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=== | ===Casting spells=== | ||
There are two possibilities two use spells: | There are two possibilities two use spells: | ||
* By typing the spell's invocation into the chat window (e. g. #abizit). | |||
* By shortcut, meaning you only have to press one key on your keyboard. | * By shortcut, meaning you only have to press one key on your keyboard. | ||
For [[Manaplus]] users there are already shortcuts existing from the beginning, like key M for #itenplz or C for #lum and #inma. Check the | '''Note:''' The following information below isn't necessary to be able to cast magic, but you might want to check later when you're more experienced because it can make using magic easier for you. | ||
For [[Manaplus]] users there are already shortcuts existing from the beginning, like key M for #itenplz or C for #lum and #inma. Check the commands in the help window (F1) of Manaplus. | |||
Both ways are used very often. As too many shortcuts can be hard to handle it's often better to only create ones for spells you use often or for those spells you don't have time for typing in the chat because they need to be casted fast during fights (e.g. #ingrav). | |||
How to create shortcuts in Manaplus: | How to create shortcuts in Manaplus: | ||
* First | * First open your spells window (key J on your keyboard) and shortcuts window (F8). | ||
* Then simply drag and drop the spell you wish to the shortcuts window.* | |||
Example: Picking "ing" (you will see it's #ingrav when you move your mouse there) and dropping it to "2" in the shortcuts window will allow you to cast #ingrav by pressing the key 2 on your keyboard instead of always typing #ingrav in the chat. | |||
<nowiki>*</nowiki>If the spell you are searching for isn't listed you can add it by right clicking at an empty slot, clicking "Edit spell", entering the invocation name in "Command" and if you want initials in "Symbol" (like "ing" vor #ingrav). Of course you need to press "Save" then. Example: Symbol chip and command #chipchip. | |||
Revision as of 12:50, 26 October 2013
This article contains information for players or people interested in playing The Mana World rEvolt. If you're interested for the Classic game, please go to the Classic portal.
This article is for reference purpose
The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.
Wiki pages related to magic:
As this page is about magic in general, please check the following links if you are looking for quests, spells or skills related to magic. However, if you are new to magic you should read this page first to get an idea of what magic is and how it works.
- Magic Quests: This page will tell you which NPC to talk to and what else you need to learn spells or magic skills.
- Spells: A list of all magic spells, including descriptions and details like required items, used mana, recharge time and so on.
- Magic Skills: An overview of all skills that will allow you to learn more spells.
- Astral Soul Skill: This page shows you how go get this skill which increase the power of your magic.
Introduction
In The Mana World you can learn several magic spells and skills. While spells allow you for example to attack monsters or to heal yourself or others, the magic skills are required to be able to learn those spells or to make them more powerful. You won't need to be a full mage to be able to cast magic, you can also do so as archer or warrior in certain circumstances, but of course spells of full mages are more powerful (later more about that).
Magic is split into so called magic schools such like General Magic, Nature, Life or others. This also means that spells and magic skills always belong to a certain school of magic. NPCs will teach you spells and skills during your way to become a mage.
Getting Started
To be able to use magic these points are required:
- You must have touched the Mana Seed the second time as it gives you the ability to learn magic by giving you the General Magic Skill Level 1.
- Your magic bar must be light blue then. If not check in your status window if magic attack (m.att.) is more than 0. Several equipments like shields give a penalty to magic attack so you might have to unequip those.
Of course you can't already learn and use all magic spells now, but quite some. As your General Magic Skill's level is 1 by now you are able to learn all spells that require this level. The column "Level" of the overview of the Spells wiki page shows you which they are.
Casting spells
There are two possibilities two use spells:
- By typing the spell's invocation into the chat window (e. g. #abizit).
- By shortcut, meaning you only have to press one key on your keyboard.
Note: The following information below isn't necessary to be able to cast magic, but you might want to check later when you're more experienced because it can make using magic easier for you.
