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#REDIRECT [[Magic]]
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[[Image:Magic.png|frame|An user casting the #abizit spell.]]
 
 
'''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.
* [[Skills#Magic Skills|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 [[Project description|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. [[NPC]]s 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|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.
 
 
When you type spells in the chat they always start with a hash sign (#) and eventually the parameters after a space (e.g. #parum boo, #inma Username). If a parameter to a spell needs to contain spaces, use double-quotes (") to enclose it. <<< ????????
 
 
Certain spells require items which are 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. 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.
 
 
'''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. 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.
 
<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.
 
 
 
===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 [[Skills#Magic Skills|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 Skill#Level 2|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: <span style="color:#FF0000">The General Magic Skill level is currently capped at 2.</span>''' 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
<nowiki>*</nowiki>Add up to 1/3% due to built-in inaccuracy of #abizit
 
 
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===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 spells. Intelligence is used to compute two 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 and 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). 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.
* '''[[#Acquiring and Training Magic Spells|Magic Experience]]''': (general, given by #abizit)): Improves spells efficiency in some way <span style="color:#FF0000">(needs to be more accurate)</span>. Low experience can make some spells fail.
* [[Astral Soul Skill|'''Astral Soul''' Focussing Skill]]: Boosts all your magical abilities. It is a must to be a mage.
* [[#Equipment|'''Equipment''': Equipment]] can penalize or improve your magical abilities; Look under the [[#Equipment|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.
 
 
 
==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.
 
 
{| class="wikitable" border="1"
|+ The following list shows the most important items you would need to become a good wizard.
! 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).
 
 
 
==Roles of mages==
 
Of course there are differences between mages. It's not just the equipment and stats, it's more the sort of mage they prefer to play as which leads to these different equipments and stats. The most common roles are listed below, including descriptions and pros and cons.
 
 
 
===Warriors and archers===
 
Warriors usually don't use magic since their armor and other equipment bring huge penalties to magic attack, but there are indeed builds that mix warrior stats with mage stats. They aren't as strong as other warriors or mages, but prefer having fun casting magic than being effective. However, it's more common that warriors only use magic when they change equipment.
 
 
Archers very often use magic to heal. Their equipment doesn't give that much penalty on magic attack so they can easier find a way to be both archer and healer even without raising Intelligence at all. They also don't have to replace their Forest Armor and Cat Ears, the most important equipment for armors (when you don't count Bows and Arrows) and only need to take care of their gloves, boots and maybe leg armor to be able to shoot well and cast magic.
 
 
 
===Full mages: Speed mages and tank mages===
 
Full mages completely focus on magic. Intelligence is at maximum (99) and the other stats depend on if you want to be more defensive or offensive. Tank mages then prefer high Vitality to better resist attacks and high Luck to avoid critical hits. Speed mages use high Agility to hurt their enemies not only hard, but also fast again and again which also makes them level up faster.
 
 
Both mages roles are focussed on the Astral Soul Skill and use typical mage equipment like Lazurite Robe, Sorcerer Robe, Wizard Hat, Grimoire, Wooden Staff or Rock Knife and so on.
 
 
 
===Runners===
 
Runners are tank mages that hardly fight, but support other fighters by luring away mobs and healing hurt players. After casting #betsanc, which makes them avade far more hits, Runners aggravate mobs by using the #itenplz spell repeatedly to protect other players from being hurt by a herd of monsters.
 
 
They are called Runners because there is hardly any time for them to stand at place - the monsters would kill them else. So they keep on running in a circle. This also means that they usually don't fight and therefore don't really get EXP or drops. This might sound bad now, but at [[Candor]] or the [[The Illia Sisters]] quest Runners are the best support players can have thanks to this tactic. And this also means Runners have a really good chance to survive these.
 
 
Runners aren't easy built. You need a high level at about 85-90 minimum to have enough status points to distribute. At Candor Luck must be 66, at Illia even 70 to be sure that no critical hit can get you (except for Luvia Illia herself who has 255 in Luck). You will also need a high Vitality to increase your defense.
 
 
As the Rock Knife increases Vitality by +3 Runners wear it instead of the WoodenStaff........................

Latest revision as of 07:07, 7 April 2014

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