# ⚠️ Important Update Notice

If your playthrough with this mod is already in progress, please read the information below and consider delaying the update if necessary.

This update is a **major rework** of the mod.

- Some stats and overall progression logic have been changed  
- Several early/mid-game weapons and armor sets have been moved to later biomes  
- Some weapons have been removed from the game or merged into other weapons  

This may result in the loss of certain equipment or cause players to receive gear that no longer matches their current progression stage.

### Please take this into account before updating to this version.

# 🔮 New Content

## ✨ Inspiration System

A new system called **Inspiration** adds a special resource in the form of **Inspiration Points**, used to cast powerful spells and abilities.

Inspiration builds slowly over time, allowing players to prepare for stronger magical spells.

Access to the Inspiration system is provided through magical Tomes — a separate equipment slot that does not replace your main gear. While equipped, Tomes enable Inspiration and can increase its generation rate or expand the maximum number of Inspiration Points available, alongside bonuses from certain armor sets and accessories.

<details>
<summary><b>📘 Inspiration System — Quick Guide (Click to expand)</b></summary>

<br>
 

`What is Inspiration?`
  
Inspiration is a special resource in the form of **Inspiration Points**.  
Inspiration Points are used to cast powerful spells and abilities.

`How do I activate it?`  

Inspiration is activated by equipping a **magical Tome**.  
Tomes use a **separate equipment slot** and can be equipped alongside items such as Megingjord.

`How does Inspiration generate?`
 
Inspiration Points generate over time: you gain **1 point every 120 seconds**.  
Once you reach **maximum capacity**, Inspiration Points stop generating until you spend them.

`How much Inspiration can I store?`  

Your **maximum Inspiration capacity** is the number of points you can store at once.  
When Inspiration is activated, your maximum capacity starts at **1 point**.  
The system allows you to increase this maximum up to **8 points** with the right gear.

`How can I improve Inspiration?`  

Magical Tomes provide different bonuses to **generation speed** and **maximum capacity**.  
Additional bonuses can come from certain **full armor sets** and **utility items**.

`How do different Tomes affect gameplay?`  

Some Tomes focus more on increasing your **maximum Inspiration capacity**, allowing you to store a reserve before combat or use **high-cost abilities**.  
Others focus more on **regeneration speed**, letting you rely on **smaller, more frequent abilities** during combat.  
You either prepare with a **larger pool** or rely on **faster recovery** for constant use.

`Are Tomes from later biomes stronger?`  

A Tome’s effectiveness does not depend on the biome where you obtain it. A Tome from an earlier biome can be **more effective** than one from a later biome, depending on your **build and playstyle**.  
Most Tomes are designed to offer **different playstyles** rather than direct upgrades. The only exception is the **Mushroom Tome**, which serves as an **introductory option** to the system.

---

</details>

> This system creates smoother balance for magic progression, making powerful abilities feel more valuable and encouraging better timing and stronger decision-making in combat.

## 🔧 Configuration

The Inspiration System includes **3 main configuration sections**, with additional sections automatically added for supported external mod integrations.

***General***  
Controls the overall behavior of the Inspiration System.

***UI***  
Adjusts how Inspiration is visually displayed, including progress indicators.

***Customizations***  
Allows you to customize Inspiration sources from items and status effects, as well as Inspiration costs for weapons.

`+`

***External Mods Customizations***  
Allows you to customize Inspiration sources and Inspiration costs provided by external mod integration configs.

## ⚙️ Inspiration System - External Mod Integration

Magic Supremacy supports external Inspiration integration for other mods through `.cfg` definition files.

<details>
<summary><b>📘 External Integration — Quick Guide (Click to expand)</b></summary>

### To integrate with the Inspiration System, simply place one `.cfg` file inside the Definitions folder.

## Folder Structure

Place your file here:

```text
BepInEx/config/DistantOrigins/Inspiration/Definitions/
```

Example:

```text
BepInEx/config/DistantOrigins/Inspiration/Definitions/YourMod.Inspiration.cfg
```

File naming format:

```text
YourModName.Inspiration.cfg
```

On launch, Magic Supremacy automatically generates an editable config here:

```text
BepInEx/config/DistantOrigins/Inspiration/Configs/YourMod.Inspiration.cfg
```

The original definition file stores the default values used for generated configs.