For Manaplus users there are already shortcuts existing from the beginning, like key M for #itenplz or C for #lum and #inma. Check the commands in the help window (F1) of Manaplus.
Both ways are used very often. As too many shortcuts can be hard to handle it's often better to only create ones for spells you use often or for those spells you don't have time for typing in the chat because they need to be casted fast during fights (e.g. #ingrav).
How to create shortcuts in Manaplus:
- First open your spells window (key J on your keyboard) and shortcuts window (F8).
- Then simply drag and drop the spell you wish to the shortcuts window.*
Example: Picking "ing" (you will see it's #ingrav when you move your mouse there) and dropping it to "2" in the shortcuts window will allow you to cast #ingrav by pressing the key 2 on your keyboard instead of always typing #ingrav in the chat.
*If the spell you are searching for isn't listed you can add it by right clicking at an empty slot, clicking "Edit spell", entering the invocation name in "Command" and if you want initials in "Symbol" (like "ing" vor #ingrav). Of course you need to press "Save" then. Example: Symbol chip and command #chipchip.
Training and leveling up magic skills
Note: By going through the Magic Quests you'll get all skills and spells. For overviews please see Spells and Magic Skills. However, to understand how training and leveling up magic skills works you should read this description first.
As there is a difference between learning magic spells (or magic in general) and being able to control them your characters must learn magic from NPCs and train. Magic trainers can both give you spells and level you up in whatever schools of magic they can teach. When you visit a magical NPC you can ask about other magical NPCs via the "What do you know about..." inquiry. Some magic trainers are easy to find while others require searching through more obscure parts of The Mana World.
Training and leveling up the General Magic Skill requires that you gain experience in magic by practicing spells. Casting the same spell consecutively will result in no additional magic experience right after the first cast. Also spells that consume items give more magic experience. A good example for beginners is casting #kalmurk and #parum boo alternately.
Magic experience isn't shown anywhere in your status window, but there is a way to check it by using the #abizit spell. Depending on the client you're playing with and its settings you will see a message (most likely in the Debug chat tab) after using #abizit that tells you how well you can handle magic. To reach General Magic level 2 you first need 100% magic experience and then visit the Mana Seed again.
Below you can find out what level progress the #abizit message refers to:
- "You feel completely overwhelmed by your magic." less than 10%
- "You feel quite overwhelmed by your magic, but are beginning to see patterns." 10%-20%
- "You feel that you have only the bare minimum of control over your magic." 20%-30%
- "Trying to control your magic is still rather troublesome." 30%-40%
- "You feel you still have a few difficulties in controlling your magic." 40%-50%
- "You feel somewhat in control of your magic." 50%-60%
- "You feel mostly in control of your magic." 60%-70%
- "You feel quite in control of your magic." 70%-80%
- "You feel that you have very good control of your magic." 80%-90%
- "You feel in almost perfect control of your magic." 90%-100%
- "You feel in perfect control of your magic, [and seem on the verge of something more... perhaps you should see the Mana Seed to ask for more magic?]" 100%-200%
- "You have perfect control of what you understand now, but there is now a distinct sensation of something more, something indescribable. If only the Mana Seed would give more magic to you..." 200%-450%
- "Magic flows naturally from you, readily and with ease. Your understanding of what you can currently control at present is flawless, far beyond your requirements to cast magic at this level. [Surely the Mana Seed will more than readily offer more magic for such a proficient user.]" 450% and over
Note: The General Magic Skill level is currently capped at 2. This is also why the progress can be higher than 100%.
While leveling up means being able to learn more spells and skills, progressing (%) causes certain spells like #parum (boo) and #zukminbirf to become more effective.
Minimum magic experience for each General Magic Skill level*:
- Level 1: you start with this level
- Level 2: 100
- Level 3: 1,200 - as the level is capped at 2 you can't reached level 3 but progress to 100% and more.
