Magic information

If you want to use magic, you have to learn magic before use it (skill 20% for all players in the beginning). If you don't have magic skill, you can get it at wizard tower, simply talk to the NPC there.

You can learn new spells at magic tower in the town. But there are some spells you can't learn at the magic tower like 'Ice-Storm', 'Mass-Fire-Strike', 'Bloody-Shock-Wave'. To learn those spells, you must get the spell manual from the high level monsters like Demon or Liche.

Magic points formula: Number of magic points (MP) MAG*2 + Level*2 + INT/2

Casting

Press F7 to see the spell list, then press the spell you want to cast and choose a target.

You can also attach spells to hotkeys F2 and F3. F4 casts the last spell you casted. To cancel a spell that is being cast, click right mousebutton when choosing target. Casting probability depends on many factors that are Level, Int, Magic Skill. And the power of magic depends on level, Mag, Magic skill.

Casting probability

(NOTICE: This section has a lot of unconfirmed data, so don't blame me if they are wrong)


Perfectly wrong calculation :P Working on it. Some test data:

int 93, mag 129, mag% 100, level 71: 6 circle 100, 7 circle - 91
int 99, mag 129, mag% 100, level 73: 7 circle - 94

If you have 100% skill the casting success ratios are:


Circle 1 2 3 4 5 6 7 8 9 10
Success ratio 300 250 200 150 100 80 70 60 50 40

If you don't have 100% skill success ratio will be calculated like this:
(Circle success ratio * Magic skill) / 100

If your INT is more than 52, you'll recive INT-50/2 bonus to success ratio. (INT 60: (60-50)/2 = 5, so +5 to success ratio)

Penalty for casting magic that is higher than your level are:
Circle 1 2 3 4 5 6 7 8 9 10
penalty 5 5 8 8 10 14 28 32 36 40

Bonus for casting lower level magic is 5 per difference.

Penalty/bonus is calculated like this:

If your level / 10 (rounded down, ie 69/10=6) is under the circle you are casting:
Success penalty = (Circle - (Your level (rounded down) / 10)) * Circle Penalty

If your level / 10 (rounded down) is over the circle you are casting:
Success bonus = (Circle - (Your level (rounded down) / 10)) * 5

If your level / 10 (rounded down) is the same as the circle you are casting, there will be no bonus/penalty.

Few examples so you'll get it:
Level 42 player casting Energy Strike (circle 7): (7-(42/10))*28 = 84 (-84 penalty)
Level 67 player casting Lightning Strike (circle 8): (8-(67/10))*32 = -64 penalty
Level 95 player casting Energy Strike (circle 7): (7-(95/10))*5 = -10 (+10 bonus)

Rain will decrease your success ratio, depending on power of the rain (-8, -22, -33)

If the success at this point is over 100, it will be reduced to 100.

Now you cast the spell, if the spell doesn't fail.

Confused? You should be... let's have a few examples.

Example 1:

Player (Level 42, INT 60, MAG 90, Skill 75%) casting berserk (circle 6)
Circle success: (80 (circle success ratio) * 75 (magic skill)) / 100 = 60
INT bonus: (60-50)/2 = 5
Level penalty: (6 (circle 6 spell) - (42 (level) /10)) * 14 (Circle 6 penalty value) = 28
Success rate: (60+5-28) = 37

Example 2:

Player (Level 71, INT 89, MAG 128, Skill 97%) casting energy strike (circle 7)
Circle success: (70*97)/100=67
INT bonus: (89-50)/2=19
Level bonus/penalty: own level spell, no bonus/penalty
Success rate: 86

Example 3:

PLayer (Level 85, INT 130, MAG 150, Skill 100%) casting berserk (circle 6)
Circle success: (80*100)/100=80
INT bonus: (130-50)/2=40
Level bonus: (6-(85/10))*5 = 10
Success rate: 130

Finally, if you're starving or your stamina is 0 you have a 10% chance of failing the spell.

These formulas may be not accurate, but they will give you some guidance while creating your mage.

