Conjurer

Characters that branch their knowledge of Magic and imbue them into their Weapons; further enhancing their ability in combat.

###  Stat Allocation

Atleast 40% or higher in both Magic and Weapons, but not over 60% of each

## Overview

***Conjurer*** is a stat build, requiring you to have 40% of your stats in both Magic and Weapons, but not over 60% in either stat.

* ***Conjurers*** gain the ability to imbue their equipped Weapons with their magic; applying the Magic's status effects along with added flair to their attacks.
	+ *Such examples of application are inflicting the burning status effect with Fire-Imbued Weapons, Paralysis with Lightning-Imbued Weapons, and so on with every other magic.*

* Calculations for imbuements are:
	+ Imbuement adds 0.075 to the damage affinity of the magic to calculate final damage.
	+ Imbuement doesn't affect size affinity.
	+ Imbuement decrease the speed affinity by: 1 + (Affinity - 1)/2 (Ex. Light has a affinity of 1.8x, has a imbue affinity of 1.4)

## Awakening

Awakening as a ***Conjurer*** prevents you from putting points into Strength, and also makes you forget Fighting Styles entirely.

### First Awakening

Your first awakening as a ***Conjurer*** allows you to imbue Magic into your Weapons, applying the unique status effect that the Magic has (as well as a general weapon size buff.)

### Second Awakening

Your second awakening as a ***Conjurer*** lets you gain a Second Magic. (Note that a second awakening is currently unobtainable at this time)

## Playstyle

* Depending on what magic is infused with your weapons, the effects might be different (for instance, Light magic makes your weapon attacks deal drastically less damage, but increases their attack speed and velocity, in addition to inflicting the blind status effect on hit just like the magic itself) This means you should consider what elements to use for your build wisely. For example, consider using Sunken Sword as a main weapon as a Lightning, Snow or Ice user in order to freeze or paralyze enemies easily; or any fast weapon type (such as claws) with Shadow or Light to blind enemies faster.
* ***Conjurers*** are *mostly* Weapon-Users as they mainly use their Weapon Skills than Spells for the majority of their playthrough due to the feature of imbuement.
	+ *Depending on the Conjurer's Playstyle, they can invest high or low into either Magic and Weapons; either to unlock more Spell Variety or learn new Weapon Skills. The most popular stat builds are 150M/100W, 125M/125W, 120M/130W/ and 100M/150W. Right now, 100 magic and 150 weapons seems like the best ratio as ***Conjurers*** don't benefit from multi-beams and auras as much. Furthermore, some important weapon skills such as Mirrored River for Scimitars of Storm are unlocked at weapons level 150.*

## Weapon Casting (***will be added in a future update***)

Allows you to bind an Arcanium Weapon to a magic to allow it to cast all spells from that magic. This would be a purely visual casting change, and would require you to go through your first awakening before its possible. It would work separately from the basic Arcanium Weapon/magic binding.

## Trivia

* In future updates ***Conjurers*** will be able to make use of Arcanium weapons.
* As a Novice+ Conjurer, charging your energy with a weapon equipped grants special visual effects. Poor quality weapons will add brown, rust colored shockwave rings to your charging animation, average ones will add tealish-white rings, and unique ones such as Sanguine or Scimitars of Storm will add their own specific colors.

## Gallery

Conjurer Glowup.pngA Lightning Conjurer imbuing his Katana.Poison Conj.pngA Poison Conjurer imbuing their weapon.Moonlight Conjurer imbuing their weapon..pngA Moonlight Conjurer imbuing their weapon with magic.----