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This page explains the mechanics of magic in general, including learning spells, casting spells, and talismans. For the effects of each spells, see the '''[[Elin:Spells|spells]]'''.


== About ==
For the effects of '''[[Elin:Rods|rods]]''', '''[[Elin:Books|scrolls]]''', and '''[[Elin:Potions|magic potions]]''', see the pages for each item.  
Read spell books to gain stock in spells. Casting spells costs spell stock and MP; each cast always costs 1 spell stock. Memorization affects spell stock gain per successful read.


Every spell is governed by a stat. Spells rapidly gain experience depending on how high the governing stat is above the spell's level. However, if the spell's level is higher than the governing stat, spell XP is severely reduced based on the difference.
Please check '''[[Elin:Vendors/Price|this]]''' page for prices of spellbooks and magic rods.  


Please check '''[[Elin:店主/値段|this]]''' page for prices of magic books and magic wands.
== Obtaining Spellstocks ==
By reading a spellbook, you can learn its spells and obtain magic spell stocks.


==Domains==
Spellbooks can be purchased from NPCs in each town, such as sorcerers and magic store owners, or by exploring Nefia.
Characters will be assigned elemental domains at generation according to class. Some classes such as wizard or priest have the option to gain additional elemental domains as class perks in character generation. However, not all elements are necessarily available for selection even with the perk; for example, wizards cannot obtain the holy domain.
 
* The skill of reading is required to read spells of high difficulty.
** Failing to read a book results in one of the following penalties: confusion, mana reduction, summoning of monsters, or teleportation.
** Book blessings/curses affect the difficulty of decoding and the price of items, but do not affect the amount of stock obtained, unlike in Elona.
 
* Memorization skill affects the number of spells read and the number of stocks obtained from reading spell books.
** It also affects the acquisition of stock through spell dreams and absorption through mana batteries.
* If you run out of spells, you will not be able to use those spells until you acquire them again. Spell level is inherited, so there is no need to start training from the beginning.
 
==== Magic Dream ====
In the magic dream of [[Elin:Beds|sleep event]], you can acquire spells of your domain element.
 
The probability of magic dreams occurring is increased for characters who possess class feats of magic mastery and Dream Waker feat.
 
* The spells available in magic dreams are limited to those for which a spellbook exists and the PC's stock is 0.
** If you possess the Feat of Dream Waker, you will be able to obtain it regardless of your stock.
* If you possess the Feat of Dream Waker, the types of spells from which you can obtain the stock will increase according to the level of the Feat.  
** At level 1, you can obtain touch, arrow, bolt, and ball, and at level 3, intonation, funnel, sword and miasma are added.
 
==== Mana Battery ====
The [[Elin:Ether Disease|Ether Disease]] of the Mana Battery absorbs the number of uses of the spell rod you obtain and converts it to its spellstock.
 
* *Identify* or *Uncurse* spells can only be obtained from the stock by absorption with the mana battery.
* You cannot obtain wish stock by absorbing rod of wish.
== Using a spell==
==== Domains ====
Characters will be assigned elemental domains at generation according to '''[[Elin:Class|class]]'''.  


Attack spells of the player's domains will be considerably more likely to spawn as loot or in shop inventories. This weighting only applies to attack spells and not healing or support spells.
Attack spells of the player's domains will be considerably more likely to spawn as loot or in shop inventories. This weighting only applies to attack spells and not healing or support spells.


