Jump to content

Elin:Spellcasting: Difference between revisions

m
Separated spell lists to reduce the size of the spellcasting page.
m (changed spellbook availability table X symbol to checkmark to better understand it, clarified some targetting)
m (Separated spell lists to reduce the size of the spellcasting page.)
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]]'''.
 
For the effects of '''[[Elin:Rods|rods]]''', '''[[Elin:Books|scrolls]]''', and '''[[Elin:Potions|magic potions]]''', see the pages for each item.  


Please check '''[[Elin:Vendors/Price|this]]''' page for prices of spellbooks and magic rods.  
Please check '''[[Elin:Vendors/Price|this]]''' page for prices of spellbooks and magic rods.  
== Overview==


=== Using a spell ===
== 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, bit, 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.
 
=== 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 through[[Elin:遺伝子合成|'''Gene 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' 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.
== Using a spell==
When a spell is used, the user consumes one stock of the spell and MP to attempt to cast it.
When a spell is used, the user consumes one stock of the spell and MP to attempt to cast it.


Line 83: Line 126:
* Rest Shrines and Cursed Ether Antibody have the effect of instantly recovering mana.
* Rest Shrines and Cursed Ether Antibody have the effect of instantly recovering mana.


=== Obtaining Spellstocks ===
== Talismans==
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, bit, 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.
 
=== 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 through[[Elin:遺伝子合成|'''Gene 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' 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.
 
==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 '''[[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 scales 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 Attribute
! 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
|✓
|✓
|
|✓
|✓
|
|✓
|
|-
|Cold
|Ice
|MAG
|✓
|
|✓
|✓
|✓
|
|✓
|✓
|-
|Lightning
|Lightning
|MAG
|
|
|
|✓
|✓
|
|✓
|✓
|-
|Darkness
|Shadow
|MAG
|
|✓
|✓
|✓
|
|✓
|✓
|
|-
|Mind
|Mind
|CHA
|✓
|
|
|✓
|
|
|
|✓
|-
|Poison
|Poison
|DEX
|
|✓
|✓
|
|✓
|✓
|
|
|-
|Nether
|Death
|END
|✓
|
|
|✓
|
|
|✓
|✓
|-
|Sound
|Sound
|PER
|
|
|
|✓
|✓
|
|
|✓
|-
|Nerve
|Nerve
|LER
|
|
|✓
|✓
|
|✓
|
|
|-
|Chaos
|Chaos
|MAG
|
|
|
|✓
|✓
|
|✓
|✓
|-
|Magic
|Magic
|MAG
|
|✓
|✓
|
|✓
|
|
|✓
|-
|Holy
|Light
|WIL
|✓
|
|
|✓
|
|
|✓
|✓
|-
|Ether
|Ether
|MAG
|
|
|
|✓
|✓
|
|
|✓
|-
|Cut
|Blood
|STR
|✓
|
|
|✓
|
|✓
|
|
|-
|Acid
|Acid
|MAG
|
|
|✓
|✓
|✓
|
|
|
|-
|Impact
|Impact
|END
|
|
|
|
|
|
|
|
|-
|Void
|Void
|END
|
|
|
|
|
|
|
|
|}
Random adventurers and some NPCs may learn spells for which spellbooks are not sold.<references />
 
===Damaging(Unique)===
{| class="wikitable"
!Name
!Domain
!Main Attribute
!Targeting
!Spellbook?
!Effect
!Notes
|-
|Meteor
|Fire
|Magic
|Self
|Yes
|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
|Magic
|Hostile
|Yes
|Removes all hexes on target and damages surrounding enemies.
Requires at least one hex on target to work.
|Damage varies depending on the number of hexes removed.
|-
|Earthquake
|Impact
|Magic
|Self
|Yes
|Causes earthquakes over a wide area (11 tile radius).
|Increased damage for targets in gravity
Half damage for levitated targets
|-
|Acid Sea<ref>Strictly speaking, it is an elemental spell called “Sea.” Currently, only Acid Slime can use Sea, and Sea spells are not generated as random abilities.</ref>
|Acid
|Magic
|Ground
|No
|Spreads puddles that deal acid damage when stepped on within a 3-tile radius centered on the selected tile.
|Cannot be learned by players.
 
Puddles can be destroyed with ice spells.
|}
 
===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 Attribute
!Resist Attribute
!Targeting
!Spellbook?
!Effect
!Notes
|-
|Silence
|Will
|Will
|Creature
|Yes
|Silences target, preventing spellcasting.
|Magic device and special actions still work.
|-
|Weakness
|Will
|Will
|Creature
|Yes
|Halves target's PV and DV.
|
|-
|Elemental Scar
|Magic
|Endurance
|Creature
|Yes
|Reduces target's fire, cold and lightning resistances.
|
|-
|Nightmare
|Magic
|Learning
|Creature
|Yes
|Reduces target's mind, nether and darkness resistances.
|
|-
|Bane
|Will
|Learning
|Creature
|Yes
|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
| N/A
|Creature
|Yes
|Slows the target.
|Hardcoded minimum character speed is 10. Overrides haste (Speed).
|-
|Mist of Darkness
|Will
| N/A
|Ground
|Yes
|Creates clouds of mist that grant a 50% chance of 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.
 
