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DragonMotion-MagicSupremacyReebalance-1.1.1
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MagicSupremacyReebalance 1.1.1

Personal Magic Supremacy weapon balance adjustments, tuned for the Valheim modpack I currently play. The mods listed as dependencies were included in the analysis and used as combat, progression, and enchantment references. This package is for me and my friends only; please do not download or use it in other modpacks.

This mod adjusts the 16 weapons from Magic Supremacy 3.0.6 after they are registered. It also corrects two Epic Loot multishot interactions that disproportionately affected Magic Supremacy secondary and held attacks. It does not replace prefabs or include copied game assets.

Version 1.1.1 restores Magic Supremacy's own status-effect registration after Valheim's menu ObjectDB.CopyOtherDB lifecycle replaces the status list. This prevents misleading missing-status warnings and keeps the menu ObjectDB consistent. Weapon and support balance values are unchanged from 1.1.0.

Requirements

  • BepInExPack Valheim 5.4.2333.
  • Magic Supremacy 3.0.6.
  • Epic Loot 0.12.15.
  • The same mod version and configuration on every client and the server.
  • The remaining manifest dependencies reproduce the modpack used for the balance analysis: ValheimArmory, Balrond Arsenal Reborn, Balrond Amazing Nature, Hunter Legacy, Eternal Legends, OdinsSteelworks, Impactful Skills, and Balrond DualMastery.

Remove the older MagicSupremacyFrostRebalance before launching the game. It is intentionally incompatible with this complete rebalance.

Installation

  1. Copy MagicSupremacyReebalance.dll into its own folder under BepInEx/plugins.
  2. Launch the game once to create the configuration file.
  3. Fully restart Valheim after changing any setting.

The included example configuration exposes every value changed by this mod. Existing 1.0.0 configurations are migrated when they still contain the old default values. No Update, FixedUpdate, LateUpdate, or periodic polling patch is used.

Epic Loot Compatibility

Epic Loot normally calculates Double Magic Shot and Triple Bow Shot from the weapon's primary attack even when the secondary attack is being fired. It also leaves the modified projectile count and accuracy on a held attack after a successful proc. In the installed 1.0 setup this could turn Frostspike's one secondary marker into eight, while held attacks could retain extra full-damage projectiles on later failed rolls.

Version 1.1.0 applies multishot to the active attack's own projectile count and accuracy, then restores both after each burst. The correction is restricted to the 16 Magic Supremacy weapons. The declared 75% proc chance, damage multiplier, and extra resource cost remain controlled by Epic Loot.

Default Changes

Tier Weapon Original Rebalanced default
Black Forest Mushroom Branch Trap Q1/Q4: 60/72 total 70/82 total; light zone unchanged
Black Forest Totemaku Heal 3 every 2 s at every quality Heal 3/3.5/4/4.5 every 2 s; damage unchanged
Black Forest Totemic Boomerang Per throw Q1/Q4: 37/52 35/47; orbit unchanged
Swamp Graveblight Secondary 5 x 0.2; child AoE 200 poison 3 x 0.33333334; child AoE 60 poison
Mountains Crystaldraw 125/143 direct item damage Q1/Q4 Direct values unchanged; multishot follows the active attack
Mountains Frostspike 5 pellets, 150/195 total Q1/Q4; 20 eitr 2 pellets, 120/156 total; 25 eitr; rain lifetime 8 s
Plains Incinerator Item damage 200/209; secondary x0.20 every 0.20 s, 3 eitr 175/184; secondary x0.20 every 0.40 s, 4 eitr
Plains Orbit of Embers Per throw 160/184 including real chop damage; orbit tick 18+18 80/98 including 10/13 chop; orbit tick 6+6
Plains Prime Monolith 23/29 every 0.15 s, 4 eitr 35/41 every 0.40 s, 6 eitr
Mistlands Candle of Vital Light Primary sigil 35; secondary total 120 Primary 35/40/45/50; secondary total 120/130/140/150
Mistlands Luminaris Per projectile 250/268 125/140
Mistlands Springbloom Parasol Shield scaling source used skill 0; secondary 180 s flat Real Elemental Magic scaling; secondary 120/140/160/180 s
Ashlands Blood Requiem 12 pellets, volley 204/312 3 pellets, volley 180/243; secondary field 8 s
Ashlands Sanguine Concord Secondary health regeneration x1.15 x1.30; primary healing beam unchanged
Ashlands Tempest Eye Per projectile 240/258 150/162; trap 135/140/145/150
Ashlands Thundersurge 35/41 every 0.20 s, 4 eitr; orbit tick 20 43/49 every 0.40 s, 5.5 eitr; orbit tick 10

Quality pairs above mean Q1/Q4. Values are raw serialized payloads before skill rolls, armor, resistance, target occupancy, and hit probability.

Inspiration and Support

  • Totemcaller and Windcaller are now valid Inspiration sources and gain one point every 75 seconds when isolated. Their capacity is sufficient for their own most expensive abilities.
  • Bloodcaller receives a valid source with the same isolated 60-second point rate as the Stormcaller reference and enough capacity for Blood Requiem's four-point secondary.
  • Frostspike's secondary still costs four Inspiration. Its rain lifetime is raised from the 1.0.0 value of 6 seconds to 8 seconds, while remaining far below the original 60 seconds.
  • Totemaku healing, Candle healing, and Springbloom's mobility duration now have explicit quality progression. Candle's 10-second heal-over-time budget is selected on a fresh application; an ordinary recast preserves the active HoT counters and follows the game's normal refresh behavior.

Configuration and Networking

Each changed weapon or support block can be disabled independently. The Epic Loot compatibility behavior also has its own switches. Values are applied during object registration or at the exact attack/status application event; there is no background scanner.

The configuration is not network-synchronized by this mod. Keep the same file on the server and every client.

All manifest dependencies were present during the analysis. Magic Supremacy and Epic Loot are direct runtime dependencies; the other pinned mods are same-tier weapon, progression, skill, or enchantment references for this personal modpack balance.

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