Compatibility
Minecraft: Java Edition
Platforms
Supported environments
75% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+Creators
Details
In a time past, our world intertwined with another through an upheaval scholars call the Conjunction of the Spheres…
Inspired by The Witcher series of books and games, this mod adds new mobs, weapons, armors, potions, a whole new toxicity mechanic and much, much more!
- Added two new books to explain in-game every mechanic and monster in an immersive way.
- Added currently two new monster types, Necrophages and Ogroids. At the moment being a total of 18 unique monsters!
- Added new alchemy herbs, a new crafting station, and a refilling mechanic for all the different kinds of Concoctions:
- Added new kinds of Potions and Decoctions with a toxicity mechanic.
- Added all the Witcher Bombs from Witcher 3.
- Added the Monsters Oils from Witcher that increases your damage against specific mobs.
- Added a new Villager profession (Herbalist)
- Added multiple weapons and armors from Witcher 1, Witcher 2 and Witcher 3
- Added the possibility to add to your player bright yellow Witcher Eyes (See configuration)Â
Creatures:
For further info, see the bestiary in-game.
In version 1.0.0+
Necrophages:
Drowner
From Witcher 1, Witcher 2 and Witcher 3
Spawn: Rivers, Oceans in the water. Swamps, Mangrove Swamps and Beaches only near the water.
Health: 20HP
Damage: 4 Attack Damage
Ghoul
From Witcher 3
Spawn: Monster nests. Plains and Forest at dark.
Health: 18HP
Damage: 4 Attack Damage
Alghoul
From Witcher 3
Spawn: Monster nests. 20% probability of spawn alongside a Ghoul.
Health: 30HP
Damage: 6 Attack Damage
Rotfiend
From Witcher 2 and Witcher 3
Spawn: Plains, Forest and Caves at dark.
Health: 20HP
Damage: 3 Attack Damage / Explosion of power 3
Foglet
From Witcher 3
Spawn: Swamps, Rivers, Forest and Mountains at dark. Dark Forest with higher probability.
Health: 25HP
Damage: 4 Attack Damage
Water Hag
From Witcher 3
Spawn: Swamps and Rivers only near the water.
Health: 20HP
Damage: 4 Attack Damage / Mudball with 6 Attack Damage
Grave Hag
From Witcher 3
Spawn: Plains and Forest at dark.
Health: 30HP
Damage: 6 Attack Damage
Scurver
From Witcher 3
Spawn: Plains, Forest, Jungles and Savannas at dark.
Health: 30HP
Damage: 4 Attack Damage / Explosion of power 2.6 / Spikes with 4 Attack Damage + Bleeding 10s
Devourer
From Witcher 1
Spawn: Plains, Forest, Rivers and Swamps at dark.
Health: 30HP
Damage: 5 Attack Damage / Jump with 2 Attack Damage + (Falling Distance)
Graveir
From Witcher 1
Spawn: At dark. Only below 63y.
Health: 50HP
Damage: 9 Attack Damage / 33% probability of apply Cadaverine 8s
Bullvore
From Witcher 2
Miniboss
Spawn: Spawn around the player (24-48 blocks apart) in patrols similar to Illagers. Always spawn with Rotfiends. Only spawn at dark. Only below 53y. Can't spawn if other Bullvore it's closer than 48 blocks.
Health: 80HP
Damage: 14 Attack Damage / Charge with 14 Attack Damage
In version 1.0.0+
Ogroids
Nekker
From Witcher 2 and Witcher 3
Spawn: Monster nests. Plains, Forest, Jungles and Savannas at dark.
Health: 14HP
Damage: 2 Attack Damage + 2 Attack Damage with a Nekker Warrior as leader.
Nekker Warrior
From Witcher 2 and Witcher 3
Spawn: Monster nests. 20% probability of spawn alongside a Nekker.
Health: 30HP
Damage: 5 Attack Damage
Cyclops
From Witcher 3
Spawn: Snowy Plains, Mountains and Taigas. Can't spawn if other Cyclops it's closer than 80 blocks.
Health: 45HP
Damage: 8 Attack Damage / Jump with 6 Attack Damage + (Falling Distance * 2)
Rock Troll
From Witcher 3
Spawn: Rock Troll Caves. Mountains, Taigas, Caves and Stony Shores at dark (20% probability of being Rabid).
Health: 30HP
Damage: 4 Attack Damage / Rock Projectile with 8 Attack Damage
Ice Troll
From Witcher 3
Spawn: Ice Troll Caves. Snowy Plains and Mountains at dark (50% probability of being Rabid).
