From The Mana World

(Unmerged information)

Introduction

Magic in TMW is made up of 6 different skills:

  • Magic (general magic)
  • Transmutation Magic
  • Nature Magic
  • Astral Magic
  • War Magic
  • Life Magic

Acquiring and Training Magic

Since your characters don't start with the ability to control magic, they must learn magic from NPCs. Magic trainers can both give you spells, and level you up in magic, in whatever schools of magic they can train in. There are currently 7 NPC magic trainers. 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 TMW world.

Leveling up

Leveling up requires that you gain experience in magic by practicing spells. Casting the same spell consecutively will result in no additional experience after the first cast. Also, spells that give experience consume items. Once you have gained enough experience in a particular type of magic, you can go to a trainer in that kind of magic, talk to them, and they can advance you, as long as they are an advanced enough trainer for the level of magic you are advancing to.

Use #abizit to check if you have enough experience to reach the next level.

Minimum experience for each level*:

  • 1 - n/a
  • 2 - 100
  • 3 - 1200
  • 4 - 8000
  • 5 - 40000

*Add up to 1/3% due to inaccuracy of #abizit

Casting Spells

Once you learn spells, you cast them by entering them in to the Player chat tab, placing a pound 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.

Magical Stats

The main stat 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: M.Attack and M.Defense. M.Attack stands for "magic attack"; this is how powerful your spells will be. M.Defense is "magic defense"; this is how well you will be able to withstand magical attacks on you. MP is the amount of magical energy available to devote to casting spells. It recharges over time. 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.

For more info on the Intelligence stat, see the Stats page.

Getting Started

There are two parts to getting started.

First, talk to Wyara or Auldsbel about mana seeds and mana potions. (where are they?) They will tell you the cost of a mana potion. For Auldsbel, the cost is 20 Mauve herbs, 10000G, 1 Pearl, 10 Gamboge Herbs and 1 bottle of water. (what about Wyara's cost?)

Then, from Hurnscald go west until you reach an overhead bridge, then take the northern path. When you reach the water, go west. There are two caves; go to the one on the east. Talk to the mana seed, and try to touch it. You will be thrown back. Drink the mana potion, and touch it again. Congratulations, you can now start learning magic!

NPCs

  • Wyara - Potion seller in Hurnscald
  • Auldsbel - West (?) of Hurnscald
  • Sword (Dimond)
  • Sword (Cave)
  • Elanore - Tulimshar
  • Mana Seed
  • Hinnak - Farm north of Hurnscald
  • Sagatha - woods north of Auldsbel, also from Old Wizard's spell.
  • Old Wizard -
  • Hurnscald Bookshelf - left shelf in the empty house

Herbs

Many quests require herbs. The easiest way to get them is by killing squirrels.

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
  • All boots, except cotton boots
  • All shirts and chest armor, except a silk robe
  • All shields
  • All Helmets, Many hats
  • All pants

The worst penalties come with shields and chest armor.

Helpful Items

Few things will not penalize your M.Attack, and occasionally, you can wear something that actually gives a bonus to M.Attack.

The following is a substantially complete list of such obtainable items:

  • Silk Robe, Serf Hat, Graduation Cap, Cotton Headband (+0)
  • Cotton Boots, Noh-Mask, Wedding Ring, Pinkie Hat, Cat Ears, Bunny Ears (+1)
  • Top Hat, Funky Hat, Christmas Elf Hat, Antler Hat, Santa Beard Hat (+2)
  • Christmas Tree Hat (+4)
  • Circlet, Demon Mask, 4-Leaf Clover, Towel (+5)

Two items give good bonuses, but it is not determined whether these are obtainable:

  • Monster Skull Helmet (+10)
  • High Priest Crown (+20)

Spell List

See Magic Spells

Magic Quests

See Magic Quests