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NeoVitae Guide | ATM10

Every practitioner of Vitaemancy must begin here, at the Ara Vitae, the Altar of Life.

 

This NeoVitae Ara Vitae and Runes Guide explains how the Ara Vitae works, how to progress through each altar tier, and the different Rune families available to improve transmutation speed, capacity, EV generation, fluid transfer, and Blood Orb capacity.

How the Ara Vitae Works

Once placed, the Ara Vitae awakens. It drinks the blood offered to it and distills it into Essentia Vitae (EV), the refined lifeforce that fuels Vitaemantic works.

Right-click the altar to place an item upon it. Right-click with an empty hand to retrieve the item.

To feed a bare altar, place a Tier 0 recipe such as a diamond upon it. If the altar has no stored essence, it draws blood from anyone nearby who carries no Blood Orb of their own until the working completes. The altar never kills, taking only the blood it needs.

Once you carry a Blood Orb, right-click it near an Ara Vitae to bleed directly into the basin. When away from an altar, the blood is stored inside the orb so it can be carried and deposited later.

The basin initially holds 10,000 EV. You can watch the crimson pool within the basin for a rough indication of its fill level, or use a Divination Sigil to read the exact amount.

The moment an item is placed upon the basin, transmutation begins. EV drains steadily while crimson motes rising from the surface confirm that the working is underway.

If the altar runs dry during a craft, gray smoke rises as the working unravels and all progress is lost.

The basin can only hold and transmute one item at a time, so it only needs enough essence to complete the current working.

Your first creation should be the Novicius Orb of Vitae. This is created by offering a diamond to a Tier 0 altar with 2,000 EV.

The Novicius Orb of Vitae is the key to your Anima, the invisible network that binds your soul to your Vitaemantic instruments.

Consult JEI for the complete list of Ara Vitae recipes.

ⓘ Hidden Reservoir: 10% of the Ara Vitae's total capacity seeps into an internal vessel used for fluid transfer. If the numbers seem incorrect, this hidden reservoir is usually the reason.

Tier Construction Summary

To ascend to higher Ara Vitae tiers, you must place Blank Runes in concentric circular rings around the basin. Each new ring sits one level deeper and further out than the previous one.

Higher tiers also introduce pillars or capstone blocks at the ring's cardinal points or corners.

Specialised runes provide different bonuses. The most basic, the Blank Rune, carries no enchantment of its own and serves as structural scaffolding for the altar.

The in-game guide, Scriptura Vitae, displays the complete multiblock structure for each tier if you need a block-by-block reference.

Tier Total Runes Notes
0 0 A lone Ara Vitae, unadorned.
1 8 A ring of 8 runes one level below the basin. The four cardinal slots take specialised runes, while the four diagonal slots remain inert until higher tiers.
2 24 Adds a circular ring of 16 runes, one level lower and out at radius 3. Pillars rise at the four cardinal sides and are capped with Blood Stained Glass.
3 52 Adds a ring of 28 runes, another level down at radius 5. Bloodstone or Bloodstone Brick blocks sit at the four corners. This tier requires Tau Fruit from the Breaching the Edge of Demon Realm ritual.
4 100 Adds a ring of 48 runes, lower again at radius 8. Hellforged Block caps mark the four cardinal points.
5 172 Adds the widest ring of 72 runes at radius 11. Tall pillars rise at the four cardinal sides, crowned with Crystal Clusters or Crystal Cluster Bricks.

Crystal Clusters are forged in the Hellfire Forge using Sculk, a Tabula Aetherea, a Weak Blood Shard, and a Nether Star.

Tabula

The Ara Vitae also forges Tabula, the inscribed stone tablets that serve as the foundation for nearly every Vitaemantic creation.

Each successive Tabula requires a more powerful altar and a greater offering.

Tabula Altar Tier Cost Notes
Tabula Rasa Tier 0 1,000 EV Deepslate, first sigils etched.
Tabula Robur Tier 1 2,000 EV Sigils deepen; the stone hardens with purpose.
Tabula Animata Tier 2 5,000 EV The stone pulses with a faint, living warmth.
Tabula Spiritus Tier 3 15,000 EV Dark veins thread the tablet like frozen lightning.
Tabula Aetherea Tier 4 30,000 EV Almost translucent, hovering at the edge of the beyond.

Two specialised variants exist for the alchemical bench:

  • Tabula Vial: A glass vessel reinforced with powdered Tabula, used to hold anointments.
  • Tabula Ampoule: A small reservoir for crystallised EV, produced by certain throwing daggers and crushable for raw EV.

Both are forged in the Tabula Vitae brewing rig.

Rune Families

Runes fall into two grades: the standard inscription and a Reinforced variant tempered with Netherite Scrap and Intricate Hellforged Parts plundered from the Demon Realm.

Reinforced runes are roughly twice as potent, allowing you to save rune slots for other inscriptions.

The Athanor can strip reinforcement back to a base rune if required.

Throughput

Rune Effect Per Rune
Speed +20% transmutation speed, additive. Idle progress also bleeds faster.
Reinforced Speed +40% transmutation speed, additive.
Acceleration Removes 1 tick from the Charging/Displacement 20-tick pulse delay, with a minimum of 1 tick.
Reinforced Acceleration Removes 2 ticks from the pulse delay.

Capacity

Rune Effect Per Rune
Rune of Capacity +20% to the basin's reservoir, additive.
Reinforced Capacity +40% reservoir, additive.
Rune of Aug. Capacity +7.5% reservoir, multiplicative and applied after additive Capacity Runes.
Reinforced Aug. Capacity +15% reservoir, multiplicative.

Charging

The Charging Rune siphons EV into a hidden internal reserve while the altar is idle. The moment an item is placed upon the basin, this stored charge floods into the transmutation at a perfect 1:1 ratio.

  • The altar pulses once every 20 ticks, reduced by Acceleration Runes.
  • Each pulse stores 10 EV × Charging Runes × (1 + Speed Runes / 10).
  • Maximum stored charge is 1,000 EV per Charging Rune, scaled by (altar capacity / 20,000) if that ratio exceeds 1.
  • Reinforced Charging Runes double both the storage rate and maximum capacity.

Sacrifice

Rune Effect Per Rune
Rune of Sacrifice +10% EV harvested from creatures slain near the altar, additive.
Reinforced Sacrifice +20% EV harvested, additive.
Rune of Self-Sacrifice +10% EV from your own wounds, including orb bleeding and altar draw, additive.
Reinforced Self-Sacrifice +20% EV from your own wounds, additive.

Dislocation — Fluid Transfer

Rune Effect Per Rune
Displacement +20% fluid transfer rate, multiplicative. Increases essence flow between the altar and external tanks.
Reinforced Displacement +40% fluid transfer rate, multiplicative.

Orb

The Rune of the Orb resonates with the Blood Orb resting in the basin, stretching the bounds of your Anima while it remains there.

Rune Effect Per Rune
Rune of the Orb +2% to the Orb of Vitae's capacity, additive. The Orb must remain in the basin.
Reinforced Orb +4% to the Orb's capacity, additive.

ⓘ Tip: JEI contains the complete list of Ara Vitae recipes and is recommended when checking crafting requirements.

Beneath the surface of the world lies your Anima, an invisible lattice of living energy.

 

This NeoVitae Blood Orbs and Anima Guide explains how Anima, Essentia Vitae (EV), and Orbs of Vitae work together. Learn how to bind items, fill your Anima, upgrade Blood Orbs, harvest EV from defeated creatures, and use the Sanguine Ward to defend yourself against ranged attacks.

Blood Orbs and Anima

Your Anima is an invisible lattice of living energy that exists beneath the surface of the world. It is the network that binds your soul to every sigil you wield, every ritual you ignite, and every Vitaemantic instrument you have ever touched.

Think of your Anima as a vast, hidden reservoir of Essentia Vitae (EV) refined and stored beyond the physical realm. Your Anima is unique to you and provides the energy required by many of the systems within NeoVitae.

Binding

When you first grip a bindable item and will it to life, it imprints itself upon your Anima.

From that moment forward, any EV cost the item demands is drawn from your Anima. Should your Anima run dry, some items will instead take payment directly from your flesh.

Other workings can also draw from your Anima. For example, a hungry Ritual that has drained you completely can inflict unceasing nausea until the ritual is silenced or your Anima is replenished.

Filling the Anima

To fill your Anima, you require an Orb of Vitae, a crystallised anchor between your soul and the power of an Ara Vitae.

There are two primary methods of filling your Anima with EV:

  1. Right-click with the Orb of Vitae in your hand. Near an Ara Vitae, the blood flows directly into the altar's basin. Away from an altar, the blood is stored within the orb's internal reservoir so it can be carried and deposited later.
  2. Place the Orb of Vitae within a charged Ara Vitae. The basin drinks the orb's stored blood and transfers it into your Anima, with the transfer rate being affected by the altar's Speed Runes.

While a Blessed Sacrifice from an Incense Altar is active, the amount of blood offered is greatly increased. After the effect ends, you will suffer from Soul Fray.

Orb Reservoir

An Orb of Vitae retains an internal reservoir between sacrifices.

When you place an orb containing stored blood back onto an Ara Vitae, the altar drains the reservoir at 10× the normal fill rate, rapidly refilling the basin.

If the basin is already nearly full, the EV is instead channelled directly into your Anima.

Once the orb's internal reservoir is empty, normal behaviour resumes.

Harvest of the Slain

An Orb of Vitae can also harvest Essentia Vitae from defeated creatures.

Place an Orb of Vitae in your off-hand and slay a creature. The orb drinks deeply from the fallen creature, converting its life force into EV and storing it within the orb's internal reservoir.

The amount harvested is:

10 EV per point of maximum health.

Creature Maximum Health EV Harvested
Zombie 20 HP 200 EV
Ender Dragon 200 HP 2,000 EV

The Bonus Sacrifice attribute further multiplies the amount of EV harvested.

This allows you to combine combat farming with the Orb of Vitae's altar-drain behaviour. Fill the orb while fighting creatures, then place it onto an Ara Vitae to rapidly transfer the stored EV.

Orb Tiers

Each Orb of Vitae is forged at an Ara Vitae of the corresponding tier. Higher-tier orbs significantly increase the maximum capacity of your Anima.

Tier Orb Anima Capacity
0 Novicius Orb 5,000 EV
1 Discipulus Orb 25,000 EV
2 Veneficus Orb 150,000 EV
3 Magus Orb 1,000,000 EV
4 Dominus Orb 5,000,000 EV
5 Divinus Orb 10,000,000 EV

Even the Divinus Orb may eventually prove insufficient for the most powerful Vitaemancers.

Runes of the Orb placed around an Ara Vitae can further increase the capacity of your Anima.

See Ara Vitae and Runes for more information about Rune families and increasing your altar's capabilities.

Sanguine Ward

An Orb of Vitae held in the off-hand can also be used as a defensive ward.

Hold the use key to conjure a translucent barrier of crystallised Essentia Vitae in front of you. The ward remains active for as long as you hold the key and disappears immediately when you release it.

While active, the Sanguine Ward blocks ranged attacks coming from your front arc.

This includes attacks such as:

  • Arrows
  • Tridents
  • Fireballs
  • Throwing Daggers
  • Other projectiles

Ordinary projectiles are consumed by the ward. Items that would normally be recoverable, such as Tridents and Throwing Daggers, are instead placed at the face of the ward and fall to the ground for you to collect.

Sanguine Ward Cost

Maintaining the Sanguine Ward drains 50 EV per second from your Anima.