Mist can be destroyed with ice spells.
|-
|Web
|Will
| N/A
|Ground
|Yes
|Creates webs that ensnare anything that steps in them. Captured creatures cannot move until they shake off the spider web, which prevents teleportation.
|Randomly generated within a radius of 3 tiles centered on the selected point. Very inaccurate
Spiders and tall races<ref>Golem, Ent, Wyvern, Ggiant, Drake, Dragon, Dinosaur, Cerberus, Armor, Rock, Piece, Yith, Machinegod, Undeadgod</ref> are immune to snaring effect.
 
Spider webs can be destroyed with ice spells.
|-
|Gravity
|Magic
| N/A
|Creature
|Yes
|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.
|-
|Berserk
|Will
| N/A
|Creature
|No
|Causes the target to berserk.
|Cannot be learned by the player. Only available as potion of Berserk.
Berserk has a disadvantageous effect, but since it's considered a buff by the game it cannot be resisted
|}
<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 Attribute
!Targeting
!Spellbook?
!Effect
!Notes
|-
|Cure Minor Wound
|Holy
|Will
|Self/Party
|Yes
| rowspan="6" |Heals HP and some bad statuses.
|
|-
|Cure Major Wound
|Holy
|Will
|Self/Party
|No
|Cannot be learned by the player. Only available as potion of Cure Major Wound.
|-
|Cure Critical Wound
|Holy
|Will
|Self/Party
|Yes
|
|-
|Healing
|Holy
|Will
|Self/Party
|Yes
|
|-
|Healing of 《Eris》
|Holy
|Will
|Self/Party
|Yes
|
|-
|Healing of 《Odina》
|Holy
|Will
|Self/Party
|Yes
|
|-
|Healing of 《Jure》
|Holy
|Will
|Self/Party
|Yes
|Fully heals HP and some bad statuses.
|Spellbook not sold in the common store.
Cannot be duplicated or sold to stores.
|-
|Resurrection
|Holy
|Will
|Self
|Yes
|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
|Self/Party
|Yes
|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
|Self/Party
|Yes
|Restores weakened attributes and cure bad conditions.
|Attributes: STR, END, DEX, CHA. Conditions: Blind, Poison, Bleed
|-
|Restore Mind
|Holy
|Will
|Self/Party
|Yes
|Restores weakened attributes and cure bad conditions.
|Attributes: PER, LER, WIL, MAG. Conditions: Fear, Dim
|-
|Holy Light
|Holy
|Will
|Self/Party
|Yes
|Attempts to remove one hex and grants a weak holy veil.
|Success dependent on strength vs hex strength.
|-
|Vanquish Hex
|Holy
|Will
|Self/Party
|Yes
|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 Attribute
!Targeting
!Spellbook?
!Effect
!Notes
|-
|Holy Veil
|Will
|Self/Party
|Yes
|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
|Yes
| +1 vision and attack range, +Perception. Immunity to blind.
|Heavily scales in duration, will not provide extra vision.
|-
|Holy Shield
|Will
|Self/Party
|Yes
| +PV. Immunity to fear and weakness.
|
|-
|Divine Wisdom
|Learning
|Self
|Yes
| +Magic, Learning and Literacy. Immunity to confusion.
|
|-
|Hero
|Will
|Self/Party
|Yes
| +Strength and Dexterity. Immunity to fear and confusion
|
|-
|Elemental Shield
|Will
|Self/Party
|Yes
| +Fire, Cold and Lightning resists. Immunity to elemental scar
|Overrides elemental scars.
|-
|Speed
|Will
|Self
|Yes
| +Speed
|Overrides slow, but does NOT grant immunity to slow. Gets multiplied by the Lonely Soul feat.
|-
|Phoenix
|Will
|Self/Party
|Yes
|Grant the Rebirth status to the target.
|Spellbook not sold in the common store. (Cannot be duplicated).
|-
|Brightness of Life
|Will
|Self/Party
|No
|Grant the [[Elin:Status|Brightness of Life]] status to the target.
|Cannot be learned by the player.
|}
 
