This documentation is actively maintained and reflects the mod in its current state of development. Some systems described are in progress or subject to change. Last updated: April 2026.

1. Overview

Witchercraft is a Minecraft mod built on NeoForge that brings the world of CD Projekt Red's The Witcher 3: Wild Hunt into the world of Minecraft. The mod aims to recreate the core systems that define the Witcher experience - Signs, Alchemy, monsters, and a deep RPG progression system - while adapting them thoughtfully to Minecraft's design language.

Rather than simply porting assets, Witchercraft treats each system as a design problem: how do you make Witcher mechanics feel meaningful and balanced inside a sandbox game that operates by fundamentally different rules?

Signs
5 active abilities with custom particles and cooldown system
Alchemy
Potions, Decoctins, Oils, Bombs - governed by Toxicity
Skill Tree
30+ perks across Combat, Signs, Alchemy, General tabs
Damage Model
Custom formula with crits, flat bonuses, life steal and DOTs
Armor Sets
6 Witcher school sets with custom 3D models
Bestiary
In-game monster encyclopedia with lore entries

2. Features

2.1 Witcher Signs

Sign Menu

Figure 2.1 - The Sign Menu, opened with the Sign Gui keybind (Tab). Click a Sign to select it, press R to cast.

Signs are the signature active abilities of Witchers. Each can be cast with keybind. Sign Intensity - a dedicated player stat - scales all Sign effects and is boosted by Griffin School Gear or Skill Tree investment. Signs have no cooldown and are only limtited by player's stamina.

SignEffectUpgrades available
AardTelekinetic cone blast, knocks back enemiesDirect damage, cone width, alternate radius sweep
IgniFire stream applying burn on hitBurn duration, tick damage, area diameter
QuenAbsorbing shield with a distinct hold state and separate particle systemReflect damage, increased absorption, exploding shield on expiry
YrdenMagical trap slowing enemies in radiusRadius, slow potency, extended duration
AxiiCharm Sign stunning enemiesHero of the Village effect, increased area of influence
Signs in Action

Figures 2.2–2.6 - YRDEN Sign in action. Screenshots are works in progress and not indicative of the final product.

2.2 Alchemy System

Alchemy Menu

Figure 2.7 - The Alchemy Menu (press B). Slot 1: alchemy base. Slots 2–7: ingredients. Slot 8: result.

The Alchemy system covers four distinct item categories. All items are craftable through the dedicated Alchemy Menu - no crafting table required, accessible anywhere in the world.

Potions

Potions provide temporary buffs and each raises Toxicity on consumption. Alchemy base: White Seagull.

PotionEffect
SwallowIncreases passive health regeneration
Thunderbolt+20% increased damage; grants 100% crit rate during thunderstorms
CatApplies glowing effect to all mobs within radius, effectively granting visibility in darkness
Tawny OwlIncreases passive stamina regeneration
Killer WhaleGrants 100% oxygen while underwater
BlizzardIncreases attack speed and dodge chance
Full MoonIncreases maximum HP
Golden OrioleClears poison effect and grants poison immunity
Petris PhilterIncreases Sign Intensity stat
White Raffard's DecoctionInstantly restores 75% of maximum HP
Black BloodReflects additional 15% damage to necrophages and vampires that attack the player
White HoneyClears all active WitcherCraft alchemy effects and resets Toxicity to zero
Decoctins

More powerful than potions with a higher Toxicity cost per use. Each is derived from a monster and grants abilities inspired by that creature. Alchemy base: White Seagull.

DecoctinEffect
Grave Hag DecoctionIncreases passive HP regen with every 2 enemies killed
Water Hag Decoction+40% increased damage when HP is full
Ekimmara Decoction+10% life steal
Katakan Decoction+10% critical hit chance
Leshen DecoctionIncreases reflected damage
Foglet DecoctionIncreases Sign Intensity during rain weather
Nekker Warrior DecoctionIncreases damage while riding a horse
Succubus DecoctionIncreases damage by X% every second while in combat (escalating)
Troll DecoctionIncreases passive HP regeneration
Wraith DecoctionIf more than 25% HP is lost in a single hit, automatically applies Quen
Werewolf DecoctionIncreases passive stamina regeneration at night during clear weather
Wyvern DecoctionIncreases damage by 1% with every hit, up to a maximum of +10%
Oils

Applied to weapons as enchantments, each targeting a specific enemy archetype for bonus damage. Alchemy base: Tallow. Oil power enhanced by Viper School Gear.