Class-related domains cannot be changed once character generation has been completed, but additional domains can be re-selected by joining the [[Elin:Guilds|Mages' Guild]] and raising your rank.
* Some classes such as wizard or priest have the option to gain additional elemental domains as class perks in character generation.  
{| class="wikitable"
** However, not all elements are necessarily available for selection even with the perk; for example, wizards cannot obtain the holy domain.
!Domain
!Main Stat
!Elemental Effect<ref>Additional effects of each element will not occur if the damage is 0.</ref>
!Notes
! Touch
!Arrow
!Bolt
! Ball
! Miasma
!Intonation
!Bit
|-
|Fire
|Magic
|Burning. Can destroy flammable objects.
-30% damage on wet targets.
|Burning can be prevented with Sperb(15) or higher fire resistance.
Item destruction preventable by fireproof blanket (enemies) or magic manners (player).
|X
|
|X
|X
|
|X
|
|-
|Cold
|Magic
| Wet, Chill (slows). Can destroy objects.
|Item destruction preventable by coldproof blanket (enemies) or magic manners (player).
Chill stacks to Freeze for even greater slowdown.
|
|X
|X
|X
|
|X
|X
|-
|Lightning
|Magic
|Stun. +50% damage on wet targets.
|Stun is not prevented by negate paralysis affix.
|
|
|X
|X
|
|X
|X
|-
|Darkness
|Magic
|Blind
|
|
|X
|X
|
|X
|X
|
|-
| Mind
|Charisma
|Confusion, Sleep
|
|X
|
|X
|
|
|
|X
|-
|Poison
|Dexterity
|Poison
|
|
|X
|
|X
|X
|
|
|-
|Nether
|Endurance
|Heal self for a % of damage dealt.
|
|X
|
|X
|
|
|
|X
|-
|Sound
|Perception
|Dim
|Dim hinders casting, prevents action if stacked to Muddled, and gives incoming attacks +25% crit chance.
|
|
|X
|X
|
|
|X
|-
|Nerve
|Learning
|Paralysis
|
|
|X
|X
|
|X
|
|
|-
|Chaos
|Magic
|Random status ailments.
|
|
|
|X
|X
|
|X
|X
|-
|Magic
| Magic
|
|
|
|X
|
|X
|
|
|X
|-
|Holy
|Will
|
|Cannot be selected as an additional domain.
|X
|
|X
|
|
|X
|X
|-
|Ether
|Magic
|Progress ether disease
|Cannot be selected as an additional domain.
|
|
|X
|X
|
|
|X
|-
|Cut
|Strength
| Bleed
|Cannot be selected as an additional domain.
Bleed can be prevented with Sperb(15) or higher cut resistance.
|X
|
|X
|
|X
|
|
|-
|Acid


|Magic
* Class-related domains cannot be changed once character generation has been completed, but additional domains can be re-selected by joining the [[Elin:Guilds|'''Mages' Guild''']] and raising your rank.
|Damage equipment
* NPCs also have their own domains, but they have no effect.
|Cannot be selected as an additional domain, item damage prevented by acidproof affix.
|
|X
|X
|X
|
|
|
|-
|Impact
|Magic
|Dim, Confusion, Paralysis
|Cannot be selected as an additional domain. Used in a very few attacks, such as suicidal explosion, flam explosions, etc.
|
|
|
|
|
|
|
|}
<references />
'''Touch''': Melee range, single target, low mana cost.


'''Arrow:''' A single target ranged spell.
==== Spell Casting ====
When casting a spell, you attempt to cast it by consuming the spell's stock and MP.
Successful casting activates the spell, but failure causes it to misfire.


'''Bolt:''' A beam that pierces enemies and travels for 12 tiles. Can hit caster if it's stopped by an adjacent wall.
The success rate of spell casting is primarily influenced by the ‘’'Casting Skill, Spell Level, and Spell Difficulty'‘’. To wield higher-tier spells, you must train your Casting Skill and increase your Spell Level.


'''Ball:''' A 5x5 sphere Aoe centered about the caster. Damage reduces with distance from the origin.
The spell casting success rate can decrease due to the following factors, so caution is required when using magic:
* Mounted on or parasitizing a pet
* Dual-wielding weapon style
* Shield-bearing weapon style (also lowers the maximum cast success rate)
* Equipping heavy armor (also reduces the maximum casting success rate)
** Learning the Feat “Heavy Armor Casting” reduces the penalty when wearing heavy armor or holding a shield
* Being confused or dimmed
* When using a spell on the entire party via long press, the success rate decreases based on the number of targets


'''Miasma:''' A damage over time spell. Cannot be stacked. Spreads to adjacent enemies when it ticks. Tick rate is based on global time. Bypasses elite status resistances. Can be cleansed with holy light or vanquish hex.
==== Spell Level ====
Spellcasting gains experience for that spell and increases its spell level.


'''Intonation:''' Changes damage dealt by the wielder's physical attacks to that element and provides resistance to it. Successful strikes consume a charge. Applies to melee, bow/gun, and thrown attacks.
The higher the spell's level, the more powerful the effect, but the amount of MP consumed to use the spell will also increase proportionally.


