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snek_red_witcher

Combat overhaul mod for The Witcher 3.

INSTALLATION

Next Gen Update (Click Me)

Automatic Installation

Easy installer script that downloads and installs the mod automatically.

  • Download this script and place it directly in your installation folder for The Witcher 3.
  • If your game is on Steam, then the folder path might look something like:
    • C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3
  • If your game is on GOG, then the folder path might looking something like:
    • C:\Program Files (x86)\GOG Galaxy\Games\The Witcher 3 Wild Hunt GOTY
  • If you see the folders bin, content, and dlc, then the script is in the correct place.
  • Right click the script and click Run with PowerShell.

Manual Installation

For those that prefer to install manually.

  • Latest and previous versions of the mod can be found in releases.
  • Download zip from latest version. First link under Assets. Do not download the source code.
  • Drag and drop all 3 folders in the zip file (dlc, mods, and bin) into your Witcher 3 installation folder.

After Installation:

  • Check these two files:
    • bin\config\r4game\user_config_matrix\pc\dx11filelist.txt
    • bin\config\r4game\user_config_matrix\pc\dx12filelist.txt
  • Add the line modACS.xml; to the very bottom of both files if it does not exist.
  • Run script merger and merge the scripts if you have other script mods installed. It should auto-merge in most cases.
  • If not, remember to pick and include the code from ACS.
  • If you don't know how to use the script merger, please read through this guide by Aeltoth, author of RER.

Updating the mod:

  • Run the automatic installer again.
  • Optionally, go into mods\mod_ACS , click on the file CLICK_ME_TO_UPDATE.bat, and follow its instructions.
1.32 (Click Me)

Automatic Installation:

Easy installer script that downloads and installs the mod automatically.

  • Download this script and place it directly in your installation folder for The Witcher 3.
  • If your game is on Steam, then the folder path might look something like:
    • C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3
  • If your game is on GOG, then the folder path might looking something like:
    • C:\Program Files (x86)\GOG Galaxy\Games\The Witcher 3 Wild Hunt GOTY
  • If you see the folders bin, content, and dlc, then the script is in the correct place.
  • Right click the script and click Run with PowerShell.

Manual Installation:

For those that prefer to install manually.

  • Download zip from latest version. First link under Assets. Do not download the source code.
  • Drag and drop all 3 folders in the zip file (dlc, mods, and bin) into your Witcher 3 installation folder.

After Installation:

  • Run script merger and merge the scripts if you have other script mods installed. It should auto-merge in most cases.
  • If not, remember to pick and include the code from ACS.
  • If you don't know how to use the script merger, please read through this guide by Aeltoth, author of RER.
  • Use either mod limit fix or mod limit adjuster if your game does not start.

Updating the mod:

  • Run the automatic installer again, if you installed it that way.
  • If not, download zip from latest version again.

1. MENU

ACS has four primary weapon modes, Armiger Mode, Focus Mode, Hybrid Mode, and Equipment Mode.

  • Modes are selected in the Main Settings menu.

ArmigerModeSwitch FocusModeSwitch HybridModeSwitch EquipmentModeSwitch

Armiger Mode:

How the mod functions as showcased in the weapon demo videos below, where selecting different signs and attacking with light attack or heavy attack changes Gerry's weapons/attack moveset.

When Armiger Mode is selected in the Main Settings menu, navigate to the Armiger Mode menu to change whether you want Static Weapons or Evolving Weapons, and to optionally select the movesets/weapons for each sign.

Explanation for Static Weapons and Evolving Weapons is provided in the Armed section below.

3

Focus Mode:

When Focus Mode is selected in the Main Settings menu, navigate to the Focus Mode menu.

There, you can select the weapon of your choice out of the nine available weapons that you want to use for silver weapon and steel weapon. The weapon's stats are taken from whatever weapon you have equipped in your inventory.

There are different weapons for silver and steel.

The weapons are:

  • Default Geralt sword
  • Olgierd sabre / Ofieri sabre
  • Eredin longsword / Shield (Holding down parry will bring out a shield. Attacks while shield is active have their own set of animations.)
  • Imlerith hammer / Caretaker shovel (Scythe for evolving weapons option)
  • Claws
  • Spear / Guisarme
  • Colossal sword
  • Cyclop's weapon / Cloud giant's weapon
  • Greataxe / Warhammer

Each weapon has its own unique combat animations for:

  • Light Attack
  • W (Forward) + Light Attack
  • Heavy Attack
  • W (Forward) + Heavy Attack
  • Special Attack (Whirl)
  • W (Forward) + Special Attack (Whirl)
  • Counterattack/Parry Skill
  • W (Forward) + Counterattack/Parry Skill

FocusModeMenu

Hybrid Mode:

Upon selection of Hybrid Mode in the Main Settings menu, navigate to the Hybrid Mode Settings panel.

There, you can customize your own array of attacks for:

  • Light Attack
  • W (Forward) + Light Attack
  • Heavy Attack
  • W (Forward) + Heavy Attack
  • Special Attack (Whirl)
  • W (Forward) + Special Attack (Whirl)
  • Counterattack/Parry Skill

1

Equipment Mode:

Upon selection of Equipment Mode in the Main Settings menu, equipping certain items will change the player's moveset.

