From The Mana World
(complete rewrite, see https://forums.themanaworld.org/viewtopic.php?f=12&t=17876 (Rose Hat and screenshots still missing but it's already more accurate than the previous version))
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{{Magic_shortcuts}}


[[Image:Magic.png|frame|A user casting the #abizit spell.]]


'''Note:''' If you are new to magic please read this page first to get the basic knowledge before reading the other magic-related pages.


'''Note about magic spells and quests:'''


This page is about magic in general. If you are looking for the quests or the spells list please check these:
* A list of all magic [[spells]], including descriptions and details like required items, used mana, recharge time and so on.
* The wiki page about the well designed [[Magic Quests]] telling you which NPC to talk to and what you need to learn spells or magic skills.


==Introduction==
[[Image:Tmw logo.png|left|110px]]
In [[Project description|The Mana World]] you can learn several magic spells and skills. While spells allow you for example to attack monsters or to heal yourself or others, the magic skills are required to be able to learn those spells or to make them more powerful. You won't need to be a full mage to be able to cast magic, you can also do so as archer or warrior in certain circumstances, but of course spells of full mages are more powerful (later more about that).


==Introduction==


Magic in [[Project description|The Mana World]] is made up of 6 Magic [[Skills|skills]] and one [[Skills#Focus Skills|focusing skill]]:
Magic is split into so called magic schools such like General Magic, Nature, Life or others. This also means that spells and magic skills always belong to a certain school of magic. [[NPC]]s will teach you spells and skills during your way to become a mage.
* [[General Magic Skill]]
* [[Life Magic Skill]]
* [[War Magic Skill]]
* [[Transmutation Magic Skill]]
* [[Nature Magic Skill]]
* [[Astral Magic Skill]]
and:
* [[Astral Soul Skill]]


To cast a spell, a player must type in the "incantation" of the spell, which will always start with an # followed by the incantation.


''Example'': #abizit


==Getting Started==
==Getting Started==


In order to begin using magic, a player must complete a small series of quests:
To be able to use magic these points are required:
* You must have touched the Mana Seed the second time as it gives you the ability to learn magic by giving you the [[General Magic Skill#Level 1|General Magic Skill Level 1]].
* Your magic bar must be light blue then. If not check in your status window if Magic Attack (M.Attack) is more than 0. Several equipments like shields give a penalty to magic attack so you might have to unequip those.
 
 
Of course you can't already learn and use all magic spells now, but quite some. As your General Magic Skill's level is 1 by now you are able to learn all spells that require this level. The column "Level" of the overview of the [[Spells]] wiki page shows you which they are.
 
 
 
===Casting spells===
 
[[Image:Magic.png|frame|An user casting the #abizit spell.]]
There are two possibilities to use spells:
* By typing the spell's invocation into the chat window (e. g. #abizit).
* By shortcut, meaning you only have to press one key on your keyboard.
 
 
When you type spells in the chat they always start with a hash sign (#) and eventually the parameters after a space (e.g. #parum boo, #inma Username).
 
 
Certain spells require items which are consumed in the process. In addition different spells are of different levels. For whatever level a spell is, your magic skill level must be equal to or greater than it, in both the spell's school of magic and in general magic, if you want to cast it. For example, to cast a level 2 nature spell, you must be level 2 in both Nature Magic and General Magic. Note that spells do not indicate most ways they can fail in. If you do not have the necessary items for spells requiring ingredients, the spell will silently fail. Similarly, if for example you are casting a healing spell and are too far from the player to be able to heal them, you will see no effect or error message.
 


* First, a player must touch the [[Mana Seed]]. To find the Mana Seed, head west on the stone path from [[Hurnscald]]. At the first fork (at a farm with many trees), go north. Continue north until the path forks again. Take the west fork and follow the path to a set of caves, one higher and one lower. Enter the higher cave, and continue through until it exits. Continue east along the stones and into a second cave. The Mana Seed will be in the northeast corner.
'''Note:''' By clicking "Expand" a short instruction about how to use and create shortcuts with Manaplus will appear. As this isn't necessary to be able to cast magic, it is hidden to avoid confusion. However, you might want to check this later when you're more experienced because it can make using magic easier for you.
* After touching the Mana Seed, a player must talk to either [[Auldsbel]], [[Rauk The Alchemist|Rauk]] or [[Wyara]]. Wyara is the obvious choice as she requires the least amount of materials. Speak to the NPC about [[Mana Potion]] via the "What do you know about..." inquiry.
* Collect the necessary materials for the Mana Potion. Wyara requires 40 Mauve Herbs and 1 Bottle of Water. The Bottle of Water can be purchased from the [[General Store]], which is the L-shaped building southeast of Wyara's building.
* Go back to the Mana Seed, use the Mana Potion and touch it again. Congratulations! You may now begin learning magic!


===Acquiring and Training [[Magic Spells|Magic Spells]]===
{| class="mw-collapsible mw-collapsed"
Since your characters don't start with the ability to control magic, they must learn magic from NPCs. Magic trainers can both give you spells, and level you up in whatever schools of magic they can train in. There are currently 8 NPC magic trainers. When you visit a magical NPC, you can ask about other magical NPCs, via the "What do you know about..." inquiry. Some magic trainers are easy to find, while others require searching through more obscure parts of the TMW world.
|-
!
|-
| For [[Manaplus]] users there are already shortcuts existing from the beginning, like key M for #itenplz or C for #lum and #inma. Check the commands in the help window (F1) of Manaplus. As too many shortcuts can be hard to handle it's often better to only create ones for spells you use often or for those spells you don't have time for typing in the chat because they need to be casted fast during fights (e.g. #ingrav).


===Leveling up===
How to create shortcuts in Manaplus:
Leveling up requires that you gain experience in magic by practicing spells. Casting the same spell consecutively will result in no additional experience after the first cast. Also, spells that consume items give more magic experience.  Once you have gained enough experience in a particular type of magic, you can go to a trainer in that kind of magic, talk to them, and they can advance you, as long as they are an advanced enough trainer for the level of magic you are advancing to.
* First open your spells window (key J on your keyboard) and shortcuts window (F8).
* Then simply drag and drop the spell you wish to the shortcuts window.*
Example: Picking "ing" (you will see it's #ingrav when you move your mouse there) and dropping it to "2" in the shortcuts window will allow you to cast #ingrav by pressing the key 2 on your keyboard instead of always typing #ingrav in the chat.