The ward cannot be raised if your Anima contains less than 200 EV.

Requirement Value
EV Drain 50 EV per second
Minimum Anima 200 EV
Direction Front arc

ⓘ Tip: Upgrading your Orb of Vitae is one of the most important parts of progressing through NeoVitae, as higher-tier orbs dramatically increase your available Anima capacity.

A Sigil is a focus through which a Vitaemancer gives form to the power flowing through their Anima.

 

This NeoVitae Sigils Guide explains how Sigils work, how they are activated, and the different Sigils available for sight, utility, elemental manipulation, transport, and combat.

Sigils

A Sigil is a slate-inscribed focus that channels Essentia Vitae (EV) from your Anima into a specific effect. Each Sigil is forged by inscribing an Alchemy Array using a Reagent brewed in the Tabula Vitae as its base and a Slate as its catalyst.

The tier of the Slate determines the Sigil's reach and power.

Activation Schools

Sigils fall into two schools of invocation:

  • Use-on-Cast: These Sigils perform a single action each time they are invoked, consuming a fixed amount of EV per use.
  • Toggleable: These Sigils maintain a continuous effect while active, draining EV at a regular interval.

To toggle a Toggleable Sigil, hold Shift and right-click into open air. Aiming at a block or creature instead performs that Sigil's normal action, helping prevent accidental toggling.

An active Toggleable Sigil displays a faint enchantment shimmer, while its tooltip shows the EV consumed per interval. If your Anima runs dry, the Sigil automatically deactivates until your Anima is replenished.

Use-on-Cast Sigils

  • Air Sigil
  • Lava Sigil
  • Void Sigil
  • Water Sigil
  • Teleposition Sigil
  • Sigil of Necromancy
  • Sigil of the Blood Lamp
  • Sigil of Bound Treasure

Toggleable Sigils

  • Sigil of Magnetism
  • Sigil of Suppression
  • Sigil of The Fast Miner
  • Sigil of the Frozen Lake
  • Sigil of the Green Grove
  • Sigil of the Phantom Bridge

Sight and Information

Divination Sigil

The Divination Sigil allows a Vitaemancer to perceive the invisible currents of Essentia Vitae.

When activated toward open air, it reveals the amount of EV currently stored within your Anima. When aimed at an Ara Vitae, it displays the altar's current tier, EV volume, and maximum capacity.

The Divination Sigil is crafted using Redstone Dust as the Alchemy Array base and a Tabula Rasa as the catalyst.

HUD Configuration

Hold Sneak and press [Use] to open the HUD configuration interface.

The interface allows you to arrange the following information displays:

HUD Element Display Colour
Incense Altar Light Gray
Seer's Sigil Purple
Divination Sigil Lavender
Spiritus Aura Gauge Orange
Sigil of Holding Green

Seer's Sigil

Where the Divination Sigil provides a glimpse into the workings of an Ara Vitae, the Seer's Sigil opens your perception further.

When aimed at an Ara Vitae, the display reveals:

  • Altar tier
  • Current EV
  • Maximum EV capacity
  • Active crafting progress
  • EV consumed per tick during crafting
  • EV currently stored in Charging Runes

The Seer's Sigil is forged using the Sight Reagent.

While carrying a Seer's Sigil, looking at an active Master Ritual Stone outlines the ritual's working area in the world, displaying each configured range as a coloured box.

The Sigil only needs to be somewhere on your person. It works from your inventory, inside a Sigil of Holding, or when worn in a Curios slot.

Utility

Sigil Type Cost Effect
Sigil of the Blood Lamp Use-on-Cast 10 EV Creates a permanent floating light
Sigil of Holding Utility — Stores up to 5 Sigils
Sigil of Bound Treasures Use-on-Cast 200 EV Remotely accesses a linked container
Sigil of Magnetism Toggleable 50 EV / 5s Increases item pickup range to 7 blocks
Sigil of the Fast Miner Toggleable 100 EV / 5s Grants Haste
Sigil of the Green Grove Toggleable 150 EV* Accelerates plant growth
Sigil of Necromancy Use-on-Cast 2,000 EV Summons an Undead Servant

*The Green Grove's growth burst costs 150 EV. Its persistent aura operates separately and pulses every 5 seconds.

Elemental and Environment

Sigil Type Cost Effect
Water Sigil Use-on-Cast 100 EV Creates a water source
Lava Sigil Use-on-Cast 1,000 EV Creates a lava source
Void Sigil Use-on-Cast 50 EV / block Removes fluids
Sigil of Suppression Toggleable — Suppresses nearby fluids
Sigil of the Frozen Lake Toggleable — Freezes water around the player

ⓘ Warning: Deactivating the Sigil while standing above a chasm or lava can cause the suppressed fluid to return beneath you.

Transport and Traversal

Sigil Type Cost Effect
Air Sigil Use-on-Cast 50 EV Propels the player through the air
Sigil of the Phantom Bridge Toggleable — Creates temporary platforms beneath the player
Teleposition Sigil Use-on-Cast 1,000 EV Teleports the player to a linked Teleposer

ⓘ Warning: Do not move the Teleposer after binding it. Moving the Teleposer may cause you to arrive somewhere unexpected.

Through sight, blood, element, and space, the Sigil gives form to the will of the Vitaemancer.

The Tabula Vitae is where matter, blood, and Essentia Vitae are brought together to create the tools of a Vitaemancer.

 

The Tabula Vitae is the Vitaemancer's brewing rig, a workbench of transmutation that draws Essentia Vitae from your Anima to reshape matter, brew elixirs, and prepare the reagents required for nearly every other discipline.

The Anima it taps and the tier of recipes available are governed by the Orb of Vitae socketed into its right-hand slot.

Using the Tabula Vitae

When studying recipes in the in-game book or through JEI, hover over the arrow marked with an EV label to reveal the drain cost, crafting time, and required tier.

If the table refuses to work, the cause is almost certainly one of these:

Error Cause
Orb Error No Orb of Vitae is present, or the orb's tier is insufficient for the recipe.
Anima Error The orb is adequate, but it has not been bound to you, or your Anima lacks sufficient EV to fuel the transmutation.

Side Configuration

Each slot on the Tabula Vitae can be exposed to a specific side of the block for hopper or pipe access.

Click an empty slot in the menu and then click the direction buttons that appear. The chosen side will deliver to, or pull from, that slot specifically.

This makes the table easy to automate, even when several slots feed different ingredients.

Transmutation Catalog

Even the simplest transmutations have their uses. Common Tabula Vitae outputs include:

Category Common Outputs
Mundane Grass Block from barren earth, Leather from rotten flesh, Bread from raw grain, Clay from sand, String and Cobweb.
Industrial Plant Oil from wheat, carrots, potatoes, and beets, Coal Sand, Explosive Powder, Flint from gravel, Saltpeter, and Gunpowder.
Reagents Air, Growth, Holding, Magnetism, Mining, Phantom Bridge, Sight, Suppression, Teleposition, Void, Lava, and Water Reagents.
Vials The Tabula Vial, a glass vessel reinforced with powdered Slate and required to hold Anointments.

A cunning Vitaemancer may place a Lava Sigil or Water Sigil within the Tabula Vitae to conjure Lava or Water Buckets without consuming the Sigil.

The Water Sigil can also substitute for a Water Bucket in any recipe the table accepts, saving many trips to the well.

Flasks: The Alchemist's Craft

Potion-brewing is a pedestrian art. Any hedge-witch with a cauldron can boil nether wart into a serviceable tincture. By weaving Essentia Vitae into the brewing process, you transcend the crude limitations of conventional alchemy.

The Alchemy Flask

Forged upon the Ara Vitae, the Alchemy Flask holds eight doses of whatever elixir you fill it with.

Once drained to its dregs, rinse it with water to prepare a fresh vessel.

Flask Type Purpose
Alchemy Flask Holds eight doses of an elixir.
Splash Alchemy Flask Allows the flask's effects to be applied through throwing.
Lingering Alchemy Flask Creates an area-effect cloud containing the flask's effects.
Tipped Amethyst Throwing Daggers Created by combining a Lingering Flask with 8 Amethyst Throwing Daggers in the Athanor. Applies the flask's effects on impact.

Layering Effects

Layering multiple effects within a single flask is elegantly simple.

Brew your first elixir, then use the resulting flask in place of an empty one for the second brewing.

For example, brew a flask of Bounce, then use that same flask as the base for a Night Vision recipe. The result is an eight-dose flask bestowing both Bounce and Night Vision per dose.

Catalysts

Central to the art of flask-brewing are Catalysts, reagents brewed in the Tabula Vitae that shape and amplify your elixirs.

Catalyst Effect
Simple Catalyst The alchemical bedrock of nearly every flask recipe.
Small Power Catalyst Intensifies the topmost effect at the cost of duration. Reaches deeper if the top effect is already maxed.
Small Lengthening Catalyst Extends the topmost effect's duration. Reaches deeper if the top effect is already maxed.
Combinational Catalyst Fuses two effects within a flask into one new effect. Suspended + Levitation = Flight.
Weak Filling Agent Replenishes a partially drained flask, but only the topmost effect survives.
Simple Cycling Catalyst Rotates the order of effects in a flask, bringing a different effect to the top.
Strengthened Catalyst A refined substrate used as the foundation for advanced-tier catalysts.
Standard Lengthening Catalyst Extends the topmost effect to 21:20 per dose.
Standard Power Catalyst Drives effects to Level III, though duration contracts to 45 seconds per dose.

Flask Effects

Flask Effect Description
Bounce Transforms falls into harmless rebounds.
Fire Resistance A ward against flame and heat.
Flight The pinnacle of gravitational alchemy: true flight.
Gravity Intensifies the earth's pull to crushing force.
Grounded Anchors the body, suppressing all jumping.
Hard Cloak Stiffens flesh and armour with alchemical rigidity.
Heavy Heart A leaden weight that drags the victim earthward.
Instant Damage Vitality inverted into a bolt of arcane harm.
Instant Health A surge of raw vitality, instant and potent.
Invisibility Bends light to conceal the flesh from sight.
Jump Boost Coils the legs to leap beyond mortal limits.
Levitation Reverses gravity's pull, sending the body skyward.
Night Vision Attunes the eyes to pierce any darkness.
Obsidian Cloak A mantle of volcanic hardness against physical harm.
Passive Extinguishes aggression, rendering creatures docile.
Poison A wasting venom that gnaws but does not kill.
Regeneration Knits wounds closed over time.
Slow Falling Loosens gravity's grip to a gentle drift.
Slowness Thickens the blood, deadening the limbs.
Spectral Sight Opens the inner eye to perceive all nearby life.
Speed Quickens the stride beyond mortal pace.
Strength Surges the body with unnatural might (+3 attack damage).
Suspended Severs the body from gravity's dominion.
Water Breathing Grants the lungs dominion over water.
Weakness Saps the muscles, rendering strikes feeble.

Anointments

Where flasks empower the body, Anointments empower the hand. These are alchemical coatings for your tools, weapons, and Charges.

Hold the Anointment in one hand and press [Use] to apply it to the item in the other. Not every coating suits every instrument, so choose wisely.

An Anointment may also be applied via a Smithing Table, where it takes the place of a Smithing Template. This is particularly useful for two-handed weapons.

Unlike elixirs, Anointments are not governed by time. They diminish with each use of the coated tool, fading stroke by stroke until spent.

They are held in the Tabula Vial; ordinary glass cannot withstand the reactive compounds within.