Enemies will drop special ACS weapons as loot, which grants access to the movesets.

ACS also supports weapon DLCs made by other mod authors, which include (but not limited to) the majority of the weapons from:

Item list and their respective animations:

-----Vampire Claws (Unarmed/Fists)-----

Vanilla:

  • Hen Gadith Gloves
  • Tesha Mutna Gloves

Shades of Iron:

  • Kara Gloves

------Eredin/1-Hand Sword/Shield-----

Vanilla:

  • Winter's Blade

Shades of Iron:

  • Kingslayer
  • Frostmourne
  • Sinner
  • Voidblade
  • Bloodshot
  • Gorgonslayer

Exotic Arsenal:

  • spirit
  • soul
  • chakram
  • luani
  • bajinn roh
  • silver roh

NPC Weapons Mod V1.01:

  • NPC Eredin Swordx
  • S_NPC Eredin Swordx
  • q402_item__epic_swordx
  • S_q402_item__epic_swordx
  • sq304_powerful_sword
  • S_sq304_powerful_sword

-----Olgierd/1-Hand Sword-----

Vanilla:

  • Iris

Shades of Iron:

  • Rakuyo
  • Vulcan
  • Flameborn
  • Bloodletter
  • Eagle Sword
  • Lion Sword
  • Cursed Khopesh

Exotic Arsenal:

  • stiletto
  • stiletto_silver
  • sickle
  • sickle_silver
  • claw sabre
  • talon sabre
  • jaggat
  • serrator
  • crescent
  • crescent_silver
  • rapier
  • rapier_silver
  • venasolak
  • hjaven
  • wrisp
  • skinner

-----Imlerith/Caranthir/Caretaker-----

Vanilla:

  • Caretaker Shovel
  • Knight Mace 1
  • Knight Mace 2
  • Knight Mace 3

NPC Weapons Mod V1.01:

  • Imlerith Macex
  • S_Imlerith Macex

Scythe:

  • scythe steel
  • scythe silver

-----Sword Claws-----

Shades of Iron:

  • Knife
  • Kukri

Exotic Arsenal:

  • dagger1
  • dagger1_silver
  • dagger2
  • dagger2_silver
  • dagger3
  • dagger3_silver

Warglavies:

  • gla_1
  • gla_2
  • gla_3
  • gla_a
  • gla_b
  • gla_c

-----Spear/Staff/Halberd-----

Shades of Iron:

  • Heavenspire
  • Guandao
  • Hellspire

Exotic Arsenal:

  • naginata
  • naginata_silver
  • glaive
  • glaive_silver

NPC Weapons Mod V1.01:

  • Spear 1
  • S_Spear 1
  • Spear 2
  • S_Spear 2
  • Halberd 1
  • S_Halberd 1
  • Halberd 2
  • S_Halberd 2
  • Guisarme 1
  • S_Guisarme 1
  • Guisarme 2
  • S_Guisarme 2
  • Staff
  • S_Staff
  • Oar
  • S_Oar
  • Pitchfork
  • S_Pitchfork
  • Rake
  • S_Rake
  • Caranthil Staff
  • S_Caranthil

-----Gregoire de Gorgon-----

Shades of Iron:

  • Realmdrifter Blade
  • Realmdrifter Divider
  • Claymore
  • Icarus Tears
  • Hades Grasp
  • Graveripper
  • Oblivion
  • Dragonbane
  • Crownbreaker
  • Beastcutter
  • Blackdawn
  • Pridefall

Exotic Arsenal:

  • greatsword1
  • greatsword1_silver
  • greatsword2
  • greatsword2_silver
  • greatsword3
  • greatsword3_silver
  • orkur
  • maltonge

-----Hammer (1-Hand/2-Hand)-----

NPC Weapons Mod V1.01:

  • Twohanded Hammer 1
  • S_Twohanded Hammer 1
  • Twohanded Hammer 2
  • S_Twohanded Hammer 2
  • Great Axe 1
  • S_Great Axe 1
  • Great Axe 2
  • S_Great Axe 2
  • Lucerne Hammer
  • S_Lucerne Hammer
  • Wild Hunt Hammer
  • S_Wild Hunt Hammer

Lethal Baguettes:

  • great baguette

COMICALLY LARGE SPOON

  • Spoon
  • NGP Spoon

-----Axe (1-Hand/2-Hand)-----

Vanilla:

  • W_Axe01
  • W_Axe02
  • W_Axe03
  • W_Axe04
  • W_Axe05
  • W_Axe06
  • W_Mace01
  • W_Mace02

Shades of Iron:

  • Ares
  • Haoma
  • Doomblade

Exotic Arsenal:

  • kama
  • kama_silver

NPC Weapons Mod V1.01:

  • Mace 1
  • S_Mace 1
  • Mace 2
  • S_Mace 2
  • Axe 1
  • S_Axe 1
  • Axe 2
  • S_Axe 2
  • Dwarven Axe
  • S_Dwarven Axe
  • Dwarven Hammer
  • S_Dwarven Hammer
  • Pickaxe
  • S_Pickaxe
  • Shovel
  • S_Shovel
  • Scythe
  • S_Scythe
  • Fishingrodx
  • S_Fishingrodx
  • Wild Hunt Axe
  • S_Wild Hunt Axe
  • Q1_ZoltanAxe2hx
  • S_Q1_ZoltanAxe2hx

Lethal Baguettes:

  • smol baguette

2. UNARMED

When Armiger Mode, Focus Mode, or Hybrid Mode is selected, there are three options for unarmed combat, available for selection in the Main Settings menu:

  • Normal fists
  • Vampire claws
  • Shockwave fists

Equipment Mode disables this setting, and the animations are applied only when specific items are equipped.