Use #abizit to check the magic experience you have.To reach the next level, you need 100%:
<nowiki>*</nowiki>If the spell you are searching for isn't listed you can add it by right clicking at an empty slot, clicking "Edit spell", entering the invocation name in "Command" and if you want initials in "Symbol" (like "ing" vor #ingrav). Of course you need to press "Save" then. Example: Symbol chip and command #chipchip.
* "You feel completely overwhelmed by your magic." '''less than 10%'''
|}
* "You feel quite overwhelmed by your magic, but are beginning to see patterns." '''10%-20%'''
 
* "You feel that you have only the bare minimum of control over your magic." '''20%-30%'''
 
* "Trying to control your magic is still rather troublesome." '''30%-40%'''
===Training and leveling up magic skills===
* "You feel you still have a few difficulties in controlling your magic." '''40%-50%'''
 
* "You feel somewhat in control of your magic." '''50%-60%'''
'''Note:''' By going through the [[Magic Quests]] you'll get all skills and spells. For overviews please see [[Spells]] and [[Skills#Magic Skills|Magic Skills]]. However, to understand how training and leveling up magic skills works you should read this description first.
* "You feel mostly in control of your magic." '''60%-70%'''
 
* "You feel quite in control of your magic." '''70%-80%'''
 
* "You feel that you have very good control of your magic." '''80%-90%'''
As there is a difference between learning magic spells (or magic in general) and being able to control them your characters must learn magic from NPCs and train. Magic trainers can both give you spells and level you up in whatever schools of magic they can teach. When you visit a magical NPC you can ask about other magical NPCs via the "What do you know about..." inquiry. Some magic trainers are easy to find while others require searching through more obscure parts of The Mana World.
* "You feel in almost perfect control of your magic." '''90%-100%'''
 
* "You feel in perfect control of your magic, [and seem on the verge of something more... perhaps you should see the Mana Seed to ask for more magic?]" '''100%-200%'''
 
* "You have perfect control of what you understand now, but there is now a distinct sensation of something more, something indescribable. If only the Mana Seed would give more magic to you..." '''200%-450%'''
Training and leveling up the General Magic Skill requires that you gain experience in magic by practicing spells. Casting the same spell consecutively will result in no additional magic experience right after the first cast. Also spells that consume items give more magic experience. A good example for beginners is casting #kalmurk and #parum boo alternately.
* "Magic flows naturally from you, readily and with ease. Your understanding of what you can currently control at present is flawless, far beyond your requirements to cast magic at this level. [Surely the Mana Seed will more than readily offer more magic for such a proficient user.]" '''450% and over'''
 
 
Magic experience isn't shown anywhere in your status window, but there is a way to check it by using the #abizit spell. Depending on the client you're playing with and its settings you will see a message (most likely in the Debug chat tab) after using #abizit that tells you how well you can handle magic. To reach [[General Magic Skill#Level 2|General Magic level 2]] you first need 100% magic experience and then visit the Mana Seed again.
 
 
Below you can find out what level progress the #abizit message refers to:
 
 
{| border="1" cellspacing="0" cellpadding="2" width="50%" align="center"
! style="background:#efdead;" | #abizit message
! style="background:#efdead;"  width="100px" | Progress
|-
| "You feel completely overwhelmed by your magic."
| less than 10%
|-
| "You feel quite overwhelmed by your magic, but are beginning to see patterns."
| 10%-20%
|-
| "You feel that you have only the bare minimum of control over your magic."
| 20%-30%
|-
| "Trying to control your magic is still rather troublesome."
|30%-40%
|-
| "You feel you still have a few difficulties in controlling your magic."
| 40%-50%
|-
| "You feel somewhat in control of your magic."
| 50%-60%
|-
| "You feel mostly in control of your magic."
| 60%-70%
|-
| "You feel quite in control of your magic."
| 70%-80%
|-
| "You feel that you have very good control of your magic."
| 80%-90%
|-
| "You feel in almost perfect control of your magic."
| 90%-100%
|-
| "You feel in perfect control of your magic, [and seem on the verge of something more... perhaps you should see the Mana Seed to ask for more magic?]"
| 100%-200%
|-
| "You have perfect control of what you understand now, but there is now a distinct sensation of something more, something indescribable. If only the Mana Seed would give more magic to you..."
| 200%-450%
|-
| "Magic flows naturally from you, readily and with ease. Your understanding of what you can currently control at present is flawless, far beyond your requirements to cast magic at this level. [Surely the Mana Seed will more than readily offer more magic for such a proficient user.]"
| 450% and over
|-
|}
 
 
'''Note: <span style="color:#FF0000">The General Magic Skill level is currently capped at 2.</span>''' This is also why the progress can be higher than 100%.


Minimum experience for each level*:
* 1 - n/a
* 2 - 100
* 3 - 1200
* 4 - 8000
* 5 - 40000
<nowiki>*</nowiki>Add up to 1/3% due to built-in inaccuracy of #abizit


'''IMPORTANT NOTE: <span style="color:#FF0000"> Level is currently capped at 2, although you will still receive experience. </span>'''
'''While leveling up means being able to learn more spells and skills, progressing (%) causes certain spells like #parum (boo) and #zukminbirf to become more effective.'''


===Casting [[Magic Spells|Spells]]===
Once you learn spells, you cast them by entering them in to the Player chat tab, placing a hash sign (#) in front of the name of the spell, followed by the spell's parameters, separated by spaces.  If a parameter to a spell needs to contain spaces, use double-quotes (") to enclose it.


Certain spells require items, which may or may not be consumed in the process. In addition, different spells are of different levels.  For whatever level a spell is, your magic skill level must be equal to or greater than it, in both the spell's school of magic and in general magic, if you want to cast it.  For example, to cast a level 2 nature spell, you must be level 2 in both Nature Magic and General Magic.
Minimum magic experience for each General Magic Skill level*:
* Level 1: you start with this level
* Level 2: 100
* Level 3: 1,200 - as the level is capped at 2 you can't reached level 3 but progress to 100% and more.
* Level 4 will most likely be 8,000
* Level 5 will most likely be 40,000
<nowiki>*</nowiki>Add up to 1/3% due to built-in inaccuracy of #abizit


Finally, in order to be able to cast a spell you need your magic to be enabled (your M.Attack value > 0).  This is explained in the next section.


