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What’s new in 0.13.0: Living world

Install wildercord-0.13.0-alpha+mc26.3.jar on the server and every client, with Fabric API 0.161.0+26.3 and Fabric Loader 0.19.5 or newer. This update adds blocks, items, entities and packets, so 0.12.x clients must update before joining. Back up your worlds first.

New places to find

Each region has its own biome, a building, a resident, a lore route in your journal and an optional boss.

Also in this update

  • Wider bounties and escort jobs, inn raids and rooms, hamlets and wandering caravans.
  • Ritual spells and flawed runes.
  • A spell-duel arena.
  • Flying, water and burrowing mounts.
  • Guilds and covens and co-op tribulations.
  • Ascension past the Twentieth Circle, a codex bestiary and a stats page.

This is an alpha. Report problems on the issue tracker.

What’s new in 0.12.0: Tempering

Players were far too strong, so this update rebalances spell damage and defence. Circles and aura now take real effort, and the world fights back. Install wildercord-0.12.0-alpha+mc26.3.jar on the server and every client together: 0.11 clients must update before joining. Back up your world first. Saves are re-tempered, so a heart or aura can settle a few circles or a stage lower. Condensed mana and aura experience are kept.

Power, rebalanced

  • Spells hit for less: less per hit, per cast and per point of mana, shared out past the third target, with bonuses capped at 3x against creatures. Spell power from circles is halved.
  • Defences don’t stack into immunity: lasting Resistance is capped at II, aura armour gives 15%, and boss and Master spells skip the spell guard. A duelist’s blade guard takes only a quarter off a spell. Sword Masters erase every spell: only blade and aura reach them.

The climb

  • About a hundred hours to circle 20. Only a tenth of the mana you spend condenses straight away. The rest condenses only when your spells hurt hostile creatures, and spell farms mostly stop counting.
  • Aura stages take three times the experience. Your aura now shows only while you’re using it.
  • Tribulations. The 5th, 10th, 15th and 20th circles have to be won against waves of tempered Runebound. Winning leaves runes, Mana Crystals and a Tribulation Scar: one more heart of health for good.
  • The breakthrough screen shows what each circle gave you and what’s next.

Enemies

  • Tempered creatures scale to the strongest player nearby.
  • Elites come in five kinds: Swift, Ironhide, Vampiric, Brutal and Splitting.
  • Bosses grow with every extra challenger and enrage at half health.
  • Wildercord’s monsters spawn twice as often, mostly in packs.
  • Frost and Ash variants depend on where a creature is born.
  • Alpha Gloomstalkers lead their packs.

Cooking, mounts and the inn

  • Camp Pot: set it over a fire and cook any of 21 meals from your pack. They give buffs such as Nourished (more max mana) and Focused (cheaper spells).
  • Ridgeback Stag: the first mount, found on plains, meadows and savannas.
  • Black bobcat: a rare, huge wildcat of dark forests that you tame with fish.
  • Wayfarer Inn:
    • The bounty board offers one hunt a day for emeralds and reputation.
    • The Inn Cook, Stablemaster and Master’s Emissary sell more as you go from Stranger to Known, Friend and Honoured.
    • The Stablemaster sells a Ridgeback Deed, and the Emissary sells a technique scroll.
    • The board and keepers appear only in inns generated on 0.12.

What’s new in 0.11.2

  • Worldgen crash fixed. Exploring new land no longer crashes the server when a farm site, such as the walled orchard, generates with its sign.

Install wildercord-0.11.2-alpha+mc26.3.jar on the server and every client.

What’s new in 0.11.1

  • Cinnamon grows stronger when she’s big. While treats keep her full size she bites harder, has double health and armour, joins her owner’s fights and casts fire, frost, lightning and arcane bolts, plus a healing beam when her owner is low. At normal size she is unchanged. See Cinnamon.
  • Screen fixes. Tooltips in the Cord screen show again (badges, spell sockets and Codex runes). A Master study you can’t read yet stays open and says what it needs. The Aura screen’s header no longer prints text over the portrait or the Master’s Arts help.

Install wildercord-0.11.1-alpha+mc26.3.jar on the server and every client.

What’s new in 0.11.0: Masters of Tomorrow

This update adds Sword Masters, new player sword arts and movement forms, 48 places to explore, a lore journal, a bigger magic climb, everyday runes and parties. Install wildercord-0.11.0-alpha+mc26.3.jar on the server and every client together: 0.10 clients must update before joining. See Installation and Updates.

Sword Masters

There are 16 Sword Masters, one for each breathing method, and each offers an optional trial. Each Master fights with named techniques you can learn to read: clear warnings, counter windows, and a boss bar that names the move. Every school has its own signature moves, such as Ember’s Cinder Wake and Kiln Ring, Gale’s Crosswind Reprise, Stone’s Fracture and Fault March, Echo’s Tolling Bell, Dawn’s Noon Glare and Venom’s Serpent Coil. Your first clear of each Master teaches you a technique part.

