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New Rodion ID

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Rodion id is gonna be made based on the scissor lady from canto 10 kokujin image cause i felt proud to show this.

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“Magic is a power that only those lucky enough to be born with it can possess, allowing the user to control and direct their magic energy by summoning magic circles. This energy takes on the properties of the magic type the caster is born with, such as fire, ice, lightning, and many more.”

Magic is one of the four primary methods of combat in Arcane Odyssey, alongside Fighting Styles, Weapons, and Relics. Upon character creation, the player chooses 1 of the 20 base magics available. This choice is permanent unless changed later using a Hecate Essence, a rare phenomenon found in the Far Reaches of the Dark Sea.

All magics share the same spell types and shapes. However, each magic has their own strengths and weaknesses, as well as different on-hit effects. Some examples include:

Light: Fastest magic, applies Blinded. Explosion: Highest attack size and destruction, applies Charred. Poison: Highest overall damage including Status Effect, applies Poisoned. Metal: Highest base damage, although tied with Earth, applies Bleeding. Some magics interact with synergies through their status effects. For example, Ice and Water Magic can Freeze targets, while Fire and Wood Magic can boost each other's damage output.

At the start of the game, players have access to a basic attack and one Spell (blast). By investing more into the Magic stat, players may unlock more spell types and the tiers of existing spells will increase. In addition to these base Spells, players can also learn Rare, Lost and Ancient Spells, which are more advanced and must be found through extraordinary means.

Upon undergoing an Awakening, certain Magic builds unlock new Magics, while others gain the ability to imbue their magic onto their other methods of combat. If a player goes through a non-magic build Awakening, they will completely lose their ability to use Magic.

Contents 1 Overview 2 List of current Magics 3 Magic Synergies 4 Heat, Neutral and Cold Magics 5 Changing Magic 6 Clashing Power 7 Spell Tiers 7.1 Mage Spell Tiers 7.2 Hybrid Build Spell Tiers 7.3 Savant Spell Tiers 8 Types of Magic 9 Awakenings 10 Trivia 11 References List of current Magics Magics Base Magics Lost Magics Ancient Magics Custom Magics Imbuements Retconned Magics Unknown Type Base Magics Acid Magic (Green) Acid Ash Magic Ash Crystal Magic1 (Ruby) Crystal Earth Magic1 (Soil) Earth Explosion Magic Explosion Fire Magic Fire Glass Magic Glass Ice Magic1 (Glacial) Ice Light Magic1 (Sunlight) Light Lightning Magic1 (Teal) Lightning Magma Magic Magma MetalMagic 1 (Light) Metal Plasma Magic1 (Gamma) Plasma Poison Magic 1 (Toxin) Poison Sand Magic2 (Coastal) Sand Shadow Magic Shadow Snow Magic Snow Water Magic1 (Spring) Water Wind Magic1 (Neutral) Wind Wood Magic1 (Oak) Wood Hover over each magic for a full list of stats. Up to date as of v1.17.19.4

Base Magic Stats 📝 Update Table Data Magic Size Speed Base Damage Max Damage w/ Status Destruction Status Effect(s) Magic Synergies For detailed descriptions of synergies, see Status Effects.

KEY: (X) = Status effect is removed, (-) = Negative interaction, (S) = Converts to slow 📝 Update Table Data Magics Bleeding Blinded Bruised Burning Charred Corroding Crystallized Drained Freezing Frozen Melting Paralyzed Petrified Poisoned Sandy Scalded Scorched Seared Severe Bleeding Snowy Soaked Heat, Neutral and Cold Magics Magic Temperature can affect a few things such as:

Status Effects (for example infusing Sailor Style with a Heat Magic will give the Scalded status effect instead of Soaked) Player Temperature (lowering when charging with a Cold Magic and increasing when charging with a Heat Magic) Verify Heat magics: Fire, Magma, Ash, Plasma, Explosion

Heat Magics do not work underwater and are instead turned into clouds of steam upon casting. If you are looking for General Valerii’s Heat Magic, click here. Cold magics: Water MagicVerify, Ice Magic, Snow MagicVerify