Note that spells do not indicate most ways they can fail in. If you do not have the necessary items for spells requiring ingredients, the spell will silently fail. Similarly, if for example you are casting a healing spell and are too far from the player to be able to heal them, you will see no effect or error message.


===Magical Status===
===Magical Status===
The main status parameter that increases your magical abilities is ''Intelligence''. Although intelligence is not absolutely necessary to advance in magic, it determines the effectiveness and strength of your spell. Intelligence is used to compute 2 of your stats: ''Magic Attack'' (M.Attack) and ''Magic Defense'' (M.Defense). M.Attack governs the power of your spells. M.Defense determines how well you will be able to withstand magical attacks on you. M. Defense is used only in PvP at the moment as monsters have no magic attack. ''Mana'' or ''Magic Points'' (MP) or ''Spell Points'' (SP) is the amount of magical energy available to devote to casting spells.  Mana also increases with Magic Attack It recharges over time; its rate increases with intelligence. In TMW, your ability to use MP requires a non-zero M.Attack value.  If your M.Attack value is zero, you may notice that your MP bar is grey (disabled) (pic example goes here).  If this happens, it is because your M.Attack value is being penalized by negative status effects or worn equipment.
 
The main status parameter that increases your magical abilities is ''Intelligence''. Although intelligence is not absolutely necessary to advance in magic, it determines the effectiveness and strength of your spells by automatically increasing ''Magic Attack'' (M.Attack).
 


'''Summary''':
'''Summary''':
* '''Intelligence''':
* '''Intelligence''':
** Magic Attack:  Each intelligence point adds +1 or +2*(int/5) if int is a multiple of 5
** Magic Attack:  Each intelligence point adds +1 or even +2*(int/5) if INT is a multiple of 5
** Magic Defense: Each intelligence point adds +1
** Magic Defense: Each intelligence point adds +1
** Mana (MP, SP): Increases Mana and Mana recovering rate
** Mana (MP, SP): Increases Mana and Mana recovering rate
** Has influence on your abilities in potion making.
** Has influence on your abilities in potion making.
* '''Level''': Level adds +1 to your magic attack, starting at level 14
* '''Level''': Level adds +1 to your magic attack, starting at level 14
* '''Magic Attack''': govern the power of the spells: this means it influences the amount of damage or heal, the range of the spell AND the number of shots when applicable ( war magic) or number of creatures summoned (Astral Magic), or number of items you get with transmutation.
* '''Magic Attack''': Governs the power of the spells. This means it influences
* '''[[#Acquiring and Training Magic Spells|Magic Experience]]''': (general, given by #abizit)): Improves spells efficiency in some way <span style="color:#FF0000">(needs to be more accurate)</span>. Low experience can make some spells fail.
** the amount of damage or heal,
* [[Astral Soul Skill|'''Astral Soul''' Focussing Skill]]: Boosts all your magical abilities. It is a must to be a mage.
** the range of the spell,
* [[#Equipment|'''Equipment''': Equipment]] can penalize or improve your magical abilities; Look under the [[#Equipment|Equipment]] header for more information.
** the number of shots when applicable (war magic),
*'''important note:''' Married players have an increased spell power when casting Life or Nature spells on their partner. The power bonus is a bit more important if both wear their wedding rings.
** the number of creatures summoned (Astral Magic),
** and the number of items you get with transmutation.
* '''Magic Defense''': Determines how well you will be able to withstand magical attacks on you (only in PvP at the moment as monsters have no magic attack).
* '''Mana (MP, SP)''': Mana is the amount of magical energy available to devote to casting spells. It recharges over time just like HP does.
* '''[[#Acquiring and Training Magic Spells|Magic Experience]]''' (of the General Magic Skill): Improves spells efficiency in some way. Low experience can make some spells fail, especially Transmutation spells.
* '''[[Astral Soul Skill]]''': Boosts all your magical abilities. It is a must to be a full mage.
* '''[[#Equipment|Equipment]]''': Can penalize or improve your magical abilities; see below.
 


See also the [[Stats]] page.
'''Note:''' Married players have an increased spell power when casting Life or Nature spells on their partner. The power bonus is a bit more important if both wear their wedding rings.


==NPCs==
All along the game, several NPCs will help you to progress in your magical practice. They will teach you special spells, sometimes simply by talking with you, but also maybe by asking you some help for some projects. Don't be disappointed if some of them refuse to speak to you in your first encounter with them : it just means that you still need to practice and progress in your magical skills.


* [[Auldsbel]] - West of [[Hurnscald]].
See also:
* [[Earth Spirit]] - Snake desert, in the well.
* [[Stats]]
* [[Elanore]] - [[Tulimshar]].
* [[Wedding Tulimshar]]
* [[Hinnak]] - Farm north of [[Hurnscald]].
* [[Wedding Woodland]]
* [[Magic Quests#Injured Mouboo|Injured Mouboo]]
* [[Hurnscald Bookshelf]] - Left shelf in the second floor in the house of Airlia.
* [[Mana Seed]] - Cave without danger sign, north of [[Auldsbel]].
* [[Nina]] - Near the south entry of the town square of [[Tulimshar]], behind the [[Soul Menhir]].
* [[Magic Quests#Old Druid Tree|Old Druid Tree]] Tonori east of sandstorm
* [[Old Wizard]] - Woodland Hills, north of [[Hurnscald]].
* [[Sagatha]] - Woodland Hills, northeast of [[Hurnscald]], also from Old Wizard's house.
* [[Magic Swords|Sword (Brother, Cave)]] - River in cave underneath the [[Hurnscald]] inn.
* [[Magic Swords|Sword (Sister, Dimond)]] - River separating Dimond Inn from the woods to the west.
* [[Tondar]] - In front of [[Tulimshar]]'s magic academy, north of town square.
* [[Wyara]] - Potion seller in [[Hurnscald]].


