Patch 0.1 (Kaliuresis Edition)
Hey Scholars!
The patch for the game came out today. Now it's much easier to travel the worlds of Scholar of the Arcane Arts, there are new spells and changes were made to some of the old ones!

[h2]Sprint:[/h2]
When there are no enemies nearby, you can increase the Scholar’s movement speed by pressing and holding the Shift key so that you can explore the areas with ease! Once an enemy walks into the range you will lose this increased movement speed.
[h2]New Spells:[/h2]
Summon Deadwood - Geomancy
Splash - Hydromancy
(The spawn rate of these spells will be increased so players can test it)
[h3]Spell Updates[/h3]
Reduced the cost of all Defensive spells. Remember to upgrade those walls!
Thornpatch
Update: Combining with Pyromancy damage increase 6x => 3x
Thornpatch was very easy to find but was doing endgame damage when combined with Fire spells. It was the first combo I ever made and probably went overboard with it. This change keeps the other combinations relevant.
Mudball
Mudball used to only spawn mudbirds once. Now Mubdall will spawn mudbirds for every new friendly water spell it hits. But we need to keep mudball in balance with the other spells
Update:
Mudbirds spawned Power Level => 50% Power Level
Mudbirds Damage Power Level => 50% Power Level
Stone of Schmovement
Update: Knocks enemies back and cancels any spells they were casting
Life Shield
Update: Cooldown 60 => 30
Ice patch
Update: Icepatch will be destroyed shortly after interacting with a spell. Previously Icepatch would stay on the ground indefinitely allowing looping combos which would one-shot Ormung. I know he’s a Demigod but that’s rude.
RockThrow/Tar’s Rock
Update: If you combo’d these spells it wouldn’t deal double damage to bubbled and frozen enemies. That’s been changed, it will deal double damage to bubbled and frozen enemies regardless if it was combo’d.
Boulder Drill:
Update Cooldown 15 => 8
Bubbler
Update: Bubbles are now being assigned the appropriate damage and level so they can scale as well as they’re supposed to.
[h2]Gameplay Updates:[/h2]
Golden Chests:
These chests will now always give you the option of 1 spell or 1 orb of power. These chests also have a higher chance of spawning powerful spells. After selecting one of these options you will also receive power stones. Puzzles and Bosses will spawn Golden Chests.
Heart Pendants:
Heart Pendants will permanently increase your maximum health. Each boss will always drop a Heart Pendant to help Scholars deal with the scaling damage that enemies in later stages dish out. Plus I like the way it floats up and down!
[h2]Bug Fixes:[/h2]
Destroying the Final Boss too quickly would keep him in a frozen state. That bug is fixed and his health has been greatly increased.
Fixed an issue where Altur wasn’t stating a spell’s name if it was Instant Cast
Fixed an issue where if a wall was Instant Cast, the indicator wasn’t showing up under the mouse so you could place it correctly
Fixed an issue where you could cast a spell from an empty spell slot and assign a spell’s cooldown to another spell. Players were able to reduce Seren’s Falling Star’s cooldown from 80 seconds to 1.5 seconds and cast it from every spell slot. They could then cast Seren’s Falling Star multiple times, allowing it to absorb damage from itself. This created an infinite loop of scaling damage that would invert onto itself and deal negative infinity damage which would heal all enemies until the end of time. It was very neat, but is no longer in the game.
Each Patch Note will be named after a member of our community. Join in on the fun with our Discord!
- Endo
The patch for the game came out today. Now it's much easier to travel the worlds of Scholar of the Arcane Arts, there are new spells and changes were made to some of the old ones!

[h2]Sprint:[/h2]
When there are no enemies nearby, you can increase the Scholar’s movement speed by pressing and holding the Shift key so that you can explore the areas with ease! Once an enemy walks into the range you will lose this increased movement speed.
[h2]New Spells:[/h2]
Summon Deadwood - Geomancy
Splash - Hydromancy
(The spawn rate of these spells will be increased so players can test it)
[h3]Spell Updates[/h3]
Reduced the cost of all Defensive spells. Remember to upgrade those walls!
Thornpatch
Update: Combining with Pyromancy damage increase 6x => 3x
Thornpatch was very easy to find but was doing endgame damage when combined with Fire spells. It was the first combo I ever made and probably went overboard with it. This change keeps the other combinations relevant.
Mudball
Mudball used to only spawn mudbirds once. Now Mubdall will spawn mudbirds for every new friendly water spell it hits. But we need to keep mudball in balance with the other spells
Update:
Mudbirds spawned Power Level => 50% Power Level
Mudbirds Damage Power Level => 50% Power Level
Stone of Schmovement
Update: Knocks enemies back and cancels any spells they were casting
Life Shield
Update: Cooldown 60 => 30
Ice patch
Update: Icepatch will be destroyed shortly after interacting with a spell. Previously Icepatch would stay on the ground indefinitely allowing looping combos which would one-shot Ormung. I know he’s a Demigod but that’s rude.
RockThrow/Tar’s Rock
Update: If you combo’d these spells it wouldn’t deal double damage to bubbled and frozen enemies. That’s been changed, it will deal double damage to bubbled and frozen enemies regardless if it was combo’d.
Boulder Drill:
Update Cooldown 15 => 8
Bubbler
Update: Bubbles are now being assigned the appropriate damage and level so they can scale as well as they’re supposed to.
[h2]Gameplay Updates:[/h2]
Golden Chests:
These chests will now always give you the option of 1 spell or 1 orb of power. These chests also have a higher chance of spawning powerful spells. After selecting one of these options you will also receive power stones. Puzzles and Bosses will spawn Golden Chests.
Heart Pendants:
Heart Pendants will permanently increase your maximum health. Each boss will always drop a Heart Pendant to help Scholars deal with the scaling damage that enemies in later stages dish out. Plus I like the way it floats up and down!
[h2]Bug Fixes:[/h2]
Destroying the Final Boss too quickly would keep him in a frozen state. That bug is fixed and his health has been greatly increased.
Fixed an issue where Altur wasn’t stating a spell’s name if it was Instant Cast
Fixed an issue where if a wall was Instant Cast, the indicator wasn’t showing up under the mouse so you could place it correctly
Fixed an issue where you could cast a spell from an empty spell slot and assign a spell’s cooldown to another spell. Players were able to reduce Seren’s Falling Star’s cooldown from 80 seconds to 1.5 seconds and cast it from every spell slot. They could then cast Seren’s Falling Star multiple times, allowing it to absorb damage from itself. This created an infinite loop of scaling damage that would invert onto itself and deal negative infinity damage which would heal all enemies until the end of time. It was very neat, but is no longer in the game.
Each Patch Note will be named after a member of our community. Join in on the fun with our Discord!
- Endo