Elin:Spellcasting: Difference between revisions

From Ylvapedia
m (→‎Utility Spells: Summon Offspring)
m (bit -> funnel)
 
(23 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{DISPLAYTITLE:Spellcasting}}
{{DISPLAYTITLE:Spellcasting}}
{{EA}}
{{EA}}
Read spell books to gain stock in spells.  
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]]'''.  


Please check '''[[Elin:店主/値段|this]]''' page for prices of spellbooks and magic rods.  
For the effects of '''[[Elin:Rods|rods]]''', '''[[Elin:Books|scrolls]]''', and '''[[Elin:Potions|magic potions]]''', see the pages for each item.  
== Overview==


=== Using a spell ===
Please check '''[[Elin:Vendors/Price|this]]''' page for prices of spellbooks and magic rods.  
When a spell is used, the user consumes one stock of the spell and MP to attempt to cast it.


Successful casting activates the spell, but failure to cast causes the spell to be inactivated.
== 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 [[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.


* Casting skill affects the success rate of spellcasting.
==== Mana Battery ====
* The PC's casting rate is reduced when mounted or parasitized by a pet.
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.
* PC's casting rate will be reduced when heavily armed and shield equipped.
** Learning the Heavy Cast feat reduces these penalties.


* *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 ====
==== Domains ====
Characters will be assigned elemental domains at generation according to '''[[Elin:Class|class]]'''.  
Characters will be assigned elemental domains at generation according to '''[[Elin:Class|class]]'''.  
Line 25: Line 45:


* 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.
* 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.
* 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 ====
==== Spell Level ====
Line 34: Line 70:


Conversely, if the spell level exceeds the related attribute, the amount of spell experience gained is greatly reduced by the difference.
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” ([[Elin:Race/Nefu|Nefu]]'s feat), you gain more spell experience.


==== Spell Power ====
==== Spell Power ====
Line 45: Line 85:


* Enhance spell  enchantment increases the power of spells.
* Enhance spell  enchantment increases the power of spells.
* Anti-Magic enchantment decreases the power of spells.
* Anti-Magic enchantment decreases the power of spells. (Increases if the enchantment is negative)


==== Spell misfiring ====
==== Spell misfiring ====
Line 60: Line 100:
* The Magic Capacity skill reduces mana overflow damage.
* 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.
* '''[[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.


=== Obtaining Spelltocks ===
==== Mana Recovery ====
By reading a spellbook, you can learn its spells and obtain magic spell stocks.
Consumed mana will recover naturally over time.


Spellbooks can be purchased from NPCs in each town, such as sorcerers and magic store owners, or by exploring Nefia.
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 skill of reading is required to read spells of high difficulty.
The Meditation skill grows when mana recovers naturally.


* Memorization skill affects the number of spells read and the number of stocks obtained from reading spell books.  
* The Rest ability recovers health and mana more quickly.
** It also affects the acquisition of stock through spell dreams and absorption through mana batteries.
* The Absorb Mana instantly recovers mana.
* 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 ====
* Mana will not recover naturally under certain status abnormalities such as overwork, illness, suffocation, and poisoning.
In the magic dream of [[Elin:Beds|sleep event]], you can acquire spells of your domain element.
* Rest Shrines and Cursed Ether Antibody have the effect of instantly recovering mana.


The probability of magic dreams occurring is increased for characters who possess class feats of magic mastery and Dream Waker feat.
== NPC Spellcasting ==
 
* 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, bit, 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.
 
=== NPC Spellcasting ===
Creatures other than the player, including your allies, operate according to different rules for spellcasting than players.
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.
* 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''']].
** 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.  
* 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.
** 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.
* 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.
** 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, phoenix
** 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.
==Attack Spells==
== Talismans==
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.
See also  '''[[Elin:Class/Sword Sage|Sword Sage]]''' Page.
See '''[[Elin:Elements|Elements]]''' for more details.
 
If more information about specific numbers is wanted, reference: [[Elin:Code Analysis/Combat#Spellcasting/Damaging Spells|'''Spell damage formula''']]
 
=== Damaging(General) ===
{| class="wikitable"
!Name
!Range
!Effect
|-
|Touch
|Melee, 1 tile
|Low mana cost. Additional effects of the element are likely to occur.
|-
|Sword
|Melee, 1 tile
|Penetrates 2 ranks of the target's resistance. (e.g. Immunity -> Strong Resistance). Resistance ranks are only penetrated down to 0.
Hard to cause status abnormality of additional effects from element damage. <br>
Damage is increased by long sword skill.
|-
|Arrow
|Ranged, 1 tile
|
|-
|Bolt
|12 straight tiles (piercing)
|Can hit caster if it's stopped by an adjacent wall.
|-
|Ball
|A 5x5 sphere Aoe centered about the caster.
|Damage reduces with distance from the origin.
|-
|Miasma
|Ranged, 1 tile
|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.
|-
|Intonation
|Self
|Changes damage dealt by the wielder's physical attacks to that element and provides resistance to it.
Resistance bonus depends on Charisma.  Successful strikes consume a charge.
Applies to melee, bow/gun, and thrown attacks.
|-
|Bit
|Ground
|Summons a magical wisp of that element that casts the associated arrow spell.
Can move and is innately immune to its element.
|}
{| class="wikitable sortable"
|+Availability of spellbooks
! class="sortable" | Domain
!Spell name
! class="sortable" | Main Stat
! class="sortable" | Touch
!Sword
! class="sortable" | Arrow
! class="sortable" |Bolt
! class="sortable" | Ball
! class="sortable" | Miasma
! class="sortable" | Intonation
! class="sortable" | Bit
|-
|Fire
|Fire
|MAG
|X
|
|
|X
|X
|
|X
|
|-
|Cold
|Ice
|MAG
|
|
|X
|X
|X
|
|X
|X
|-
|Lightning
|Lightning
|MAG
|
|
|
|X
|X
|
|X
|X
|-
|Darkness
|Shadow
|MAG
|
|X
|X
|X
|
|X
|X
|
|-
|Mind
|Mind
|CHA
|X
|
|
|X
|
|
|
|X
|-
|Poison
|Poison
|DEX
|
|X
|X
|
|X
|X
|
|
|-
|Nether
|Death
|END
|X
|
|
|X
|
|
|X
|X
|-
|Sound
|Sound
|PER
|
|
|
|X
|X
|
|
|X
|-
|Nerve
|Nerve
|LER
|
|
|X
|X
|
|X
|
|
|-
|Chaos
|Chaos
|MAG
|
|
|
|X
|X
|
|X
|X
|-
|Magic
|Magic
|MAG
|
|X
|X
|
|X
|
|
|X
|-
|Holy
|Light
|WIL
|X
|
|
|X
|
|
|X
|X
|-
|Ether
|Ether
|MAG
|
|
|
|X
|X
|
|
|X
|-
|Cut
|Blood
|STR
|X
|
|
|X
|
|X
|
|
|-
|Acid
|Acid
|MAG
|
|
|X
|X
|X
|
|
|
|-
|Impact
|Impact
|END
|
|
|
|
|
|
|
|
|}
Random adventurers and some NPCs may learn spells for which spellbooks are not sold.<references />
 
===Damaging(Unique)===
{| class="wikitable"
!Name
!Domain
!Main Stat
!Targeting
!Effect
!Notes
|-
|Meteor
|Fire
|Magic
|Self
|Summons numerous meteor clusters over a wide area. Causing pillars 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.
|
|-
|Earthquake
|Impact
|Magic
|Self
|Causes earthquakes over a wide area (11 tile radius).
|Increased damage for targets in gravity
Half damage for levitated targets
|}
 
===Hexes===
As with all hexes the creature can resist the application and the spell will "splash" and not stick. This is based on the creatures will stat versus your spell level. The given spell however if successfully casted on the creature has its effectiveness reduced in proportion<ref name=":0">the proportionality seems to have diminishing returns as the higher the resist stat becomes it approaches a flat floor of -5 for elemental scar (possibly meaning it reverts to its level 1 spell strength).</ref> to the spells given counter attribute. We will call this the resist stat. This goes both ways. If the enemy successfully lands a hex on the player or party member the effectiveness is reduced proportionally<ref name=":0" /> to the player's stat.
 
