Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
magic_system [2025/06/18 19:37] bunnymagic_system [2025/06/22 16:11] (current) bunny
Line 14: Line 14:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Arcane Incantation will raise passively alongside other magic skills. Damage scaling for spells is primarily based on Arcane Incantation, followed by Spell Damage Increase (SDI) on gear or via spells, caster’s INT value and Arcane Linguistics skill. |+<fc #ffffff>SPOILER: Arcane Incantation will raise passively alongside other magic skills. Damage scaling for spells is primarily based on Arcane Incantation, followed by Spell Damage Increase (SDI) on gear or via spells, caster’s INT value and Arcane Linguistics skill.</fc> | 
 <-- <--
  
Line 25: Line 26:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: A new Power Word can be learnt every 2.5% skill in Arcane Linguistics. |+<fc #ffffff>SPOILER: A new Power Word can be learnt every 2.5% skill in Arcane Linguistics.</fc> | 
 <-- <--
  
Line 35: Line 37:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Arcane Linguistics can be raised by two methods. First, by deciphering Power Words scrolls. And secondly, you can gain it by casting spells up to 20 skill points above minimum arcana skill requirement. By taking Focused Whispering/Yelling abilities, you can extend this gain window to 40 skill points above the minimum required arcana skill. |+<fc #ffffff>SPOILER: Arcane Linguistics can be raised by two methods. First, by deciphering Power Words scrolls. And secondly, you can gain it by casting spells up to 20 skill points above minimum arcana skill requirement. By taking Focused Whispering/Yelling abilities, you can extend this gain window to 40 skill points above the minimum required arcana skill.</fc> | 
 <-- <--
  
Line 43: Line 46:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Mana regeneration scales as follows:10 INT 1 mana in 7 seconds50 INT 5 mana in 7 seconds100 INT 11 mana in 7 seconds125 INT 13 mana in 7 seconds150 INT 16 mana in 7 seconds |+<fc #ffffff>SPOILER: Mana regeneration scales as follows:10 INT 1 mana in 7 seconds50 INT 5 mana in 7 seconds100 INT 11 mana in 7 seconds125 INT 13 mana in 7 seconds150 INT 16 mana in 7 seconds</fc> | 
 <-- <--
  
Line 73: Line 77:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: You gain skill in Arcanas by casting ever more complicated spells. The calculation takes the required skill of a spell and creates a range in which the arcanist can gain skill by casting that particular spell. For example, a 55 required skill spell will have the failure/success rate actually from 50 to 95. Once you get to 55 skill, you can attempt to cast the spell with a very low success rate, and at 95 skill you will always cast it without fizzling (and also stop gaining). |+|<fc #ffffff> SPOILER: You gain skill in Arcanas by casting ever more complicated spells. The calculation takes the required skill of a spell and creates a range in which the arcanist can gain skill by casting that particular spell. For example, a 55 required skill spell will have the failure/success rate actually from 50 to 95. Once you get to 55 skill, you can attempt to cast the spell with a very low success rate, and at 95 skill you will always cast it without fizzling (and also stop gaining).</fc> | 
 <-- <--
  
Line 79: Line 84:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: It is also possible to go for so-called “super enchanter” template. The success rate and potency of enchanting are based on the sum of the Arcanas. One could theoretically cast only spells from General and Archmagic (that do not conflict with the other three Arcanas) and simply invest animus to raise the other three without the penalty. |+<fc #ffffff>SPOILER: It is also possible to go for so-called “super enchanter” template. The success rate and potency of enchanting are based on the sum of the Arcanas. One could theoretically cast only spells from General and Archmagic (that do not conflict with the other three Arcanas) and simply invest animus to raise the other three without the penalty.</fc> | 
 <-- <--
  
Line 109: Line 115:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: 45 skill% in Alchemy is needed for a 100% success chance on grinding reagents, which is especially crucial for rare ingredients, such as gems. |+<fc #ffffff>SPOILER: 45 skill% in Alchemy is needed for a 100% success chance on grinding reagents, which is especially crucial for rare ingredients, such as gems.</fc> | 
 <-- <--
  
