The Gilding System - Preventing power creep

The Gilding System - Preventing power creep https://forum.arcaneodyssey.dev/uploads/default/optimized/3X/a/3/a3931dc14fa75e0b787c28373d60ede56a547035_2_1024x576.jpeg
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Gilding

Through the use of items and special npcs, the ability to “Gild” unique items and weapons, uncapping their level limits. Unlocking unique features depending on the item.

What does gilding do exactly?

Gilding an item uncaps its level, or more specifically just sets the new cap at the max level for the game itself (whether thats 250,300,500 etc doesn’t matter). It also adds a 10% boost to all offensive stats if its a weapon.
If you gild an armor piece a 50% boost to the stats given by the armor piece.

Gilded items are marked by a golden laurel on the item, and any unique attributes that come from the gilding. They also sparkle when held out.

This is consistent regardless of what item is gilded.

Depending on the item you gild, it can have any number of unique changes or effects.
For example:

The Gilded Dagger gains a new unique effect, and its ultimate move is changed. It also gains the aforementioned stat increases. Also despite being level 110, the level cap bar is much lower.

It might not seem impressive right now, but considering how much more it can be improved, its power will measure out.

Limitations

To prevent someone from just gilding everything, a player can only use 1 gilded weapon, and 1 gilded equipment (armor or accessory otherwise).

Only unique/boss weapons can be gilded. Stuff like the Vindicator, or the Thunderspear.
This is because many non-unique weapons have upgraded variations that are just superior stat clones of the lower tiers, like the old or bronze flintlocks.

How to Gild

Gilding is not an easy process, even if you trade for the item.

To Gild a weapon you must find the Gilded Leaf in gold chests. They are more likely to appear in gold chests dug up in treasure spots, especially rarer treasure map spots.

Once you have a gilded leaf, it remarks that the item is a fragment of pure potential. Potential only a Master Craftsman could utilize.

Master Craftsman will rarely spawn randomly anywhere on the map

Someone suggested that instead many master craftsman are set around the map that gild a set of specific items to choose from (i like that idea more)

when spoken to, they ask for 3 specific gemstones as a catalyst for the leaf to be applied to the specific item. The gemstones required are consistent to the item.

Once you get the gemstones, return to the Master craftsman and he will gild the weapon.

Gilded Effects.

Poison Tooth Dagger - Applies poison is replaced with Applies Neurotoxin. Neurotoxin is weaker than poison but its effects stack with every hit up to 15, which at that point the player is slowed down. Ultimate art - Python Surge is replaced with Ultimate Art - 2-Step Slicer (2-step snake is a nickname for the venomous Banded Krait snake)

Vermillion Bracelet - Allows Conjurers and Warlocks to imbue their weapons and fighting styles with Flare Magic. Does NOT allow mages or non-imbuers to use flare magic

Archon Quarts Amulet - Makes basic melee attacks always break objects like rocks, and gives them the natural property to clash with magic blasts, with its clash rate being equivalent with earth.
Its overwritten by imbuement. (Its meant to be the non-magic user counterpart to the vermillion bracelet) The user’s fighting style limbs and weapons glow a green color while the effect is active

Noble Thunderspear - The weapon Conducts lightning, if the user is hit by lightning in any form, the weapon is empowered and gains AoE and Power. The user is immune to natural lightning strike damage.
Spear Throw is replaced with Thunder fall - Thrown spears stay in the ground and are struck by natural lightning after 2 seconds, dealing an aoe burst, cooldown is increased slightly. (The lightning strikes from this do not hurt players, only trigger the AoE)
The user can also be “empowered” by these strikes.

Scimitars of Storm - The weapon conducts lightning if the user is hit by lightning in any form, the weapon is empowered and gains AoE and attack speed. The user is immune to natural lightning strike damage. (aka immune to weather lightning, NOT magic lightning)
Sword Draw: Mirrored River is replaced with, Sword Draw: Thunder Clap - The user jolts forward all that can be seen is a purple lightning bolt, Pressing the button again returns the user to their prior position with similar flair, putting the move on cooldown. The move enters cooldown if the button isn’t pressed again after 2 seconds.
The move applies the empowered effect to the weapon.

Stormcaller - The Weapons “arrows” fire purple lightning bolts. The lightning does slightly more damage than the arrow fired. Storm of Arrows is replaced by - Storm - Instead of a rain of arrows, its a rain of thunder strikes, these strikes look like natural lightning. however, The damage is still dependant on the arrows used.