OilTarget type
Necrophage OilNecrophages (Drowner, Rotfiend, Foglet, Graveir)
Vampire OilVampires (Bruxa, Higher Vampire)
Specter OilSpecters (Noonwraith, Wraith)
Insectoid OilInsectoids
Ogroid OilOgroids
Beast OilBeasts
Draconid OilDraconids (Cockatrice)
Relic OilRelicts (Leshen, Fiend)
Cursed Ones OilCursed enemies
Hanged Man's VenomHumans / Nonhumans
Bombs

Throwable projectile entities - each is its own entity class with unique physics, trajectory, and hit detection. Alchemy base: Saltpeter. Bomb power enhanced by Wolven School Gear.

BombEffect on detonation
Devil's PuffballReleases a lingering poison cloud
Dancing StarExplodes and applies burning to nearby entities
GrapeshotDeals physical fragmentation damage in an area
Northern WindFreezes nearby entities
SamumApplies blind effect; blinded enemies have increased dodge chance against them
Dimeritium BombClears active magical effects in the area

2.3 Witcher School Armor Sets

All six Witcher School armor sets

Figure 2.8 - Wolven Armor set rendered in-game. Uses a custom 3D renderer. Visual assets are works in progress.

All six sets consist of four pieces: Gloves, Chestplate, Leggings and Boots. Wearing the full set activates the School Effect. Mixing sets is possible but the School Effect only activates with a complete matching set. Armor can be repaired with Leather Scraps.

SetSchool Effect
WolvenBalanced combat and Sign bonuses; enhances bomb effectiveness
Feline+50% critical hit damage
Griffin+20% Sign Intensity; reduces Sign cooldown to 22.5 seconds
Ursine+20% maximum health
ViperEnhanced oil effectiveness and poison mechanics
ManticoreBoosted potion duration and Alchemy power

2.4 RPG Systems

HUD Overlay
HUD overlay

Figure 2.9 - The custom HUD overlay showing all live player stats. Visible when the Dev Log command is active.

All player stats are tracked persistently and displayed on a custom HUD overlay. The overlay is accessible via the /witchercraft devlog command during development and testing. Stats displayed: Health, Health Regen, Stamina Regen, Attack Speed, Damage, Critical Hit Chance, Critical Hit Damage, Movement Speed, Dodge Chance, Instant Kill Chance, Toxicity, Maximum Toxicity, Sign Intensity, Potion Duration, Life Steal, Reflect Damage, Oil Damage.

Toxicity System
Toxicity on HUD

Figure 2.10 - Medium toxicity level, above hunger bar.

The Toxicity system governs the entire Alchemy pillar and creates the central risk/reward loop around potion use. Without it, optimal play is always maximum potion stacking - trivialising the system. Toxicity forces genuine preparation decisions.

  • Every potion and decoction consumed increments current Toxicity by a fixed item-specific amount.
  • Decoctins carry a higher Toxicity cost than standard potions, reflecting their greater power.
  • Toxicity decays passively over time when potions are not being consumed.
  • If current Toxicity exceeds Maximum Toxicity, health drains each tick until it falls back below the threshold.
  • White Honey immediately clears all active effects and resets Toxicity to zero - an emergency reset at the cost of losing all active buffs.
  • Maximum Toxicity can be raised through Acquired Tolerance upgrades in the Alchemy Skill Tree.
Skill Tree & Leveling System
Build decisions matter. The player earns 1 skill point per level, with a maximum level of 30 - giving a total of 30 points across all trees. With over 30 perks available across four tabs, it is impossible to unlock everything. Every point spent is a permanent commitment to a playstyle. Choose carefully.

Perks within each tab are arranged in three tiers. Higher tiers unlock after spending a minimum number of points in that tab - 3 points to unlock Tier 2, 6 points to unlock Tier 3. This prevents immediately acquiring the most powerful upgrades and rewards sustained investment in a chosen path.

Tier 1 - Available from the start. Tier 2 - Requires 3 points spent in the tab. Tier 3 - Requires 6 points spent in the tab.

Combat Tab
Skill Tree Combat tab

Figure 2.12 - Combat tab. Columns: Melee, Melee, Defence, Ranged, Battle Trance.

