Note: This guide was written by Delta, and has no relation to any other guide by any other user.
This is a fan-made guide to the concept of magic, and it's unique way of being in the Prodigy Universe. I will try to use mostly canon information, but I will occasionally reference to outside resources, concepts, fanon theories, and terms. The reason I use the term Mana so often is that the game seems to be built upon the concept.
Dictionary
- Mana ~ The spiritual life force energy or healing power that permeates the universe. It is also supposedly what is used for magic.
- Energy Level ~ The term I will use to address the orb at the top of your UI, which is Canonly addressed as Spellcasting Energy, but for sake of avoiding tiring my hands (or your eyes), I will avoid that term. I will also describe it as your current Mana Level.
- Neutral Spells ~ Spells that do not drain your Mana in any matter whatsoever. Instead it allows it to charge.
- UI ~ User Interface (AKA What you see on your screen)
- Caster ~ The Wizard or Pet you are using to cast spells
- Warden ~ An entity on in the Prodigy Universe that is in charge of the net-energy of their corresponding element. They are located in the Academy.
- Ancient ~ An entity that balances the magical aura and power throughout the Prodigy Universe. The Ancient also gives people power through runes.
Magical Energy
Neutral Spells don't drain your energy level for two possible reasons, 1) being part of your natural spell set, 2) not requiring as much energy and making no visible difference. When you cast these spells, it allows your Mana to charge and your energy level increases. Other actions, like switching your current caster or using an item allows for your Mana to charge due to the fact mana is both your magic force and life force.
When your Energy Level charges to a certain extent, you can cast more drainful spells, like area, wand, and relic spells. When your Mana is fully charged, you can potentially drain it all on an All-Out Attack.
Now, if Mana is confined to a single entity, how does your team share an energy level? Many books/games/stories relating to magic have a concept of a Magic/Mana exchange, which is when two entities are sharing Magic/Mana. This could be the reason the devs added this, or they were simply lazy and didn't want to code separate energy levels.
Moving on to the concept of Focus Spells, how do they not drain your energy? This may be due to the fact that it may be draining the opponent's energy, therefore you're forcing a magic/mana exchange in order to harm them. This may be based on Auras from Pokemon.
Then there's Spell Power Bonuses, how do they work? Well, following the mana/magic exchange explanation, you are doing a magic/mana exchange with the opponent. How does it not drain any energy? Well that's because you're not taking, you're sharing. That's why both you and the opponent have a spell power bonus. So here's a tip, don't miss.
Health
So if mana is both your life and magical force, then how come your health bar goes down but you energy doesn't?
That's because your health bar refers to your physical health. Combat spells are brutal - burning, freezing, and generally torturing your wizard/pet. Your mana is what keeps you going when it fully goes down, allowing Noot, Waystones, and Healstones to heal your wizard/pets.
The Element Synergy
Color Wheel Explanation
"Basically, if you combine all the colors on the color wheel, you get black/white depending on how you do so. White light (as in astral), is formed by combining red light, blue light, etc. Yet Darkness (as in shadow) is reverse. The color black absorbs all light, causing black/darkness. This is opposed by the color white reflecting light.
So what does elementary science have to do with the elements? Let's dig a bit deeper.
If you shine a red light in a dark room, you'll only see red, yellow, and pink items clearly (as the color red or white). Everything else will appear black. Similar things happen with the rest of RGB.
Once again, what does this have to do with it?
Well, let's say the fire element is red. When it's absorbed by the Shadow element, it contributes to strengthening the "Black color". Yet, when it's reflected by the Astral element, they strengthen each other, causing the "White color" and "Red Color" to co-exist.
Therefore, without the main 5, neither Shadow or Astral can exist. They cannot have their own keystones, since it's the other elements that empower these elements. That's why when the keystones were blasted, not only the five main wardens were affected, but the 6th warden was too, according to The Puppet Master." ~Solo
So why am I quoting myself again? Well, this is a rough explanation of how the elements work by using simple science.
Given Nature Explanation
When a certain entity is assigned an element, it becomes immune to that element, the elements it's neutral/powerful against, and weak against the rest. This is possibly because entities are constantly stealing energy from each other (think about the opponent losing health and you gaining energy). It's a constant fight for power, and in the end, someone's going to be dragging themselves back home.
Astral Magic on the other hand, doesn't show bending to any of the main elements. It could be due to the fact the main five elements, when in a situation with Astral, empower each other. This could be another possibility as of how your team shares an energy level. Shadow does the exact opposite, draining the main five of their power to empower itself.
If you need further explanation or have questions, please comment and I'll try to expand on the concept.
Shadow Magic
Shadow Magic is a consuming force. It absorbs mana, knowledge, and enough things to eventually corrupt the practitioner (Ex: The Puppet Master, who's currently a pure shadow). Though it has its limits. Makalu wasn't corrupted until he physically came in contact with a source of Shadow Magic (as in eating a shadow tainted crystal). The Warden Keystones didn't react to The Puppet Master's presence, unlike Noot, and weren't affected until he blasted them. Gale wasn't affected by Shadow Magic until near it, which in result gave him headaches. I presume Shadow Magic needs to invade it's host in some form in-order to corrupt them.