'''Bit:''' Summons a magical wisp of that element that casts the associated arrow spell. Can move and is innately immune to its element.  
Every spell has a related attribute, and the amount of spell experience gained increases to the extent that the related attribute exceeds the spell level.


==Attack Spells==
Conversely, if the spell level exceeds the related attribute, the amount of spell experience gained is greatly reduced by the difference.


===Damaging===
* The more MP consumed by a spell, the more spell experience you gain.
{| class="wikitable"
** The MP consumed is calculated before mana management and Maconomy stance are taken into account.
!Name
* If you have the “Old Fox Lineage” ([[Elin:Race/Nefu|Nefu]]'s feat), you gain more spell experience.
!Domain
! Main Stat
!Targeting
! Effect
!Notes
|-
|Meteor
| Fire
|Magic
| Self
|Summons numerous meteor clusters over a wide area.  Causing a pillar of fire.
|Unlike Elona, this is an AoE that spreads outwards from the caster until stopped by a wall. Damages caster.
|-
|Shatter Hex
|Holy
| Will
|Hostile
|Removes all hexes on target and damages surrounding enemies.
Requires at least one hex on target to work.
|Bugged? Does not appear to damage either target or surrounding enemies.
|-
|Earthquake
|Impact
|Magic
|Self
|Causes earthquakes over a wide area.
|Damage reduction for levitated targets, damage increase for gravitated targets.
|}


===Hexes===
==== Spell Power ====
{| class="wikitable"
Spell power is a factor that relates to the strength of a spell.
!Name
!Main Stat
!Targeting
! Effect
!Notes
|-
|Silence
|Will
|Creature
|Silences target, preventing spellcasting.
|Magic device and special actions still work.
|-
|Weakness
|Will
|Creature
|Halves target's PV and DV.
|
|-
|Elemental Scar
|Magic
| Creature
|Reduces target's fire, ice and lightning resistances.
|
|-
|Bane
| Will
|Creature
| Decreases target's luck and chance to hit.
|Also strips worship bonuses if cast by an inquisitor.
|-
|Slow
|Will
|Creature
|Slows the target.
|Minimum speed is 10.
|-
|Mist of Darkness
|Will
|Ground
|Creates clouds of mist that grant evasion bonuses to anything inside.
|Enemies can take advantage of this.
|-
|Web
|Will
|Ground
|Creates webs that ensnare anything that steps in them.
|Spiders are immune to snaring effect.
|-
|Gravity
|Magic
|Creature
|Gravitates the target, making it unable to levitate.
|
|}


== Defense Spells==
Spell power varies depending on the spell level, related attribute, enhancements of Enhance spell and Anti Magic.


===Healing ===
* The calculation of spell effects uses different formulas for different spells.  
{| class="wikitable"
** Offensive and restorative spells use the spell power and related attribute to calculate dice and bonuses, so the higher the attribute, the more effective the spell.
!Name
** Buff spells do not use the related attribute to calculate their effect, so they must be used repeatedly to raise their spell level in order to increase their effectiveness.
!Domain
! Main Stat
! Targeting
!Effect
!Notes
|-
| Cure Minor Wounds
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Cure Critical Wounds
|Holy
|Will
|Party
| Heals.
|Single-target healing also applies to mount and symbiote.
|-
| Healing
| Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
| Healing of 《Eris》
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Healing of 《Odina》
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
| Healing of 《Jure》
|Holy
|Will
|Party
|Heals.
|Single-target healing also applies to mount and symbiote.
|-
|Resurrection
| Holy
|Will
|Self
|Resurrects a random dead ally.
|Can be used to bring back dead residents.
Allies in the party have priority to be revived.


Requires a cooldown time of about 1 day before it can be used again.
* Enhance spell  enchantment increases the power of spells.
|-
* Anti-Magic enchantment decreases the power of spells. (Increases if the enchantment is negative)
|Nature's Embrace
|Holy
|Will
|Party
|Healing over time.
|
|-
|Restore Body
|Holy
|Will
|Party
|Restores damaged attributes.
|Str, End, Dex, Cha.
|-
|Restore Mind
|Holy
|Will
|Party
|Restores damaged attributes.
|Per, Ler, Will, Mag
|-
|Holy Light
|Holy
|Will
|Party
|Attempts to remove one hex and grants a weak holy veil.
|Success dependent on strength vs hex strength.
|-
|Vanquish Hex
|Holy
|Will
|Party
|Attempts to remove all hexes and grants a weak holy veil.
|Success dependent on strength vs hex strength. Each hex is rolled separately.
|}