PerkTierEffect
Muscle MemoryT1+3 flat damage to all attacks
Strength TrainingT1+10% increased damage
Fleet FootedT1Increased movement speed
Cold BloodT1If no enemy within 5 blocks, +5 damage
Flood of AngerT1If an enemy is within 5 blocks, +5 damage
Precise BlowsT2+12% crit chance, +75% crit damage
Crushing BlowsT2+8% crit chance, +50% crit damage
DefenceT2+4 maximum HP
Anatomical KnowledgeT2If ranged weapon equipped, +10% crit rate
Razor FocusT2+10% dodge chance
Crippling StrikesT3Applies Bleed effect on hit
Sunder ArmorT3+20% increased damage
Deadly PrecisionT3+1% instant kill chance
Crippling ShotT3If ranged weapon equipped, +50% crit damage
DominationT3Increases damage dealt to mobs
UndyingT3On death, restore HP to 50% - once per 15 minutes
Signs Tab
Skill Tree Signs tab

Figure 2.13 - Signs tab. Each Sign has its own upgrade column: Aard, Igni, Yrden, Quen, Axii.

PerkTierEffect
Aard IntensityT1Increases Aard knockback force
Igni IntensityT1Increases Igni burning duration
Yrden IntensityT1Increases Yrden slow potency
Quen IntensityT1Increases Quen maximum absorption
Axii IntensityT1Increases Axii Sign duration
Aard SweepT2Alternate Aard form - strikes in radius around the player
FirestreamT2Increases Igni area of effect diameter
Magic TrapT2Alternate Yrden form
Exploding ShieldT2When Quen ends, deal damage to all nearby enemies
DelusionT2Grants Hero of the Village effect
Shock WaveT3Aard deals X direct damage on hit
PyromaniacT3Igni deals additional burning damage per tick
Sustained GlyphsT3Increases Yrden duration by 5 seconds
Quen DischargeT3Deals absorbed damage back to the attacker
DominationT3Increases damage dealt to mobs affected by Axii
Alchemy Tab
Skill Tree Alchemy tab

Figure 2.14 - Alchemy tab. Columns: Brewing, Oil Preparation, Bomb Creation, Mutation, Trial of Grasses.

PerkTierEffect
RefreshmentT1Each potion heals 10% of max HP on consumption
Poisoned BladesT1Oils give a 5% chance to poison on hit
PyrotechnicsT1Bombs deal additional damage
Acquired Tolerance 1T1Increases Maximum Toxicity
Endure PainT1Increases max HP by X when Toxicity is above threshold
Delayed RecoveryT2If Toxicity above 80%, reactivates the Elixir effect
Protective CoatingT2Reduces damage taken from the mob type targeted by the equipped oil
EfficiencyT2Bombs have a chance to remain in inventory after use
Acquired Tolerance 2T2Further increases Maximum Toxicity
Fast MetabolismT2Toxicity drops X points faster per second
Side EffectsT333% chance to activate a random secondary potion effect on consumption
Hunter InstinctT3Additional damage to the mob type targeted by the equipped oil
Cluster BombsT3Bombs have increased area of effect
Acquired Tolerance 3T3Maximum Toxicity increase - unlocks full alchemist potential
Killing SpreeT3When Toxicity is above 0, increases crit chance for X seconds (stackable)
Meditation System

Accessible from the Pause Menu. Allows the player to fast-travel to a specific time of day, enabling passive health and stamina regeneration tied to the chosen time.

2.5 Bestiary & Glossary

Bestiary GUI

Figure 2.16 - The in-game Bestiary with monster lore, type, health and attack data.

In-game encyclopedia with entries for monsters. The Glossary is mod help with ingame tips..

3. Monsters & Mobs

3.1 Bestiary Entries Implemented

MonsterTypeHPDamageWeak to
DrownerNecrophage205Necrophage Oil
FogletRelict305Relict Oil
GraveirNecrophage504Necrophage Oil
BruxaVampire307Vampire Oil
Higher VampireVampire305Vampire Oil
RotfiendNecrophage404Necrophage Oil

3.2 Models Ready - Entities In Development

The following monsters have completed 3D models ready for integration. Entity implementation, AI behavior, and spawning logic are currently in development. All previews are works in progress and not indicative of the final product.
Noonwraith
Noonwraith model

A spectral apparition born from the spirit of a woman who died violently at noon. Appears as a shimmering heat-distorted figure in open fields during midday. Type: Specter | Weakness: Specter Oil

Fiend
Fiend model Fiend in-game

A massive relict resembling a giant elk with multiple eyes, capable of hypnotizing prey with its central eye. Type: Relict | Weakness: Relict Oil

Leshen
Leshen model Leshen in-game

Ancient forest guardians that command animals and plant life, summoning crows and roots to overwhelm intruders. Type: Relict | Weakness: Relict Oil

Cockatrice
Cockatrice model Cockatrice in-game

A winged draconid with the head of a rooster. Aggressive aerial predator attacking with beak, talons, and tail. Type: Draconid | Weakness: Draconid Oil

4. Technical Design

This section covers the key engineering and design decisions behind Witchercraft - the problems each system solves and the rationale behind the chosen approaches.

