My take on arcanium weapons

My take on arcanium weapons https://forum.arcaneodyssey.dev/uploads/default/original/4X/3/4/5/345580e33af76bf55067b4e329a98b163fb103ef.jpeg
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Out of all future content that i’m hyped for, there’s one that i looked forward to from the day i discovered it in the trello: arcanium weapons. So when i heard that vetex stated that he’s not sure about adding them anymore, i wanted to contribute to the community and give some feedback. So here’s my suggestion for arcanium weapons.

_Investment requirement: Conjurers and savants get magic/weapon dual investment, but warriors get full weapon investment.

_Weapon casting: instead of sloting spells in the weapon itself we bind a weapon to a spell via the magic ui, then the spell will be cast from the weapon chosen and will have its stats modified depending on the weapon used. This feature should be available for all magic classes, however conjurers and savants will have more advantageous effects.Also probably have a cosmetic only option.(Picture down below for reference)

_Magic binding: Conjurers would be able to slot a magic onto their arcanium weapons and won’t be able to imbue it and it will only deal the magics status effects unlike normal weapons which will also give an incentive to also use said weapons. Savants also can slot a magic however that will only change the look and status effect of the weapon but the weapons stats won’t change until they get their second awakening (unsure about this one i generally think savants should have nerfed arcanium weapons till they get their second awakening).

_Skills: Normal weapon skills, arcanium weapons shouldn’t get exclusive skills since they’re more common than strength weapons and have weapon casting.

_Miscellaneous: Make them have tiers like arcanium cannons (For example : lesser arcanium spear) and have a weapon for each type in each tier.

So this is my take on arcanium weapons and how they should be implemented. I hope that this suggestion may help with the developpement of arcanium weapons in the future.

I personally don’t find the idea appealing

Why not?

You can’t just come in give a bad review then not elaborate. Give me constructive criticism not just “I didn’t like this”

This idea is fine but… It does mean that if mages use something like an arcanium greatsword, it would make that magic insanely large and possibly break the balance insanely fast.

Also binding magic like this causes a lot of problems like having less customization. I do think it’s good that it is at least considered but… Binding it to a magic only gives mages in the endgame a max of 24 skills and another 12 skills that you already have.

I think removing the spell from the magic and adding it directly to the weapon with it’s stats already customized from when you customized it is a better idea.

See the featured topic in my profile and maybe, possibly you will like it.

Thanks for actual criticism.

I did read your suggestion before making this one. While i agree with you on the mage part, i think arcanium weapons should be a mage/weapon hybrid only, but i suggested it anyway because of what the trello said.

I think you’ve misinterpreted the weapon casting, sorry if i worded it wrong. What i mean is instead of slotting a spell onto the weapon itself, instead we could have an additional modifier on the spell itself via arcanium weapons, the spell will still take a slot from the magic not the weapon, tho when cast it’s visually fired from the arcanium weapons used to modify the spell.

I personally don’t think slotting the spell itself on the weapon is a good idea, since it has to save the modifications it may be hard to implement from the coding side, and also having so many additional spell slots is bad since ur supposed to have limited amount of spells to choose from, vetexs idea of the game is that there should be so many spells that every build would be unique, but having so many spells would make you able to have like every spell which defeats the idea of having to choose what you want.

Again thank you for sharing your opinion, i really liked your suggestion i took inspiration from it while this one so getting your feedback on mine is awesome.

Hey, so… And i mean this with the utmost respect, but i think you mixed stuff up…

Since before the Arcane Odyssey early access release there was 2 instances on trello:

  • Weapon casting

  • Arcanium weapons

Weapon casting is as it sounds. According to vetex it was a cosmetic gamepass that allowed you to pick a weapon and use it as your “magic” slot.

Arcanium weapons are the equivalent of, say, the lance of loyalty, but with magic as the dual stat. Taking other arcanium items already in game as an example, it would most likely bind to one of your magics, meaning it would work at all times as if ut was imbued with said magic. But late game conjurers should be able to imbue another magic on top of it stacking the two.

That said, i really like your idea ofsingle stat usage. I think that, if you’re a weapon user with no magic, you should be able to use it as a normal weapon. On the other sidez if you’re a magic user with no weapon, you should be able to cast some spells out of it. Same goes for strength weapons in my opinion, they should work as regular weapons if you dont have strength, or they should complement your fighting style if you dont have weapon stat

Not meaning to be disrespectful or anything but according to the trello weapon casting is infact not just vanity but modifys spells.

I disagree with you on the imbueing a second magic onto the weapon, since i want arcanium weapons to be different than other weapons as to have a reason to use both kinds.

Also i don’t like the idea of normal warriors using strength weapons since they’re described as incredibly heavy and requires strength to use, and i think strength are good as they are now, can’t think of a way to make them compliment fighting styles outside of imbuement but feel free to suggest one.

Anyways thanks for the reply.