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Spells

Casting, elemental matchups, summoning and spell effects.

The listed spell amounts are base values, before character stats, equipment, talents, target defenses and map modifiers. The Area column gives the size of the target area, not casting range. Line spells also affect their path. A target may receive both direct and area damage.

Spell casting

  • Select a spell from the Magic List, prepare it, then click the target or ground tile.
  • Stunning damage or knockback can interrupt preparation or clear the prepared targeting state. A failed casting-probability roll spends no mana, but the spell must be prepared again.
  • Ground targeting does not automatically select a nearby unit. Location restrictions can prevent a cast.

Spell casting chance calculation

Casting chance depends on effective Magic skill, effective Intelligence, level, spell circle and equipped Casting Probability. Level includes rebirth and is capped at 140.

The calculated chance input is at least 1; results at least 100 bypass this roll. Below that threshold, the input is approximately the percentage of circle rolls that pass. Hunger or exhausted stamina can still cause a separate failure, and other casting and target checks still apply: passing this roll does not guarantee that the spell takes effect.

Calculation details

These formulas describe the calculation, but exact results at rounding-sensitive boundaries remain unverified.

Use level A=min(L+R,140) and mage level M=⌊A/10⌋, using displayed level L, rebirth level R, and circle C.

Circle Probability coefficient P Penalty coefficient K
1 300 5
2 250 5
3 200 8
4 150 8
5 100 10
6 80 14
7 70 28
8 60 32
9 50 36
10 40 40

The base input is

B=⌊((20+0.8S)/100)PC⌋+⌊max(I−50,0)/2⌋,

where S is effective Magic skill and I is effective Intelligence. Floor notation rounds nonnegative values down. If C<M, add 5(M−C). If C>M, subtract

(C−M)KC−⌊A−10M10(C−M)(C−M)KC⌋.

Add the equipped Casting Probability stat after the circle adjustment. The integer roll threshold introduces a very small rounding difference from the chance input.

Notes about spell effects

  • Direct and area damage are separate components. Units around the target receive only the components whose tiles they occupy. Line spells can revisit a unit along their path.
  • Safe mode does not add a mana surcharge. Ally/party damage restrictions and arena exceptions are checked separately. Summons do not necessarily share player-safe-mode immunity.
  • Beneficial spells can affect enemies when their target rules permit it.
  • Defense Shield, Great Defense Shield, Protection from Magic and Absolute Magic Protection share the protection-effect slot. Existing protection prevents replacement through the normal spell path.
  • Berserk can replace Minor Berserk, but not vice versa.
  • Persistent damaging fields are normally blocked in towns and farms; Crusade changes that restriction. Their monster damage does not use ordinary player-attributed experience handling.

Effects over time

  • Burn: can stun. It does not use the normal spell calculation for Magic Absorption. Protection effects and whether the game can still identify the attacker can change the result.
  • Poison: Natural poison cannot kill player targets. This is not a universal guarantee for other targets. Reapplying poison normally leaves the existing poison in place; the Poison talent can request an extra tick.
  • Freeze: slows movement. Ice spells can gain a different base-damage modifier against targets that were already frozen before the cast.

Natural poison first deals damage on the next eligible update. Its player timer then advances in 8-second steps. A monster’s next natural tick is due after 4 seconds, followed by 8-second steps. Polling can delay ticks. The resistance check begins after the second natural tick; an extra reapplication tick does not advance this timer.

Summon Creature

Target yourself or an eligible allied player to summon a follower. Use /hold to stop your living summoned followers and /free to release that hold. /tgt player directs them at an eligible enemy player on the same map; forced-party maps restrict this command. The table shows possible creatures at the listed effective Magic skill values, not their selection probabilities.

Magic skill % Possible creatures Ordinary creature capacity
10 None 0
20 Slime, Giant Ant 1
30 Slime, Giant Ant, Snake 1
40 Giant Ant, Snake, Orc 2
50 Giant Ant, Snake, Orc, Skeleton 2
60 Snake, Orc, Skeleton, Clay Golem 3
70 Snake, Orc, Skeleton, Clay Golem, Stone Golem 3
80 Orc, Skeleton, Clay Golem, Stone Golem, Orc (spellcaster) 4
90 Orc, Skeleton, Clay Golem, Stone Golem, Orc (spellcaster), Helhound 4
100 Skeleton, Clay Golem, Stone Golem, Orc (spellcaster), Helhound, Cyclops 5

Dead followers can continue consuming capacity until removed. Summoning is also subject to map/event restrictions.