Anointment Effect Description
Iron Tip Weights arrows with alchemical density, increasing bow power.
Archer's Polish Propels arrows with unnatural swiftness, increasing bow velocity.
Fortuna Extract Coaxes greater yield from harvested blocks, providing Fortune.
Miner's Secrets Draws hidden experience from the earth.
Holy Water Sears the undead with purifying radiance.
Plunderer's Glint Draws greater spoils from the slain, providing Looting.
Honing Oil Hones the blade to a lethal keenness, increasing melee damage.
Dexterity Alkahest Hastens the draw of ranged weapons.
Soft Coating Preserves blocks whole upon harvest, providing Silk Touch.
Slow-burning Oil Smelts blocks on contact through residual heat.
Void Essence Consigns worthless blocks to oblivion, automatically voiding them when broken.
Repairing Salve Mends the tool with every stroke.

Through the Tabula Vitae, a Vitaemancer does not merely brew potions; they reshape matter, bind power, and prepare the substances through which vitae becomes action.

Where the Ara Vitae gives form to Essentia Vitae, the Hellfire Forge gives form to Spiritus.

 

The Hellfire Forge stands as a second pillar of Vitaemancy, twin to the Ara Vitae itself.

 

Where the altar works with Essentia Vitae, the Forge consumes Spiritus, reshaping raw malice into Sentient Tools, Spiritus Gems, Arcane Ash, reagents, and many things besides.

 

No practitioner of Vitaemancy can progress far without one.

Drawing from the Aura

Crafting in the Hellfire Forge spends the Spiritus stored within the Spiritus Gem placed in its gem slot.

To keep that reserve from running dry, a gem seated in the Forge continuously absorbs Spiritus from the chunk's Aura at the same rate a Vas Maleficum fills a gem: 10 Spiritus per tick per Aspect.

Saturating the local Aura with a Crystallum Fractura farm allows the Forge to operate unattended, with its gem replenishing as quickly as crafting consumes its stored Spiritus.

Harvesting Spiritus

Before the Forge can be put to use, Spiritus must first be collected. Spiritus is the residual essence scoured from slain creatures.

There are two primary paths available to the aspiring Vitaemancer.

Throwing Daggers

Bows and crossbows serve their purpose well enough, but sifting through gravel for flint and plucking chickens for feathers is beneath a Vitaemancer of your calibre.

Throwing Daggers require no ammunition and carry a variety of useful secondary effects. The basic Iron variant is forged at the Tabula Vitae using a Novicius Orb and a handful of materials.

Dagger Effect
Iron Throwing Dagger Deals 10 damage with a moderate cooldown. Wounds bind spectral motes to hostile creatures, causing slain marked quarry to yield Raw Spiritus. The primary method of harvesting Spiritus before obtaining a Sentient Sword. Looting increases the drop.
Syringe Throwing Dagger Deals slightly less damage and is cheaper to forge. Creatures slain by it have a chance to yield a Tabula Ampoule, with stronger creatures potentially yielding more. Crushing an ampoule near an Ara Vitae provides 500 EV directly to the altar, unaffected by Runes.
Amethyst Throwing Dagger Matches the Iron variant in damage but does not yield Spiritus. Eight Amethyst Throwing Daggers combined with a Lingering Alchemy Flask in the Athanor produce Tipped Amethyst Throwing Daggers.
Tipped Throwing Dagger Applies the flask's effect to the target on impact, as though the target had walked through a lingering cloud.

Sentient Sword

The Sentient Sword is a far more elegant instrument of Spiritus collection.

It may feel sluggish when first drawn, but the blade feeds on the Spiritus you carry, growing sharper with every fragment.

A Spiritus Gem brimming with essence is essential to unlocking its true potential.

Right-click the sword to recalibrate its attunement after acquiring a large quantity of Spiritus or when experimenting with a new Aspect.

All Sentient equipment can be repaired using Crystallized Spiritus in an anvil.

Sentient Tools

The success of the Sentient Sword inspired further experimentation. If a blade can be imbued with Spiritus, the same logic extends to a pickaxe, axe, shovel, or scythe.

All Sentient equipment is highly receptive to enchantment.

Tool Behaviour
Sentient Pickaxe Without Spiritus, scarcely better than iron. With a full Spiritus Gem, surpasses even Netherite, cleaving through stone as though it were clay.
Sentient Axe Slightly above iron when unpowered. With a full gem, rivals Netherite and gains a significant damage boost, making it a formidable weapon for those who do not mind its heft.
Sentient Shovel A noticeable improvement over iron even when unpowered. With a full gem, earth and gravel part before it like water.
Sentient Scythe Slower and less devastating per blow than the sword, but its sweeping arc deals full damage to every creature within reach. Ideal for dealing with hordes. Also functions as a hoe.

Sentient Armor

To create Sentient Equipment, you require Iron Armor, an Arcane Scribe Tool, a Binding Reagent forged in the Tabula Vitae, and at least a Common Spiritus Gem charged with sufficient Spiritus.

What emerges is no longer merely metal. It is alive, and it learns from you.

The Ritual of Binding

Inscribe an Alchemy Array, apply the Binding Reagent as the base, then place your Iron Helmet, Chestplate, Leggings, or Boots as the catalyst.

The resulting armour begins equivalent to iron but possesses 100 Upgrade Points that it spends as it grows alongside you.

Sentient Equipment rivals Diamond in resilience and can be repaired in an anvil using additional Binding Reagent.

ⓘ Sentient Equipment learns from its wearer.

Hold Sneak while examining a piece of Sentient Armor to see what it has learned so far.

Specialisation

Sentient Armor shifts, adapts, and strains to assist you in whatever task it observes.

It can grow in many directions at once, but its capacity is finite. Attempting to master everything will ultimately result in mastery of nothing.

Consider forging multiple sets, each trained for a specific purpose:

Specialisation Purpose
Miner Focused on mining and resource gathering.
Warrior Focused on combat and survivability.
Explorer Focused on traversal and exploration.

The Vitaemancer has devised Rituals to assist with focused training, as well as another ritual capable of increasing the armor's capacity for growth.

See Sentient Armor for the complete upgrade and downgrade catalogue.

Explosive Charges

Mining by hand and felling trees one swing at a time is beneath a practitioner of Vitaemancy.

Explosive Charges are compact charges of compressed Spiritus that detonate on contact. Hurl them at offending stone, timber, or anything else you wish unmade.

Charge Anointments

Each charge can be enhanced by Anointing it with certain reagents and a measure of Spiritus.

Anointment Effect
Fortunate Broken blocks yield Fortune loot.
Fortunate II Enhanced version of Fortunate available for augmented charges.
Heated Tool Broken blocks are smelted immediately.
Soft Touch Broken blocks are affected by Silk Touch.
Voiding Worthless debris is annihilated rather than dropped.

Charge Types

Charge Effect
Shaped Charge Obliterates a 5 × 5 × 5 cube on the face it strikes. Blocks are dropped as though pickaxe-mined. Can cut through Obsidian.
Augmented Shaped Charge Destroys a 7 × 7 × 7 cube and also accepts Fortunate II.
Tunnelling Shaped Charge Bores a 5 × 5 × 20 corridor straight through whatever it strikes.
Deforester Charge Strike a log or leaf block and up to two stacks of wood are brought down with the leaves stripped.
Deforester Charge II Fells up to 8 stacks of logs, shearing all connecting leaves.
Controlled Charge Destroys only blocks identical to the block it strikes, seeking outward up to 3 stacks.
Controlled Charge II As above, but devours up to 8 stacks.
Fungal Charge Consumes up to 3 stacks of fungal material, including giant mushrooms and Nether fungi.
Fungal Charge II Annihilates up to 8 stacks of mushroom material in a single detonation.

Other Forge Products

The Hellfire Forge produces far more than Sentient Equipment.

Product Purpose
Spiritus Gems Storage cells used to contain raw Spiritus.
Arcane Ash Used when inscribing Alchemy Arrays.
Crystal Clusters Tier 5 altar capstones, created using Sculk, Tabula Aetherea, Weak Blood Shard, and a Nether Star.
Intermediate Reagents Various reagents used throughout the wider Vitaemancy system.

Consult JEI for the complete list of products and recipes available through the Hellfire Forge.

Guide Purpose
Spiritus, Aspects and Crystals Learn how Spiritus is gathered, stored, and aspected.
Sentient Armor View the complete upgrade and downgrade tree for Sentient Equipment.
Alchemy Arrays Learn about the binding ritual surface used to create Sentient Equipment.
Athanor and Materials Learn how Spiritus is refined into Crystallized Spiritus for equipment repairs.

Spiritus is not merely fuel. In the hands of a Vitaemancer, it becomes weapon, armour, tool, and instrument of transformation.

Rituals

When your Ara Vitae reaches Tier 2, the boundaries of Vitaemancy expand dramatically. You gain access to Rituals, vast sigil-circles that channel your Anima into sustained, powerful effects upon the world itself.

The Art of Ritual

To perform a ritual you require:

  • An Activation Crystal. At Tier 2, only the Weak Crystal is available.
  • A Master Ritual Stone (exactly one, at the heart of every circle).
  • Sufficient Ritual Stones to form the pattern.
  • A Ritual Diviner (strongly recommended). Hold Sneak and press Use or Attack while looking at empty air to cycle through available rituals. Check rune requirements by hovering over the Diviner in your inventory while sneaking.

Place the Master Ritual Stone, then hold Use with the Diviner aimed at it until every stone has been placed and inscribed with the correct element. Finally, press Use on the Master Ritual Stone with your Activation Crystal in hand. If the circle is complete, you will feel a rush of energy and the ritual awakens.

Activation Troubleshooting

If you instead feel a push but are too weak, your Anima lacks the EV needed for activation. Fill your reserves and try again.

If the runes feel misconfigured, something obstructs or misaligns the pattern; clear the area and reassemble with care. Remember that some rituals extend several blocks above and below the Master Ritual Stone.

If nothing happens at all, ensure the crystal is bound to an Anima; press Use while holding it to bind it to yours.

A crystal need not be bound to your own Anima; if you acquire another Vitaemancer's crystal, you can activate rituals using their EV. Guard yours well.

All rituals respond to a redstone signal. A lever on the Master Ritual Stone provides a simple means of silencing it; combine this with redstone automation from Ara Vitae and Runes' comparator section to ensure rituals shut down before your Anima runs dry.

Activation Crystals

A properly inscribed circle is inert without the spark of will to awaken it. The Activation Crystal serves as that spark, opening a conduit between your Anima and the waiting runes.

Crystal Description
Weak Activation Crystal Forged in the Ara Vitae from a Lava Crystal. Activates basic rituals.
Awakened Activation Crystal Resonates with deeper currents; required for advanced rituals. Forged in the Ara Vitae from a Weak Crystal.

Ritual Stones and the Diviner

Ritual Stones are the foundation upon which every circle is inscribed. Each serves as a vessel for elemental resonance.

The Elemental Inscription Tools can paint stones by hand and never break, so feel free to use them for decoration as well as function.

The Ritual Diviner is the master architect's wand. Tap Use while aiming at a Master Ritual Stone and the Diviner constructs the selected ritual, consuming Ritual Stones from your inventory. It can clear soft obstructions like tall grass and snow, but not solid blocks.

Diviner Requirements
Ritual Diviner One of each Elemental Inscription Tool. Each costs 1,000 EV and requires a Tier 2 altar.
Tenebrae Ritual Diviner Upgraded with Tenebrae Inscription Tools. Each costs 2,000 EV and requires a Tier 3 altar.

The Diviner and its Tenebrae variant are inexhaustible.

