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Wildercord

Build spells from 756 runes, elemental fusions and exact weaves. Face sixteen Sword Masters, explore 48 new buildings and places, meet magical wildlife, and grow a living garden with useful companions and field tools.
A Shield stays invisible until a spell comes at you, then its magic circles spawn in front of the spell, stacked one behind another, and stop it.

A Shield stays invisible until a spell comes at you, then its magic circles spawn in front of the spell, stacked one behind another, and stop it.

A spell that cost more mana than the Shield cracks every circle, shatters them like glass, and goes through.

A spell that cost more mana than the Shield cracks every circle, shatters them like glass, and goes through.

Fire and wind materials weave around a readable rune circle. Each shape keeps its own casting and delivery sequence.

Fire and wind materials weave around a readable rune circle. Each shape keeps its own casting and delivery sequence.

Tidal Lift borrows real source water for physical magic and restores it afterwards. Fusion recipes extend it with frost, fire and storm.

Tidal Lift borrows real source water for physical magic and restores it afterwards. Fusion recipes extend it with frost, fire and storm.

After sitting quietly, Cinnamon curls down and closes her eyes. Her saved sit preference survives rejoining and dimension travel.

After sitting quietly, Cinnamon curls down and closes her eyes. Her saved sit preference survives rejoining and dimension travel.

Description

Wildercord casting: fire and wind

Make magic your own.

Thread runes onto a Cord. Shape a spell, find its rhythm, and make it yours.

Wildercord is a spellcrafting adventure mod for Minecraft Java 26.3 on Fabric. Build spells from small rune ingredients, then cast the whole sequence with one key. Make a firebolt that explodes when it lands, a healing circle, a mixed-element beam, or temporary terrain you can actually stand on.

Read the player guide · Browse the changelog · Report an issue

New in 0.11.0: Masters of Tomorrow and 48 places to find

  • 48 buildings and places to explore, eight in each of six families. Farmsteads: a windmill, an apiary, a walled orchard, a granary barn and more. Master halls: eight halls and shrines for the breathing schools, each with a short trial. Roadside: an inn, a watchtower, a rune library, standing stones and a cartographer's hut whose map leads to the next site. Water: a lighthouse, a watermill, an ice fishing camp and a sunken shrine with an air pocket. Mines and forges: a hillside mine, a crystal lab, a deepslate vault and a Nether foundry. Wild places: a jungle ziggurat with a dart-trap tunnel, a desert temple with a hidden sanctum, and outposts in the Nether and the End. Each has its own loot and advancement.
  • Sixteen Sword Masters, one for every breathing method, with 417 named techniques you learn to read, plus six new methods: Tide, Iron, Dune, Echo, Dawn and Venom.
  • Field forms and new arts: Cinder Lunge, Reed Slip, Air Step, Plunging Strike, Wall Turn and Stone Hinge, plus Spellcut, Rising Break and Driving Cut.
  • Magic for everyday life: nearly 300 new runes for farming, fishing, mining, building, travel and helping others, and the Rune Catalog (Ctrl+B) to search them all.
  • More to grow into: Heart Circles up to XX with Circle Vows, up to 100 Mana Crystals, parties of up to eight, and a lore journal (H) that records the places and people you meet.

A windmill farmstead on a grassy hill

A wayfarer inn on a hillside road

Read the full 0.11.0 release notes. New sites appear only in newly generated chunks.

Earlier in 0.10.0: cave gardens, wetland fieldcraft and new signatures

  • A living cave garden with Glowcaps, Sporeback Snails and Rootmolt Striders, Mara's Drainhouses, and the Mossveil Dormouse.
  • Banks, birds and woodland ferns: the Siltcrest Bittern, the Tideward crossing kit and Cinder Bailiffs.
  • New magic: Basinfill, Root Carry, Watchweft, Manabraid and eighteen new signature fusions.

Earlier in 0.9.1: blades, living banks and authored magic

  • A deeper Aura path: sword strings, breathing-method arts, awakenings, Ways, bonded blades, masters and disciples, sparring and timed clashes, with battlefields, sword tombs, the sleeping blade and village tournaments to explore.
  • Living banks and highlands: Lantern Newts, Moonreed visited by Glimmerwings, Reed Refuges and territorial Reedback Crabs. Fish tames ordinary foxes as well as Cinderfoxes.
  • Authored fire, frost/water, storm and wind preparations and projectile bodies, and per-cast damage allowances that stop extreme modifier stacking.

The 0.9 foundation: the wilds and the sword

  • Aura, the swordsman's path. Learn one of ten breathing methods and climb five stages from a haze on your blade to a Dominion of your own: coated blows, Aura Guard and perfect-guard counters, a crystal blade and the Aura Slash, Aura Step, Intent and more. Cast while sneaking and your spell rides the slash.
  • The world of aura. Wandering duelists who teach their method when you beat them, fallen knights in old places, aura-forged weapons and slashes that clash in mid-air.
  • Twelve new creatures. Six monsters with tells and counterplay (a root-lashing Bramblewalker, a near-invisible Gloomstalker, a spell-drinking Mana Ooze…) and six enchanted animals (glowing moths, a crystal-antlered stag, a tameable ember fox…), with a field guide in your Grimoire.