Among those, some are school teachers. they will give you the required [[Skills|skills]] to be able to cast higher level spells :
* [[Mana Seed]]: [[General Magic Skill]]
* [[Wyara]]:    [[Nature Magic Skill]]
* [[Earth Spirit]]
* [[Magic Swords|Sword (Sister, Dimond)]], [[Magic Swords|Sword (Brother, Cave)]]: [[War Magic Skill]]
* [[Auldsbel]]:  [[Transmutation Magic Skill]]
* [[Elanore]]:  [[Life Magic Skill]]
* [[Sagatha]]:  [[Astral Magic Skill]]


* [[Old Wizard]] teaches the [[Astral Soul Skill]], you must learn how to [[Skills#Focus Skills|focus on a skill]] before.


==Equipment==
==Equipment==


(See also [[Item Reference]])
As a mage you need to choose your equipment carefully because in TMW almost all things worn will penalize your M.Attack value, causing less effective spells or even disabling magic completely.
 
 


===Penalizing Items===
===Penalizing Items===
In TMW, almost all things worn will penalize your M.Attack value, with the exception of weapons, which have no effect on your magical stats.  Magic penalties are especially big from metal armor.  The following list includes things that penalize your M.Attack value:


* All Gloves, except Silk Gloves
Magic penalties are especially big from metal armor. The following list includes things that penalize your M.Attack value:
* All Boots, except Cotton Boots
* All gloves, except Silk Gloves
* All shirts and Chest Armor, except the Silk Robe, Sorcerer Robe, and Lazurite robe
* All boots, except Cotton Boots
* All Shields, except the Scarab Armlet
* All chest armor, except the Silk Robe, Fine Dress, Sorcerer Robe and Lazurite Robe
* All Helmets, many Hats
* All shields, except the Scarab Armlet
* All Pants
* All helmets and many hats
* All pants and skirts
 
Only referring to released items. The worst penalties come with gloves, shields and chest armors such as Warlord Plate.
 


The worst penalties come with gloves, shields and chest armors such as Warlord Plate.


===Helpful Items===
===Helpful Items===
Some clothes will not penalize your M.Attack, or gives a bonus to M.Attack. The table below tries to give a comprehensive list of them. Order tries to reflect game availability. Highlighted items are the most widely used ones.


Some equipment will not penalize your M.Attack and some will even give a bonus to it. These equipment and other useful ones are listed below.


{| class="wikitable" border="1"
====[[Item Reference/1-Handed Weapons|1-Handed]] and [[Item Reference/2-Handed Weapons|2-Handed Weapons]]====
|+ The following list shows the most important items you would need to become a good wizard.
<gallery widths="64px" heights="32px">
! Magic Attack!! items (defense bonus)
File:Weapon-dagger-rockknive.png|'''Rock Knife'''<br><span style="color:#007700;">Vitality +3</span>
|-
File:Weapon-staff-woodstaff.png|'''Wooden Staff'''<br><span style="color:#007700;">M. Attack +5</span>
| 0 ||'''Silk Gloves(+1)''', Serf Hat(+2), Graduation Cap(+2), '''Fancy hat(+5)''', Cotton Headband(+2), '''Silk Robe(+5)''', Bandana(+3), Bunch Of Parsley(+1, deaf), Guy Fawkes Mask(+3), Jester Mask(+3), Witch Hat,(+3), Goblin Mask(+3), Opera Mask(+3), Mush Hat(+10), Shroom Hat(+13),  Eggshell Hat(+12,agil.-1), Face Mask(+10) Goggles(+2), Leather Goggles(+3), Mouboo Head(+1), Moubootaur Head(+1), Cap(+5), Eyepatch(+3).
</gallery>
|-
 
| +1 || '''Cotton Boots'''(+1), Pinkie Hat(+1), '''Cat Ears'''(+1, agil.+3), '''Noh-Mask'''(+3), Bunny Ears(+10).
 
|-
====[[Item Reference/Head Armor|Head Armor]]====
| +2 || '''Bowler Hat'''(+10), Bowler Hat (brown)(+10), Top Hat(+10), Funky Hat(+13), Christmas Elf Hat(+13), Antler Hat(+4), Santa Beard Hat(+5).
=====Regular Head Armor=====
|-
<gallery widths="64px" heights="32px" perrow="7">
| +3 || '''Fine Dress''' (+8), Valentine Dress(+6).
File:Armor-head-serf.png|'''Serf Hat'''<br><span style="color:#007700;">Defense +2</span>
|-
File:Armor-head-gradcap.png|'''Graduation Cap'''<br><span style="color:#007700;">Defense +2</span>
| +4 || Christmas Tree Hat(+2), Rabbit Ears(+5).
File:Armor-head-cottonheadband.png|'''Cotton Headband'''<br>(dyable)<br><span style="color:#007700;">Defense +2</span>
|-
File:Armor-head-bandana.png|'''Bandana'''<br><span style="color:#007700;">Defense +3</span>
| +5 || '''Circlet'''(+4), Demon Mask(+3), '''Four-Leaf Clover'''(0, luck +1), '''Wooden Staff''', Elf Nightcap(+3), Skull Mask(+2), Heart Glasses(+8), '''Wizard Hat'''(+5, int.+3), '''Grimoire'''(0, +30 SP). Towel(0), Scarab Armlet(0), Developer's Cap(+5), GM Cap(+5).
File:Armor-head-fancyhat.png|'''Fancy Hat'''<br><span style="color:#007700;">Defense +5</span>
File:Armor-head-pinkiehat.png|'''Pinkie Hat'''<br><span style="color:#007700;">M.Attack +1<br>Defense +1</span>
File:Armor-head-catears.png|'''Cat Ears'''<br><span style="color:#007700;">M.Attack +1<br>Defense +1<br>Agility +3</span>
File:Armor-head-nohmask.png|'''Noh-Mask'''<br><span style="color:#007700;">M.Attack +1<br>Defense +3</span>
File:Armor-head-beaniecopter.png|'''Beaniecopter Hat'''<br><span style="color:#007700;">M.Attack +2<br>Defense +4</span>
File:Armor-head-bowlerhat.png|'''Bowler Hat'''<br>(dyable)<br><span style="color:#007700;">M.Attack +2<br>Defense +10</span>
File:Armor-head-circlet.png|'''Circlet'''<br><span style="color:#007700;">M.Attack +5<br>Defense +4</span>
File:Armor-head-demonmask.png|'''Demon Mask'''<br><span style="color:#007700;">M.Attack +5<br>Defense +3</span>
File:Armor-head-wizardhat.png|'''Wizard Hat'''<br>(dyable)<br><span style="color:#007700;">Intelligence +3<br>M.Attack +5<br>Defense +5</span>
</gallery>
 
 
=====Rare Head Armor=====
There is a lot of rare head armor which can be useful for mages, so to avoid confusion and because they aren't regular equipment those are hidden below.  
 