Vampire Claws

Vamp.Claws.Demo.mp4
  • Vampire claws are automatically equipped when attacking while unarmed.
  • Vampire claws retract once the player is out of combat, or equips a weapon.
  • Vampire claws deal 5% - 10% maximum health damage to red health enemies, and 10% - 20% maximum health damage to monsters. This damage can be modified in the Damage Settings menu.
  • Setting both minimum and maximum damage sliders in the Damage Settings menu to 0 will cause the claws damage to scale with equipped weapons (Steel weapon damage for red health enemies, silver weapon damage for silver health enemies).
  • Attacks apply bleeding and heals for 2.5% of the player's maximum health.
  • Light attacks are light vampire strikes.
  • Heavy attacks are heavy vampire strikes.
  • W + light attack are vampire claw combos.
  • W + heavy attack are vampire dash attacks.

Vampire Claw Parries:

  • Vampire claw parries blocks 90% of the damage dealt to the player.
  • Will block as long as the player has stamina.
  • Drains 5% of the player's stamina on each block.
  • Drains 50% of the player's stamina if the player takes lethal damage. Will block full damage.

Black Blood:

  • Using black blood while vampire claws are equipped causes further mutations to the player.

Shockwave Fists

  • Every punch releases a shock wave in front of the player.

3. ARMED

|| Static/Evolving Weapons ||

Depending on whether Static Weapons or Evolving Weapons are selected in Armiger Mode Settings , the Focus Mode Settings, or the Hybrid Mode Settings, the player will have slightly different weapons. These are purely cosmetic changes, and do not have any impact on gameplay.

  • For STATIC WEAPONS:

    • Weapons will not change how they look.
    • Steel:
      • Olgierd Moveset: Iris
      • Eredin/Shield Moveset: Eredin's sword, modified to be double sided
      • Imlerith/Caretaker/Caranthir Moveset: Caretaker's spade
      • Dettlaff Moveset: Steel Sword Claws, fully evolved
      • Spear Moveset: Ofieri Spear
      • Gregoire Moveset: Gregoire de Gorgon's Sword
      • Hammer Moveset: Golyat's Weapon
      • Axe Moveset: Wild hunt Hammer
    • Silver:
      • Olgierd Moveset: Ofieri Sabre
      • Eredin/Shield Moveset: Eredin's sword, modified to be double sided
      • Imlerith/Caretaker/Caranthir Moveset: Imlerith's Hammer
      • Dettlaff Moveset: Silver Sword Claws, fully evolved
      • Spear Moveset: Guisarme
      • Gregoire Moveset: Gregoire de Gorgon's Sword
      • Hammer Moveset: Cloud Giant's Weapon
      • Axe Moveset: Wild hunt Axe
  • For EVOLVING WEAPONS:

    • Weapon level and/or rarity will change how each of the weapons look.
    • There are different silver and steel versions of each weapon, dependent upon if Geralt is holding a silver or steel weapon.
    • Evolving weapons will change their appearance if Shades of Iron is installed.

- Weapon Tier Appearance System For Evolving Weapons

  • Tier I Weapon Appearance
    • Weapon level 1-10 OR Common type weapons.
  • Tier II Weapon Appearance
    • Weapon level 11-20 AND weapon rarity above Common.
  • Tier III Weapon Appearance
    • Weapon level 21+ AND weapon rarity equal to or above Relic.

- Miscellaneous Info

  • ACS moveset weapons will display the runes and enchantments of the weapon you currently have equipped in your inventory, if it is supported on the weapon.
  • The Severance enchantment increases the range of all attacks from ACS movesets.

Armiger Mode Movesets

While in Armiger Mode, selecting different signs while holding a weapon will change Geralt's moveset and grant him different weapons, depending on selected sign.

  • Two movesets are paired with each other for Light Attacks and Heavy Attacks, the former being the primary and the latter being the secondary:

    • Olgierd Moveset + Spear Moveset
    • Eredin/Shield Moveset + Gregoire Moveset
    • Imlerith/Caretaker/Caranthir Moveset + Hammer Moveset
    • Dettlaff Moveset + Axe Moveset
  • Light attacks switch to primary weapons.

  • Heavy attacks switch to secondary weapons.

The Armiger Mode menu allows the player to modify which weapon corresponds to which sign.

