Roots
Roots is a modification dedicated to exploring wild natural magic. In the world, there are places where the boundaries between reality and the fey world become thin, allowing you to use this energy for crafting items, performing rituals, casting spells, and much more! Discover forgotten herbs, rituals, and spells that grant immense power and useful capabilities. The mod is constantly updated, adding new content including ideas from the community!
Getting Started
We recommend installing JEI (Just Enough Items) and JER (Just Enough Resources) alongside our mod, as we have built-in compatibility with them — they will show you recipes, detailed creature drops, and much more.
The first two herbs you'll need are Wildroot (
) and Terra Moss (
). Wildroot and Terra Spores (
) can be found by breaking tall grass, ferns, and double tall grass (
) in the world. Instructions for turning terra spores into terra moss are in the book "The Druidic Arts".
Note: almost all resources (except terra moss, for which there is an overgrowth ritual) are renewable crops that can be planted on normal farmland or on elemental soil.
The Magic of the Wilds
If you didn't enable the configuration option to start the game with the book "The Magic of the Wilds", you'll need to craft it as follows:

In this recipe, you can replace the wildwood log with any other type of log.
Moving Forward
With the book "The Magic of the Wilds", you'll have everything you need to master the mod. Chapters and entries unlock immediately after obtaining the book. If you're looking for a progression path, refer to the achievements tab to see what you still need to unlock. We recommend the Better Advancements mod for convenient navigation through achievements.
The book itself will guide you through the process of creating your first grove with a grove stone and activating it using a ritual at a pyre. After that, you'll be able to set up a fey crafter, as well as an imbuer and imposer (for adding spells to your library and modifying them), and a mortar & pestle (for creating spell dust and other purposes).
Each chapter in the book contains at least one introduction detailing all available systems.
Transitioning from Roots 3.0 to Roots 3.1: All blocks should transfer. You may notice that some of your spells have disappeared — they have been converted into new (or existing) spells with the relevant modifiers already enabled. Modifiers can be applied using the imposer, and managed through the spell library. Access to the spell library is achieved by holding a staff and pressing the default key K. You can change this keybinding in the settings if it conflicts.
Videos and Guides
Vallen from Mischief of Mice has created a series of videos covering the basics of Roots (version 3), as well as videos on armor, tools and soils, pyre rituals, and spells with staff magic. Any changes compared to the video in the latest version of Roots can usually be found in a pinned comment in the comments section. I highly recommend these videos to better understand the mod:
Everything Else
This description covers only a small portion of the vast amount of content available in Roots and Mystical World. Here's a brief overview of what else awaits you:
- Utility, defensive, and offensive spells, with new ones added in each release
- Rituals that allow you to change the world, the environment, and even transmute blocks into rarer ones, as well as peacefully (without killing) obtain drops from passive creatures
- A set of living tools that automatically repair themselves — a system that will soon be expanded in version 3.1!
- Full integration with Just Enough Items and Just Enough Resources
- Integration with The One Probe and WAILA
- An organized guide book created with Patchouli, covering all aspects of the mod
- Decorative blocks, satchels, food, and much more!
For Pack Makers
We've endeavored to make Roots 3 as compatible and configurable as possible. Thus, you can:
Through configuration:
- Enable or disable almost every ritual and spell in the game
- Specify individual blocks to exclude from growth and harvest spells and rituals (a list of blocks that may be available via
/roots growables) - Specify entire mods to exclude from growth and harvest spells and rituals
- Configure loot injection or disable it entirely
- Configure the range of the runic shears
- Specify saplings to exclude from the spreading forest ritual, as well as those that must be planted in a 2x2 pattern
- Configure almost every aspect of elemental soil transformation
Through CraftTweaker:
- Creatures that, when killed, break the Pacifist Pact
- Which creatures the Animal Harvest Ritual will work on
- Add additional bark types or other items to be dropped when breaking blocks with a knife
- Complete control over the fey crafter's recipes with removal, additions, and modifications
- Complete control over the mortar & pestle's recipes with removal, additions, etc.
- Complete control over pyre crafting rituals with removal, additions, etc.
- The ability to modify the ingredients required in a mortar to make spells
- The ability to modify the ingredients required to perform a ritual
- Specify flowers for the flower growth ritual, what blocks and entities provide which items when using runic shears, and which blocks convert into which blocks or items with the transmutation ritual
And in the future (coming in 3.1) — the ability to modify spell costs and almost every variable (damage, range, number of ticks) for every spell and ritual using CraftTweaker.