---


## Sources Format

```text
DisplayName|SourceType|SourceName|ActivatesInspiration|GainPercent|MaxBonus
```

### Arguments

`DisplayName` — the visible name used in the generated config. You can use any text here.

`SourceType` — the type of source. Use `StatusEffect` or `ItemStat`.

  - `StatusEffect` — Inspiration comes from a status effect or set bonus.
  - `ItemStat` — Inspiration comes directly from an equipped item.

`SourceName` — the internal prefab name of the status effect or item.

`ActivatesInspiration` — controls whether this source activates Inspiration. Use `true` or `false`.
  - `true` — this source activates Inspiration.
  - `false` — this source only gives bonuses while Inspiration is already active.

`GainPercent` — bonus Inspiration gain speed in percent.

`MaxBonus` — additional maximum Inspiration Points.

### Example

```text
Super Magic Cape|StatusEffect|SE_MagicCapeSuperFly|true|50|1
```

### Result

`Super Magic Cape` — the entry will appear in the config as Super Magic Cape.

`StatusEffect` — the system will look for a status effect.

`SE_MagicCapeSuperFly` — this is the internal name of the status effect.

`true` — this source activates Inspiration.

`50` — this source gives +50% Inspiration gain speed.

`1` — this source gives +1 maximum Inspiration Point.

---

## Consumers Format

```text
DisplayName|PrefabName|PrimaryCost|SecondaryCost
```

### Arguments

`DisplayName` — the visible name used in the generated config. You can use any text here.

`PrefabName` — the internal prefab name of the weapon.

`PrimaryCost` — Inspiration cost for the primary attack.

`SecondaryCost` — Inspiration cost for the secondary attack.

Use `0` if an attack should not consume Inspiration.

### Example

```text
Super Magic Staff|StaffMagicSuper|0|2
```

### Result

`Super Magic Staff` — the entry will appear in the config as Super Magic Staff.

`StaffMagicSuper` — this is the internal prefab name of the weapon.

`0` — the primary attack does not consume Inspiration.

`2` — the secondary attack consumes 2 Inspiration Points.

---


## Notes

- Lines starting with `#` are ignored.
- Empty lines are allowed.
- Invalid prefabs or status effects are ignored safely.
- Duplicate entries are skipped automatically.
- Magic Supremacy internal entries always take priority over external entries.
- Generated configs are automatically synchronized through ServerSync when configuration locking is enabled.
- Do not use `|` inside names.

---

## Basic Template

Your final file may look like this:

```ini
[Sources]

Super Magic Cape|StatusEffect|SE_MagicCapeSuperFly|true|50|1
Super Magic Helmet|ItemStat|ArmorMagicHelmet|false|20|3


[Consumers]

Super Magic Staff|StaffMagicSuper|0|2
Super Blood Staff|StaffBloodSuper|1|0
```

---

## Config Manager Integration

After successfully adding your custom Inspiration config, a separate category will automatically appear inside the Magic Supremacy settings when using Config Manager.

Format:

```text
Inspiration - YourModName
```

---

</details>


>This allows mod authors to add custom Inspiration sources to items and armor sets, and Inspiration costs to weapons without modifying Magic Supremacy itself.

---

## 🎨 Visual Rework

Many **magical weapons** and **armor sets** have been visually updated to improve their quality, identity, and overall presence across the entire progression.

The following sets have been fully redesigned with new models:

- **Lightcaller**
- **Windcaller**
- **Stormcaller**

The following sets have also received smaller visual refinements:

- **Totemcaller**
- **Deathcaller**
- **Frostcaller**
- **Firecaller**

## 🧩 Full Set System

Full set bonuses now require all **4 armor pieces** — Head, Chest, Legs, and Cape.

Completing a full set grants access to a **unique mechanic** available only while wearing that specific set, giving each armor line its own distinct identity and playstyle.

>This makes every full set feel like a complete magical path rather than just a collection of individual bonuses.

## ⚙️ Hybrid Builds

For players who choose not to wear a full set, armor pieces from different biomes use different stat placement and, in some cases, different stat types, allowing more flexible build combinations.

Capes also continue to carry unique bonuses, adding even more room for custom builds and personal playstyles.