Line 117: Line 124:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Rather high skill in Geology is required to be successful (70+). |+<fc #ffffff>SPOILER: Rather high skill in Geology is required to be successful (70+).</fc> | 
 <-- <--
  
Line 125: Line 133:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Success chance of extracting those resources is low even at higher skill levels. It is best to combine it with leather gathering for leather armor (which has no penalties regarding mana regeneration). |+<fc #ffffff>SPOILER: Success chance of extracting those resources is low even at higher skill levels. It is best to combine it with leather gathering for leather armor (which has no penalties regarding mana regeneration).</fc> | 
 <-- <--
  
Line 133: Line 142:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: It reduces the spell damage for INT/10. At 150 INT, it will reduce each direct spell by -15 damage. |+<fc #ffffff>SPOILER: It reduces the spell damage for INT/10. At 150 INT, it will reduce each direct spell by -15 damage.</fc> | 
 <-- <--
  
Line 141: Line 151:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: When a spellbook is created, it has a chance to be crafted with certain properties, based on the maker’s skill in General Arcana. At 120 General, up to 3 bonuses can be applied. Bonuses are:Bonus IntBonus ManaCast SpeedCast RecoverySpell DamageRegen ManaLower Mana CostSkills:General ArcanaPaganistic ArcanaArchmagic ArcanaDiabolismDivine ArcanaArcane IncantationMagic Resist |+|<fc #ffffff> SPOILER: When a spellbook is created, it has a chance to be crafted with certain properties, based on the maker’s skill in General Arcana. At 120 General, up to 3 bonuses can be applied. **Bonuses are:**Bonus Int, Bonus Mana, Cast Speed. Cast Recovery, Spell Damage, Regen Mana, Lower Mana Cost, **Skills:** General Arcana, Paganistic Arcana, Archmagic Arcana, Diabolism, Divine Arcana, Arcane Incantation, Magic Resist</fc> | 
 <-- <--
  
Line 153: Line 164:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: General Arcana holds most utility spells, some of which are linked to the actual skills and associated feats. You still need to raise those skills normally in order to buy the perks.A mantra that temporarily boosts the Hiding skill (scales with INT). If proper abilities are taken in the Hiding tree, it allows the caster to run in stealth for a short period of time.A “reveal” mantra that works similar to the active use of Perception skill.A mantra that temporarily boosts the Mage Resist skill. It scales with INT and works for a few minutes.An “unlock” mantra boosts your Lockpicking skill temporary up to INT/2 (75 max) and allows you to pick the doors and containers. One can put on +lockpicking clothing to push his or her skill even further. |+<fc #ffffff>SPOILER: General Arcana holds most utility spells, some of which are linked to the actual skills and associated feats. You still need to raise those skills normally in order to buy the perks.A mantra that temporarily boosts the Hiding skill (scales with INT). If proper abilities are taken in the Hiding tree, it allows the caster to run in stealth for a short period of time.A “reveal” mantra that works similar to the active use of Perception skill.A mantra that temporarily boosts the Mage Resist skill. It scales with INT and works for a few minutes.An “unlock” mantra boosts your Lockpicking skill temporary up to INT/2 (75 max) and allows you to pick the doors and containers. One can put on +lockpicking clothing to push his or her skill even further.</fc> | 
 <-- <--
  
Line 173: Line 185:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Crafters can disenchant their armor pieces with HP bonuses. Tailors can also successfully disenchant clothing with +skill properties. A morium with a powerlevel lower than 10 is required to store the energy. |+<fc #ffffff>SPOILER: Crafters can disenchant their armor pieces with HP bonuses. Tailors can also successfully disenchant clothing with +skill properties. A morium with a powerlevel lower than 10 is required to store the energy.</fc> | 
 <-- <--
  
Line 187: Line 200:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Not all spells are subject to the decrease in intensity while whispering. It is a good practice to test the new spells out and see how they behave. |+<fc #ffffff>SPOILER: Not all spells are subject to the decrease in intensity while whispering. It is a good practice to test the new spells out and see how they behave.</fc> | 
 <-- <--
  
