The Ancient Arts
This is the first step, and is a requirement to learn any magic in AoC. Learning the 'Ancient Arts' unlocks the 'Studies of Ancient Arts' and 'Enchanting Table' crafting stations feats, as well as the Soul Magic spell Essence Blast, which can be used in any magic weapon regardless of magic knowledge, perfect for starter faction staves.
AoC Water Magic is one of 7 types of magic you can learn, and It has 5 levels of mastery.
Nature Magic Attunements
In order to learn Water magic, you need to find the Nature Magic attunement Tomes, and you will need to find the tomes of ascension to level your magic.
Nature Attunement (Feat):
Note: A requirement to learn nature magics.
NPC Name: Druid Asteria Margona
Requirements: None.
Location: At the center of the island in M-6, near the Earth Call Monolith.
Tome of Nature Ascension Vol. 1:
Note: A requirement to upgrade nature magics to level 2.
NPC Name: None
Requirements: None
Location: Found on a crate outside of Camilla Redwood's hut in the Stormhold Encampment between D-5 and E-5.
Tome of Nature Ascension Vol. 2:
Note: A requirement to upgrade nature magics to level 3.
NPC Name: Kharissa Demont
Requirements: 20 Star Metal Ores, 10 Black Lotuses, 25 Fireblooms
Location: In front of Set Religion Teacher in G-7.
Tome of Nature Ascension Vol. 3:
Note: A requirement to upgrade nature magics to level 4.
NPC Name: Ostava Eaglespan
Requirements: "65 Fireblooms, 80 Aurora Herbs, 10 Mystical Potions.
Location: Inside Temple of Frost in the Frost Temply Smithy room. Entrance to the temple is between D-14 and E-14.
Tome of Nature Ascension Vol. 4:
Note: A requirement to upgrade nature magics to level 5.
NPC Name: Elena Amury
Requirements: 30 Bitter Crinilas, 50 Mystical Plants, 45 Vulcan Bees.
Location: On a pillar inside a vanilla dungeon named 'The Passage'. Entrance at K-9. Use the jump rings to get to the upper/hanging platforms.
Note:
The pillar in The Passage has been made un-climbable in AoC, so we'll need an alternate way to get up to access the Tome of Nature Ascension Vol, 4 and the Tome of Blood Magic. Also, the Sand Reaper Hive Queen was moved to a cage hanging from the top of the cavern because it was difficult to fight with all the plague spiders that are now infesting The Passage. Every enemy in The Passage besides the Sand Hive Queen will drop a cloud of Elarikan Plague, and the scourge spiders have very fast respawn times, so it's quite deadly to fight in here. It's not necessary to fight any of the scourge mobs to traverse through The Passage, so it's recommended to not bring a follower and to pack lightly if you drop items on death.
You will find the first jump ring/pad on the ground of the nope cavern, on the left side of the broken bridge part that you dropped down from. The jump ring/pad looks like a white glowing symbols in the shape of a ring laying on an angle. (You will need to use these bounce rings if you want to find Elena Amury (sells the tomb of nature ascention), and the Inquisitor of the Cold Embrace (sells the tomb of blood magic), they are on the center platform, the one with the waterfall).
When you walk into the jump pad it'll launch you more or less in the direction it is facing, but there is some variation based on how you approach it, so it's best to line up your jumps. The easiest way to do this is to stand with your back to the jump pad, while facing your intended destination, then back into the pad and launch in the direction you're facing.
The first jump pad leads to a platform attached to a pillar hanging from the ceiling. Aim for the pillar as it is climbable, so you can cling to it and descend safely. There is a scourge spider on this platform but it is best ignored, once killed it'll drop a plague cloud that you can't avoid while on the platform. Use the jump pad on this platform to launch to another platform, this one without a spider but with two pads on it. Be careful not to land directly on the next jump pad or you'll get launched immediately without much control. The two jump pads on the third platform lead to the Sand Reaper Hive Queen cage or the platform with the vendors for the magic books. If you're here for both, head to the Hive Queen first as the jump pad from her cage also leads to the platform with the books. Not much aiming is needed for the Hive Queen cage, but the book platform on the big pillar can be difficult to hit. Note that you do have a lot of air control once launched, hold back to slow your speed significantly if needed. The column of water coming down from the ceiling and landing on the pillar platform is swimmable, you should aim to hit this column of water to stop your flight and allow you to descend safely. Finally, a jump pad on the pillar platform leads across the way to the elevated area at the end, which leads to the Underwater Cavern dungeon (swim straight down in the body of water up there) or up the stairs and out into the snowy north.
