
New monsters, armors, weapons, potions and challenges from the Witcher Universe, beware, The Conjunction of the Spheres!



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: 30HP
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)
Bloedzuiger
In version 1.0.7+
From Witcher 1
Spawn: Swamps and Mangrove Swamps.
Health: 30HP
Damage: 5 Attack Damage with 12.5% probability of apply Cadaverine 10s / Explosion of power 3 that inflicts cadaverine for 10s
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.
Concoctions
Note: All concoctions with the exception of decoctions have three levels; Normal, Enhanced and Superior.
Potions
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.
Bombs
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.
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 25% 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:
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
Starting in 1.1.0: All armors have 4 parts, and the set bonus depend on the amount of pieces weared
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.
Set Bonus:

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. With Witcher RPG loaded, it also includes a medallion that is needed for the full set.
Set Bonus:

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.
Set Bonus:

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]
Monsters
Toxicity - HUD
Witcher Cosmetics

Q: Can you make a port for Quilt/Forge?
A: I would love to make a version for Forge, but right now the dependencies I use aren't in those mod loaders.
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 and a new Witcher Sign mechanic. 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
