Arcanium Weapons Concept
A while ago, I saw an image where Vertex mentioned that he wasn’t sure whether Arcanium weapons would be added or what they would look like. This inspired me to suggest my own ideas for how Arcanium weapons could work in the game.
Overview of Arcanium Weapons
So far, we know that Arcanium weapons are made from Arcanium and will be used to bind to a magic. These weapons will likely become available at level 100 and will be used to cast spells. Conjurers will be able to use them effectively, while warriors and mages may have a reduced effectiveness. Although the information on the Trello is outdated, I’ll use it as a base framework to build upon.
How Arcanium Weapons Should Work
I agree that Arcanium weapons should bind to a magic when equipped. However, I don’t entirely agree with the idea that they can only cast modified spells. If Arcanium weapons could only cast spells, they’d essentially make conjurers feel like mages, but with more spell options—something that could feel boring. On the other hand, if they only use skills, they wouldn’t feel distinctly magical.
My solution: Arcanium weapons should be able to use both spells and skills simultaneously.
How This Will Work:
- When a player acquires an Arcanium weapon, it will come with default skills based on the weapon type. These skills can be modified using skill notes, as usual.
- Players can also equip spells onto the weapon. When learning a spell, they’ll be given the option to apply it to an Arcanium weapon in their inventory.
- Spells can be removed by disarming them at a blacksmith (though I’m uncertain if the spell scroll should be refunded).
- Basic spells won’t have scrolls, so they can be bound directly in the magic GUI.
- Arcanium weapons should be limited to 2-3 spells to ensure conjurers still use skills alongside spells.
- Weapon rarity affects which skills they can use. For example:
- Exotic Arcanium weapons could use rare skills.
- Legendary Arcanium weapons could use exotic skills.
- Rare skills should be excluded from Arcanium weapons, as the spells act as a substitute.
Customization of Spells
I’m unsure if Arcanium weapons should have a GUI for customizing spells. The issue is that managing multiple Arcanium weapons with different customization options could lead to performance issues.
Possible solution:
- Spells can only be customized while the weapon is equipped. Once unequipped, the customization would be forgotten.
- The GUI for customizing spells will be similar to the normal spell customization screen (excluding the Ultimate Art option).
- Ultimate Art: If a spell or skill is the last attack on the weapon, it could become an Ultimate Art.
Enchantments & Imbuements
Since Arcanium weapons are weapons, they should be able to be enchanted. Additionally:
- Imbuement: Conjurers should be able to imbue their magic onto an Arcanium weapon. The magic can either be the one bound to the weapon or a different one, depending on the conjurer’s choice.
- Imbuement Savants can imbue with their magic, as well as FS (Fighting Spirit) and Spirit energy.
How to Obtain Arcanium Weapons
Arcanium weapons shouldn’t be boss drops. Instead, they should be found in chests, as there will be a wide variety of Arcanium weapons. However maybe a few of them can be boss drops as there will probably be bosses with arcanium weapons we will have to fight.
Stat Requirements
- The first set of Arcanium weapons will be available at level 100, setting the baseline for requirements.
- Spells: When a spell is equipped onto an Arcanium weapon, the requirements are split between Magic and Weapon stats. For example:
- Explosion spell: Requires 15 Magic and 15 Weapon (base requirement).
- If customized: Requires 25 Magic and 25 Weapon.
- Ultimate Art: Requires 115 Magic and 115 Weapon.
- Higher-Level Spells: Some spells (e.g., Surge) require higher-level Arcanium weapons. A level 100 Arcanium weapon won’t be able to use level 120 spells.
- Skills: Similar to weapon requirements, the total required stats are split between Magic and Weapon stats. For example:
- Flying Slash (on a level 150 Arcanium weapon): Requires 165 Magic and 165 Weapon.
- Spear Throw (on a level 100 Arcanium weapon): Requires 100 Magic and 100 Weapon.
Different Types of Arcanium Weapons
- Appearance: The appearance of Arcanium weapons will be somewhat generic, to allow them to be recolored based on the magic they’re bound to.
- Low-Level Arcanium Weapons will be basic, with only subtle changes (e.g., a sword guard turning blue for Water magic).
- High-Level Arcanium Weapons will have stronger elemental attributes, such as passively producing the element they’re bound to (similar to the Sunken Sword).
- Bound Magic will influence stats:
- Earth: Increased size and damage, but reduced speed.
- Weapon Type will determine the skills usable on the Arcanium weapon.
Naming and Customization of Arcanium Weapons
- Names: The weapon name will depend on its level, element, and weapon type. For example:
- Level 100 Poison Arcanium Claws: “Poor Poison Claws”
- Level 150 Fire Arcanium Katana: “Decent Fire Katana”
- Attack Visuals: The spell visuals will depend on the bound magic. Skills will look like skills, and the color will match the magic bound to the weapon. Imbuement will further affect the appearance.
Who Can Use Arcanium Weapons
- Only Conjurers and Savants should be allowed to use Arcanium weapons, as Warriors and Berserkers cannot use strength weapons. Only Warlords and Savants can use these types of weapons. Therefore, these weapons should be restricted to Conjurers and Savants.