  • All moveset damage is based on currently equipped weapon in inventory.
  • Select weapons have increased range.
  • All extra movesets each have a special light attack, replacing Whirl. Requires Whirl to use.
  • Holding down W (Forward) key while attacking with light attacks, heavy attacks, or special light attacks will alter attack moveset.
  • There are two modes for combos:
    • Sequential: Combos will follow a pattern, and repeat once reaching the last move in the set.
    • Randomized/Distance Based: The range/distance of opponent from the player will alter attack moveset.
  • The Olgierd moveset/weapon, Eredin/Shield moveset/weapon, and Gregoire moveset/weapon possess the ability to perform automatic finishers on enemies.
  • All other moveset/weapons do not have automatic finishers, and will instead attempt to dismember the enemy.

|| Olgierd Moveset + Spear Moveset ||

Light Attack = Olgierd/1-Hand-Sword Single Strikes

Quen.Light.Attack.Demo.mp4

W Key (Forward) + Light Attack = Olgierd Pirouette Spinning Strikes

Quen.W.Key.Light.Attack.Demo.mp4

Heavy Attack = Spear/Staff/Halberd Single Strikes

Quen.Heavy.Attack.Demo.mp4

W Key (Forward) + Heavy Attack = Spear/Staff Whirling Attacks

Quen.W.Key.Heavy.Attack.Demo.mp4

Special Light Attack = Olgierd Combo Strikes

Quen.Special.Light.Attack.mp4

W key (Forward) + Special Light Attack = Olgierd Shadow Dash

Quen.W.Key.Special.Light.Attack.mp4

If the player has full adrenaline and full stamina, Umbral Slash End is available for use for Olgierd weapon's special attack ( Forward (W) + Special Light Attack (Whirl) ). Consumes all of the player's adrenaline and stamina on use.

umbral_slash_end.mp4

|| Eredin/Shield Moveset + Gregoire Moveset ||

Light Attack = Eredin/2-Hand-Sword Single Strikes

Axii.Light.Attack.Demo.mp4

W Key (Forward) + Light Attack = Short Eredin/Caretaker Combo Strikes

Axii.W.Key.Light.Attack.Demo.mp4

Heavy Attack = Gregoire de Gorgon Single Strikes

Axii.Heavy.Attack.Demo.mp4

W Key (Forward) + Heavy Attack = Gregoire de Gorgon/1-Hand Sword Combo Strikes

Axii.W.Key.Heavy.Attack.Demo.mp4

Special Light Attack = Long Eredin Combo Strikes

Axii.Special.Light.Attack.Demo.mp4

W key (Forward) + Special Light Attack = Caretaker Charge Attack (Releases shockwave at the end)

Axii.W.Key.Special.Light.Attack.Demo.mp4

|| Imlerith/Caretaker/Caranthir Moveset + Hammer Moveset ||

Light Attack = Imlerith/Caranthir/1-Hand-Mace Single Strikes

Yrden.Light.Attack.Demo.mp4

W Key (Forward) + Light Attack = Imlerith/Caretaker Sweeping Strikes

Yrden.W.Key.Light.Attack.Demo.mp4

Heavy Attack = 1-Hand-Hammer Single Strikes

Yrden.Heavy.Attack.Demo.mp4

W Key (Forward) + Heavy Attack = 2-Hand-Hammer Strikes

Yrden.W.Key.Heavy.Attack.Demo.mp4

Special Light Attack = Imlerith Berserk Sweeping Strikes

Yrden.Special.Light.Attack.Demo.mp4

W key (Forward) + Special Light Attack = Imlerith Berserk Single Strike

Yrden.W.Key.Special.Light.Attack.Demo.mp4

|| Dettlaff Moveset + Axe Moveset||

Light Attack = Dettlaff/Bruxae Vampire Single Strikes

Aard.Light.Attack.Demo.mp4

W Key (Forward) + Light Attack = Dettlaff Vampire Combo Attacks

Aard.W.Key.Light.Attack.Demo.mp4

Heavy Attack = 1-Hand-Axe/1-Hand-Mace Single Strikes

Aard.Heavy.Attack.Demo.mp4

W Key (Forward) + Heavy Attack = 2-Hand-Axe Strikes

Aard.W.Key.Heavy.Attack.Demo.mp4

Special Light Attack = Dettlaff Vampire Spinning Attack

Aard.Special.Light.Attack.Demo.mp4

W key (Forward) + Special Light Attack = Dettlaff Vampire Dash Strike

Aard.W.Key.Special.Light.Attack.Demo.mp4

Focus Mode / Hybrid Mode / Equipment Mode Movesets

  • All moveset damage is once again based on currently equipped weapon in inventory.

  • Select weapons have increased range.

  • Each weapon/moveset has its own unique:

  • Light Attack

  • W + Light Attack

  • Heavy Attack

  • W + Heavy Attack

  • Special Attack (Whirl)

  • W + Special Attack (Whirl)

  • Counterattack

  • W + Counterattack

  • Combo modes (Sequential or Randomized/Distance based) will also follow the setting determined in the Main Settings Menu.

  • Eredin/Shield, Olgierd, and Gregoire's moveset possess the ability to perform automatic finishers on enemies.

  • All other weapons do not have automatic finishers, and will instead attempt to dismember the enemy, unless triggering a manual finisher.

4. ELEMENTAL COMBO SYSTEM

When this option is enabled in the Main Settings menu, it allows the player's weapon to produce additional effects.

When successfully damaging an enemy while holding a primary weapon in a specific stance, the player will prime the enemy for a detonation effect, which will be activated upon successfully damaging the enemy with a subsequent attack while holding the secondary weapon.

