Reminders for AO (Part 2)

He finalized water magic last version

v1.9.76 is published

Yeah water was really fast. Well with acid he was probably revamping every visual from scratch, plus since water’s a liquid there probably wasn’t too much that needed to be changed between them. Fires a bit different so I wonder how long it’ll take; guessing shorter than acid and longer than water

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damn thats clean

This brings up an entirely different thing that no one mentioned
we now have the ability to have custom weapons in the game instead of just retextured weapons

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It’s probably called that because it’s a magic weapon, so it could hurt curse users.

It also says he changed abyssal water in the part where he worked on fire

Or it’s just a name

I don’t think he’d make a magic weapon at this point in the game

Well we have sunken sword and poison tooth dagger so it’s possible

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Sunken sword is just wet and poison tooth dagger comes from a venemous shark

Also what magic would Cursebane even be tho

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The sunken swords whole deal is that it became how it is by being submerged in a magical ocean for ages. It’s a magic weapon. Same for the poison tooth dagger, it’s from a magical creature. They’re special cases not being intentionally man made but they’re still magic weapons lol.

It could literally be any magic, we’d only be able to know judging by the particles but it could also be like one of the metals used to move curses around
It isn’t necessarily an anti magic weapon but it could in theory come in contact with pure magic energy

Not sure if anyone’s picked up on this yet, but Vetex has added a description to intstrument tools; they’ll be weapons that let you buff party members. He also added waist lanterns, which will probably useful for exploring things like caves at night

Thanks @HaiSedulous for finding this

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image
abyss’s color variation got changed twice now.

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Just realized this but this is basically mode for weapons users granted you can buff yourself with the instruments

Also another thing
DISCLAIMER: THIS IS NOT A SUGGESTION
But to make the second awakenings for knight, Paladin and juggernaut more interesting I had an idea
(I’m running under the assumption that the buff for second awakening also effects the player themself so that the vit hybrids aren’t purely a multiplayer build)
What if knight had the ability to make the instrument weapons scale of vit + weapons to make the buffs more potent
And Paladin could get a unique spell that allows them to cast a forcefield out of their magic on themselves and up to 4 others which just straight up gives other people health, whenever people take damage while the shield is up, the casters magic energy takes damage until the “shield” runs out (because these magic shields would have like 500 health and scale with the users magic and vit stats)
this ones my least favorite cause it’s the least unique, but it’s harder to think of smth for fighting styles but basically the player would receive a buff similar to what the exiled has(not 50% dr tho, that’s insane) and then the player can absorb damage from up to 5 other party members and reduce the amount of damage that they take by absorbing it.(this was party inspired by the Paladin shield from terraria)
If you have ideas to make the juggernaut second awakening more interesting please tell me

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Does it say anything about buffing yourself? I am guessing that it only buffs party members

I was running under the assumption that these would function as mode for weapons users

I feel like that’ll be from more higher quality weapon skills, like how Asta from Black Clover uses the anti-magic from his blades to go into his mode

im deeply satisfied with this qna perhaps vetex doing these every month instead of dropping leaks would be a tad bit better. (unless the leak is extremely important to get out to the public)

A shame world of magic was called arcane adventures sequel this game not even being nearly done already puts the game to shame

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