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== Introduction ==
This is the magic system we decided to use for the new mana world server. For an overview of the magic system of the current server please refer to [[User:Adamaix/Magic_walkthrough]].


I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]
Short synopsis: All mage equipment has runes. Every rune holds one spell. The runes are discharged when the spell is cast and has to be recharged before it can be used again. Recharge happens automatically. The recharge speed is based on intelligence. The skill levels decides what kind of runes the character can have in its equipment and thus what kind of spells it can cast. High level equipment can have more and better runes than low level equipment. Willpower is important for the damage or success chance of the spells cast.


Here it is: [[Magic master list]]
For a game-lore explanation of how magic works see [[The nature of mana and magic]].
Also, the [[Magic system GUI notes]]
If you want to see how skills affect your magic: [[Skill system]]
Get in touch with the Mana World's Spirits and Sages: [[Important NPCs]]


I wanted to capture the feel of Secret of Mana's magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)
==Recharge bar instead of magic points==
There are no magic points. Instead of that every single spell has its own recharge bar. When a spell is cast its recharge bar has to be filled again before the spell can be cast again.


So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)
The character got a constant "mana flow" that recharges its spells. The intensity of this flow is mainly influenced by intelligence but other factors might influence it, too. The mana flow is divided evenly between all spells that are currently recharged. Recharge of each spell can be switched on and off by the player. That means the character may decide to deactivate the recharge of some spells to recharge others more quickly. Advanced spells require more mana flow points to recharge them than simple ones.


To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.
Characters can have the same spell multiple times allowing them to cast them multiple times in a row (see below for details) but only one of them can be recharged at the same time. All spells  have a short after cast delay time in which no new spells can be cast to avoid spamming spells very fast. The more powerful the spell the longer the after cast delay.


== The spells ==
==Available spells==
The spells that are available to a character depend on the spell runes written on his currently worn equipment. Every rune represents one spell. Runes can be created by players by combining different rune syllables. For a description of the rune combination system see [[Rune combination]]. The character can only use spells when he 1. has the minimum skill level for the rune and 2. learned all the syllables of the rune by doing the quests to obtain them. When the character does not fulfill these requirements the rune is ignored.


Each elemental spirit has 9 spells:
===Runes===
The spells that are available for the character at the moment depend on the magic runes that are written on /engraved in its currently worn equipment.


* 1 single target damage dealing spell - hits a targeted being within range
All equipment for spellcasters (and maybe some non-spellcaster equipment) has rune slots. These slots can be engraved with runes. Every rune represents one charge of a specific spell.
* 1 bestow elemental state spell - puts the chosen element on a being
* 1 bestow elemental attack spell - puts the chosen element on a being's attack
* 1 summon familiar spell - calls a creature born of that element to fight by your side.
* 5 specific spells - which are suited to the element's play style.


That's a total of 9 * 9 spells, or 81.
Runes of advanced spells fill multiple rune slots in the same equipment piece. Equipment with enough rune slots to hold the runes of advanced spells should be restricted to characters that reached a high magical skill level and/or high magic related attributes.


Story Writers! It's your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.
The most spell runes can be written on robes closely followed by wands. Then comes headgears and then other equipment pieces (assuming that they all have similar requirements and rareness). Other weapons can usually not have runes with the exception of some special "rune" weapons (which have usually sub-par combat abilitys compared with weapons with similar requirements and rareness). That means hybrid characters will most likely wear fighter armor with a magican headgear and maybe a rune weapon.


Elemental spirit names are subject to change, but at present they are:
Characters can theoretically extend their spell palette by carrying multiple equipment pieces with different runes in their inventory and switch them. But when an equipment piece is taken off all its slots are uncharged.


* [[Fire elemental]] - Epyri
To write runes on a piece of equipment one needs the "runewriting" crafting skill and needs to learn the rune syllables. The success chance depends on the minimum skill level to cast the spell and the runewriting skill of the crafter. When the runewriting fails the equipment piece might be destroyed.
* [[Water elemental]] - Merene
* [[Air elemental]] - Izurial
* [[Earth elemental]] - Geon
* [[Light elemental]] - Lumine
* [[Dark elemental]] - Tenebrae
* [[Time elemental]] - Chronos
* [[Space elemental]] - Teless
* [[Mana elemental]] - Gen


== Levelling up your magic ==
:'''Example:''' When a character wants to have 3 charges of a flame bolt spell he needs:
:* Fire Magic Skill level 25
:* Knowledge of the "Flame" and the "Bolt" rune accquired through quests
:* 3 flame bolt runes written on equipment pieces he is wearing


Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.
==Damage calculation==
The damage of spells and the success rate of spells that can fail depend on the characters willpower and skill level in the magic discipline of the spell and the targets willpower. See [[Damage calculation]] for details.


