⚔️Slay monsters like a Witcher!
📂 Installation
🚨Required Mods
👍Highly Recommended Mods
⚔️ Features
This class is inspired by the Witcher Universe, mainly from the Witcher the Wild Hunt! Introducing many battle mechanics from the Witcher Universe!

✨Spells
Make use of the new Witcher-Skills and Signs to make fighting and combat more fun, by equipping a Spell Book and unlocking all of its powerful spells!
To do it, find a Spell Binding Table in village Gazebos, or build your own (just don't forget bookshelves around the Spell Binding Table).
To use the spell books: equip them and hold a weapon (vanilla, or even third party mods).

Witcher Sign Manual
Offers a huge range of different magical signs, that help you in different situations.

Witcher Techniques
Offers offensive fencing techniques, blocking arrows & attacks and dealing damage in a small area around you.

Master Witcher Book
You also can craft the Master Witcher Spell Book to combine Signs & Fencing techniques
🤺Combat & Equipment
- Craft and loot over 15+ new Witcher Swords!
- Silver-Swords are good for a sign build & strong against undead mobs
- Steel-Swords are good for a physical build and against human foes
- Some Rare Swords cant be crafted, you can only find them as loot in chests

- Choose from 20+ armor sets and represent your favourite Witcher School
- Each Armor Set is good for a different play-style

- Upgrade your Witcher School Armor from the lowest rank to the grandmaster tier!
- Craft yourself a Witcher Medallion and pair it with your Grandmaster Armor to receive outstanding bonus effects!

New Structures and Loot
Find different structures on your journey, like Witcher graves and lost ruins, where you can find useful witcher gear in the chests.

🪨⛏️New Ores and Metals
- New Ores and metals can be found & crafted in the world!
- Steel can be obtained by smelting Iron Ingots in the blasting Furnace
- Silver Ore spawns in caves in Y: -30 - 42
- Dark Iron Ore spawns in caves in Y: -64 - 25
- Meteorite spawns in caves & above mountains in Y: 100 - 320
- Dark Steel Ingots can be crafted with, Steel- & Dark Iron Ingots & Netherite Scraps
- Meteorite Silver Ingots can be crafted with Silver- & Meteorite Ingots & Netherite Scraps
🧬 Attributes & Spell Schools
- This Mod adds some new Spell Schools & related Attributes
- Sign-, Aard-, Axii-, Igni-, Quen- & Yrden Spell School
- General Sign intensity which increases the damage of all signs
- Sign Specific Intensity for Aard, Axii, Igni, Quen & Yrden which increase just their signs damage
- Adrenaline Gain, Increases the chance to get the adrenaline effect and increases its duration the higher your Adrenaline Attribute ist
- The Adrenaline Effect increases your attack damage and sign intensity and your sign crit perks
- Enchantments for Signs are also available
Feel free to use this Mod in your Modpack, Video etc. If you want to give feedback about the mod or report bugs, feel free to join my Discord Server! :)
⚙️Configuration
- Armor & Weapon bonuses:
- _config/witcher_rpg/items.json
- Loot Injections:
- _config/witcher_rpg/loot.json
- Status Effects:
- config/witcher_rpg/effects.json
🤝Mod Compability
- BetterEnd
- BetterNether
- Arsenal (RPG-Series)
- Silver & Steel Ingot Crafting compat via tags:
- data_witcher_rpg/tags/items/silver_ingots
- data_witcher_rpg/tags/items/steel_ingots
🎥Showcases
Thanks to all content creators for showcasing my Mod😊!
🙌Credits
- Andrzej Sapkowsk & CD Projekt Red for creating the Witcher Universe and bringing it to life
- Deadelus for creating the amazing Spell Engine API
- Sounds are modified versions of sounds from Witcher 2: Assassins of Kings, Witcher 3: Wild Hunt. All Rights belong to CD Projekt Red
- Damienbrittan for creating the awesome Mod Banner
- Emil for creating the Spell Textures
- Animun4ik for creating all the armor related Assets
- SirGaith for creating the Spell Book Textures
- TenebrisMors for creating and sharing the Witcher BetterCombat Animations
🧙♂️Check out my other RPG themed Mods!
Want to play more RPG content? Check out the RPG Series Mods created by Daedelus!
Check out more RPG-Content created by other Spell Engine Dev's
All Versions
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- fixed a crash due to Spell Engine Changes
- fixed a crash due to Spell Engine Changes
## Glyph & Runestone System: Switched to Jewelry Sockets
Witcher's own Trinket/Curio-based Glyph & Runestone slot items have been fully replaced by Jewelry's socket system.