4.1 Damage Model & Formula

Witchercraft replaces Minecraft's default damage calculation with a custom DamageCalculator that fires on every player attack.

Variables
VariableDescription
baseDamageRaw damage value of the weapon or attack source
additionalDamageFlat bonus damage added before any multipliers
increasedDamagePercentage damage bonus, stored as integer (e.g. 10 = +10%)
critChanceInteger 1–100. Rolled against a random number each hit
critDamageCrit multiplier stored as integer (e.g. 150 = ×1.50)
lifeStealPercentage of final damage restored as health (e.g. 10 = 10%)
Normal Hit
// Normal hit
finalDamage = (baseDamage + additionalDamage) × (1 + increasedDamage × 0.01)
healthRestored = finalDamage × lifeSteal × 0.01
Critical Hit
// Crit check
critRoll = random(1, 100)

if critRoll <= critChance:
  finalDamage = (baseDamage + additionalDamage)
                × (1 + increasedDamage × 0.01)
                × (critDamage × 0.01)
  healthRestored = finalDamage × lifeSteal × 0.01

All percentage stats are stored as integers and multiplied by 0.01 at calculation time - avoiding floating point drift. The Ender Dragon is explicitly excluded from the crit path to prevent one-shot boss scenarios. Damage and life steal resolve via a one-tick server-side delay, preventing race conditions in multiplayer.

4.2 Developer & Debug Commands

Custom commands for development and debugging. The Dev Log command exposes the full damage calculation pipeline in real time via chat, enabling live verification of stat changes from skill upgrades, gear, and potions.

/witchercraft statsPrints all current player variables - Toxicity, crit chance, crit damage, life steal, etc.
/witchercraft levelfixCorrects any desync in player level or XP values during testing
/witchercraft devlogToggles Dev Log. With it active, every damage calculation prints its full breakdown to chat - base damage, combined damage, crit roll, crit result, and life steal
/witchercraft resetskillsResets all Skill Tree investments, returning spent points for redistribution
/witchercraft settoxicity [value]Directly sets current Toxicity to the specified value for testing threshold behaviours

4.3 Package Architecture

PackageContents
client/guiAll custom GUI screens - Sign menu, Pause menu, Alchemy, Character, Bestiary, Meditation, Glossary
client/particleCustom particle implementations per Sign
client/rendererCustom 3D armor renderers for all six school sets
client/screensHUD overlays - Stats, Toxicity, Medallion
entityProjectile and particle entities (bombs, Sign particles)
itemIndividual item logic classes
initRegistry classes - Items, Entities, Effects, Menus, Particles, Keybindings, Tabs
networkClient-server synchronisation packets for player stat persistence
potionCustom mob effect implementations
proceduresShared game logic including DamageCalculatorProcedure
commandDeveloper and utility commands
world/inventoryCustom container and inventory logic

5. Planned Features

  • Monster Entity Implementation - Full AI behavior, attack patterns, loot tables, and spawning rules for all planned monsters.
  • Contract System - Witcher Contract notice board quests tying the Bestiary, monsters, and economy into a cohesive loop.
  • Expanded Crafting & Economy - Alchemy ingredient sourcing through monster drops and world exploration.
  • World Generation - Custom structures: abandoned villages, monster nests, notice boards, herbalist huts.

6. Installation

  • Download and install NeoForge from the official NeoForge installer.
  • Place the WitcherCraft .jar file into your Minecraft /mods/ folder.
  • Launch Minecraft using the NeoForge profile.

7. Technologies Used

TechnologyRole
JavaPrimary programming language
NeoForgeMinecraft mod loader and API framework
Minecraft Java Edition APIEntity system, item registry, effects, enchantments, particles
Blockbench3D modeling for armor sets and monster models
Krita / Pixel StudioTexture and icon art
JSON asset pipelineItem models, equipment definitions, language files
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