== General spell information ==
Efficiency of support spells like attribute increases (buffs in MMORPG jargon) or healing spells should not be based on willpower but on skill level alone. That way I want to archieve that the ideal attribute build of a supportive mage (cleric) is different from that of an offensive mage.


* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.
:'''Example:''' A typical offensive spellcaster character with a mix of willpower and intelligence could function as a backup healer by taking some healing runes in its equipment. But it could cast its healing spells much less frequently than a character that is focused on intelligence alone. A character focused on intelligence, on the other hand, could cast offensive spells frequently but they would do almost no damage. So the character would be better of with focusing on heal and support spells that aren't affected by willpower.
* Bestow elemental attack - aligns the character's weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner's MP at a rate of 1 MP per 20 HP damage, rounded up.


== Spell progression ==
==GUI==
Here a mockup of the OSD that shows the current magic status:


Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.
[[Image:Magicdemo.png]]
# Firewall spell - fully charged and ready, will be recharged immediately after use.
# Lightning Bolt spell - not charged, currently not recharged.
# Fire rain spell - recharge in progress and half finished.
# Three fireball spells - one ready, one partially charged but recharge currently deactivated.
# Four lightning strike spells - two ready, one partially charged and recharge in progress.


Have- Available
The background of each spell icon doubles as a progress bar. The color of the icon itself indicates the element of the spell and the charge level. When the color of the icon itself is bright, recharge is activated. When the color is dark, recharge is deactivated. When a spell is fully charged and ready for use it is indicated by a particle effect on the icon.
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.
* 1 - Choice of 1 of the 2 remaining.
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.
* 3 - Choice of 1 of the remaining spells and another specialized spell.
* 4 - Choice of 1 of the remaining spells.
* 5 - Choice of 1 of the remaining spells.
* 6 - Choice of 1 of the remaining spells and the summoning spell.
* 7 - Choice of 1 of the remaining spells.
* 8 - The final specialized spell.


The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests.  
Spell icons of the same spell are grouped in one frame and sorted by recharge level. The charge activation status of spells it the whole group is linked although only one spell is recharged at the same time.


----
The letters in the upper-left corner of the spell icons are the hotkeys for the spells. It should be possible to redefine those in the keyboard gui (setting a key for every spell in the game would be overkill. Instead of that keys should be defined for spell 1, spell 2, spell 3 etc.)


The thread for discussing the magic system in the forum:
===Controls===
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]
;Mouse:Left-click on a spell icon uses the spell, right-click activates/deactivates its recharge.
;Gamepad: One button opens a spell ring menu to select a spell. Another press of this button uses the selected spell. A 2nd button activates/deactivates the recharge of the spell. A 3rd button closes the menu without casting a spell.
;Keyboard: Each spell has a hotkey. Pressing the hotkey casts it. Pressing shift + the hotkey toggles recharge. The ring menu can be used as an alternative casting method.


----


Notes from [[User:WakkaCraft|WakkaCraft]]:
==Types of spells==


* Familiar should be a quest, having it as a spell would lessen its usage.
=== Effects ===
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.
These are some examples of effects that can be caused by spells.
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.
* The spells of each individual element are listed in the order in which they are acquired.
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the "standard" resistance percentages arrived at mathematically. The embrace spells, then, change the target's resistances into the standards for a creature aligned with the appropriate element.


===Adendium Perposal by CBlade===
====Negative====
[[User:CBlade|CBlade]]
;Damage: Just plain old damage to a single target.
;Splash damage: Hurts the target and targets around it with reduced power.
;Damage over time: Hurts the target at regular intervals
;Attribute reduction: Reduction of an attribute by percentual or absolute value or affects the victim with a negative status effect. Might or might not stack.


I would like to add the following elements if possible...
====Positive:====
;Healing: self-explaining.
;Healing over time: A temporary status effect that heals the target at regular intervals.
;Attribute increase: A temporary status effect that increases an attribute by a percentual or absolute value.
;Restore: Attempts to removes a negative status effect.


