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.