 {{ :9.jpg?nolink }} {{ :9.jpg?nolink }}
  
-====== Spellcraft ====== 
  
-===== Learning new power words =====+ 
 +====== Spellcraft ====== 
 +<fs xx-large>Learning new power words</fs>
  
 Power words are found as loot or treasure and are simply double-clicked to use. You will be presented with the found page in a unique window, and you may now try to decipher it to learn what power word it holds. This is based on luck, simply - the only tool that can help a bit with this process is the //Parchment Handling// perk in Arcane Linguistics. Power words are found as loot or treasure and are simply double-clicked to use. You will be presented with the found page in a unique window, and you may now try to decipher it to learn what power word it holds. This is based on luck, simply - the only tool that can help a bit with this process is the //Parchment Handling// perk in Arcane Linguistics.
Line 211: Line 226:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: You will soon find out that you do not need to carry the whole library of spells around but just a selected few spells. Carrying a smaller book helps with an already limited weight capacity that mages have to endure due to the low STR score. |+<fc #ffffff>SPOILER: You will soon find out that you do not need to carry the whole library of spells around but just a selected few spells. Carrying a smaller book helps with an already limited weight capacity that mages have to endure due to the low STR score.</fc> | 
 <-- <--
  
Line 229: Line 245:
  
 -->Spoiler# -->Spoiler#
-| SPOILER: Direct item research (that was in beta Act V) is no longer possible, i.e. getting more copies of the same spell from a crafted one. |+<fc #ffffff>SPOILER: Direct item research (that was in beta Act V) is no longer possible, i.e. getting more copies of the same spell from a crafted one.</fc> | 
 <-- <--
  
Line 252: Line 269:
 -->Spoiler# -->Spoiler#
 | SPOILER: The list of all possible enchants can be found here (wiki link). It is worth noting that certain properties have a cumulative “hard cap”.A sum of armor and weapon resists will only go up to 70 in each resistStats can go up to 150, except HP and MANA which are without the cap.HP regeneration caps at 24 (24 hp regenerated every 11 seconds)STA regeneration caps at 18 (18 stamina regenerated every 7 seconds)MANA regeneration caps at 18 (18 mana regenerated every 7 seconds)Spell Damage Increase (SDI) caps at 30% for PvP, but has no cap for PvMFaster Casting (FC) caps at 4. Each point means 0.25 sec shorter casting time.Faster Cast Recovery (FCR) caps at 6. 1.5 sec delay is base, and each point decreases it for 0.25 sec. 6 will eliminate the delay.Lower Mana Cost (LMC) caps at 40%. | | SPOILER: The list of all possible enchants can be found here (wiki link). It is worth noting that certain properties have a cumulative “hard cap”.A sum of armor and weapon resists will only go up to 70 in each resistStats can go up to 150, except HP and MANA which are without the cap.HP regeneration caps at 24 (24 hp regenerated every 11 seconds)STA regeneration caps at 18 (18 stamina regenerated every 7 seconds)MANA regeneration caps at 18 (18 mana regenerated every 7 seconds)Spell Damage Increase (SDI) caps at 30% for PvP, but has no cap for PvMFaster Casting (FC) caps at 4. Each point means 0.25 sec shorter casting time.Faster Cast Recovery (FCR) caps at 6. 1.5 sec delay is base, and each point decreases it for 0.25 sec. 6 will eliminate the delay.Lower Mana Cost (LMC) caps at 40%. |
 +
 <-- <--
  
Line 262: Line 280:
 -->Spoiler# -->Spoiler#
 | SPOILER: Increased skill and mana requirements for ordinary spells cast via Rune Magic are:Uncommon +7 skill/manaRare +13 skill/manaEpic +25 skill/mana | | SPOILER: Increased skill and mana requirements for ordinary spells cast via Rune Magic are:Uncommon +7 skill/manaRare +13 skill/manaEpic +25 skill/mana |
 +
 <-- <--
  
Back to top