Angel of Vengeance Mod 1.15.2, 1.14.4 is a healing based magic Minecraft mod. The goal is to be a magic mod focused around being a healer. You have the ability to heal players, other entities and even damage undead with this power. You can also cure status effects. However, there are two other classes you can use instead. Three in total, Healer, Caster, and Defender.

Angel of Vengeance Mod

Healer’s purpose is to well.. heal. The Caster is the offensive spell casting mage which uses light based spells to destroy undead. The Defender is your tank, they get a dodge mechanic where attacks have a chance to not land at all on them. Defenders also get benefits while having a shield equipped.

Mechanics:

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Experience, Leveling, and Decay:

Every time you use an Ability or Spell you can gain some experience. This experience is only granted if spells are being used as intended. After you collect a certain amount of experience you will Level Up. Every Time you Level Up you gain a single Skill Point which you can use to spend on new Skills within your Class Tree.

The amount of Experience you gain can decay if the ability or spell you used is spammed. This decay is ability/spell specific so say you spam one ability, this means that decay will not apply to another. Each tick of decay will vanish after 30 seconds.

It should be noted that unlike the Caster and Healer, Defenders gain experience through using a shield to block, landing any doublestrikes, and getting a successful dodge.

Setting and Casting Spells:

Open up the Skills GUI by right clicking on the Angelic Statue, from here go to your Spell Book and click on which spells you want on your hotbar. You can remove spells from the hotbar by clicking on the slots of the bar.

Once you have your spells set you can cast them in world by activating your spell hotbar via Left Alt (Default, this can be changed in Controls), selecting your spell, then Right Clicking.

Resetting your Skills:

Open up the Skills GUI by right clicking on the Angelic Statue, head to Reset Skills. From here you have two options.

  • Minor Reset: This resets your spent points except your very first one and gives you the points back to respec your chosen tree. You do NOT have to regain your points with this method although you cannot change classes.
  • Full Reset: This completely takes you back to one single point before you chose a class. This allows you to switch to a different class if you like but you MUST regain all of your points.

Charges:

Casting spells uses a charges system, each spell has their very own amount of Charges which can be increased by skills. Every time you cast a spell that uses this system it will drain an amount of charges, depending on the spell this can vary. Charges are reset when you interact with an Angelic Statue.

Spell Power:

Spell Damage is calculated by taking its base damage and multiplying it against (1 + (SpellPower / 100))

Dodge:

When you are attacked by certain damage types there is a chance you will not be hit by the attack, this chance is your total amount of Dodge. Dodge can be increased by skills and spells.

DoubleStrike:

You have a chance to strike enemies twice, this chance is the amount of DoubleStrike you have. This chance can be increased by skills and spells.

Classes:

Healer:

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Cores:

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Class Core: Healer:

Upon taking this, you are locked into the Healer class tree. You gain +1 Max Charges and are granted the spell "Cure Light Wounds"

This spell, when used, heals, at base, 4 damage (2 hearts).

Healer Core 2:

Requires at least Level 3 and that you have "Class Core: Healer"

You are granted with 10 spellpower.

Healer Core 3:

Requires at least Level 6 and that you have taken "Healer Core 2"

Grants 10 spellpower, +1 Max Charges, and the spell "Positive Energy Burst"

This spell heals all entities around you, in a radius of 20 blocks, for a base of 10 damage (5 hearts)

Healer Core 4:

Requires at least Level 12 and that you have taken "Healer Core 3"

Grants 10 spellpower, +1 Max Charges, and adds the spell "Positive Energy Aura"

This spell when activated creates a minute long arua around you that slowly heals entities around you in a 10 block radius for a base of 2 damage (1 heart)

Capstone: Healer:

Requires Level 15 and that you have taken "Healer Core 4"

Grants 50 spellpower and +3 Max Charges.

Tier 1:

This tier requires that you have spent at least 1 point into the class tree

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Cure Moderate Wounds:

Adds the spell “Cure Moderate Wounds” which heals for a base of 6 damage (3 hearts)

Cure Poison:

Adds the spell “Cure Poison” when activated removes Poison from the target.

Spell Power I:

Grants 10 spellpower

Tier 2:

This tier requires that you have spent at least 4 points into the class tree

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Cure Serious Wounds:

Requires: “Cure Moderate Wounds”

Adds the spell “Cure Serious Wounds” which heals the target for a base of 8 damage (4 Hearts)

Cure Wither:

Requires: “Cure Poison”

Adds the spell “Cure Wither” which removes Wither from the target.

