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magic_system [2025/06/18 19:39] – bunny | magic_system [2025/06/22 16:11] (current) – bunny | ||
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- | | SPOILER: Arcane Incantation will raise passively alongside other magic skills. Damage scaling for spells is primarily based on Arcane Incantation, | + | | <fc #ffffff>SPOILER: Arcane Incantation will raise passively alongside other magic skills. Damage scaling for spells is primarily based on Arcane Incantation, |
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- | | 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.</ |
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- | | 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/ | + | | <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/ |
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- | | 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</ |
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- | | 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/ | + | |<fc # |
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- | | 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.</ |
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- | | SPOILER: 45 skill% in Alchemy is needed for a 100% success chance on grinding reagents, which is especially crucial for rare ingredients, | + | | <fc #ffffff>SPOILER: 45 skill% in Alchemy is needed for a 100% success chance on grinding reagents, which is especially crucial for rare ingredients, |
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- | | 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+).</ |
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- | | 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).</ |
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- | | 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.</ |
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- | | 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: | + | |<fc # |
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- | | 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.</ |
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- | | 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.</ |
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- | | 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.</ |
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{{ : | {{ : | ||
- | ====== Spellcraft ====== | ||
- | ===== Learning new power words ===== | + | |
+ | ====== | ||
+ | <fs xx-large> | ||
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. | ||
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- | | 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.</ |
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- | | 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.</ |
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| 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%. | | ||
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| SPOILER: Increased skill and mana requirements for ordinary spells cast via Rune Magic are: | | SPOILER: Increased skill and mana requirements for ordinary spells cast via Rune Magic are: | ||
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