Magecraft

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The Wizard Tower

Image:Wizard tower.gif

This is where you go to learn the magic spells after getting the required INT.

Each spell costs mana (mp) to cast and while there is not a level requirement on the spells, there is an INT requirement. Each spell requires that you have a particular amount of intelligence before you can learn the spell and all of the spells have been put in to a circle, 1 being the lowest, 10 being the highest. Each spell also does a different thing such as defensive, offensive and general.

Some spells do two or more things at once, some can be evaded others can't. Ice spells have the ability to freeze therefore slowing down the target, be that another player or a monster. Earth spells drain stamina as well as doing damage. Spells such as poison cloud and cloud kill have an effect on the area they are cast on, poisoning anything that comes in to it's mist. Spells such as energy strike and lightning strike do straight up damage. Learning which spell does what, and when to use them helps. This can be acomplished through general game play and personal experience, watching others use spells etc.

You can save the amount of mana that each spell uses by using wands. Wands have a level requirement on them depending on the amount of mana that it is your saving. MS stands for Mana Saving - MS0, MS10, MS20 can be bought from the blacksmith, MS28 are given to mages once they achieve level 180, and MS30 which are rare drops, are all different types of mana saving wands.

Apart from wands there are also necklaces which help with saving mana. They are the MS10 and the Necklace Of Liche Necklaces which when combined with the wands means that you can be saving up to 48% on each mana cast assuming that you are using a Ms30 Wand (LLF) and a MS18 necklace (see Crafting).

Mana is regained naturally, MP (mana point) amour and shields can also aid with the regaining of larger amounts. MP amour is rare, and valuable to mages. Mana is based on how much MAGIC you have, as is the amount of damage you inflict. The higher your MAGIC, the more mana you have to begin with, the more damage you can inflict and the more mana you regenerate. Some spells with high MAGIC can actually hit twice or more inflicting double damage on the person or monster that's being targeted.

Spells such as Protection from Arrows, Protection from Magic and Absolute Protection from Magic can only be used one at a time.


Spell INT Mana Effect Range Price
Circle 1
Magic Missile 18 8 Small Magic Missile, 5-13 damage. 1x1 100
Create Food 18 18 Creates food (Meat or Baguette) 1x1 100
Heal 20 15 Recover 15-25 Health Points. 1x1 100
Circle 2
Recall 20 15 Lvl 81+ teleports yourself to your city, lvl 80- teleports you to the farm. You can not Recall from enemy town, or enemy town maps. 1x1 120
Stamina Drain 22 15 Drains 15-30 Stamina Points 3x3 200
Energy Bolt 24 15 A bolt of energy, 5-15 Damage 3x3 200
Celebrating Light 25 20 Fancy Fireworks N/A 400
Defense Shield 26 19 Raises Defense Points by 10 1 min 200
Circle 3
Stamina Recovery 20 20 Recovers 15-25 Stamina Points 3x3 300
Protection from Arrows 20 22 Total protection from arrows 1 min 300
Fireball 26 27 Shoots a fireball, 10-17 damage 2x2 500
Hold Person 26 24 Holds Target, canceled by any damage 1x1 500
Possession 26 25 Grab items from far away 1x1 500
Great Heal 28 28 Gain 25-45 Health Points 1x1 500
Poison 29 28 Poison target with 20 Poison damage 1x1 700
Great Stamina Recovery 30 28 Recover 25-40 Stamina 3x3 800
Circle 4
Invisibility 30 31 Makes the target invisible for 1 minute 1x1 800
Detect Invisibility 30 33 Detects invisible players and monsters Full Screen 700
Protection from Magic 32 35 Protection from offensive spells up to Circle 8 1 min 850
Tremor 33 34 Shakes the ground below, 10-20 damage 3x3 1000
Fire Strike 34 36 Greater Fireball, 15-25 damage 4x4 1000
Cure 35 32 Cure the target of poison 1x1 700
Paralyze 36 35 Paralyzes target, cancels when attacked by magic 1x1 1000
Summon Creature 38 35 Summon monsters to your side 1x1 1000
Lightning Arrow 38 32 Electric Arrow, 20-45 damage 1x1 1100
Circle 5
Confuse Language 42 40 Messes up chat for 2 minutes. 3x3 1300
Firewall 45 42 Area effect spell. Creates a wall of fire 1x5