You can also change the facing of the completed ritual by pressing Use in the air; this only matters for asymmetrical rituals such as the Ritual of Speed.

Ritual Configurator

The Ritual Configurator is essential for mastery over your circles. Cycle between three modes with Sneak + Use:

Mode Function
Information Reveals the purpose of the selected ritual.
Set Spiritus Consumed Attunes the ritual to consume specific aspects of Spiritus from the Aura. Carry the desired Spiritus Crystals in your hotbar, one per aspect.
Define Area Specifies the zone in which the ritual operates and displays the current boundaries. Sneak + Use in the air to cycle through a ritual's zones, then click two opposite corners to reshape the selected one.

Rituals that draw from or deposit into a container expose their chest, tank, or input/output zone here as well, so you can relocate that container instead of being forced to place it directly above the Master Ritual Stone. It defaults to the block above the stone and can be moved a few blocks away.

Range Warning

Some rituals can be expanded far beyond their default range, but EV cost scales to match. Tread carefully with your reserves.

Ritual Catalog

Combat and Soul Harvest

Ritual Effect
Well of Suffering
The Crimson Tithe
Harvests Essentia Vitae from the suffering of nearby creatures.
Ritual of the Willing Sacrifice
Blood Freely Given
Converts the practitioner's own vitality into EV.
The Torment Nexus
Why It Exists
Server-friendly endgame EV. Reads the configurations of nearby vanilla and Trial Spawners, simulates the kills they would produce, and feeds the resulting EV directly to your altar; no entities are spawned, no chunks load up with corpses.
The Ritual of Lost Souls Watches a 21×21×21 area around the Master Ritual Stone for the moment of any non-player creature's death and drops a charged Raw Spiritus item at the death position. The richer the kill (Wither, Ender Dragon, Warden), the more Spiritus per drop. EV cost scales with the number of deaths processed each tick.
Ritual of Containment
The Invisible Cage
Imprisons creatures within an invisible barrier.
Ritual of Expulsion
The Warding Gale
Drives all creatures from your sanctum.

Automation and Resources

Ritual Effect
Ritual of Fallen Trees
The Silent Axe
An unseen force fells every tree in its domain.
Ritual of Harvest
The Reaper's Bounty
Reaps and replants mature crops.
Ritual of the Shepherd
The Tending Circle
Hastens the growth of young animals and coaxes ready adults into breeding, spending a little EV to feed them (no food or chest required). Raw Spiritus quickens its pulse.
Ritual of Butchering
The Culling
Reaps grown animals in range and gathers their drops into a chest above the stone, while sparing a breeding stock. Set how many of each species to keep with the Ritual Configurator.
Ritual of Overgrowth
Verdant Awakening
Suffuses the earth with life, hastening all growth.
The Endless Quarry
Deep Earth Communion
A patient, incremental ore drain. The ritual scans the column beneath the Master Ritual Stone (square footprint, bedrock-deep) and reaps each ore it finds.

Collection Priority: If a container (chest, barrel, ender chest, modded storage, etc.) sits directly on top of the master stone, the ore is inserted into it as an item; one ore block becomes one ore item.

If there is no container, or the container is full, the ritual falls back to placing the ore as a block in the first empty slot of a 3×3×3 placement volume directly above the master stone.

Cost: 50 EV per ore moved.

Pacing: Up to 3 ores and 100 block checks per refresh. Refresh occurs every 40 ticks / 2 seconds, with a saved cursor so a full sweep resumes across many refreshes.

Scan Radius:

  • Default: 3 (7×7 footprint)
  • Iron Block: 7 (15×15)
  • Gold Block: 15 (31×31)
  • Diamond Block: 31 (63×63)
  • Netherite Block: 63 (127×127)

Unloaded chunks are pulled into memory as the scan reaches them, so a quarry tucked into a corner of base will still mine columns far from any player. Ores in claim-protected territory are left alone.

Hymn of Siphoning
The Thirsting Stone
Draws surrounding fluids into a waiting vessel.
Ritual of the Mason
The Mason's Spiritus
Places blocks drawn from an adjacent container into the empty spaces of its area.

Shape: Solid, Shell (outer skin only), Floor, Walls, Roof, or Frame (the twelve edges).

An area one block thick has no inside, so Shell fills it solid and Frame traces its outline.

Raw Spiritus in the chunk sets both the pace and how large an area you may configure:

  • None = 1 block per pulse and 5,000 blocks of area
  • 20 Raw Spiritus = 4 blocks per pulse and 20,000 blocks of area (reach 24)
  • 50 Raw Spiritus = 8 blocks per pulse and 80,000 blocks of area (reach 40)

The aura is spent as it works (0.01 raw per block), so the ritual settles at whatever pace your supply sustains; it never stalls, only slows.

If the aura lapses you keep the area you configured but cannot enlarge it until the Spiritus returns. Costs 10 EV per block placed. Blocks that cannot survive where they would land are skipped rather than destroyed.

Rhythm of the Beating Anvil
The Tireless Smith
Automates crafting through vitaemantic labor.
Ritual of the Full Spring
The Spring Eternal
Places water source blocks in the world; while any Raw Spiritus aura is present in the chunk, also fills any fluid tank directly above the Master Ritual Stone with water (1,000 mB per refresh).
Serenade of the Nether
Infernal Invocation
Tears open a seam to the molten depths.
Ritual of the Satiated Stomach
The Inexhaustible Feast
Feeds all practitioners from a nearby larder.
Crystallum Fractura Harvests mature crystal clusters and weaves a 2× growth aura + 1.25× Spiritus injection across the chunks in range. See Spiritus, Aspects and Crystals for aspect bias details.
Ritual of Enchanted Vitae Throw one item and any number of enchanted books onto the 5×2×5 area above the Master Ritual Stone. The rite reads the books and binds every enchantment the item can carry, then returns the books unspent.

There is no level ceiling: a Sharpness 99 book binds Sharpness 99. Where two books offer the same enchantment the higher level wins, and an offer no better than what the item already holds is passed over.

Conflicts halt the rite. If two offered enchantments cannot share an item, or an offer quarrels with something already on the item, nothing is bound.

The owner is told which pair is at fault and the books carrying them glow for 10 seconds.

A halted rite does not restart when you remove a book. Lift the item off the stone and offer it again to resume.

The rite then names exactly what it is about to bind before the five-second charge.

Cost: 2,000 EV per bound level, multiplied by how rare the enchantment is (up to 5× for the rarest), taken in one draw when the rite completes.

If your network cannot cover the cost, nothing is bound.

World-Shaping and Discovery

Ritual Effect
Dawn of the New Moon
The Lifted Earth
Scoops a solid ellipsoidal volume of terrain from below the Master Ritual Stone and teleports it upward to float above the ritual, leaving a matching ellipsoidal void beneath.

Each lifted block drains 10 EV; up to 100 blocks checked per refresh, with the cursor saved between refreshes so a full lift completes incrementally.

Size of the lifted moon:

  • Default: 33 across
  • Iron Block: 41
  • Gold Block: 49
  • Diamond Block: 57
  • Netherite Block: 65

The source volume sits two blocks below the master and extends straight down for the full diameter; the destination floats two blocks above and rises the same height.

Claim-protected source blocks are skipped, and the destination is only populated where claim rules permit placement. The ritual auto-stops once the full volume has been swept.

Ritual of Meteo
Heaven's Wrath
Watches for a specific catalyst item dropped within the ritual area, consumes it, and crashes a corresponding meteor from above.

The meteor's sphere comes to rest with its lowest block one block above the Master Ritual Stone, so the ritual circle is preserved.

The exact landing altitude is calculated per-catalyst from the recipe's outermost sphere radius. Catalysts are defined by meteor recipes (consult JEI); each names the meteor that answers.

All Consuming Void
The Devouring Maw
Erases blocks one at a time from a small 3×3×3 box directly beneath the Master Ritual Stone.

No drops, no items left behind, no echo of what was there.

Volume can be expanded with the Ritual Configurator to a reach of 64 blocks down and 32 wide. Costs 10 EV per block consumed.

Default refresh is 10 ticks, accelerated by Raw Spiritus in the chunk (down to one tick at high saturation).

Spiritus Modes:

  • Spiritus Invictus moves the block to a 3×3×3 placement volume above the master stone instead of consuming it.
  • Spiritus Ruina reads items in a chest above the master stone as a whitelist, consuming only matching blocks.

Claim-protected blocks are skipped.

Breaching the Edge of Demon Realm
A Crack in the Veil
One-shot rite that assembles a Starter tier dungeon structure at the Master Ritual Stone, the entry tier of the Demon Realm experience. Consumes a large EV pool.
Highway to Hell
Beyond the Threshold
Opens a permanent gateway to the Endless tier dungeon: a vast procedural dungeon (Mines, Foreman fight, aspected loot) that goes on forever and can be returned to as often as you like. Consumes a very large EV pool to forge the gateway.

Buffs and Practitioner Effects

Ritual Effect
Soaring Skies
Wings of the Condor
Bestows true flight upon all within the circle.
Ritual of Speed
Quickened Blood
Hurls every non-sneaking entity in the area in the master stone's facing direction.

Sneak within the area instead and the ritual applies Speed II for 30 minutes; useful for transit or as a launcher cannon, depending on stance. Spectators are ignored.

Tip: The Arcane Scribe Tool can inscribe arrays directly into water source blocks, which makes the Undertow Array possible without draining a pool first.

Ritual of Regeneration
The Mending Circle
Mends the wounds of all within its reach.
Ritual of the Phantom Bridge
Spectral Pathways
Weaves spectral platforms beneath your feet.
The Gathering
The Hoarder's Breeze
A persistent wind that gathers all loose items.

Suppression and Denial

Ritual Effect
Dome of Suppression
The Parted Tide
Holds all fluids at bay within a warded dome.
The Sinner's Burden
The Weight of Guilt
Denies the sky to all within its domain.

Sentient Armor Workings

Ritual Effect
Ritual of Sentient Evolution
The Sound of Becoming
Expands a worn Sentient Armor's upgrade capacity beyond its former limits. See Sentient Armor.
Sentient Extraction
The Price of Power
Throw a piece of Sentient Armor onto the small 5×2×5 area above the Master Ritual Stone. The ritual extracts every upgrade currently inscribed on it as separate Upgrade Tomes (one per upgrade, preserving accumulated experience), then strips the armor clean. The tomes can later be inscribed back onto a fresh chestplate.
Tabula Rasa
Purification of Form
Stand on the Master Ritual Stone wearing Sentient Armor. The ritual wipes every upgrade from every Sentient piece you have equipped and resets used points to zero, giving you back a clean slate at the cost of all accumulated training.

No tomes are produced. If you want to preserve the upgrades for later, use Sentient Extraction instead.

Animal Husbandry: A Self-Sustaining Farm

Two rituals work hand in hand to run an animal farm that needs no tending of your own: the Ritual of the Shepherd and the Ritual of Butchering. Both default to the same 11×3×11 footprint, so building them over the same pen lets them act on the one flock.

The Shepherd

The Shepherd keeps the herd growing. Each pulse it advances any young animals toward adulthood and sets ready adults to breeding, paying a small amount of EV per animal in place of feed, so it needs no food and no chest. A chunk rich in Raw Spiritus quickens its pulse.

The Butchering

The Butchering keeps the herd in check. Each pulse it slays grown animals and gathers their drops into a chest set above its Master Ritual Stone.

It counts the pen by species and only culls a kind while more than your chosen number of that kind remain, so a breeding stock always survives.

