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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.”
–In-game Description
Overview[]
![Magics (5) Magics (5)](https://i0.wp.com/static.wikia.nocookie.net/roblox-arcane-odyssey/images/9/9a/MagicColor.png/revision/latest/scale-to-width-down/251?cb=20230118092722)
Magic is one of the four primary methods of combat in Arcane Odyssey (The other three being Fighting Styles, Weapon, and Spirit Weapons). Upon character creation, the player chooses 1 of the 20 base magics available.
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.
- Earth: Highest attack size along with Explosion, applies bleed if the initial hit does more than 33% of enemy health.
- Poison: Highest overall damage including Status Effect, applies Poisoned.
- Metal: Highest base damage, applies Bleeding.
Some synergies arise from on-hit effects, such as Ice Magic and Water Magic Freezing opponents, and Fire Magic and Wood Magic boosting the damage of one another.
At the start of the game, players have access to a default attack and one Spell (blast). By investing more into the Magic stat, players may unlock more spell types. Spell tiers will also increase. In addition to these base Spells, players can also learn Lost Spells, which are more advanced and must be found through extraordinary means. Upon awakenings of certain Magic builds, players will be able to unlock new Magics. Additionally, if 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 Clashing Power
- 6 Spell Tiers
- 6.1 Mage Spell Tiers
- 6.2 Hybrid Build Spell Tiers
- 6.3 Savant Spell Tiers
- 7 Awakenings
- 8 Trivia
- 9 References
List of current Magics[]
Magics |
---|
Base Magics
Lost Magics
Ancient Magics
Custom Magics
Base Magics[] | ||||
---|---|---|---|---|
Acid | Ash | Crystal | Earth | Explosion |
Fire | Glass | Ice | Light | Lightning |
Magma | Metal | Plasma | Poison | Sand |
Shadow | Snow | Water | Wind | Wood |
Custom Magics[] | ||
---|---|---|
Cataclysm |
Hover over each magic for a full list of stats. Up to date as of v1.15.10
Base Magic Stats | ||||||
---|---|---|---|---|---|---|
Magic | Size | Speed | Base Damage | Max Damage w/ DoT | Destruction | Status Effect(s) |
Acid | x1.05 | x1.00 | x0.875 | x1.3125 | x0.250 | Corroding |
Ash | x1.25 | x0.90 | x0.850 | x0.300 | Petrified | |
Crystal | x1.15 | x0.75 | x0.975 x1.2675 (Three stacks w/ Crystallized) | x0.725 | Crystallized | |
Earth | x1.30 | x0.60 | x1.000 | x1.2500 | x0.750 | Bleeding |
Explosion | x1.30 | x0.80 | x0.925 | x1.200 | Charred | |
Fire | x1.10 | x1.00 | x0.850 | x1.1475 | x0.800 | Burning |
Glass | x1.10 | x1.00 | x0.900 | x1.1250 | x0.300 | Bleeding |
Ice | x1.20 | x0.80 | x0.975 | x0.600 | Freezing, | |
Light | x1.00 | x1.80 | x0.850 x0.935 (Max stacks w/ Blinded) | x0.500 | Blinded | |
Lightning | x1.00 | x1.50 | x0.900 | x1.000 | Paralyzed | |
Magma | x1.20 | x0.70 | x0.900 | x1.3500 | x0.900 | Melting |
Metal | x1.20 | x0.55 | x1.050 | x1.3125 | x1.100 | Bleeding |
Plasma | x1.00 | x1.30 | x0.825 | x1.0725 | x0.900 | Scorched |
Poison | x1.15 | x1.00 | x0.750 | x1.5000 | x0.200 | Poisoned |
Sand | x1.1 | x0.95 | x0.975 | x0.500 | Sandy | |
Shadow | x1.1 | x1.20 | x0.950 | x0.750 | Drained | |
Snow | x1.15 | x1.05 | x0.925 | x0.400 | Snowy | |
Water | x1.20 | x1.00 | x0.925 | x0.200 | Soaked | |
Wind | x1.20 | x1.40 | x0.825 | x0.500 | Knockback | |
Wood | x1.20 | x0.80 | x0.950 | x1.1875 | x0.700 | Bleeding |
Magic Synergies[]
For detailed descriptions of synergies, see Status Effects.
