The Conjunction of the Spheres - A Witcher World


In ancient times, our world intertwined with another through a cataclysm that scholars call the Conjunction of the Spheres...
Inspired by The Witcher book and game series, this mod adds new mobs, weapons, armor, potions, a completely new toxicity mechanic, and much more!

Main Features
Two new books thoroughly explain all game mechanics and monsters in an immersive way. Currently, two monster types have been added - Necrophages and Ogroids, totaling 19 unique creatures!
Alchemy System
New alchemical herbs, a special crafting table, and a refilling system for all types of concoctions:
- Various potions and decoctions with toxicity mechanics
- All bombs from The Witcher 3
- Monster oils that increase damage against specific mobs
Other Additions
- New villager profession - Herbalist
- Multiple weapons and armor from all three Witcher games
- Option to give your character bright yellow witcher eyes (see configuration)
- Full compatibility with Witcher (More RPG Classes) mod
Monsters
For additional information, see the bestiary in-game
Necrophages
Drowner

- Spawns in rivers, oceans, swamps, and beaches near water
- Health: 20HP
- Damage: 4 units
Ghoul

- Spawns in monster nests, plains, and forests at night
- Health: 18HP
- Damage: 4 units
Alghoul

- Spawns in monster nests with 20% probability near ghouls
- Health: 30HP
- Damage: 6 units
Rotfiend

- Spawns in plains, forests, and caves at night
- Health: 20HP
- Damage: 3 units + explosion power 3
Foglet

- Spawns in swamps, rivers, forests, and mountains at night
- Health: 25HP
- Damage: 4 units
Water Hag

- Spawns in swamps and rivers near water
- Health: 20HP
- Damage: 4 units + mudball with 6 damage
Grave Hag

- Spawns in plains and forests at night
- Health: 30HP
- Damage: 6 units
Scurver

- Spawns in plains, forests, jungles, and savannas at night
- Health: 30HP
- Damage: 4 units + explosion power 2.6 + spikes with 4 damage and 10s bleeding
Devourer

- Spawns in plains, forests, rivers, and swamps at night
- Health: 30HP
- Damage: 5 units + jump with 2 damage + (falling distance)
Bloedzuiger

- Spawns in swamps and mangrove swamps
- Health: 30HP
- Damage: 5 units with 12.5% chance to apply cadaverine for 10s + explosion power 3
Graveir

- Spawns at night only below 63y
- Health: 50HP
- Damage: 9 units + 33% chance to apply cadaverine for 8s
Bullvore

- Miniboss, spawns in patrols with rotfiends
- Health: 80HP
- Damage: 14 units + charge with 14 damage
Ogroids
Nekker

- Spawns in monster nests, plains, forests, jungles, and savannas at night
- Health: 14HP
- Damage: 2 units + 2 units when led by nekker warrior
Nekker Warrior

- Spawns in monster nests with 20% probability near nekkers
- Health: 30HP
- Damage: 5 units
Cyclops

- Spawns in snowy plains, mountains, and taigas
- Health: 45HP
- Damage: 8 units + jump with 6 damage + (falling distance 2)
Rock Troll

- Spawns in rock troll caves, mountains, taigas, and stony shores at night
- Health: 30HP
- Damage: 4 units + rock projectile with 8 damage
Ice Troll

- Spawns in ice troll caves, snowy plains, and mountains at night
- Health: 50HP
- Damage: 6 units + 4 units during snow + rock projectile with 8 damage and slowness IV 5s
Forest Troll

- Spawns in forest troll nests in forests at night
- Health: 25HP
- Damage: 8 units + charge with 10 damage
Ice Giant

- Boss, spawns in ice giant cave
- Health: 150HP
- Damage: 12 units + 4 units during snow + charge with 12 damage + jump with 8 damage + (falling distance 2) + 9 units while holding anchor
Alchemy
Alchemy Table
All concoctions are created at the alchemy table. This system requires precise ingredient amounts and arrangement. Both ingredients and recipes are needed, obtainable from herbalists or chests.

Herbal Table
Main function is as a workstation for herbalists, but also used to create herbal mixtures that restore hunger.