===Blessings===
==== Spell misfiring ====
{| class="wikitable"
Ranged attack spells such as bolt and ball can misfire and damage allies.
!Name
!Main Stat
!Targeting
!Effect
!Notes
|-
|Holy Veil
|Will
|Party
|Grant a blessed veil that wards off curses.
|Repels hexes by comparing strength of veil vs. strength of hex.
|-
| Cat's Eye
|Perception
|Self
| +1 vision and attack range, +Perception, nullifies blind.
|
|-
|Holy Shield
|Will
|Party
| +PV, nullify fear and weakness.
|
|-
|Divine Wisdom
|Learning
|Self
| +Magic, Learning and Literacy, nullify confusion.
|
|-
|Hero
|Will
| Party
| +Strength and Dexterity, nullify fear and confusion
|
|-
|Elemental Shield
|Will
|Party
| +Fire, ice and lightning resists, nullify elemental scar
|Overrides elemental scars.
|-
|Speed
|Will
|Self
| +Speed
|Overrides slow, but does NOT nullify slow.
|}


==Utility Spells==
* The Control Magic skill inhibits spells from misfiring on allies and reduces the damage from misfires.  
{| class="wikitable"
** The PC's Control Magic Skill also applies to spells and abilities used by pets.
!Name
** If the power of the spell is too high compared to the Control Magic skill, it will not suppress misfires.
!Main Stat
* [[Elin:エウダーナ|Eulderna']] s Magic Precision Feat greatly suppresses spell misfires.
!Targeting
!Effect
!Notes
|-
|Teleport
|Perception
|Self
|Teleports self.
|Can be any vacant tile on the map.
|-
|Short Teleport
|Perception
|Self
|Teleports self.
|Generally within a 5-tile radius.
|-
|Return
|Perception
|Self
| Returns to a previously visited location.
|Cast return or evac again to cancel. Valid destinations are player's home, static dungeons, Little Garden, Mansion of Little Sister, and recently visited nefia.
|-
|Evac
|Perception
|Self
|Returns player to the world map.
| Cast return or evac again to cancel.
|-
| Identify
|Perception
|Item
|Identifies an item.
|Up to miracle quality items can be identified.
|-
|Flying
|?
|Item
|Reduces weight of an item by 10%.
|Some items appear to not work with the spell, such as tents and items that weigh equal or less than 0.1s.  Since it appears to be a flat 10% reduction, a good use for it is the heaviest piece of equipment you're using.  This effect stacks, presumably until the 0.1s mark.  Warning: closing the interface after using the spell ends the spell.
|-
|Uncurse
|Will
|Self or Ally
|Removes curses on equipped gear.
|Check to succeed is made via spell strength.
Note: A blessed rod of uncurse would uncurse every item in the player's inventory.
|-
|Magic Map
|Perception
|Self
|Reveals map.
|Effect is centered about player's position and grows with spell level. Will not reveal fully walled-in tiles, so cannot be used to detect buried ore deposits.
Note: A cursed scroll will confuse the player.
|-
| Levitate
|Perception
|Self
|Makes the player float.
|Identical to float bit while in effect. Countered by gravity.
|-
|Mutation
|Perception
|Self
|Mutates the player.
|Potions are preferred because they can be blessed.
|-
|Telepathy
|Perception
|Self
|Reveals monsters on the floor.
|Will not reveal monsters considered mindless (some machines and undead) or too alien (yith).
|-
|Invisibility
|Perception
| Creature
|Grants invisibility and +stealth.
|Effect also applies to mount and symbiote. Any action immediately ends invisibility. Some monsters innately see invisible, others will toss liquids in an attempt to reveal you.
|-
| Incognito
|Perception
|Self
|Grants disguise.
|Primarily used to reset accidentally aggroed neutral mobs.
|-
|Broomification
|Perception
|Creature
| +45 speed, +20 DV, -10 Str, End, Dex, Fire resistance.
|Riding/hosting does not consume a turn. Any other transformations are cancelled. Witches have a bonus to riding brooms. Duration does not run out while creature is being ridden.
|-
| Summon Animal
|Charisma
|Self
| Summons animals to fight for you.
|Summons are scaled by spell level.
|-
|Summon Undead Younger Sisters
|Charisma
|Self
|Summons undead younger sisters to fight for you.
|Summons are scaled by spell level.
|-
|Summon Shadow
|Charisma
|Self
|Summons shadows that detonate on enemies.
| Summons are scaled by spell level. Shadows appear at half health. Suicide explosions are sound-element. Handle with care, very easy to kill yourself unless you have sufficient magic control skills.
|}