Health: 50HP
Damage: 6 Attack Damage + 4 Attack Damage while Snowing / Rock Projectile with 8 Attack Damage + Slowness IV 5s
Forest Troll
From Witcher 2
Spawn: Forest Troll Nests. Forest at dark (5% probability of being Rabid).
Health: 25HP
Damage: 8 Attack Damage / Charge with 10 Attack Damage
Ice Giant
From Witcher 3
Boss
Spawn: Ice Giant Cave.
Health: 150HP
Damage: 12 Attack Damage + 4 Attack Damage while Snowing / Charge with 12 Attack Damage / Jump with 8 Attack Damage + (Falling Distance * 2) / +9 Attack Damage while holding the Anchor
Alchemy:
Alchemy Table
Every concoction that adds this mod it's made with the Alchemy Table. This crafting system works with specific amount and arrangement of ingredients, so for example, if the recipe needs 5 mushrooms in the third slot you NEED to put exactly 5 mushrooms in the third slot. To create a concoction you need both the ingredients AND the recipe, to get new recipes you must trade with herbalist villagers or loot chests around the world.
Because can be tedious to put the precise ingredients every time, you can put an Alchemy Almanac in the table with right click, then this book will activate the recipe book in the interface.
Herbal Table
The Herbal Table main function it's to be a work station for herbalist villagers, but that doesn't mean it don't have another function like the fletching table, it can be used to make Herbal Mixtures, tiny potions that also restore hunger, this can be made by using an herb and a water bottle, by each extra herb you add it increases the effects duration to a max of 5 herbs, every herb gives a different combination of positive and negative effects.
For example, making a mixture with 1 Oxeye Daisy makes an Herbal Mixture with 2s of Regeneration and 2s of Weakness III, making a mixture with 3 Oxeye Daisy makes an Herbal Mixture with 6s of Regeneration and 6s of Weakness III.
Plants and herbs
New plants are going to spawn around the world, their main use it's to be ingredients for new recipes.
- Celandine: Yellow flower that grows in plains, forests and meadows, can be planted like a flower but it will grow like a crop. It has 4 stages, only drops when it's above stage 3, dropping the maximum quantity possible at stage 4. Can be planted in a flower pot.
- Arenaria: White flowers bush that grows in taigas and flower forests. Grows like a Sweet Berry bush, having 3 stages.
- Bryonia: Purple and white flower that grows underground. Can grow in the ceiling or walls like a vine. It has 4 stages, only drops when it's at stage 4. Can be planted in a flower pot.
- Crow's Eye: Tall bush that grows in taigas and groves. Grows like a Sweet Berry bush, having 5 stages.
- Verbena: White flower that grows in plains, forests, flower forests and meadows, can be planted like a flower but it will grow like a crop. It has 4 stages, only drops when it's at stage 4. Can be planted in a flower pot.
- Han Fiber: Red flower that grows in swamps, jungles and savannas, can be planted like a flower but it will grow like a crop. It has 4 stages, only drops when it's at stage 4. Can be planted in a flower pot.
- Puffball: White mushroom that grows in taigas, swamps and caves. Can grow like a big mushroom like vanilla mushrooms. Can be planted in a flower pot.
- Sewant Mushrooms: Brown mushrooms that grows in taigas, dark forests and caves. Grows like a little colony with 4 stages similar to pink petals. Can grow like a big mushroom like vanilla mushrooms. Can be planted in a flower pot.
- Allspice: Rare root only obtained by trading with herbalist villagers or when a sniffer digs.
- Ergot Seeds: Rare drop when harvesting wheat, similar to a poisonous potato.
Concoctions
Note: All concoctions with the exception of decoctions have three levels; Normal, Enhanced and Superior.
Potions
- Swallow: Heals the player at rate of 1HP per second, increasing the healing amount by 1HP every level, but at the same time gives you 2 hunger points per second, increasing by 1 hunger point by level, only applies the hunger every time it heals you.
- Cat: Similar to Night Vision, gives you a clear sight in dark plus a black and white filter, but ONLY when you are in a dark place; it activates at night at less than 4 block light or at day at less than 4 block light and less than 10 sky light. Also gives near entities a similar effect to glowing.
- White Raffard's Decoction: Heals 35%, 60% or 100% of your health depending of the potion level. Remember, this potion it's determined by percentage, so if you have extra health can be better than vanilla healing potions.
- Killer Whale: Similar to the Respiration II enchantment, makes you able to breath underwater for longer, also gives you +4 Attack damage when under water.
- Black Blood: Reflects melee damage from necrophages and undead (Only melee, so doesn't reflects arrows). At enhanced level also causes knockback to the enemy. At superior level makes near necrophages and undead (with the exception of Skeletons) bleed, damaging them at a rate of 1HP per second.
