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Overcharge and Leech
runelessrpg:overcharge makes spells cost more and hit harder. It is its own attribute, so cost reduction and the
damage bonus never cancel each other out.
- Cost: +Overcharge on top of everything else, after the floor of Mana Cost (see Spell costs).
-
Damage and healing: × (1 + Overcharge ×
overchargeDamageFactor). With the default factor 0.5, +20 % cost gives +10 % damage. -
Healing gets the bonus too while
overchargeAffectsHealing = true(default). - Only spells that cost the casting player mana get the bonus. Spells that are free, not handled, or cast by mobs get nothing.
| Overcharge | Cost | Damage / healing (factor 0.5) |
|---|---|---|
| +10 % | ×1.10 | +5 % |
| +25 % | ×1.25 | +12.5 % |
| +50 % | ×1.50 | +25 % |
The spell tooltip shows the bonus below the cost ("Overcharge: +12.5% damage").
Summons (Fire Hydra, Frost Elemental, Spirit Wolf …), lasting spell clouds and zones (Fire Wall, Bear Trap, banners …) and entities a spell places with its spawn action keep the bonus they were paid with: the Overcharge of the caster at the moment they were created is stored on the entity and used for its whole lifetime. Switching weapons afterwards changes nothing. Projectiles these entities launch, and projectiles split from other projectiles, use the same stored value.
With overchargeAffectsSummons = false they get no bonus at all.
runelessrpg:mana_leech: a part of the weapon damage you deal comes back as mana.
mana = damage dealt × Mana Leech × share
-
Weapon damage is damage whose type is in
#runelessrpg:mana_leech/weapon_damage(default:player_attack,arrow,trident) and not a spell damage type (#spell_power:all). Thorns, fire, explosions and similar damage never count. - Physical skills (Whirlwind, Power Shot …) count when they deal one of these damage types.
runelessrpg:spell_mana_leech: a part of the damage of your direct spell hits comes back as mana. It uses its own
attribute because spell damage is usually much higher than weapon damage; give it lower values on gear.
- Counts only magic damage (
#spell_power:all) of an active spell the player cast himself, hitting directly. - Each tick of a channeled spell is a direct hit.
| Hit | Mana Leech | Spell Mana Leech |
|---|---|---|
| Melee attack, arrow, trident | ✔ | – |
| Physical skill (weapon damage type) cast by the player | ✔ | – |
| Spell projectile, impact, instant or area hit while casting | – | ✔ |
| Channel tick (Arcane Beam, Blizzard …) | – | ✔ |
| Stashed spell released by a trigger | ✔ (weapon damage only) | – |
| Lasting cloud or zone (Fire Wall, Bear Trap, banners …) | – | – |
| Summon and its projectiles (Fire Hydra …) | – | – |
| Entity placed by a spell's spawn action, and its projectiles | – | – |
| Damage over time, status effects | – | – |
| Thorns, fire, explosions | – | – |
| Healing | – | – |
-
Several targets: the first target hit in a game tick gives the full amount; every further target in the same tick
gives only
manaLeechExtraTargetPercent/spellManaLeechExtraTargetPercent(default 25 %). With 0 only the first target counts. Weapon and spell leech count separately. -
No mana from overkill: with
leechCapAtTargetHealth = true(default) at most the health plus absorption the target had before the hit counts. - Absorption hearts the hit removes count as damage.
-
No leech from targets in
#runelessrpg:no_mana_leech(default: armor stands; add training dummies there), and never from hitting yourself. - Leech never fills above max mana and pays debt back first.
There is no enchantment for leech; it comes from gear, affixes or other mods.
RunelessRPG for NeoForge 1.21.1 · CurseForge · Source · Report a bug
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