{| class="wikitable mw-collapsible mw-collapsed"
|-
|-
| +6 || Sun Glasses(+2).
!Please click "Expand" to make the gallery appear and "Collapse" to hide it again.
|-
|-
| +8 || Rose Hat(+1).
| <gallery widths="64px" heights="32px" perrow="11">
|-
File:Armor-head-bunchofparsley.png|'''Bunch Of Parsley'''<br><span style="color:#007700;">Defense +1</span><br><span style="color:#ad1818;">Deaf</span>
| +10 || Monster Skull Helmet(+7, M.def.+20).
File:Armor-head-mouboohead.png|'''Mouboo Head'''<br><span style="color:#007700;">Defense +1</span>
|-
File:Armor-head-moubootaurhead.png|'''Moubootaur Head'''<br><span style="color:#007700;">Defense +1</span>
| +20 || High Priest Crown(+4, +20SP), '''Sorcerer Robe'''(+5, agil+1).
File:Armor-head-goggles.png|'''Goggles'''<br><span style="color:#007700;">Defense +2</span>
|-
File:Armor-head-eyepatch.png|'''Eyepatch'''<br><span style="color:#007700;">Defense +3</span>
| +60 || '''Lazurite Robe'''(+7, Move Speed -15%, VIT Defense -40%, M. Defense +60, Requires Level≥90, Intelligence≥70 & Vitality≥40).
File:Armor-head-goblinmask.png|'''Goblin Mask'''<br><span style="color:#007700;">Defense +3</span>
File:Armor-head-guyfawkesmask.png|'''Guy Fawkes Mask'''<br><span style="color:#007700;">Defense +3</span>
File:Armor-head-jestermask.png|'''Jester Mask'''<br><span style="color:#007700;">Defense +3</span>
File:Armor-head-leathergoggles.png|'''Leather Goggles'''<br><span style="color:#007700;">Defense +3</span>
File:Armor-head-operamask.png|'''Opera Mask'''<br><span style="color:#007700;">Defense +3</span>
File:Armor-head-witchhat.png|'''Witch Hat'''<br><span style="color:#007700;">Defense +3</span>
File:Armor-head-newcap.png|'''Cap'''<br><span style="color:#007700;">Defense +5</span>
File:Armor-head-mask.png|'''Face Mask'''<br><span style="color:#007700;">Defense +10</span>
File:Armor-head-mushroomhat.png|'''Mush Hat'''<br><span style="color:#007700;">Defense +10</span>
File:Armor-head-eggshellhat.png|'''Eggshell Hat'''<br><span style="color:#007700;">Defense +12</span><br><span style="color:#ad1818;">Agility -1</span>
File:Armor-head-shroomhat.png|'''Shroom Hat'''<br><span style="color:#007700;">Defense +13</span>
File:Armor-head-bunnyears.png|'''Bunny Ears'''<br><span style="color:#007700;">M.Attack +1<br>Defense +10</span>
File:Armor-head-antlerhat.png|'''Antler Hat'''<br><span style="color:#007700;">M.Attack +2<br>Defense +4</span>
File:Armor-head-santabeardhat.png|'''Santa Beard Hat'''<br><span style="color:#007700;">M.Attack +2<br>Defense +5</span>
File:Armor-head-bowlerhat(brown).png|'''Bowler Hat (Brown)'''<br>(dyable)<br><span style="color:#007700;">M.Attack +2<br>Defense +10</span>
File:Armor-head-funkyhat.png|'''Funky Hat'''<br><span style="color:#007700;">M.Attack +2<br>Defense +10</span>
File:Armor-head-tophat.png|'''Top Hat'''<br><span style="color:#007700;">M.Attack +2<br>Defense +10</span>
File:Armor-head-xmaself.png|'''Christmas Elf Hat'''<br><span style="color:#007700;">M.Attack +2<br>Defense +13</span>
File:Armor-head-christmastree.png|'''Christmas Tree Hat'''<br><span style="color:#007700;">M.Attack +4<br>Defense +2</span>
File:Armor-head-rabbit ears.png|'''Rabbit Ears'''<br><span style="color:#007700;">M.Attack +4<br>Defense +5</span>
File:Armor-head-facemask.png|'''Skull Mask'''<br><span style="color:#007700;">M.Attack +5<br>Defense +2</span>
File:Armor-head-elfnightcap.png|'''Elf Nightcap'''<br><span style="color:#007700;">M.Attack +5<br>Defense +3</span>
File:Armor-head-heartglasses.png|'''Heart Glasses'''<br><span style="color:#007700;">M.Attack +5<br>Defense +8</span>
File:Armor-head-sunglasses.png|'''Sun Glasses'''<br><span style="color:#007700;">M.Attack +6<br>Defense +2</span>
File:Armor-head-rednose.png|'''Red Nose'''<br><span style="color:#007700;">M.Attack +7<br>Defense +2</span>
File:Armor-head-monster-skull-helm.png|'''Monster Skull Helmet'''<br><span style="color:#007700;">M.Attack +10<br>M.Defense +20<br>Defense +7</span>
File:Armor-head-highpriest-crown.png|'''High Priest Crown'''<br><span style="color:#007700;">M.Attack +20<br>SP +20<br>Defense +4</span>
</gallery>
|}
|}


Additionally: The '''Rock Knife''' (110 attack, +3 Vitality), the'''Heart of Isis''' Charm (MaxHP +15%, HP Recovery Rate +65%, Requires Level 85) may be VERY helpful. The Terranite armor is also a good compromise under special circumstances (Candor for example).
 
