
ArcaneWard
Eitr-powered elemental wards and a returning Arcane Blade for Valheim.Arcane Ward

Arcane Ward adds three Eitr-powered magical off-hand wards and the Arcane Blade to Valheim. It is designed as a compact magic-combat expansion: the wards still use Valheim's native blocking and parry mechanics, but each one turns defense into a different elemental playstyle.
The three wards are Fire for retaliation and damage, Frost for tanking and crowd control, and Lightning for area damage and weakening enemies.
The three Wards
| Fire | Frost | Lightning |
|---|---|---|
| Offensive retaliation | Tank / crowd control | Support / debuff |
| Parries ignite nearby enemies | Blocks can slow and taunt enemies | Parries release an AoE lightning burst |
| Strong direct retaliation against melee attackers | No parry specialization | Temporarily weakens affected enemies |

Arcane Fire Ward
The offensive Ward. Successful parries can ignite enemies around you, while a melee attacker can also receive a stronger direct fire retaliation. Its elemental effects scale with Elemental Magic.

Arcane Frost Ward
The defensive/control Ward. Funded melee blocks can slow the attacker and taunt nearby hostile monsters, drawing attention toward the Ward user. Unlike Fire and Lightning, Frost deliberately does not specialize in parrying.


Arcane Lightning Ward
The support/debuff Ward. Successful timed parries release a lightning burst around the player, damaging nearby enemies and temporarily weakening them. The burst is paid for per affected enemy, so available Eitr determines how many targets can be caught.


Eitr-powered defense
All three Wards provide their own small Ward Eitr reserve while equipped. Blocking spends Eitr instead of behaving like a conventional stamina-only shield, and the reserve regenerates using Valheim's Eitr-regeneration modifiers. Its capacity also grows slightly with Blocking skill.
When actively blocking with an Arcane Ward, elemental attacks can consume Eitr to negate the configured Fire, Frost, and Lightning portions of the incoming hit. Poison and Spirit are left alone.
The wards are omnidirectional for blocking while still using Valheim's underlying block calculations.
Arcane Blade

The Arcane Blade is a Nord-style sword in melee and uses normal sword attacks. Its secondary attack transforms it into a magical spear throw. After impact—or after a sufficiently long miss—the weapon magically returns to its wielder.
With an Arcane Ward equipped, the thrown Blade inherits that Ward's Fire, Frost, or Lightning identity and gains the corresponding elemental effect. Empowered throws cost Eitr. The default throw cooldown is 5 seconds, making the Blade a strong periodic ranged option without replacing bows as sustained ranged weapons.

Multiplayer
Install Arcane Ward on every client that will use or observe its custom features. The Arcane Blade's elemental projectile identity is synchronized so modded peers can reproduce its in-flight Fire/Frost/Lightning VFX. Frost taunt uses Valheim's ownership and AI synchronization so monster targeting and movement can replicate between peers.
Requirements
- Valheim 1.0.x
- BepInExPack Valheim
- Jotunn
Installation
The easiest installation is through a Thunderstore-compatible mod manager. For manual installation, install BepInEx and Jotunn, then place ArcaneWard.dll in BepInEx/plugins/ArcaneWard/.
Spawn IDs
For testing with devcommands:
ArcaneWard— Arcane Fire Ward (legacy internal ID retained for save compatibility)ArcaneFrostWardArcaneLightningWardArcaneBlade
Configuration
Gameplay values such as Ward block strength, Eitr costs, regeneration, elemental effects, and Arcane Blade throw behavior are configurable through the generated BepInEx configuration file.
Version 1.0.0
First public release. Includes all three Ward specializations, deterministic Ward Eitr, omnidirectional Ward blocking, elemental blocking, the returning Arcane Blade and its elemental throws, multiplayer projectile VFX synchronization, Frost taunt networking, and the tested respawn lifecycle fix.