<pre>
=== Targeting modes===
-- Necromancy Spirit | Grevil
Different spells have different ways of determining what targets are affected by it.
-- Telekenesis Spirit | Kaei
-- Nature Spirit | Gaia
-- Healing Spirit | Seao
-- Leeching Spirit | Evernorth
-- Anti-Magic Spirit | Aen
</pre>


<BR>
;Single-targeted spells: Targeted spells are spells that hit exactly one target that has to be selected when the spell is cast.
Also I would add something to spell progression
;Area-targeted spells: Area spells can be cast on any position the caster has a sightline to. The position has to be selected when the spell is cast.
<BR>
;Area-persisten spells: Like area spells but stay active for a while and do their effect every game tick.
Magic Level (Determined by how much magic you use.)<br>
;Untargeted spells: Spells that have a fixed damage zone based on the position and heading of the caster. They don't require to set a target.
One would be capped at how many spells and levels they could put into the spell as well based on their general magic usage.<BR>
;Untargeted persistent spells: Like untargeted spells but stay active for a while and do their effect every game tick. When the caster moves the effect area moves with him/her.
Level 1 - Initiate Level        / 1 Spell and Upto Level 1    <BR>
;Projectile spells: Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with. They don't require to select a target.
Level 2 - Learning Level        / 2 Spells and Up to Level 2 Spells  <BR>
Level 3 - Apprentise Level      / 4 Spells and Up to Level 3 Spells  <BR>
Level 4 - Disiple Level          / 5 Spells and Up to Level 4 Spells  <BR>
Level 5 - Maestro Level          / 7 Spells and Up to Level 5 Spells  <BR>
Level 6 - Unleashed Level        / 8 Spells and Up to Level 6 Spells  <BR>
Level 7 - Lesser Guardian Level  / 9 Spells and Up to Level 7 Spells  <BR>
Level 8 - Guardian Level        / 10 Spells and Up to Level 8 Spells <BR>
Level 9 - Hero Level            / 12 Spells and Up to Level 9 Spells  <BR>
Level 10- Champion Level        / 13 Spells and Up to Level 10 Spells <BR>
Level 11- Lesser Master Level    / 14 Spells and Up to Level 11 Spells <BR>
Level 12- Greater Master Level  / 16 Spells and Up to Level 12 Spells <BR>
Level 13- Epic Level            / 17 Spells and Up to Level 13 Spells <BR>
Level 14- Epic Champion Level    / 18 Spells and Up to Level 14 Spells <BR>

Latest revision as of 17:46, 6 June 2013

This proposal has been accepted

The development team has discussed the contents of this article and has decided that it should be implemented as described. But the implementation is not finished yet. You can help to bring the features described here into the game.

This is the magic system we decided to use for the new mana world server. For an overview of the magic system of the current server please refer to User:Adamaix/Magic_walkthrough.

Short synopsis: All mage equipment has runes. Every rune holds one spell. The runes are discharged when the spell is cast and has to be recharged before it can be used again. Recharge happens automatically. The recharge speed is based on intelligence. The skill levels decides what kind of runes the character can have in its equipment and thus what kind of spells it can cast. High level equipment can have more and better runes than low level equipment. Willpower is important for the damage or success chance of the spells cast.

For a game-lore explanation of how magic works see The nature of mana and magic.

Recharge bar instead of magic points

There are no magic points. Instead of that every single spell has its own recharge bar. When a spell is cast its recharge bar has to be filled again before the spell can be cast again.

The character got a constant "mana flow" that recharges its spells. The intensity of this flow is mainly influenced by intelligence but other factors might influence it, too. The mana flow is divided evenly between all spells that are currently recharged. Recharge of each spell can be switched on and off by the player. That means the character may decide to deactivate the recharge of some spells to recharge others more quickly. Advanced spells require more mana flow points to recharge them than simple ones.

Characters can have the same spell multiple times allowing them to cast them multiple times in a row (see below for details) but only one of them can be recharged at the same time. All spells have a short after cast delay time in which no new spells can be cast to avoid spamming spells very fast. The more powerful the spell the longer the after cast delay.

Available spells

The spells that are available to a character depend on the spell runes written on his currently worn equipment. Every rune represents one spell. Runes can be created by players by combining different rune syllables. For a description of the rune combination system see Rune combination. The character can only use spells when he 1. has the minimum skill level for the rune and 2. learned all the syllables of the rune by doing the quests to obtain them. When the character does not fulfill these requirements the rune is ignored.

Runes

The spells that are available for the character at the moment depend on the magic runes that are written on /engraved in its currently worn equipment.

All equipment for spellcasters (and maybe some non-spellcaster equipment) has rune slots. These slots can be engraved with runes. Every rune represents one charge of a specific spell.

Runes of advanced spells fill multiple rune slots in the same equipment piece. Equipment with enough rune slots to hold the runes of advanced spells should be restricted to characters that reached a high magical skill level and/or high magic related attributes.

