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Equipment

Drehverschluss edited this page Nov 15, 2026 · 3 revisions

Equipment

Equipment

Robes

Tier Robe Armor (hat / top / bottom / boots) Lightning Spell Power per piece Shock Chance per piece Made by
1 Wizard Robe (from Wizards) from Wizards +20 % – Wizards recipe
2 Lightning Robe 1 / 3 / 2 / 1 +25 % +2 % Crafting: wool and copper
3 Netherite Lightning Robe 1 / 3 / 2 / 1 +30 % +3 % Smithing: Netherite Upgrade + tier 2 piece + Netherite Ingot
4 Fulgurite Robe 1 / 3 / 2 / 1 +35 % +4 % Smithing: Stormbringer Upgrade + tier 2 or 3 piece + Stormbringer's Lost Crystal
4 Stormweave Robe 1 / 3 / 2 / 1 +35 % +4 % Smithing: Stormbringer Upgrade + tier 2 or 3 piece + Stormbringer's Forgotten Crystal
  • Pieces:

    Robe Hat Top Bottom Boots
    Lightning Robe Lightning Hat Lightning Robe Top Lightning Robe Bottom Lightning Boots
    Netherite Lightning Robe Netherite Lightning Hat Netherite Lightning Robe Top Netherite Lightning Robe Bottom Netherite Lightning Boots
    Fulgurite Robe Fulgurite Hat Fulgurite Robe Top Fulgurite Robe Bottom Fulgurite Boots
    Stormweave Robe Stormweave Hat Stormweave Robe Top Stormweave Robe Bottom Stormweave Boots
  • The armor values are those of the Frost Robes of Wizards; tier 4 follows the robes of Armory. All values can be changed in config/stormcaller/equipment.json (see Configuration).

  • A full set gives +100 % (tier 2), +120 % (tier 3) or +140 % (tier 4) Lightning Spell Power and 8 / 12 / 16 % Shock Chance.

  • Each robe has its own model and texture, and its lightning bolts, runes or crystals glow in the dark (see Robe look). Energize, the lightning enchantment of Spell Power, works on all of them.

  • Armor trims can be applied at the Smithing Table and are listed in the tooltip, but they are not shown on the robes: the robes use their own models, and the vanilla trim patterns do not fit on them.

Robe look

Since 0.3.0 the robes have a new default look in the style of the Wizards robes. I made the models and textures myself from scratch, no files from other mods are used.

  • Lightning Robe (tier 2) and Netherite Lightning Robe (tier 3): storm violet with a pointed wizard hat and yellow-white lightning bolts; tier 3 has the same shape with netherite grey.
  • Fulgurite Robe: lightning yellow and storm anthracite with a crystal-crowned hat.
  • Stormweave Robe: storm grey with silver trims, a cloud wreath around the hat, a small blue rune and calmer shoulders.
  • Both tier 4 hats bend backwards. Only the bolts, runes and crystals glow, tier 4 a little more.

The original look (resource pack)

The look of 0.1 and 0.2 is still in the mod as the built-in resource pack Stormcaller_Original_Armor ("The original Stormcaller robes from 0.1/0.2"). It brings back the old models, textures, glow and item icons of all four robes.

  • Turn it on: Options → Resource Packs, move Stormcaller_Original_Armor to the right, Done. It works right away, no restart needed. Turn it off the same way.
  • Client only: every player sees all robes, also those of other players, in the look they picked. Servers need nothing, the pack is not used there.
  • Modpacks: to turn it on by default, add the pack id mod/stormcaller:resourcepacks/stormcaller_original_armor to resourcePacks in options.txt (or your default options mod), for example resourcePacks:["vanilla","mod_resources","mod/stormcaller:resourcepacks/stormcaller_original_armor"].
  • Values, recipes and item ids are the same in both looks. Robes you already have just change their look.

New default look and original look

Tier 4 sets

Set 2 pieces 4 pieces
Fulgurite Robe +10 % Lightning Spell Power Chain Lightning jumps to 1 more target and deals 10 % more damage
Stormweave Robe +5 % Shock Chance Thunderstorm lasts 2 s longer (8 s) and its radius grows by 1 block (5)

Fulgurite Robe

Making the tier 4 robes

Like the tier 4 robes of Armory, but with own items, so Stormcaller does not need Armory:

  1. Stormbringer Upgrade (Smithing Template), found as loot. It can be copied at the Crafting Table: template, Lightning Rod and 7 Diamonds give 2 templates.
  2. Stormbringer's Lost Crystal (for the Fulgurite Robe) or Stormbringer's Forgotten Crystal (for the Stormweave Robe), found as loot.
  3. At the Smithing Table: template + a Lightning Robe or Netherite Lightning Robe piece + crystal.

Template and crystals are in the loot tag #rpg_series:loot_tier/tier_5_armors, so they drop where the tier 4 robe materials of the RPG Series drop. See Loot, trades and advancements.

