Magic: Difference between revisions

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{|class="wikitable"
{|class="wikitable"
|Name
|Name
|Positives
|Gold Value
|Negatives
|Mana Regen
|Cost (Gold)
|Spell Power
|Armor
|Notes
|-
|-
|'''Apprentice Robes'''
|'''Apprentice Robes'''
|style="color:green";|Increases Mana Regen by '''80%'''
Increases Spell Power by '''30%'''
|style="color:red";|Increases damage taken by '''10%'''
|800
|800
| +80%
| +30%
| -10%
|
|-
|-
|'''Mage Robes'''
|'''Mage Robes'''
|style="color:green";|Increases Mana Regen by '''120%'''
Increases Spell Power by '''60%'''
|style="color:red";|Increases damage taken by '''20%'''
|8000
|8000
| +120%
| +60%
| -20%
|
|-
|-
|'''Magister Robes'''
|'''Magister Robes'''
|style="color:green";|Increases Mana Regen by '''200%'''
Increases Spell Power by '''100%'''
|style="color:red";|Increases damage taken by '''40%'''
|20000
|20000
| +200%
| +100%
| -40%
|
|-
|-
|'''[[prayer#Crafting|Holy Knight Armor]]'''
|'''[[prayer#Crafting|Holy Knight Armor]]'''
|style="color:green;"|Decreases damage taken by '''12+35%'''
|40000<sup>†</sup>
'''+20%''' Knockback Resistance
| -100%
| +30%
| 12+35%
|
+20 Knockback Resistance.


Increases Spell Power by '''30%'''
Generate mana upon successful melee attacks equal to 8% of the damage dealt.
 
Generate mana upon successful melee attacks
|style="color:red;"|Lowers Mana Regen by '''100%'''
|40000 (Crafted)
|-
|-
|'''[[Crafting|Warlock Armor]]'''
|'''[[Crafting|Warlock Armor]]'''
|style="color:green";|Increases Arrow Storage by '''75'''
|40000<sup>†</sup>
Increases Arrow Recovery Chance by '''50%'''
| +150%
 
| +40%
Increases Arrow modifiers by '''4'''
| -25%
|
+50% Arrow Recovery. +4 Arrow mods. +75 Arrow storage.


Increases Mana Regen by '''150%''', increasing up to 900% while not casting spells.
Mana regen gradually increases to +900% when not casting spells.


Increases Spell Power by '''40%'''
Prohibits using channeling orbs and mana crystals.
|style="color:red";|Increases damage taken by '''25%'''
|40000 (Crafted)
|}
|}
''<sup>†</sup>Crafted, not purchasable.''
<gallery mode="packed-hover">
<gallery mode="packed-hover">
File:ApprenticeRobes.png|Apprentice Robes
File:ApprenticeRobes.png|Apprentice Robes

Revision as of 02:25, 16 May 2025

The magic shop and the wizard shopkeeper

Magic users cast spells which use mana, a resource players regenerate over time intrinsically. Magic armors and staffs are both used to greatly increase the effectiveness of magic as well as to improve mana resources. Channeling items and mana potions can both be used to more quickly recover from low mana.

A player's maximum mana increases by 25 with each level up, and can be boosted temporarily with certain rare effects. Certain curses can also reduce maximum mana.

Most spells are learned by consuming a spell item, but not all spells are available in a learned version. Many spells are available as single-use scrolls which use no mana, spells that are not available to be learned will instead be available as a scroll. Spells cast from a scroll will ignore your spell power modifier and typically have an intrinsic boost to their own spell power.

Staffs

Part of the staff selection in the town magic shop

Spells can be used from your hotbar at any time without the need for a staff. However, equipping an appropriate staff first can help make your spells more effective. Additionally, each staff will remember the last spell you cast with it, so equipping it can behave as a shortcut to recasting that spell. All the general non-legendary staffs can be bought at the magic shop in town.