Spell Power II:

Requires: “Spell Power I”

Grants 10 spellpower

Cure Blind:

Adds the spell “Cure Blind” which removes blindness from a target.

Tier 3:

This tier requires that you have spent at least 8 points into the class tree

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Cure Critical Wounds:

Requires: “Cure Serious Wounds”

Adds the spell “Cure Critical Wounds” which heals the target for a base of 10 damage (5 Hearts)

Charges I:

Grants +1 Max Charges

Spell Power III:

Grants 10 spellpower

Invoke Mass:

Grants the Invoke Mass Ability.

While active: Spells that can use the Invoke Mass ability will cost double the charges but are cast as an Area of Effect (AoE) meaning they interact with multiple targets.

Tier 4:

This tier requires that you have spent at least 12 points into the class tree

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Heal:

Requires: “Cure Critical Wounds”

Adds the spell “Heal” which heals the target for a base of 20 damage (10 Hearts)

Charges II:

Requires: “Charges I”

Grants +2 Max Charges

Spell Power IV:

Requires: “Spell Power III”

Grants 20 spellpower

Selective Focus:

Grants the Selective Focus ability which means your spells will no longer harm allies nor when they affect enemies if they benefit from the spell.

(The checks for if they are an ally or not is if the entity is on the same Team as the caster, this uses the Vanilla Team Mechanics. This check is only for SOME cases, for other cases such as healing the check is if they are undead or not. As for checking if they are an enemy, this simply checks if the entity implements IMob in code)

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Caster:

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Cores:

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Class Core: Offensive Caster:

Upon taking this, you are locked into the Caster class tree. You gain +1 Max Charges, 10 spellpower and are granted the spell "Nimbus Ray"

This spell, when used, creates a slow moving ray of light that damages for a base of 4 damage (2 hearts) this damage is doubled on undead.

Caster Core 2:

Requires at least Level 3 and that you have taken "Class Core: Offensive Caster"
Grants 15 spellpower

Caster Core 3:

Requires at least Level 6 and that you have taken "Caster Core 2"

Grants 15 spellpower, +1 Max Charges, and the spell "Flame Strike"

Upon using this spell, a mass of flame falls from the sky where you target and deals a base of 6 damage (3 hearts) of fire damage to entities in the blast radius. They are also set on fire for 15 seconds.

Caster Core 4:

Requires at least Level 12 and that you have taken "Caster Core 3"

Grants 15 spellpower, +1 Max Charges and the spell "Blade Barrier"

Upon using this spell, a ring of circling blades are spawned to deal damage to any enemy that touches them.

Capstone: Caster:

Requires at least Level 15 and that you have taken "Caster Core 4"

Grants 50 spellpower and +4 Max Charges

Tier 1:

This tier requires that you have spent at least 1 points into the class tree

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Searing Light:

Adds the spell “Searing Light” when cast shoots a quick bolt of searing light to deal a base damage of 8 (4 hearts) this damage is doubled on undead.

Spell Power I:

Grants 15 spellpower

Tier 2:

This tier requires that you have spent at least 4 points into the class tree

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Slay Living:

Requires: “Searing Light”

Adds the spell “Slay Living” when cast, close range, will slay any LIVING creature. Bosses and Undead are unaffected.

Charges I:

Grants +1 Max Charges

Spell Power II:

Requires: “Spell Power I”

Grants 15 spellpower

Tier 3:

This tier requires that you have spent at least 8 points into the class tree

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Destruction:

Requires: “Slay Living”

Adds the spell “Destruction” when cast will destroy a target, max distance 20 blocks. Works on Undead, does NOT work on Bosses.

Charges II:

Requires: “Charges I”

Grants +2 Max Charges

Spell Power III:

Requires: “Spell Power II”

Grants 15 spellpower

Tier 4:

This tier requires that you have spent at least 12 points into the class tree

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Implosion:

Requires: “Destruction”

Adds the spell “Implosion” when cast, all non-boss enemies around you are inflicted with implosion and will die after a very short period of time. (Max radius of 10 blocks)

Spell Power IV:

Requires: “Spell Power III”

Grants 25 spellpower

Leap of Faith:

Grants the Ability “Leap of Faith” when used you quickly leap through the air and are granted with 15 seconds of Feather Fall.

Selective Focus:

Grants the Selective Focus ability which means your spells will no longer harm allies nor when they affect enemies if they benefit from the spell.