Glyphs and Runestones are no longer separate equipment-slot items you wear alongside your gear — they're now socketed directly into compatible Witcher armor and swords via Jewelry.
- Glyphs and Runestones are crafted directly in a crafting grid (or Crafter) using a base item and a themed catalyst material:
- Lesser Glyph of Infusion** + catalyst -> a Lesser Glyph with the matching Sign
- Lapis Lazuli -> Aard, Glowing Ink Sac -> Axii, Blaze Powder -> Igni, Turtle Scute -> Quen, Amethyst Shard -> Yrden
- Lesser Runestone** + catalyst -> a Lesser Runestone with the matching effect
- Magma Cream -> Dazhbog, Netherite Scrap -> Chernobog, Spider Eye -> Devana, Pufferfish -> Morana, Rabbit's Foot -> Perun, Gunpowder -> Stribog, Ender Pearl -> Svarog, Echo Shard -> Triglav, Amethyst Shard -> Veles, Prismarine Crystals -> Zoria
- Both base items now show a tooltip hinting that they need to be infused with materials
- 4x identical Lesser Glyphs/Runestones can be combined into 1 Normal-tier Glyph/Runestone, and 4x identical Normal ones into 1 Greater-tier one
- Added EMI support for both recipe types, under a new "Glyph & Runestone Infusion" category
- Jewelry is required only for the Glyph & Runestone system.**
- Without Jewelry installed (or with it installed but the Glyph/Runestone feature config toggles turned off), none of the items, recipes, or sockets in this section are registered.
- The old Trinket/Curio-based Glyph & Runestone slot items are gone.** Previously, Glyphs and Runestones could be worn as separate accessory items.
- Any Glyph/Runestone trinket items sitting in players' equipped Trinket/Curio slots or inventories on existing worlds are now orphaned and will no longer function.
- Compatible Witcher armor pieces and swords now need Jewelry sockets (via item components/tags) to hold Glyphs and Runestones.
- Item ID change**:
witcher_rpg:lesser_glyphhas been renamed towitcher_rpg:lesser_glyph_of_infusion. - Jewelry's Gem Cutting Table cant produce any Witcher glyphs/runestones.
- Adopt Spell Engine 1.10.9 & More RPG Library 2.8.0
- BREAKING for modpack/datapack developers:** More RPG Library's namespace was renamed
more_rpg_classes->mrpg_lib(and its advancement root moved tomrpg_lib:root). If you have any data files, loot tables, tags or advancements that reference the oldmore_rpg_classes:/more_rpg_content:ids from this mod or MRPGL, update them tomrpg_lib: - Updated internal advancement parents, mod dependency declarations (fabric.mod.json, neoforge.mods.toml)
- Added new optional dependencies: Jewelry 2.5.1 (required for the Glyph & Runestone socketing above).
- Witcher equipment is now affiliated loot: it drops more often for players carrying the matching spell book
## Glyph & Runestone System: Switched to Jewelry Sockets
Witcher's own Trinket/Curio-based Glyph & Runestone slot items have been fully replaced by Jewelry's socket system.
Glyphs and Runestones are no longer separate equipment-slot items you wear alongside your gear — they're now socketed directly into compatible Witcher armor and swords via Jewelry.
- Glyphs and Runestones are crafted directly in a crafting grid (or Crafter) using a base item and a themed catalyst material:
- Lesser Glyph of Infusion** + catalyst -> a Lesser Glyph with the matching Sign
- Lapis Lazuli -> Aard, Glowing Ink Sac -> Axii, Blaze Powder -> Igni, Turtle Scute -> Quen, Amethyst Shard -> Yrden
- Lesser Runestone** + catalyst -> a Lesser Runestone with the matching effect
- Magma Cream -> Dazhbog, Netherite Scrap -> Chernobog, Spider Eye -> Devana, Pufferfish -> Morana, Rabbit's Foot -> Perun, Gunpowder -> Stribog, Ender Pearl -> Svarog, Echo Shard -> Triglav, Amethyst Shard -> Veles, Prismarine Crystals -> Zoria
- Both base items now show a tooltip hinting that they need to be infused with materials
- 4x identical Lesser Glyphs/Runestones can be combined into 1 Normal-tier Glyph/Runestone, and 4x identical Normal ones into 1 Greater-tier one
- Added EMI support for both recipe types, under a new "Glyph & Runestone Infusion" category
- Jewelry is required only for the Glyph & Runestone system.**
- Without Jewelry installed (or with it installed but the Glyph/Runestone feature config toggles turned off), none of the items, recipes, or sockets in this section are registered.