- Maribor Forest: Regenerates automatically 1 hunger point every 3 seconds and 0.2 saturation points plus 0.3 every level. Also adds 25% extra food and saturation per level when the player eats.
- Wolf: Increases critical damage: in vanilla the critical damage it's 1.5 x base damage, Wolf increases it by 0.5 each level, so with Wolf III your critical damage it's going to be 3.0 x base damage.
- Rook: Increases damage with swords by +2 Attack damage per level. Only works with swords.
Technically increases the damage with any item that extends the SwordItem class, so works with any modded weapon that extends that class. - White Honey: Works like a milk bucket, clearing all the toxicity and effects from the player.
Decoctions
The mutagens required to make the decoctions are only dropped with looting, being 0.05% with Looting I and 0.15% with Looting III. The Troll mutagen can be acquired trading with trolls.
All decoction last 10 minutes and apply 50 decoction toxicity.
- Water Hag Decoction: Increases your damage by 4 when you have 100% of your health.
- Grave Hag Decoction: Heals the player at a rate of 0.1HP per second by every consecutively kill. With a maximum of 20 kills (2HP per second). The kill streak resets after 5s without hitting anyone or after 7s without killing anyone. You can see your streak by seeing the name of the effect in the inventory.
- Alghoul Decoction: Restores 1 hunger point and 0.5 saturation point per second if you haven't received any hit in the last 5s AND your last attacker isn't alive.
- Foglet Decoction: Reduces any damage taken by half if it's raining.
- Nekker Warrior Decoction: When mounted, increases the speed of the mount by 50% and the rider attack by 4. Only works with LIVING mounts.
- Troll Decoction: Heals the player at a rate of 1HP per second.
Bombs
- Grapeshot: A simple bomb that causes a tiny explosion, if it hits an entity it sets it on fire by 5s plus 3s each level. Can destroy monster nests.
- Samum: Stuns monsters (disables their AI completely) by 4s plus 2s each level. Wardens and Guardians are immune to stun. The stun it's disabled if you hit the entity. At superior level the first hit on a stunned entity will be ALWAYS a critic. To players applies Blindness instead by 12s plus 3s each level. Can destroy monster nests.
- Dancing Star: Causes a explosion that sets on fire nearby blocks. Sets nearby entities on fire by 10s plus 5s each level. Can destroy monster nests.
- Devil's Puffball: Creates a cloud of poisonous gas that gives a poison level depending of the bomb level. This cloud increases in size each level.
- Dragon's Dream: Creates a cloud of volatile gas that can be ignited with fire. Works if a fire block, magma block or a campfire touch the cloud, if the cloud touch lava or if a mob on fire or a "fiery entity" (blazes, fireballs, arrow on fire) intersect the cloud. The explosion can break blocks.
- Northern Wind: Freezes the area, causing a thin layer of ice appears on nearby blocks and converts water to ice. Freezes enemies, enclosing them in ice and causes flying entities to fall by 8s plus 1s each level. When something hits the frozen entity, it causes +1 extra damage for each level and defrost the entity, at superior level there's a 10% to insta-kill the entity that is hit. Freezing resistance mobs like Withers, Polar Bears, Strays and Snow Golems are immune to the freezing effect. Also causes extra damage to entities weak to freeze, like Blazes, Striders and Magma Cubes. To players applies Slowness instead by 12s plus 1s each level.
- Dimeritium Bomb: Disables any nearby magic by 5s or 10s at maximum level: Blocks Enderman teleportation (so you can hit them with arrows), makes Shulkers, Blazes and Ghasts unable to shoot projectiles, disables the Guardians beam and disables the Evoker spells. Also closes portals, including the End Portal.
- Moon Dust Bomb: Disables the regeneration and invisibility of enemies, including the Ghoul regeneration and Foglet invisibility, and disables mobs transformations (Piglin to zombified piglin, zombie to drowner, etc.) by 10s or 20s at maximum level. At superior level disables PERMANENTLY these transformations and also disables a creeper ability to explode, making them now run from you.
Monster Oils
All Oils increases your damage by 2, 4 and 6 at Normal, Enhanced and Superior level respectively.
They only last 20, 40 or 60 hits, this number of hits decrease with every hit regardless if the oil it's effective against the target or not.
- Necrophage Oil: Works with Undead and Necrophages.
- Ogroid Oil: Works with Ogroids and Piglins.
- Beast Oil: Works with any animal.
- Hanged Man's Venom: Works with other players, villagers, illagers and witches.