=== Ally Spellcasting ===
==== Mana Overflow ====
Allies operate according to different rules for spellcasting than players. Allies do not require or consume spell stocks, and do not need spellbooks. However, allies also cannot learn new spells from spellbooks. An ally may only learn new spells through [[Genetic Engineering]].  
If the MP consumption is insufficient when using spells, mana overflow damage corresponding to the negative amount of MP will occur.


Allies also do not level up individual spells by repeatedly casting them. An Ally's spell levels are determined by their character level instead.
* The Magic Capacity skill reduces mana overflow damage.
* '''[[Elin:Eulderna|Eulderna]]'''<nowiki/>'s and '''[[Elin:Elea|Elea]]'''<nowiki/>'s Bonded With Mana feat significantly reduce mana overflow damage.
* NPCs other than the player take 1/5 of their maximum mana as damage when they exceed their maximum mana, and if that damage is less than 10, it is negated.
** This reduction stacks with feat-based mana overflow damage reduction.


Allies
==== Mana Recovery ====
Consumed mana will recover naturally over time.


=== Testing===
There is a 1/8 chance of recovery at the end of each turn, and the amount recovered is determined by the “Meditation” skill.
Testing Notes:


<s>Domains give each spell of that element an additional damage dice.</s>
The Meditation skill grows when mana recovers naturally.


'''Needs to be re-verified, there are no additional damage dice, or they may have been removed in an update.'''
* The Rest ability recovers health and mana more quickly.
* The Absorb Mana instantly recovers mana.


Each 10 points of main stat for each spell effects the number of dice rolled (Example, Mind Bolt at level 1, never been used, went from 1d7 to 2d7 when going from 9 to 10 charisma)
* Mana will not recover naturally under certain status abnormalities such as overwork, illness, suffocation, and poisoning.
* Rest Shrines and Cursed Ether Antibody have the effect of instantly recovering mana.


Each level of the spell increases cast chance by 1% (or thereabouts)
== NPC Spellcasting ==
Creatures other than the player, including your allies, operate according to different rules for spellcasting than players.


Each other level (level 3, 5, etc) increases dice value (Example, above mind bolt went from 2d7 to 2d8 at spell level 3, with no increase to casting skill or stat)
* NPCs do not require or consume spell stocks, and do not need spellbooks.
** However, NPCs also cannot learn new spells from spellbooks. An NPC may only learn new spells through[[Elin:遺伝子合成|'''Gene Engineering''']].
*NPCs do not have their casting success rate affected by casting skills.
**For pets, casting success rate decreases while mounted or parasitized. This penalty can be mitigated by increasing the player's Mounting or Symbiosis skill.
* NPCs also do not level up individual spells by repeatedly casting them.
** NPC's spell levels are determined by their character level instead.
** The power of spells is determined by comparing the character's level to the spell's associated ability, whichever has the higher power.
** NPCs' spell powers also fluctuate due to magic enhancements and anti-magic enchantments.


For non-damage spells, spell level increases cast chance and duration.  
* NPCs are not limited to the types of spells available as spellbooks. They can use spells unavailable to the player, such as Mind Arrow.
** However, the following spells will not be learned as random abilities, even by evolved monsters or adventurers.
** Sword, meteor, earthquake, healing of Elis/ Odina/Jure, resurrection, wish, phoenix, Brightness of Life.
** For monsters, spells with Ether, Bleed, Acid, or Shock elements are also excluded.
== Talismans==
See also  '''[[Elin:Class/Sword Sage|Sword Sage]]''' Page.


== Talismans ==
By using Calligraphy tool (selecting Calligraphy tool → select a melee weapon and an attack spellbook), you can '''grant (load) melee weapons''' with '''spell books for ball, bolt, arrow, touch, earthquake, and meteor''' as talismans.
(All talisman information tested with Sword Sage, and the Talisman Mastery feat.)