- The old Trinket/Curio-based Glyph & Runestone slot items are gone.** Previously, Glyphs and Runestones could be worn as separate accessory items.
- Any Glyph/Runestone trinket items sitting in players' equipped Trinket/Curio slots or inventories on existing worlds are now orphaned and will no longer function.
- Compatible Witcher armor pieces and swords now need Jewelry sockets (via item components/tags) to hold Glyphs and Runestones.
- Item ID change**:
witcher_rpg:lesser_glyphhas been renamed towitcher_rpg:lesser_glyph_of_infusion. - Jewelry's Gem Cutting Table cant produce any Witcher glyphs/runestones.
- Adopt Spell Engine 1.10.9 & More RPG Library 2.8.0
- BREAKING for modpack/datapack developers:** More RPG Library's namespace was renamed
more_rpg_classes->mrpg_lib(and its advancement root moved tomrpg_lib:root). If you have any data files, loot tables, tags or advancements that reference the oldmore_rpg_classes:/more_rpg_content:ids from this mod or MRPGL, update them tomrpg_lib: - Updated internal advancement parents, mod dependency declarations (fabric.mod.json, neoforge.mods.toml)
- Added new optional dependencies: Jewelry 2.5.1 (required for the Glyph & Runestone socketing above).
- Witcher equipment is now affiliated loot: it drops more often for players carrying the matching spell book
- Fixed Better Combat Animations being in the wrong folder path
- Fixed Better Combat Animations being in the wrong folder path
- Fixed the invisible Kaer Morhen Armor Set Model
- Fixed the invisible Kaer Morhen Armor Set Model
> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **Requires the matching Spell Engine and More RPG Library releases.** This version will not run on
> Spell Engine **0.9.x**, and mods built against 0.9.x will not work alongside it.
> - **Update the whole set together.** Spell Engine, More RPG Library and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**
- Thanks to Daedelus for the PR!
- Ported to Minecraft 1.20.1 (Fabric + Forge 47). NeoForge is replaced by Forge on this line; the same
- Content-equivalent to the 1.21.1 3.1.2 release: the Skill Tree passive/modifier expansion and the
- Requires the matching 1.20.1 releases of Spell Engine (1.10.5), Spell Power (1.6.0), More RPG Library
- Every registry write goes through Forge's
RegisterEventwindow, so the mod also boots on Forge
- Glyph and runestone slots are stored as item NBT instead of data components (1.20.1 has none).
- Accessory slots use Trinkets 3.7.2 on Fabric and Curios 5.x on Forge.
### Accepted 1.20.1 limitations
- No custom map markers: the Witcher hideout and Feline scavenger-hunt maps use the vanilla red X
map_decoration_type registry.sign_intensityis registered from Java instead of shipping as a data-driven enchantment (1.20.1 has
item tooltip and it cannot be overridden from a datapack.
- Quen Shield always runs its full duration - on 1.20.1 a status effect cannot end itself early once its
- There is no max-absorption attribute on 1.20.1, so the +8 / +4 absorption-cap modifiers on Quen Active
#minecraft:undeaddoes not exist on 1.20.1, so silver and Yrden vulnerability use an explicit
#witcher_rpg:undead list of the vanilla undead. Modded undead that only opt into the 1.21 vanilla tagare not covered.
> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **Requires the matching Spell Engine and More RPG Library releases.** This version will not run on
> Spell Engine **0.9.x**, and mods built against 0.9.x will not work alongside it.
> - **Update the whole set together.** Spell Engine, More RPG Library and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**
- Thanks to Daedelus for the PR!
- Ported to Minecraft 1.20.1 (Fabric + Forge 47). NeoForge is replaced by Forge on this line; the same
- Content-equivalent to the 1.21.1 3.1.2 release: the Skill Tree passive/modifier expansion and the
- Requires the matching 1.20.1 releases of Spell Engine (1.10.5), Spell Power (1.6.0), More RPG Library
- Every registry write goes through Forge's
RegisterEventwindow, so the mod also boots on Forge
- Glyph and runestone slots are stored as item NBT instead of data components (1.20.1 has none).
- Accessory slots use Trinkets 3.7.2 on Fabric and Curios 5.x on Forge.
