Stat Builds

*For bonuses given by Armor and Accessories, see Stats.*

## **Overview**

 File:StatsC.png
In Arcane Odyssey there are 4 stats (Vitality, Magic, Strength, Weapons). Your stat build will change depending on the percentage of your skill points you allocate to each. Each level up gives you 2 skill points to spend on your chosen stats. In total, there are 11 builds which are obtained via combining certain stats (ex: Magic + Weapons = *Conjurer*). Each build will have its own advantages and disadvantages during gameplay.

For example: *Mages* will be able to have up to 3 Magics, *Conjurers* can imbue weapons with magics, etc.

## **Build Stats**

***Vitality*** - Increases your maximum health, but reduces your damage output slightly. In turn, having high Vitality allows you to use spirit weapons.

* For every point of Vitality, 4 points are added to your maximum health. However, unlike other stats, you do not gain 4 points to your maximum energy.
* If your stat build has Vitality as one of the requirements, your damage is reduced by the percentage invested in Vitality divided by two. (Ex: 40% Vitality, deal 20% less damage). A stat build that doesn't require Vitality with points invested into it will not experience a penalty to damage.
* Currently, the full Vitality build (*Warden*) is disabled. This means you cannot put points into Vitality if it would cause you to have >60% Vitality.

***Magic*** - Increases your knowledge of magic, allowing you to use stronger spells, master multiple magics, and more.

* Each Spell requires a certain amount of Magic Skill points in order to be available for use, and or be able to be customizable.
* Regardless of how high a Character's Magic Stat is, it does not influence damage dealt from Magic.
* Investing in Magic increases the size of your Spells.

***Strength*** - Increases your athleticism, allowing you to use stronger melee attacks, master multiple fighting styles, and more.

* Each Fighting Style Technique requires a certain amount of Strength Skill points in order to be available for use, and or be able to be customizable.
* Regardless of how high a Character's Strength Stat is, it does not influence damage dealt from Fighting Styles.
* Investing in Strength increases the size of your Techniques.

***Weapons*** - Increases your experience in using weapons, allowing you to use stronger weapon abilities, master high level weapons, and more.

* Each weapon skill requires a certain amount of Weapons Skill Points in order to be available for use.
* Regardless of how high a Character's Weapons Stat is, it does not influence damage dealt from Weapon Attacks.
* Investing in Weapons increases the size of your Weapon skills.

## **List of Stat Builds**

 File:CharacterInfoScreen.png
There are 3 types of stat builds:

* Full builds which require 60% or more invested into one stat (*Warden*, *Mage*, *Berserker*, *Warrior*)
* Hybrid builds which require at least 40% invested into two stats (*Warlock*, *Conjurer*, *Warlord*, *Paladin*, *Knight*, *Juggernaut*)
* *Savant* which requires either at least 15% in 3 or more stats, or not meeting the requirements for any other build type.

A visualization of each build the stats required to obtain them:

File:SkillTree.png

## **Resetting Stat Points**

If a player is not satisfied with their current stat route, they are able to reset their points once per file for free in the info UI, available after reaching level 10. After this, they are only able to reset their stats using a very rare potion called an Interchange Potion, and there will NOT be a way to reset them for Robux either.

Players who reset their stats after achieving an awakening will be given back their Magic and/or Fighting Styles until they reapply their stats, which will remove either if unnecessary (e.g. *Warriors* will lose their Magic and Fighting Styles). The player will also gain their new build's awakening once all their stats have been applied.

## **Awakening**

An **Awakening** is an event that empowers your character, like gaining a second magic. During the story, there are two Awakenings - the first at approximately Level 120 and the second at around Level 250 (which is not yet obtainable). The powers granted by Awakenings depend on your character's build, but all builds receive passive energy recharge over time.

**WARNING: Upon awakening your Stat Build, all other unrelated Stats (excluding Vitality) will be locked out, and all points in those stats will be refunded.**

### Full Builds

***Warden* (Full Vitality) (Currently unobtainable)**

* Awakening #1: ***Warden*'s Durability** - 10% damage reduction.
* Awakening #2: 10% damage reduction.

***Mage* (Full Magic)**

* Awakening #1: ***Mage*’s Wisdom** - 2nd Magic, +120 **Magic** requirement for all spells/options in the 2nd slot.
* Awakening #2: 3rd Magic.

