ArcaneWard Experimental

v1.2.3·Updated 2026-09-26

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,

About this mod Author’s original text

Arcane Ward 1.2.3 Experimental

1.2.3 playtest fixes

This build is a focused correction pass from live testing. Each wand now owns its spell school: Fire uses the vanilla Staff of Embers projectile/animation, Frost uses the vanilla Staff of Frost rapid-fire projectile/animation, Lightning uses the Dundr-style blast, and Blood uses the Staff of Frost channel animation with Blood damage/lifesteal VFX. Wands are LMB-only and do not require a Focus to determine their spell.

Wand visuals again use only the intended half-size StaffShield model; the inherited full-size model/light is hidden so the glow follows the orb correctly. Fire remains orange and Blood remains the default red. Fire/Frost/Lightning damage scales from a deliberately modest Elemental Magic baseline toward the existing endgame ceiling.

The Arcane Nord Shield is now 25% smaller, the Greatshield is 20% larger than its previous experimental size, and their material/texture sets are swapped while retaining their respective shield meshes.

Groundbreaker now supplies pickaxe damage/tool tier/skill during the Sledge MMB terrain strike. Returning Hammer/Spear throws reserve their carried weight while airborne and retry re-equipping after return so temporary inventory removal should no longer create pickup/overweight surprises or leave the weapon unequipped. The Hammer flight visual also receives an additional configurable 90-degree roll.

The ZNet diagnostic log from the prior test showed orphaned vfx_BloodHit views and old Frost-chill cosmetic views. 1.2.3 no longer clones either networked VFX root for local cosmetics; it creates network-free local particle systems instead.

The same release also tightens the remaining local projectile/lightning cosmetic paths so they are sanitized before activation rather than allowing a cosmetic clone to retain network/gameplay components.

Use a separate r2modman profile. Do not enable stable Arcane Ward and Arcane Ward Experimental at the same time. The two packages intentionally share many in-game prefab IDs for character/world continuity, and co-loading them can cause duplicate registrations.

This experimental branch exists for playtesting new features, mechanics, balance changes, and redesigns while Arcane Ward is actively developed and matured. Features may change substantially before reaching stable. Back up important worlds/characters and report anything broken, exploitable, unclear, or unfun.

Focus redesign

Arcane weapons get their magical identity from the equipped Focus.

  • Fire Focus — Fire empowerment and Fire parry effects; trains Elemental Magic. Fire bubble/VFX identity is orange.
  • Frost Focus — Frost empowerment/control and Frost parry effects; trains Elemental Magic.
  • Lightning Focus — Lightning empowerment/control. Funded hits add small knockback, parries produce a stronger outward discharge, and hits against already-staggered enemies re-stagger them with the full Himminafl lightning-strike VFX. Trains Elemental Magic.
  • Blood Focus — funded hits add Blood/Spirit damage and lifesteal; parries restore more health. Blood uses the original red visual identity.

All four Focuses use the Wishbone physical model/utility slot, but the vanilla Wishbone treasure/silver detection effect is explicitly removed. The four user-supplied Focus icons are embedded directly into the mod.

Focus weapon effects are funded per enemy hit. Physical damage always lands regardless of Eitr. Each enemy that receives Fire/Frost/Lightning/Blood empowerment costs Eitr independently; if Eitr runs out during a cleave, remaining enemies receive physical damage only and no Focus VFX/effect.

Blood defaults to +2 Spirit damage and +1 HP per funded enemy hit, doubled to +4 damage / +2 HP for two-handed melee. Blood parries restore 5 HP, or 10 HP with a two-handed melee weapon. Blood uses a guaranteed-local blood particle burst that borrows the vanilla vfx_BloodHit material without cloning its networked root.

Blood Magic progression

Bloo

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

ValheimModding-Jotunndenikson-BepInExPack_Valheim

File & checksum

Filename
ArcaneWard_Experimental-1.2.3.zip
File size
501.2 KiB