====[[Item Reference/Chest Armor|Chest Armor]]====
<gallery widths="64px" heights="32px">
File:Armor-chest-robe.png|'''Silk Robe'''<br>(dyable)<br><span style="color:#007700;">Defense +5</span>
File:Armor-chest-FineDress.png|'''Fine Dress'''<br>(dyable)<br><span style="color:#007700;">M.Attack +3<br>Defense +8</span>
File:Armor-chest-sorcererrobered.png|'''Sorcerer Robe'''<br>(dyable)<br><span style="color:#007700;">M.Attack +20<br>Defense +5<br>Agility +1</span>
File:Armor-chest-lazuriterobe.png|'''Lazurite Robe'''<br><span style="color:#007700;">See below</span>
</gallery>
'''Note''':
* The Lazurite Robe is currently the best equipment for mages, but it requires Level ≥90 to be able to equip it and Intelligence ≥70 and Vitality ≥40 to activate the bonuses.<br>It increases Intelligence by +7, M.Attack by +60, M.Defense by +60, Defense by +7 and reduces Strength by -1, Vitality by -1, Dexterity by -1, Luck by -1 and Move Speed by -15%.
 
 
====[[Item Reference/Charms|Charms]]====
<gallery widths="64px" heights="32px">
File:Generic-4leafclover.png|'''Four-Leaf Clover'''<br><span style="color:#007700;">M.Attack +5<br>Luck +1</span>
File:Charm-grimoire.png|'''Grimoire'''<br><span style="color:#007700;">M.Attack +5<br>SP +30</span>
File:Charm-heartofisis.png|'''Heart of Isis'''<br><span style="color:#007700;">See below</span>
File:Generic-towel.png|'''Towel'''<br><span style="color:#007700;">M.Attack+5</span><br><span style="color:#ad1818;">unobtainable</span>
</gallery>
 
'''Note''':
* The Heart of Isis doesn't give any bonus to magic but is the most effective charm which increases Maximum HP by +15% and HP recovery rate by +65% causing healing items or spells like #lum to heal you faster. Requires Level ≥85.
 
 
====[[Item Reference/Leg Armor|Leg Armor]], [[Item Reference/Foot Armor|Foot Armor]], [[Item Reference/Arm Armor|Gloves]], [[Item Reference/Shields|Shields]] and [[Item Reference/Rings|Rings]]====
<gallery widths="64px" heights="32px">
File:Armor-feet-cottonboots.png|'''Cotton Boots'''<br>(dyable)<br><span style="color:#007700;">M.Attack +1<br>Defense +1</span>
File:Armor-hands-silkgloves.png|'''Silk Gloves'''<br><span style="color:#007700;">Defense +1</span>
File:Armor-hands-scarabarmlet.png|'''Scarab Armlet'''<br><span style="color:#007700;">M.Attack +5</span><br><span style="color:#ad1818;">unobtainable</span>
File:Sapphirering.png|'''Sapphire Ring'''<br><span style="color:#007700;">Intelligence +1</span>
</gallery>
'''Note:'''
* Mages usually don't wear trousers or skirts as they all penalize M.Attack.
* The Scarab Armlet is the only shield that doesn't penalize M.Attack but it's unobtainable and very rare.
* Silk Gloves are the only gloves that won't penalize M.Attack.
 
 
 
==Roles of mages==
 
Of course there are differences between mages. It's not just the equipment and stats, it's more the sort of mage they prefer to play as which leads to these different equipments and stats. The most common roles are listed below, including descriptions and pros and cons.
 
 
 
===Warriors and archers===
 
Warriors usually don't use magic since their armor and other equipment bring huge penalties to magic attack, but there are indeed builds that mix warrior stats with mage stats. They aren't as strong as other warriors or mages, but prefer having fun casting magic than being effective. However, it's more common that warriors only use magic when they change equipment.
 
 
Archers very often use magic to heal. Their equipment doesn't give that much penalty on magic attack so they can easier find a way to be both archer and healer even without raising Intelligence at all. They also don't have to replace their Forest Armor and Cat Ears, the most important equipment for armors (when you don't count Bows and Arrows) and only need to take care of their gloves, boots and maybe leg armor to be able to shoot well and cast magic.
 
 
 
===Full mages: Speed mages and tank mages===
 
Full mages completely focus on magic. Intelligence is at maximum (99) and the other stats depend on if you want to be more defensive or offensive. Tank mages then prefer high Vitality to better resist attacks and high Luck to avoid critical hits. Speed mages use high Agility to hurt their enemies not only hard, but also fast again and again which also makes them level up faster.
 
 
Both mages roles are focussed on the Astral Soul Skill and use typical mage equipment like Lazurite Robe, Sorcerer Robe, Wizard Hat, Grimoire, Wooden Staff or Rock Knife and so on.
 
 
 
===Runners===
 
Runners are tank mages that hardly fight, but support other fighters by luring away mobs and healing hurt players. After casting #betsanc, which gives them the ability to evade far more hits, Runners aggravate mobs by using the #itenplz spell repeatedly to protect other players from being attacked by a herd of monsters.
 
 
They are called Runners because there is hardly any time for them to stand at place - the herd of monsters would kill them else. So they keep on running, mostly in a circle. This also means that they usually don't fight and therefore don't really get EXP or drops. This might sound bad now, but at [[Candor]] or the [[The Illia Sisters]] quest Runners are the best support players can have thanks to this tactic. This also means Runners have a really good chance to survive these.
 
 
Runners aren't easy built. You need a high level at about 85-90 minimum to have enough status points to distribute. At Candor Luck must be 66, at Illia even 70 to be sure that no critical hit can get you (except for Luvia Illia herself who has 255 in Luck). You will also need a high Vitality to increase your defense.
 
 
As the Rock Knife increases Vitality by +3 Runners wear it instead of the WoodenStaff. Furthermore [[the Terranite Armor]] (Terranite Helmet, Chest Armor and Legs) are very helpful as they increase the defense well, but with a less penalty to M.Attack than other equipment with a similar bonus on defense. A shield and gloves are recommended too, depending on the defense bonus and the penalty on M.Attack. You should end up somewhere about 400 in M.Attack, but feel free to try out less or more as Runners have different preferences. Note that the less M.Attack you have, the less will be the range of #itenplz and #inma.

Revision as of 06:47, 11 December 2013

This article contains information for players or people interested in playing The Mana World rEvolt. If you're interested for the Classic game, please go to the Classic portal.

This article is for reference purpose

The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.

Shortcuts for other magic-related pages. Move your mouse over a link to see what its wiki page is about.
Magic - Spells - Magic Quests - Magic Skills - Astral Soul Skill


Note: If you are new to magic please read this page first to get the basic knowledge before reading the other magic-related pages.