By using a Calligraphy Kit, spellbooks can be bound to melee weapons in the form of Talismans.
The number of times a spell book can be used is converted into talisman stock, and spells can be cast in exchange for stock when a weapon attack hits.


Sword Sages have the calligraphy tool from the start, and other classes can also purchase it at the furniture store in Mifu Village or obtain it through crafting.  
Spells cast with talismans can be cast without casting or consuming MP, allowing even races and classes that are not naturally skilled at magic to use magic.


How to use the calligraphy tool: Use the calligraphy tool→select a weapon and an attack magic book.
By casting spells multiple times in a single turn, you can deal explosive damage.


Talismans "cast" the spell as if the player had used it themselves, at the same spell level, domain bonus and same stat bonus that the player would ordinarily have from traditional casting.  
Sword Sage has a large bonus when using talismans (increased talisman effects, increased talisman stock).


Talismans do not consume MP, and have a 100% chance to trigger if the weapon attack hits and the melee hit does not drop the target instantly to critical health.
====Loading talisman====


Talisman damage is rolled after weapon damage.
*Calligraphy tool is possessed by Sword Sage from the start, and can be obtained by other classes from furniture shops in Mifu Village.
*Calligraphy tool requires several turns to use. They may be interrupted if damage is taken during use.
*The use of Calligraphy tool does not require a reading skill check, so even spell books that cannot be read can be used as talisman.
*The stock of talisman increases at a rate of 1/2 when a spell book is read, but unlike spells, there is no bonus for memorization.
*Number of talisman that can be loaded cannot be stacked. If you try to attach additional talisman to a weapon, the original talisman  will be overwritten, even if they are the same spell.


Casting in this manner *does* give the player the appropriate spell experience, but not the casting experience.
====Activation of talisman====


Talisman stock is gained at 1/2 the base rate of reading the book, with no bonuses from memorization.
*If the target is not knocked down by melee damage, it activates with a 100% chance after a weapon attack hits. Once the activation conditions are met, it cannot be stopped.
*Spells activated by talisman do not consume MP and do not require a casting check. Even spells with a low casting success rate will always activate.
*Activating an talisman consumes 1 stock.(Enchantments that save talisman have a chance to prevent consumption from the stock.
*When a talisman is used, experience is gained for the spell used and the corresponding attribute. However, no experience is gained for the casting skill.
*The damage of talisman is based on the player's spell power. It is affected by spell level, corresponding attributes, and magic enhancement/anti-magic enchantments.
*The damage of talisman is rolled after weapon damage.
*Among the additional attacks from dual wielding, furry, and whirlwind enchantments, only the first attack that hits will activate the talisman.
*Additional attacks from abilities such as Swarm and Bladestorm will activate talisman on all attacks.
*Spells with a range of 1, such as swords and touch, will not activate on distant opponents even when used in combination with weapons that can attack from a distance, such as spears.


When magic is activated, the stock is reduced by one and experience is gained for the magic used. However, no experience is gained in the casting skill.
[[Category:Elin Mechanics]]
[[Category:Elin Mechanics]]
[[Category:EN]]
[[Category:EN]]

Latest revision as of 16:06, 26 September 2025


This page explains the mechanics of magic in general, including learning spells, casting spells, and talismans. For the effects of each spells, see the spells.

For the effects of rods, scrolls, and magic potions, see the pages for each item.

Please check this page for prices of spellbooks and magic rods.

Obtaining Spellstocks

By reading a spellbook, you can learn its spells and obtain magic spell stocks.

Spellbooks can be purchased from NPCs in each town, such as sorcerers and magic store owners, or by exploring Nefia.

  • The skill of reading is required to read spells of high difficulty.
    • Failing to read a book results in one of the following penalties: confusion, mana reduction, summoning of monsters, or teleportation.
    • Book blessings/curses affect the difficulty of decoding and the price of items, but do not affect the amount of stock obtained, unlike in Elona.
  • Memorization skill affects the number of spells read and the number of stocks obtained from reading spell books.
    • It also affects the acquisition of stock through spell dreams and absorption through mana batteries.
  • If you run out of spells, you will not be able to use those spells until you acquire them again. Spell level is inherited, so there is no need to start training from the beginning.

