8.5.jar
17 Oct 2024
arch-rpgmana-1.0.8.4.jar
17 Jul 2024
arch-rpgmana-1.0.8.3.jar
17 Jul 2024
arch-rpgmana-1.0.8.2.jar
5 Jul 2024
arch-rpgmana-1.0.8.1.jar
19 Jun 2024
arch-rpgmana-1.0.8.0.jar
12 Jun 2024
arch-rpgmana-1.0.7.1.jar
30 May 2024
arch-rpgmana-1.0.7.0.jar
30 May 2024
arch-rpgmana-1.0.6.1.jar
29 May 2024
arch-rpgmana-1.0.6.jar
29 May 2024
arch-rpgmana-1.0.3.jar
28 May 2024
Looking for an older file? The official CurseForge project page is in Resources.