- Level 4 will most likely be 8,000
- Level 5 will most likely be 40,000
*Add up to 1/3% due to built-in inaccuracy of #abizit
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Casting Spells
Once you learn spells, you cast them by entering them in to the Player chat tab, placing a hash sign (#) in front of the name of the spell, followed by the spell's parameters, separated by spaces. If a parameter to a spell needs to contain spaces, use double-quotes (") to enclose it.
Certain spells require items, which may or may not be consumed in the process. In addition, different spells are of different levels. For whatever level a spell is, your magic skill level must be equal to or greater than it, in both the spell's school of magic and in general magic, if you want to cast it. For example, to cast a level 2 nature spell, you must be level 2 in both Nature Magic and General Magic.
Finally, in order to be able to cast a spell you need your magic to be enabled (your M.Attack value > 0). This is explained in the next section.
Note that spells do not indicate most ways they can fail in. If you do not have the necessary items for spells requiring ingredients, the spell will silently fail. Similarly, if for example you are casting a healing spell and are too far from the player to be able to heal them, you will see no effect or error message.
Magical Status
The main status parameter that increases your magical abilities is Intelligence. Although intelligence is not absolutely necessary to advance in magic, it determines the effectiveness and strength of your spell. Intelligence is used to compute 2 of your stats: Magic Attack (M.Attack) and Magic Defense (M.Defense). M.Attack governs the power of your spells. M.Defense determines how well you will be able to withstand magical attacks on you. M. Defense is used only in PvP at the moment as monsters have no magic attack. Mana or Magic Points (MP) or Spell Points (SP) is the amount of magical energy available to devote to casting spells. Mana also increases with Magic Attack It recharges over time; its rate increases with intelligence. In TMW, your ability to use MP requires a non-zero M.Attack value. If your M.Attack value is zero, you may notice that your MP bar is grey (disabled) (pic example goes here). If this happens, it is because your M.Attack value is being penalized by negative status effects or worn equipment.
Summary:
- Intelligence:
- Magic Attack: Each intelligence point adds +1 or +2*(int/5) if int is a multiple of 5
- Magic Defense: Each intelligence point adds +1
- Mana (MP, SP): Increases Mana and Mana recovering rate
- Has influence on your abilities in potion making.
- Level: Level adds +1 to your magic attack, starting at level 14
- Magic Attack: govern the power of the spells: this means it influences the amount of damage or heal, the range of the spell AND the number of shots when applicable ( war magic) or number of creatures summoned (Astral Magic), or number of items you get with transmutation.
- Magic Experience: (general, given by #abizit)): Improves spells efficiency in some way (needs to be more accurate). Low experience can make some spells fail.
- Astral Soul Focussing Skill: Boosts all your magical abilities. It is a must to be a mage.
- Equipment: Equipment can penalize or improve your magical abilities; Look under the Equipment header for more information.
- important note: Married players have an increased spell power when casting Life or Nature spells on their partner. The power bonus is a bit more important if both wear their wedding rings.
See also the Stats page.
NPCs
All along the game, several NPCs will help you to progress in your magical practice. They will teach you special spells, sometimes simply by talking with you, but also maybe by asking you some help for some projects. Don't be disapointed if some of them refuses to speak to you in your first encounter with them : it will just mean that you still need to practice and progress in your magical skills.
- Auldsbel - West of Hurnscald.
- Earth Spirit - Snake desert, in the well.
- Elanore - Tulimshar.
- Hinnak - Farm north of Hurnscald.
- Injured Mouboo
- Hurnscald Bookshelf - Left shelf in the second floor in the house of Airlia.
- Mana Seed - Cave without danger sign, north of Auldsbel.
- Nina - Near the south entry of the town square of Tulimshar, behind the Soul Menhir.
- Old Druid Tree Tonori east of sandstorm
- Old Wizard - Woodland Hills, north of Hurnscald.
- Sagatha - Woodland Hills, northeast of Hurnscald, also from Old Wizard's house.