>This makes it possible to focus on specific stats and create specialized setups by combining pieces from different armor lines.

## 🔮 Staff Rework

All magical staffs now feature a **secondary attack**, giving each weapon more depth and a stronger individual role and identity in combat.

This was achieved by merging certain staffs into more complete weapons and by adding entirely new secondary abilities to existing ones.

>Each magical weapon now offers more identity, more utility, and more meaningful crafting value.

## 🌍 Biome Progression

Biome progression has been restructured so that each armor set is now crafted within its own biome and designed to perform naturally within that stage of progression.

The biome of the following sets has been changed:

- **Lightcaller** — from Black Forest to Mistlands  
- **Windcaller** — from Mountain to Mistlands  
- **Stormcaller** — from Mistlands to Ashlands  
- **Bloodcaller** — from Mistlands to Ashlands 

>This creates clearer goals, smoother progression, and a stronger sense of reward as players advance from one biome to the next — including proper endgame progression in Ashlands.

## 🧪 Buff System Changes

The number of active buffs from this mod is now limited.

This includes staff-applied effects such as **stat bonuses, damage auras, and shields**.

- A maximum of **2 buffs** can be active at the same time  
- Only **1 shield** can be active at a time (including the shield from *Staff of Protection*)  

Casting a new buff will replace the oldest active one if the limit is reached.  
Casting a new shield will always replace the currently active shield.

>This encourages a more careful approach when selecting active buffs, letting you define your playstyle through the effects you keep active.

## 🍄 New Armor Sets

Two new magical armor sets have been added to expand progression and build variety:

- **Mushroomcaller** *(Black Forest)* — a set focused on placing magical mushrooms that assist the player across the journey  
- **Stonecaller** *(Plains)* — a defensive set built around stone magic, protection, and blunt damage

![Magic_Supremacy](https://i.ibb.co/5XgGXsFT/Magic-New-Armor.png)

---

[![Valheim Server Hosting](https://i.ibb.co/mrbJDxK2/Dat-Host.png)](https://dathost.net/r/dreanegade/valheim-server-hosting) 

---

## 📘 Mods Guide & Crafting Overview
 
### Crafting recipes, internal prefab names and additional developer notes:

| 🢂  [**Full Mods Guide - Google Sheets**](https://docs.google.com/spreadsheets/d/1D7q_jrLEeAsFs1sMnOCsJvbHfCtDn49OGERvK-TP4ws/edit?gid=1311567468#gid=1311567468)  🢀 |
|--------------------------------------------------------------------------------------------------|


## ⚔️ Features

- 🧥   10 new magic armor sets  
- 🔮   16 new magic weapons  
- 📖   7 new magic tomes
- ✨   2 new utility items  
- 💍   7 new trinkets  
- 🧿   15 new magic materials  
<br>
- 🔨 1 new main crafting table with 6 extensions
- ⚗ 1 new additional crafting table  
- 🕯️ 49 new decorative build pieces  
<br>
- 🍲 13 early/mid-game eitr food items
- 🍲 3 late-game eitr food items
- 🧪 4 early/mid-game eitr elixirs  
<br>
- 🦝 1 new type of interactive encounter

# Magic Supremacy

**Magic Supremacy** adds a new collection of magical armor sets and powerful magic weapons, beginning in the **Black Forest** and expanding across every biome of Valheim.

![Magic_Supremacy](https://i.ibb.co/8nG6BB1y/Magic-Armor.png)

![Magic_Supremacy](https://i.ibb.co/PGsngxN5/Magic-Weapons.png)

## 🔨 **Crafting Station**

A dedicated crafting station, the **Magic Weaver**, enhanced by powerful elemental extensions, is used to craft all new magical equipment.  

>Alongside it stands the **Essence Cauldron**, where magical meals and potent elixirs are prepared.

![Magic_Supremacy](https://i.ibb.co/3972yxhM/Magic-Table.png)

## 🧿 **Spirits & Magical Materials**

All magical equipment is crafted using rare magical materials and **Spirits** - elemental orbs infused with magical essence.  
Each armor set is bound to its own Spirit, which drops from enemies within its respective biome.  
Stronger creatures have a higher chance to drop Spirits.