Name Gold Value Basic effects
Apprentice Staff 75 Saves 10% mana on all spells
Mage Staff 300 Boosts spell power by 10% for all spells
Fire Staff 600 Saves mana and boosts spell power by 20% on Fire spells
Earth Staff 1000 Saves mana and boosts spell power by 20% on Earth spells
Light Staff 1500 Saves mana and boosts spell power by 20% on Light spells
Dark Staff 2000 Saves mana and boosts spell power by 20% on Dark spells
Ice Staff 2500 Saves mana and boosts spell power by 20% on Ice spells
Dragon's Fury Staff 25000 Saves mana and boosts spell power by 30% on Fire spells
World Tree Branch Staff 25000 Saves mana and boosts spell power by 30% on Earth spells
Archangel's Staff 25000 Saves mana and boosts spell power by 30% on Light spells

Mana Regeneration Items

Channeling orbs and mana crystals are items used to rapidly regenerate mana. They are reusable, and so are a common staple for dedicated magic users to carry. You cannot move while channeling with these items, so they're often, but not always, used out of combat as a way to quickly reset your mana pool. Both channeling orbs and mana crystals require the user to be wearing magic class armor before use. When used out of combat, orbs and crystals both get a 3x bonus to their usual regeneration effects.

Channeling Orbs

Channeling orbs take a long time to wind up to their full regenerative power, but are significantly more effective for regenerating large quantities of mana. Additionally, channeling orbs can overcharge your mana pool by a percentage of your maximum mana stat. For players who mostly plan to top off mana just in between combat encounters, channeling orbs are the ideal solution.

Name Gold Value Mana Regen Bonus Overcharge
Basic Channeling Orb 8000 Up to 50x 30% max mana
Channeling Orb 16000 Up to 80x 50% max mana
Superior Channeling Orb 22000 Up to 120x 80% max mana

Mana Crystals

Mana crystals on the other hand have a very short wind up and reach their full regenerative power almost immediately, but are much slower than channeling orbs for regenerating large quantities of mana. This makes mana crystals more suitable for use during combat rather than just to top off your mana between encounters.

Name Gold Value Mana Regen Bonus
Basic Mana Crystal 125 Up to 25x
Mana Crystal 1500 Up to 35x
Superior Mana Crystal 8000 Up to 45x

Spells

Spells are divided into three classifications: combat spells, support spells, and non-combat spells.

Combat Spells

Name Gold Value Element Damage Mana Cost Casting Time Notes
FlashFire 75 Fire 50 (+15) 10 0.6s Causes enemies to burn on direct hit. Deals 48 additional fire damage over time.
EarthStrike 1000 Earth 30 (+85) 20 0.9s Has a large AoE radius which makes it very effective on groups of enemies.
Slam 6000 Earth Varies 60 1.0s Slams the caster into the ground, dealing large damage to everything around them. Does not harm the caster. Casting from a height and crouching both greatly increase the effectiveness. 10 second cooldown.
FrostShards 3000 Ice 23 (+10) 30 1.2s Fires ten projectiles in a small spread.
ShadowBolt 2000 Dark 120 22 0.35s Can cast without meeting the required mana, which will cause Mana Burn.
Eclipse 10000 Dark 200 150 2.0s Can cast without meeting the required mana, which will cause Mana Burn. Homes in on enemies, and bounces between them. Each bounce halves the spell's damage. 10 second cooldown.
ShadowBomb Crafted (25000) Dark 800 (+250) 200 2.5s Can cast without meeting the required mana, which will cause Mana Burn. 20 second cooldown.
SelfDestruct 100 Arcane 2000 to 3000 Scroll 1.0s Reduces your health to 1% of your max HP if your current HP is above 10%, otherwise executes you. Its AoE if you survive is 64 studs radius, otherwise it is doubled.
SunBurst 1500 Light 500 (+1000) Scroll 2.0s The extreme knockback from this spell tends to cause significant extra damage beyond its innate damage values.
Ragnarok 10000 Fire Up to 13000 Scroll 4.0s Summons a massive firey sword which explodes at the targeted location with unpredictable damage yield.
BloodSpray 5000 Blood 25 45 0.9s Fires ten projectiles in a small spread which apply Blood Curse.
BloodBombs 5000 Blood 50 (+50) 45 2.5s Fires 3 bombs which apply Blood Curse and knock away foes.
BloodStrike 5000 Blood 175 to 300 20% 2.3s Automatically strikes up to five nearby enemies with lightning five times. Damage increases if there are fewer enemies. Each strike afflicts foes with a stacking lightning debuff that causes them to take 2% more damage from all damage sources for 2 seconds. 20 second cooldown.
MortalSacrifice 2500 Blood ??? Scroll 3.7s Similar to the Seppuku attack Oathbreaker uses, the spell casts numerous short range swings at the player after a short windup.
Hemorrhage 2100 Blood ??? Scroll 3.7s Similar to Bloodspray, but rapidly spews 20+ bolts at wherever the user is looking at.
CrimsonJudgement 2300 Blood 220 to 1700 Scroll 4.3s Similar to BloodStrike, but hits only one target and deals 3.33% of the target's HP (within the damage range) per strike with six strikes. Also applies the same debuff from Bloodstrike.

