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🧙 Sorcery Mod - A21.2 Stable LIVE! (v1.94)

After the update, spells seem to have much less damage than they did and the newly introduced lightning spells are doing so little damage that it is not even worth wasting your points on them. I have to use 5 fully charged first tier lightning spells on a regular zombie to take it down and that is when i had invested 3 points in the lightning spell talent. It doesn't matter if you are facing up against 5 zombies it is still not worth the effort. Fire spells aren't also that fine as well, i mean you can't neccessarily feel like a archwizard when you need to drop at least two or three huge ass meteors on a zombie biker to kill it. To be honest, for the late game i only used the teleportation and speed and jump buff from the fire spellcast.

 
0.75 Spell damage is too low ......
While i would say the lightning is looking and .. well feeling good, it sure lacks a bit compared to the fire.......just please pimp it a bit regarding damage (or is there a way to boost the damage to actually kill zeds with lightning like fire can).

Another question, was wondering, my friends using Military Armor and me Sorcery Armor both found some carrying capacity mods.....
Thank you for the lol on the "pimp it a bit" :p

 


All Tier 1 Spells have actually seen a pretty big nerf in direct damage. This includes the old and powerful T1 Fire. Lightning T1 does as much and even more than Fire in some circumstances.


 


Sorcerer Armor has zero effect on Movement Speed / Stamina Drain. Nearly all pieces grant special attributes, element resist and can be modded (accessories included). Additionally, each point that unlocks a New Essence grants 1 Inventory Space (15 total). Because of this, and the powerful Sorcery Only Rune Mods, it's likely to stay as is.


 


v0.75 - T1 Spell Damage Nerf





Tier 1 Spells: Freebie Spells that are primarily used to apply Stacks and augment/multiply the damage of self and T2+ Spells. Can be Charged to 4 Stacks before releasing/casting (this will apply 4 stacks instantly to target and AOE). These Spells are 100% retrievable from foes.

 


Tier 2 Spells: Good-to-Great damage+effects, typically providing good AOE. Most effective with one or more Stacks present on a foe.

 


Tier 3 Spells: Good-to-Great damage+great effects, large AOE+Duration. Most effective with one or more Stacks present on a foe.

 


Spell Charging: T1 Spells can "Charge" to 4 Stacks before releasing it (Hold Primary Action). This not only adds the number of Charges as Stacks to the target but also a small AOE around them. T2+ Spells can Charge 1 Stack. These "Charges" AKA Stacks Multiply All Damage of The Same Element and are usually required to proc useful/powerful effects like: Arc, Chain, Meteor Shower, Lightning Bolt, Deep Freeze, etc.

 


UPDATE: I'm officially taking a several day break from development to do a Sorcery playthrough of my own with the new updates. It's long past due will give me a fresh perspective and feel for all the changes and allow for further proper balancing where needed.

Yay, Lightning is out and I get to try electrocuting some zombies. -gives the creator some cookies-
Thanks... I'm on a diet! :laugh:
 
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v0.76 Spell Buff Update - Releasing TOMORROW!

Due to the loud feedback and vote results of the "How low is v0.75 Spell Damage?" poll, Spell Damage will be buffed in TOMORROW'S update: v0.76!

 




Thank you all for your feedback... we'll continue this Discord voting trend to help steer development as a community. :smile-new:

 

 


** A restart will not be needed for this update

 
thanks for the poll, hopefully we get a little bit of a damage boost for spells, especially lightning ones.
HUGE fixes and changes incoming, especially to Lightning! Feels A LOT better now. :)


Admittedly, there were several major misses on my part that have been corrected. Meteor also hits like a Meteor now.
:p

 
Much appreciated and even if it may go against the idea of using T2/T3 spells as big hitter, in the heat of the battle i most the time find myself using the T1 spells and hope for a proc of the runes, especially if i have to pick zeds from my friends .. :p

While if zeds flock together the T2/T3 make me smile. Still, never underestimate a specialized pimped T1 fireball :D

 
Perkalator | Skills and Perks Calculator for Sorcery Mod






Wondering how best to spend your skill points? want to experiment with different skill builds without wasting all your points in-game?