Triasta of Bronze - The weapon is constantly imbued with aether lightning magic, including skills.
Conjurers, and warlords can stack this with another imbuement, the skill names are overwritten with the current imbuement. (eg. Aether impaling strike is replaced with Metal Impaling strike)

Silent Blades - The user makes no sound while the weapon is equipped. When charging a skill or guarding, the user is made invisible.

Vindicator - The weapon can reflect projectiles and blasts by swinging the hammer.
Devastate is replaced with Vindicate - The slam produces a barrier dome that absorbs long range attacks returning the energy to the user, the longer the charge is held the more damage the shield absorbs. It also stops grabs through the barrier while active.
Opponents can walk through the dome to attack the opponent with melee.

Sunken Sword - Basic attacks fire small water blasts, if imbued with fire to create steam it changes to hot air blasts, if imbued with ice/snow, ice blasts. The skills also produce spells, rising tide produces anwater explosion, and tiger rush if it connects, ends with a lure attack. The imbuement shift affects these too.

Commodore Kai’s Saber - The weapon is engulfed in a red aura. The weapons damage increases as the user loses health. Once the user is below 50% health, its aura allows the user to charge attacks 2x faster, and using stamina when you have none does half the damage it normally does.

Lion’s Halberd & Lance of Loyalty - The weapon grows as it is swung, increasing its range and power. The weapon shrinks gradually as you stop attacking. Skills increase in size and power the larger the weapon gets.

Why?

While the ideas here can be considered somewhat extravagant. The reason why I want the gilded system to exist is to prevent a boring stagnant meta.

The end game of these things tend to be pretty stagnant with 1 or 2 possible weapons and gear that are viable to use.

Considering how many weapons so far have outright unique skills or effects that are simply going to be power crept out especially since they can’t go past a certain level. I think there should be some way to equalize these weapons so people can bring these weapons to the endgame, and we can see more variety, and a much more diverse meta.

This idea is to eliminate power creep and give some weapons extra effects to equalize the built in differences between something like the sunken swords water imbuement, and poison tooth daggers mediocre effect.

The ideas here are complex, but its not like vetex hasn’t pursued complex ideas before.

Id much rather have people use a bunch of different weapons from all across the game depending on what they like instead of just a select few meta viable weapons that need to be used since your favorite weapon caps out at level 110.

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Seems like a really interesting system, but I’m not sure if I could see it being in AO. In my opinion not much point in having a system that makes low level gear better when better gear will be come in batches with each level cap. Plus coming up with gilded mechanics for many items seems like it would be a fair amount of work, and potentially a bit difficult to balance for some of the ideas provided

9 Likes

I really love the idea, but it seems wayyyy too tedious. Being able to get new moves and abilities (Especially the flare bracelet) is a great idea, but needing a gilded leaf and 3 gemstones AND THEN having to find a rare spawning blacksmith sounds so annoying. I’d rather just the gilded leaf, replace gems with a reasonable galleon fee, and just let you do it at normal blacksmiths instead

The idea seems nice, and a lot of the gilded weapon concepts seem quite fair and cool.
The benefit i really see from this system is adding a reason to do rare treasure charts since right now they are never worth the work, unless you are going for the exploration badge.
The problem with this idea for me, is how much work it would take to add this. Also needing to add master blacksmiths that spawn rarely is something I am not a fan of.

I would add the gilded leaf and the gemstones requirement, and make gilded weapons possible, but i do think it might be too much work for gilded weapons in generel to be added.

I see the point of how many weapons have unique skills and features, that will simply be left behind because of this. Id much rather bring everything up through some sort of means so instead of a few high endgame options, the endgame options have been built up over all the content added over the entire game.

Why only have 10 end game weapons with everyone using 3 of those weapons, when every weapon can be endgame material, and there is more variety from it.

I kinda see your point, maybe the Master Craftsman being random is overkill.

The Gemstones being used as the price I prefer over just galleons because it gives a use to gemstones, and it makes it so there is a bit more incentive to the weapon you want to gild.

Lets say you get that gilded leaf, well you could try to find all the gemstones needed to Gild your vindicator, but you already got an onyx and a ruby, only need a diamond and you can get your Lions Halberd gilded.