Only obtainable as a drop from Wraiths.

Only obtainable as a drop from the Oathbreaker.

Support Spells

Name Gold Value Element Mana Cost Casting Time Effect
Cauterize 75 Light 75 1.25s Heals 20% of recent damage. Spell power is less effective beyond 25%.
ManaStitches 4000 Light 200 2.5s Heals 30% of recent damage. Spell power is less effective beyond 30%. 10 second cooldown.
AuroraHealing 20000 Light 900 3.5s Heals 35% of recent damage for all players in a large area. Spell power is less effective beyond 40%. 60 second cooldown.
Aegis 1000 Light Scroll 0.25s Makes the caster completely invincible for 10 seconds.
Dash 4000 Fire 20 1.0s Pushes the caster forwards. More useful when cast in the air.
Colosseum 20000 Ice 250 1.0s Spell Circle Places a stationary spell circle which enchants allies' attacks while within the circle. Enchanted attacks summon ghostly weapons to strike at enemies.
Bloodbath 20000 Blood 250 1.0s Spell Circle Places a stationary spell circle which enchants all entities within. Enchanted entities take greatly increased damage from all sources.

Spell circles require continuous mana from the caster for their upkeep. Spell circles are dispelled when the caster leaves the area of effect. Spell circles can be recast up to two times to increase their effectiveness.

Only obtainable as a drop from the Oathbreaker.

Non-Combat Spells

Name Gold Value Element Mana Cost Casting Time Effect
Recall 1 Arcane 10 6.3s Teleports the caster back to the starting town. Cannot be cast in combat. Spell power has no effect on this spell.
LesserAlchemy 300 Arcane 20 0.2s Allows the caster to choose an item from their inventory to convert into gold worth 10% of its base value. Spell power has no effect on this spell.
Alchemy 1800 Arcane 75 0.2s Allows the caster to choose an item from their inventory to convert into gold worth 20% of its base value. Spell power has no effect on this spell.
GreaterAlchemy 9000 Arcane 200 0.2s Allows the caster to choose an item from their inventory to convert into gold worth 30% of its base value. Spell power has no effect on this spell.

Magic Armor

Magic users trade their durability in combat for high damage output with spells, a true glass cannon. Apprentice and Mage Robes can be purchased within the town, with Magister Robes only being found rarely in the dungeon.

Name Gold Value Mana Regen Spell Power Armor Notes
Apprentice Robes 800 +80% +30% -10%
Mage Robes 8000 +120% +60% -20%
Magister Robes 20000 +200% +100% -40%
Holy Knight Armor 40000 -100% +30% 12+35%

+20 Knockback Resistance.

Generate mana upon successful melee attacks equal to 8% of the damage dealt.

Warlock Armor 40000 +150% +40% -25%

+50% Arrow Recovery. +4 Arrow mods. +75 Arrow storage.

Mana regen gradually increases to +900% when not casting spells.

Prohibits using channeling orbs and mana crystals.

Crafted, not purchasable.