Example:
 
If Elemental Scar is successfully cast on an enemy with 44 endurance and the spell reduces the Fire/Cold/Lightning resistance by 32, the end result is a reduction of only -24
 
If Elemental Scar is successfully cast on an enemy with 869 endurance and the spell reduces the Fire/Cold/Lightning resistance by 32, the end result is a reduction of only -7
 
If Elemental Scar is successfully cast on an enemy with 1408 endurance and the spell reduces the Fire/Cold/Lightning resistance by 32, the end result is a reduction of only -6
{| class="wikitable"
!Name
!Main Stat
!Resist Stat
!Targeting
!Effect
!Notes
|-
|Silence
|Will
|Will
|Creature
|Silences target, preventing spellcasting.
|Magic device and special actions still work.
|-
|Weakness
|Will
|Will
|Creature
|Halves target's PV and DV.
|
|-
|Elemental Scar
|Magic
|Endurance
|Creature
|Reduces target's fire, ice and lightning resistances.
|
|-
|Nightmare
|Magic
|Learning
|Creature
|Reduces target's mind, nether and darkness resistances.
|
|-
|Bane
|Will
|Learning
|Creature
|Decreases target's luck and chance to hit.
|Also strips worship bonuses if cast by an inquisitor. Excommunication negates the target's faith bonus.
|-
|Slow
|Will
| -Nothing-
|Creature
|Slows the target.
|Hardcoded minimum character speed is 10.
|-
|Mist of Darkness
|Will
| -Nothing-
|Ground
|Creates clouds of mist that grant evasion bonuses to anything inside.
|Randomly generated within a radius of 3 tiles centered on the selected point. Disappears after a turn.
Enemies can take advantage of this.
|-
|Web
|Will
| -Nothing-
|Ground
|Creates webs that ensnare anything that steps in them.
|Randomly generated within a radius of 3 tiles centered on the selected point.
Spiders are immune to snaring effect. Very inaccurate
|-
|Gravity
|Magic
| -Nothing-
|Creature
|Gravitates the target, making it unable to levitate.
|It has the hidden effect of negating teleport, decreasing speed by 30% and greatly increasing earthquake damage.
|}
<references />
 
==Defense Spells==
Spells whose target is a party can be cast on the entire party, including the caster, by long-pressing the icon.
 
You can also cast a spell on others by holding it in your hand and then right-clicking on the target.
 
Single-target healing also applies to mount and symbiote.
 
===Healing===
Willpower directly influences the power of the healing spell. If interested in reading more, reference:
{| class="wikitable"
!Name
!Domain
!Main Stat
!Targeting
!Effect
!Notes
|-
|Cure Minor Wounds
|Holy
|Will
|Single/Party
| rowspan="6" |Heals HP and some bad statuses.
|
|-
|Cure Major Wounds
|Holy
|Will
|Party
|NPC exclusive. The target is caster's party.
|-
|Cure Critical Wounds
|Holy
|Will
|Single/Party
|
|-
|Healing
|Holy
|Will
|Single/Party
|
|-
|Healing of 《Eris》
|Holy
|Will
|Single/Party
|
|-
|Healing of 《Odina》
|Holy
|Will
|Single/Party
|
|-
|Healing of 《Jure》
|Holy
|Will
|Single/Party
|Heals HP fully  and some bad statuses.
|Spells not sold in the common store.
Cannot be duplicated or sold to stores.
|-
|Resurrection
|Holy
|Will
|None
|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.
|-
|Nature's Embrace
|Holy
|Will
|Party
|Healing over time. activates every 4 ticks for character with 100 speed.
|Heals 8 times for minimum<ref>Not tested</ref>
|-
|Restore Body
|Holy
|Will
|Party
|Restores damaged attributes and cure bad conditions.
|Attributes: Str, End, Dex, Cha. Conditions: Blind, Poison, Bleed
|-
|Restore Mind
|Holy
|Will
|Party
|Restores damaged attributes and cure bad conditions.
|Attributes: Per, Ler, Will, Mag, Conditions: Fear, Dim
|-
|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===
All below blessings scale with spell level as the PC and with character level as an NPC
{| class="wikitable"
!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. This includes miasmas.
|-
|Cat's Eye
|Perception
|Self
| +1 vision and attack range, +Perception, nullifies blind.
|Heavily scales in duration, will not provide extra vision.
|-
|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. Gets multiplied by the Lonely Soul feat.
|-
|Phoenix
|Will
|Party
|Grant the Rebirth to the target.
|Spells not sold in the common store.
|}
 