Perkalator: The Skills and Perks Calculator for 7 Days to Die fully supports Sorcery Mod and includes several combinations of Sorcery + other mods / vanilla.

Plan you builds today, and maybe share with the community what you think the better builds are for starters, or for the long-game.

(https://perkalator.co.uk/src/Sorcery-Mod) will take you into v0.76 + A17.3, but you can select any other modded source in "Settings > XML Sources"

See the full release info here: (https://7daystodie.com/forums/showthread.php?117806-Perkalator-The-Perks-and-Skills-Calculator-for-Modded-and-Vanilla-7-Days-to-Die) including a link to the public discord server

Thankyou do Devrix for creating such an amazing Mod!


Sorcery Preview in Perkalator




There are a number of packages setup to choose from for Sorcery Mod, all of which have a direct URL (some of which are listed below, the rest can be selected from "Settings > XML Source" for the older versions)

Sorcery v0.76 Packages

Sorcery v0.75


Sorcery v0.70

  • Alpha 17.2
  • Darkness Falls 2.1 EXP 8
  • Darkness Falls v2.04
  • Ravenhearst v5.13

Sorcery v0.69

  • Alpha 17.2
  • Darkness Falls v2.03
  • Ravenhearst v5.01

 
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Wow, Devrix, is some impressive work. Very innovative and well executed, this with Darkness Falls makes for a truly epic game.

And seriously - phoenix2004uk?! Amazing stuff.

Donations incoming, please keep up this great work - thanks to your efforts, it has become my favorite game (and I know I'm not alone).

 
Can somebody tell me why this is happening with the skill menu? It happens with pretty much any mod that adds perk menus with or without UI mods.Weird Menu poo.jpg

 
Can somebody tell me why this is happening with the skill menu? It happens with pretty much any mod that adds perk menus with or without UI mods.View attachment 28437
looks like the Localization file is missing

if you used the mod launcher, it has messed up

probably need to remove all mods and re-install them (though i'm not an authority on mod launcher as i don't use it myself)

if you installed manually, make sure you followed the steps to install the localization as well

 
Loving the mod so far, i can't think of a playthrough without this mod rn. But i think, with the recent upgrade there is a bug with the sorcery talent. The sorcery talent doesn't provide extra spirit anymore even though it says it does. I remember it granting me additional stamina when casting a spell but now it is not working. I'm currently using this mod with darkness falls maybe some things are conflicting, i dont know.

 
...<DF Concerns>
Loving the mod so far, i can't think of a playthrough without this mod rn. But i think, with the recent upgrade there is a bug with the sorcery talent. The sorcery talent doesn't provide extra spirit anymore even though it says it does. I remember it granting me additional stamina when casting a spell but now it is not working. I'm currently using this mod with darkness falls maybe some things are conflicting, i dont know.
Very glad you're enjoying it, thanks! This DF-specific bug, along with "Pocket" mods, will be patched in the near future! :)

Can somebody tell me why this is happening with the skill menu? It happens with pretty much any mod that adds perk menus with or without UI mods.View attachment 28437
This is definitely a missing Localization issue. These steps should resolve it for you! :)

https://github.com/7d2d-sorcery/Sorcery/wiki#option-1-modlet-version-manual-pure-xml

Wow, Devrix, is some impressive work. Very innovative and well executed, this with Darkness Falls makes for a truly epic game.
And seriously - phoenix2004uk?! Amazing stuff.

Donations incoming, please keep up this great work - thanks to your efforts, it has become my favorite game (and I know I'm not alone).
Thank you very much for considering supporting!

 


Patrons/supporters of Sorcery ensure ongoing development and are given privileged rightful thanks in the form of
Early Access, among other "perks"! :)

 
sorcery-insight-rarity-tiers.gif


New Rarity, Tier, Skill Indication


T1 - Novice


T2 - Intermediate



T3 - Adept



T4 - Expert



T5 - Master


 
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