This works both ways for all signs except for Geralt's default weapon, meaning that attacks while holding the secondary weapon will also prime the enemy for a detonation effect, which will be detonated upon attacking while holding the primary weapon.

  • Enemies primed for detonation display a marker above them.
  • Detonation consumes all markers.
  • Markers disappear after combat if not consumed.
  • Detonation requires at least 1/3 of the adrenaline bar.
  • Every detonation consumes 1/3 of the adrenaline bar, meaning the player can hold 3 detonation charges at max adrenaline.
  • Detonation effects at max adrenaline have longer effects duration on enemies and wider range.
  • Weapons passive effect activation chance scales with adrenaline in intervals of 1/3, 2/3, and max, with the chances of activation being 12%, 25%, and 50% respectively.

The above only applies to Armiger Mode. In other modes, the only part of the system active is the weapons passive effects part, which produces the player's selected sign's effect instead.

Armiger Mode Elemental Combo System Showcase

|| Default Geralt Moveset/Weapon ||

Igni.Detonation.mp4
  • Light attack/Any attack action after attacking with light attack:

    • Passive: None.
    • Primes enemy.
    • Detonation effect: None.
  • Heavy attack/Any attack action after attack with heavy attack:

    • Passive: None.
    • Does not prime enemy.
    • Detonation: Detonates an explosion in a small radius, blasting enemies back and burning them.

|| Eredin/Shield ||

Axii.Primary.Detonation.mp4
  • Passive: Attacks have a chance to apply slowdown frost.
  • Primes enemy.
  • Detonation: Calls down frost orbs from the sky that target enemies in a small radius, dealing damage and applying a slowdown frost debuff to enemies.

|| Gregoire Moveset ||

Axii.Secondary.Detonation.mp4
  • Passive: Attacks have a chance to apply slowdown frost.
  • Primes enemy.
  • Detonation: Freezes enemies in a small radius around the player.

|| Dettlaff Moveset ||

Bloodspike.mp4
  • Passive: Attacks grant healing equal to 2.5% of the player's maximum health.
  • Primes enemy.
  • Detonation: Causes blood to spill out from nearby enemies, inducing bleeding and staggers for 0.5 seconds. Range and bleed duration increases depending upon what the player's adrenaline levels are.

|| Axe Moveset ||

Waterpillar.mp4
  • Passive: Attacks have a chance to apply stagger.
  • Primes enemy.
  • Detonation: Summons water pillars from under nearby enemies, causing confusion. Range and confusion duration increases depending upon what the player's adrenaline levels are.

|| Olgierd Moveset ||

Quen.Primary.Detonation.mp4
  • Passive: Attacks have a chance to apply blindness.
  • Primes enemy.
  • Detonation: Summons a sand storm that applies blindness to enemies in a small radius.

|| Spear Moveset ||

Quen.Secondary.Detonation.mp4
  • Passive: Attacks have a chance to slow enemies.
  • Primes enemy.
  • Detonation: Summons a sand pillar that applies paralysis to enemies in a small radius.

|| Imlerith/Caranthir/Caretaker Moveset ||

Yrden.Primary.Detonation.mp4
  • Passive: Attacks have a chance tostagger enemies.
  • Primes enemy.
  • Detonation: Calls down magic missiles from the sky that target enemies in a small radius, dealing damage and applying a health drain debuff.

|| Hammer Moveset ||

Yrden.Secondary.Detonation.mp4
  • Passive: Attacks have a chance to apply knockdown.
  • Primes enemy.
  • Detonation: Calls down lightning and blasts enemies away in a small radius.

5. ELEMENTAL REND SYSTEM

When this option is enabled in the Main Settings menu, releasing rend while holding certain weapons have addtional effects.

  • Requires the rend skill to use.
  • Elemental rend can only be activated at max adrenaline.

|| Geralt's Default Moveset/Weapon ||

Igni.Rend.Demo.mp4
  • Heavy attack once first to use.
  • Releases a single Ifrit golem's fire line in front of the player on first cast, burning and dealing minor damage to all enemies it comes into contact.
    • Subsequent rends increase the number of fire lines, the second increasing to three, and the third increasing to five.
    • Resets back to one after the third rend.

|| Gregoire Moveset/Weapon ||

Axii.Rend.Demo.mp4
  • Releases a single Eredin's ice line in front of the player on first cast, slowing and dealing minor damage to all enemies it comes into contact with, with a chance of freezing the enemy.
    • Subsequent rends increase the number of ice lines, the second increasing to three, and the third increasing to five.
    • The chance of freezing increases with the increase of ice lines.
    • Resets back to one after the third rend.

|| Axe Moveset/Weapon ||

Aard.Rend.Demo.mp4
  • Releases a single stone golem's rock line in front of the player on first cast, staggering and dealing minor damage to all enemies it comes into contact with.
    • Subsequent rends increase the number of rock lines, the second increasing to three, and the third increasing to five.
    • Resets back to one after the third rend.

|| Spear Moveset/Weapon ||

Quen.Rend.Demo.mp4
  • Causes giant Leshen roots to erupt in front of the player on first cast, staggering and dealing minor damage to all enemies it comes into contact with.
    • Subsequent rends increase the number of roots, the second increasing to three, and the third increasing to five.
    • Resets back to one after the third rend.

|| Imlerith/Caranthir/Caretaker Moveset/Weapon ||

Yrden.Rend.Demo.mp4
  • Releases a single cloud giant's shockwave in front of the player on first cast, knocking down and dealing minor damage to all enemies it comes into contact with.
    • Subsequent rends increase the number of shockwaves, the second increasing to three, and the third increasing to five.
    • Resets back to one after the third rend.