==Utility Spells==
 
=== Utility ===
{| class="wikitable"
!Name
!Main Stat
!Targeting
!Effect
!Notes
|-
|Teleport
|Perception
|Self
|Teleports self.
|Can be any vacant tile on the map.
|-
|Short Teleport
|Perception
|Self
|Teleports self.
|Generally within usually a 5-tile radius.
|-
|Mass Teleport
|Perception
|Self
|Teleports self with your pets and minions.
|Can be any vacant tile on the map.
|-
|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, and recently visited nefias.
|-
|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.
Hold down the spell icon to appraise every item in the player's inventory.
|-
|*Identify*
|Perception
|Item
|Identifies an item.
|Stock can only be obtained by absorbing it from rods with mana batteries.
Identifies any item. Hold down the spell icon to appraise every item in the player's inventory.
Very hard and expensive (~125 mana) to cast as memorized spell.
|-
|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. 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.
|Success chance depends on spell strength (Rod/scroll status or spell level versus cursed/doomed item status).
Blessed rods of uncurse apply to every item in the player's inventory.
 
Doomed items may take several attempts to uncurse. A blessed rod/scroll is adviced.
|-
|*Uncurse*
|Will
|Self or Ally
|Removes curses on equipped gear.
|Stock can only be obtained by absorbing it from rods with mana batteries.
More powerful curses (doomed) can be uncursed.
Blessed rods of uncurse apply to 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. Flaot makes you not trigger traps and take less damage from earthquake.
|-
|[[Elin:Mutations|Mutation]]
|Perception
|Self
|Randomly mutates the player.
|Potions are preferred because they can be blessed to cause a positive mutation.
|-
|Telepathy
|Perception
|Self
|Reveals monsters on the floor.
|Will not reveal monsters considered mindless (some machines and undead) and Yith(race)
|-
|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.
|-
|See Invisible
|Perception
|Self
|Grants see invisible.
|The ability to see invisible (through whatever means) is not shared with allies.
|-
|Incognito
|Perception
|Self
|Grants disguised status
|Primarily used to reset hostile status of neutral NPCs. If at negative Karma, Incognito can be used to avoid being attacked in settlements. Does not prevent NPCs turning hostile ''after'' casting when commiting a crime.
|-
|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.
[[Elin:魔女|Witches]] get bonus to riding brooms
|}
 
=== Summon ===
 
* Summons last until killed.
* Summons are generated with 0 interest and no fur. They will regrow fur. Fur level depends on creature level above their default level.
* Summons are scaled by spell level.


{| class="wikitable"
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.
!Name
!Main Stat
!Targeting
!Effect
!Notes
|-
|Summon Animal
|Charisma
|Self
|Summons allied animals
|
|-
|Summon Undead Younger Sisters
|Charisma
|Self
|Summons allied undead younger sisters
|
|-
|Summon Shadow
|Charisma
|Self
|Summons allied shadows that detonate on enemies.
|Shadows appear at half health. Suicide explosions are sound-element. Handle with care, very easy to kill yourself unless you have sufficient Control Magic skills. Shadows may use self-destruct if 50% or lower.
|-
|Summon Monster
|Charisma
|Self
|Summons random monsters
| rowspan="2" |Spells not sold in the common store.
|-
|Summon Pawn
|Charisma
|Self
|Summons pawns
|-
|Summon Fire
|Charisma
|Self
|Summons fire element monsters
| rowspan="7" |Cannot be learned by the player.
|-
|Summon Tentacle
|Charisma
|Creature
|Summons tentacles
|-
|Summon Yeek
|Charisma
|Self
|Summons Yeeks
|-
|Summon Orc
|Charisma
|Self
|Summons Orcs
|-
|Summon Octopus
|Charisma
|Self
|Summon Octopus
|-
|Summon Fish
|Charisma
|Self
|Summon Aquatic creatures
|-
|Summon Offspring
|Charisma
|Self
|Summon Offsprings of Shub-Niggurath
|}
==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.