Introduction

Tmw logo.png

In The Mana World you can learn several magic spells and skills. While spells allow you for example to attack monsters or to heal yourself or others, the magic skills are required to be able to learn those spells or to make them more powerful. You won't need to be a full mage to be able to cast magic, you can also do so as archer or warrior in certain circumstances, but of course spells of full mages are more powerful (later more about that).


Magic is split into so called magic schools such like General Magic, Nature, Life or others. This also means that spells and magic skills always belong to a certain school of magic. NPCs will teach you spells and skills during your way to become a mage.


Getting Started

To be able to use magic these points are required:

  • You must have touched the Mana Seed the second time as it gives you the ability to learn magic by giving you the General Magic Skill Level 1.
  • Your magic bar must be light blue then. If not check in your status window if Magic Attack (M.Attack) is more than 0. Several equipments like shields give a penalty to magic attack so you might have to unequip those.


Of course you can't already learn and use all magic spells now, but quite some. As your General Magic Skill's level is 1 by now you are able to learn all spells that require this level. The column "Level" of the overview of the Spells wiki page shows you which they are.


Casting spells

An user casting the #abizit spell.

There are two possibilities to use spells:

  • By typing the spell's invocation into the chat window (e. g. #abizit).
  • By shortcut, meaning you only have to press one key on your keyboard.


When you type spells in the chat they always start with a hash sign (#) and eventually the parameters after a space (e.g. #parum boo, #inma Username).


Certain spells require items which are consumed in the process. In addition different spells are of different levels. For whatever level a spell is, your magic skill level must be equal to or greater than it, in both the spell's school of magic and in general magic, if you want to cast it. For example, to cast a level 2 nature spell, you must be level 2 in both Nature Magic and General Magic. Note that spells do not indicate most ways they can fail in. If you do not have the necessary items for spells requiring ingredients, the spell will silently fail. Similarly, if for example you are casting a healing spell and are too far from the player to be able to heal them, you will see no effect or error message.


Note: By clicking "Expand" a short instruction about how to use and create shortcuts with Manaplus will appear. As this isn't necessary to be able to cast magic, it is hidden to avoid confusion. However, you might want to check this later when you're more experienced because it can make using magic easier for you.

For Manaplus users there are already shortcuts existing from the beginning, like key M for #itenplz or C for #lum and #inma. Check the commands in the help window (F1) of Manaplus. As too many shortcuts can be hard to handle it's often better to only create ones for spells you use often or for those spells you don't have time for typing in the chat because they need to be casted fast during fights (e.g. #ingrav).

How to create shortcuts in Manaplus:

  • First open your spells window (key J on your keyboard) and shortcuts window (F8).
  • Then simply drag and drop the spell you wish to the shortcuts window.*

Example: Picking "ing" (you will see it's #ingrav when you move your mouse there) and dropping it to "2" in the shortcuts window will allow you to cast #ingrav by pressing the key 2 on your keyboard instead of always typing #ingrav in the chat.

*If the spell you are searching for isn't listed you can add it by right clicking at an empty slot, clicking "Edit spell", entering the invocation name in "Command" and if you want initials in "Symbol" (like "ing" vor #ingrav). Of course you need to press "Save" then. Example: Symbol chip and command #chipchip.


Training and leveling up magic skills

Note: By going through the Magic Quests you'll get all skills and spells. For overviews please see Spells and Magic Skills. However, to understand how training and leveling up magic skills works you should read this description first.


As there is a difference between learning magic spells (or magic in general) and being able to control them your characters must learn magic from NPCs and train. Magic trainers can both give you spells and level you up in whatever schools of magic they can teach. When you visit a magical NPC you can ask about other magical NPCs via the "What do you know about..." inquiry. Some magic trainers are easy to find while others require searching through more obscure parts of The Mana World.


Training and leveling up the General Magic Skill requires that you gain experience in magic by practicing spells. Casting the same spell consecutively will result in no additional magic experience right after the first cast. Also spells that consume items give more magic experience. A good example for beginners is casting #kalmurk and #parum boo alternately.


Magic experience isn't shown anywhere in your status window, but there is a way to check it by using the #abizit spell. Depending on the client you're playing with and its settings you will see a message (most likely in the Debug chat tab) after using #abizit that tells you how well you can handle magic. To reach General Magic level 2 you first need 100% magic experience and then visit the Mana Seed again.


Below you can find out what level progress the #abizit message refers to:


#abizit message Progress
"You feel completely overwhelmed by your magic." less than 10%
"You feel quite overwhelmed by your magic, but are beginning to see patterns." 10%-20%
"You feel that you have only the bare minimum of control over your magic." 20%-30%
"Trying to control your magic is still rather troublesome." 30%-40%
"You feel you still have a few difficulties in controlling your magic." 40%-50%
"You feel somewhat in control of your magic." 50%-60%
"You feel mostly in control of your magic." 60%-70%
"You feel quite in control of your magic." 70%-80%
"You feel that you have very good control of your magic." 80%-90%
"You feel in almost perfect control of your magic." 90%-100%
"You feel in perfect control of your magic, [and seem on the verge of something more... perhaps you should see the Mana Seed to ask for more magic?]" 100%-200%
"You have perfect control of what you understand now, but there is now a distinct sensation of something more, something indescribable. If only the Mana Seed would give more magic to you..." 200%-450%
"Magic flows naturally from you, readily and with ease. Your understanding of what you can currently control at present is flawless, far beyond your requirements to cast magic at this level. [Surely the Mana Seed will more than readily offer more magic for such a proficient user.]" 450% and over


Note: The General Magic Skill level is currently capped at 2. This is also why the progress can be higher than 100%.


While leveling up means being able to learn more spells and skills, progressing (%) causes certain spells like #parum (boo) and #zukminbirf to become more effective.


Minimum magic experience for each General Magic Skill level*:

  • Level 1: you start with this level
  • Level 2: 100
  • Level 3: 1,200 - as the level is capped at 2 you can't reached level 3 but progress to 100% and more.
  • Level 4 will most likely be 8,000
  • Level 5 will most likely be 40,000

*Add up to 1/3% due to built-in inaccuracy of #abizit


Magical Status

The main status parameter that increases your magical abilities is Intelligence. Although intelligence is not absolutely necessary to advance in magic, it determines the effectiveness and strength of your spells by automatically increasing Magic Attack (M.Attack).