6. TAUNT SYSTEM

Switching weapons (signs, default button is mouse-wheel on PC) while standing still with no movement keys held (WASD) will perform a taunt.

Out of combat:

  • If the taunt system is enabled in the menu options, and the option I WANNA PLAY GWENT is enabled, Geralt will go around asking people to play gwent with him when the taunt button is pressed.

In combat:

  • If the taunt system is enabled in the menu options, and the option Combat Taunt is enabled, enemies will be taunted in combat.
  • Taunts change based on what weapon is held.
  • 5 enemies in a 5 meter radius around the player will be taunted.
  • After 0.75 seconds, enemies will be taunted one by one in 0.25 second intervals, have their levels reduced by around 1/2, increasing their moral, stamina, and focus.
  • Enemies will increase their speed anywhere from 5% to 25%.
  • They will also receive a small health regen amongst other things.
  • Taunted enemies will now apply knockdown and bleeding if they manage to hit the player.
  • When they reach 25% health through player damage, taunted enemies have a 75% chance to man up, leveling up to twice the player's level, as well as gain max stamina and morale again.
  • Or the enemy will have a 25% chance of accepting their failure and lose all stamina and morale, as well as become paralyzed with fear.
  • In other mods that remove enemy levels, they'll just gain stamina, morale, and speed boost.
  • In W3EE, they'll have increased damage instead when at 25% health.
  • Subsequent taunts on a taunted enemy will only replenish their morale, focus, and stamina, and make them play a taunt animation.

7. MOVEMENT SYSTEM

|| Bruxa Dash ||

Bruxa.Dash.Demo.mp4

Out of Combat: Hold Sprint + Forward (W) or Hold Sprint + Doubletap Forward (W)

In Combat: Doubletap + Dodge

  • Dashes a fixed distance forward, alternating a little bit left or right.
  • Bruxa dash serves as a reset button to many things. Use it to dash out of wraith mode, bruxa bite, or generally anything you might encounter.
  • Bruxa dash while in exploration will dash further than dashing in combat.
  • Bruxa dash distance is reduced while the player is interior.

|| Wraith Mode ||

Wraith.Mode.Demo.mp4

Witcher Sense + Hold Sprint + Forward (W) or Witcher Sense + Hold Sprint + Doubletap Forward (W)

  • Can only be used out of combat.
  • Enables the player to ignore collision, phase through walls, and fly through the air.
  • Press jump, dodge/roll, or perform a bruxa dash to exit wraith mode.
  • Wraith mode speed is decreased if the player is indoor or if witcher sense is active.
  • Don't use this to fly out of locations during certain quests. May break a few quest triggers that will prevent you from progressing the game.

|| Leap Attack ||

Bruxa.Leap.Ground.Demo.mp4

Doubletap Forward (W) in combat while not holding sprint key while adrenaline is not full OR Doubletap Dodge + Forward (W) in combat

  • Can only be used in combat.
  • Leaps at your targeted enemy, dealing damage.
  • Leap attack is capable of targeting airborn enemies.

|| Dodge Slide ||

S key + Dodge

  • Can only be used in combat.
  • Slides the player back a fixed distance away from the targeted enemy.
  • Replaced with a different type of dodge when on cooldown.
  • Vampire movesets have a different dodge slide.

|| Teleport Dodge ||

Wild.Hunt.Blink.mp4

Doubletap + Roll

  • Each weapon/moveset has their own teleport dodge.
  • Can only be used in combat.
  • Teleports the player behind your targeted enemy.
  • Don't use this while near the edge of a terrain. Might teleport you somewhere you don't want to be.

|| Bruxa Dodges ||

Bruxa.Dodge.Demo.mp4

Doubletap S key = Bruxa dodge back center

Doubletap A key = Bruxa dodge back left

Doubletap D key = Bruxa dodge back right

  • Nothing really to say about these. Dodge like a vampire.

8. SPECIAL ABILITIES

|| Shield ||

Axii.Shield.Demo.mp4

Holding down the Parry/Counterattack button while using the Eredin + Shield moveset will grant the player a shield. Default shield is Imlerith's shield.

  • Shield blocks all damage to the player as long as the player has stamina.
  • Drains 10% of the player's stamina on each block.
  • The player cannot dodge or roll while the shield is active.
  • Drains 50% of the player's stamina if the player takes lethal damage. Will block full damage.

|| Aspect of the Hym ||

Aspect.Of.The.Hym.Demo.mp4

Double-tapping and holding down Parry/Counterattack while using the Eredin + Shield moveset will summon a hym around the player. Release Parry/Counterattack to dismiss the hym.

  • The hym can only be summoned in darkness (10PM to 2AM) or if the player is in a dark place (caves etc.)
  • An offering of 30% of the player's current health must be given to the hym in order to summon it each time. If you ever hear whisperings in your ear, telling you that you can keep dismissing the hym and resummoning it to infinitely decrease your own health but not kill you, you may heed it. Only if you're into that sort of thing though. I don't judge. This pleases the hym, and you'd like that, wouldn't you?
  • The hym is a sadistic creature, and deals 50 flat damage + 14.5% to 20% missing health damage to its targets in a wide range around the player.

|| Bruxa Camouflage ||

Bruxa.Camo.Demo.mp4

Double-tapping and holding down Parry/Counterattack while equipped with vampire claws triggers Bruxa camouflage.

  • 5% current health is continuously drained while camouflage is active. Health drain is halved if the player stands still.
  • The player can dash, attack, and do special abilities when in Bruxa Stealth mode. Doing a vampire dash attack or attacking while not having vampire claws equipped reveals the player.
  • Enemies close to the player will notice the player, while enemies farther away will not.
  • The lower the enemy's health is, the greater their fear, which will be reflected in their reaction towards the camouflaged player.
  • Only works on humans. Monsters behave normally.

|| Bruxa Bite ||

Bruxa.Bite.Demo.mp4

Doubletap W while locked on a target will perform a bruxa bite attack. It's that thing where bruxae jump on Geralt and suck his blood.

  • Bruxa bite deals 10% - 20% percentage health damage and heals for 10% the player's max health.
  • Executes the enemy if they are below 10% health.
  • Bruxa Dash, leap attack, dodge, or roll to release victim.
  • Requires full stamina and full adrenaline. Resets adrenaline to 0 after use.

|| Hijack ||

Hijack.Demo.mp4

Bruxa bite is capable of hijacking certain enemy movements.

- Current enemy list:

  • Harpies
  • Siren
  • Wyvern
  • Dracolizard
  • Gryphon
  • Basilisk
  • Garkain
  • Shaelmaar

- Controls:

  • Holding down W while pressing A or D will nudge the creature to go either left or right.
  • Release W to nudge it forward.
  • Be aware, the creature will attempt to fight you for control.

|| Caretaker Shades ||

Shades.Demo.mp4

S + Doubletap Parry/Counterattack will summon Caretaker shades around the player in a wide radius.

  • Shades will distract enemies, as other enemies will attempt to kill them, while also provide a source of life-steal for claws.
  • Shades do not attack, and will die in one hit.
  • Shades will automatically move towards the player if player is nearby, or move towards the closest enemy.
  • Shades summoning can only be used once per combat, being replaced by a push/shove attack after used.
  • The player will summon more shades when at less than 50% health.
  • The higher the level the player is, the more shades will be summoned.

- Player level 10 or less

  • 1 shade normal, 2 shades at 50% or less health.

- Player level 11 to 15

  • 2 shades normal, 5 shades at 50% or less health.

- Player level 16 to 20

  • 3 shades normal, 7 shades at 50% or less health.

- Player level 21 to 25

  • 5 shades normal, 10 shades at 50% or less health.

- Player level 26 or more

  • 7 shades normal, 15 shades at 50% or less health.

|| Aspect of the Toad ||

Toad.Demo.mp4

S Key + Parry/Counterattack while hard locked on a target (default key Z) at close range will cause the player to channel a fraction of the power of the Toad, vomiting on all enemies in a small area in front of the player.

  • Requires full stamina and full adrenaline. Resets adrenaline to 0 after use.
  • Can only be used while the player is on the ground.
  • Toad vomit deals current health percentage damage as poison damage, but executes the enemy at a certain health threshold.
  • Damage is capable of generating critical hits, based on player's critical hit chance.

|| Aspect of the Djinn (Single Target) ||

Djinn.Single.Target.Demo.mp4

S Key + Parry/Counterattack while hard locked on a target (default key Z) at medium to long range will cause the player to channel a fraction of the power of a djinn and shoot a beam of lightning at the target.

  • Requires full stamina and full adrenaline. Resets adrenaline to 0 after use.
  • Can only be used while the player is on the ground.
  • Extra targets at close range and close to the beam of lightning will be hit.
  • Djinn lightning deals current health percentage damage as direct damage, but executes the enemy at a certain health threshold.
  • Targets have a small chance to burn.
  • Damage is capable of generating critical hits, based on player's critical hit chance.

|| Aspect of the Djinn (Multi Target) ||

Djinn.Multi.Target.Demo.mp4

Parry/Counterattack while at medium to long range will cause the player to channel more of the power of a djinn and shoot beams of lightning at the five closest targets to the player.

  • Requires full stamina and full adrenaline. Resets adrenaline to 0 after use.
  • Can only be used while the player is in wraith mode.
  • Djinn lightning deals current health percentage damage as direct damage, but executes the enemy at a certain health threshold.
  • Targets have a small chance to burn.
  • Damage is capable of generating critical hits, based on player's critical hit chance.

|| Summoned Wolves ||

Wolves.Demo.mp4

Double-tapping and holding down Parry/Counterattack while holding the Quen primary weapon will summon three wolves around the enemy. Release Parry/Counterattack to dismiss the wolves.

|| Summoned Shadow Centipedes ||

Centipede.Demo.mp4

Double-tapping and holding down Parry/Counterattack while holding the Quen primary weapon while the player is below 50% health will summon three shadow centipedes around the enemy. Release Parry/Counterattack to dismiss the centipedes.

|| Summoned Swords ||

Phantom.Swords.Demo.mp4

W + Doubletap + Parry/Counterattack while in combat and not hard locked to enemy summons five Summoned Swords.