Learning Water Magic
Ascenion Magic Costs and Basic Processes are:
Attune to schools of magic: (Mystic, Nature & Demonic)
Gather Discipline Tomes (Needed to build the Altars)
Build Mod: Age of Calamitous/Magic Altars
Gather Spells
Gather Mod: Age of Calamitous/Ascension Tomes - 4 Unique tomes per school
Use Mod:Age of Calamitous/Orb Shrines to be able to read the tomes
Make the Power gem farming tools, for Water its Coralina's Kiss
To get Water Magic to level 5 you will need 545 Water Power Gems in total.
You get the Water Power Gems by using Coralina's Kiss on any water-based creature corpses, as well as from Elvanor and Felgarth corpses.
Use Orb Shrines to Raise Levels once you have the required number of power gems and correct ascension tome for that discipline.
Take the collected power gems to the Shrine, but make sure you have a high enough level, and all of the feats for that Magic faction learned to avoid a power overload and death.
Level I is received when attuning:
Per discipline you will need
Lvl II: 25 Power Gems
Lvl III: 70 Power Gems
Lvl IV: 150 Power Gems
Lvl V: 300 Power Gems
Feat: Water Magic I
Description: The first level of Water Magic, obtained when you first use the Water Shrine successfully.
Unlocks: Sanctum of Coralina, Coralina's Kiss, Water Magic I, Water Blast I
Requirements: The Ancient Arts, Nature Attunement
Steps: Once you have obtained your Tome of Water Element and Nature Attunement, go to the Water Shrine and activate it.
Feat: Ascension of the Depths I
Description: The second level of Water Magic, obtained when you touch the Water Shrine the 2nd time.
Unlocks: Water Magic II, Water Blast II
Requirements: Nature Ascension Vol. 1, 25 Water Power Gems, Level 25
Steps: Once you have the requirements in your inventory, touch the Water Shrine again.
Feat: Ascension of the Depths II
Description: The third level of Water Magic, obtained when you touch the Water Shrine the 3rd time.
Unlocks: Water Magic III, Water Blast III
Requirements: Nature Ascension Vol. 2, 70 Water Power Gems, Level 40
Steps: Once you have the requirements in your inventory, touch the Water Shrine again.
Feat: Ascension of the Depths III
Description: The forth level of Water Magic, obtained when you touch the Water Shrine the 4th time.
Unlocks: Water Magic IV, Water Blast IV
Requirements: Nature Ascension Vol. 3, 150 Water Power Gems, Level 80
Steps: Once you have the requirements in your inventory, touch the Water Shrine again
Feat: Ascension of the Depths IV
Description: The final level of Water Magic, obtained when you touch the Water Shrine the 5th time.
Unlocks: Water Magic V
Requirements: Nature Ascension Vol. 4, 300 Water Power Gems, Level 120
Steps: Once you have the requirements in your inventory, touch the Water Shrine again.
Water Magic Related Items
Item: The Shrine of Water Element
Description: The shrine where you come to learn and upgrade your Water Magic. You will need to have obtained the Nature Attunement feat to touch the shrine.
NPC Name: None
Requirements: None
Location: The shrine is found outside of one of the underwater temples within the Dungeon of Dagon. Jump into the water and look for the temple to the right of the final boss temple (The one with grills). Entrance to Dungeon of Dagon is Southwest of O-6.
Item: Tome of the Water Element
Description: This tome is a recipe for all things Water Magic. Once you craft the Water Altar leave the tome inside the altar as it never gets used up.
NPC Name: Magus of the Water Element
Requirements: 100 Calathuia Plants, 30 Fireblooms
Location: Inside the Underwater Cavern, at the halfway point before you reach Bobby. The enterance of the Underwater Cavern is located inside a vanilla dungeon named 'The Passage', and the enterance of The Passage is in K-9.
Item: The Sanctum of Coralina
Description: This is your Water Magic crafting station. Unlocked once you touch the Water Shrine successfully for the first time. It is hand-crafted. The fuel is Sapphire.
NPC Name: None
Requirements: Tome of Water Element, 950 Stone, 25 Calathuia, 20 Bitter Crinila Dust, 20 Dragonfern Dust
Location: Hand-crafted in your inventory.
Note: This is your altar for Water Magics. The Altar of Water is powered by Sapphires.
Item: Coralina's Kiss
Description: A magical dagger used to collect Water Power Gems from water-based creature corpses, as well as from Elvanor and Felgarth corpses.
NPC Name: None
Requirements: 10 Aluminium, 5 Mystical Dust, 3 Sapphire
Location: Crafted at The Sanctum of Coralina.