<details>
<summary><strong>List of Spirits</strong></summary>

- **Spirit of Totem** — Totemcaller  
- **Spirit of Mushroom** — Mushroomcaller  
- **Spirit of Death** — Deathcaller  
- **Spirit of Frost** — Frostcaller  
- **Spirit of Fire** — Firecaller  
- **Spirit of Stone** — Stonecaller  
- **Spirit of Wind** — Windcaller  
- **Spirit of Light** — Lightcaller  
- **Spirit of Storm** — Stormcaller  
- **Spirit of Blood** — Bloodcaller  

</details>

<details>
<summary><strong>List of Materials</strong></summary>

- **Dim Eitr** — a core resource used for magical crafting  
- **Eitr-Fractured Remnant** — a raw form of Dim Eitr that must be refined into usable Dim Eitr  
- **Roseheart Crystal** — drops from Eikthyr and is required to build the Magic Weaver  
- **Arcane Page** — drops from creatures or can be bought from Haldor, used to craft magical Tomes  
- **Mouse's Spoon** — drops from Trolls and is required to build the Essence Cauldron  

</details>

## 🕯️ **Decor Elements**  
The mod also provides a set of decorative pieces that let you personalize your magical base.

![Magic_Supremacy](https://i.ibb.co/QFJGBsmS/Magic-Decor.png)

## 🦝 **Encounter**

Meet **Riko** — your fluffy little helper.  
From time to time, during your long journeys, Riko may suddenly appear by your side to leave a small gift and brighten your path.

![Magic_Supremacy](https://i.ibb.co/mVzfBGWr/Magic-Riko.png)


He can be encountered in all biomes, starting from the **Black Forest**, often appearing where you least expect him.
Once the gifts are in your hands, Riko quickly disappears — perhaps to return again someday with new surprises.


## 🌍 Translations

| Available Languages |
|:--------------------|
| 🇪🇸 Spanish |
| 🇫🇷 French |
| 🇩🇪 German |
| 🇨🇿 Czech |
| 🇵🇱 Polish |
| 🇺🇦 Ukrainian |
| 🇷🇺 Russian |
| 🇹🇷 Turkish |
| 🇨🇳 Chinese |
| 🇰🇷 Korean |
| 🇯🇵 Japanese |
| 🇧🇷 Portuguese (Brazil) |

---

## 🔧 Compatibility

### ✔️ Supported Mods

| Mod | Integration |
|-----|------------|
| AzuExtendedPlayerInventory | Adds a custom equipment slot |
| ShaderHelperForMac | Fixes shader rendering issues on Mac |


### ❌ Not Recommended

| Mod | Reason |
|-----|--------|
| MagicPlugin | Breaks visual effects and heavily disrupts balance |

---

## 🙏 **Credit & Thanks**

Special thanks to:

  
- **Insanity** — for his dedicated testing throughout all stages, and for his invaluable ideas and feedback during development
- **Trissy, Shien and Alastair** — for thorough multiplayer testing and feedback  
  
and  
  
- **Azumatt** — for his tutorial material    
- **Hugo The Dwarf** — for personal guidance  
- **MidnightsFX**, **Rusty**, **Pfhoenix** — for overall support and feedback  
 
---

## 💬 **Mod Support & Feedback**

Please feel free to share any feedback or suggestions on my Discord:

👉 [Join the Distant Origins Discord](https://discord.gg/T7JdRBwF4S)

---

## ⚠️ Usage and Monetization Notice

This mod is **free** and was created for the enjoyment of the community. However, I've noticed that some servers use content from my mods (e.g. armor sets) as **rewards for donations** or as part of monetized features.

> **Please do not use any of my mods in monetized contexts without contacting me first.**

This includes:
- Selling access to features from my mods  
- Offering them as rewards for donations or paid services 

💬 I’m always open to discussion and collaboration — thank you for supporting fair use and respecting the time and effort behind this work.

---

## ☕ **Donations & Tips**

> *"I'm a 34-year-old teacher who creates mods in my free time because I truly enjoy it and want to make Valheim a more fun experience for everyone. If you feel like saying thanks, you can tip me here ❤️"*

| My PayPal: | [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/donate/?hosted_button_id=BYEJ7PT3T3DA4) |  
|----------|--------------------------------------------------------------------------------------|


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