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'''Spell''' is a term for the form of forces of [[magic]], that [[hero]]es use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, and in [[combat]], help their [[troop]]s or bring harm to their adversaries. Before heroes can cast spells, they must possess a [[spell book]]. The spell book is where a hero records the spells he or she has learned. Spell books can be bought from [[mage guild]]s for 500 {{Gold}}. | '''Spell''' is a term for the form of forces of [[magic]], that [[hero]]es use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, and in [[combat]], help their [[troop]]s or bring harm to their adversaries. Before heroes can cast spells, they must possess a [[spell book]]. The spell book is where a hero records the spells he or she has learned. Spell books can be bought from [[mage guild]]s for 500 {{Gold}}. | ||
Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher [[wisdom]] skill. When heroes visit a town with a mage guild, they automatically learn any new spells the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations. Each spell belongs to one of the four schools of magic: [[School of air magic|air]], [[School of earth magic|earth]], [[School of fire magic|fire]], or [[school of water magic]]. Heroes may learn the [[air magic]], [[earth magic]], [[fire magic]] and [[water magic]] secondary skills to increase the strength at which they cast the spells of each school. | Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher [[wisdom]] skill. When heroes visit a town with a mage guild, they automatically learn any new spells the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations. Each spell belongs to one of the four schools of magic: [[School of air magic|air]], [[School of earth magic|earth]], [[School of fire magic|fire]], or [[school of water magic]]. Heroes may learn the [[air magic]], [[earth magic]], [[fire magic]] and [[water magic]] secondary skills to increase the strength at which they cast the spells of each school. | ||
Spells cost [[spell point]]s to cast. A hero's maximum spell points is equal to 10 times their Knowledge skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild. Heroes with the [[mysticism]] skill regain spell points more rapidly. | Spells cost [[spell point]]s to cast. A hero's maximum spell points is equal to 10 times their Knowledge skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild. Heroes with the [[mysticism]] skill regain spell points more rapidly. | ||
== Type of spells == | |||
=== Adventure map spells === | |||
Adventure spell is a [[spell]] that may be cast on the [[adventure map]]. The following spells are considered as adventure spells: | |||
* [[View air]] | |||
* [[View earth]] | |||
* [[Summon boat]] | |||
* [[Scuttle boat]] | |||
* [[Visions]] | |||
* [[Disguise]] | |||
* [[Dimension door]] | |||
* [[Town portal]] | |||
* [[Fly]] | |||
* [[Water walk]] | |||
== See also == | == See also == |
Revision as of 05:49, 19 March 2014
Spell is a term for the form of forces of magic, that heroes use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, and in combat, help their troops or bring harm to their adversaries. Before heroes can cast spells, they must possess a spell book. The spell book is where a hero records the spells he or she has learned. Spell books can be bought from mage guilds for 500 .
Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher wisdom skill. When heroes visit a town with a mage guild, they automatically learn any new spells the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations. Each spell belongs to one of the four schools of magic: air, earth, fire, or school of water magic. Heroes may learn the air magic, earth magic, fire magic and water magic secondary skills to increase the strength at which they cast the spells of each school.
Spells cost spell points to cast. A hero's maximum spell points is equal to 10 times their Knowledge skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild. Heroes with the mysticism skill regain spell points more rapidly.
Type of spells
Adventure map spells
Adventure spell is a spell that may be cast on the adventure map. The following spells are considered as adventure spells:
- View air
- View earth
- Summon boat
- Scuttle boat
- Visions
- Disguise
- Dimension door
- Town portal
- Fly
- Water walk