Blade & Sorcery

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Jenix106

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jenix106

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Adds a bunch of game mechanics from Xenoblade Chronicles, like health bars, the leveling system, stats, and buffs/debuffs.

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Join my Discord server if you have any questions, need more specific info, or want to make stuff requiring this mod: https://discord.gg/snYSDFdVRQ

Almost all Xenoblade Chronicles mechanics and gameplay features have been added to this mod, which are listed below:

Leveling System: Standard role-playing game stuff, you kill enemies and you get XP. Get enough XP, and you level up. Leveling up increases your stats and makes it easier to kill enemies. The player has a level cap of 99.

Level/XP Display: The player's level and current XP is displayed on both wrists, under the health/mana/focus bars.

Player Stats: Includes Strength (physical attacks), Ether (magic/energy attacks), Physical Defense, Ether Defense, Agility (accuracy/evasion), Critical Rate, and Block Rate.
  • Strength: Is added to physical damage values directly, so 1 Strength increases physical damage by 1. Increased through leveling up.
  • Ether: Is added to magic/energy damage values directly, so 1 Ether increases magic/energy damage by 1. Increased through leveling up.
  • Physical Defense: Reduces physical damage directly, so 1 Physical Defense reduces physical damage by 1. Increased through wearing armor.
  • Ether Defense: Reduces magic/energy damage directly, so 1 Ether Defense reduces magic/energy damage by 1. Increased through wearing armor.
  • Agility: Determines the hit and evasion rates by subtracting the attacker and defender Agility stats, so 100 Agility on the attacker and 50 Agility on the defender results in a 150% hit rate and a 50% evasion rate. Increased through leveling up and decreased by wearing armor.
  • Critical Rate: Determines the chances of getting a critical hit, which multiplies damage by 1.25. Increased by equipping weapons.
  • Block Rate: Determines the chances of blocking a hit, which reduces damage by half. Increased by equipping weapons.

Enemy Stats: Stats are the same as the player, with the exception of Physical Defense and Ether Defense.
  • Physical Defense: Reduces physical damage by a percentage if the attacker is a certain direction away from the enemy.
  • Ether Defense: Reduces magic/energy damage by a percentage if the attacker is a certain direction away from the enemy.
  • Direction: Front, Back, Left, Right, and combinations between the four.

Weapon/Armor Stats: Both weapons and armor add Physical Defense and Ether Defense stats when the player has them equipped. Weapons additionally have an attack range, which adds a random number from that range to the total damage you deal, and have Critical/Block rates. Armor also has a Weight stat, which decreases Agility by the same amount. Weapons have default stats of 8-11 damage multiplied by player level (calculated when current level loads), 0 Physical/Ether Defense, and 0 Critical/Block Rate. Armor has default stats of 50 Physical/Ether Defense per tier and 1 Weight per tier.

Level Differences: Added difficulty modifiers depending on how high/low the enemy's level is compared to yours. 
  • Black (6+ levels lower): +120% hit rate (+20% per level), +120% evade rate (+20% per level), +66% ether hit rate (+11% per level), +30% block rate (+5% per level), 10% XP earned.
  • Blue (3-5 levels lower): +24% hit rate (+8% per level), +24% evade rate (+8% per level), +18% ether hit rate (+6% per level), +15% block rate (+5% per level), 50% XP earned.
  • White (0-2 levels higher/lower): +0% hit rate, +0% evade rate, +0% ether hit rate, +0% block rate (±5% per level), 100% XP earned.
  • Yellow (3-5 levels higher): -24% hit rate (-8% per level), -24% evade rate (-8% per level), -18% ether hit rate (-6% per level), -15% block rate (-5% per level), 125% XP earned.
  • Red (6+ levels higher): -120% hit rate (-20% per level), -120% evade rate (-20% per level), -66% ether hit rate (-11% per level), -30% block rate (-5% per level), 150% XP earned.

Unique Enemies: Enemies with a special flair on their health bar. They have stronger base stats and more health than normal enemies. They have no level cap (can go above level 99) and will always detect you regardless of level (unless passive).

Damage Indicators: Shows how much damage you dealt, if it missed/resisted/blocked, if it was a critical, and if the enemy had defense in that direction.

Health Bars: All enemies have health bars above them which display their current and max health, their level, their name, the level difference, their detection type, and any buffs/debuffs that are inflicting it.
  • Level: Normal enemies go from 1-99, with Unique Enemies having no level cap.
  • Detection type: Sight, Sound, or Passive. Sight is the same as vanilla, Sound makes the enemy blind until it hears something (in which case it can see 360 degrees around it), and Passive won't attack unless attacked first. Enemies that are 6+ levels below you (black modifier) will not detect you unless you attack first, with the exception of Unique Enemies which will always detect you regardless of level.

Break/Topple/Daze: Staggering an enemy will Break the enemy and display a pink wavy icon on the health bar. Destabilizing an enemy will Topple them and display a green circular arrow icon. Hitting an enemy on the head or electrocuting them while they're Toppled will Daze them and display a yellow star icon. While an enemy is Toppled or Dazed, attacks have a 100% chance to hit and all ether attacks will be critical.

Debuffs: Deals periodic damage over time or prevents certain actions.
  • Blaze: Deals damage over time. Indicated by a fire icon.
  • Bleed: Deals damage over time. Indicated by a blood icon.
  • Poison: Deals damage over time. Indicated by a green fumes icon.
  • Chill: Deals damage over time. Indicated by a snowflake icon.
  • Paralyze: Shows when electrocuted. Indicated by two yellow zigzag lines.
  • Arts Seal: Shows when an enemy has no mana. Indicated by a circle with a red cross.
  • Aura Seal: Shows when an enemy cannot gain auras, added by Monado Purge. Indicated by a sun with a red cross.
  • Bind: Shows when an enemy cannot move. Indicated by a foot with a red cross.
  • Sleep: Shows when an enemy is sleeping. Indicated by a purple Z icon. Critical attacks always occur against sleeping enemies.
  • Slow: Shows when an enemy has lowered attack speed. Indicated by a clock icon.
  • Confusion: Shows when an enemy is confused. Indicated by a question mark icon.
  • Lock On: Shows when an enemy is forced to target an enemy. Indicated by a reticle icon.
  • Pierce: Shows when an enemy's defense is bypassed. Indicated by a shield with a red cross.
  • Instant Death: Deals damage equal to the enemy's maximum health, effectively killing them. No icon, as effect is instant.

Buffs: Gives beneficial effects or increased stats.
  • Monado Armor (from Monado Redux): Reduces physical and ether damage taken by 75%. Indicated by an armor icon.
  • Monado Shield (from Monado Redux): Reduces physical and/or ether damage taken by 100% up to a certain amount. Indicated by a shield icon.
  • Monado Enchant (from Monado Redux): Imbues all held weapons with Fire, excluding the player's weapons. Indicated by a person with spikes.
  • Monado Speed (from Monado Redux): Increases movement speed and increases evasion rate. Indicated by a person with three blue lines.
  • Damage Immunity: Reduces physical and/or ether damage taken by 100% up to a certain amount. Indicated by two blue hexagons.
  • Debuff Immunity: Prevents and clears debuffs. Indicated by a sparkling shield icon.
  • Damage Heal: Shows when an enemy heals whenever it take damage. Indicated by a heart with spikes.
  • Regeneration: Shows when an enemy heals periodically. Indicated by a heart with a clock.
  • Reflect: Shows when an enemy reflects damage received. Indicated by an angled orange arrow.
  • Physical Arts Plus: Shows when an enemy has increased physical damage dealt. Indicated by a red sword with spikes.
  • Haste: Shows when an enemy has increased attack speed. Indicated by a clock icon.
Stat Buffs/Debuffs: Shows increases/decreases in stats.
  • Strength Up/Down: Indicated by a flexing arm icon.
  • Ether Up/Down: Indicated by a purple hexagon icon.
  • Physical Defense Up/Down: Indicated by a brown shield icon.
  • Ether Defense Up/Down: Indicated by a blue shield icon.
  • Agility Up/Down: Indicated by a foot icon with three blue lines.
  • Health Down: Indicated by a heart icon.

Sneak Attacks: Sneak attacks or attacks against enemies that aren't targeting you will always hit, will never be resisted or blocked, is always a critical, and deals 5x damage. Not exactly a Xenoblade mechanic but it would make dungeon runs more fun.

Spikes: Certain enemies have spikes, which can damage you or give you certain debuffs. Spike damage is disabled while the enemy is Aura Sealed (via Monado Purge). There are three types of Spikes.
  • Counter: Damage/debuff is applied when dealing damage within a certain radius. Will not be applied while enemy is Toppled or Dazed.
  • Topple: Damage/debuff is applied when dealing damage within a certain radius only while the enemy is Toppled or Dazed.
  • Close Range: Damage/debuff is applied every 5 seconds while the attacker is within a certain radius of the enemy. Will not be applied while enemy is Toppled or Dazed.