Spellcasting
![]() | Some of the text on this page is from the Early Access release of the game. このページにはアーリーアクセス版の情報が含まれています。 |
Read spell books to gain stock in spells.
Please check this page for prices of spellbooks and magic rods.
Overview
Using a spell
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.
- Casting skill affects the success rate of spellcasting.
- The PC's casting rate is reduced when mounted or parasitized by a pet.
- PC's casting rate will be reduced when heavily armed and shield equipped.
- Learning the Heavy Cast feat reduces these penalties.
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.
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.
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.
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.
Obtaining Spelltocks
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.
- 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, bit, 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.
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 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 are not limited to the types of spells available as spellbooks. They can use spells unavailable to the player, such as Mind Arrow.
Attack 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. See Elements for more details.
If more information about specific numbers is wanted, reference: Spell damage formula
Damaging(General)
Touch: Melee range, single tile target, low mana cost. Additional effects of the element are likely to occur.
Sword: Melee range, single tile target, penetrates the target's resistance. Hard to cause status abnormality of additional effects from element damage. Damage is increased by long sword skill.
Arrow: A single tile target ranged spell.
Bolt: A beam that pierces enemies and travels for 12 tiles. 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: 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: 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: Summons a magical wisp of that element that casts the associated arrow spell. Can move and is innately immune to its element.
Domain | Spell name | Main Stat | Touch | Sword | Arrow | Bolt | Ball | Miasma | Intonation | 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.
Damaging(Unique)
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[1] 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[1] 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
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. |
- ↑ Jump up to: 1.0 1.1 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).
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:
Name | Domain | Main Stat | Targeting | Effect | Notes |
---|---|---|---|---|---|
Cure Minor Wounds | Holy | Will | Single/Party | Heals HP and some bad statuses.
These are sorted in the weakest to strongest: The stronger the magic is, the more MP it costs and the quicker the dice size, the bonus grow. The number of dices no longer grow in recent Nightly version. |
|
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 | ||
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[1] |
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
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. |
Utility Spells
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. |
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.
Witches get bonus to riding brooms |
Summon Animal | Charisma | Self | Summons allied animals1 | Summons are scaled by spell level. Summons last until killed. |
Summon Undead Younger Sisters | Charisma | Self | Summons allied undead younger sisters1 | Summons are scaled by spell level. |
Summon Shadow | Charisma | Self | Summons allied shadows1 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 Control Magic skills. Shadows may use self-destruct if 50% or lower. |
Summon Fire | Charisma | Self | Summons fire element monsters | Cannot be learned by the player. Strength of summoned character increases with spell level and spell power. |
Summon Tentacle | Charisma | Creature | Summons tentacles | |
Summon Monster | Charisma | Self | Summons random monsters | |
Summon Pawn | Charisma | Self | Summons pawns | |
Summon Yeek | Charisma | Self | Summons Yeeks | |
Summon Orc | Charisma | Self | Summons Orcs |
1: Summons are generated with 0 interest and no fur. They will regrow fur. Fur level depends on creature level above their default level.
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.
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.
How to use the calligraphy tool: Use the calligraphy tool→select a weapon and an attack magic book.
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.
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.
Talisman damage is rolled after weapon damage.
Casting in this manner *does* give the player the appropriate spell experience, but not the casting experience.
Talisman stock is gained at 1/2 the base rate of reading the book, with no bonuses from memorization.
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.
- ↑ Not tested