ArcaneWard Experimental
Separate Arcane Ward experimental playtest: corrected wand visuals/spell identity, safe Blood/Frost VFX, shield visual tuning, Groundbreaker mining, returning-throw carry/re-equip fixes, Focus combat, and Blood Magic.1.2.3 Experimental
Wand corrections
- Restored the intended half-size Wand visual and hid the inherited full-size StaffShield render/light hierarchy so the light sits on the orb again.
- Wand spell school now comes from the Wand itself, not the equipped Focus.
- Fire Wand uses the vanilla Staff of Embers projectile/VFX and staff animation on LMB.
- Frost Wand uses the vanilla Staff of Frost projectile/VFX and rapid-fire staff animation on held LMB; its frost damage retains vanilla Frost slow behavior.
- Blood Wand remains a held LMB channel, uses the Staff of Frost channel animation, and keeps Blood Magic damage/lifesteal scaling and bleeding VFX.
- Lightning Wand keeps the Dundr-style blast and its own vanilla staff attack presentation.
- Fire/Frost/Lightning damage defaults now use gentler early Elemental Magic scaling while preserving roughly the same endgame ceilings.
Shield visuals
- Arcane Nord Shield visual reduced to 75% of its prior size.
- Arcane Nord Greatshield increased from 50% to 60% of vanilla tower-shield size (20% larger than the previous experimental visual).
- Regular and Greatshield material/texture sets are swapped without swapping meshes.
Groundbreaker and returning throws
- Arcane Sledge Groundbreaker now supplies pickaxe damage, tool tier, and Pickaxes attribution during the MMB terrain/mining strike.
- Returning Spear/Hammer projectiles reserve their weapon weight while airborne so temporary item removal no longer creates artificial pickup capacity.
- Returned weapons now retry re-equipping for two seconds instead of relying on a single immediate
EquipItemcall. - Arcane Hammer flight visual receives an additional configurable 90-degree roll.
ZNet safety
- Replaced local
vfx_BloodHitroot cloning with a new network-free particle burst that borrows only the vanilla particle material. - Replaced Frost-chill root cloning with a network-free local frost particle effect.
- Hardened remaining local projectile/lightning cosmetics so network/gameplay components are stripped before activation wherever a visual clone is still needed.
- These changes target the orphaned Blood/Frost
ZNetViewentries seen in the 1.2.2 diagnostic log.
1.2.2 Experimental
Focus and wand polish
- Added the four user-supplied custom Focus icons and embedded them directly in the DLL.
- Fire/Frost/Lightning/Blood Focuses still use the Wishbone model/utility slot, but the inherited Wishbone treasure/silver detection status effect is now removed.
- Added
ArcaneBloodWand; it keeps the original red StaffShield visual identity. - Added the user-supplied custom Blood Wand inventory/crafting icon.
- Recolored the Arcane Fire Wand to a clearly orange palette so red is reserved for Blood.
- Arcane Wands now cast only with primary attack (LMB) and intentionally have no MMB/secondary attack.
- Frost channel, Fire cast, and Lightning blast were moved from the old MMB runtime to LMB.
Blood Wand
- Added a true hold-to-channel Blood spell. Releasing LMB ends the channel immediately; insufficient Eitr ends it before the next pulse.
- Default channel economy is 5 Eitr every 0.20s (25 Eitr/sec), with an 18m range.
- Blood Wand damage scales with Blood Magic: 6 base + 0.06 per skill level by default.
- Blood Wand lifesteal scales with Blood Magic: 1 HP + 0.02 per skill level by default, capped by actual damage and missing health.
- Successful ticks use the vanilla
vfx_BloodHitbleeding effect, cloned as a pre-sanitized local cosmetic to avoid ZDO/network registration. - Blood Wand ticks award a tiny damage-use amount of Blood Magic XP, plus additional XP based on HP actually restored.
Blood Magic progression
- Blood Focus weapon-hit and parry XP is now based on actual HP restored rather than requested healing.
- Default healing progression is 0.01 Blood Magic skill-use per HP genuinely gained; healing clipped by max health does not over-award XP.
- Blood Focus spear throws no longer get a separate arbitrary Blood Magic throw award; their lifesteal healing drives Blood progression.