Species and Magic
So why do some Prodigy species have magic while others don't? This can solely be based upon the magical properties of certain species, placed here for your reference:
- Dwarf ~ Earth Related Magic, strong connection to rocks and minerals
- Wizard ~ Collective Magic, easy to control
- Average Human ~ Raw Magic, hard to tap at all and easily goes out of control
- Fairy ~ Powerful Magic, somewhat un-tame
- Yetis ~ Ice Related Magic, strong connection to mountains
Dwarves
Okay, so you never seen a dwarf cast a spell huh? Well dwarven magic isn't about spells, it's about mining and craftsmanship. Yet I can't be sure about Prodigy dwarves, even though the majority are miners.
Humans
As for Humans, I don't know if Humans and Wizards are the same thing in the Prodigy Universe or two different species.
Wizards
Wizards do have collective magic (think about All-Out Attacks) and that magic is easy to manage and control. This may be because the devs didn't want to take the time to create a randomized hit/miss system which is affected by question accuracy, but frankly, who cares.
Fairies
Prodigy fairies on the other hand, match this common standard within magic related concepts. Noot is capable of spells unknown to your wizard. Florian is a warden and controls Earth Magic through his keystone. Flora is a master wizard/guardian who was offered a place as a teacher in the Academy, meaning she has some talent in magic. Gale is possibly the youngest of the four mentioned fairies, and is Keeper of the Academy, as well as seeming to have a strong connection to magic (think about the headache the mind illusions in the Archives gave him) or a strong interest, seeing he carries a spellbook and wears an Astral shaped pedant/amulet.
Yetis
Yetis are capable of using magic in the Prodigy Universe, as proven by Aspen Frost, but he was possessed. Ada is an Ice Warden, proving they are capable of Ice Magic, and they have proven a connection with Ice and Snow.
Now what about fully canon species, like Floatlings? Well, that's related to evolution.
Floatlings
This peaceful race bears constant attacks from the Order due to growing Lumin Trees and other reasons. They also are curious. This led to them evolving to use a Knowledge Based Magic that contradicts Shadow Magic. They also obtained the ability to use Astral Magic to small extents.
Merlings
This species hasn't interfered with any of the previous battles between the Academy, Ancient, and Order. Instead, they resided under the waters of Shipwreck Shore in an undiscovered area, safe from harm. This is why they evolved not to have magic, for they had no need for it until recently.
Slimes
It's unconfirmed if they even have magic, since Cebollini needs assistance from his monstrous dishes. Yet it is possible to argue that he most likely created those dishes.
Biomes and Climates
Credits to Rob for this section.
Firefly Forest
The magic generated from the Creatures and People who inhabit this area keep the forest at a constant condition, allowing the sun to shine day long, and the ponds providing enough water for the plants to grow. It has a constantly warm climate thanks to the magic there, which can be seen radiating from the ground.
Shiverchill Mountains
I don't believe much magic affects the climate, since it's naturally cold and the accessible areas are within a system of caves. The only areas that are outside have the appropriate weather and climate for a mountain. As for the furnace system, that most likely took a while to make, and when it's turned off, ice creeps across previously melted surfaces. It may have a day/night cycle, but it's impossible to tell due to the fact it's snowing.
Skywatch
The machines and magic in this area warped the water cycle so badly, that all weather is artificial up there. Magically generated and machine-generated weather contribute to this area's climate. It is always day, but it may only seem bright due to the altitude. In that case, magic will have to keep the area at a constant temperature as well as the oxygen level.
Bonfire Spire
The volcano seems natural except for one detail, the levers. Magic has to come to play when those levers are switched, for controlling lava with machines is impossible, since the materials used to build the contraption will melt. It can possibly trigger an artificial eruption as well (think about the Easter egg animation that occurs when you switch the levers too fast). It is also always day, due to the immense temperature there.
Shipwreck Shore
The beach shows no sign of weather and is consistently warm. Magic may cause this, and the after affects may explain why the shipwrecks don't look too weathered. Under the waves are whirlpools, most likely magically summoned, or the magic below the tides twisted so badly that it created these water vortexes. No matter how they were created, magic has to come to play due to the way they act as elevators between land and sea.
Lamplight Town
I believe that magic has little affect on the town's climate whatsoever. It most likely is located incredibly out south, having conditions similar to that at the north and south poles. It's night day long during part of the year (Starlight Festival), and creates constant daylight during the rest of the year. How the conditions change so quickly may be due to magic or Prodigy's version of global warming.
Harmony Island
Magic clearly protected this area, seeing that it lasted so long below the tides. Yet whatever protection spell that surrounds the island obviously wasn't enough, seeing that the order placed seals on The Ancient, possibly with assistance from The Old One by the looks of those holes scattered throughout the island. It has a tropical climate, yet the structures don't look too weathered, possibly due to magic. Due to being preserved, the Tasmanian Tiger avoided extinction in the Prodigy Universe.