Set that number with the Ritual Configurator: right-click the stone and adjust the Keep per species dial.

The Complete Cycle

Run together over one pen, the Shepherd replaces what the Butchering takes. The young grow, the adults breed, the surplus is reaped into your chest, and the breeding stock you set is never touched.

Walk away and return to a steady supply of meat, leather, wool, and whatever else your animals drop, with the flock none the smaller for it.

Practical Notes

  • Both rituals build from standard runes and activate with a standard Activation Crystal, so neither needs an advanced diviner.
  • The Butchering wants a chest directly above its stone to collect drops; without one, the drops simply fall in the pen.
  • Fence the pen so bred animals stay within range of both circles.


Spiritus, Aspects and Crystals

Harvesting Spiritus

Two methods exist:

  • Strike a hostile creature with a Throwing Dagger; the wound binds spectral motes to its form, and slaying it while marked yields its Spiritus.
  • Fell it outright with a Sentient Sword.

As a fledgling Vitaemancer, you will not yet possess a Sentient Sword, so the Throwing Dagger shall serve as your first instrument of collection. Loose Spiritus rattling around your pack is unwieldy; transfer it into a Spiritus Gem for safekeeping.

Spiritus Gems

The gem is a crystalline prison that contains and compresses Spiritus into something manageable. Better still, the gem hungers; drop loose Will upon the ground nearby and the gem will devour it of its own accord. To transfer Will between gems, right-click while holding the gem you wish to empty; its contents flow into the first valid gem in your inventory.

Gem Storage Notes
Petty 64 The first vessel. Crude but practical.
Lesser 256 Reinforced with Diamond, Lapis, and Redstone in the Forge.
Common 1,024 Requires a Tabula Animata, another Diamond, and a Block of Gold.
Greater 4,096 A masterwork. Demands a Tabula Spiritus, a Weak Blood Shard, and a Spiritus Crystal.
Grand 16,384 The pinnacle of containment.

When upgrading, the Forge draws Spiritus from the gem being crafted before tapping the gem in its Gem Slot. The newly forged gem retains any leftover Spiritus.

A charged gem can also pocket a spawner. Sneak + right-click a Monster Spawner or Trial Spawner with a gem holding at least 200 Spiritus. That Spiritus is spent and the spawner drops as an item carrying its bound creature and settings, ready to be placed elsewhere.

The Spiritus Aura

Demonic Spiritus can also exist in a diffused state throughout the very air. By burning Spiritus in a Vas Maleficum, you release it into the Aura, an invisible miasma that permeates each chunk of the world.

Feed the Vas Maleficum a charged Spiritus Gem, loose Spiritus, or Spiritus Crystals of any Aspect. Crystals are consumed once the chunk's Spiritus dips below 50; loose Spiritus and gem contents are consumed gradually as needed.

Apply a redstone signal and the Vas reverses direction: a Spiritus Gem placed inside is filled from the chunk's Aura instead of drained. The same vessel serves as both deposit and withdrawal point.

The Aura is chunk-based. Spiritus burned in one chunk fills only that chunk, up to a cap of 100 per Aspect.

Measure local concentration with a Spiritus Aura Gauge. To move Spiritus across distances, place a Spira Infernalis: each tick it probes a position 16 blocks away in each of the four cardinal directions. If the probed position holds more Spiritus than the pylon's own chunk, the pylon pulls a small fraction of the difference. The flow equilibrates rather than draining the source dry, so chain pylons from a saturated chunk toward your worksite to ferry Aura over long distances.

This reversal is how an aspected gem is made. Saturate a chunk with a single Aspect, leave an empty Spiritus Gem in a redstone-charged Vas Maleficum there, and the gem takes on that Aspect as it fills.

Aura Gauge

While the Spiritus Aura Gauge rests in your inventory, it projects a spectral reading onto your vision. From top to bottom the bars measure Raw, Ruina, Invictus, Nihilum, and Vindicta. Hold sneak for a precise numerical reading, from 0 to 100 per Aspect.

Spirit Accumulator

The Aura is capped at 100 per Aspect and cannot leave its chunk on its own. The Spirit Accumulator is the reservoir that lifts that ceiling: a floating crystal that holds 1,000 Spiritus of a single Aspect and hands it to the Routing Network on demand.

Making One

The Athanor forges it with a Resonator from an Animus Mote (found only in Demon Realm loot), a Common Spiritus Gem, a Tabula Spiritus, a Raw Spiritus Crystal shard, a Blood Tank, and 2,000 mB of Essentia Vitae.

The chunk it is forged in must also hold 45 Raw Spiritus. A single Raw shard burned in a Vas Maleficum covers that outright, since a shard adds 50 whenever its Aspect sits below 50 in the chunk. Check the Aura Gauge before starting the Athanor.

Attunement

A newly placed Accumulator is unattuned and gathers nothing at all. Right-click it to cycle its Aspect: Raw, Ruina, Nihilum, Invictus, Vindicta, then unattuned again. Crouch and right-click to lock the choice. It only starts drawing once locked.

Right-clicking it with a Spiritus crystal of any Aspect sets that Aspect and locks it in one step, and the crystal is not consumed.

Retuning

A locked Accumulator refuses every other Aspect. To retune it, empty it first: crouch and right-click to vent 50 back into the chunk. Once it is empty, the next crouch-click releases the lock and the Aspect can be cycled again.

Being drained by the network does not release the lock, so a network buffer keeps collecting its Aspect indefinitely. Spiritus cannot be put into an Accumulator by hand.

Moving One

Breaking an Accumulator loses nothing. The dropped item carries its Aspect, its stock and its lock, and setting it down again restores all three.

Skimming

Once locked, the Accumulator draws up to 25 of its Aspect each tick from its own chunk's Aura, but only from the surplus above 30. It never pulls the chunk below that mark.

That floor is low enough that a single crystal burned in a Vas Maleficum, which lifts its Aspect to 50, will feed it. On a saturated farm chunk it also doubles as an overflow catcher: every crystal burned past the 100 cap is captured rather than wasted.

The stored Aspect and amount are visible in Jade, and the crystal's inner core shows the fill level in the Aspect's color; it glows dim while unlocked.

On the Network

An Accumulator is a routing node. It auto-binds within 16 blocks of a network exactly like an Input Node, links by hand with the Node Router, and draws its connection beam from the tip of the crystal.

Whatever it holds becomes available to any Output Node configured for that Aspect. It only gives to the network; skimming its chunk is the only thing that fills it.

Crystallized Spiritus

The Crystallarium Maleficum seeds the first spire of a cluster. Place it with open air above, and once the chunk's Aura holds at least 99 Spiritus of any single Aspect, it spends that Aura over roughly 1,000 ticks to form a single Spiritus Crystal of the chunk's dominant Aspect on its top face.

After that first spire stands, the crystal grows under its own power; the Crystallarium has done its work.

Spires grow whenever the chunk holds at least a trace of the cluster's Aspect, with growth rate scaling against saturation and accelerating as the Aura fills. A chunk's natural cap is 100 per Aspect, though certain Rituals can raise it.

Each new spire costs 45 Spiritus when the chunk's dominant Aspect matches the cluster, and yields 50 when burned in a Vas Maleficum, for a net gain of 5 per spire.

If the chunk's dominant Aspect does not match the cluster, for instance a Raw-dominant chunk feeding a Ruina cluster, the cost rises to 90 Spiritus per spire and growth runs at 60% speed.

Keep the chunk biased toward the Aspect you want to farm. A cluster may grow up to 7 spires tall.

If you carry more than 512 total Spiritus in your inventory, across any gems and any type, you may harvest clusters by right-clicking with an empty hand.

This strips all but the central spire, leaving the cluster to regrow. A pickaxe will shatter the entire cluster at once for the impatient.

Manual harvest yields a modest 5 Spiritus per cluster.

The Five Aspects

Raw clusters feel conflicted, as though warring natures strain against one another within. With the right catalyst, those hidden facets can be coaxed into purer forms.

Aspect Nature
Raw Spiritus Undifferentiated malice.
Spiritus Invictus The unbroken; a fortress of intent that refuses to be undone.
Spiritus Nihilum The final silence; weight without haste, an ending given form.
Spiritus Vindicta The swift reckoning; vengeance taken before the offense is voiced.
Spiritus Ruina The slow undoing; patient decay that wears all things to ruin.

Each Aspect can be burned in the Vas Maleficum just as Raw Spiritus can, feeding the Aura with its particular resonance for your Rituals to draw upon.

Aspect Behavior on Sentient Tools

Each Aspect also transforms the behavior of Sentient Tools and the Sentient Sword:

Aspect Effect on Sentient Equipment
Raw Pure damage increase.
Ruina Strikes may inflict poison or wither. Otherwise identical to Raw.
Vindicta Moderate damage increase, heightened attack speed, and a movement speed boon that intensifies with greater Spiritus reserves.
Invictus Moderate damage increase, and slaying a foe grants you a protective shield of Absorption.
Nihilum The greatest raw damage of any Aspect, at the cost of reduced attack speed.

To fill a gem with a specific Aspect, feed a Vas Maleficum Spiritus Crystals of that Aspect until the chunk's Aura is saturated, then place the empty gem in that same Vas and apply a redstone signal.

A gem holds only one Aspect at a time, and an empty gem takes whichever Aspect the Aura offers first. Where several are present they are taken in a fixed precedence: Raw → Ruina → Nihilum → Invictus → Vindicta.

Any trace of Raw in the chunk will therefore claim an empty gem before any other Aspect is considered. Dedicate a separate chunk to each Aspect you intend to bottle.

Right-click while holding a Sentient Tool to recalibrate it to the dominant Aspect in your inventory. Your tools attune to whichever Aspect you carry in greatest quantity, so ten Ruina in one gem and a thousand Raw in another means the blade remains Raw.

The Hellfire Forge itself accepts any Aspect for crafting, so there is no need to juggle multiple gems between stations.

Spiritus Catalysts

Five catalysts exist, one for each Aspect: Raw, Ruina, Nihilum, Vindicta, and Invictus. Each is forged in the Hellfire Forge and serves two purposes.

Bootstrapping Aspected Crystals

A Crystallarium Maleficum will only grow Raw clusters until the chunk's Aura is dominated by a different Aspect, but that demands aspected crystals you do not yet possess.

The catalyst breaks the cycle. Right-click a fully-grown Raw cluster with an aspected catalyst (Ruina, Nihilum, Vindicta, or Invictus) and the cluster transmutes into the catalyst's Aspect, restarting at age zero. The catalyst is consumed.

Transmutation also demands one Animus Mote be present in your inventory. The mote splinters the cluster's natures into a single focused Aspect.

Animus Motes drop from Daemonium Animaris in Standard Dungeons, and appear in Standard Dungeon chests. Four motes are enough to seed every Aspect lineage; thereafter you only need them for new farms.

Once you have one aspected cluster of a given Aspect, burn its harvested shards in a Vas Maleficum to make that Aspect dominant in the chunk. The Crystallarium will then form new clusters of that Aspect natively, with no further motes required.

Accelerating Existing Clusters

Right-click a cluster with a matching-Aspect catalyst, such as a Ruina catalyst on a Ruina cluster, and the cluster's growth is supercharged.

Per-spire Spiritus cost drops from 45 to 25, and growth accelerates tenfold. One dose fuels ten spires, netting +200 Spiritus per catalyst versus passive aura growth. A second dose extends the effect to twenty growths total.

Same-aspect acceleration does not consume an Animus Mote.