### Accepted 1.20.1 limitations
- No custom map markers: the Witcher hideout and Feline scavenger-hunt maps use the vanilla red X
map_decoration_type registry.sign_intensityis registered from Java instead of shipping as a data-driven enchantment (1.20.1 has
item tooltip and it cannot be overridden from a datapack.
- Quen Shield always runs its full duration - on 1.20.1 a status effect cannot end itself early once its
- There is no max-absorption attribute on 1.20.1, so the +8 / +4 absorption-cap modifiers on Quen Active
#minecraft:undeaddoes not exist on 1.20.1, so silver and Yrden vulnerability use an explicit
#witcher_rpg:undead list of the vanilla undead. Modded undead that only opt into the 1.21 vanilla tagare not covered.
- Add missing Curios data files for Witcher Medallion - Necklace Slots (Neoforge)
- Fixed a damaging miscalculation for the Witcher Senses Exposed effect, resulting in absurdly high damage numbers
- The Yrden Cloud now does not deal damage to undead entities anymore
- There is a Spell Modifier to choose in the Skill Tree soon, that will give the yrden cloud the ability to damage entities.
- Improved Tooltip-Descriptions for Spells, that inflict status effects.
- Added missing witcher status effect textures
- Add missing Curios data files for Witcher Medallion - Necklace Slots (Neoforge)
- Fixed a damaging miscalculation for the Witcher Senses Exposed effect, resulting in absurdly high damage numbers
- The Yrden Cloud now does not deal damage to undead entities anymore
- There is a Spell Modifier to choose in the Skill Tree soon, that will give the yrden cloud the ability to damage entities.
- Improved Tooltip-Descriptions for Spells, that inflict status effects.
- Added missing witcher status effect textures
- Created and Modified a lot of Passives and Modifiers for the upcoming Skill Tree Update
- Fixed and Improved the whole Adrenaline Gain & Loss Mechanic
- Created and Modified a lot of Passives and Modifiers for the upcoming Skill Tree Update
- Fixed and Improved the whole Adrenaline Gain & Loss Mechanic
- Drop Forgified Fabric API (FFAPI) as a required dependency
- Replace AzurelibArmor with Armor Model API
- Drop Forgified Fabric API (FFAPI) as a required dependency
- Replace AzurelibArmor with Armor Model API
- Adopt Spell Engine 1.10 - Thanks Daedelus for the PR!
- Skill Tree Prep with Modifiers & Passives!
- Adopt Spell Engine 1.10 - Thanks Daedelus for the PR!
- Skill Tree Prep with Modifiers & Passives!
- Attempt to Fix a crash with MRPG Lib Version when using Quen
- Adapt to Spell Engine 1.9.10+ API Changes
- Spell Expansion**
- T3 Witcher Senses: Reveals all enemies within range, making them Glow and exposing their weaknesses.
- Critical hits against exposed enemies deal more damage and are more likely to land.
- The exposing glow and increased Critical Hits for Melee attacks only works for the caster of the effect.
- Balancing & Internal Changes:**
- Code Clean Up
- Battle Trance now 100% stacks Adrenaline with every Melee Hit
- Reduced Amount of Extra Damage from Battle Trance
- Rend is now a charged Spell, the longer you hold the stronger and further the hit goes.
- Slightly Improved Rend's Animations
- Wolf School Technique, Aerondight- & Iris Charge now use Spell Engine's GlowingItemStatusEffect Renderer
- The Yrden Circle Model received a new Animation with the new Spell Engine API functions
- Added a small Easter Egg for the Witcher Medallion's Trinkets, increasing a certain Spell :)
- Adapt to Spell Engine 1.9.10+ API Changes
- Spell Expansion**
- T3 Witcher Senses: Reveals all enemies within range, making them Glow and exposing their weaknesses.
- Critical hits against exposed enemies deal more damage and are more likely to land.
- The exposing glow and increased Critical Hits for Melee attacks only works for the caster of the effect.
- Balancing & Internal Changes:**
- Code Clean Up
- Battle Trance now 100% stacks Adrenaline with every Melee Hit
- Reduced Amount of Extra Damage from Battle Trance
- Rend is now a charged Spell, the longer you hold the stronger and further the hit goes.
