Arcana 0.1.7 - NeoForge 1.21.1
Curse Maven Snippet
What's new
Arcana 0.1.7
A PvP balance pass, new spells, a new eye, a new race, the Flying Nimbus, team alliances, new ways to grow, a movable HUD and a Japanese translation. Update Arcana on both your client and your server.
PvP balance
- Spells deal 3.5% of their damage to other players, and so do the creatures they summon. Two fully built players now
fight for about 20 seconds instead of half a second. Creatures and bosses take full damage as before, and God spells
keep their whole blow. Server owners can change the share (decimals allowed) with
pvpSpellDamagePercentinconfig/arcana-server.toml. - Defense protects against spells. Each level divides the spell damage you take by 1 + 2%: 30 levels take 37.5% off, 50 take half, 100 take two thirds. Defense now goes to level 100; its armour still stops at level 30.
- God spells can be broken. Players within 96 blocks are warned when one starts, and any blow from another player on the caster breaks it, from the first word of the chant until it is released. Wrath and Planetary Devastation now chant for 5 seconds (was 3).
- Speed takes at most half of a cooldown (and still at most 2 seconds).
- Toned down at Maximum: Black Lightning, Lift Ground, Earth Spike, Fireball, Air Slashes, Wither Sovereign and Black Hole. Their base and Master forms are unchanged.
- Eye powers and race abilities hit players for the numbers they state, and the attacker's Spell Damage no longer raises them against players.
- Prison Capture rests for 30 seconds after a grasp on a player ends, however it ends. Speed doesn't shorten it.
New spells
- Divine Bolt (Saint, Lightning): a spear of lightning gathers in your hand and you hurl it where you aim, 70 blocks a second. Master forks it to 2 more enemies; Maximum pierces a second creature and forks to 3.
- Soul Chain (Saint, Shadow): a hooked chain binds the first creature it hits to you. It can't get more than 6 blocks away and is dragged along when you walk off. Anyone not on your side can break the chain by striking it.
- Judgement Circle (King, Light): a circle of gold light writes itself on the ground 12 blocks out around you and erupts after 3 seconds, striking every enemy still inside and sparing animals, villagers and pets. Wider and quicker with mastery.
- Dark Rapture (anti-magic, King): Homing Rapture's swarm for anti-mages, in black smoke and red light. It eats enemy spells in flight first, then hunts players and drains their magicule into your bar. Learned by tearing a tome that holds Homing Rapture, or by devouring Homing Rapture three times.
- Radiant Lances rebuilt: new lances and battery, faster flight, a wider path, and each lance knocks back what it hits.
Eyes
- New: the Demon Eye of Isolation. Look at an enemy player within 32 blocks and open it to seal you both in an enclosed arena with a solid floor, built anew for every duel in one of nine styles. After a three-second count it is a fight to the death: the loser dies with their drops, and the winner returns 15 seconds later with whatever lies on the floor. Two minutes without a winner sends both home. Nobody else can get in, and neither of you can leave early. 200 magicule, ten-minute cooldown.
- Eye notices in chat: everyone on the server is told when a bearer loses an eye, and when an eye goes back into the free pool.
- The Eye of Sacrifice feeds you: every eye sacrificed also grows your maximum magicule by 5,000.
- The Reaper Eye pays for player kills on servers with Hardcore Revival: knocking a player down counts as the kill.
Flying Nimbus
- A golden cloud you ride for no magicule, half again as fast as a mastered Maximum Wind Flight. Wild Nimbuses drift near Heaven's retreats, cities and sanctuary: with a pure heart you can charm one and learn Call Nimbus.
- Called, it comes from far off and slides under your feet about 3 seconds later. It won't come while you're in combat and never catches a falling player.
- Pure Heart starts at 100. Killing or knocking down players in a fight you started, or killing Heaven's angels and light spirits, lowers it, and it slowly mends. Below 50 the Nimbus won't hold you.
New race: the Cactorian
- A blocky cactus-headed race. Its thorns prick anyone who hits it in melee for 3. Fire, lava and Fire spells can't hurt it; Water spells hurt it 25% more and soak its thorns off until they grow back.
- Pincushion (Race Ability key): a ring of 24 needles, 4 damage each.
- Evolution: the Torn Cactorian. Its thorns never fall and Water spells can't hurt it, but fire hurts it 25% more. Evolving takes 10,000 EP, a Heart of the Water Spirit and 300 thorn pricks.
Team alliances
- A team leader can ally with another team (Teams > Allies). Allies can't hurt each other. Each leader chooses what allies may do in their Protection Shields: Eeh (stay out), Sure (come in) or Good Friends (also build, break and open chests, like a teammate).
New ways to grow
- Meditation is 25% slower (the capacity and Insight it gives). The magicule it restores is unchanged.
- Experience Distillation (skill, 3,000 Insight): turn experience into maximum magicule, 1,000 for 50 levels, up to 5,000 a day.
- Ore Communion (skill, 5,000 Insight): mining rare ores grows maximum magicule: 6 for a diamond, 8 for an emerald, 15 for ancient debris, up to 20 for starcore. Silk Touch gives nothing.
- Springs come and go: a magicule spring flows for an hour, then dries up, and another rises elsewhere in the area. Springs saved before 0.1.7 are gone. The Spring Compass finds only flowing springs and tells you how long they'll last.
- Spring Consumption (skill, 10,000 Insight): hold Shift for 3 seconds in a spring to drink it whole: 2,000 maximum magicule and a full pool. It also completes the Absorption Bypass trial.
King of the Hill (servers)
- On servers that set it up, a colosseum stands near the centre of the world. A team alone at its centre for 30 seconds takes the hill; holders inside share 60 maximum magicule and 10 Insight each minute, and grow 20 times as fast while meditating there. Nothing can be griefed there, a death inside is final, and the fallen can't come within 300 blocks for 3 minutes.
Translations and the HUD
- Arcana can be translated: its text now lives in language files, and every player reads their own language, on a server and over LAN.
- Japanese (日本語): about 8,000 lines. It is a first translation, so corrections are welcome.
- Move, resize and hide Arcana's HUD with the HUD layout editor: the button on the Arcana screen,
/arcanahud edit, or a key you can bind. Your layout is saved inconfig/arcana-hud.json. - Text too long for its box now ends with "…" instead of being cut off.
Fixes
- Shield Turrets no longer put anyone in combat.
- Anti-mages can open Heaven's gate with a Totem of Redemption.
- Quarry Blade can't be cast inside Protection Shields (it duplicated blocks there).
- Shadow Training and Cultivation Chamber can now reach Master and Maximum.
- Magicule no longer regenerates while it drains: Super and Ultra Regeneration cancelled every upkeep.
- Black Mending now heals while it is on, and stays on after relogging.
- Every anchored spell survives a rebirth, even with a full ledger. Spells lost this way before don't return on their own.
- The Insight notice no longer covers the aura meters.
- Anti-mages can't be imprisoned.
- A Werewolf's and a Wraith's change of form now plays out instead of snapping back.
- New icons for Divine Bolt, Soul Chain, Judgement Circle, Call Nimbus and the new skills; the original, more detailed spell-book textures are back.
Dependencies are unchanged. The Alex's Mobs (0.1.3), Ice and Fire (0.1.3) and Lootr (0.1.1) compatibility add-ons keep working with this version.
This mod has no additional files