  • First cast summons the swords, second cast fires the swords.
  • Swords cost 2/3 current adrenaline/focus to fire.
  • Sword damage is literally the player's light attacks. This means landing all five swords on the enemy = five light attacks at once.
  • This also means that it can be comboed with other attacks through the elemental combo system.
  • Swords destroy shields.
  • Swords will disarm an opponent if they happen to hit their weapon hand.

|| Necromancy ||

If enabled in the Special Abilities menu, double-tapping Parry/Counterattack while using the Imlerith/Caretaker/Caranthir moveset will allow the player to raise the dead.

When the player is above 50% health:

Necromancy.Phase.1.Demo.mp4
  • A maximum of 10 corpses can be revived as revenants, in a 10 meter radius around the player.
  • Humans cost 5% current health each to be revived.
  • Small to regular sized monsters cost 7.5% current health each, while bigger monsters cost 20% current health each.
  • Revenants have reduced health, but are very aggressive.
  • Recasting the summoning WILL NOT destroy all active revenants.
  • Revenants can be revived indefinitely.

When the player is below 50% health:

Necromancy.Phase.2.Demo.mp4
  • The player will create skeleton soldiers from corpses instead.
  • A maximum of 15 skeleton soldiers can be created in a 20 meter radius around the player.
  • Each soldier costs 10% current health to summon.
  • Soldiers are aggressive, fast, and vary in size.
  • Recasting the summoning WILL destroy all active skeleton soldiers.

All revenants and skeleton soldiers are destroyed if the player leaves combat.

|| Bat Swarm ||

swarm.mp4

Double-tap + hold parry + sword claws

  • The player summons a horde of bats. When active, the player's stamina will rapidly drain, but successful damaging attacks on enemies will regain a small percentage of the player's max stamina.
  • The swarm dissipates when the player has no stamina left.
  • Surrounding enemies will be pulled towards the player, be continuously damaged for a tiny percentage of their health, have a large chance to be affected by bleeding, and a very small chance to be affected by blindness.
  • Swarm executes when the enemy health drops below 5%.

9. WEAPON ARTS

Back (S key) + light attack activates Weapon Arts for all movesets.

Vampire claws: Sonic Scream

bruxa_scream.mp4
  • Can only be activated if the player has at least 1/3 of the adrenaline bar.
  • Consumes 1/3 of the adrenlaine bar on each use.
  • Deals enemy missing health damage. The lower the enemy's health is, the greater the damage.

Olgierd weapon: Umbral Slash

umbral_slash.mp4
  • Can only be activated if the player has at least 1/3 of the adrenaline bar.
  • Consumes 1/3 of the adrenlaine bar on each use.
  • Deals weapon damage + small amount of enemy max health damage.

Spear weapon: Stormspear

Stormspear.mp4
  • Can only be activated if the player has at least 1/3 of the adrenaline bar.
  • Consumes 1/3 of the adrenlaine bar on each use.
  • Deals weapon damage + small amount of enemy max health damage.
  • Immobilizes enemies.

Eredin weapon: Sparagmos

sparagmos.mp4
  • Can only be activated if the player has at least 1/3 of the adrenaline bar.
  • Consumes 1/3 of the adrenlaine bar on each use.
  • Deals weapon damage + small amount of enemy max health damage.
  • Causes burning.

Gregoire weapon: Judgement

Judgement.mp4
  • Can only be activated if the player has a full adrenaline bar.
  • Consumes all adrenaline on use.
  • Deals enemy missing health damage. The lower the enemy's health is, the greater the damage.

Imlerith weapon: Crescent Caress

crescent_caress.mp4
  • Can only be activated if the player has at least 1/3 of the adrenaline bar.
  • Consumes 1/3 of the adrenlaine bar on each use.
  • Pulls enemy towards player location.

Giant weapon: Earthshaker

Giant.Stomp.mp4
  • Can only be activated if the player has at least 1/3 of the adrenaline bar.
  • Consumes 1/3 of the adrenlaine bar on each use.
  • First and second stomp staggers enemies. Third stomp knocks enemies down.

Sword Claw weapon: Flying Rabies

Bats.Summon.mp4
  • Can only be activated if the player has a full adrenaline bar.
  • Consumes all adrenaline on use.
  • Deals enemy missing health damage. The lower the enemy's health is, the greater the damage.

Axe weapon: Waterpulse

Waterpulse.mp4
  • Can only be activated if the player has at least 1/3 of the adrenaline bar.
  • Consumes 1/3 of the adrenlaine bar on each use.
  • Landing all three waves will knock enemies down.

10. CONTACT ME

  • If you really have to, find me in the Wolven Workshop discord server. I may or may not reply.

Please do not upload this mod anywhere else without my explicit permission.