KEY: (X) = Status effect is removed, (-) = Negative interaction, (P) = Petrified, (F) = Frozen | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Magics | ![]() | ![]() | ![]() | ![]() | ![]() | Sweat![]() | ![]() | Singed![]() | ![]() | ![]() | ScaldedScalded | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | Average |
Lightning | X0.1 | 0.1 | X-0.1 | X | 0.1 | 0.1 | X0.2 | 0.1 | X0.2 | x0.2 | 0.0526 | ||||||||||
Explosion | 0.1 | 0.1 | X0.2 | 0.1 | 0.1 | 0.1 | X | 0.1 | 0.1 | 0.1 | X-0.1 | -0.1 | X-0.1 | X0.2 | x0.2 | 0.0526 | |||||
Acid | 0.1 | 0.05 | X0.2 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | X | 0.1 | 0.1 | 0.1 | X | X-0.1 | -0.1 | -0.1 | X0.2 | 0.0500 | |||
Magma | X0.2 | X0.1 | X0.2 | 0.05 | 0.1 | 0.1 | 0.1 | X | 0.1 | 0.1 | X-0.05 | X-0.1 | X-0.05 | X0.1 | X-0.05 | 0.0474 | |||||
Earth | 0.15 | 0.1 | 0.1 | 0.1 | X0.2 | x0.2 | 0.0421 | ||||||||||||||
Metal | 0.05 | 0.1 | 0.1 | 0.1 | X0.2 | x0.2 | 0.0395 | ||||||||||||||
Plasma | X0.2 | 0.1 | 0.1 | P0.2 | 0.1 | 0.1 | 0.1 | X | 0.05 | X-0.05 | X-0.05 | -0.1 | X | 0.0395 | |||||||
Wood | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.034 | ||||||||||||
Crystal | 0.1 | 0.1 | 0.1 | 0.1 | X0.3 | 0.2 | 0.0316 | ||||||||||||||
Fire | X0.1 | 0.1 | 0.1 | 0.1 | P0.2 | 0.1 | 0.1 | 0.1 | X | 0.05 | 0.05 | 0.1 | X-0.1 | -0.2 | X-0.1 | -0.15 | -0.1 | 0.0211 | |||
Flare | X0.1 | 0.1 | X0.2 | 0.1 | X0.15 | 0.1 | X | 0.1 | 0.1 | 0.1 | X-0.1 | -0.2 | X-0.05 | -0.1 | -0.1 | 0.0211 | |||||
Ash | 0.1 | 0.1 | 0.1 | P0.1 | 0.1 | P0.2 | X | P0.2 | P0.2 | 0.1 | X-0.1 | 0.1 | X-0.05 | -0.9 | 0.0026 | ||||||
Ice | 0.1 | X | -0.1 | X | X-0.1 | -0.15 | -0.1 | -0.1 | -0.2 | F0.2 | 0.1 | -0.0132 | |||||||||
Sand | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.05 | 0.1 | 0.1 | X-0.2 | -0.2 | -0.6 | -0.0184 | |||||||||
Light | -0.2 | 0.1 || -0.3 | -0.0211 | ||||||||||||||||||
Wind | X0.2 | 0.1 | X-0.1 | -0.1 | F0.1 | X-0.1 | X-0.1 | 0.1 | F0.2 | X-0.1 | X-0.1 | -0.1 | -0.5 | -0.0211 | |||||||
Glass | 0.05 | 0.1 | 0.1 | 0.1 | 0.1 | -0.4 | -0.8 | -0.0395 | |||||||||||||
Shadow | -0.3 | -0.25 | -0.3 | -0.0447 | |||||||||||||||||
Poison | 0.1 | 0.05 | -0.1 | -0.1 | -0.9 | -0.0447 | |||||||||||||||
Snow | X-0.1 | X-0.2 | X-0.1 | X-0.2 | X-0.2 | X-0.1 | X-0.1 | X-0.2 | F0.2 | F0.1 | -0.2 | -0.6 | -0.0842 | ||||||||
Water | 0.1 | X-0.1 | X-0.1 | X-0.1 | X-0.1 | X-0.2 | 0.1 | X-0.2 | X-0.2 | X-0.3 | 0.1 | -0.2 | -0.15 | -0.5 | -0.0868 | ||||||
Cataclysm | |||||||||||||||||||||
Average | 0.0810 | 0.0595 | 0.0429 | 0.0405 | 0.0357 | 0.0357 | 0.0167 | 0.0119 | 0.0095 | 0.0071 | 0.0071 | 0.0071 | 0.0048 | 0.0000 | -0.0095 | -0.0095 | -0.0143 | -0.0190 | -0.0320 | -0.2119 |
Heat, Neutral and Cold Magics[]
Magic Temperature can effect 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
Cold magics: Water MagicVerify, Ice Magic, Snow MagicVerify
- Ice Magic does not work underwater
Neutral Magics: Acid, Earth, Lightning, Wood, Light, Wind, Shadow, Metal, Poison, Sand, Glass, Crystal
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.[1]
Weapons or Fighting Style vs anything is based on Tiers (rounded down), the Ability-specific clash value, and potentially the size and/or imbue.[1]
Spell Tiers[]
This information is partially based off of the tester Metapoly's Tier Spreadsheet, which has been confirmed to be accurate.[2]
All spells have "Tiers" that, when the required amount of Magic Points invested are met, will increase the size 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. Tiers will also increase the clashing power of that spell, although this is done discretely, and the value is rounded down.[3] The scaling for the amount of magic points needed for different magic-based builds is different, hence why there are 3 tables. Tiers past Tier 3 are currently unobtainable. 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 2nd magics of Mages, Paladins, and Savants also have spell tiers, with the points scaling with the normal amount needed to get spells for those builds on the 2nd magic.