Automation Loop

Pair the catalyst with the Crystallum Fractura ritual for a hands-off farm. The ritual auto-harvests fully-grown clusters, doubles crystal growth speed, and amplifies any Spiritus injection by +25% across the chunks in range.

With the Master Ritual Stone attuned via the Ritual Configurator, carry exactly one aspect crystal in your hotbar in SET_WILL_CONFIG mode. The +25% injection bonus is biased toward any Aspect you choose.

A modest Routing Node arrangement can then ship harvested shards back into a Vas Maleficum to maintain saturation, closing the loop.

Spiritus Infusion

Through the Hellfire Forge, a practitioner can bind a Spiritus Gem directly into a piece of equipment, granting it the ability to store Spiritus internally.

Gem Tier Spiritus Capacity
Petty 64
Lesser 256
Common 1,024
Greater 4,096
Grand 16,384

Place any wearable armor, tool, weapon, or shield alongside a Spiritus Gem in the Hellfire Forge to infuse it; the gem is consumed.

Infused equipment stores Spiritus directly, drawn upon by Sentient Tools and other Spiritus-consuming effects just as it would be from a gem in your inventory.

A colored bar at the top of the item icon indicates current charge level; bar color reflects the Aspect stored. Recharge via a Vas Maleficum or by absorbing monster souls.

Blood Mending

Bind the restorative power of Essentia Vitae directly into equipment. An item imbued with Blood Mending slowly knits itself back together, drawing EV from the wielder's Anima each second.

The enchantment requires a bound Orb of Vitae in the practitioner's inventory and sufficient reserves to function; only worn armor and held items benefit.

Place the item to enchant in the Hellfire Forge alongside a Tabula Robur, Lapis Lazuli, and Nether Wart.

The forge requires a minimum of 200 Spiritus and consumes 400 Spiritus in the process. The item retains all of its existing enchantments and properties.

Alchemy Arrays

Before sigils, before rituals, before the great workings of Vitaemancy were ever conceived, there was the Alchemy Array. A simple circle of intent, waiting for a purpose to be given form.

Inscribed with the Arcane Scribe Tool upon bare stone or earth, the array is the most fundamental expression of power. While its workings may appear humble beside the great rituals of advanced Vitaemancy, almost every practitioner begins their journey by learning to shape these simple circles.

Inscribing an Array

Hold the Arcane Scribe Tool and press Use upon a solid surface. Each inscription consumes one charge; the tool holds twenty uses before wearing out.

The empty array is inert. Click it with an item to place the base component. If the base is recognised, the design shifts to reflect what is being summoned.

A second item placed becomes the catalyst. If both components are valid, the array awakens and its working begins. Both components are consumed as the array activates; nothing remains but the result of the working.

Tip: The Arcane Scribe Tool can inscribe arrays directly into water source blocks, which makes the Undertow Array possible without draining a pool first.

Most Sigils, reagents, and bindings begin their existence within a crafting array.

Dyeing the Array

The arcane lines are not bound to their natural colour. Combine an Arcane Scribe Tool with any vanilla dye in a crafting grid, using any two slots, and the tool takes on the dye's hue.

Inscriptions drawn with the tinted tool render in that colour. The geometry remains unchanged; only the pigment shifts.

The tint travels with the tool rather than the dye, so a single dyeing is enough for as many arrays as the scribe's remaining charges will allow. Combine the tool with a different dye to repaint it.

The catalyst items consumed by the array work exactly the same regardless of colour. Dyeing is purely cosmetic and does not change or select recipes.

Already-inscribed arrays retain whatever colour they were drawn with. To recolour an existing array, break it and re-inscribe it with a freshly tinted scribe. Breaking an array returns no items.

Crafting Arrays

Crafting Arrays are among the simplest expressions of the art. The array inscribes the essence of the base onto the catalyst, transmuting both into something new.

A brief, elegant animation accompanies the transformation. Some recipes require only common materials; others demand reagents from the Tabula Vitae or beyond.

Defensive Arrays

Array Effect
Spike Array A cruel ward: any living creature that steps onto it suffers a full heart of damage. Nearly invisible once inscribed, making it ideal for defending passages or feeding automated arrangements.
Repulsion Array An invisible ward that pushes hostile creatures away in a 5-block radius. Crafted from iron and lapis, accessible to apprentices.
Deflection Array Projects a column of protective force roughly 6 blocks tall and 3 blocks wide above it, reflecting any projectile that passes through back the way it came. Requires a Tabula Animata and a diamond.
Spirit Siphon Array Combines Spike's cruelty with a deeper purpose. When a non-player creature steps onto it, the array deals a heart of damage and releases 0.5 units of Raw Spiritus into the surrounding chunk. Has a brief cooldown; players are immune. Requires a Tabula Animata.
Vortex Sigil

A drawing array that pulls every living thing within 8 blocks toward the block immediately below it, at roughly rocket-boosted-elytra speed.

Upkeep: Approximately 0.2 EV/sec from the owner's Anima, with a 1% chance per tick to draw 1 EV. The pull pauses on any tick the network cannot pay.

Ignored Entities: Creative and spectator players, any practitioner holding an Orb of Vitae of any tier in either hand, and anything inside the radius while a redstone signal is applied to the array.

Inscribed from a Tabula Robur plus a Blood Pearl, created by transmuting an Ender Pearl on a Tier 1 Ara Vitae.

Environmental Arrays

Array Effect
Tempest Array Commands the weather, toggling rain on or off at a cost of 500 EV from the owner's Anima. Consumed on use.
Growth Array Coaxes nearby crops and plants to grow faster in a 2-block radius, applying a gentle acceleration each second.
Freeze Array Converts nearby water sources to ice and covers exposed solid ground in a thin layer of snow within a 3-block radius. Dissipates once everything in reach is frozen.
Undertow Array

Scribed with Kelp and awakened by Redstone Dust. Opens a Vitaemantic current through the open column of air directly above the glyph, lifting or drowning any entity that enters.

Right-click with an empty hand to reverse the flow; the array remembers its direction across world reloads.

Strength scales with additional Redstone in the redstone slot, which controls acceleration, and Kelp in the kelp slot, which controls terminal velocity.

Right-click the array with additional ingredients to stack them.

Movement and Transit Arrays

Array Effect
Speed Array Launches entities horizontally in the direction they face.
Updraft Array Hurls entities skyward with considerable force.
Teleposition Array

Folds space between two aligned glyphs for a seamless vertical elevator.

Place at least two arrays directly above one another on the same block column, at any distance up to 64 blocks.

Jump while standing on an array to teleport upward to the next array above. Sneak to descend to the nearest array below.

Multiple arrays can be chained together for multi-floor shafts. Each search is limited to the same X/Z column, so precise alignment matters.

Time Arrays

Array Effect
New Dawn (Day) Advances the world to the next sunrise. Consumed on use.
True Twilight (Night) Draws the world forward to the next sunset. Consumed on use.

Redstone Arrays

Array Effect
Signal Array Outputs a redstone signal from 0 to 15 proportional to the EV stored in the owner's Anima, scaling linearly up to 1,000,000 EV. Requires a bound Arcane Ash to function.
Trigger Array Emits a brief half-second redstone pulse whenever a mob or player steps on it. Like a pressure plate, but nearly invisible.

Utility Arrays

Array Effect
Collection Array Draws dropped items within 2 blocks toward its centre. Place it atop a chest and collected items deposit directly inside.
Light Array Hangs 25 invisible full-strength lights in the open air one block above itself, filling a radius-3 diamond. A redstone signal takes them down; cutting the signal puts them back. Breaking the array removes them unless you have fed it a block of Glowstone to make them permanent.
Furnace Array Transmutes raw materials dropped nearby into their smelted forms, costing 10 EV per stack from the owner's network. Items within its radius will not despawn while awaiting processing. All valid stacks are processed simultaneously, with cook times matching a standard furnace.
Endless Fountain Array

Scribed with a Block of Lapis and awakened by a Sea Pickle. Pipes water into every fluid container touching its six faces.

Every 5 ticks it deposits up to 6 buckets, spread evenly across neighbouring containers. Only whole-bucket fills commit.

The cache of adjacent tanks reacts instantly to neighbour changes and backs off progressively when every tank is full, displaying a slate-gray particle puff to signal the stall.

A redstone signal parks the array completely.

The Light Array

The Light Array fills a radius-3 diamond, covering 25 blocks one block above itself with invisible light blocks, each at full strength.

It only fills open air, so it will not push lights into your walls, and it re-checks the space every time it lights up.

  • Redstone: A signal takes the lights down; cutting the signal puts them straight back. Handy for a room you want dark on demand.
  • Persistence: Right-click the array with a block of Glowstone to fix the lights in place. The Glowstone is consumed, and from then on the lights remain when the array is broken, allowing you to light a build and take the array with you.
  • Clearing Left-Behind Lights: A Light Array adopts any light blocks already sitting in its diamond. Scribe a fresh array on the same spot and break it, and the old lights go with it. The same is true of a light block placed by hand.

Companions

Array Effect
Array of Loyal Friends

A restorative circle that summons all your tamed companions to your side.

Living pets within range teleport in and are ordered to follow you. Fallen pets are restored to full health at the array's location, though they lose any items they were carrying.

Costs 5,000 EV from your Anima. The nearest player within 8 blocks is treated as the owner.

Crafted with Lead as the base and Tabula Robur as the catalyst.

Sigil and Equipment Inscriptions

Many of the most important workings in the discipline are inscribed via Alchemy Arrays.

  • All Sigils. Sigil arrays use a Reagent base and a Slate catalyst.
  • The Training Bracelet, used for controlling Sentient Armor learning.
  • The Ritual of Binding, which turns iron armor into Sentient Armor. This uses a Binding Reagent as the base and an iron armor piece as the catalyst.

Alchemy Arrays are the first language of Vitaemancy. Every greater working begins with the same principle: intention given shape, power given purpose, and a circle waiting for the will to awaken it.

Athanor and Materials

The Athanor is no ordinary furnace. It is a vessel of transmutation, where heat, matter, and Vitaemantic power converge. To the untrained eye it may resemble a simple alchemist's furnace, but within its core even the substance of creation can be unmade and reforged.

The Athanor is the alchemist's furnace, a vessel of transmutation that transcends mere smelting. Within its core you may quintuple ore yields, revert Orbs of Vitae, unmake Netherite and Reinforced Runes, and most critically distill Weak Blood Shards from Saturated Tau.

Note: Most tools placed in the Athanor degrade over time, but Unbreaking or Mending enchantments will slow or halt their decay.

Operating the Athanor

The Athanor is sided, much like a common furnace.

  • Tools may only enter or exit from the top.
  • Inputs are accepted from the sides.
  • Outputs emerge from the bottom.

Keep this geometry in mind when placing your Hoppers or Routing Nodes; an automated Athanor is the heart of any serious ore-processing chain.

It accepts only two fuel sources: the Primitive Fuel Cell, a Block of Coal worked in a recipe, or a Lava Crystal.

The Primitive Fuel Cell endures for 128 individual operations, more than double what its Block of Coal would yield in a furnace, and wears down only when completing a craft so nothing is wasted.

The Lava Crystal is a shard of imprisoned heat born from molten rock and sustained by your Anima. Placed in any furnace, it becomes an inexhaustible flame, drawing 50 EV per item smelted. Each operation takes ten seconds and processes one item per cycle.

Spiritus Sensitivity

The Athanor is sensitive to the Raw Spiritus saturating the surrounding chunk.

Raw Spiritus Athanor Speed
0 Half speed
100 Double speed

As Raw Spiritus builds toward 100, the Athanor accelerates from half speed to double speed at full saturation.