Weapons

Weapon Tier Lightning Spell Power Spell Made by
Wizard Staff (from Wizards) 1 +5 its own spell or Lightning Bolt Wizards recipe
Lightning Wand 2 +5 Spark Crafting: Copper Ingot, Iron Ingot
Netherite Lightning Wand 3 +5.5 Spark Smithing: Netherite Upgrade + Lightning Wand + Netherite Ingot
Lightning Staff 2 +6 Lightning Bolt Crafting: Lightning Rod, Copper Ingots, Stick, Iron Ingot
Netherite Lightning Staff 3 +7 Lightning Bolt Smithing: Netherite Upgrade + Lightning Staff + Netherite Ingot
Amber Lightning Staff 4 +8 Lightning Bolt + passive Stored Charge Crafting, needs Better End
Stormbringer Staff 5 (unique) +10 Lightning Bolt and Ball Lightning + passive Skyfall Loot only
  • Wands: 3 attack damage, 1.6 attack speed, one-handed with Better Combat. Staves: 5 attack damage, 1 attack speed, two-handed with Better Combat. Each weapon has its Better Combat file (bettercombat:wand or bettercombat:staff).
  • Like Wizards, there is no tier 4 wand. The tier 4 weapon is a staff.
  • Weapon values are in config/stormcaller/equipment.json.

Lightning Staff

Amber Lightning Staff

The tier 4 staff, made like the tier 4 staves of Wizards from Better End materials: two Amber Gems (betterend:amber_gem), two Aeternium Ingots (betterend:aeternium_ingot) and a Lightning Rod. It also drops from the loot tag #rpg_series:loot_tier/tier_4_weapons.

  • Only with Better End. Without it the staff is not registered at all.
  • ignore_items_required_mods: true in config/stormcaller/tweaks.json registers it anyway (without a recipe, then it only comes from loot and commands). Server and client need the same value; it needs a restart.

Stored Charge (passive, only while the staff is in the main hand):

  • Every damaging hit of an active lightning spell gives the staff 1 charge, at most one per tick. That is Lightning Bolt and the spells of the Tome of Lightning cast with the staff in hand, and the hits of the Ball Lightning of the Stormbringer Staff. Passives (Skyfall, the Ball Lightning of the relic, Static Trap and the other skill passives) do not charge.
  • The charges show as the effect Stored Charge (stage I to V). At 5 charges the staff is full.
  • At full charge your next Lightning Bolt cast with the staff discharges: it jumps to 2 more targets (4 jumps instead of 2, so up to 5 hits) and every hit shocks (bosses are slowed instead of stunned, as always). Jumps from other sources (modifiers) add up. After that the charge is empty, and the hits of the discharging bolt do not charge it: it fills only through later hits (discharge_hits_charge = true lets them charge again). Other spells never discharge it.
  • The whole charge fades 15 s after the last hit that charged it, also a full one.
  • Values in [stored_charge] of stormcaller-server.toml (see Configuration), the trigger in the spell file stormcaller:stored_charge.

Stormbringer Staff

A unique staff (tier 5, rare), like the unique staves of Arsenal. No recipe: it only drops as loot (#rpg_series:loot_tier/tier_5_weapons). It has a 3D model in the hand, and small arcs jump at its crystal now and then (client option crystal_arcs). +10 Lightning Spell Power (since 0.2.0, before +8).

Updating from 0.1.0: +10 is the default of config/stormcaller/equipment.json. A file written by 0.1.0 keeps +8. To get +10, set the value under staff_stormbringer to 10.0, or delete the staff_stormbringer entry: it is written again with the new default on the next start.

It has three spells: Lightning Bolt (main spell), Ball Lightning (second slot of the spell hotbar) and the passive Skyfall.

Ball Lightning (active, tier 3):

  • Instant cast. Costs one Lightning Rune, or 10 mana with RunelessRPG. Cooldown 30 s, shortened by Spell Haste (30 s ÷ (1 + haste bonus): +100 % → 15 s, +300 % → 7.5 s).
  • No target needed: the ball appears 1.5 blocks in front of you and drifts where you look at 2 blocks per second for 10 s. It is the same ball as the one of the Caged Ball Lightning: every 0.5 s it strikes up to 3 enemies within 4 blocks for 0.15 × Lightning Spell Power (10 % shock chance), and enemies it passes through take 0.5 × Lightning Spell Power once (25 % shock chance).
  • Its hits count as your lightning spell hits: they can trigger Skyfall, the Static Lodestone, the Caged Ball Lightning, set bonuses and skill passives. The ball of the relic still triggers nothing, so there is no chain.
  • Every staff ball lives its full 10 s; a new one does not replace an old one. How many fly at once depends on the cooldown, so on Spell Haste: 2 balls from +200 % haste, 3 from +500 %. At most 3 staff balls per player ([ball_lightning] max_staff_balls); at the limit the oldest one ends when you cast again. The ball of the relic counts on its own (up to 3 from the staff plus 1 from the relic).
  • All balls end when you die, log out or change dimension.

Skyfall (passive, only while the staff is in the main hand): a hit of a lightning spell on a shocked enemy has a 25 % chance to call a bolt from the sky onto it. The bolt deals 0.4 × Lightning Spell Power to enemies within 2 blocks and has a 50 % shock chance. Cooldown 4 s.

Stormbringer Staff

Other items

Item Use
Tome of Lightning Spell book, see Getting started
Lightning Spell Scroll Loot, one lightning spell
Stormbringer Upgrade (Smithing Template) Tier 4 robes
Stormbringer's Lost Crystal, Stormbringer's Forgotten Crystal Tier 4 robes
Lightning Rune (from Runes) Spell cost without RunelessRPG

The Stormcaller items are in the creative tab "Stormcaller". Jewelry and relics: see Jewelry and relics.

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