Category:SkillsCategory:New PlayerCategory:PvMCategory:PvPCategory:Mechanics
Description
- Magery is extremely versatile, with 64 spells available, allowing the player to summon followers, inflict damage at range, heal or cure targets, and much more. To cast a spell, a player must first learn that spell, by dropping its related spell scroll into a Spellbook in their backpack. Each spell belongs to a circle (level) that determines its Magery skill requirements as well as its Mana cost. Each spell also has an ingredients cost of 1 to 4 Reagents that are consumed when casting the spell (new players can use Spellstones in place of Reagents).
Summary
- Spells require Reagents to cast, which can be bought from Mage Shops, Vendors, or found as loot
- Spell scrolls (crafted by a player with Inscription skill or found as loot) can be added to the Spellbook
- Drag and drop onto the Spellbook or
- Single click on the Spellbook and select '''Add All Scrolls in Backpack'''
- Players can reduce reagent and spell scroll usage using a Wizard's Satchel
- Players can reduce spell scroll usage further using the Inscription skill
Reagents
- Spells require Reagents to cast, which can be bought from Mage Shops, Vendors, or found as loot
- Each spell requires a specific combination of Reagents to cast
Spell Circles
Detailed Info
- Magery Minimum skill needed to cast spell is Spell Circle * 10
- Casting a spell from a scroll increases a player's Effective Magery skill by 20 (effective Magery only affects casting chance)
- 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
- Evaluating Intelligence adds damage bonuses to your spell damage roll
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)
- Mana Drain - Casting on a monster will reduce its magic resistance by 20 * Magery/100 (halved in PvP)
- Mana Vampire - Casting on a monster will reduce its magic resistance by 50 * Magery/100 (halved in PvP)
- Dispel Field - Players can directly target the ground on the tile of Field Spell or a player/creature currently inside of the Field in order to dispel it
- Mass Dispel - It will dispel Summons that flag as Green, Grey, Red, or Orange to the players within range of where you target.
- To dispel blue (Innocent) Summon(s), you will need to target the summon directly with the mass dispel or dispel spell, which will flag the player casting as Criminal for doing so.
- In addition to dispelling Summons, Mass Dispel will also remove all Field Spells within a 4 tile radius of the target location
- 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 25 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) + (5 * Total Players Hit So Far)) Damage
- As soon as any individual player takes 30 Damage from the spell it will no longer deal damage to any additional players
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)
- When players cast the Poison spell against another player, the maximum poison upgrade level is now capped based on the distance to the target player as follows:
- Lethal Poison: Must be within 0-4 Tiles of target player
- Deadly Poison: Must be within 0-8 Tiles of target player
Wall of Stone and Energy Field
- Players can now attempt to destroy Walls of Stone and Energy Fields by physically attacking them
- Players who are within 1 tile of a Wall of Stone or Energy Field can double-click them to begin attacking
- Players will be Revealed and Entangled for 0.5 seconds after making an attack against a Wall/Field
- Once attacking, players will automatically continue to attack the Wall/Field every 2 seconds (until they move more than 1 tile away from the Wall/Field)
- Each attack will inflict a randomized 10-25 Damage (not impacted by skills, gear, etc)
- Multiple players can attack Wall/Fields simultaneously
- When a Wall of Stone has received a total of 100 Damage it will be destroyed
- When an Energy Field has received a total of 200 Damage it will be destroyed
Monsters
* Monsters can now attack any adjacent Walls of Stone and Energy Fields
* Monsters will attack a Wall/Field if they are adjacent to it and have not resolved an attack/ability in the last 5 seconds (i.e they are "stuck" because of it)
* The Damage monsters will inflict on Walls/Fields will scale upwards based on the potential Damage Output of the monster (Melee / Spells / etc)
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)
Indirect Fire
- Any Players or Followers hit by a Player-Casted Area of Effect (AoE) Spell such as Meteor Swarm, Chain Lightning, Earthquake where the caster does NOT have a Line-of-Sight (LOS) towards them, those players/followers will be considered to be taking "Indirect Fire"
- Their Damage from the Indirect Fire spell will be reduced by 50%
- The Indirect Fire damage reduction does not apply on Ships
Training
You can get a 2250 charge Spellstone with your new character if you choose 50 Magery, 49 Meditation, and 1 Evaluating Intelligence as starting skills. Skill gain chance is based on the Circle, you can replace the spells listed with others from the same circle. <br />
Get a good Wizard's Satchel to lower the Reagents you need.
Community Videos
Below you will find videos for Magery Macroing by the community: