Blasters and Spirit 1.21.1 - Herbertofury/Advent-of-Ascension GitHub Wiki
Blasters and Spirit: manage charge, cost and recovery
Open the item browser · Staff rune preparation · Gun ammunition

Scope: 56 released blaster registrations in Minecraft 1.21.1 / AoA 3.7.16.1. Configured damage, shot interval, Spirit cost, charge-up input and durability are joined from released builders and item factories. These are not measured DPS, beam ranges or wall-clock firing timings.
Before a fight
- Check your weapon’s base Spirit cost, not a bullet or staff-rune requirement copied from another weapon family.
- Check charge-up and interval separately. They are different fields used at different points of the firing path.
- Read the current Spirit meter and allow a recovery margin. Do not assume you begin every encounter at the configured maximum.
- Test the actual spell or projectile. A zero damage input can accompany a special effect rather than an empty weapon.
- Check enchantments, armour and modified components before calculating how many shots you can afford.
How Spirit recovers in the inspected release
The released Spirit resource JSON sets maximum 200, passive regeneration input 0.04 per tick, damage-based regeneration input 0.4 per eligible damage, and inverse-health regeneration modifier 3.5. Active data can replace these settings.
The released health scaling is 1 + (1 - currentHealth / maximumHealth) × (3.5 - 1) with those stock settings. That factor multiplies either the passive input or the eligible-damage input.
| Health fraction | Stock factor | Passive input per tick | Input from 10 eligible damage |
|---|---|---|---|
| Full | 1 | 0.04 | 4 |
| Half | 2.25 | 0.09 | 9 |
| Quarter | 2.875 | 0.115 | 11.5 |
These are arithmetic examples from the inspected configuration and method, before capacity clamping. They are not measured recovery rates and do not imply that taking damage is a safe strategy. Actual elapsed time depends on game ticks.
The damage-triggered path excludes sources in aoa3:no_spirit_regen. The bundled tag lists optional AoA vulcane, energy-projectile, magic-projectile, magic-effect and energy-effect types, vanilla explosion/player-explosion/fireworks, and the neoforge:is_magic tag. Tag membership can change with active data. Do not assume every blaster hit refills the Spirit it just spent.
Why the base cost may differ from actual payment
The released cost path applies Spirit-consumption enchantment processing, then multiplies by 1 + modifiedAmmoCost × 0.3. A full Ghoulish armour set applies a further 0.7 factor. Creative shot-consumption handling and non-player cases have their own branch. The table retains the base component value instead of silently guessing the player’s final cost.
Charge-up versus repeated shots
The inspected use path checks the appropriate hand, blocking and attack-strength state, relevant off-hand restrictions and available Spirit before starting use. The server tick path has a charge-minus-two guard, checks the player cooldown and attempts payment before firing. A successful attempt applies durability handling; a configured interval greater than one adds a player cooldown. A failed firing attempt releases use.
These details are why the charge-up field is not a guaranteed stopwatch duration and why dividing damage by the interval would be an incomplete DPS claim. Subclasses and actual tick scheduling still matter.