Ice Magic does not work underwater. Snow Magic does not work underwater Neutral Magics: Acid, Earth, Lightning, Wood, Light, Wind, Shadow, Metal, Poison, Sand, Glass, Crystal

Changing Magic In order to change your magic you have to find a Hecate Essence which is found in The Far Reaches of the Dark Sea, it is a one-time use and can only be used by one player, all though it can be used unlimited times per file. Once interacting with it, it will disappear and give you the option to change your magic to any other magic that currently exists in the game. Alternatively, there is a one time purchase that can be made in the store section of the menu to change your magic for 2000 Robux.

Clashing Power Use the official source table made by Vetex (Outdated, surface level is correct).

To read the table, first find the magic on the left side of the table. Then for that entire row, is the effectiveness of that magic against each magic.

Magic vs Magic Clashing is based on Spell Tiers (rounded down), the Spell-specific clash value, and the magic clash advantage interactions.

Weapons or Fighting Style vs anything is based on Tiers (rounded down), the Ability-specific clash value, and potentially the size and/or imbue.

Spell Tiers This information is based off of Rosebearer's Tier Spreadsheet, which has been confirmed to be accurate by the various players (including Rosebearer) involved in the creation of the Tier Spreadsheet, meticulously testing it. Last updated on v1.20.

All spells have "Tiers" that, when the required amount of Magic Points invested are met, will increase the size and clashing power of the spell. It is, however, important to note that the scaling increases continuously between tiers, and that it is linear, so even 1 extra stat point invested at any point will increase the scaling [1]. The scaling for the amount of magic points needed for different magic-based builds is different, hence why there are 3 tables. All spells have a bolded cell, which represents the maximum tier for that spell currently possible to obtain under the maximum magic point investment. The Second Magic of Mages also have spell tiers, with the points scaling with the normal amount needed to get spells for those builds on the Second Magic.

Mage Spell Tiers This table is only for Mages, where the maximum magic point investment is 350. Tier Point Requirements follows these formula: 0 (Tier 1) + 100 (Tier 2) + 100 (Tier 3) + 150 (Tier 4). Second Magic are +120 points for all tiers.

Mage Spell Tiers Hybrid Build Spell Tiers This table is only for Magic Hybrid builds (Paladins, Warlocks, and Conjurers), where the maximum magic point investment is 210. Tier Point Requirements follows these formula: 0 (Tier 1.15) + 74 (Tier 2) + 87 (Tier 3) + 111 (Tier 4).

Hybrid Build Spell Tiers Savant Spell Tiers This table is only for Savants, where the maximum magic point investment is 174. Tier Point Requirements follows these formula: 0 (Tier 1.4) + 43 (Tier 2) + 71 (Tier 3) + 65 (Tier 4).

Savant Spell Tiers

Types of Magic Base Magic

The first magics ever discovered by humanity. These were the only magics usable by players in Arcane Adventures.

Includes Fire Magic, Water Magic, Earth Magic, Wind Magic, Lightning Magic, Light Magic, and Shadow Magic. However, the rest of the magics playable in Arcane Odyssey and World of Magic are often considered Base Magics.

Lost Magic (Unobtainable)

Magics that are unlocked through mutation. They are usually advancements upon the magic they were mutated from.

Examples include Flare Magic, Aether Magic, or Gravity Magic.

Lesser Lost Magic

A Lost Magic that has been genetically passed down several generations, and weakened to the strength of a Base Magic. It has not been stated if a Lesser Lost Magic can exist alongside the regular version of that Lost Magic.

Examples include Plasma Magic, Ice Magic, or Acid Magic.

Ancient Magic (Unobtainable)

The most powerful type of magic, obtained through mutation, much like Lost Magics. When obtainable to players, they will only be able to learn spells through using Spell Scrolls.

Examples include Inferno Magic, Apocalypse Bringer, or Death Magic.

Spirit Mutations (Unobtainable)

A type of magic only usable by demigods, living descendants of gods, due to their ability to cast both spirit energy and magic.