Magic Dream

In the magic dream of sleep event, you can acquire spells of your domain element.

The probability of magic dreams occurring is increased for characters who possess class feats of magic mastery and Dream Waker feat.

  • The spells available in magic dreams are limited to those for which a spellbook exists and the PC's stock is 0.
    • If you possess the Feat of Dream Waker, you will be able to obtain it regardless of your stock.
  • If you possess the Feat of Dream Waker, the types of spells from which you can obtain the stock will increase according to the level of the Feat.
    • At level 1, you can obtain touch, arrow, bolt, and ball, and at level 3, intonation, funnel, sword and miasma are added.

Mana Battery

The Ether Disease of the Mana Battery absorbs the number of uses of the spell rod you obtain and converts it to its spellstock.

  • *Identify* or *Uncurse* spells can only be obtained from the stock by absorption with the mana battery.
  • You cannot obtain wish stock by absorbing rod of wish.

Using a spell

Domains

Characters will be assigned elemental domains at generation according to class.

Attack spells of the player's domains will be considerably more likely to spawn as loot or in shop inventories. This weighting only applies to attack spells and not healing or support spells.

  • Some classes such as wizard or priest have the option to gain additional elemental domains as class perks in character generation.
    • However, not all elements are necessarily available for selection even with the perk; for example, wizards cannot obtain the holy domain.
  • Class-related domains cannot be changed once character generation has been completed, but additional domains can be re-selected by joining the Mages' Guild and raising your rank.
  • NPCs also have their own domains, but they have no effect.

Spell Casting

When casting a spell, you attempt to cast it by consuming the spell's stock and MP. Successful casting activates the spell, but failure causes it to misfire.

The success rate of spell casting is primarily influenced by the ‘’'Casting Skill, Spell Level, and Spell Difficulty'‘’. To wield higher-tier spells, you must train your Casting Skill and increase your Spell Level.

The spell casting success rate can decrease due to the following factors, so caution is required when using magic:

  • Mounted on or parasitizing a pet
  • Dual-wielding weapon style
  • Shield-bearing weapon style (also lowers the maximum cast success rate)
  • Equipping heavy armor (also reduces the maximum casting success rate)
    • Learning the Feat “Heavy Armor Casting” reduces the penalty when wearing heavy armor or holding a shield
  • Being confused or dimmed
  • When using a spell on the entire party via long press, the success rate decreases based on the number of targets

Spell Level

Spellcasting gains experience for that spell and increases its spell level.

The higher the spell's level, the more powerful the effect, but the amount of MP consumed to use the spell will also increase proportionally.

Every spell has a related attribute, and the amount of spell experience gained increases to the extent that the related attribute exceeds the spell level.

Conversely, if the spell level exceeds the related attribute, the amount of spell experience gained is greatly reduced by the difference.

  • The more MP consumed by a spell, the more spell experience you gain.
    • The MP consumed is calculated before mana management and Maconomy stance are taken into account.
  • If you have the “Old Fox Lineage” (Nefu's feat), you gain more spell experience.

Spell Power

Spell power is a factor that relates to the strength of a spell.

Spell power varies depending on the spell level, related attribute, enhancements of Enhance spell and Anti Magic.

  • The calculation of spell effects uses different formulas for different spells.
    • Offensive and restorative spells use the spell power and related attribute to calculate dice and bonuses, so the higher the attribute, the more effective the spell.
    • Buff spells do not use the related attribute to calculate their effect, so they must be used repeatedly to raise their spell level in order to increase their effectiveness.
  • Enhance spell enchantment increases the power of spells.
  • Anti-Magic enchantment decreases the power of spells. (Increases if the enchantment is negative)

Spell misfiring

Ranged attack spells such as bolt and ball can misfire and damage allies.

  • The Control Magic skill inhibits spells from misfiring on allies and reduces the damage from misfires.
    • The PC's Control Magic Skill also applies to spells and abilities used by pets.
    • If the power of the spell is too high compared to the Control Magic skill, it will not suppress misfires.
  • Eulderna' s Magic Precision Feat greatly suppresses spell misfires.

Mana Overflow

If the MP consumption is insufficient when using spells, mana overflow damage corresponding to the negative amount of MP will occur.