Hit ratio

Magical attack hit ratio: (casters hit ratio / targets magic resistance) * 50
If your MAG is over 50 then you'll get MAG-50 bonus to hit
Targets magic resistance = Magic resistance skill + (If targets MAG is over 50 it'll get MAG-50 bonus)

If hit ratio is over 90% it'll be reduced to 90%
if hit ratio is under 10% it'll be increased to 10%

So, let's continue Example 2 (player casting energy strike, success rate 86))
MAG 128 gives you +78 to hit

You throw your spell at area with Ogre (magic res 70), Troll (magic res 60) and a 3 players (player a: magic res 100, mag 80, player b: magic res 100, mag 10, player c: magic res 100, mag 120)

Your chances to hit are:
Casters hit ratio: 164 (86+78)

Ogre: (Res 70, no mag bonus), 164/70*50 = 117% chance to hit (rounded down to 90%)
Troll: (Res 60, no mag bonus), 164/60*50 = 136% chance to hit (rounded down to 90%)
Player A: (Res 100 + MAG Bonus 30 (80-50) = 130), 164/130*50 = 63% chance to hit
Player B: (Res 100, no mag bonus), 164/100*50 = 82% chance to hit
Player C: (Res 100 + MAG Bonus 70 (120-50) = 170), 164/170*50 = 48% chance to hit

Summoning

What and how much you can summon depends on your magic skill.

Skill Creature
10% Slime
20% Giant Ant
30% Snake
40% Orc
50% Skeleton
60% Clay Golem
70% Stone Golem
80% Magic Orc
90% Helhound
100% Cyclops

Skill # of monsters
20-39% 1
40-59% 2
60-79% 3
80-99% 4
100% 5

Wizard items

Pic Name Weight Price Requirements Other info
Magic wand (ms0) 10 1000 Level 30 Just for staff training
Magic wand (ms10) 10 2500 Level 40 Spells will cost 10% less mana to cast
Magic wand (ms20) 10 5000 Level 50 Spells will cost 20% less mana to cast
Wizard magic staff (ms10) 10 5500 Level 90 Spells will cost 10% less mana to cast
Wizard Staff gives additional +10 defence
Wizard magic staff (ms20) 10 6000 Level 95 Spells will cost 20% less mana to cast
Wizard Staff gives additional +10 defence
Robe 2 2000 MAG 100 AC 1
Wizard Robe 2 3000 MAG 100, Level 80 (70??) AC 1
Wizard Hauberk 12 2400 MAG 100, Level 90, 12 STR AC 12
Wizard Cap 15 1500 Level 90, 110 MAG, 15 STR Endurance 500, 5 AC
Wizard Hat 15 3000 Level 120, 130 MAG, 15 STR Endurance 800, 10 AC

Unconfirmed:

  1. Faster casting speed.
    You can even get occused in speed hacking
  2. Faster casting recovery speed (means you can cast consecutive spells faster)
  3. Higher damage
  4. Mana Recovery.
    Mana regenerates at a faster rate than normal, but the amount of mana regenerated is unaffected.