While crafting, there is a 5% chance per second that the Athanor consumes 1 Raw Spiritus from the chunk. Keep Spiritus Crystals growing nearby to replenish what it consumes.

Some advanced recipes require a specific amount of Spiritus in the chunk to craft. The Athanor's interface shows a gauge with current Spiritus levels and a red overlay marking how much is needed.

If the chunk lacks sufficient Spiritus, the Athanor stalls and emits dark particles until the deficit is replenished. Spiritus costs are consumed on craft completion, not during progress.

The Sanguine Reverter

Forged in the Hellfire Forge, the Sanguine Reverter is a tool of unmaking. It peels away the enchantments of creation, reducing Orbs of Vitae, Netherite, and Reinforced Runes back to their constituent materials.

It is also the instrument by which Weak Blood Shards are born from Saturated Tau.

Reversion targets include:

  • Novicius, Discipulus, Veneficus, and Magus Orbs of Vitae
  • Netherite Ingot
  • Any Reinforced Rune, returning it to its base materials and making it invaluable when restructuring your altar.

Disenchanting

The Reverter also strips enchantments.

Place a stack of plain Books and a single enchanted item, such as gear, a tool, or an enchanted book, in the Athanor's inputs.

Each operation lifts one enchantment onto a fresh enchanted book and removes it from the item, costing 5 Raw Spiritus and 100 mB of Essentia Vitae per enchantment.

Once the item has no enchantments left, it drops to the output.

The process runs only while you have books available to receive enchantments and sufficient output space to hold them.

Ore Processing: From Vein to Ingot

You have two paths, and you choose by tempo. The Tabula Vitae doubles your ore in a single quick step. The Athanor is slower but far more rewarding.

Its unified refinement chain yields 5 ingots per Silk-Touched ore block and 3 per raw ore at the floor, with further increases possible when Raw Spiritus saturates the chunk.

Cutting Fluids

Cutting Fluid is the universal reagent for every Athanor ore-processing step, prepared in the Tabula Vitae. Three grades exist:

Fluid Effect
Basic Cutting Fluid The baseline. A Bottle of Water may substitute for the Water Sigil in the recipe.
Intermediate Cutting Fluid Endures 8× as long, hastens the Athanor's work by 50%. Requires Tau Oil from the Demon Realm.
Advanced Cutting Fluid Persists 64× longer, doubles crafting speed, and doubles bonus-yield probability. Requires Hellforged Dust from the deepest Demon Realm.

The Refinement Chain

A single path carries material from raw rock to finished ingot. Every step is driven by Cutting Fluid except the Resonator stage.

  1. Ore block + Cutting Fluid = 5 Ore Fragments.
  2. Raw ore + Cutting Fluid = 3 Ore Fragments.
  3. Each fragment + Resonator = 1 Ore Gravel, with a 50% chance of a Tiny Corrupted Dust byproduct.
  4. Each gravel + Cutting Fluid = 1 Metal Dust.
  5. Each dust smelted in any furnace = 1 ingot.

The Resonator is forged in the Hellfire Forge. Reinforced and Hellforged Resonator variants are far more durable; the Hellforged variant also doubles the Corrupted Dust byproduct rate.

Corrupted Dust

The Resonator step throws off Tiny Corrupted Dust as a side product. There is a 50% chance per fragment, doubled by the Hellforged Resonator, so it builds up naturally as you refine ore.

It currently has two uses, with more planned:

  • Simple Keys: Two iron ingots and a single Tiny Corrupted Dust worked in the Hellfire Forge make a Simple Key, which is in turn an ingredient of the Mine Entrance Key. See The Endless Dungeon for what those keys open.
  • Richer Ore Yields: Combine four Tiny Corrupted Dust into one full Corrupted Dust at a crafting table, then refine an ore fragment with it in the Tabula Vitae. The fragment yields 2 Ore Gravel instead of the Resonator's 1. Corrupted Dust is the catalyst that pushes refinement beyond the standard chain.

Future Materials: Further corrupted-material crafts, including Corrupted Coal, Iron, and Debris, are planned for a future update. It is worth banking any spare dust against them.

The Spiritus Boost

When Raw Spiritus saturates the chunk in which the Athanor sits, every ore-to-fragment craft gains a chance to yield one extra fragment. The chance scales with chunk saturation.

Raw Spiritus in Chunk Bonus Chance
Below 5 0% — no bonus
5 33%
50 (midpoint) ~67%
100 or higher 100% — always +1

Scaling is linear between the thresholds.

Each successful bonus has a small 2.5% chance to consume 1 Raw Spiritus from the chunk, so heavily saturated chunks deplete slowly under heavy industry. Pair an Athanor with a Spiritus Crystal array to keep the well topped up.

At full saturation the Athanor effectively yields 6 ingots per Silk-Touched ore block or 4 per raw ore before any further bonus from Advanced Cutting Fluid.

Yield Summary

Input Floor
(No Spiritus)
Cap
(100+ Raw Spiritus)
Ore block (Silk Touch) 5 ingots 6 ingots
Raw ore 3 ingots 4 ingots
Ore block via Tabula Vitae 2 ingots 2 ingots (no scaling)
Ore block via vanilla furnace 1 ingot 1 ingot

The Hydration Cell

Fitted with a Primitive Hydration Cell, the Athanor becomes a font of elemental water. Supply it with Water, or the cell thirsts in vain.

Among its uses:

  • Saturated Tau → Weak Blood Shard, requiring Essentia Vitae and forming the keystone production chain for Tier 3 altar capstones.
  • Sand → Clay.
  • Terracotta → Clay.
  • Dirt → Mud.
  • Concrete Powder → Concrete for all sixteen hues.
  • Strips dye from beds, wool, carpets, and glass, returning any colour to white or clear.
  • Cultivates moss on cobblestone, stone bricks, and their stair, slab, and wall variants.
  • Hastens copper oxidation through every stage, including blocks, cut copper, stairs, and slabs.

Bloodstone Bricks

Bloodstone Bricks are stone saturated with crystallised life force. Dark, warm to the touch, and unsettlingly alive, they mark the point where Vitaemancy ceases to merely shape matter and begins to permanently alter it.

Beyond their unsettling beauty, Bloodstone Bricks serve as the capstones for the Tier 3 Ara Vitae.

Their creation requires Weak Blood Shards, obtained by placing Saturated Tau in the Athanor with the Sanguine Reverter. The Saturated Tau itself comes from the Demon Realm.

See Ara Vitae and Runes for the tier-construction chart.

Bucket of Essentia Vitae

Essentia Vitae is potent within the Ara Vitae, but it can also be poured into the world.

Place an empty Bucket in the Ara Vitae while it holds at least 1,000 EV, and the altar fills the vessel in moments. One unit of EV equals one millibucket.

Useful for filling a moat around your Incense Altar, or for any working that calls for liquid lifeforce.

It is emphatically not blood. Blood would have coagulated long ago.

The Endless Dungeon

The veil between worlds is thinner than scholars like to admit. Cut deeply enough, and you can step through.

The Demon Realm is a dimension unto itself and reached only through bloodletting. Once across the threshold, you find yourself wandering corridors of pale-blue Demon Stone, past sealed doors, hostile Daemonium, and treasures that no surface mason ever built a chest for.

Reaching the Realm

Two Rituals puncture the veil, and they correspond to two distinct depths of the dungeon.

Ritual Tier Destination
Breaching the Edge of Demon Realm II The Antechamber (lobby, Starter tier)
Highway to Hell III The Endless Realm (Endless tier, persistent)

A successful ritual leaves an Inversion Pillar standing where the diagram once sat. Touch it and the pillar drags you across the threshold, depositing you in front of a mirror pillar on the other side; that mirror is your way home.

Warning: Memorise the location of the return pillar before you begin exploring.

The Antechamber

The Tier II ritual lands you in the Antechamber, the outermost vestibule of the Demon Realm. It is small, deliberately so, and serves as a tutorial pocket before the real dungeon opens up.

Expect:

  • A solitary chest, sometimes containing Simple Dungeon Keys.
  • Several Doorways, each barred by a Dungeon Seal. Present a key to a seal to break it; the chamber beyond unlocks for you. A seal with nothing left behind it burns out instead, going dark to mark that route as spent.
  • A second Inversion Pillar that returns you to the overworld.

Each sealed chamber may hide treasure, traps, dormant rituals, or angry Daemonium.

The spoils to look for here include enchanted books, enchanted weapons and armour, anointments, Spiritus essences, potion ingredients, Tau Fruit, Saturated Tau, and Tau Oil.

The pale stonework of the Antechamber is itself an item; if its aesthetics suit your base, help yourself.

Warning: Demon Stone is aggressively transmutative. Combining it with ordinary stone yields more Demon Stone, never the reverse.

The Endless Realm

The Tier III ritual skips the vestibule and drops you directly into the Endless Realm, the heart of the dimension. The air is thicker here, the shadows deeper, and the chambers are far more dangerous.

You emerge before an Inversion Pillar with a lone chest left by some prior explorer who, judging by the chest still being there, did not leave by choice.

The realm generates as a procedural jigsaw structure: hand-authored NBT rooms stitched together along a graph of corridors, with sealed seal-doors at every junction.

Every visit is laid out differently, but the underlying rooms are the same set of curated pieces, so you learn the building blocks even as the maps shuffle.

As you explore deeper, tile difficulty escalates; rooms further from the entry pillar carry tougher trial spawners and richer loot.

Two Warnings, Two Milestones

The realm itself narrates your progress through dungeon-wide messages, so pay attention.

Strange noises and creatures begin to stir in the depths...

This signals that a Spatial Distortion has manifested somewhere in the dungeon.

Spatial Distortions are fractures in the architecture, marked by erupting tendrils of void energy and an ominous sound when their chamber is first unsealed.

They never appear in the Antechamber; they are exclusive to the Endless Realm proper.

Each distortion conceals one of two things: either an entrance to The Mines or the sealed chamber of the Foreman.

A monstrous roar echoes through the corridors...

The Foreman's chamber has manifested.

Like the mine entrance itself, its door yields only to a Mine Entrance Key, and what lies inside is The Foreman, a vastly empowered Daemonium Doloris.

Stat Value
Health 600 HP
Damage 25
Armour 16
Boss Bar Full boss bar

Slay it and claim the clutch of Mine Dungeon Keys it drops. The deeper workings of the Mines then open to you.

The Mines

The Mines are a significant escalation. Veins of Demonite Ore thread the walls here, the only naturally occurring source of the Hellforged metal used in Tier V Ara Vitae construction and the most advanced potion-craft.

Within the Mines, the Mine Dungeon Keys wrenched from the Foreman open the remaining sealed doors.

Alongside Demonite, you may pull enchanted armaments, anointments, potions, and rarer spoils from chests.

Spent Seals

Not every doorway leads somewhere. The realm assembles itself around you as you open it, and a seal can end up hemmed in on all sides with no chamber left that will fit behind it.

Present a key to one of these and the seal simply dies: its glow drains away to a dull, lifeless gray, and it will not open again for any key you carry.

Note: Your key is not consumed when attempting to open a spent seal, so nothing is lost but the walk.

The darkened seals are worth reading as a map. Anywhere you see one, you have already exhausted that direction, and your remaining keys are better spent on doors that still burn.

A spent seal is not a dead end for the dungeon itself; it counts as resolved, and the realm carries on toward the rift below.

The Spatial Rift

Once every sealed doorway in the dungeon has been opened or collapsed, a Spatial Rift tears open near the exit portal.