==Utility Spells==
 
=== Utility ===
{| class="wikitable"
!Name
!Main Attribute
!Targeting
!Spellbook?
!Effect
!Notes
|-
|Teleport
|Perception
|Self
|Yes
|Teleports self.
|Can be any vacant tile on the map.
|-
|Short Teleport
|Perception
|Self
|Yes
|Teleports self.
|Generally within usually a 5-tile radius.
|-
|Mass Teleport
|Perception
|Self
|Yes
|Teleports self with your pets and minions.
|Can be any vacant tile on the map.
|-
|Return
|Perception
|Self
|Yes
|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.
|-
|Evacuation
|Perception
|Self
|Yes
|Returns player to the world map.
|Cast return or evac again to cancel.
|-
|Identify
|Perception
|Item
|Yes
|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
|No
|Identifies an item.
|Stock can only be obtained by absorbing it from rods with the Mana Battery ether disease.
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.
|-
|Lighten
|Learning
|Item
|No
|Reduces weight of an item by 10%.
|Only available as scroll of Flying. 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
|Creature
|Yes
|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
|Creature
|No
|Removes curses on equipped gear.
|Stock can only be obtained by absorbing it from rods with the Mana Battery ether disease.
More powerful curses (doomed) can be uncursed.
Blessed rods of uncurse apply to every item in the player's inventory.
|-
|Magic Map
|Perception
|Self
|Yes
|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
|Yes
|Makes the player float.
|Identical to float bit while in effect. Countered by gravity. Float makes you not trigger traps and take less damage from earthquake.
|-
|[[Elin:Mutations|Mutation]]
|Perception
|Self
|Yes
|Randomly mutates the player.
|Potions are preferred because they can be blessed to cause a positive mutation.
|-
|Telepathy
|Perception
|Self
|Yes
|Reveals monsters on the floor.
|Will not reveal monsters considered mindless (some machines and undead) and Yith(race)
|-
|Invisibility
|Perception
|Self/Party
|Yes
|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
|Yes
|Grants see invisible. +Spot Hidden
|The ability to see invisible (through whatever means) is not shared with allies.
|-
|Incognito
|Perception
|Self
|Yes
|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 and to buy from vendors. Does not prevent NPCs turning hostile ''after'' casting when commiting a crime.
|-
|Water Breathing
|Will
|Self/Party
|No
|Nullifies suffocation. +Swimming
|Cannot be learned by the player. Only available as potion of Water Breathing.
|-
|Broomification
|Perception
|Creature
|Yes
| Nullify other transmutation
+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:Class/Witch|Witches]] get bonus to riding brooms. Only [[Elin:Bestiary/Roran/Rodwyn|Rodwyn]] sells Broomification spellbooks and they can't be found randomly.
|-
|Putitification
|Perception
|Creature
|No
|Nullify other transmutation
-5 STR, END, +5 CHA, +10 Acid Resistance
|Cannot be learned by the player. Only available as potion of Putitification.
|-
|Catification
|Perception
|Creature
|No
|Nullify other transmutation
Speed +20, Stealth +20, Machine Bane +10, Fish Bane +10
 
Flurry +20, Chase +20, Fire Resistance -5, Sound Resistance -5
|Cannot be learned by the player. Only available as potion of Catification.
Bonuses are fixed values. Only the duration is affected by spell power.
 
When you defeat an enemy while in Catification, there is a high chance that the corpse will drop Remnants of What Once Was Life.
|-
|Wish
|Luck
|Self
|Yes
|[[Elin:Wishing|'''Wishing''']]
|Not sold in general stores (Cannot be duplicated).
|}
 
=== 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"
!Name
!Main Stat
!Targeting
!Spellbook?
!Effect
!Notes
|-
|Summon Animal
|Charisma
|Self
|Yes
|Summons allied animals
|
|-
|Summon Undead Younger Sisters
|Charisma
|Self
|Yes
|Summons allied undead younger sisters
|
|-
|Summon Shadow
|Charisma
|Self
|Yes
|Summons allied shadows that detonate on enemies.
|Shadows appear at half health. Suicide Bomb 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
|Yes
|Summons random monsters
| rowspan="2" |Spellbook not sold in the common store. (Cannot be duplicated).
|-
|Summon Pawn
|Charisma
|Self
|Yes
|Summons pawns
|-
|Summon Fire
|Charisma
|Self
|No
|Summons fire element monsters
| rowspan="8" |Cannot be learned by the player.
|-
|Summon Tentacle
|Charisma
|Creature
|No
|Summons tentacles
|-
|Summon Yeek
|Charisma
|Self
|No
|Summons Yeeks
|-
|Summon Orc
|Charisma
|Self
|No
|Summons Orcs
|-
|Summon Octopus
|Charisma
|Self
|No
|Summon Octopus
|-
|Summon Fish
|Charisma
|Self
|No
|Summon Aquatic creatures
|-
|Summon Offspring
|Charisma
|Self
|No
|Summon Offsprings of Shub-Niggurath
|-
|Summon Tidal Wave
|Charisma
|Self
|No
|Summon Tidal Wave
|}
==Talismans==
See also  '''[[Elin:Class/Sword Sage|Sword Sage]]''' Page.
See also  '''[[Elin:Class/Sword Sage|Sword Sage]]''' Page.


Line 1,043: Line 139:
Sword Sage has a large bonus when using talismans (increased talisman effects, increased talisman stock).
Sword Sage has a large bonus when using talismans (increased talisman effects, increased talisman stock).


==== Loading talisman ====
====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 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.
*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 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.
*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.
*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 ====
====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.
*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.
*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.
*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.
*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 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.
*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.
*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.
*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.
*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.


[[Category:Elin Mechanics]]
[[Category:Elin Mechanics]]
[[Category:EN]]
[[Category:EN]]