(The checks for if they are an ally or not is if the entity is on the same Team as the caster, this uses the Vanilla Team Mechanics. This check is only for SOME cases, for other cases such as healing the check is if they are undead or not. As for checking if they are an enemy, this simply checks if the entity implements IMob in code)

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Defender:

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Cores:

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Class Core: Defender:

Upon taking this, you are locked into the Caster class tree.

Grants +5% Dodge

Defender Core 2:

Requires at least Level 3 and that you have taken "Class Core: Defender"

Grants +5% DoubleStrike

Defender Core 3:

Requires at least Level 6 and that you have taken "Defender Core 2"

While you have a shield equipped, you deal more knockback.

Defender Core 4:

Requires at least Level 12 and that you have taken "Defender Core 3"

While blocking with a shield, you block ALL angles now instead of just in front of your player.

Capstone: Defender:

Requires Level 15 and that you have taken "Defender Core 4"

Shields you have equipped, if damaged, are fully repaired every 30 seconds.

Tier 1:

This tier requires that you have spent at least 1 points into the class tree

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Aid:

Adds the spell “Aid” when cast grants absorption and a 5 bonus to dodge for 5 minutes.

Dodge I:

Grants +5% Dodge

Tier 2:

This tier requires that you have spent at least 4 points into the class tree

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Shield of Faith:

Requires: “Aid”

Adds the spell “Shield of Faith” when cast grants the target with the Shield of Faith buff which cuts the damage they take in half.

Dodge II:

Requires: “Dodge I”

Grants +5% Dodge

DoubleStrike I:

Grants +5% DoubleStrike

Tier 3:

This tier requires that you have spent at least 8 points into the class tree

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Zeal:

Requires: “Shield of Faith”

Adds the spell “Zeal” when cast grants the caster a 2:30 buff of +25 DoubleStrike

Dodge III:

Requires: “Dodge II”

Grants +5% Dodge

DoubleStrike II:

Requires: “DoubleStrike I”

Grants +5% DoubleStrike

Invoke Mass:

Grants the Invoke Mass Ability.

While active: Spells that can use the Invoke Mass ability will cost double the charges but are cast as an Area of Effect (AoE) meaning they interact with multiple targets.

Tier 4:

This tier requires that you have spent at least 12 points into the class tree

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Stalwart Pact:

Requires: “Zeal”

Adds the spell “Stalwart Pact” when cast grants the target a 5 minute buff of Stalwart pact which activates when the target reaches half or less health. Upon activation, the buff is removed and the target is instead granted with 5 minutes of Absorption III and 10 seconds of Regeneration III

Vitality:

Grants +10 Max health (5 Hearts)

Dodge IV:

Requires: “Dodge III”

Grants +5% Dodge

Selective Focus:

Grants the Selective Focus ability which means your spells will no longer harm allies nor when they affect enemies if they benefit from the spell.

(The checks for if they are an ally or not is if the entity is on the same Team as the caster, this uses the Vanilla Team Mechanics. This check is only for SOME cases, for other cases such as healing the check is if they are undead or not. As for checking if they are an enemy, this simply checks if the entity implements IMob in code)

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Getting Started:

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You’ll want to construct a “statue” as shown here.

Angel of Vengeance Mod Getting Started

Blocks used are all three vanilla polished stone types. Nothing more.

After you have done so you must right click the center Polished Granite with a diamond in hand.

The statue is then shrunk down to a single block size in which you can right click. From here you can make a choice to select a class. If you do not like your choices you may “reset” them to start over.

  • Minor Reset: This resets your spent points except your very first one and gives you the points back to respec your chosen tree. You do NOT have to regain your points with this method although you cannot change classes.
  • Full Reset: This completely takes you back to one single point before you chose a class. This allows you to switch to a different class if you like but you MUST regain all of your points.

Points are gained with a level up system, you gain experience by using your abilities but beware as the amount of experience you gain decays as you use your abilities. This decay goes away over time. So basically, don’t spam. Use when needed.

Once you have spells set onto your new bar, you can toggle between your main hotbar and the spell hotbar by using the left Alt key, this is the default keybind but this can be changed in controls if needed. To actually use your spells, the bar MUST be active then you simple just right click while on the selected spell.

Screenshots:

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Requires:

Minecraft Forge

TamModized

How to install:

How To Download & Install Mods with Minecraft Forge

How To Download & Install Fabric Mods

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