Entities and Balance
Wardens
Once a warden accepts their position, the form a bond with their corresponding keystone, eventually having power over the net energy of that element. Yet this also means if something happens to that keystone, it affects them, and that their magic is stronger then most and relatively harder to control (think about Florafox and how they were grown in Florian's garden).
"Bold words, Unfortunately for you, the shadow blast that destroyed the Warden Keystones also drained power from the 6 wardens themselves." ~The Puppet Master
Now to go over The Puppet Master's ever so mysterious line and Pippet's determination to track down the 6th warden. Time to quote myself again:
"Therefore, without the main 5, neither Shadow or Astral can exist. They cannot have their own keystones, since it's the other elements that empower these elements. That's why when the keystones were blasted, not only the five main wardens were affected, but the 6th warden was too, according to The Puppet Master." ~Solo
Since the elements co-exist, there has to be a sixth warden to balance the magic. Yet the system has a major flaw - there is no 7th warden, meaning Shadow isn't balanced. So who is the 6th warden?
"Well, if it was Noot, it would make an interesting plot twist, but think about this. If the wardens were so powerful that they're constantly a threat from the order, do you think they'll risk going out just to round up the new students every year?
Then if Noot's not the 6th Warden, then Gale is? Again I'll have to say no. Gale sounds to be 16-18, a teen or young adult. On top of that, his sprite is smaller than the other fairies (with the exception of Noot), implying he's younger. Now, Florian sounds to be a middle aged adult. If the other wardens seem to be around or older than Florian's age, then Gale CANNOT be the Astral Warden because he would be too young.
If Noot and Gale aren't the Astral Warden, then what are their jobs? And who is the Astral Warden? Well, Noot is exactly who he told you he was, a fairy guide. Gale on the other hand is the Academy Keeper, but I have evidence to support he may have a bit more of a back story than that. As for the 6th Warden? We'll just have to wait and see." ~Solo
Warden Keystones
By now, you understand to some extent why there are 5 Keystones instead of 6 or 7, the Wardens' connection with the keystones, and that they're very important to the island's net-energy. Yet do you know the extent of their power?
Upon being blasted, they remained in one piece and simply teleported to a safer location, therefore being "scattered". The magic itself is so complicated that it's difficult for Gale to fix the corresponding pedestals, which is why "he" is taking so long. Yet of course, you know I'm mainly saying this to avoid pulling out the dev's infamous blame-the-Keeper card later on, but then again, there is some logic to support this statement plot-wise (think about why you have to achieve certain levels to unlock the Academy and Towers as they're released). Logically, levels must also be some way of measuring time, but we're talking about the keystones right now, are we not?
They continue to contain so much power that upon being placed the pedestal that they emit intense energy (think how the Earth gem has a glowing pulse). Yet you may argue that may just be the magic itself.
The Ancient
The Ancient's job is to balance the magic of the island, but based on her many quotes, the greatest imbalance is Shadow Magic. Since Shadow Magic was never balanced with it's own warden, practitioners seeked to restore it to it's stolen glory, upsetting the balance even more. This started the fight between the Order and The Ancient. In her ultimate form, she is capable of "mana exchanging", allowing her to lock spells, switch your pets, etc.
"I am depending on you. Through my trials, both you and I will grow stronger." ~The Ancient
She even admits it herself, indirectly of course. It'll be creepy to say, "I'm draining your magic then giving it back to you, making me even more powerful", so the devs obviously went with the more mysterious, child-friendly version.
She does not know what she truly is, but claims her ultimate form is her "true form". I believe this may be because that is the closest thing she has known to a true form, as she likes to call it. Her truest form? I assume a creature from another world, for she's been there forever. We may never know.
Magical Items
Potions and Morph Marbles
So how does science affect Magic? In general, a lot of magic can be explained by science and logic. Fire is stronger then Earth due to the way most plants burn when coming in contact with fire. Scientist Slimerella most likely made simple observations on how Magic worked on the island and decided to put her observations to the test, similar to how this guide was made.
With time, and more observations, she eventually created potions and morph marbles with just a touch of magic.
Relic Rings & Wands
Relic Rings contain a spark a magic, which must be activated with your own. That's why you need to have charged energy to use them, for they need an external source to work, in other words, your mana. Same goes for wands.
Runes
Like Relic Rings, they contain a spark of magic, but it's the Ancient's magic. Unlike Relics on the other hand, they do not need to be charged to be used, but the amount of energy contained is fixed due to so. The higher the level of a Rune, the more powerful it is, and the stronger it makes you.
References
Wild Magic By Tamora Pierce (From Immortals Series)
Brothers Grimm Fairy Tales
Diary of an 8-bit Warrior Series By Cube Kid
The Master Of All Secrets (Touched up concepts of Mythology I forgot)
A Bigger World By Dystopianist (AKA Rob)
And a thousand (I'm not joking, I actually have a thousand and something books at my house, and there's something called a library) other pieces of Literature I can't remember the names of right now.
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