***Berserker* (Full Strength)**

* Awakening #1: ***Berserker*’s Skill** - 2nd Fighting Style slot, +90 Strength requirement for all techniques/options in the 2nd slot.
* Awakening #2: 3rd Fighting Style slot.

***Warrior* (Full Weapons)**

* Awakening #1: ***Warrior*’s Aura** - Speed and damage of weapon attacks are increased by 5%, Size is increased by 10% and attacks have additional effects.
* Awakening #2: (?).

### Hybrid Builds

***Paladin* (Vitality/Magic hybrid)**

* Awakening #1: ***Paladin*’s Mastery** - 2nd Magic, +100 **Magic** requirement for all spells/options in the 2nd slot.
* Awakening #2: 10% damage reduction.

***Juggernaut* (Vitality/Strength hybrid)**

* Awakening #1: **Versatile *Juggernaut*** - 2nd Fighting Style slot, +70 Strength requirement for all techniques/options in the 2nd slot.
* Awakening #2: 10% damage reduction.

***Knight* (Vitality/Weapons hybrid)**

* Awakening #1: ***Knight*’s Aura** - Attack size of weapon skills increases by 33%, weapon attacks gain new visual effects.
* Awakening #2: 10% damage reduction (?).

***Warlock*** **(Magic/Strength)**

* Awakening #1: ***Warlock*’s Focus** - Ability to imbue magic into Fighting Styles.
* Awakening #2: Choice of 2nd Fighting Style slot or 2nd Magic.

***Conjurer* (Magic/Weapons hybrid)**

* Awakening #1: ***Conjurer*’s Focus** - Ability to imbue Magic into Weapons.
* Awakening #2: 2nd Magic.

***Warlord* (Strength/Weapons hybrid)**

* Awakening #1: ***Warlord*’s Strength** - Ability to imbue Fighting Styles into Weapons.
* Awakening #2: 2nd Fighting Style slot.

### ***Savant* (Balanced Stats)**

* Awakening #1: (Choice)
	+ **Fighting *Savant*** - 2nd Fighting Style slot, +50 Strength requirement for all techniques/options in the 2nd slot.
	+ **Magic *Savant*** - 2nd Magic, +80 Magic requirement for all spells/options in the 2nd slot.
* Awakening #2: Ability to imbue Fighting Styles and/or Magic into Weapon skills, and Magic into Fighting Style skills.

## **Awakening Effects**

Outside of giving players new abilities depending on their route/build, first awakening does several things:

* Locking Players into their chosen build and stats that aren’t relevant to your build are now set to 0 and can be re-allocated, meaning they can no longer spend stat points on stats that aren’t relevant to your build post-awakening, besides Vitality.
* After getting your awakening, your energy bar now passively recharges. (You can still charge with shift which stacks with the passive charging speed).
* Your magic or fighting style is now deleted when you get your awakening if they are no longer relevant to your build. (Ex: Full Strength would no longer have magic)
* The second fighting style/magic slots have increased skill/option unlock requirements depending on the build, so that you can’t unlock all skills for them instantly.
	+ The amount that 2nd fighting style unlock levels are increased by are: +90 for *Berserker*, +70 for *Juggernaut*, and +40 for *Savant* (The increase is less for the hybrid routes since they have fewer overall points in Strength)
	+ The amount that 2nd magic unlock levels are increased by are: +120 for *Mage*, +100 for *Paladin*, and +70 for *Savant*.

## **Imbuement**

Imbuing mixes the stats (damage, speed, etc.) and adds the status effect of the Magic or Fighting Style onto the innate tool (tool imbued upon.) The order of effects follows the innate's status effect first, followed by the effect of what is imbued.

The synergies between the two status effects apply, although:

* Synergy damage increases are 50% effective.
* Stun statuses have 20% shorter duration.
* Imbuements that share status effects increase the tier of the status effect when applied, increasing either its damage, or duration if the status deals no damage.

Example: Soaked (Sailor Style) + Freezing (Ice Magic) = Frozen + 10% Damage.

*Warlocks*, *Conjurers*, *Warlords*, and *Savants* (after their second awakening) are all stat builds capable of imbuement.

