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Wildercord 0.12.0-alpha — Tempering
Pre-releaseWildercord 0.12.0-alpha — Tempering
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.12.0-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, effects
and packets, so 0.11.x clients must update before joining. Keep only one Wildercord JAR in
mods. The sources JAR is for development.
Back up your worlds first. Saves are re-tempered the first time each player joins: hearts and
auras are measured against the new thresholds, so players can lose circles and aura stages.
Condensed mana and aura experience are kept, so lost circles and stages form again as the player
plays.
Players are no longer gods
- Spells hit for less. Less damage per hit and per cast, less for each point of mana spent,
and a share-out past the third target. A hit's bonuses can multiply a spell by at most 3x
against a creature. Spell power from circles is halved. - Defences don't stack into immunity.
- Lasting Resistance is capped at II. Split-second dodges, like Time Skip, keep their level.
- Aura armour gives 15%, down from 25%.
- Boss and Master spells skip the spell guard.
- A blade guard only takes a quarter off a spell, so Sword Masters no longer erase magic.
Circles and aura take real effort
- About a hundred hours to circle 20: around six hours for circle 5 and twenty-five for
circle 10. - Only a tenth of the mana you spend condenses straight away. The rest condenses only when your
spells hurt hostile creatures. Spell farms mostly stop counting, and the 7th Circle's boss
breakthrough needs you to have truly fought. - Aura stage thresholds are tripled, so Sovereign takes about 45 hours.
- Your aura now shows only while you're using it.
Breakthroughs that matter
- Tribulations. The 5th, 10th, 15th and 20th circles must be won against three to six waves
of tempered Runebound, with a Herald in the last. A win leaves runes and Mana Crystals, and a
Tribulation Scar: one more heart of health for good. - A breakthrough screen shows what the circle gave and opened, and warns you when the next
circle is a tribulation. The great breakthroughs are announced to the server.
The world fights back
- Tempered enemies scale to the strongest player nearby: up to 4x health and 2.5x damage.
- Elites: Swift, Ironhide, Vampiric, Brutal and Splitting.
- Bosses grow with each extra challenger, and the simpler ones enrage at half health.
- Wildercord's monsters spawn twice as often, mostly in packs.
- Frost and Ash Bramblewalkers and Gloomstalkers depend on where they're born.
- Gloomstalker packs are led by Alphas.
Cooking, mounts and a town
- Camp Pot cooking: 21 meals with buffs for the road, plus the Nourished and Focused effects.
- Ridgeback Stag: the first mount. Tame it, saddle it, ride it and breed it.
- Black bobcat: a rare, polar-bear-sized wildcat you can tame with fish.
- Wayfarer Inn town life: a daily bounty board, reputation from Stranger to Honoured, and
three keepers whose stock grows with your standing.- The Inn Cook sells meals and the Camp Pot.
- The Stablemaster sells saddles, horse armour and a Ridgeback Deed.
- The Master's Emissary sells runes, aura shards and a technique scroll.
Fixes
- Name tags always name Wildercord's creatures and keep the name shown.
- In a Sword Master trial, burning, poison, wither and freeze you left on the Master still count
after you step out of the arena.
Updating worlds
Existing chunks are unchanged. Only Wayfarer Inns generated on 0.12 have the bounty board and
keepers. Creatures already in the world aren't tempered: only those that appear from now on are.