Exertion

⭐ — (3 endorsements) 📥 70 downloads 📌 vv1.4.1 📅 7/11/2026
🟡 Updated this year

By artfox1985 · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 7/28/2026 📅 Created: 7/11/2026

🔍 Analysis

  • 🏆 #162 of 187 Gameplay mods in this game by downloads

📋 About This Mod

Repurposes Mana as a Stamina resource: it's drained by rolling and absorbed by a Mana shield on hits taken, regenerates over time, and rewards landing a 3-hit combo with a finisher payoff. Health also regenerates natively. Not a script mod

Features

Rolling

Every detected roll instantly deducts Mana. If Mana can't cover it, rolling is locked out (regular non-roll dodging still works) until enough regenerates.

Health & Mana regeneration

  • []Mana (posture): fills passively while you perform no defensive actions. Below 50% HP the regen speed halves. Each normal block, dodge/roll, or taking a hit (Mana shield trigger, see below) pauses the regen, for a duration based on the trained tier of your currently. Also paused while reading a scroll (no melee weapon active).[/]

    []Health: flatrate per second, but only once you haven't taken damage for a while - anti "sheath and kite" healing. The finisher/parry heal-over-time below is unaffected by this delay and keeps paying out on its own timer.[/]

Weapon category & skill tier

Every equipped weapon is classified into one of four categories - Orc, TwoHand, OneHand, or Fists (no weapon drawn, or unrecognized class). Skill tier (Untrained / Trained / Master) comes from your trained skill for that category.

Fighting unarmed also gets two always-on bonuses: a flat critical-chance bonus and a Strength-scaled blunt-damage bonus.

Finisher (3rd combo hit)

Landing the 3rd hit of a combo chain triggers the finisher payoff - but only if there's been combat evidence.

Payoff, per trigger

  • []Heal-over-time: a new stack that fills Health smoothly over 15 seconds, up to 3 concurrent stacks (independent timers). Running multiple stacks at once boosts their combined rate.[/]

    []Finisher window: a point weapon damage bonus factoring in both Strength and your maximum Mana, and a visible fire glow as a "finisher window active" indicator. Tradeoff: all 7 combat resistances drop for the window and blocking is locked out. Since incoming hits deal more raw damage while resistances are down, and the Mana shield's cost scales with damage taken, the window effectively trades Mana sustain for offense.[/]

Mana shield (on taking a hit)

Every hit you take is checked against your Mana. The shield only engages while base cost < maximum Mana - a hit whose base cost alone would already meet/exceed your maximum Mana just lands raw, no absorb attempt and no punish.

  • []If you can afford the cost: it's deducted from Mana, and a fraction is credited back as Health - the rest goes through as chip damage, so even a successful absorb leaves a mark.[/]

    []If you can't afford it: the shield shatters - Mana is drained to 0 outright, all 7 resistances drop to 0, and blocking is locked out for a few seconds. A real knockback/stagger animation also plays, matched to your current weapon and trained tier - this isn't on a timer, so you're stuck until you actively dodge/roll to recover. Beyond that, the shield stays broken entirely (hits land raw, no more absorb attempts) until your Mana climbs all the way back to 100%.[/]

No separate toggle for the Mana shield - always on.

Blocking

Free - no Mana cost, no regen suppression while held. The only lockout is a side effect of the Mana shield failing (see above).

Parrying

Landing a real parry (blocking right as the hit connects, not just holding block) grants a finisher-style heal-over-time stack - same formula, same 15-second smooth fill, same 3-stack cap and stacking synergy as the finisher's own HoT. No weapon damage bonus, no resistance debuff, no fire visual - just the heal.

You may find a detailed overview of all features, equations and configuriation within the Readme.md in the mod installation folder.

Whats next

Done with planned features. Bugfixing if something is popping up during my next walktrough.

Installation

  • []UE4SS (native C++ mod support, not just Lua) must already be installed and working.[/]

    []If you have an old G1RBerserkNative install (this mod's previous name), delete it first - running both at once causes conflicts.[/]

    []Copy the  G1RExertionNative  folder into ue4ss/Mods/, so you end up with:

    ue4ss/Mods/G1RExertionNative/

    enabled.txt

    G1RExertionNative.ini

    dlls/main.dll[/]

    []Start the game - done. No companion Lua mod required.[/]

Not a script mod - a native C++ extension that runs in sync with the game without hurting your framerate.

Compatibility

[]No companion Lua mod required - everything's contained in the native mod.[/]

[*]Not tested but maybe issues with other mana/hea

📊 Mod Details

Game
Gothic1remake Mods
Author
artfox1985
Version
v1.4.1
Downloads
70
Endorsements
3
Category
Gameplay
Created
7/11/2026
Updated
7/28/2026
Tags
Gameplay, AI-Generated Content

🔧 How to Install Gothic 1 Remake Mods

Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.

📖 Full step-by-step install guide for Gothic 1 Remake →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Gothic 1 Remake commands, item IDs, and more.

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