Item: Water Power Gem
Description: A resource gathered when Coralina's Kiss is used on a water-based creature corpse such as crocodiles, salamanders and shalebacks, as well as on Elvanor and Felgarth corpses. This will yield 1 gem per harvest.
NPC Name: None
Requirements: None
Location: Any water-based creature corpse (such as crocodiles, salamanders and shalebacks), as well as on Elvanor and Felgarth corpses.
Water Spells
Water Blast I:
Feat: Water Magic
Recipe: 10 Plant Fibers, 3 Mystical Plant, 5 Uncut Sapphire
Damage: 9
Armor Pen %: 4
Remarks: The basic earth spell
Level Required: 1
Faction Required: Any faction
Water Blast II:
Feat: Ascension of the Depths I
Recipe: 20 Plant Fibers, 7 Mystical Plant, 10 Uncut Sapphire
Damage: 17
Armor Pen %: 5
Remarks: Upgraded basic spell.
Level Required: 25
Faction Required: Any faction
Water Blast III:
Feat: Ascension of the Depths II
Recipe: 30 Plant Fibers, 10 Mystical Plant, 15 Uncut Sapphire
Damage: 21
Armor Pen %: 5
Remarks: Upgraded basic spell.
Level Required: 40
Faction Required: Any faction
Water Blast IV:
Feat: Ascension of the Depths III
Recipe: 50 Plant Fibers, 15 Mystical Plant, 20 Uncut Sapphire
Damage: 26
Armor Pen %: 6
Remarks: Upgraded basic spell.
Level Required: 80
Faction Required: Any faction
Blessing of Orthena:
Feat: Ascension of the Depths II
Recipe: 15 Calathuia, 3 Uncut Sapphire, 6 Mystical Dust
Damage: 0
Armor Pen %: 0
Remarks: Small AoE healing spell.
Level Required: 1
Faction Required: Any faction
Ice Shard:
Feat: Frozen Depths
Recipe: 20 Mystical Plant, 15 Black Ice
Damage: 27
Armor Pen %: 13
Remarks: A hidden water spell. Located inside the Underwater Cavern, learned from a Fishman named Bjorgle in a temple structure next to the giant whale bone.
Level Required: 30
Faction Required: Any faction
Frost Fire:
Feat: Flames of Winter
Recipe: 4 Fireblooms, 5 Bitter Crinila Dust, 2 Mystical Dust, 5 Dragonfern Dust
Damage: 36
Armor Pen %: 6
Remarks: Does a small AoE damage upon impact. Feat is available to be learned on the Weapons tab once Water Magic is unlocked.
Level Required: 50
Faction Required: Any faction
Water Magic Weapons
Water Magic I:
Feat: Water Magic
Recipe: Tome of Water Element, 10 Uncut Sapphires, 20 Calathuia Plants
Damage: 19
Armor Pen %: 3
Remarks: Basic Water magic weapon. All Water magic weapons chills the target upon hitting.
Level Required: 1
Faction Required: Any faction
Water Magic II:
Feat: Ascension of the Depths I
Recipe: Tome of Water Element, 10 Vulcan Bees, 20 Fragment of Demise, 2 Sapphires, Water Magic I
Damage: 27
Armor Pen %: 4
Remarks: Water magic weapon. All Water magic weapons chills the target upon hitting.
Level Required: 25
Faction Required: Any faction
Water Magic III:
Feat: Ascension of the Depths II
Recipe: Tome of Water Element, 5 Eveiarium Metal Bars, 50 Fragment of Demise, 4 Sapphires, Water Magic II
Damage: 34
Armor Pen %: 5
Remarks: Water magic weapon. All Water magic weapons chills the target upon hitting.
Level Required: 40
Faction Required: Any faction
Water Magic IV:
Feat: Ascension of the Depths III
Recipe: Tome of Water Element, 1 Diamond, 1 Kronyxium Steel Bar, 8 Sapphires, Water Magic III
Damage: 46
Armor Pen %: 10
Remarks: Water magic weapon. All Water magic weapons chills the target upon hitting.
Level Required: 80
Faction Required: Any faction
Water Magic V:
Feat: Ascension of the Depths IV
Recipe: Tome of Water Element, 3 Diamonds, 1 Xarium Metal Bar, 1 Deathwhisper Potion, Water Magic IV
Damage: 52
Armor Pen %: 12
Remarks: The strongest Water magic weapon. All Water magic weapons chills the target upon hitting.
Level Required: 120
Faction Required: Any faction