  • The Magic Capacity skill reduces mana overflow damage.
  • Eulderna's and Elea's Bonded With Mana feat significantly reduce mana overflow damage.
  • NPCs other than the player take 1/5 of their maximum mana as damage when they exceed their maximum mana, and if that damage is less than 10, it is negated.
    • This reduction stacks with feat-based mana overflow damage reduction.

Mana Recovery

Consumed mana will recover naturally over time.

There is a 1/8 chance of recovery at the end of each turn, and the amount recovered is determined by the “Meditation” skill.

The Meditation skill grows when mana recovers naturally.

  • The Rest ability recovers health and mana more quickly.
  • The Absorb Mana instantly recovers mana.
  • Mana will not recover naturally under certain status abnormalities such as overwork, illness, suffocation, and poisoning.
  • Rest Shrines and Cursed Ether Antibody have the effect of instantly recovering mana.

NPC Spellcasting

Creatures other than the player, including your allies, operate according to different rules for spellcasting than players.

  • NPCs do not require or consume spell stocks, and do not need spellbooks.
    • However, NPCs also cannot learn new spells from spellbooks. An NPC may only learn new spells throughGene Engineering.
  • NPCs do not have their casting success rate affected by casting skills.
    • For pets, casting success rate decreases while mounted or parasitized. This penalty can be mitigated by increasing the player's Mounting or Symbiosis skill.
  • NPCs also do not level up individual spells by repeatedly casting them.
    • NPC's spell levels are determined by their character level instead.
    • The power of spells is determined by comparing the character's level to the spell's associated ability, whichever has the higher power.
    • NPCs' spell powers also fluctuate due to magic enhancements and anti-magic enchantments.
  • NPCs are not limited to the types of spells available as spellbooks. They can use spells unavailable to the player, such as Mind Arrow.
    • However, the following spells will not be learned as random abilities, even by evolved monsters or adventurers.
    • Sword, meteor, earthquake, healing of Elis/ Odina/Jure, resurrection, wish, phoenix, Brightness of Life.
    • For monsters, spells with Ether, Bleed, Acid, or Shock elements are also excluded.

Talismans

See also Sword Sage Page.

By using Calligraphy tool (selecting Calligraphy tool → select a melee weapon and an attack spellbook), you can grant (load) melee weapons with spell books for ball, bolt, arrow, touch, earthquake, and meteor as talismans.

The number of times a spell book can be used is converted into talisman stock, and spells can be cast in exchange for stock when a weapon attack hits.

Spells cast with talismans can be cast without casting or consuming MP, allowing even races and classes that are not naturally skilled at magic to use magic.

By casting spells multiple times in a single turn, you can deal explosive damage.

Sword Sage has a large bonus when using talismans (increased talisman effects, increased talisman stock).

Loading talisman

  • Calligraphy tool is possessed by Sword Sage from the start, and can be obtained by other classes from furniture shops in Mifu Village.
  • Calligraphy tool requires several turns to use. They may be interrupted if damage is taken during use.
  • The use of Calligraphy tool does not require a reading skill check, so even spell books that cannot be read can be used as talisman.
  • The stock of talisman increases at a rate of 1/2 when a spell book is read, but unlike spells, there is no bonus for memorization.
  • Number of talisman that can be loaded cannot be stacked. If you try to attach additional talisman to a weapon, the original talisman will be overwritten, even if they are the same spell.

Activation of talisman

  • If the target is not knocked down by melee damage, it activates with a 100% chance after a weapon attack hits. Once the activation conditions are met, it cannot be stopped.
  • Spells activated by talisman do not consume MP and do not require a casting check. Even spells with a low casting success rate will always activate.
  • Activating an talisman consumes 1 stock.(Enchantments that save talisman have a chance to prevent consumption from the stock.
  • When a talisman is used, experience is gained for the spell used and the corresponding attribute. However, no experience is gained for the casting skill.
  • The damage of talisman is based on the player's spell power. It is affected by spell level, corresponding attributes, and magic enhancement/anti-magic enchantments.
  • The damage of talisman is rolled after weapon damage.
  • Among the additional attacks from dual wielding, furry, and whirlwind enchantments, only the first attack that hits will activate the talisman.
  • Additional attacks from abilities such as Swarm and Bladestorm will activate talisman on all attacks.
  • Spells with a range of 1, such as swords and touch, will not activate on distant opponents even when used in combination with weapons that can attack from a distance, such as spears.