Unify and Elemental Quirks

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### Effects

This page can only be accessed by blue and above cards along with any unify founders!

## **Primary, Secondary, and Tertiary Elements:**

Elements much like color can be classified as primary pure strains of magic or a resulting mutation of two primary magics. Elements can further be combined and used together with other mages to create new strains of temporary magic or random effects.

New strains of magic are much more powerful due to needing an additional mage, these new strains are considered combo attacks or chains. The ability to create new strains of magic with another mage is an advanced form of magic combat called '**Unify'.**

In order to use unify there are specific requirements that need to be met:

1. User needs access to a Alchemist Brand
2. User and partner need to be in an affiliation (Arkive, Arcane etc).
3. This technique is considered a learning skill that a user and a partner can collectively develop, therefore through fighting in threads and practice these skills can become refined outside the scope of rank levels.
4. Brand new elements can be custom crafted by players with a cost, their affects can be developed with their partner. These must follow element rules.
5. Highly incompatible elements can never unify, or highly incompatible personalities of both the user and the partner will never be able to unify at max power.
6. you can unify with multiple people, there is no limit, HOWEVER this process becomes significantly harder due to proficient requirements.
7. If the partner feels any anger or resentment unify can become dangerous to the user and backfire, if teamwork or collaboration is too messy or jumbled unify will not work.
8. In order to activate Unify, the user needs to touch their partner once. However they can split apart as long as no more new elements are being added to the chain.
9. Player needs Esther charges before they can activate Unify.

After declaring intent to unify the mages can choose their collective elements to combine, keep in mind if a user does not spend a slot for 'Elemental Attack or Elemental Affinity' they will not be able to maximize unify due to not having an element as a custom. Without spending a slot in elemental attack a unify partner can break or cripple a unify chain.

### **Primary Magic**

The magic of pure blooded trees of magic stimulate from primary magic, all magic can be created from the combination of these primary elements however no mixing can ever produce primary magic which makes them systematically rare in nature. Keep in mind primary magic does not reflect their power over the other elements, primary magic could be just as strong or weak as others, it all depends on elemental tiers:

1. Life
2. Death Not compatible with Energy.
3. Energy Not compatible with Death.
4. Psychic Not compatible with Dark.

### **Secondary Magic**

The magic of mixed bloodlines descendants of refined, unstable, and pure magic:

1. Dark
2. Light
3. Affliction Not compatible with Metal.
4. Entropy Not compatible with any Tertiary Magic with the exception of Curse
5. Psionic Not compatible with any Tertiary Magic with the exception of Curse

### **Tertiary Magic**

Magic through the combination of a pure and a refined bloodline or two refined bloodlines (or more) in order to make a condensed form of mixed origin arcana. These are as follows:

1. Zen
2. Water
3. Rot
4. Sinistra
5. Force
6. Void
7. Fire
8. Curse
9. Chaos
10. Electric Not compatible with Electric, or Earth
11. Metal Not compatible with Affliction
12. Ice
13. Chemica
14. Forbidden
15. Earth Not compatible with Electric, or Air
16. Divinity
17. Arcaeic
18. Sanity
19. Humanity
20. Air Not compatible with Earth
21. Sol
22. Data
23. Creation
24. Destruction
25. Restoration
26. Cosmic
27. Gravity
28. Nova
29. Time
30. Space

**NOTE**: Keep in mind some elements listed here are not compatible with other elements, only the most obvious ones are listed here and a player will be tasked to explore, figure out, create and unravel the secrets of Unify by themselves simply by doing and trying new things.

## **Elemental Affinities.**

Elements from all trees fall into a role categorization, this is an affinity the element is more inclined to. These affinity trees determine what custom ability a player can create.

At max level users share their 'ultimates' which are words given to the partner that they could use to custom build an ultimate ability. This ability will be remembered and will not disappear if the user decides to switch partners inside a unify chain. However this ability costs charges to cast and deals elemental damage that you and your partner was on creation. If mixing the abilities created a new element, the ultimate would be that instead.

Below is a comprehensive list of affects discovered and reported by players who have used Unify, the magic below are broken up into categories for convenience:

**Primary Elements** are explained as the first magic known to the Arkas universe. Mages of a primary element tend to have great control over their specified craft. (Rhe)

* Life
* Death
* Energy
* Psychic
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+ Water = **Chef**

The user can create safe food recipes without any tools as long as they have the ingredients. The user can cook anything they can hold and have a higher chance at making the inedible, edible. OR with enough creativity a player can create a custom ability as long as it follows the theme of the word 'Chef'.