Toxicity
The toxicity mechanic it's a mechanic that makes hard to abuse of potions. Each potion has a specific toxicity amount that applies to the player when drunk. Every player has 100 toxicity points by default, currently being only possible to increment this amount wearing the Manticore armor. When the player reaches above their 75% of toxicity capacity it's going to receive 0.5% of their max health as damage every few seconds, incrementing dramatically the rate when 90% of toxicity it's reached. The normal toxicity, shown in the HUD with a light green color, it's going to deplete overtime at a rate of 1 toxicity point per each 2 seconds. The decoction toxicity, shown in the HUD with a dark green color, it's only going to wear off when the respective decoction effects ends.
Alongside the toxicity bar itself, a green border it's going to appear in screen when the player reach above 50% of toxicity, this is purely a cosmetic effect. If the toxicity face it's activated, the face of the player it's going to have a notorious dark texture around the eyes at high levels.
If you reach dangerous toxicity levels, you can clean all your toxicity alongside all your potion effects by drinking a white honey potion or by drinking a milk bucket.
Alcohol and refilling
When a witcher potion, decoction or monster oil it's used you get an empty bottle, when a bomb its used you get remaining bomb powder. These can be used to refill/remade the concotion. To do it simply use right click with alcohol in an Alchemy Table or go to sleep with alcohol in your inventory. This it's going to refill the concoction to be used again. The refill mechanic it's based by slots; each alcohol refills a specific number of slots, refilling the entire stacks that are inside those slots.
The majority of alcohols can be obtained by trading with villagers, and all of them can be found in chests.
Weapons/Armors:
Weapons
G'valchir
Inspired by G'valchir from Witcher 1. This steel sword ability it's to ignore 75% of the enemy armor.
Moonblade
Inspired by Moonblade from Witcher 1. This silver sword makes 50% extra damage against any kind of magical monster.
D'yaebl
Inspired by D'yaebl from Witcher 1. This steel sword has a 20% chance to cause bleeding.
Ard'aenye
Inspired by Ard'aenye from Witcher 1. This steel sword doesn't have any special ability, is stronger but slower than a Netherite Sword.
Winter's Blade
Inspired by Winter's Blade from Witcher 3. This steel sword can freeze enemies like a Northern Wind bomb, makes extra damage to fiery enemies (Likes blazes or magma cubes) and extinguish the flames of its user by only holding it on hand.
Knight Crossbow
Inspired by Geralt of Rivia's Crossbow from Witcher 3. This crossbow it's significantly stronger than a vanilla crossbow, with the disadvantage of being slower. Can be dyed like the vanilla leather armor.
Crossbow Bolts
Inspired by the Crossbow Bolts from Witcher 3. These bolts can be used both with a vanilla crossbow and crossbows from this mod. There's four types:
- Crossbow Bolt: A normal bolt without any special ability. Makes more damage than an arrow.
- Blunt Bolt: A bolt significantly stronger than a crossbow bolt or an arrow.
- Precision Bolt: A bolt that pierce multiple enemies, with this piercing increasing even more with a Crossbow with the Piercing enchantment.
- Exploding Bolt: A bolt with a very self-explanatory name, lol.
- Broadhead Bolt: A bolt that causes bleeding to the enemy. Skeletons are immune to bleeding for obvious reasons, lol.
Giant Anchor
A rare weapon only obtainable by defeating the Ice Giant or by breaking the anchor block in the Ice Giant Cave, in both scenarios being a rare drop. Can be used both as a melee weapon or as a ranged weapon by throwing it with right click. The launched Anchor makes more damage when falls from a high place (similar to the mace).
Armors
Note: All sets consist of only three pieces, because Witchers don't wear helmets. You can use a helmet and still have the full set bonus.
Warrior's Leather Armor
Inspired by the armor that Geralt wears in all promotionals from Witcher 3, lol. This armor it's stronger than leather but weaker than iron.
Full Set Bonus:
- +25% Resistance to magical monsters.
Manticore Armor
Inspired by the Manticore armor from Witcher 1 and Witcher 3. This armor it's at Iron level with extra Armor toughness, every piece adds +10 Max toxicity. Designed to be used by a warrior that uses potions, bombs and all the alchemy part of this mod.
Full Set Bonus:
- +75% Reduction of witcher bombs cooldown
- +50% Reduction of drinking potions (also applies to vanilla potions)
- +2 Extra slots when refilling with alcohol
Raven's Armor
Inspired by Raven's armor from Witcher 1 and Witcher 2. This armor its at Diamond level with extra knockback resistance. Designed to be used by a warrior that goes full melee.