A crystal aura blade

The Lumen Stag by moonlight

New in 0.8: magic of your own

  • Your world has spells of its own. Every world hides about a dozen harmonies: rune sequences only it answers, each with a twist (glass rain, birds of light, a pale steed…). Find them by experiment or from Torn Page riddles; some only wake where ley lines cross. A few runes bend your world's way too, and new runes must be read before you understand them.
  • Your spells grow with you. Five ranks of mastery from casts that matter, a trait of your choosing at each rank, a sigil that is yours alone, spoken names and inscribed scrolls.
  • Casting is a performance. Overchannel past full charge through three cracking stages, trace the spell's glyph to steady it, and watch its incantation rise.
  • The world remembers magic. Big spells leave storm-glass, everfrost, wildblooms and void scars that give Fusion Altar reagents; ley crossings, the moon, the hour and the weather favour different elements.

Overchannelling a spell, its incantation rising

A spell's circle at mastery ranks I, III and V

A spell, one rune at a time

Bolt → Fire → Split → On Hit → Burst → Explode

Three bolts of fire. Wherever one lands, an explosion goes off around it.

The Cord editor describes your spell while you build it, shows where modifiers attach, and calculates mana and cooldown before you cast. Save loadouts, share spell codes, and experiment with different shapes, effects, modifiers and links.

Build and preview a spell in the Cord editor

  • 756 named runes: 82 shapes, 568 effects, 72 modifiers and 34 links. Craft 571 runes, find 59 world runes, and discover 95 named fusion recipes.
  • Ten elements: Fire, Frost, Storm, Wind, Earth, Life, Void, Arcane, Time and Blood, with their own reactions, creature affinities and visual materials.
  • Your spell has its own presentation: 297 authored shape/effect casting sequences, readable rune circles, custom sounds and mixed-element effects.
  • Twelve circle disciplines: change coverage, speed, duration, support and power, with meaningful tradeoffs. Movement, crouching, rain and night can affect your spell.

Fuse, weave and build

The Fusion Altar combines every pair of elements, including an element with itself, into 55 elemental fusions. Another 40 signature recipes reward particular effect combinations.

Exact weaves preserve two through eight effect ingredients, including duplicates. Tie shapes, modifiers and links into Knots; explore owner-bound innate imprinting and Tier IV soul weaves as you progress.

Magic can change the space around you. Strata Rise builds a temporary solid wall, Tidal Lift borrows and returns real water, and Wind Steps creates platforms you can climb. Signature fusions extend these ideas with fire, roots, frost and storm.

Tidal Lift moves real water

Adventure, practise and find your playstyle

Explore the Archive and other dungeon families, face magical bosses, collect world runes, and take on the Clockwork Crypt, Living Greenhouse and Moving Sky Ruin expeditions. New Root Guardian and Storm Conductor encounters add phased fights and physical counterplay.

Build around elemental armour, staffs, tomes and defensive foci. Timed guards, a bounded reflected fragment, grounding and deferred damage offer different answers to an incoming spell, with costs and drawbacks. Heart Circles, affinities, ley lines and Mana Crystals support progression.

Step into the dedicated practice dimension to test stationary or moving targets, read damage, and try Precision, Variety and Fusion trials. Keep experiments in the Research Notebook and explore its 24-entry spell library.

A little life between adventures

Familiars can work as companions, scouts, guardians or gardeners. Completed world events leave saved echoes with limited boons. At home, build a Runic Hearth reading lantern, bloom planter or ward chime, and perform a three-element ritual alone or together.

Meet Cinnamon: a small, round custom dog with a dark coat, tan face and paws, floppy ears, her own model, and an immortal heart. Configure one owner and she arrives already tamed. Ask her to sit or follow, pet her, play with her Red Bone, or let her curl up for a nap.

Cinnamon taking a little rest

Install 0.11.0-alpha

  1. Use Minecraft Java 26.3, Java 25, and Fabric Loader 0.19.5 or newer.
  2. Install Fabric API 0.161.0+26.3 or newer and the ordinary Wildercord JAR.
  3. Install matching versions on the server and every client: a 0.11.0 server needs 0.11.0 players. The sources JAR is for development.

Sodium and Iris are optional visual/performance additions; no shader pack is bundled. Your own and other players' spell detail can be adjusted separately, with reduced flash and camera-motion options.

Cinnamon's owner defaults to empty. Set a username or UUID in config/wildercord-cinnamon.json to activate her. See her guide for setup and interactions.

This is an alpha release. Back up an existing world before updating. New dungeons and sites need newly generated chunks; restart the game or server to register the practice dimension.

Start playing · Installation help · Troubleshooting

Wildercord Team

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