See Sword Masters and the full technique list: all 417 techniques. Each school has its own page:

Crimson, Dawn, Dune, Echo, Ember, Gale, Hollow, Hourglass, Iron, Rime, Starlit, Stone, Thunder, Tide, Venom and Verdant.

New breathing methods

Six new methods join the first ten, for 16 in all: Tide, Iron, Dune, Echo, Dawn and Venom. Each has its own element, gift and five arts. See Breathing Methods.

New sword arts

Three player arts: Spellcut (U), Rising Break (Y) and Driving Cut (J). Wandering Duelists also teach starter lessons: Echo, Afterimage and Sunder. See Controls to rebind keys.

Master forms and field forms

Equip one Master form and use it with C. The field forms move your real body, stop at walls and ledges and end in a short recovery: Cinder Lunge, Reed Slip, Air Step, Plunging Strike, Wall Turn and Stone Hinge. Masters and their teachers teach them. See Master Forms.

Spell Cut is a learned swing that cuts a hostile spell bolt out of the air just as it reaches you. It needs no slot and no extra key. See Spell Cut.

Combat presentation

An opt-in Articulated animation style for selected arts and Master attacks, plus a Stable camera that removes shake and bob. It only changes what you see. See Combat Presentation.

48 new places to explore

Six families of buildings and places now appear in newly generated chunks, eight in each. Each has its own loot, advancement and page:

  • Farmsteads: a windmill, an herbalist’s cottage, an apiary, a walled orchard, a shepherd’s hut, a mushroom ring, a granary barn and a scarecrow field.
  • Master halls: eight halls and shrines for the breathing schools, each with practice dummies and a short trial.
  • Roadside places: an inn, a watchtower, a broken bridge, a rune library, standing stones, a caravan camp, a cartographer’s hut and a vow circle.
  • Water places: a stilt smokehouse, a lighthouse, a watermill, an ice fishing camp, a pier, a sunken shrine, net-weavers’ huts and a tidepool grotto.
  • Mines and forges: a hillside mine, a forge hall, a crystal lab, a collapsed delve, a Nether foundry, a deepslate vault, a prospector’s camp and a miner’s rest.
  • Wild places: a jungle ziggurat, a desert temple, a snowy monastery, a badlands gatehouse, a cherry-grove pavilion, a deep dark post, a Nether outpost and an End lantern.

Existing chunks don’t change, so explore new land to find them.

New weapons

The Oathkeeper, Bulwark Maul and Skyrend Glaive have new 3D models. See Weapons.

More magic

Runes for everyday life and the Rune Catalog

There are now 756 runes, and many are for farming, fishing, mining, building, exploring and helping others, not only fighting. To find one, open the Rune Catalog with Ctrl+B or the Catalog link on the Cord screen. You can search, filter by family, element and use, and see which runes go well with the one you picked. See Rune Catalog.

Nearly 300 of the new runes come in everyday packs: hearth, Tide, farmstead, delving, Wayfarer’s and support. None of them deals damage. See Everyday Rune Packs.

Lore journal

Press H to open your lore journal. It records the places you find, the duelists and Masters you meet, what you learn and what they say to you, and it gives you six leads to follow, each with a reward. See Lore Journal.

Circle Vows

Seven of the new Heart Circles (IX, XI, XIII, XV, XVII, XIX and XX) ask you to choose one of two vows, such as more mana or faster mana. Type /vow to see them and /vow take <vow> to choose. Changing your mind costs 5 levels. See Circle Vows.

Parties

Group up with /party invite <player> for up to 8 players. The other player clicks [Accept], or types /party accept <your name>. Party members can’t hurt each other, and your helpful spells reach them. Invites expire after 60 seconds, and parties end when the server restarts. See Parties.

For server owners

Back up worlds and the config folder before updating. Existing chunks don’t change. Operators can place a few small encounters, such as a Wayfarer Training Pavilion, in old terrain with /wildercord-upgrade, which shows a preview first and can be rolled back. See Pavilion Upgrade for Old Worlds.

Fixes

  • Delayed effects remember who cast them and check who is an ally when they land.
  • Interrupting a spell, by a Master or with Driving Cut, now needs damage that actually lands. A full guard or a dodge keeps your cast.
  • Lantern Newts no longer drift upward in tight turns, and rimehares settle at the end of a route.
  • Villagers at water sites stay home as residents, so they’re never mistaken for wanderers.
  • Hailfall stops hitting and chilling once it has ended.
  • Glimmerwings find the lantern light around them and follow it.

Older releases: see the full changelog.

Type to find a guide, rune or recipe.