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Arcane System

Design Position

Arcane is the third combat channel alongside melee and archery. It operates entirely through the loadout system — all decisions are made before the expedition, not during it. There is no mana system, no real-time casting, and no spell slot. Instead, the arcanist equips a focus that defines their elemental affinity, applies the appropriate Elementalism branch in the resolver, uses Ritualism to bring pre-expedition preparations, and passively benefits from Warding as a defensive layer.

This keeps arcane fully compatible with the async model: the arcanist is as good or as bad as their preparation, their focus choice, and their skill level — not their reaction time.


The Four Arcane Skills

Arcane Theory

The foundation skill. Governs how efficiently a character channels arcane force through a focus. Higher bands unlock higher-tier foci, increase the base arcane damage modifier applied in the resolver, and improve the character's resistance to magical status effects (Fear, Corruption).

Arcane Theory is the prerequisite for all other arcane skills — each has an Arcane Theory band requirement before it can be trained.

Arcane Theory Band Unlocks
Untrained Cannot equip any focus
Familiar Tier 1 foci (carved bone, common mineral); basic arcane damage modifier +10%
Practiced Tier 2 foci (processed mineral, treated wood); modifier +20%; Fear morale loss reduced 50%
Skilled Tier 3 foci (bound metal, refined resin); modifier +35%; Corruption threshold +2
Veteran Tier 4 foci (exceptional materials, rare binding); modifier +50%; can carry one Ritual preparation without expedition slot cost
Expert Tier 5 foci (boss-sourced components, Exceptional binding); modifier +65%; Corruption zero at 7 pts (instead of 5)
Master Any focus; modifier +80%; can carry two Ritual preparations without slot cost; Fear immune

Elementalism

The offensive application skill. Governs the character's elemental affinity and how effectively they apply it in the resolver. The affinity is determined by the focus type equipped at expedition start — a frost focus enables Frost Elementalism for that expedition; a flame focus enables Flame Elementalism, and so on.

A character cannot switch elemental affinity mid-expedition. The focus equipped at departure determines the full run's element.

Elementalism Band Effect
Untrained Focus equipped but no element application — deals flat arcane damage only
Familiar Element applied at base rate; weak advantage vs. element-favorable creatures
Practiced Element applied at standard rate; clear advantage vs. favorable creature types
Skilled Strong element application; begins to apply element even on neutral matchups at reduced rate
Veteran Expert element application; element disadvantage reduced by one tier vs. resistant creatures
Expert Maximum element application; on Strong Success, element applies a secondary proc (additional injury to creature, or status effect as appropriate)
Master Elemental mastery; secondary proc on Success or better; can force a constriction break with element application (see morale-and-status-effects.md)

Ritualism

The preparation school. Allows the character to create and use ritual preparations — persistent-effect items applied before departure or at specific expedition steps. Ritualism does not deal damage directly. It modifies encounter conditions, protects party members, or creates environmental advantages.

Ritual preparations are crafted at a preparation bench (see crafting-workshops.md). They consume reagents and are single-use. They occupy an expedition slot alongside consumables.

Ritualism Band Capability
Untrained Cannot use ritual preparations
Familiar Basic preparations (Warding Circle, Binding Chalk) — apply to camp perimeter or single ally
Practiced Standard preparations (Ward of Passing, Scouting Charm, Weakening Seal) — apply to the expedition before departure
Skilled Advanced preparations (Disruption Seal, Veil of Concealment) — encounter-step effects; can counter specific creature abilities
Veteran Expert preparations (Group Ward, Curse of Slowing) — party-wide effects; Seal can target elite creatures
Expert Apex preparations (Binding Circle, Unmaking Seal) — can lock a creature's special ability for one encounter step
Master Ritualism can be applied once during an expedition without consuming the preparation (it is restored for the next expedition)

Warding

The defensive arcane skill. Passive skill that reduces incoming magical and status-effect severity for the character and, at higher bands, for the whole party. Warding does not require a specific focus type — it works alongside any focus or even without one.

A dedicated Warden role player benefits from Restoration (a healing skill). An arcanist who invests in Warding fills a defensive support lane without abandoning their offensive focus.

Warding Band Effect
Untrained No passive magical resistance
Familiar Personal Fear duration reduced by 1 step; Corruption procs reduced by 1 per encounter
Practiced Personal Corruption threshold raised by 1; party Fear morale loss reduced by 25%
Skilled Party-wide Corruption accumulation slowed (each proc needs 2 events to register instead of 1); Poison duration reduced by 1 step for all party members
Veteran Active Warding step unlocked: can spend expedition slot to push a ward that negates the next Fear or Corruption proc for the whole party
Expert Active Warding absorbs first status effect of any type each encounter without expending a slot
Master Party is immune to first-instance Corruption on any expedition; Warding step can negate boss-level status effect once per run

Focus Types

A focus is a weapon-class item equipped in the primary weapon slot. It determines: 1. The elemental affinity available to Elementalism for that expedition 2. The base arcane damage modifier ceiling (higher-tier foci have higher ceilings) 3. The weight class (foci are light to medium — never heavy; they do not require Endurance investment like heavy weapons)

