TripleInfusion
A third infusion for your spells. Once a spell has two elements, a later level-up offers a third: its effect stacks on top of the pair on every hit. Works with MoreWizards.
| Date uploaded | a day ago |
| Version | 1.1.0 |
| Download link | girthy_mods-TripleInfusion-1.1.0.zip |
| Downloads | 14 |
| Dependency string | girthy_mods-TripleInfusion-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.788README
TripleInfusion
Spells can be infused with up to three elements.
In the base game a spell gets an infusion at level 7 and a second one at level 14, and that's the limit. With this mod, once a spell has both infusions, a later level-up (level 21 by default) opens one more infusion shop for that spell.
How it works
- You pick a third element (Fire, Lightning, Acid, Ice or Dark) from the shop, just like a normal infusion.
- The spell keeps its two-element combo, and the third element's own effect is added on top on every hit. For example, Fire + Lightning + Ice burns and shocks like Fire + Lightning, and also chills like Ice.
- You can pick an element the spell already has (Fire + Lightning + Fire) to double up on it. You can turn this off in the config.
- Locked elements stay locked: the shop only offers elements you've unlocked.
Multiplayer
Everyone in the lobby should have this mod. Element effects are applied by whichever game handles the hit, so a player without the mod won't see or apply third elements.
Works with MoreWizards and StarterSpells.
Config
The host's settings apply to everyone. At the start of each run the host's [Third Infusion] settings are sent to all players, so everyone gets the third infusion at the same spell level with the same choices.
In your mod manager's config editor (or BepInEx/config), section [Third Infusion]:
| Setting | Default | What it does |
|---|---|---|
| Enabled | true | Turn the third infusion on or off. |
| SpellLevel | 21 | Spell level for the third infusion shop (vanilla infusions are at 7 and 14). It's offered at the first level-up at or above this. |
| AllowRepeatElements | true | Allow a third element the spell already has. |
| Choices | 2 | How many elements the shop offers (1–5). |
Known limits
- The spell's look and icon still show the two-element combo. The third element shows in its hits, not its visuals.
- In the third infusion shop, the card's preview shows the current combo rather than all three elements.
- The third infusion doesn't count as an "infusion" for artifacts or challenges that track infusions.
CHANGELOG
1.1.3
- Everyone uses the host's settings. While you're in someone's game, this mod reads the host's config instead of yours, from the lobby on. Your config file isn't changed, and your own values are back when you leave. If the host doesn't have the mod, it stays off for you in that game.
Changelog
1.1.2
- Fix: the remaining "NotImplementedException" errors (found with 1.1.1's logging). They came from lightning ricochets: the third element's effect briefly changed the hit's element, and ricochets read it a moment later when it was back to the pair. The third element now runs on its own copy of the hit.
1.1.1
- Fix: more "NotImplementedException" errors with third infusions. Some game code (random element picking) combines elements directly, skipping the path fixed in 1.0.2, so that's covered too.
- If the game still logs that error, the BepInEx log now shows where it came from (first 5 per session).
1.1.0
- The host's
[Third Infusion]settings now apply to everyone in the run (enabled, spell level, repeat elements, choices). Players' own config files are left alone and used again after the run.
1.0.2
- Fix: once a spell had a third infusion, the game kept throwing "NotImplementedException" (hundreds of times per run in the log). The game also combines a pair with a new element, such as FireDouble + Fire, and that wasn't covered. Any combination that adds up to 3 or more base elements now keeps the spell's pair.
1.0.1
- Fix: the mod didn't load ("Error loading [TripleInfusion]"). It hooked a RunManager method the game doesn't have.
- Fix: the third-infusion shop couldn't read which spell it was for. That field is now read directly.
1.0.0
- First release: a third infusion shop at a later spell level (21 by default). The third element's effect stacks on top of the spell's two-element combo.