It adds more incentive to not take the first choice. I wanted to add choice to the situation rather than just tossing it on the first thing you got. Because if you don’t think you’ll find the gemstones anytime soon, maybe you should toss it on a weapon you know you can put it on.

Completely agree on the gemstones part, it is a way to make players take intiative and use what they have, whilst knowing they can do it, and in this way i do see the master blacksmith making sense.
Instead maybe a compromise of having a master blacksmith at a set position (lets say ravenna) and he offers 3 weapon choices and 3 gems that are different for each choice (to make them gilded). The choices offered would change like every hour, and would maybe, maybe not be server wide to prevent server hooping.
In this way you still ask the player to do it now rather than later, but gives them the choice and not make it impossible to do it later.

Just some food for thought

While I didnt want to say for sure since I think they should be seperate things.

The idea behind this system is that the Gilding process basically turns the unique item into a functionally a legendary, which is why every gilded item has a unique effect, and why its a difficult but surefire process to obtain them. rather than obscenely rare chance.

Obviously legendaries should be their own thing, but the idea was to prevent people from just using a few weapons.

If you think about it, what makes an item a legendary, generally it has super unique powers.
It does something that no other weapon does, which is a fair argument towards their use.

Arguably what defines a legendary in AA is what defines stuff like stormcaller’s bow and the vindicator in AO now, and I personally don’t mind the lines being blurry.

While actual legendaries can be even more rare than the sunken blade, it doesnt solve the issue that it basically stagnates the gear meta once enough people have them, unless there was someway to round everyone off without just making everything an identical stat stick.

This was my idea, so that there are basically tons of unique weapons on there, on par.

I know if i had put the idea as “LEGENDARY EVERYTHING” people would immediately have a negative reaction to it. When the point isnt to make legendaries so common, its to prevent legendaries from being the only viable option.

Bring items up, rather than leave everything in the dust. I believe the main throughline in this game is Freedom, your given many choices to approach many aspects of the game, id much rather insure gear stays a matter of choice rather than an illusion of choice when there are really only a few options.

I see what your saying, every master craftsman has specific weapons they can gild. I like that idea.

It makes it so the player has to look for the craftsman, and in future seas if they are looking for a specific weapon that can be found in that sea, it narrows the search to there, so they know where to work. Thats better than it being random, and it still incentivises exploring.

yeah, could work very well, and forcing people to explore is something i always have on my to-do list. :smiley:

Seems good but doesn’t rly fit in AO imo

im curious why you think this?

To me its no different than upgrading weapons, or the skills they already got.
I want to understand this view.

Golly I can’t wait for gilded vindicators to have the AOE of fucking Mt. Othrys.

Actually my idea for Gilded vindicator doesn’t increase the AoE (more than the default 10% boost to all stats) it just gains defensive abilities.

Decimate now generates a Dome barrier that absorbs projectiles after the slam, and normal attacks can repel projectiles (mind you, the vindicator isnt as fast as other weapons).

The idea of Gilding the vindicator was that it make it more difficult to range out the powerful weapon and designed to bait in opponents at close range to try to deal with the user.

Its kinda intended to be a counterpart to the lions halberd, who has more range.

The Lions halberd gets larger with more range to make it easier to connect with range focus opponents your pursuing.

While the Vindicator is meant to block out ranged attacks to make those opponents come to you.

The Vindicator can only repel projectiles as often as its swing speed, so if a flurry of projectiles can bypass this if there are more projectiles coming at the hammer faster than it can swing, so its not like total projectile immunity.

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this is a pretty good idea, and i like how Ellius’es gilded weapons can make lightning more likely to strike the beholder (conducting lightning for every weapon)

mount othrys aint that big tho

Honestly I love this idea.
I’ve always wondered why bother having weapons with all these special unique abilities no other weapon will ever have if they’re just going to become obsolete after a point.

Rare spells don’t become obsolete, rare techniques don’t become obsolete, why should the unique weapons?

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One thing—you should explicitly mention in the main post that this is supposed to give most weapons unique traits, like legendary weapons.

Unfortunately, I don’t think this will be added, since I think Vetex wants players to keep grinding for better and better gear until they hit max level.

Something like this could go in the main post.

Awesome idea, if it could be implemented, this could be game changing.

but gemstones are getting gem crafting, plus they’re useful for selling