I remember the first time I fought the Wilden Chimera. I had almost the same reaction of "okay this is hard but not too bad." I then got one shot by the dive bomb. XD
A couple of comments: If you have chilling threads on your armor all your attacks will freeze the target and kindling threads will set them on fire. Very useful to free up glyph spots on spells so you don’t have to use freeze on a cold snap spell for instance. Intangible is an OP mob destroyer as you can drop mobs into a temporary pit that then fills back in and suffocated them. Orbit is bonkers as you can assign far more interesting spells to it than harm. Decoy explosion is a very good way to freeze up the server however, try to avoid that. Summon vex can make clouds of vex that will absolutely wreck some mobs. I like to have orbit and gravity on when taking on evokers to drop the vex down to bedrock and out of the fight. Undead army you noticed produces skeletons with netherite gear… did you know that when mobs convert into strays they drop their gear? If only there was a way to get powdered snow easily with this mod… Fighting the chimera is really easy if you do it down by bedrock using a 1x2 tunnel to retreat into as it destroys blocks coming at you. This is also a very good tactic to take out the wither before you can trap him under the end fountain. The ritual of burrowing is a great way to get down to bedrock. Just be sure to have a belt of levitation or the bounce spell to prevent rapid deceleration trauma deaths. Speaking of rituals you can use ritual of challenge to start a raid. You can toss emeralds in to increase the effective difficulty of the raid. So even on easy you can spawn in an evoker. Don’t forget to have a ritual of containment going so you can trap some mobs for your drygmy farm. Unless you don’t like free emeralds, totems of undying, and other drops from illagers. As others have mentioned the thing that spawned when you killed the creeper at about the fourteen minute mark is a evil craft vengeance spirit. Evil craft is a super fun mod. I’m enjoying this series of videos about ars and I hope you flesh them out with ones about the gear, good spell combinations, and source manipulation.
"What the hell mod is doing this?!?" at 13:20 was hilarious. The WALA/OneProbe output from looking at creatures hints you are running a pack that has Ars and a little bit more involved. But, I don't think anybody expects a lot of other mods to be installed. Although Ars Creo and Ars Elemental might be if you were going to cover those cross-mod integrations . Perhaps not use creepers as the go-to hostile mob if you are going to be testing so near the item boards for the tutorial. Plenty of interesting details like the falling sand spell. Sad that the Wilden boss didn't do all three modes properly. That second mode can be quite a mess if you get tossed about. The cannon-ball attack will get a player one-short even in stupidly Overpowered mythic Apotheosis armor with a least 30 hearts. A whole tutorial on decent spells may be worth the time. While you can get some clever spells in books as treasure loot, some of the best combinations are not that obvious. Combinations are quite unexpected such as that lingering > sensitive > break to make that magical drill spell. I do like that spells are unlocked per character, not book. You can make a couple extra 'utility' and 'combat' books to keep decent spells around. And it makes combat a lot easier with two or three colored books to flip through on the hotbar. Dying spells books is really great for organization.
around 13:20, one of the mods involved is EvilCraft I believe, or at least it looks like it. It usually generates decent lag on servers bc when you kill a mob, it can spawn it's spirit right after
He may have been using a difficulty scale mod. Mods like Scaling Health i believe its called will progressively increase various aspects of enemies, ranging from buffing their health or damage output, to granting a number of potential potion effects upon spawning, to adding armor or enchantments. The scaling can vary depending on a variety of factors, like the time you’ve spent in the world, your progress in the game, and even based on the base game’s Regional Difficulty (which ups the chance of mobs having armor after staying in the same chunks for X amount of time. Scaling difficulty mods generally can be further configured to make things much harder by default or increase difficulty at a faster or slower rate. He also may have had a different equipment/spell loadout than you, or even just had different RNG behavior from the enemy. Skill is also probably a factor. I am by no means saying you aren’t skilled. However he clearly has a lot of experience in the mod going in, and different people tend to have different experiences.
You can’t. It would be bad anyhow as you would just fall into the void. It’s used on blocks to allow you or mobs to pass through. It’s silly OP on mobs… you just cast it with two AOE and a pierce to make a 3x3 two deep hole and they suffocate after the blocks reappear.
The boss does. He shifts between different wilden types. Then again, adding mods like Ars Nouveau or its auxiliary mods tends to take the status quo difficulty curve in minecraft and then send that official progression system right into core of the sun. I don’t know what mods you’re using but the fact you had that armor probably helped a great deal. Since without explicitly upscaling the difficulty, the Worn Notebook in version 1.20.1 states its a boss suitable for people in tier two spells. I assume your armor is a pretty late game acquisition, considering it’s called ENDERite. So you probably should have expected to steamroll it.