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Dream Burst Spirit Vector

Dream Burst Spirit Vector

by hama • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

Made for ModFest: Carnival

Check out the official soundtrack for Major Update: Rune Matrix Spell Dimension

Available on most streaming platforms here!


Fly Forth, Spirit Vector!

DBSV introduces the Spirit Vector, a pair of skates fueled by spirit energy. Wearing them changes your movement to momentum-based parkour, a challenging but skill-rewarding mode of travel. Beyond simple parkour mechanics like wall jumps, slides and vaults, the Spirit Vector can be upgraded with up to 3 Spirit Runes, unlocking special movement ability tricks activated in the air. Basic movements increase Poise; Poise is spent on rune abilities.

With great Poise, your wings are unveiled.

Mechanics

Dream Burst Spirit Vector is a mod about momentum, striving to capture the movement styles of games like Ultrakill and Jet Set Radio. This is not a Vanilla+ parkour extension; Wearing a Spirit Vector completely overhauls your movement.

The Spirit Vector is a pair of skates fueled by spirit energy. The only cost is Poise, or style -- Burst movements such as Wall Jumping and Ledge Vaulting increase your Poise, which decays as long as you are not Sliding or Wall Rushing.

Poise is spent on abilities tied to jumping, crouching or sprinting while in the air. You can customize the Spirit Vector by smithing it with a Spirit Rune to select the ability and a Vector Rune to select the slot.

Tutorial

The basic movement of the Spirit Vector is too detailed to explain sufficiently on a webpage. This demo world (MC 1.21) provides an in-depth overview of the starting movement set, along with some insights into more advanced techniques.

Demo

Pathracing "Dream Vector"

High-flying "Spirit Vector"

Soundtrack

Bandcamp: link

YouTube: link

Contact

Discord + Email: link

Credits

Music: Nulb

Textures: Hiroyuki K. T.

Banner: WorldWidePixel

How to Install Dream Burst Spirit Vector (Mod)

Dream Burst Spirit Vector by hama is verified for Fabric, Neoforge, Quilt across Minecraft versions 1.21, 1.21.1 (latest release: 1.11.7+1.21.1, file size: 55.5 MB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.21, 1.21.1) and platform (Fabric, Neoforge, Quilt).
  2. Make sure you have the compatible loader or environment installed for Fabric, Neoforge, Quilt.
  3. Move the downloaded Dream Burst Spirit Vector file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Fabric Neoforge
2mo ago 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.21
Fabric
last yr. 1
Fix disconnect issues due to unsynced registries on Connector.
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
## Major Update: Rune Matrix Spell Dimension

### General Additions

  • Added UI poise indicator.
  • Added braking by pressing sprint on the ground.
  • Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
boost of speed from zero.
  • Runes fire on button release in the air, so you can now buffer inputs like sliding.
  • Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
movement into vertical.
  • Added the ***Rune Matrix*** to manage runes and vector modes.
+ Hold crouch + sprint on the ground to access.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).

### Vector Expansion

Adds two new vector modes:

The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.

  • Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
  • Wall jump velocity is changed to be additive instead of fixed.
  • Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
though they were not there, for example.

The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.

  • Floaty: gravity is slightly reduced.
  • Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
resembles the trick meters from skating games, which inspired poise.
  • Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.

To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":

  • Poise is not lost from kickoffs.
  • Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
  • In general, the Spirit Vector will not face the drawbacks of other vector modes.

### Spell Dimension

  • With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
  • Press directions to compose a spell.
+ Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
  • Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
input.
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
  • Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts,
...
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