Difference between revisions of "Spells"

From Medivia Online Wiki
 
(10 intermediate revisions by one other user not shown)
Line 6: Line 6:
! [[Knight Spells]]
! [[Knight Spells]]
|-
|-
| style="text-align: center" | [[File:guidewarrior.png|64px|64px|link=Knight Spells]]<br><br>List of all spells Knights can learn.
| style="text-align: center" | [[File:Knight Male Full.png|64px|link=Knight Spells]]<br><br>List of all spells Knights can learn.
|}
|}
| valign="top" width="4%" |
| valign="top" width="4%" |
Line 14: Line 14:
! [[Archer Spells]]
! [[Archer Spells]]
|-
|-
| style="text-align: center" | [[File:guidescout.png|64px|link=Archer Spells]]<br><br>List of all spells Archers can learn.
| style="text-align: center" | [[File:Scout Male Full.png|64px|link=Archer Spells]]<br><br>List of all spells Archers can learn.
|}
|}
| valign="top" width="4%" |
| valign="top" width="4%" |
Line 22: Line 22:
! [[Mage Spells]]
! [[Mage Spells]]
|-
|-
| style="text-align: center" | [[File:guidesorcerer.png|64px|link=Mage Spells]]<br><br>List of all spells Mages can learn.
| style="text-align: center" | [[File:Sorcerer Male Full.png|64px|link=Mage Spells]]<br><br>List of all spells Mages can learn.
|}
|}
| valign="top" width="4%" |
| valign="top" width="4%" |
Line 30: Line 30:
! [[Druid Spells]]
! [[Druid Spells]]
|-
|-
| style="text-align: center" | [[File:guidemage.png|64px|link=Druid Spells]]<br><br>List of all spells Druids can learn.
| style="text-align: center" | [[File:Mage Male Full.png|64px|link=Druid Spells]]<br><br>List of all spells Druids can learn.
|}
|}
|}
|}
Line 36: Line 36:
{| class="mainpage1"
{| class="mainpage1"
|-
|-
| valign="top" width="30%" |
| valign="top" width="22%" |
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 43: Line 43:
| style="text-align: center" | [[File:Ancreo_res.png|link=Summoned Creatures]] <br> <br> List of all available summons.
| style="text-align: center" | [[File:Ancreo_res.png|link=Summoned Creatures]] <br> <br> List of all available summons.
|}
|}
| valign="top" width="3%" |
| valign="top" width="4%" |
| valign="top" width="30%" |
| valign="top" width="22%" |
{| class="wikitable"
{| class="wikitable"
|-
|-
! [[Rune Spells]]
! [[Runes]]
|-
|-
| style="text-align: center" | [[File:Encurso_vita_virtus.png|link=Rune Spells]] <br> <br> List of all rune spells ingame.
| style="text-align: center" | [[File:Encurso vita virtus.png|link=Runes]] <br> <br> Everything you need to know about runes.
|}
|}
| valign="top" width="3%" |
| valign="top" width="4%" |
| valign="top" width="30%" |
| valign="top" width="22%" |
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 58: Line 58:
|-
|-
| style="text-align: center" | [[File:Antar magni vid.png|link=Order of the Holy Rose Spells]]<br> <br> List of spells obtainable from [[Order of the Holy Rose|The Order of the Holy Rose Faction]].
| style="text-align: center" | [[File:Antar magni vid.png|link=Order of the Holy Rose Spells]]<br> <br> List of spells obtainable from [[Order of the Holy Rose|The Order of the Holy Rose Faction]].
|}
| valign="top" width="4%" |
| valign="top" width="22%" |
{| class="wikitable"
|-
! [[Spellpower]]
|-
| style="text-align: center" | [[File:Firefly 2.gif|64px|link=Spellpower]]<br><br> Everything you need to know about spellpower.
|}
|}
|}
|}
<div class="wiki" id="content_view" style="display: block">
<div class="wiki" id="content_view" style="display: block">
----
Spells are magical syntaxes that, once cast, will consume some mana in order to produce the desired effect.<br><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>
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>
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.
Spells are magical syntaxes that, once cast, will consume some of your [[Regeneration|naturally regenerating]] mana in order to produce the desired effect. Some have an instantaneous external effect, while some conjure [[Runes]] or [[Ammunition]].<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>
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]], [[Level]] and either their total [[Intelligence]], [[Dexterity]] or [[Strength]].<br><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><br>
Spells cannot be used too rapidly. The majority of spells will exhaust you for 1 or 2 seconds. 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. Spells used to conjure ammunition and runes however have no cooldown.<br>Runes and instant spells share the same cooldown timer e.g. if you use an [[Ultimate Healing]] spell, you cannot cast another spell or use a rune for 1 second; if you use an [[Explosion Rune]], you cannot use another rune or cast a spell for 2 seconds.<br> Note that you can '''not''' get muted by quickly casting spells, but you cannot cast spells while muted.

Latest revision as of 21:49, 15 May 2024

Knight Spells
Knight Male Full.png

List of all spells Knights can learn.
Archer Spells
Scout Male Full.png

List of all spells Archers can learn.
Mage Spells
Sorcerer Male Full.png

List of all spells Mages can learn.
Druid Spells
Mage Male Full.png

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

List of all available summons.
Runes
Encurso vita virtus.png

Everything you need to know about runes.
Faction Spells
Antar magni vid.png

List of spells obtainable from The Order of the Holy Rose Faction.
Spellpower
Firefly 2.gif

Everything you need to know about spellpower.

Spells are magical syntaxes that, once cast, will consume some of your naturally regenerating mana in order to produce the desired effect. Some have an instantaneous external effect, while some conjure Runes or Ammunition.
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.
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, Level and either their total Intelligence, Dexterity or Strength.

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. The majority of spells will exhaust you for 1 or 2 seconds. 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. Spells used to conjure ammunition and runes however have no cooldown.
Runes and instant spells share the same cooldown timer e.g. if you use an Ultimate Healing spell, you cannot cast another spell or use a rune for 1 second; if you use an Explosion Rune, you cannot use another rune or cast a spell for 2 seconds.
Note that you can not get muted by quickly casting spells, but you cannot cast spells while muted.