Full Set Bonus:
- +10% Movement Speed
- +50% Resistance to magical monsters.
- +2 Attack Damage against magical monsters.
Tundra Horse Armor
Inspired by Undvik horse armor from Witcher 3. This horse armor it's stronger than a leather horse armor but weaker than an iron horse armor. Makes the horse faster in snow and being able to walk above Powder Snow.
Knight Errant's Horse Armor
Inspired by Knight errant's horse armor from Witcher 3. This horse armor it's stronger than a gold horse armor but weaker than a diamond horse armor. Increase the horse resistance to projectiles and explosions.
Structures:
Ghoul/Nekker Nests:
Simple surface structures where different mobs can spawn, the central piece, called Monster Nest, works like a slow mob/trial spawner. This spawner can be only broken with specific witcher bombs (Samum, Dancing Star or Grapeshot), a TNT explosion or with a shovel with efficiency above level 3. The Monster Nest block can drop enchanted books. Generates commonly in plains or forests.
Rock/Ice Troll Caves:
Underground structures that works like homes to 1-3 trolls. Inside there is barrels with loot that you can use to try to befriend the trolls. Beware, as there is a probability than these trolls spawn like rabid trolls, with the probability being higher in Ice caves.
Forest Troll Nests:
Surface structures that works like nests to 1-3 Forest Trolls, with barrels with loot that you can use to try to befriend the trolls. Beware, as there is a probability than these trolls spawn like rabid trolls, but this probability being the lower of the three trolls. Generates commonly in forests.
Ice Giant Cave:
A giant structure that works like an arena to fight the Ice Giant boss. Generates rarely in high mountains. The best way to find it's trade for a map with a villager. Inside resides the Winter's Blade.
[Use Mod Menu for an easier configuration]Â
Monsters
- [MONSTER TYPE] Category: Simple configurable lists where you can add the id of a mob to work with all the damage buffs availables. Can be used to add monsters from different mods! The syntax it's just [ModId]:[MonsterId]
Toxicity - HUD
- Anchor: In what part of the screen the toxicity bar it's going to be: Left Down, Left Up, Center Down, Center Up, Right Down, Right Up. (Default: Left Down)
- Y/X Offset: How far from the anchor it's going to be the bar in the X or Y axis, accepts negative numbers. (Default:0/0)
Witcher Cosmetics
- Activate Witcher Eyes: Activates the cosmetic witcher eyes, just two yellow bright pupils. (Default: false)
- Activate Toxicity Face: Activates the cosmetic toxicity face, black veins around the eyes and dark eyes when your toxicity it's above 50%. (Default: false)
- Eye Shape: Select the size of the eyes in your skin. This option also affects the toxicity face. (Default: Normal 1x1)
- Eye Separation: How far apart from each other the two pupils are, from 1px to 6px, adjust to better fit your skin. This option also affects the toxicity face. (Default: 2px)
- Eye X/Y Pos: The position of the two pupils, accepts negative numbers, adjust to better fit your skin. This option also affects the toxicity face. (Default: 0/0)
Q: Can you make a port for Quilt/Forge/NeoForge?Â
A: Currently i don't have plans for a Forge or Quilt port, only a port for NeoForge its planned. If you want to port the mod to Forge or Quilt just ask for permission!
Q: When you will update for new version?
A: I will try to be constant with the updates, but no promises, lol.
Q: It's compatible with Multiplayer?
A: It must be, I couldn't test that, so if you play with the mod in Multiplayer and something breaks or everything it's fine let me know, lol
Q: What I can expect in the mod updates?
A: At the near-future, the next updates are going to be centered around adding the Vampires and Specters, a new Witcher Sign mechanic, and exclusive witcher-style animations when using witcher weapons with Better Combat. At the end my plan it's to add all the monster types to the game in the next order: Necrophages, Ogroids, Vampires, Specters, Insectoids, Elementa, Cursed Ones, Hybrids, Draconids and Relicts
- Check Witcher (More RPG Classes) for more Witcher content! A compatibility update its planned!
- Add better animations with Better Combat. Exclusive Better Combat animations are planned for the future.
- A simple roll mod, like Combat Roll.
- A mod like YDM's Weapon Master to be able to put your swords in your back like a Witcher.
- Also try my other witcher-related mod, Witcher Medallions!
- And of course thanks to Andrzej Sapkowski and CD Projekt RED for creating this amazing universe! Disclaimer: Sounds are modified versions of sounds from Zapsplat.com, Witcher 1: Enhanced Edition, Witcher 2: Assassins of Kings, Witcher 3: Wild Hunt and Minecraft itself