- Sword (Brother, Cave) - River in cave underneath the Hurnscald inn.
- Sword (Sister, Dimond) - River separating Dimond Inn from the woods to the west.
- Tondar - In front of Tulimshar's magic academy, north of town square.
- Wyara - Potion seller in Hurnscald.
Among those, some are school teachers. they will give you the required skills to be able to cast higher level spells :
- Mana Seed: General Magic Skill
- Wyara: Nature Magic Skill
- Earth Spirit
- Sword (Sister, Dimond), Sword (Brother, Cave): War Magic Skill
- Auldsbel: Transmutation Magic Skill
- Elanore: Life Magic Skill
- Sagatha: Astral Magic Skill
- Old Wizard teaches the Astral Soul Skill, you must learn how to focus on a skill before.
Equipment
(See also Item Reference)
Penalizing Items
In TMW, almost all things worn will penalize your M.Attack value, with the exception of weapons, which have no effect on your magical stats. Magic penalties are especially big from metal armor. The following list includes things that penalize your M.Attack value:
- All Gloves, except Silk Gloves
- All Boots, except Cotton Boots
- All shirts and Chest Armor, except the Silk Robe, Sorcerer Robe, and Lazurite robe
- All Shields, except the Scarab Armlet
- All Helmets, many Hats
- All Pants
The worst penalties come with gloves, shields and chest armors such as Warlord Plate.
Helpful Items
Some clothes will not penalize your M.Attack, or gives a bonus to M.Attack. The table below tries to give a comprehensive list of them. Order tries to reflect game availability. Highlighted items are the most widely used ones.
Magic Attack | items (defense bonus) |
---|---|
0 | Silk Gloves(+1), Serf Hat(+2), Graduation Cap(+2), Fancy hat(+5), Cotton Headband(+2), Silk Robe(+5), Bandana(+3), Bunch Of Parsley(+1, deaf), Guy Fawkes Mask(+3), Jester Mask(+3), Witch Hat,(+3), Goblin Mask(+3), Opera Mask(+3), Mush Hat(+10), Shroom Hat(+13), Eggshell Hat(+12,agil.-1), Face Mask(+10) Goggles(+2), Leather Goggles(+3), Mouboo Head(+1), Moubootaur Head(+1), Cap(+5), Eyepatch(+3). |
+1 | Cotton Boots(+1), Pinkie Hat(+1), Cat Ears(+1, agil.+3), Noh-Mask(+3), Bunny Ears(+10). |
+2 | Bowler Hat(+10), Bowler Hat (brown)(+10), Top Hat(+10), Funky Hat(+13), Christmas Elf Hat(+13), Antler Hat(+4), Santa Beard Hat(+5). |
+3 | Fine Dress (+8), Valentine Dress(+6). |
+4 | Christmas Tree Hat(+2), Rabbit Ears(+5). |
+5 | Circlet(+4), Demon Mask(+3), Four-Leaf Clover(0, luck +1), Wooden Staff, Elf Nightcap(+3), Skull Mask(+2), Heart Glasses(+8), Wizard Hat(+5, int.+3), Grimoire(0, +30 SP). Towel(0), Scarab Armlet(0), Developer's Cap(+5), GM Cap(+5). |
+6 | Sun Glasses(+2). |
+10 | Monster Skull Helmet(+7, M.def.+20). |
+20 | High Priest Crown(+4, +20SP), Sorcerer Robe(+5, agil+1). |
+60 | Lazurite Robe(+7, Move Speed -15%, VIT Defense -40%, M. Defense +60, Requires Level≥90, Intelligence≥70 & Vitality≥40). |
Additionally: The Rock Knife (110 attack, +3 Vitality), the Heart of Isis Charm (MaxHP +15%, HP Recovery Rate +65%, Requires Level 85) may be VERY helpful. The Terranite armor is also a good compromise under special circumstances (Candor for example).