Focus Tiers

Tier Arcane Theory Required Construction Damage Modifier Range
1 — Simple Familiar Carved bone rod, common mineral talisman, treated wood staff +5% to +15%
2 — Formed Practiced Processed mineral focus, resin-bound staff, clay-fired talisman +15% to +30%
3 — Channeled Skilled Bound metal rod, refined resin orb, treated alloy talisman +30% to +50%
4 — Refined Veteran Exceptional material focus, boss-component binding, rare mineral lattice +50% to +70%
5 — Mastered Expert Boss-sourced primary component, Exceptional binding, master-crafted framework +70% to +90%

Elemental Affinities and Focus Materials

Element Focus Material Source Creature Advantage Creature Disadvantage Neutral
Frost Cold-water bound minerals, Northwall ice resin, cave crystal deposits Heat-adapted or summer-active beasts; Bog creatures in warm season Fire-aspected constructs (post-launch) Undead, Goblinoids
Flame Volcanic glass, fire-treated amber, forge-resin compounds Undead (spectral — Fear and Corruption interaction suppressed); bog beetles; frost-sensitive creatures Aquatic creatures; stone-heavy constructs Beasts, Goblinoids
Lightning Charged mineral rods, storm-resin staff, copper-bound focus Heavily armored targets (Hjalmarift — armor resistance bypassed); large aquatic (Suohauki, Jokipuli) Earth-bound constructs Beasts, Goblinoids
Void Carved wight ash implements, barrow-bound iron, void residue lattice All undead (shades, hollows, warriors — strongest anti-undead element); constructs with spiritual binding Beasts (living creatures strongly resist void) Goblinoids, vermin

Arcane Damage in the Resolver

Arcane damage applies in the encounter resolver alongside or instead of physical damage. An arcanist does not add a physical damage channel — they replace the melee or archery damage channel with the arcane channel.

Effective Application

arcane_damage_modifier = focus_tier_base × (1 + arcane_theory_bonus) × elementalism_multiplier

  • elementalism_multiplier is 1.0 for neutral matchup, 1.35 for creature advantage, 0.7 for creature disadvantage
  • At Elementalism Untrained, the element multiplier is always 1.0 (neutral) regardless of focus type

Arcane as a Matchup Factor

The creature type vs. element matchup functions the same as melee loadout matchup (strong/neutral/poor):

  • Strong arcane matchup: Element is advantageous; arcane applies at full modifier; creature's effective HP for the resolver is reduced
  • Neutral arcane matchup: Element is neutral; arcane applies at base modifier
  • Poor arcane matchup: Element is disadvantageous; arcane applies at reduced modifier; creature is treated as having partial resistance

Arcane matchup tables for each creature are included in the bestiary entries.


Ritual Preparations — Examples

Ritual preparations are crafted items consumed on use. They are designed and authored through the Alchemy and Ritualism skill combination.

Warding Circle (Ritualism Familiar) - Materials: wight ash, common salt, clay vessel - Effect: Reduces Corruption accumulation by 2 per encounter step for the whole party for the first 3 encounter steps - Use: Applied before departure; activates at expedition start

Binding Chalk (Ritualism Familiar) - Materials: barrow earth, mineral chalk, wax plug - Effect: Reduces first creature's movement (slows initiative in resolver, giving party +1 to role coverage assessment for the first encounter step) - Use: Applied at expedition start; single encounter step effect

Ward of Passing (Ritualism Practiced) - Materials: advanced wight ash, refined spirit base, mineral salt - Effect: Suppresses undead site-awareness reset — a party that retreats from a barrow and re-enters within the same expedition tick does not trigger full reaggression (partial aggression only) - Use: Applied before departure; covers full expedition

Scouting Charm (Ritualism Practiced) - Materials: Metsäkath cat claw set, Tracking-reagent herb bundle, beeswax seal - Effect: Reduces surprise encounter probability in the warded expedition by 30%; party gains advance notice of ambush-type encounters (receive "approach detected" step before commitment) - Use: Applied before departure; covers full expedition

Disruption Seal (Ritualism Skilled) - Materials: Spider venom sac (processed), charged barrow earth, iron seal disk - Effect: Disables one creature's special ability (boss and elite abilities included) for the first encounter step it is used in - Use: Applied mid-expedition at an encounter step; single use

Group Ward (Ritualism Veteran) - Materials: superior wight ash, Maren silt residue, arcane binding residue - Effect: All party members receive Corruption resistance for the expedition (Corruption threshold raised by 2 for each member) - Use: Applied before departure; covers full expedition


Arcanist Role in Party Context

An arcanist fills the damage lane with elemental options that physical loadouts cannot replicate. They are particularly valuable in:

  • Undead site expeditions (Void or Flame element; status effect suppression through Warding)
  • Swarm encounters (Flame element; area application in resolver)
  • Armored enemy groups (Lightning element; armor bypass)
  • Preparation-heavy boss runs (Ritualism preparations shift the encounter odds before it starts)

An arcanist does not replace a tank (Vanguard), a healer (Warden), or a scout (Ranger). They add a damage and preparation layer. A party of all arcanists has no frontline protection and will fail sustained attrition encounters.

At higher skill bands, an arcanist with deep Warding investment can partially fill a defensive support lane, making them flexible in small-group compositions (2–3 players) where strict role coverage is harder to achieve.