40 sec

1200
Triple Energy Bolt 45 40 Shoots 3 stronger Energy Bolts 5x5 1700
Great Defense Shield 46 45 Gives user 20 Defense points. 1 Minute 1700
Lightning 47 48 Stroke of Lightning, 30-55 Damage 1x1 1700
Fire Field 48 48 Area Effect Spell. Creates a field of fire 3x3

40 secs

1400
Poison Cloud 49 48 Area Effect Spell.Creates a cloud of poison 3x3

40 secs

1800
Chill Wind 50 45 Freezes and damages target lightly 3x3 2000
Circle 6
Mass Poison 52 52 Critically Poisons target 1x1 2100
Mass Lightning Arrow 53 55 5 Lightning Arrows, 40-65 damage 1x1 3000
Spike Field 56 56 Area Effect Spell.Field of Spikes, 3 to 8 health points each step 4x4 2300
Ice Storm* 59 58 Area Effect Spell. Freezes target, slow damage while inside storm 3x3 Manual
Lightning Bolt 58 58 Bolt of Lightning, 35-50 Direct Damage, 15-25 Path Range 1x1 2500
Berserk 59 57 Doubles physical attack damage 40 sec 2200
Ice Strike 60 59 Freezes and damages target 4x4 4200
Circle 7
Energy Strike 67 65 Stream of Energy Pulses, 45-80 Damage 4x4 5000
Mass Fire Strike* 85 80 Exploding Firebomb, 40-80 damage 4x4 Manual
Confusion 73 78 Target cannot recognize a player's allegiance 3x3

30 seconds

7500
Mass Chill Wind 93 93 Stronger Chill Wind 4x4 9800
Earthworm Strike 97 80 Summons a worm to strike from the ground beneath, drains 40 Stamina Points 3x3 12000
Absolute Magic Protection 112 90 Protection from all Magic 1x1 13500
Armor Break 97 90 Lowers the endurance on an target's armor and does significant damage. 3x3 20000
Circle 8
Bloody Shock Wave* 105 120 Sends out a red shock wave, 60-80 Damage direct hit, 20-40 Path range hit 3x3 Manual
Cloud Kill 120 130 Area Effect Spell. Creates a field of critically poisonous cloud 5x5 20000
Lightning Strike 123 90 Numerous Lightning Bolts, 55-100 Damage 4x4 35000
Mass Confusion 130 136 Confusion, but twice as long 4x4

1 minute

15000
Mass Ice Strike 133 120 Freezes and damages target heavily 4x4 21000
Illusion Movement 160 150 Player can not control their movements as well 1x1 27000
Cancellation* 160 150 Deactives Protection from arrows, Protection from Magic, Absolute Magic Protection, Defense Shield, Great Defense Shield, Paralyze (even from Medusa Sword), Mass Illusion Movement, Beserk, and freezes (including freeze from Ice Sword). 1x1 Manual
Circle 9
Illusion 150 143 Target sees other players as the spell caster 3x3

20 sec

27000
Meteor Strike 169 120 Call upon a flaming meteor from the skies, 10-50 damage indirect hit, 55-120 damage direct hit. Hits multiple times directly. 3x3 40000
Mass Magic Missile 185 160 A powerful energy blast which goes through PFM and makes players and monsters fly. 4x4 45000
Inhibition Casting* 160 150 Makes targeted player fail casting for 40 seconds. 1x1 Manual
Circle 10
Mass Illusion 180 200 Illusion, for three times as long 1x1 55000
Blizzard 195 170 Call upon a snowstorm to freeze and critically damage your enemies (hits multiple times and pierces Protection from Magic) 4x4 43000
Mass Illusion Movement 200 200 A players movements are reversed (left becomes right) etc for 1 min. Cannot cast near fellow Citizens. 1x1 27000
Ressurection** 100 200 Ressurects targeted dead player with half their HP. 1x1 Staff
Earth Shock Wave* 200 180 High damage earth attack, drains SP. Drains SP even when PFM is activated. 1x1 Manual


Image:Spell manual.gif

Spells with a * after them means they can't be learned at the Wizard Tower, their manuals have to found from a monster.


Image:Ressurectionwand.gif

Spells with a ** after them means they can't be learned at the Wizard Tower, requires a wand and goes by character activatoin timer. However the special spell attached to it can be used once every 20 mins after being activated.Can be used as a normal wand.
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