Released blaster defaults
| Weapon | Damage input | Interval (ticks) | Base Spirit | Charge-up input (ticks) | Durability |
|---|---|---|---|---|---|
| Apoco Shower | 0 | 10 | 80 | 10 | 3760 |
| Atomizer | 11 | 8 | 15 | 8 | 3150 |
| Beamer | 1 | 1 | 3 | 1 | 3240 |
| Blast Chiller | 4 | 6 | 20 | 20 | 1750 |
| Blood Drainer | 0.1 | 1 | 2.5 | 1 | 2750 |
| Bone Blaster | 6 | 6 | 20 | 6 | 2430 |
| Bubble Horn | 11 | 8 | 15.5 | 8 | 3200 |
| Colour Cannon | 45 | 40 | 110 | 40 | 1000 |
| Confetti Cannon | 0 | 10 | 0 | 10 | 1000 |
| Confetti Cluster | 0 | 5 | 0 | 5 | 1500 |
| Dark Destroyer | 0 | 100 | 80 | 100 | 3180 |
| Darkly Guster | 8 | 5 | 7 | 5 | 3790 |
| Death Ray | 19 | 12 | 17 | 12 | 3840 |
| Doom Bringer | 0 | 3 | 15.5 | 3 | 2820 |
| Eradicator | 1 | 1 | 2 | 1 | 2790 |
| Experiment W-801 | 37 | 50 | 90 | 50 | 5000 |
| Flowercorne | 2.5 | 4 | 20 | 4 | 2910 |
| Fragment | 3 | 2 | 2.5 | 2 | 3830 |
| Froster | 3.5 | 3 | 7.5 | 3 | 2800 |
| Gas Blaster | 0 | 1 | 0.5 | 1 | 2860 |
| Ghoul Gasser | 0 | 1 | 1 | 1 | 3210 |
| Gold Bringer | 0 | 3 | 12.5 | 3 | 3830 |
| Gravity Blaster | 4 | 1 | 120 | 1 | 600 |
| Hell Horn | 12.5 | 8 | 11.5 | 8 | 3800 |
| Illusion Revolver | 14 | 10 | 20 | 10 | 3200 |
| Illusion Smg | 4 | 3 | 7 | 3 | 3240 |
| Ion Blaster | 13 | 11 | 28.5 | 11 | 2810 |
| Iro Miner | 4 | 4 | 7 | 4 | 3060 |
| Laser Blaster | 1.2 | 1 | 2.5 | 20 | 2840 |
| Light Blaster | 22.5 | 14 | 20.5 | 14 | 3810 |
| Light Spark | 0 | 1 | 200 | 10 | 7 |
| Luna Blaster | 3 | 2 | 4 | 2 | 3200 |
| Mecha Blaster | 36 | 30 | 80 | 30 | 2770 |
| Mind Blaster | 19.5 | 14 | 27.5 | 14 | 3180 |
| Moon Destroyer | 0 | 100 | 60 | 100 | 3750 |
| Moon Shiner | 3.5 | 5 | 17.5 | 5 | 1810 |
| Odious | 1 | 1 | 1.5 | 1 | 3190 |
| Orb-O-Cron | 18.5 | 13 | 26.5 | 13 | 3230 |
| Paralyzer | 1.5 | 1 | 1.5 | 1 | 3900 |
| Party Popper | 1.5 | 1 | 3 | 1 | 2810 |
| Poison Plunger | 0 | 20 | 50 | 20 | 2600 |
| Power Ray | 12.5 | 12 | 38.5 | 12 | 2490 |
| Proton | 2.5 | 2 | 4.5 | 2 | 3000 |
| Reefer | 5 | 4 | 7 | 4 | 3600 |
| Revolution | 0 | 20 | 66 | 20 | 2800 |
| Sea-O-Cron | 20.5 | 13 | 18.5 | 13 | 3800 |
| Skullo Blaster | 3.5 | 2 | 3 | 2 | 3780 |
| Soul Drainer | 0.2 | 1 | 2 | 1 | 3770 |
| Soul Spark | 0 | 1 | 0 | 20 | 5 |
| Soul Storm | 1.5 | 1 | 2 | 1 | 3190 |
| Spirit Shower | 0 | 10 | 100 | 10 | 2870 |
| Swarm-O-Tron | 2 | 12 | 33 | 12 | 2400 |
| Toxic Terrorizer | 0 | 7 | 22 | 7 | 2760 |
| Vortex Blaster | 0 | 1 | 130 | 1 | 2870 |
| Whimsy Winder | 6 | 5 | 13 | 5 | 2830 |
| Wither's Wrath | 7.5 | 7 | 21 | 7 | 800 |
Explicit beam-distance overrides
Only these four registrations explicitly supplied a beam-distance input in the selected builder chains. No range is invented for the remaining weapons. Collision, subclass behavior and actual effective range still need matching-game checks.
- Blast Chiller: 30
- Laser Blaster: 40
- Light Spark: 3
- Soul Spark: 2
Evidence and testing still needed
Released registration, behavior-method and Spirit-resource evidence retains class/resource hashes, instruction bytes and the exact resource JSON. Archive: AoA3-1.21.1-3.7.16.1.jar.
Test insufficient Spirit, exhaustion during held use, recovery from eligible versus excluded damage, modified armour/enchantments, off-hand restrictions, durability breakage, special subclasses and client/server synchronization. Documentation arithmetic and source checks do not replace those game tests. AoA mechanics and assets are credited to Tslat and contributors.