- Slightly Improved Rend's Animations
- Wolf School Technique, Aerondight- & Iris Charge now use Spell Engine's GlowingItemStatusEffect Renderer
- The Yrden Circle Model received a new Animation with the new Spell Engine API functions
- Added a small Easter Egg for the Witcher Medallion's Trinkets, increasing a certain Spell :)
- Remove debugging Loggers from the GlyphAnvilHandler I forgot Github issue #14
- Remove debugging Loggers from the GlyphAnvilHandler I forgot Github issue #14
- fix Quen Sign crash with MRPG Lib
- Add Netherite Tier Armor Sets to the Sign Intensity Enchantment Item Tag
- Update to use Spell Engine 1.9.0**
- DISCLAIMER: All spell books and spell scrolls will be reset, due to major API changes.
- Witcher Signs**
- The Witcher Sign Spell Book now contains all signs including their alternate sign spells and you can bind 4 signs
- Aard & Igni are Tier 1 Choices
- Axii, Quen & Yrden are Tier 2 Choices
- Igni Firestream & Aard Sweep are Tier 3 Choices
- Quen Active Shield, Axii Puppet & Yrden Magic Trap are Tier 4 Choices
- Same signs from the same group share cooldowns, for example Aard & Aard Sweep.
- This was added as a small drawback, due to the Witcher having 4 available spells in one spell book
- Many Sign Spell Cooldowns where lowered, to match them more towards Wizard Spell Cooldowns
- Witcher Fencing Skills**
- The Witcher Fencing Book now only contains 3 spells
- Witcher Reflexes** are now the Weapon Skill for all the Witcher Swords
- Added the new Fast Attack & Strong Attack Melee Skills as Tier 2 Choices
- Battle Trance is now a Tier 3 Spell
- Rend & Whirl are now Tier 4 Choices for the Fencing Book
- Rend was changed to the
- Other Fixes and Changes**
- The Witcher Reflexes Weapon Skill is now channeled and blocks the next Hit and Arrow Show like a shield
- In the Master Witcher Spell Book you still can choose between a mix of Sign and Fencing Spells
- It now can contain 5 spells max and can bind multiple spells from a tier
- Fixed Witcher Armor Diagram Smithing Upgrades always using Silver or Steel Ingots
- Update to use Spell Engine 1.9.0**
- DISCLAIMER: All spell books and spell scrolls will be reset, due to major API changes.
- Witcher Signs**
- The Witcher Sign Spell Book now contains all signs including their alternate sign spells and you can bind 4 signs
- Aard & Igni are Tier 1 Choices
- Axii, Quen & Yrden are Tier 2 Choices
- Igni Firestream & Aard Sweep are Tier 3 Choices
- Quen Active Shield, Axii Puppet & Yrden Magic Trap are Tier 4 Choices
- Same signs from the same group share cooldowns, for example Aard & Aard Sweep.
- This was added as a small drawback, due to the Witcher having 4 available spells in one spell book
- Many Sign Spell Cooldowns where lowered, to match them more towards Wizard Spell Cooldowns
- Witcher Fencing Skills**
- The Witcher Fencing Book now only contains 3 spells
- Witcher Reflexes** are now the Weapon Skill for all the Witcher Swords
- Added the new Fast Attack & Strong Attack Melee Skills as Tier 2 Choices
- Battle Trance is now a Tier 3 Spell
- Rend & Whirl are now Tier 4 Choices for the Fencing Book
- Rend was changed to the
- Other Fixes and Changes**
- The Witcher Reflexes Weapon Skill is now channeled and blocks the next Hit and Arrow Show like a shield
- In the Master Witcher Spell Book you still can choose between a mix of Sign and Fencing Spells
- It now can contain 5 spells max and can bind multiple spells from a tier
- Fixed Witcher Armor Diagram Smithing Upgrades always using Silver or Steel Ingots
- Fix Sign particles not working
- add more glyph slot base numbers via id string search
- add more runestone slot base numbers via id string search
- The Project is now completely working with datagen (item models, spells, lang-file, etc.)
- re-structure advancements
- Fix Sign particles not working
- add more glyph slot base numbers via id string search
- add more runestone slot base numbers via id string search
- The Project is now completely working with datagen (item models, spells, lang-file, etc.)
- re-structure advancements
- Trying to fix crucial crash on Neoforge
- Add Witcher Swords to Spell Blade Weapon Type so they can use Spell Crit Damage Enchantments
- Fix runestones getting added to glyph tags
- Fix some Loot Table Injections
- Add missing sunstone spell icon
- Trying to fix crucial crash on Neoforge
- Add Witcher Swords to Spell Blade Weapon Type so they can use Spell Crit Damage Enchantments
- Fix runestones getting added to glyph tags
- Fix some Loot Table Injections
- Add missing sunstone spell icon
