By pressing H, a user can select what Magic/Fighting style they want to imbue as well as the ability to un-imbue your fighting style/weapon.

Innate synergy -> Innate status -> Imbued synergy -> Imbued status -> Gel status (gels don’t have their own synergies.)
Size Calculation:
* MAGIC-WEAPON = WPN\_SIZE \* (MAGIC\_SIZE - 0.1)
* MAGIC-FS = FS\_SIZE \* (MAGIC\_SIZE - 0.1)
* FS-WEAPON = WPN\_SIZE \* FS\_SIZE

Damage Calculation:
* MAGIC-WEAPON = WPN\_DMG \* (MAGIC\_DMG + 0.075)
* MAGIC-FS = FS\_DMG \* (MAGIC\_DMG + 0.075)
* FS-WEAPON = WPN\_DMG \* (FS\_DMG + 0.15)

## **Gallery**

Fire thermo fist warlock.pngWarlock with Fire Magic imbued into Thermo Fist.Conjurer Glowup.pngConjurer with Lightning Magic imbued into their sword.RobloxScreenShot20230318 153714804 (2).pngWarlord with Thermo Fist imbued into their claws.RobloxScreenShot20230811 082129540.pngPaladin with Shadow Magic charging energy.Savant venom ironleg charging.pngSavant with Venom-Poison Magic and Ironleg charging energy.Yoshiko Itami the dripseer.pngConjurer with Snow Magic imbued to Sunken Sword.
## **Trivia**

* The chance of escaping a Whirlpool will be based on your Strength stat percentage (and the size of the Whirlpool).
* You cannot mix awakenings, it's a popular myth that came due to lack of information. When player decides to change build, they will automatically get awakenings of their builds.
* Magic builds aren't able to select the same magic that they already have.
* Attempting to awaken with no stat point invested prevents you from doing so to fix a loophole that allowed players to create Warden builds, which are currently disabled from being made due to their lack of options for offense.
* *Savant* is considered as the worst stat build due to the limited number of stat points currently available (250). It isn't a completely useless stat build, but has a lot more flaws than most.
* Though the amount of stat points does not determine overall damage, if you use a certain stat build and use a type outside the stat build before awakening, that stat type will have greatly reduced damage.
* *Mages*, *Berserkers*, and *Warlocks* will have a maximum of 24 move slots (3 magics/fighting styles, 8 move slots each)
* *Warrior* and *Knight* builds will have a maximum of 15 move slots. (3 weapons/ 5 move slots each)
* *Conjurers* and *Warlords* will have a maximum of 31 move slots (2 Magics/Fighting styles, 3 weapons)
* *Savants* will have a maximum of 39 move slots (2 fighting styles/Magics, 1 magic/fighting style, 3 weapons)
* So far, *Paladins* and *Juggernauts* have and will have a maximum of 16 move slots (2 Fighting styles/magic)
* As of now, *Wardens* have no moves, but since they will be able to use spirit weapons, it could be speculated that they will have 15 maximum move slots since weapons have a maximum of 5 slots each.
* When High level NPCs use hybrid stat builds, the game gets confused on which build they get, so they put the maximum amount of points that the level can give, and multiply it by two. This explains why Level 130 NPCs can use two magics (with ultimate art) along with fighting styles/weapons.
* Depending on your path, your charge aura will change.
	+ Vitality builds will have a light blue "soul" color to their charge aura.
	+ Strength builds will have a charge aura that reflects their current primary fighting style.
	+ Weapons builds will have a charge aura color dependent on their held weapon. If unarmed, it will be of their primary magic.
	+ Magic builds will have a charge aura that reflects their primary magic.
	+ Mixed builds have a combination of these.

NAVIGATION

Magic
Magic
Magic

Weapons

Weapons

Fighting Styles
Fighting Styles
Fighting Styles

Stat Builds
Stat Builds
**Stat Builds**

Armor
Armor
Armor

Accessories
Accessories
Accessories

Enchants
Enchants

Enchants

Ships
Ships
Ships

Shipyard
Shipyard
Shipyard

Fishing
Fishing
Fishing

Cooking
Cooking
Cooking

Locations
Locations
Locations

Storyline
Storyline
Storyline

Enemies
Enemies
 Enemies

Status Effect
Status Effect
Status Effect
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