**Syn + Def = Refresh Rain**

Synergist and a (Water) Defender creates a rainshower that heals and energizes all allies. The Synergist also gains an EXP Pill they can save or use to gain a large amount of EXP. Pills can be sold for high prices in specific areas. This ability uses up Esther charges.Sample text.

**Secondary Magic** is explained as the second tier of magic known to the Arkas universe, these magic types tend to be more unstable and fragile than others. To a point where some simply refuse to mix with a majority of elements. (Aer)

* Dark
* Light
* Affliction
* Entropy
* Psionic
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**Tertiary Magic** is specified by all other generations beyond the second generation, the magic listed below are classified as tertiary magic that mages can naturally be born to manipulate and control. This common magic is not as powerful as other tertiary magic but can be considered the most flexible in mix combinations as its potential to mutate throughout its vessels of living things are high. (Zhas)

* Water
* Fire
* Electric
* Metal
* Ice
* Air
* Earth
+Energy = **Chef**

The user can create safe food recipes without any tools as long as they have the ingredients. The user can cook anything they can hold and have a higher chance at making the inedible, edible. OR with enough creativity a player can create a custom ability as long as it follows the theme of the word 'Chef'.

**Def + Syn = Poseidons Wall**

Defender + (Energy) Synergist creates a large wall of water that can be manipulated and moved offensively with great speed. This wall cannot be broken or nullified and can be used as defense or offense. The user can choose between this ability or an EXP pill. This uses up an Esther charge.Text tie against, strong against weak against

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**Tertiary Divinity Affiliated magic** is specified by all other generations beyond the second generation, the magic listed below are classified as tertiary magic that come from a divine hand. Many gods or divine beings prefer the use of this magic by mortals. Divinity magic is only naturally found through excessive study pilgrimage and prayer.

This magic is historically thought to be a gift, something that is given or even borrowed from holy beings that left it behind. Like a challenge to come find them. (Ia)

* Zen
* Force
* Divinity
* Humanity
* Sol
* Restoration
* Cosmic
* Gravity
* Time
* Space
* Creation
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**Tertiary Caeric Affiliated magic** is specified by all other generations beyond the second generation, the magic listed below are classified as tertiary magic that demonic beings or Arcaeic beings prefer to see being used by mortals. Caeric tends to be volatile and unstable, and is rarely found naturally outside of magic influence.

In history this magic takes much more than it gives and generally appears through malicious means or through an influence beyond mortal capability. This magic generally appears in demonic deals, trades, or even equivalent trade. (Ezh)

* Rot
* Sinistra
* Void
* Curse
* Chaos
* Arcaeic
* Forbidden
* Nova
* Sanity
* Destruction
* Chemica
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**Unclassified Magic** is specified by all other generations beyond the second generation, the magic listed below is classified as tertiary magic that does not fit into any classification, therefore its means and origin are widely speculated and debated.

Historically unclassified magic are considered mutations, abnormalities, or even bizarre in terms of foundation. These unclassified magic types completely break our current knowledge and magic rules as they follow none of our known rules. Only proving there is much to discover about magic still. (Aeo)

* Data
* No Element
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## **Unify ability Rules:**

When a user fights a boss or powerful enemy with an alchemist brand, excess magic dilution forms called Esther. This dilution is fairly harmless and should not be confused with Asther, which is a magic pollution that causes Arcane Sickness by increasing arcane plague levels.

Collecting Esther with an Alchemist brand creates charges for Unify which can be used at any time, charges are needed to exchange elements with others.

Depending on proficiency a player can combine magic with all players in a unify chain to create new combos and abilities that they can use as long as their esther build up is high enough.

Players can have up to three slots for unify abilities. However some abilities have specific rules applied to them on equip. These are the current known rules:

1. Element Manipulation cannot exceed one, therefore you may choose to manipulate the shared element from a unify partner, or the created new element... however not both.
2. Unify Unique attacks will use up charges instead of energy, if the Esther charges are not full a user cannot use their unique ultimate ability, or they will break the chain.
3. Players can only mix two elements at a time, if a third element joins a unify chain a player will need to swap their current grabbed element with the new one. They cannot get rid of their own element for mixing. However if a new element is made with two elements, you may choose to mix it with your partner or your elements for additional effects.
4. Players cannot see Esther without an Alchemist Brand.

