This mod adds compatibility between Epic Fight and the weapons from Cataclysm. The level of integration can range from simple to advanced. Weapons with advanced compatibility will feature fully reworked mechanics, including unique passive abilities that overhaul not only the weapon itself but also the corresponding themed armor set.
This mod does not add new attack moves for the Catalcysm weapons, but rather focuses on adding functions and passives.
The main goal of this mod is to introduce thematic passive abilities to Cataclysm's boss-related weapons. Each weapon is designed to reflect the essence and identity of the boss it originates from. Rather than directly modifying base damage values, the balancing is centered around unique abilities and mechanics.
This means some weapons—despite being obtained from tough bosses—may not necessarily be the most powerful in raw stats, especially if they have a simpler function. Instead, the strength of a weapon lies in its utility, synergy with the player’s playstyle, and adaptability to specific situations.
The design philosophy encourages strategic weapon choices based on the scenario, rather than simply picking the one with the highest DPS.
Balance and development priority follows this boss progression:
Maledictus
Ignis
Ancient Remnant
Leviathan
The Harbinger
Ender Guardian
Nether Monstrosity
The order may vary, and some balance patches may be issued, based on future Cataclysm updates.
When I try to change the moveset of the weapons they stop working, what can I do?
This is because when you try to change the moveset using data packs, you cannot add passive skills to the weapon, and passives are the core of this mod.
Although you can use this mod to remedy/fix it: "Epic Fight - Extended Data Packs"
With that you can now change the moveset of the categories of this mod, with any other you want!
"too much text" warning - Information valid ONLY for version 1.20.1...
For version 1.21.1, use the codex for each weapon, armor, or artifact which will give you updated information
A new custom weapon category has been added to Epic Fight: Soul Render. This weapon is centered around a spectral, cursed theme. Upon hitting an enemy, there's a 25% chance to summon spectral spears from below the target. This chance increases with the Sweeping Edge enchantment, and this weapon is now compatible with this enchantment.
Additionally, each piece of the Cursium Armor set increases the passive trigger chance by +2.5%, up to a maximum of +10% when wearing the full set. Equipping the full set also unlocks exclusive synergy abilities.
This is a charge-based skill with three execution modes, depending on player movement during casting:
If the player kneels during or immediately after the throw, they strike the ground and unleash a burst of spectral spears upon impact.
"Soul's Wrath" Can recast the passive "Hel's Grasp" with the same chance as attacks
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If the player is running, the skill executes a powerful dash, dealing massive impact damage and leaving behind a trail of spectral spears.
"Soul's Surge" Can recast the passive "Hel's Grasp" with the same chance as attacks
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If the player does nothing (standing still or walking slowly), they summon a massive field of spectral spears.
However, if the full Cursium Armor is equipped, the field's radius is increased.
"Soul's Field" Cannot recast the passive "Hel's Grasp".
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Holding the Soul Render while wearing the full Cursium armor set modifies existing abilities and adds new passives and actives:
Cursium Helmet
Cursium Chestplate
Cursium Leggings
Cursium Boots
The weapon will passively generate small particles of spectral fire on its blade. Running will generate themed particles if the player is wearing the themed armor. The same will occur when swimming.
Active abilities, damage bonuses, and/or attack speed will be indicated in the Epic Fight hub.
The visual configuration can be customized to the player's liking in the configuration file.

The Emberheart core absorbs a portion of the damage dealt by the weapon and converts it into Heat. Heat serves as the primary resource to power both the weapon and armor abilities.
The Heat generation is determined by three main stages:
Heating system
When the Emberheart reaches 100% Heat, the player can activate Incinerate:
The player slams the ground, summoning a circle of flames that targets all enemies within range.
Customization: The animation and delay time of this skill can be tweaked in the mod's configuration file, Additionally, the incinerator's heat indicator can be set to use images, gifs, or nothing, it is usually set to use a gif, both the gif and images change the color of the fire between shades of red to yellow, or blue to bright blue based on the heat, and the state of the internal flame, all of this is configurable.
Inner Flame is a mechanics-altering skill that transforms how the weapon and its passives behave. When activated, the player ignites a small red flame in their hand. As the flame grows and shifts into an intense blue fire, they slam it into their chest, entering the empowered state: Inner Flame.
This ability also resonates with the weapon and armor, changing its color to a blue fire, the weapon's Swing Trail will also change color
| Base Flame State | Inner Flame State |
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Crucible
Each enemy slain while in Inner Flame extends the skill’s duration. However, the flame becomes increasingly hungry. Over time, the extension per kill diminishes, eventually reaching a point where kills no longer increase the duration.
Incandescent
This effect modifies the heat mechanics:
Champion
All abilities tagged as "Flame Champion" (Champion of the Flame) will have changes to their functionality.
Customization: The animation that executes this ability is configurable from the configuration file as well as its opening flag (when the ability is truly active) on the other hand, this ability is compatible with a change of "moveset" and "living set" but consider not to oversaturate or unbalance the weapon...
When paired with The Incinerator, each piece of the Ignitium Armor Set unlocks unique passive and active effects, many of which scale with the player’s stored Heat and the Fire Aspect enchantment.
