π₯ DMZ Ki Overcharge
Push your ki techniques past DragonMineZ's normal 175% cap β bigger blasts, real terrain destruction, and the full chanted Kamehameha, all scaled to how strong you actually are.
DMZ Ki Overcharge turns "hold the charge key" into a real risk-and-reward decision. Instead of stopping where DragonMineZ normally would, a held technique keeps climbing β up to 1000% by default β growing more dangerous, more expensive, and more destructive the longer you push it.
π§ What it does
π Overcharging past DMZ's normal cap
Keep holding a charge past DragonMineZ's usual full point and it keeps climbing instead of stopping. Pushing past normal costs real ki, increasingly so the further you go, and running dry mid-charge fires the attack automatically at whatever percent you reached. Overcharging is gated behind a configurable player-level requirement, so it's a reward for progression rather than something a brand-new character can lean on immediately.
πͺ Size and power scaled to who's casting it
An overcharged blast grows with three things at once: how far you pushed the charge, your real DragonMineZ Battle Power, and β for a normal, non-overcharged cast β your active transformation. A late-game fighter's ordinary attack already reads as heavier than a beginner's, and going all-in on an overcharge pushes it further still. Wave and beam attacks stay pinned close to their normal travel distance even at extreme overcharge, so pushing the charge grows thickness and damage without also turning your Kamehameha into a cross-map snipe.
π Real terrain destruction
Charging a heavy technique cracks the ground outward in expanding rings around you as you hold it, and firing digs a real crater where you stood. All of it respects your server's actual DragonMineZ ki-griefing rules β protected land, protected structures, and the server's own griefing toggle are honored automatically, so this addon never overrides what a server admin has already decided.
πΈ Never falls in its own hole
Firing any ki attack briefly holds you in place afterward so you can't drop straight into the crater your own blast just made. If you've unlocked Fly and Ki Control, it hands you straight into real DragonMineZ flight once that moment passes instead of just dropping you back down.
π€ The full Kamehameha chant
Charging a Kamehameha plays the real chant β "Kaβ¦ meβ¦ haβ¦ meβ¦ HAA!" β one line at a time, audible to everyone nearby, with an optional cinematic camera drift, shake, and FOV pulse building as the charge (and the danger) grows. Every player can turn any one of these effects off individually from DragonMineZ's own settings screen without affecting how it looks or sounds for anyone else.
π Documented in-game
If you also run DMZ Wiki, this mod's own entry (Dragon Mine Z - Ki Overcharge) shows up automatically β no setup, nothing to install, it's just there.
β¨οΈ Usage
Everything above runs automatically the moment the mod is installed β hold a charge past DragonMineZ's normal point and you'll feel the difference immediately. The one thing worth knowing:
- The four signature-attack toggles (voices, cinematic camera, camera shake, FOV pulse) live in DragonMineZ's own V menu β Settings, right alongside DMZ's own normal options.
βοΈ Configuration
Every number behind this mod is exposed and retunable, no rebuild needed β the overcharge ceiling, how ki drains as you push past normal, the level requirement to overcharge at all, blast size/power scaling curves, ground-pulse and crater sizing, hover-safety timing, and more.
π Requirements
- Minecraft 1.20.1
- Forge 47.4.10+
- Dragon Mine Z 2.1.3+ (required β this is an addon for it, not a standalone mod)
- Server-side overcharge/destruction logic + client-side sound and camera effects β install on both server and client for the full experience
AI was used in this post and for Coding purposes only