Dark blood-tendrils radiate from the fracture. Step into it and you are transported to a brand new Endless Realm, freshly generated, with its own keys to find and its own Foreman to kill.

A return portal in the new dungeon leads back to the previous one; the standard Inversion Pillar always takes you home.

The Endless Loop: This process is infinite. Each rift leads deeper.

Dungeon Keys

All keys, whether crafted or found, are listed below. See Hellfire Forge and Sentient Equipment for crafting information.

Key Source Opens
Simple Dungeon Key Antechamber and dungeon chests, or forged in the Hellfire Forge (2 Iron Ingots + Corrupted Dust) Ordinary sealed doors
Standard Dungeon Key Found in dungeon chests Sturdier standard rooms
Mine Entrance Key Forged in the Hellfire Forge (Tabula Animata + Echo Shard + Diamond + a Simple Dungeon Key), or found in standard-dungeon chests The Mines entrance and the Foreman's chamber
Mine Dungeon Key Dropped in a clutch by The Foreman boss The deeper sealed doors inside the Mines
Boss Key A unique, uncraftable key concealed by Spatial Distortions Boss, special, and treasure rooms

The Mine Dungeon Key and the Boss Key cannot be crafted; they are only wrested from their guardians or pried from a distortion.

One wonders why the demons never thought to pick the locks themselves.

Dungeon Eyes

Set into the walls of the Endless Realm and gleaming with a pale, unwavering light, Dungeon Eyes illuminate the corridors with no fuel or flame.

Whether they are sentinels or mere decoration is unclear; what is certain is that they are valid light sources you can claim and place yourself.

Variants exist tinted by Raw, Ruina, Nihilum, Invictus, and Vindicta Spiritus.

Consult JEI for crafting recipes.

Rare Spoils: Intricate Hellforged Parts

Delve deep enough and fortune may yield Intricate Hellforged Parts.

These rare components double the potency of an existing rune, effectively giving you the runic output of two Ara Vitaes from a single structure.

They are among the most coveted drops the realm offers, and they cannot be crafted; only found.

Practical Advice

  • Do not enter without a full Tier III Anima and a tested Sigil loadout.
  • Bring more food than you think you need. The realm offers Tau Fruit and demon meat, but both come with strings attached.
  • Carry a spare Mine Entrance Key; both the Mines entrance and the Foreman's chamber demand one.
  • The Blood Lantern does not ward spawns inside the dungeon dimension. It is a surface tool only.
  • When the realm starts speaking to you, listen. Both warnings are mechanical signals, not flavour text.

Cross the threshold once. You will come back. The realm has a way of keeping its guests interested.

Daemonium Bestiary

Know your enemy. Then harvest it.

The corridors of the Endless Dungeon are patrolled by a roster of ten custom demons, collectively known as the Daemonium. They emerge from trial spawners scaled by player count and drop unique trophy materials.

Shared Behaviors

Every Daemonium shares a handful of mechanical tells.

  • Spawn invulnerability. For the first 50 ticks (2.5 seconds) after spawning, a Daemonium plays a spawn animation and cannot be damaged. Trial spawners drop their occupants directly on top of you; do not waste your first sigil charge.
  • Attack self-stun. Heavy attacks freeze the demon's movement for the duration of the animation. This is your tell and your window.
  • Layered sound design. Spawn, attack, hurt, and death events stack several vanilla sounds at once. The audio is the cleanest indicator of which attack is incoming.

Tip: Learn the attack animations and sound cues. Most Daemonium attacks leave a short window where the creature cannot move, giving you an opportunity to strike or reposition.

Threat Tiers

Tier Demons
Fodder Cruoris, Pestis, Animaris, Rancoris
Standard Voraxis
Elite Corrodis, Fervidis, Doloris
Apex Ignis, Glaciaris

Shared Drops

Drop Source Use
Tainted Flesh All Daemonium Risky food and crafting base
Unique Trophy Per species Locked recipes in the Hellfire Forge

See Dungeon Mechanics for what Tainted Flesh does and how to refine it into something less hostile to your liver.


Fodder Tier

Daemonium Cruoris — The Blood Demon

30 HP, 5 damage.

Cruoris has three attacks: left claw, right claw, and a leap attack that closes a 3–10 block gap at 1.5× damage.

The leap fires roughly 40% of the time at the edge of melee range. Bait it, sidestep it, and the demon suffers 75 ticks of self-stun.

Its walking and running stance shifts visibly when committing to a charge.

Drops: Gore-Clotted Fang, Tainted Flesh, Rotten Flesh.

Daemonium Pestis — The Pestilence Spider

30 HP, 6 damage, negligible armour.

Pestis has two attacks: a fang bite and a shadow lunge that dashes through the gap and bites again at the far end.

Both attacks inflict Poison II for 5 seconds.

Warning: Pestis are individually fragile, but they swarm. Poison stacks can kill you considerably faster than their direct attacks.

Bring milk or a suitable flask to deal with the poison.

Drops: Venomgland Sac, Tainted Flesh, Spider Eye, String.

Daemonium Rancoris — The Spite Phantom

The dungeon's common ranged threat. Most archery-flavoured trial spawns produce Rancoris; roughly one in ten produces a Slime of Vitae instead.

45 HP, 6 damage.

Rancoris is a spectral ranged attacker with two attacks:

  • Spectral Bolt: A single tracking projectile that applies Slowness I for 3 seconds.
  • Ectoplasmic Burst: An area-of-effect attack at the target's feet dealing 1.5× damage and applying Slowness II for 5 seconds.

Rancoris will kite across the room, forcing you to close the distance or risk taking the burst at point-blank range.

Drops: Ectoplasmic Residue, Tainted Flesh, Arrows, Bone.

Daemonium Animaris — The Soul Wraith

30 HP, 7 damage.

Animaris is a flying, partly-phasing Daemonium capable of drifting through walls and passing directly through your guard.

It charges straight through targets and reorients itself on the other side, making it awkward to hit cleanly.

Its low health is the main mercy.

Drops: Animus Mote, Phantom Membrane (rare).

Slime of Vitae

Sometimes summoned in place of Rancoris from the same trial spawners.

A blood-red slime formed from coagulated Essentia Vitae. Touching it slows you, while its death detonation deals raw magic damage in an AoE.

The Slime of Vitae is magic-immune; physical attacks are required.

Warning: Four small Slimes of Vitae can merge into a larger variant. Kill them quickly before they have a chance to clump together.


Standard Tier

Daemonium Voraxis — The Voracious Oni

60 HP, 8 damage, 6 armour, 0.28 movement speed.

Voraxis is the first demon that genuinely begins to tank damage.

It has two attacks: left slash and right slash. Both apply Hunger II for 5 seconds.

Extended Voraxis fights can force you to eat mid-combat, which is exactly when their companions will begin closing in.

Drops: Hollow Gut, Tainted Flesh, Leather, Raw Demonite (rare).


Elite Tier

Daemonium Corrodis — The Wither Knight

100 HP, 8 damage, 15 armour, 0.28 movement speed.

Corrodis has three attacks: a sweep, a double sweep, and a two-phase slam with a wider attack arc.

Every hit applies Wither, while the slam additionally applies Weakness for 5 seconds.

Tip: Armour-piercing weapons or suitable anointments are the cleanest counter to Corrodis's high armour.

Drops: Blight Marrow, Raw Demonite, Tainted Flesh, Bone, Wither Skeleton Skull (rare).

Daemonium Fervidis — The Undying Brute

150 HP, 12 damage, 10 armour.

Fervidis has three modes:

  • Decay Swing: Basic melee attack.
  • Revenant Smash: Leap slam dealing 1.5× damage.
  • Bear Stance: A defensive posture granting Resistance II for 2.5 seconds and near-invulnerability.

Warning: Do not waste cooldowns or powerful attacks while Fervidis is in Bear Stance. Wait for the defensive stance to end before committing to your attack.

Drops: Revenant Plate, Gore-Clotted Fang (rare), Raw Demonite, Tainted Flesh, Gold Ingot.

Daemonium Doloris — The Wendigo of Pain

200 HP, 10 damage, 8 armour, 0.24 movement speed.

Doloris is a two-phase Daemonium and is also the species used for the dungeon boss.

Phase 1 cycles through Combo 1, Combo 2, and a leap slam dealing 1.5× damage.

Below 50% HP, Phase 2 unlocks Combo 3, consisting of an upward slash followed by a spin that applies Wither II.

Phase 2 also introduces the ghost howl, briefly phasing Doloris out of reality before it counter-attacks.

Tip: The phase transition has a distinct sound layer. Back off when you hear it and prepare for the new attack pattern.

Drops: Frozen Marrow Shard, Ectoplasmic Residue (rare), Raw Demonite, Tainted Flesh, Ice.

The Foreman

The Foreman is a unique Daemonium Doloris variant that spawns once per dungeon inside the sealed Foreman's chamber.

Statistic Value
Health 600 HP
Damage 25
Armour 16
Armour Toughness 8
Boss Bar Vanilla boss bar
Drop Mine Dungeon Keys

The Mine Dungeon Keys open the deeper sealed doors inside the Mines.

Warning: Treat the Foreman as a boss fight, not an elite encounter. Bring appropriate Sigils and Sentient Weaponry; attempting it while under-equipped is likely to end badly.


Apex Tier

Daemonium Ignis — The Fire Demon

60 HP, 6 damage, 7 armour.

Ignis is fire-immune and has permanent Slow Falling.

It has three attacks chosen according to range and attack arc:

  • Fireball: Used at long range. Fires a Large Fireball at 1.5× velocity.
  • Ground Slam: Used when in front of Ignis and within 4.2 blocks. Creates an AoE at your feet and ignites you for 5 seconds.
  • Sword Slash: Used at other ranges below 25 blocks. Applies Slowness IV for 3 seconds, followed by four hits over 16 ticks. Each hit resets your invulnerability frames and refreshes the fire effect.

Warning: The Slowness from Sword Slash locks you into the multi-hit attack. Stay off-arc when close, use cover when far, and avoid the middle range where Ignis has the most options.

Drops: Cinder Heart Fragment, Tainted Flesh, Blaze Rod (rare).

Daemonium Glaciaris — The Ice Colossus

250 HP, 10 base damage, 8 armour, 0.2 movement speed.

Glaciaris is the single most dangerous creature in the dungeon.

It possesses six distinct attacks:

Attack Effect
Basic Ice Projectile Deals 10 damage and applies Slowness II for 2 seconds.
Ice Beam Channels for approximately 5 seconds, dealing 0.25 damage per tick while repeatedly refreshing Slowness III. Locks disengagement.
Rose Toss Throws an ice rose dealing 10 damage and applying Slowness III for 3 seconds.
Shards Burst Close-range AoE dealing 15 damage and applying Slowness IV for 3 seconds.
Wall Summon Creates a temporary ice wall and ice golem for area denial.
Mist Phase Grants 20 seconds of full invulnerability while Glaciaris repositions.

Warning: Plan the fight around the Mist Phase. Glaciaris cannot be damaged during this period, so use the opportunity to reposition, recover, and prepare for its return.

Glaciaris drops the rare Permafrost Core, required for some of the most powerful Hellfire Forge recipes, including the Sigil of the Damned.

Drops: Permafrost Core, Frozen Marrow Shard (rare), Raw Demonite, Blue Ice.


Every demon leaves something behind. Flesh, bone, essence, or something rarer. The wise Vitaemancer does not merely survive the dungeon — they learn what each creature can provide.