Plants and Herbs
- Celandine: Yellow flower growing in plains and forests
- Arenaria: White shrub growing in taigas
- Bryonia: Purple-white flower growing underground
- Crow's Eye: Tall shrub in taigas
- Verbena: White flower in plains and forests
- Han Fiber: Red flower in swamps and jungles
- Puffball: White mushroom in taigas and swamps
- Sewant Mushrooms: Brown mushrooms in dark forests
- Allspice: Rare root from herbalists
- Ergot Seeds: Rare drop from harvesting wheat
Concoctions
Potions
- Swallow: Heals 1HP/s but increases hunger
- Cat: Improves vision in darkness
- White Raffard's Decoction: Restores 35-100% health
- Killer Whale: Improves underwater breathing
- Black Blood: Reflects damage from undead
- Maribor Forest: Restores hunger
- Wolf: Increases critical damage
- Bindweed: Reduces damage from effects
- Rook: Increases sword damage
- White Honey: Clears toxicity and effects
Decoctions All decoctions last 10 minutes and give 50 toxicity
- Water Hag Decoction: +4 damage at full health
- Grave Hag Decoction: Healing per kill
- Alghoul Decoction: Hunger restoration
- Foglet Decoction: -50% damage during rain
- Nekker Warrior Decoction: Mount improvements
- Troll Decoction: Healing 1HP/s
Bombs
- Grapeshot: Small explosion and burning
- Samum: Stuns monsters
- Dancing Star: Explosion and burning
- Devil's Puffball: Poison cloud
- Dragon's Dream: Explosive gas
- Northern Wind: Freezing area
- Dimeritium Bomb: Magic blocking
- Moon Dust Bomb: Blocks regeneration and transformations
Monster Oils Increase damage by 2/4/6 units and last for 20/40/60 hits
- Necrophage Oil
- Ogroid Oil
- Beast Oil
- Hanged Man's Venom
Toxicity
Each potion has a specific toxicity level. Exceeding 75% of the limit causes damage to the player. Toxicity gradually decreases, while decoction toxicity only wears off after the effect ends.

Alcohol and Refilling
Used potions leave empty bottles that can be refilled with alcohol via the alchemy table or sleeping.

Weapons and Armor
Weapons
- G'valchir: Steel sword ignoring 75% armor
- Moonblade: Silver sword with +25% damage to magical monsters
- D'yaebl: Steel sword with 20% bleeding chance
- Ard'aenye: Powerful but slow steel sword
- Winter's Blade: Freezing sword
- Knight Crossbow: Powerful but slow crossbow
- Bolts: Regular, blunt, precision, exploding, and broadhead
- Giant Anchor: Rare weapon from ice giant
Armor
All sets consist of three pieces (witchers don't wear helmets)
Warrior's Leather Armor
- Stronger than leather but weaker than iron
- Set bonus: +25% resistance to magical monsters

Manticore Armor
- Iron level with increased toughness
- Each piece gives +10 max toxicity
- Set bonus: -75% bomb cooldown, -50% drinking time, +2 refill slots

Raven's Armor
- Diamond level with knockback resistance
- Set bonus: +10% speed, +50% resistance to magical monsters, +2 damage against them

Horse Armor
- Tundra: Improves snow movement
- Knight Errant's: Increases projectile resistance

Structures
Ghoul/Nekker Nests
Surface structures with slow monster spawners that can only be destroyed with special bombs.

Rock/Ice Troll Caves
Underground homes for 1-3 trolls with chests for trading.

Forest Troll Nests
Surface nests for forest trolls.

Ice Giant Cave
Giant arena for boss fight.


Configuration
Monsters
Configurable lists for adding mobs from other mods.
Toxicity - HUD
- Toxicity bar position on screen
- X/Y axis offset
Witcher Cosmetics
- Yellow witcher eyes
- Toxicity face effect
- Eye shape and position settings

Frequently Asked Questions
Q: Will there be a Forge version? A: Would love to, but dependencies aren't available yet.
Q: When update for new version? A: Will try to be consistent, but no promises.
Q: Compatible with multiplayer? A: Should be, but needs testing.
Q: What to expect in future updates? A: Vampires, specters, witcher signs, and other monster types.

Recommended Mods
- Witcher (More RPG Classes) - additional Witcher content
- Better Combat - improved animations
- Combat Roll - dodge system
- YDM's Weapon Master - swords on back
- Witcher Medallions - witcher medallions
Thanks to Andrzej Sapkowski and CD Projekt RED for creating this universe!
Sounds: modified versions from Zapsplat.com, The Witcher games, and Minecraft