Mage Spell Tiers[]
This table is only for Mages, where the maximum magic point investment is 280. Tier Point Requirements follow the formula: (Tier 1) + 100 * Tier #. 2nd Magics are +120 points for all tiers.
Mage Spell Tiers | |||
---|---|---|---|
Spell | Tier 1 (unlock cost) | Tier 2 | Tier 3 |
Blast | 0 | 100 | 200 |
Explosion | 30 | 130 | 230 |
Leap | 60 | 160 | 260 |
Beam | 90 | 190 | 290 |
Snare | 120 | 220 | 320 |
Javelin | 150 | 250 | 350 |
Aura | 150 | 250 | 350 |
Pulsar/Surge | 240 | 340 | 440 |
Hybrid Build Spell Tiers[]
This table is only for magic hybrid builds (Conjurers, Paladins, Warlocks), where the maximum magic point investment is 168.
Hybrid Build Spell Tiers | |||
---|---|---|---|
Spell | Tier 1 (unlock cost) | Tier 2 | Tier 3 |
Blast | 0 | 74 | 161 |
Explosion | 30 | 104 | 191 |
Leap | 60 | 134 | 221 |
Beam | 90 | 164 | 251 |
Javelin | 100 | 194 | 281 |
Snare | 120 | 224 | 311 |
Aura | 150 | 224 | 311 |
Pulsar/Surge (not obtainable) | 240 | 314 | 401 |
Savant Spell Tiers[]
This table is only for Savants, where the maximum magic point investment is 140. Tier Point Requirements follow the formula: (Tier 1) + 54 (Tier 2) + 77 (Tier 3). 2nd Magics are +70 points for all tiers.
Savant Spell Tiers | |||
---|---|---|---|
Spell | Tier 1 (unlock cost) | Tier 2 | Tier 3 |
Blast | 0 | 54 | 131 |
Explosion | 30 | 84 | 161 |
Leap | 60 | 114 | 191 |
Beam | 90 | 144 | 221 |
Snare | 120 | 174 | 251 |
Javelin (not obtainable) | 150 | 204 | 281 |
Aura (not obtainable) | 150 | 204 | 281 |
Pulsar/Surge (not obtainable) | 240 | 294 | 371 |
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:
- Awakening #1: Mage’s Wisdom - 2nd Magic, +120 Magic requirement for all spells/options in the 2nd slot.
- Awakening #2: 3rd Magic.
- Awakening #1: Power of The Gods - Ability to imbue spirit energy into Magic.
- Awakening #2: 10% damage reduction (?)
- Awakening #1: Warlock’s Focus - Ability to imbue magic into Fighting Styles.
- Awakening #2: Choice of 2nd Fighting Style slot or 2nd Magic.
Savant (Mixed stats)
- Awakening #1: (Choice)
- Awakening #2: Ability to imbue Fighting Styles and/or Magic into Weapon skills, and Magic into Fighting Style skills.
Trivia[]
- In Arcane Adventures, Magic could mutate into other Magics, such as Wind Magic changing into Gravity Magic, or Lightning Magic being turned 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.
- Originally, the Mastery and Awakened tiers of magic were called Maker and Dragon/God/Demon, respectively.
- In the game, Magic was given to humans by Prometheus instead of fire, which was the gift he gave to humans in the original Greek Mythology. However, Magic hindered human innovation for new technologies.
- The Base, Lost, and Ancient Magics were called Elemental, Lost, and Primordial Magics in World of Magic.
- A moderator by the username of Metapoly created a guide for all Magics that can be found here.
- 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.
- According to the lore of Arcane Adventures, the predecessor to Arcane Odyssey, humans would originally cast magic straight from their souls instead of using magic circles, and the way wizards would get stronger is by burning the stone Aurem as offerings to Prometheus.
- If you defeat an enemy with one single hit with a spell, they will be vaporized into white particles. This includes sharks.
- 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 (as seen in his journal). The protagonist of Arcane Adventures, the Peacekeeper, was originally magicless prior to being obliterated by Durza's failed attempt to kill Theos, drifting as ashes in the sea for years, and then being accidentally revived.
- However, humans who cannot summon Magic Circles can subconsciously use trace amounts of Magic to enhance their abilities with Fighting Styles or Weapons.
- Additionally, warriors with weapon aura could theoretically slightly harm curse users because of the traces of magic energy in their weapons. While berserkers would have the most difficult time gaining trace magic amounts to damage curse users because it could be possible with the supernatural effects of some fighting styles such as Thermo Fist and Sailor Style.
- Vetex has his own custom magic (Cataclysm Magic) in AO, a magic which can be described as mix of 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.
References[]
NAVIGATION