1.2.1 Experimental
This is the current separately published Arcane Ward Experimental playtest package. Version 1.2.1 supersedes the already-published 1.2.0 package so Thunderstore can accept the updated build under the same package name. It is intentionally isolated from the stable Thunderstore listing so new mechanics can be tested without replacing the stable release.
Focus combat redesign
- Fire, Frost, Lightning, and Blood Focuses now determine the magical augmentation of supported Arcane weapons.
- Physical weapon damage always applies, even with no Eitr.
- Focus magic is funded per enemy hit. Each enemy that actually receives a Focus effect costs Eitr independently.
- If Eitr runs out during a multi-target attack, remaining targets take physical damage only and receive no Focus effect or Focus VFX.
- Fire uses an orange visual identity; Blood uses the original red identity.
- Blood Focus adds a small per-target spirit-damage bonus and lifesteal. Two-handed melee doubles both values.
- Blood parries heal more and train Blood Magic; elemental Focus parries train Elemental Magic.
- Funded Lightning weapon hits now add a small configurable knockback.
- Lightning parry discharge uses a substantially stronger configurable outward push.
- A funded Lightning hit against an enemy that is already staggered re-staggers that enemy (with a short per-target cooldown) and uses the full Himminafl secondary lightning-strike VFX rather than the ordinary electrified-hit feedback.
Blocking and parries
- Arcane blocking now uses normal stamina and Eitr by default.
- Successful parries trigger the equipped Focus's full parry effect.
- Most Arcane parries grant a 3-second Focus-colored 360-degree protection bubble.
- Arcane Nord Buckler replaces the bubble with a short movement-speed boost.
- Arcane Nord Shield uses the standard 3-second bubble.
- Arcane Nord Greatshield has a 180-degree normal block arc and a 6-second parry bubble.
- Greatshield equipped model scale is reduced to roughly half of the stock model size.
Weapons and casting
- Former Ward/Staff-of-Protection visual items are repurposed as main-hand Arcane Wands for direct ranged Focus casting.
- Arcane Blade restores the native sword MMB lunge.
- Arcane Spear now owns the old empowered throw identity: 1.15× launch speed and 0.45× gravity by default, with the sword restored to its native lunge.
- Arcane Spear throw now pierces unique hostile enemies. Each penetration costs 2 Eitr by default; insufficient Eitr stops the flight and returns the spear. Terrain, structures, water, friendlies, and other non-enemy collisions also stop and return it.
- Arcane Spear and Arcane Hammer throws require the up-front magical launch Eitr cost before they can leave the hand; Focus empowerment on impact remains a separate per-target Eitr cost.
- Thrown spear/hammer hits now carry their launch-time Focus context into damage resolution so Focus effects do not depend on whichever item is equipped when the projectile lands.
- Arcane Hammer retains its returning short-range MMB throw with heavier gravity than the spear.
- Arcane Sledge gains the MMB Groundbreaker terrain/mining attack.
- Bow/crossbow and the rest of the supported Arcane arsenal use the equipped Focus for magical augmentation.
Durability
- Arcane weapons retain normal durability wear.
- The currently equipped damaged Arcane weapon slowly repairs itself by consuming Eitr. Repair now covers the Blade, Knife, Wands, and the rest of the supported Arcane arsenal and does not require a Focus to be equipped.
- Default passive repair is 1 durability for 1 Eitr every 2 seconds.
Release cleanup
- Package identity is separate from stable:
ArcaneWard_Experimental. - BepInEx identity is separate:
torvios.arcaneWard.experimental. - DLL is separate:
ArcaneWardExperimental.dll. - Removed the superseded inert block patch that produced harmless compiler warnings.
- Updated the builder banner and complete post-build spawn/test list.
- Corrected stale Focus descriptions from the earlier two-handed-only prototype.
- Removed the Knife's obsolete wand-casting description/runtime path: the Knife keeps its native combo/leap and Knives-scaled physical damage, while direct Focus spells belong to Arcane Wands.
- Consolidated passive Eitr repair into one system so Blade/Knife/Wands/arsenal weapons do not double-repair and do not require a Focus merely to self-repair.
- Stable and experimental packages should be used in separate Thunderstore/r2modman profiles because they intentionally share many in-game prefab IDs for save/character continuity.