The most spell runes can be written on robes closely followed by wands. Then comes headgears and then other equipment pieces (assuming that they all have similar requirements and rareness). Other weapons can usually not have runes with the exception of some special "rune" weapons (which have usually sub-par combat abilitys compared with weapons with similar requirements and rareness). That means hybrid characters will most likely wear fighter armor with a magican headgear and maybe a rune weapon.

Characters can theoretically extend their spell palette by carrying multiple equipment pieces with different runes in their inventory and switch them. But when an equipment piece is taken off all its slots are uncharged.

To write runes on a piece of equipment one needs the "runewriting" crafting skill and needs to learn the rune syllables. The success chance depends on the minimum skill level to cast the spell and the runewriting skill of the crafter. When the runewriting fails the equipment piece might be destroyed.

Example: When a character wants to have 3 charges of a flame bolt spell he needs:
  • Fire Magic Skill level 25
  • Knowledge of the "Flame" and the "Bolt" rune accquired through quests
  • 3 flame bolt runes written on equipment pieces he is wearing

Damage calculation

The damage of spells and the success rate of spells that can fail depend on the characters willpower and skill level in the magic discipline of the spell and the targets willpower. See Damage calculation for details.

Efficiency of support spells like attribute increases (buffs in MMORPG jargon) or healing spells should not be based on willpower but on skill level alone. That way I want to archieve that the ideal attribute build of a supportive mage (cleric) is different from that of an offensive mage.

Example: A typical offensive spellcaster character with a mix of willpower and intelligence could function as a backup healer by taking some healing runes in its equipment. But it could cast its healing spells much less frequently than a character that is focused on intelligence alone. A character focused on intelligence, on the other hand, could cast offensive spells frequently but they would do almost no damage. So the character would be better of with focusing on heal and support spells that aren't affected by willpower.

GUI

Here a mockup of the OSD that shows the current magic status:

Magicdemo.png

  1. Firewall spell - fully charged and ready, will be recharged immediately after use.
  2. Lightning Bolt spell - not charged, currently not recharged.
  3. Fire rain spell - recharge in progress and half finished.
  4. Three fireball spells - one ready, one partially charged but recharge currently deactivated.
  5. Four lightning strike spells - two ready, one partially charged and recharge in progress.

The background of each spell icon doubles as a progress bar. The color of the icon itself indicates the element of the spell and the charge level. When the color of the icon itself is bright, recharge is activated. When the color is dark, recharge is deactivated. When a spell is fully charged and ready for use it is indicated by a particle effect on the icon.

Spell icons of the same spell are grouped in one frame and sorted by recharge level. The charge activation status of spells it the whole group is linked although only one spell is recharged at the same time.

The letters in the upper-left corner of the spell icons are the hotkeys for the spells. It should be possible to redefine those in the keyboard gui (setting a key for every spell in the game would be overkill. Instead of that keys should be defined for spell 1, spell 2, spell 3 etc.)

Controls

Mouse
Left-click on a spell icon uses the spell, right-click activates/deactivates its recharge.
Gamepad
One button opens a spell ring menu to select a spell. Another press of this button uses the selected spell. A 2nd button activates/deactivates the recharge of the spell. A 3rd button closes the menu without casting a spell.
Keyboard
Each spell has a hotkey. Pressing the hotkey casts it. Pressing shift + the hotkey toggles recharge. The ring menu can be used as an alternative casting method.


Types of spells

Effects

These are some examples of effects that can be caused by spells.

Negative

Damage
Just plain old damage to a single target.
Splash damage
Hurts the target and targets around it with reduced power.
Damage over time
Hurts the target at regular intervals
Attribute reduction
Reduction of an attribute by percentual or absolute value or affects the victim with a negative status effect. Might or might not stack.

Positive:

Healing
self-explaining.
Healing over time
A temporary status effect that heals the target at regular intervals.
Attribute increase
A temporary status effect that increases an attribute by a percentual or absolute value.
Restore
Attempts to removes a negative status effect.

Targeting modes

Different spells have different ways of determining what targets are affected by it.

Single-targeted spells
Targeted spells are spells that hit exactly one target that has to be selected when the spell is cast.
Area-targeted spells
Area spells can be cast on any position the caster has a sightline to. The position has to be selected when the spell is cast.
Area-persisten spells
Like area spells but stay active for a while and do their effect every game tick.
Untargeted spells
Spells that have a fixed damage zone based on the position and heading of the caster. They don't require to set a target.
Untargeted persistent spells
Like untargeted spells but stay active for a while and do their effect every game tick. When the caster moves the effect area moves with him/her.
Projectile spells
Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with. They don't require to select a target.