It is safe to note, the type of magic a user can use is dependent on which elements are currently inside a chain. The user does not need to have the element equipped to use specific mixed abilities as long as the player who shared the element initially does not break the current unify chain.

For example if person A and B create an element and person A puts this element inside their memory slot. Person A can mix with person C and create new combos but still use the element created with B as long as person B is still using unify and is inside the unity chain.

### **Breaking a Chain**

A user or player can break the chain by using up all their Esther inside their Alchemist brand. This can happen if they are hit with powerful attacks that are super effective or if they use too many ultimate attacks at once. Players that leave battle or are defeated will automatically leave the chain, and players with no element or elements that dont mix well can also potentially destroy a unity chain.

Some mixed elements can also shatter the unity chain, this affects all current linked players. It is highly advised if you are experimenting, to not try inside a hard boss fight. Shattering a unify chain can cause Esther to become unavailable for the rest of the fight, shattering can break or damage an alchemist brand.

Note: Breaking a chain will remove you and whoever the person you tried to unify with OUT of a unify link. This MIGHT damage your brand.

SHATTERING a chain will remove EVERYONE from the unify link and has a higher chance to potentially damage your brand.

### **Memory Slots**

Memory is needed to save custom abilities created in a unify chain. With high proficiency and affinity a user can have up to three slots for mixed abilities. These abilities are currently unknown and need to be discovered by players.

The Arkives has very little extensive knowledge for Unify and it is located in the public library, this information is populated under the magic tabs above.

Abilities one can gain from unify could be the following:

1. Elemental manipulation of the created element or the partner element.
2. Custom ability given by the created element.
3. Categorization Unique ability that uses charges. This can be the players unique ability or the partners unique ability. This ultimate does not use up memory slots and will remain available to use at any time the player gains Esther charges or until the player makes something new.

For player donated knowledge of abilities and types please make your way to the public library knowledge as specified above.

## Example for Further Clarity

Mio is a water type, and Luka is an Energy type. Water and Energy affinities are 'Defender' and 'Synergist' When mixed they create 'Chef' a custom ability word, instead of a new element.

Mio could either choose the default ability (listed above) OR create a custom ability that follows her magic rules (Needs to be classified as a defending ability and have some sort of affiliation to the word 'chef')

Mio could possibly have a custom ability that spawns a heat resistant blanket to protect from 'burns' because a chef should never burn his food. (Bit of a stretch but acceptable).

While Luka would have to figure out a custom that aligns with a 'Synergist' he could possibly make an ability that 'enhances all food buffs when eaten' or 'randomizes food effects' that would be acceptable with his affinity.

Mios memory slots of three could look like this:

1. Energy Manipulation (Taken from Luka)
2. Ability to create food without an oven or crafting station (Taken from 'Chef')
3. Ability to create a wall of fire resistant baking mittens when being attacked by flames. (Taken from 'Chef')

Keep in mind Mio could also use her ultimate ability, 'Poseidons Wall' with the cost of charges. She may also use Lukas 'Refreshing Rain' instead, however will not have poseidons wall anymore.

If someone like Yume (Death element) enters the chain Luka and Mio has created, Mio may choose to mix death element from Yume, and water (her element) together to create something new. However, unless she has master level in Unify Proficiencies Mio will lose 'Energy Manipulation' that was previously taken from Luka even if he were still inside the Unify chain.

**HOWEVER** Death does not mix with Energy, so Yume entering the chain will shatter the unify and cancel out all three of their newly acquired abilities. Unity shatters can potentially harm your alchemist brand so please be careful!

Please note, grabbing a new element from a new partner takes up an Esther charge. If you lose all of your Esther your 'Unity chain' has a high chance of breaking! Be careful!

If you are creating a custom ability and not taking our default ability and you are uncertain, please contact an admin prior to use.

If Mio mixes with a different element and gains a new element (Like void for example), her ultimate ability will change due to the categories potentially being different. Her ultimate will also deal void damage instead. In the example above 'Chef' is not a element, therefore 'Poseidons wall' uses water element damage and energy elemental damage. If Mio makes a custom ability out of 'Void' it will not have elemental damage, she would need to take 'Void Manipulation' in order to deal void damage. Etc

Note: If Mio learns 'Refreshing Rain' her ultimate will remain her ultimate forever and she can use it whenever she wishes as long as she has Esther. HOWEVER her memory slots are unavailable unless all elements are inside a unify chain once again.

I hope this example helps.