Examples include Phoenix Magic, Flash Magic, Scorch Magic, Death Magic, Divine Magic, and Life Magic.

Custom Magic (Unobtainable)

A type of magic only usable by major contributors to the game, including Vetex and techlevel80, the creators of Arcane Odyssey. Functionally, they are identical to Base and Lost Magics, but with far greater strengths

Includes Cataclysm Magic, and Arcturus Magic.

Before the Dragon update, these were not considered canon. However, higher level dragons will be able to wield them, and these custom magics are now considered canon, created by dragons separately from humans. Players will still not be able to obtain them, but they are now canon to the Arcane Odyssey universe[2].

Awakenings Main article: Stat Builds

For magic, awakenings are the main way of unlocking new magics and boosting those that player already have. Depending on different amount of overall points invested into Magic, the awakenings will be different:

Mage (60-100% Magic)

Awakening #1: Mage's Wisdom - 2nd Magic, +120 Magic requirement for all spells/options in the 2nd slot. Awakening #2: ??? Paladin (40-60% Spirit/Magic)

Awakening #1 Power of the Gods - Ability to imbue Spirit Energy and Relics into Magic as well as the ability to imbue Magic into Relics. Spirit Energy color will either change from light blue to gold or purple to red, depending on the Player's choices during the storyline. Awakening #2: ??? Warlock (40-60% Magic/Strength)

Awakening #1: Mage's Strength - Ability to imbue magic into Fighting Styles. Awakening #2: ??? Conjurer (40-60% Magic/Weapons)

Awakening #1: Mage's Dexterity - Ability to imbue Magic into Weapons. Awakening #2: ??? Savant (15-50% Spirit/Magic/Strength/Weapons)

Awakening #1: Prodigy of All - Ability to imbue Spirit Energy/Relics, Magic and/or Fighting Styles onto Weapon skills, Magic and/or Spirit Energy/Relics onto Fighting Style skills, Magic onto Relics, and Spirit Energy/Relics onto Magic. Spirit Energy color will either change from light blue to gold or purple to red, depending on the Player's choices during the storyline. Awakening #2: Imbuement Mastery - Imbuement stacking (e.g. imbuing both a Magic and a Relic onto the same Fighting Style).[3][4] Trivia In Arcane Adventures, the player's minds (the term for magic back then) could have mutated into other magics, such as Wind Magic changing into Gravity Magic, Fire Magic into Phoenix Magic, or Lightning Magic into Storm Magic. More information can be found here. In AO, some Mutation Magics from Arcane Adventures appear as Base Magics, namely Acid, Ash, Crystal, Explosion, Ice, Magma, Metal, Plasma, Poison, and Sand Magic. The Base, Lost, and Ancient Magics were called Elemental, Lost, and Primordial Magics in World of Magic, respectively. In World Of Magic, two additional Base Magics, Paper Magic and Ink Magic, existed, but were removed as they were remnants of the game's initial status as a Fairy Tail fan game and being perceived as jokes.[5] If you defeat an enemy with one single hit with a spell, they will be vaporized into white particles. This includes sharks and most other mobs. It is known that not all human possesses the ability to wield magic. General Argos, for example, is a non-magic user and he trains his strength to make up for it. Neviro is another example, being unable to use magic and therefore opting to use spears as his main form of fighting.[6] The protagonist of Arcane Adventures, the Peacekeeper, was originally magicless prior to being obliterated by Acheron's failed attempt to kill Theos, drifting as ashes in the sea for years, and then being accidentally revived.[7] However, humans who cannot summon Magic Circles can subconsciously use trace amounts of Magic (called aura) to enhance their abilities with Fighting Styles or Weapons.[8] Additionally, warriors with weapon aura and Berserkers with Fighting Styles could theoretically slightly harm curse users because of the traces of magic energy in their weapons and techniques. Vetex has his own custom magic (Cataclysm Magic) in AO, a magic which can be described as a mix of the ancient magics Shatter (Main shattering effect) and Apocalypse Bringer (Teal color). It is a destructive magic type, with the properties of crushing the air; making cracks whenever it hits or making cracks when a pulsar travels the air.

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