Spirit: A class that uses the tool mechanic; with a focus on each weapon coming with a unique skill and God Soul. For now, I’ll ignore the god soul part (We have yet to get any information on it), but I feel like this leaves one big problem for the class in the future:
You have no reason to utilize the unique skills in the future.
You get the patrimony now, and say you like its unique skills… Too bad, you’ve gotta drop them soon. Because of how Tool classes function, we’re going to get Relics of higher rarity— which will have better unique skills and synergies, so you’re required to drop these awesome moves in favor of ones that are on par with the rarity for your stage.
Now, we do get God-souls… but 1. I have no idea how they function, and 2. I don’t feel like that’s a good enough fail-safe. If they function mostly like how Imbuements do; then they’re not going to really affect what Relics you keep in my guessing opinion.
With that problem in mind here is my concept:
Relic Kindling — Proposal
My “philosophy” on how this wouldn’t completely screw with the lore is that some Oracle would’ve eventually found a way to make his Relics better, especially now that none of the gods can really do anything to stop it.
The process does what you’d expect— take your relic and make it stronger; this would mainly affect the item’s Unique Rites, but it could also buff its stats, synergies, and maybe God Soul every now and then.
Every Spirit build could Kindle a Relic, but in the same way that a higher level Weapon has higher skill costs- a Relic would have its prices increased accordingly.
There would exist 5 tiers, most Relics can upgrade to 4 max, some could go up to 5. For example: the Eagle Patrimony is Tier-1, and it can go up to Tier-5; the Tidestone Band is Tier-1, but can only go up to Tier-4; lets say some Relic drops in at Tier-2, it would only have 2 or 3 upgrades remaining (as it’ll reach tier 4/5).
This affects the Relic, and when the Exclusive Rites are placed on the corresponding Relic, the Rite will copy the Relic’s Tier for itself (the Rites change depending on the Relic; Rites cannot be upgraded or modified by themselves).
Now, I don’t know how any Weapon coating / reforging (normal weapon → Arcanium/Strength) works, but maybe Relic upgrading works in a similar process, or it could have its own reformed way. If I needed to have a say in how that works, look at the drop-down below.
Extra Details on how I would personally have a player Kindle their Relic
Relics are probably quite hard to modify, so I’d say you need somebody who really specializes in working with them to do this.
My idea went like this: In every sea, there is at least one Oracle NPC (or somebody who knows a bit about Spirit Energy and Relics), and you could take your Relic up to them and ask for a method to ascend them. This would be a quest asigned from the NPC, completing it will increase your Relics tier by one. Each task is unique for every spirit weapon, and it gets harder every tier you try to increase it.
For example, you head up on Mt. Othrys and find this Oracle dude, you ask him how you can strengthen you patrimony and he tells you: “first be paralyzed for 10 seconds total, and collect some Lightning Reagents”, once you’re done, you get Patrimony Tier 2; then you go back later to get the Tier 3 quest, and its like “Survive 15 Bolts of lightning from the Dark Seas, and defeat 5 strong creatures that use Lightning”.
Personally, the Tiers could scale as follows:
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Tier 1 is generic stuff you find, Pre/Post Awakening-1;
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Tier 2 is the equivalent of level 120 Weapons and Lost Spells/Techniques;
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Tier 3 could be obtained Post Awakening-2 (or around Lost Magics/Fstyles);
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Tier 4 is obtained around Ancient Spells/Techniques;
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Tier 5 is obtained alongside Ancients and Legendary Weapons etc. Maybe exclusive to Oracles.
I will now present an Example using the Patrimony (with some crappy visuals to go alongside it):
Patrimony Reference
Tier 1 — Yes. This is the Same as before.
Of course, the Patrimony would keep its basic stats and such. These animations are just here for reference against T2, especially when against how I’ve animated it (I know Astrapikis is Larger Main game BTW).
Astrapikis I
Same as before (represented in an animation that really doesn’t match but whatever)

Astropos I
Same as before (represented in an animation that conveys almost nothing).

Tier 2
Tier two would probably have some minor buffs for the Patrimony. As of now— I’d imagine that any T2 item would be Oracle exclusive (much needed given how they only have like 3 Unique abilities/tools) for now.
As for said buffs: some Speed and a bit of Damage; maybe like 0.2+ speed and 0.05 Damage? I have no idea how strong this would be compared to how Oracle is balanced now so I’m not too serious on these values (it gets even worse over time).
Astrapikis II
The Slash is now Larger. It’s second hit is converted into bullets, these bullets automatically point towards anybody hit by the first strike (they’re fast enough to hit them almost instantly if they’re in the original attack range); these bullets only spawn if a target was hit— ONE BULLET PER TARGET.

Astropos II
Whilst Astropos is active— any spirit damage will fire a “follow-up-attack” originating from the player in the form of a small blast projectile. This “follow-up-attack” can occur every 2 seconds, and deals a percentage of the original attacks damage. Astropos lasts a bit longer now.

Tier 3
This tier would Buff the God Soul utilized by the Patrimony… I have no idea what that actually means… but good luck in ~20 days i guess.
Astrapikis III
The second strike’s bullets are upgraded. Instead of bullets, targets hit by the first strike are marked with energy, and upon the second strikes timing, a bolt of lightning will descend and hit the victim’s exact position, with a slight delay. A unique Lightning bolt will hit for every target hit by the first strike.

Astropos III
The aura of Astropos is changed, Manifesting a large “projection” of the player. This suit will be known as a “Thunder Titan”. The Thunder Titan will do a follow-up-attack anytime a target is hit by a spirit ability; using some form of Blast, Beam, Explosion, or Punch depending on the attack the victim was hit with (and their proximity). The follow-up attacks now deal more damage, and can happen more frequently.

Tier 4
More stat buffs for the Patrimony, Speed and Damage. IDK how much to compensate for its tiers at this stage in the game so I wont specify. This also comes with an upgrade to the Patrimonies Affinities— It’s lightning effects would get a bit stronger (like it’d paralyze for longer or something, and have better damage values with its synergies or something).
Astrapikis IV
The 1st strike will always paralyze. Thunder Strikes release a large explosion, this has less damage than the main bolt, but massively increases range.

Astropos IV
The Thunder Titan can now attack on its own. It will still preform Follow-Up-Attacks, but will occassionally use one of said Follow-Up-Attacks on a target that has aggro’d the user. The Thunder Titans own abilities do not count as an attack that can trigger Follow-Up-Attacks.

Tier 5
More God Soul Buffs… Man— so glad I have an idea what those do!
Astrapikis V
Every time a victim is hit by a Lightning Bolt, you are re-marked, causing victims to be hit by a Lightning bolt again. This can happen four additional times, all for the same damage.

Astropos V
Upon using Astropos, the sky darkens around the player, immediately causing the weather to brew into a storm; The user is completely immune to any effects from this weather. The Attack speed gained is boosted. This counts as changing the weather of the nearby area/island; any weather events that were not made by an Oracle would cease (Vetex said Late-game Oracle could do stuff like this).

(10MB limit on Images/Gif made this look much worse but I’m too lazy to give an alternative sorry).
That’s it— Thank you for clicking. Also yeah I’m finally back to actually being on the Forums. Hello, World. It’s been like 3 months since I’ve actually watched much of what was said or commented.
