Greetings, Magicians and Technologists!
Your wish is our command, and based on the [url=https://store.steampowered.com/news/app/2458310/view/545601771364420154]poll we ran recently[/url], you have chosen an in-depth look at the [i][b]Spell Crafting System[/b][/i] as the topic of this article. However, before we dive into the lore and gameplay mechanics surrounding this staple of New Arc Line, we would like to announce that the works on the language update we have mentioned previously are progressing at a steady pace - and we will bring Ukrainian, German, Russian and Simplified Chinese subtitles to the game in April, along with some much requested bugfixes and quality of life improvements. And not too long after that, we plan to finalize and release the first Content Update; more details about that coming soon. For now, let's talk about...
Spellcrafting in the World of New Arc Line
Magic and technology in our world currently exist out of balance, with technological progress [url=https://steamcommunity.com/games/2458310/announcements/detail/4686648306944236080]gradually eroding established traditions[/url]. After the creation of the Barrier by Reus, magic [url=https://store.steampowered.com/news/app/2458310/view/4688899473260625095]became strictly limited[/url]. However, mages refuse to give in and abandon their power completely - they can still remember what it was like to rule the world. In places where magic accumulates in great concentrations, the Barrier weakens, creating [b][i]reality rifts[/i][/b] - unstable areas offering a brief glimpse beyond the Barrier's thin veil, allowing mages to hear whispers from the other side. Those proficient in the arcane arts can try to listen, recognize and remember magical words emanating from such rifts. These tears in reality are a fleeting occurrence however - once the Barrier senses an attempt to breach it, it instantly seals the rupture. Thus, the knowledge a mage acquires depends on their experience: the more skilled they are, the more magical words they can perceive, comprehend and recall. The size of a rift, or the thinning of reality’s fabric, also depends on the power of the rituals and spells that caused it to manifest. This is how the art of Spellcraft emerges - the creation and modification of spells using magical knowledge gleaned from beyond the Barrier.
Beyond the magical Barrier dwell the [i][b]Weavers[/b][/i] - mysterious [b][i]All-Shapers[/i][/b], whose words once had the power to reshape reality itself, who ruled unopposed during the era of the Magical Empire. Each of them crafted the world as they envisioned it - and their words, infused with deep meaning, form the foundation of all spells. Those who can understand their essence can weave spells, much like prayers to the All-Shapers, to imbue them with power.
The Risks and Power of Spellcraft
Interacting with rifts, like practicing any powerful magic, carries great risks. Before the Barrier was erected, mages could reshape reality at will, often transforming even themselves in the process, to align with their goals and visions. The strongest among them could ascend and become the fabled Weavers, All-Shapers. After the Barrier was established, mages who attempt to wield excessive power still undergo transformations - but since reality itself no longer changes with them, they are not in control of the process and gradually turn into monsters. The more knowledge a mage gains, the more powerful they become - both in terms of creating new spells and enchanting their equipment. But as their power grows, so does the need for caution when wielding it, less they completely change into the monstrous [i][b]Abhorred[/b][/i].The Last Hope of Magic
In a world where magic is but a fading remnant of past greatness and studying it has become an act of defiance, and a risky one at that, Spellcraft is not just an art form - it is a means of survival of a whole culture, a path to reclaiming lost power. The All-Shapers beyond the Barrier also reject the current world order and seek to restore their dominion. They are eager to grant ambitious mages powerful spells, hoping they will halt technological progress. And if a few seekers of magic turn into monsters along the way, it is a small price to pay. After all, what is the fate of a single mage when the very fabric of reality is at stake?How does this work in the game?
Peering into a reality rift, a mage hears whispers of the Weavers, their thoughts and ideas. These words manifest as cards, which the player can combine to create spells and enchant items. Spells can be crafted anywhere, as the process occurs entirely within a mage's mind and has no visible effect on the world around them. It does however require a great deal of concentration. There are three categories of magical cards:- Element
- Form
- Modifier
Spellcrafting
To create a spell, the player must combine three different cards, all with matching shapes - an Element card, a Form card, and a Modifier card. New spells significantly increase a mage’s power, granting access to stronger and more diverse magical abilities.
Enchanting Items
Item enchantment works similarly to spellcrafting, with one key difference: the Form card is replaced by the item itself. This means that enchanting an item requires two cards - an Element and a Modifier. Enchanted items greatly enhance the mage’s magical potential, increasing their power and combat efficiency.