Ignitium Helmet
Ignitium Chestplate
Ignitium Elytra Chestplate
The accumulated fall is relative, that is, if you start with negative coordinates you will have an "advantage" that will allow you to cast this ability faster, avoiding having to accumulate a lot of kinetic energy by consuming impulses.
Ignitium Leggings
Ignitium Boots
The weapon passively emits fire particles along its blade.
These effects are dynamic and respond to the environment:
Customization: Heat levels, active abilities, and player states are visually tracked through the Epic Fight HUD. These elements are fully configurable via the mod’s config file.
Converts damage dealt into electrical charge (EC). Charge persists unless fully consumed or on death. Gain extra charge in rain/water. (Max: 100 EC)
Converts stored EC into attack speed. (0% → 35% attack speed from 0 → 100 EC)
This passive "snapshots" so it only updates when hitting another entity, which means that even if you have a lot of EC, your attack speed may not be as expected, when you attack this is solved because you take another "snapshot".
Every third basic hit, neither innate nor air slash abilities count, overloads Astrape's sword, causing an electric shock to the target.
This ability is enhanced in the rain or on water, causing the beam to spread. If you are in the rain and your target is too, the beam will travel along the ground and attack your enemies.
If you are underwater or in water, the beam will spread more randomly and evenly.
Spread logic affects all hostile entities. Only neutral or peaceful entities will be targeted if they are the targets, and it will only spread to that same group. That is, if it attacks a cow and there is a chicken next to it, it will only spread to cows and hostile entities. The chicken will be ignored because it wasn't targeted, so your pet is safe!
If it's raining or a storm is occurring and the player has ≥50 SQ, upon falling ≥30 blocks, the user becomes trapped, enveloped in lightning, and transforms into one. In this form, all fall damage is negated as long as it's raining where the player lands and they are falling. Upon impact, the user electrocutes entities, causing damage.
The fall is absolute, meaning it must be 30 blocks. The user will not receive a "bonus" or a minor chain initial if they fall from negative coordinates.
Allows Astrape’s wielder to channel special “Gifts,” altering the weapon’s internal functions when casting skills.
The skills go into something called a "queue" so if you run a series of skills they will be launched when the resources exist or when it is valid, keep that in mind
It allows to channel the image of lightning, the user of astrape channels an electric charge in his left hand in the form of a spear, and once he channels enough energy he fires it in the form of an electric spear.
Casting consumes 15% of charge and puts Astrape on cooldown, so he won't be able to use parries or guards, although the cooldown is short.
Allows you to channel lightning speed (clearly nerfed, hehe), increasing the Astrape user's speed at the cost of consuming 30% of their charge.
The counter on this buff is NOT reduced, and it is NOT applied if Astrape is not held. Therefore, if you switch weapons, the counter is "frozen," as is its buff. You'll regain the counter and buff when holding the weapon, so don't worry!
Astrape does not go on cooldown when casting this ability.
Imbues the weapon with lightning, converting its damage type from Physical to Electrical.
Electrical Damage:
Up to +33% bonus damage that scales with the target's Armor (8-30).
+20% bonus damage if the target is under the "Conductor" effect.
Up to -10% damage reduction against targets with low Armor (0-8).
This modifies the weapon's damage type and everything related to it, so even the damage from its Innate Skill whether it's the massive area damage of Katáigis, or the electric spears that "Neféli" summons upon impact with the player, the damage from Eikón, or the lightning bolts it summons every third hit, and even area damage if it's raining, in a storm, on or in water, gains the "Electric" damage type.
In a certain way, all damage that is signed under the astrape user goes from generic/physical to electrical.
Charge-based skill with 2 sub-skills, these skills will be cast based on how long you charge the beam during the cast of the skill:
Neféli (Low Charge)
Summons a storm cloud that, upon impact, assists the user by launching homing lightning lances at enemies hit in melee combat (Combat Mode Only) (No Bows).
Melee damage can be caused by any source, meaning that if you summon this cloud, your DPS will increase because no matter what weapon you use, as long as you attack in melee or use an Epic Fight weapon, the lances will spawn.
The cloud persists for its entire duration, follows the user when they respawn, and only disappears when changing dimensions, when the world is emptied, or when the timer expires.
The cloud can pass through blocks, and its lances cannot be canceled by hitting blocks. They pass through them and deal damage to the entity before disappearing.
Katáigis (High Charge)
Releases a triple helix beam that explodes at high altitude
Ionizes the surroundings in a 30-block radius, applying the "Conductor" effect to all hostile entities. Peaceful or neutral entities only suffer the effect if they are targeted by the player.
In addition, all entities are struck by a powerful beam, and the blast drops charged debris that damages entities standing on it on impact.
The "Conductor" state increases electro damage from all sources by 20%, and marks the entity to be struck by lightning. If it is struck, the effect is consumed.
The damage from the lightning bolt that hits entities after the triple helix explodes is high and scales with the maximum health of the entity hit.
Developer Diary
The objectives and goals are being restructured...