Destructive Vanilla Spell Replacement
毁灭性的香草咒语替换
Screenshots 5 screenshots
About this mod Machine translation
This is my own take on creating spells that require tactical use. These spells replace most of the vanilla spells in the game, so you can expect enemy mages to have these spells as well, making your every move and decision more meaningful. You will need to adjust to overcome the average mage.
This is a spell I made myself that requires tactical use. These spells replace most of the vanilla spells in the game, so you can expect enemy mages to have these spells as well, making your every move and decision more meaningful. You will need to adapt in order to overcome the average mage.
Spells go much deeper than elemental damage types and mirror images of the same variety. Each spell has a purpose and is effective against a specific type of enemy or in a specific environment.
This mod also changes the forehand and twig spells.
The staves and their enchantments fit more into the traditional aspects of vanilla spells, but the changes have been dramatic.
<<<General rules of thumb>>>
Powerful Spell: The more powerful the spell, the more time it takes to stay in the correct state in most cases. Concentration spells usually have an expiration timer to prevent infinite use, but some spells violate this general rule. Plan and time your spells accordingly, or use your enemy's casting time to your advantage.
Fire Spell: Has a very high damage output and can burn enemies for about 8 seconds on average. Burning causes more damage, so starting a fire is certainly a good way to die.
Ice Spells: Ice spells tend to have a good balance/mix between damage, knockback, and paralysis. They are generally designed to slow down and immobilize melee combatants.
Lightning Spells: The most important thing to understand about lightning spells is that each lightning spell is tailored to a specific obstacle. They all look like the same lightning bolt, but that's deceptive. They each target various organs, weapons, or affect your nervous system in different ways. Their extra abilities (like paralysis, disarm, knockback, etc.) only occur in response to various situations or actions taken (like running, dashing, blocking, attacking, etc.). When facing an Electric Mage, you should move as little as possible until the spell hits you.
Wards: Wards are more powerful and no longer cost as much magic as before.
Mage Armor: Spells like Stoneflesh have long recharge times, but ultimately provide near immunity to damage for a short period of time.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.