Magery: Difference between revisions
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==Training== | ==Training== | ||
Up to 50.0 skill can be trained by | Up to 50.0 skill can be trained by a NPC mage or scribe vendor.<br> | ||
Skill gains for Magery up to 70.0 are accelerated in the [[New Player Dungeon]].<br> | Skill gains for Magery up to 70.0 are accelerated in the [[New Player Dungeon]].<br> | ||
All method listed are similar in execution but vary slightly by cost and feel.<br> | All method listed are similar in execution but vary slightly by cost and feel.<br> |
Revision as of 05:52, 15 July 2019
Summary
Magery is perhaps the most versatile skill available. Players can use it to travel the world, summon beings to do your bidding, attack monsters (and other players) and even create food. Spells require Reagents to cast, which can be bought from Mage Shops, Vendors, or found as loot.
Detailed Info
- Magery Minimum skill needed to cast spell is Spell Circle * 10
- Skill needed to cast spell with 100% success chance (no fizzling) is Minimum Skill Required + 20
- Exception is First Circle Spells, which require 0 Minimum skill and at 30 Magery have a 100% success rate
- Casting a spell from a scroll increases a player's effective Magery skill by 20
- Players can gain Magery skill by casting any spell that meet the minimum Magery requirement for but that they have a less than 100% chance of success on casting
- Default casting time is .5 seconds * (.25 * (Circle - 1))
- Certain spells (such as Summoning and Reveal spells) have unique casting times
- Spell damage against creatures is increased by 100%
Charged Spells
- Spells cast by creatures against players or players against creatures have a 10% chance to be Charged
- Charged spells deal an additional 50% to the target
Heat of Battle
- When a player is in the Heat of Battle they are unable to cast Recall, Gate, or use any Moongates.
Poisoning
- Creatures cannot resist casted Poison from players
- Players have a (20% * (Poisoning Skill / 100)) chance to upgrade Spell Poison onto creatures to Lethal Poison
- In order to be able to upgrade to Lethal poison, the player must have a Lethal Poison potion in their backpack (if they do not have, they cannot upgrade to Lethal Poison)
- On a successful Lethal Poison upgrade cast, there is a 20% chance a Lethal Poison potion in their backpack will be consumed (and players will be notified)
Spell Interrupts
- All hostile spells from 4th, 5th, 6th, 7th, and 8th circles will interrupt other players 100% of the time
- Players casting onto themselves will always interrupt themselves regardless of spell circle and will never initiate a "window" nor will reset an active one
- Each circle "window" is independent of each other (i.e. there is a 1st, 2nd, and 3rd circle window)
1st Circle Spells
- Casting a hostile 1st circle spell against another player will at first have an interrupt chance of 100%
- Afterwards, a 5 second window starts where all subsequent 1st circle hostile spells against the target have a 25% interrupt chance
- If the player is hit with another 1st circle spell before 5 seconds have passed, the spell window resets to 5 seconds
2nd Circle Spells
- Casting a hostile 2nd circle spell against another player will at first have an interrupt chance of 100%
- Afterwards, a 5 second window starts where all subsequent 2nd circle hostile spells against the target have a 50% interrupt chance
- If the player is hit with another 2nd circle spell before 5 seconds have passed, the spell window resets to 5 seconds
Circle Spells
- Casting a hostile 3rd circle spell against another player will at first have an interrupt chance of 100%
- Afterwards, a 5 second window starts where all subsequent 3rd circle hostile spells against the target have a 75% interrupt chance
- If the player is hit with another 3rd circle spell before 5 seconds have passed, the spell window resets to 5 seconds
Spell Circles
1st Circle
- 0 Magery Required to Cast
- 30 Magery Needed for 100% Success
- 5 Seconds Casting Time
2nd Circle
- 20 Magery Required to Cast
- 40 Magery Needed for 100% Success
- .75 Seconds Casting Time
3rd Circle
- 30 Magery Required to Cast
- 50 Magery Needed for 100% Success
- 1.0 Seconds Casting Time
4th Circle
- 40 Magery Required to Cast
- 60 Magery Needed for 100% Success
- 1.25 Seconds Casting Time
5th Circle
- 50 Magery Required to Cast
- 70 Magery Needed for 100% Success
- 1.5 Seconds Casting Time
6th Circle
- 60 Magery Required to Cast
- 80 Magery Needed for 100% Success
- 1.75 Seconds Casting Time
7th Circle
- 70 Magery Required to Cast
- 90 Magery Needed for 100% Success
- 2.0 Seconds Casting Time
8th Circle
- 80 Magery Required to Cast
- 100 Magery Needed for 100% Success
- 2.25 Seconds Casting Time
Spells
To be completed
- Magic Reflect - The cooldown usage for Magic Reflect spell (30 seconds) begins when the reflection occurs (rather than at cast)
Training
Up to 50.0 skill can be trained by a NPC mage or scribe vendor.
Skill gains for Magery up to 70.0 are accelerated in the New Player Dungeon.
All method listed are similar in execution but vary slightly by cost and feel.
Method One:
50-60 Lightning Target:New Player Dungeon creature
60-75 Invisibility Target:Self
75-85 Flamestrike Target:Prevalia Zoo creature
85-100 Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental or Summon Water Elemental
Method Two:[1]
50-60 Lightning
60-70 Energy Bolt
70-90 Flamestrike
90-100 Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental or Summon Water Elemental
Method Three:[2]
50-60 cast lightning in the nub dungeon on the corpsers in the frog room.
60-70 cast invisibility on yourself in the nub dungeon
70-80 cast invisibility on yourself
80-100 Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental or Summon Water Elemental