Magery
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 (0.5 + (0.25 * (Circle - 1)) seconds
- Certain spells (Recall, Gate, Resurrection, Summons, Earthquake) have unique casting times
- Casting recovery time is 0.2 seconds
- Spell damage against creatures is increased by 100%*
- Base spell damage is scaled by (Magery / 100%), so a player with only 50 Magery will only do 50% of the maximum possible damage from a spell
- Eval Int adds damage bonuses to your spell damage roll.
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
• Min Required to Cast | 0 Magery |
• 100% Success to Cast | 30 Magery |
• Time to Cast (Default) | 0.50 Seconds |
2nd Circle
• Min Required to Cast | 20 Magery |
• 100% Success to Cast | 40 Magery |
• Time to Cast (Default) | 0.75 Seconds |
3rd Circle
• Min Required to Cast | 30 Magery |
• 100% Success to Cast | 50 Magery |
• Time to Cast (Default) | 1.00 Seconds |
4th Circle
• Min Required to Cast | 40 Magery |
• 100% Success to Cast | 60 Magery |
• Time to Cast (Default) | 1.25 Seconds |
• Time to Cast (Recall) | 2.00 Seconds |
5th Circle
• Min Required to Cast | 50 Magery |
• 100% Success to Cast | 70 Magery |
• Time to Cast (Default) | 1.50 Seconds |
• Time to Cast (Blade Spirits) | 6.00 Seconds |
• Time to Cast (Summon Creature) | 6.00 Seconds |
6th Circle
• Min Required to Cast | 60 Magery |
• 100% Success to Cast | 80 Magery |
• Time to Cast (Default) | 1.75 Seconds |
7th Circle
• Min Required to Cast | 70 Magery |
• 100% Success to Cast | 90 Magery |
• Time to Cast (Default) | 2.00 Seconds |
• Time to Cast (Gate Travel) | 4.00 Seconds |
8th Circle
• Min Required to Cast | 80 Magery |
• 100% Success to Cast | 100 Magery |
• Time to Cast (Default) | 2.25 Seconds |
• Time to Cast (Earthquake) | 3.25 Seconds |
• Time to Cast (Energy Vortex) | 4.00 Seconds |
• Time to Cast (Resurrection) | 5.00 Seconds |
• Time to Cast (Summon Air Elemental) | 6.00 Seconds |
• Time to Cast (Summon Daemon) | 5.50 Seconds |
• Time to Cast (Summon Earth Elemental) | 5.00 Seconds |
• Time to Cast (Summon Fire Elemental) | 4.50 Seconds |
• Time to Cast (Summon Water Elemental) | 4.50 Seconds |
Spells
- Dispel - Players can target themselves with the Dispel spell to dispel their lowest duration Blade Spirit or Energy Vortex in the world, regardless of distance from the caster
- Magic Reflect - The cooldown usage for Magic Reflect spell (30 seconds) begins when the reflection occurs (rather than at cast)
- Casting Mana Drain on a monster will reduce its magic resistance by 25% (halved in PvP)
- Casting Mana Vampire on a monster will reduce its magic resistance by 50% (halved in PvP)
- Meteor Swarm - Players who have Magic Reflect active and are hit by a Meteor Swarm or Chain Lightning effect will only take 1 damage from the spell and will not have their Magic Reflect broken
- All players affected are added to a pool and resolved in random order
- The first player hit takes (5-10) Damage, and then each subsequent player hit takes ((5-10) + (3 * Total Players Hit So Far)) Damage
- As soon as any individual player takes 35 Damage from the spell it will no longer deal damage to any additional players
- Chain Lightning - Players who have Magic Reflect active and are hit by a Meteor Swarm or Chain Lightning effect will only take 1 damage from the spell and will not have their Magic Reflect broken
- All players affected are added to a pool and resolved in random order
- The first player hit takes (10-15) Damage, and then each subsequent player hit takes ((10-15) + (4 * Total Players Hit So Far)) Damage
- As soon as any individual player takes 35 Damage from the spell it will no longer deal damage to any additional players
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 creatures in the Prevalia Zoo
- 85-100 Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental or Summon Water Elemental
Method Two
- 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
- 50-60 Cast Lightning in the New Player Dungeon on the Corpsers in the Frog room
- 60-70 Cast Invisibility on yourself in the New Player Dungeon
- 70-80 Cast Invisibility on yourself
- 80-100 Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental or Summon Water Elemental