See also unique items for MS30 etc

Spells

1st Circle
Name INT Mana Effect Range Price
Magic Missile 18 8 1D8 3 100
Create Food 18 18 Creates Food 3 100
Heal 20 15 HP Recovery 2D5+10 3 100
2nd Circle
Name INT Mana Effect Range Price
Recall 20 15 Return to your city Self 120
Stamina Drain 22 14 SP Reduced 2D6+10 3 200
Energy Bolt 24 15 2D4 2 200
Celebrating Light 25 20 A small magical orange explosion,looks like a fire cracker. - 400
Defence shield 26 19 Protects from Physical Attacks 1 Minute 200
3rd Circle
Name INT Mana Effect Range Price
Stamina Recovery 20 20 SP Recovery 2D6+5 3 300
Protection from N.M. 20 22 Protects from Normal Missile attacks 1 Minute 300
Fireball 26 27 2D6+2 2 500
Hold Person 26 24 Hold the target for 1 Minute, travellers can't hold anyone 3 500
Possession 26 25 Take Items from a distance - 500
Great Heal 28 28 HP Recovery 4D10 +20 2 500
Poison 29 28 Poison the target, note - poison only decreases health it can't kill anyone, you will need to make final hit anyway, travellers can't poison self. 3 700
Great Stamina Recovery 30 28 SP Recovery 4D6+5 3 800
4th Circle
Name INT Mana Effect Range Price
Invisibility 30 31 1 minute invisibility, travellers can't invis self target 800
Detect Invisibility 30 33 Detect Invisible players once 700
Protection from Magic 32 35 Protects from all the magical attacks except from Fire Wall, Fire Field and Poison Cloud. 1 Minute 850
Tremor 33 34 3D4 3 x 3 1000
Fire Strike 34 36 2D8+3 2 1000
Cure 35 32 Cure the effects of Poison target 700
Paralyze 36 35 Paralyze the target for 15 seconds (different time for monsters - from 1 to 15 seconds), travellers can't paralize anyone target 1000
Summon Creature 38 35 Summon a monster, summoned creatures are friendly towards friendly and neutral units, and follow the person they were bound on. target 1000
Lightning Arrow 38 32 4D5+10 - 1100
5th Circle
Name INT Mana Effect Range Price
Confuse Language 42 40 Target cannot communicate normally, words are scrambled. Duration 1 minute. target 1300
Firewall 45 42 Create a Wall of fire that does continuous fire damage while the target remains in it 40 secs 1200
Triple Energy Bolt 45 40 Cast a more powerful Energy bolt 3 1700
Great Defence Shield 46 45 Physical Defense raised by 100 40 secs 1500
Lightning 47 48 4D7+12 - 1700
Fire Field 48 48 Create a field of fire that does continuous fire damage while the target remains in it 3 x 3 1400
Poison Cloud 49 48 Create an area of poison clouds that do continuous poison damage to creatures in the spell area. 3 x 3 1800
Chill Wind 50 45 Makes instant damage and freezes object (same effect as ice strike) 40 secs 2000
6th Circle
Name INT Mana Effect Range Price
Mass Poison 52 52 1D4/unit per sec (equal to weapon with 40PD), note - poison only decreases health it can't kill anyone, you will need to make final hit anyway. - 2100
Mass Lightning Arrow 53 55 Cast a more powerful lightning arrow - 3000
Spike Field 56 56 Damages targets for 5 hits when they move in the area of effect, no damage while standing still, pfm does not save from this, also drains 5 stamina. 4 x 4 2300
Lightning Bolt 58 58 4D5+18 (+ 4D2+6 additional damage) - 2500
Berserk 59 57 Enables Berserk Mode giving double damage physical attacks 40 secs 2200
Ice Strike 60 59 Calls a falling Ice to freeze and damage your enemies.  If freezing succeeds, target will move 50% slower. Freezing for 5 seconds. 4 x 4 4200
Ice Storm 59 58 ... ?   Rare
7th Circle
Name INT Mana Effect Range Price
Energy Strike 67 65 Call forth a burst of Energy Magic. 4 x 4 5000
Confusion 75 78 Target cannot see who is friendly unit and who is enemy. 3 x 3 7500
Mass Chill Wind 93 90 Casts a more damaging chill wind. Freezing time 10 seconds. 4 x 4 9800
Mass Fire Strike 85 80 ... ?   Rare
Earthworm Strike 97 80 Calls a worm from the underworld to eat flesh and bones, damages a bit better than ES, drains about 39 stamina. 4 x 4 12000
Armor Break 97 90 Hits like ES but also breaks armor a bit if it deals damage (means no armor breaking in farm, city or safe zone) 3 x 3 20000
Absolute Magic Protection 112   Absolute protection from magic   12500
8th Circle
Name INT Mana Effect Range Price
Cloud Kill 120 130 Create an area of Deadly clouds that do continuous damage while the targets remains in it 5 x 5 20000
Lightning Strike 123 90 Call forth the powers of Lightning to smite ones enemies 4 x 4 35000
Mass Confusion 130 136 *See Confusion 4 x 4 15000
Bloody Shock Wave 105 120 Combination Attack of Lightning Bolt & Energy Strike. When cast, Bloody Shockwave will have the golden pentagram. 4 x 4

Rare

Mass Ice Strike 133 120 *See Ice Strike, (freezes for longer time?) 4 x 4 21000
9th Circle
Name INT Mana Effect Range Price
Illusion 150 143 Unable to recognize either the characters/their equipment or names for a time (20 seconds) 3 x 3
20 secs
27000
Meteor Strike 169 120 Call forth the power of a flaming meteor to smash your opponents target 40000
10th Circle
Name INT Mana Effect Range Price
Mass Illusion 180 200 Unable to recognize either the characters/their equipment or names for a time (60 seconds) 4 x 4
60 secs
35000
Blizzard 195   Damages 80, 80, 60, 30 at once + freeze, can kill stone golem in 1 hit.   43000