Spell and Weapon Rebalance

⭐ — (7 endorsements) 📥 594 downloads 📌 vv0.5.11 📅 12/21/2025
🟡 Updated this year

By Sabedig · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 2/1/2026 📅 Created: 12/21/2025

🔍 Analysis

  • 👍 1.2% endorsement rate — high engagement, a strong quality signal
  • 🏆 #16 of 61 Gameplay mods in this game by downloads

📋 About This Mod

Rebalance spells and weapons: Fix various balance issues in the game. So every class, every spell and every weapon can be played in a balanced manner.

Inspiration for this mod and the Problem of related mods

This mod is inspired by various balancing mods, especially Fixes and improvements. However, many of them are either improving just a tiny aspect of the game, leaving most things unbalanced or like "Fixes and Improvements" are changing too many aspects, while many changes are unclear. Furthermore, such big mods are usually a big blob, where you cannot choose which fixes and improvements you like to have.

Goal

This mod aims to balance all classes, all spells, and all weapons, to provide you a balanced gameplay, where you can play any spell, any weapon, and any class. Particularly:

- Class Balance

- Nerfing melee class damage output, as it was super op in comparison to other classes

- Buffing mage class damage output, as they are super squishy and did least amount of damage

- Weapon Balance

- Reducing melee one handed weapon damage, so two handed do much more dps

- Buffing Shield stats to make one handed low dps characters tanky

-> Two melee classes: one handed with shield tank and two handed damage dealer

- Fix the unbalance between Bow and Crossbow: Crossbows are faster, have more range, and do more dps than bows.

- Spell Balance

- Rebalance attack spells by fixing: many spells are either unusable or have much lower performance then the best ones

- Rebalance buff spells by increasing their duration and / or their buff value, to make them all being worth to use them

- Rebalance debuff spells by reducing their mana costs: debuffing an enemy should cost less then killing an enemy

- Rebalance summon spells by increasing their duration and balance the performance of summoned creatures

(in vanilla clone is always the most strongest one)

- Rebalance transform spells - as the caster was still squishy when transformed, but was forced to go melee (and partly doing less damage)

- So caster should be more tanky when transformed into melee creature and do at least the damage as with attack spells

(As the caster cannot cast any spells while transformed)

- All Balancing Fixes should be divided into small packages, so you can choose which of them you want to install

Current Features

- Rebalance of Nature Magic Attack Spells:

    - Fixed broken spells, so they are usable, especially lightning_storm and mindflare

- Rebalanced the spells, so each attack spell is valueable and you have a good progess gameplay

(leveling further to equip stronger high end spells)

- increased overall damage of all spells by *1. 25 to enhance mages to be the new most dps class,

as mages are the most squishy class (in future, when melee is nerfed)

- Rebalance of Combat Magic Attack Spells:

- Applied same changes as for Nature Magic

- Fixed broken spells, so they are usable, especially acid and flame glyphs, which were exploding too early, not damaging enemies

- Balance between AOE and Single Target Attack Spells increased: E.g. Increased Fireball mana consumption, so Fireskull is not useless anymore

- Increased benefit for going melee as squishy mage by buffing melee spells strongly (flame, fire ring, inferno)

- distributed spells better to levels

(many spells were either at low level or end game, but not that much in mid game - compare especially with AOE Graph)

- combat mage class will be slightly superior in damage to nature mage class (as nature mages have better heals and buffs for the group)

- some spells which should have been op, are op now:

- zorkons bonecrusher levels now until endgame and deals the damage in an aoe as big, as the sfx show.

For balance, the single target damage is reduced. Now you REALLY should have the spell with your combat mage to deal with skeletons.

Also you really won't use it against non undead anymore: reduced damage, increased mana cost

- Meteor .. was just a tiny stone falling from above, it really did not matter, but you lost all your mana.

Now its a REAL Meteor, crushing the enemies away and is definitely worth the high mana cost.

- Meteor Storm - the most op and most endgame spell.

Multiple Meteors of same strength like from the Meteor spell will destroy a whole group of enemies.

But you need tons of mana to cast it, you must be a real legendary master sorcer

📊 Mod Details

Game
Dungeonsiege1 Mods
Author
Sabedig
Version
v0.5.11
Downloads
594
Endorsements
7
Category
Gameplay
Created
12/21/2025
Updated
2/1/2026

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