Difference between revisions of "Spells"

From Medivia Online Wiki
Line 63: Line 63:
----
----


Spells are magical syntaxes that, once cast, will consume some mana in order to produce the desired effect.<br><br>
Spells are magical syntaxes that, once cast, will consume some of your [[Regeneration|naturally regenerating]] mana in order to produce the desired effect.<br>
All spells require a certain amount of mana every time they are used, except for [[Taunt]], and have a minimum magic level requirement. In addition to these restrictions, some spells can only be used by certain vocations. Most of the spells require to learn (buy) them before being able to cast.<br><br>
All spells (except for [[Taunt]]) require a certain amount of mana every time to be used and have a minimum magic level requirement. In addition to these restrictions, some spells can only be used by certain vocations. Most spells have to be learned (bought) before a player is able to cast them.<br>
 
All learned and learnable spells for the player's vocation can be seen in the spellbook module in-game, accessible through an icon in the top left of the game-window. Teachers for these spells can also be located and marked on your map through the module.<br>
You cannot use spells too rapidly,  each spell, depending on the type, will exhaust you for 1 or 2 seconds. Note that you can '''not''' get muted for quickly casting spells, but you cannot cast spells while muted.<br><br>
Spells cannot be used too rapidly. Each spell, depending on the type, will exhaust you for 1 or 2 seconds. For example, healing runes and spells have a 1 second cooldown (except for [[Purification]]); offensive runes have a 2 second cooldown, while the cooldowns of offensive spells vary. Note that you can '''not''' get muted by quickly casting spells, but you cannot cast spells while muted.<br>
 
When it comes to damaging and healing runes and spells, a character's damage or healing values are determined by their total [[Spellpower]], which is derived from their [[Magic Level]], experience level and either their total [[Intelligence]], [[Dexterity]] or [[Strength]].
The skills of the magic user have a direct impact upon the effectiveness of most spells and runes. While the magic level has the largest impact upon the effect of spells, it is also effected by the experience level to a lesser degree.<br><br>
 
Spells are useful for many different things. With spells, you can do almost anything from summoning a horde of skeletons to fight by your side, to generating magical light to illuminate your path.

Revision as of 17:52, 21 November 2023

Knight Spells
Guidewarrior.png

List of all spells Knights can learn.
Archer Spells
Guidescout.png

List of all spells Archers can learn.
Mage Spells
Guidesorcerer.png

List of all spells Mages can learn.
Druid Spells
Guidemage.png

List of all spells Druids can learn.
Summons
Ancreo res.png

List of all available summons.
Rune Spells
Encurso vita virtus.png

List of all rune spells ingame.
Faction Spells
Antar magni vid.png

List of spells obtainable from The Order of the Holy Rose Faction.

Spells are magical syntaxes that, once cast, will consume some of your naturally regenerating mana in order to produce the desired effect.
All spells (except for Taunt) require a certain amount of mana every time to be used and have a minimum magic level requirement. In addition to these restrictions, some spells can only be used by certain vocations. Most spells have to be learned (bought) before a player is able to cast them.
All learned and learnable spells for the player's vocation can be seen in the spellbook module in-game, accessible through an icon in the top left of the game-window. Teachers for these spells can also be located and marked on your map through the module.
Spells cannot be used too rapidly. Each spell, depending on the type, will exhaust you for 1 or 2 seconds. For example, healing runes and spells have a 1 second cooldown (except for Purification); offensive runes have a 2 second cooldown, while the cooldowns of offensive spells vary. Note that you can not get muted by quickly casting spells, but you cannot cast spells while muted.
When it comes to damaging and healing runes and spells, a character's damage or healing values are determined by their total Spellpower, which is derived from their Magic Level, experience level and either their total Intelligence, Dexterity or Strength.