Summary:

  • Intelligence:
    • Magic Attack: Each intelligence point adds +1 or even +2*(int/5) if INT is a multiple of 5
    • Magic Defense: Each intelligence point adds +1
    • Mana (MP, SP): Increases Mana and Mana recovering rate
    • Has influence on your abilities in potion making.
  • Level: Level adds +1 to your magic attack, starting at level 14
  • Magic Attack: Governs the power of the spells. This means it influences
    • the amount of damage or heal,
    • the range of the spell,
    • the number of shots when applicable (war magic),
    • the number of creatures summoned (Astral Magic),
    • and the number of items you get with transmutation.
  • Magic Defense: Determines how well you will be able to withstand magical attacks on you (only in PvP at the moment as monsters have no magic attack).
  • Mana (MP, SP): Mana is the amount of magical energy available to devote to casting spells. It recharges over time just like HP does.
  • Magic Experience (of the General Magic Skill): Improves spells efficiency in some way. Low experience can make some spells fail, especially Transmutation spells.
  • Astral Soul Skill: Boosts all your magical abilities. It is a must to be a full mage.
  • Equipment: Can penalize or improve your magical abilities; see below.


Note: Married players have an increased spell power when casting Life or Nature spells on their partner. The power bonus is a bit more important if both wear their wedding rings.


See also:


Equipment

As a mage you need to choose your equipment carefully because in TMW almost all things worn will penalize your M.Attack value, causing less effective spells or even disabling magic completely.


Penalizing Items

Magic penalties are especially big from metal armor. The following list includes things that penalize your M.Attack value:

  • All gloves, except Silk Gloves
  • All boots, except Cotton Boots
  • All chest armor, except the Silk Robe, Fine Dress, Sorcerer Robe and Lazurite Robe
  • All shields, except the Scarab Armlet
  • All helmets and many hats
  • All pants and skirts

Only referring to released items. The worst penalties come with gloves, shields and chest armors such as Warlord Plate.


Helpful Items

Some equipment will not penalize your M.Attack and some will even give a bonus to it. These equipment and other useful ones are listed below.

1-Handed and 2-Handed Weapons


Head Armor

Regular Head Armor


Rare Head Armor

There is a lot of rare head armor which can be useful for mages, so to avoid confusion and because they aren't regular equipment those are hidden below.

Please click "Expand" to make the gallery appear and "Collapse" to hide it again.


Chest Armor

Note:

  • The Lazurite Robe is currently the best equipment for mages, but it requires Level ≥90 to be able to equip it and Intelligence ≥70 and Vitality ≥40 to activate the bonuses.
    It increases Intelligence by +7, M.Attack by +60, M.Defense by +60, Defense by +7 and reduces Strength by -1, Vitality by -1, Dexterity by -1, Luck by -1 and Move Speed by -15%.


Charms

Note:

  • The Heart of Isis doesn't give any bonus to magic but is the most effective charm which increases Maximum HP by +15% and HP recovery rate by +65% causing healing items or spells like #lum to heal you faster. Requires Level ≥85.


Leg Armor, Foot Armor, Gloves, Shields and Rings

Note:

  • Mages usually don't wear trousers or skirts as they all penalize M.Attack.
  • The Scarab Armlet is the only shield that doesn't penalize M.Attack but it's unobtainable and very rare.
  • Silk Gloves are the only gloves that won't penalize M.Attack.


Roles of mages

Of course there are differences between mages. It's not just the equipment and stats, it's more the sort of mage they prefer to play as which leads to these different equipments and stats. The most common roles are listed below, including descriptions and pros and cons.


Warriors and archers

Warriors usually don't use magic since their armor and other equipment bring huge penalties to magic attack, but there are indeed builds that mix warrior stats with mage stats. They aren't as strong as other warriors or mages, but prefer having fun casting magic than being effective. However, it's more common that warriors only use magic when they change equipment.


Archers very often use magic to heal. Their equipment doesn't give that much penalty on magic attack so they can easier find a way to be both archer and healer even without raising Intelligence at all. They also don't have to replace their Forest Armor and Cat Ears, the most important equipment for armors (when you don't count Bows and Arrows) and only need to take care of their gloves, boots and maybe leg armor to be able to shoot well and cast magic.


Full mages: Speed mages and tank mages

Full mages completely focus on magic. Intelligence is at maximum (99) and the other stats depend on if you want to be more defensive or offensive. Tank mages then prefer high Vitality to better resist attacks and high Luck to avoid critical hits. Speed mages use high Agility to hurt their enemies not only hard, but also fast again and again which also makes them level up faster.


Both mages roles are focussed on the Astral Soul Skill and use typical mage equipment like Lazurite Robe, Sorcerer Robe, Wizard Hat, Grimoire, Wooden Staff or Rock Knife and so on.


Runners

Runners are tank mages that hardly fight, but support other fighters by luring away mobs and healing hurt players. After casting #betsanc, which gives them the ability to evade far more hits, Runners aggravate mobs by using the #itenplz spell repeatedly to protect other players from being attacked by a herd of monsters.


They are called Runners because there is hardly any time for them to stand at place - the herd of monsters would kill them else. So they keep on running, mostly in a circle. This also means that they usually don't fight and therefore don't really get EXP or drops. This might sound bad now, but at Candor or the The Illia Sisters quest Runners are the best support players can have thanks to this tactic. This also means Runners have a really good chance to survive these.


Runners aren't easy built. You need a high level at about 85-90 minimum to have enough status points to distribute. At Candor Luck must be 66, at Illia even 70 to be sure that no critical hit can get you (except for Luvia Illia herself who has 255 in Luck). You will also need a high Vitality to increase your defense.


As the Rock Knife increases Vitality by +3 Runners wear it instead of the WoodenStaff. Furthermore the Terranite Armor (Terranite Helmet, Chest Armor and Legs) are very helpful as they increase the defense well, but with a less penalty to M.Attack than other equipment with a similar bonus on defense. A shield and gloves are recommended too, depending on the defense bonus and the penalty on M.Attack. You should end up somewhere about 400 in M.Attack, but feel free to try out less or more as Runners have different preferences. Note that the less M.Attack you have, the less will be the range of #itenplz and #inma.