Elements

Against monsters, using their weak element increases this damage stage by 20%; using their own element reduces it by 20%. Other pairings in this table are neutral. Final damage need not differ by exactly that percentage.

Attacking spell element Earth monster Lightning monster Fire monster Ice monster
Earth Penalty Bonus No modifier No modifier
Lightning No modifier Penalty No modifier Bonus
Fire Bonus No modifier Penalty No modifier
Ice No modifier No modifier Bonus Penalty
Calculation details

Integer damage truncates after the elemental multiplier.

Circle 1

Spell INT Base mana Element Effect Area Learning
Magic Missile 14 4 Lightning 10 base damage to target. 1×1 400 gold
Heal 14 8 None Restores 15 HP before Holy bonus. 1×1 400 gold
Create Food 10 18 None Creates food on an eligible ground tile. 1×1 400 gold
Meditation 40 20% caster max MP None Restores 30% of caster max MP to target; sets mana stock to 15% of caster max MP, or keeps larger existing stock, for the next eligible natural mana regeneration; restores 33 HP, or 66 with Holy. 1×1 Holy or Merien talent
Transfer Criticals 10 35 None Transfers stored criticals to the target player. 1×1 Merien talent
Divine Touch 20 13% caster max MP None Consumes 100 Faith. Deals 2 direct hits and 2 area hits, with base damage per hit based on the caster's displayed level. Also heals eligible allies. 3×3 Holy talent
Calculation details

Meditation rounds down its mana restoration and mana stock amounts.

Divine Touch uses 3+⌊0.30L⌋ base damage per hit, where L is the caster's displayed level.

Circle 2

Spell INT Base mana Element Effect Area Learning
Energy Bolt 24 13 Lightning 10 direct damage plus 7 area damage. 3×3 600 gold
Stamina Drain 22 14 None Drains 28 SP directly and 15 SP in the area, subject to target protection. 3×3 600 gold
Recall 10 0 None Recalls to town at level 120 or higher, otherwise to the farm. Recent player damage can block it; map restrictions apply. 1×1 400 gold
Defense Shield 26 19 None Player Defense Ratio addition 40 for 60 seconds, before facing/talent modifiers; not applied while the defender uses Archery or against distant arrow NPCs. 1×1 600 gold
Celebrating Light 25 10 Lightning Fireworks at the target tile. 1×1 900 gold
Minor Berserk 23 26 None Adds 40% to a player target’s noncritical physical-damage multiplier for 60 seconds. NPC damage uses a different modifier. 1×1 1600 gold

Circle 3

Spell INT Base mana Element Effect Area Learning
Fireball 26 27 Fire 8 direct damage plus 11 area damage. 3×3 1000 gold
Great Heal 28 28 None Restores 33 HP before Holy bonus. 1×1 1000 gold
Stamina Recovery 20 20 None Restores 22 SP directly and 12 SP in the area before Holy bonus. 3×3 700 gold
Protection from Arrows 20 22 None Protects against ordinary arrow attacks for 60 seconds. 1×1 700 gold
Hold Person 26 24 None Prevents movement for a base 30 seconds; Holy and high-tier monster rules can change duration. Damage can clear or shorten it. Monsters do not regenerate HP while held or paralyzed. 1×1 1000 gold
Possession 26 25 None Picks up an item from an unoccupied target ground tile, subject to carry restrictions. 1×1 1000 gold
Poison 29 28 None Applies poison with base natural-tick damage 4, before Poison talent effects and the damage limit applied before the target’s other damage rules. Natural ticks cannot kill player targets; other targets use their own subsequent damage processing. See poison timing and reapplication. 1×1 1200 gold
Great Stamina Recovery 30 45 None Restores 40 SP directly and 23 SP in the area before Holy bonus. 3×3 1300 gold

Circle 4

Spell INT Base mana Element Effect Area Learning
Fire Strike 34 36 Fire 8 direct damage plus 13 area damage. 5×5 1500 gold
Summon Creature 38 35 None Summons an allied creature for 5 minutes, subject to capacity and map restrictions. 1×1 1500 gold
Invisibility 30 31 None Makes an eligible target invisible for 60 seconds. 1×1 1300 gold
Protection from Magic 32 35 None Blocks ordinary lower-circle player spells through Circle 8; monster magic uses different rules. Lasts 60 seconds. 1×1 2400 gold
Detect Invisibility 30 33 None Removes invisibility around the target location. 17×17 1200 gold
Paralyze 36 35 None Prevents movement for a base 25 seconds; Holy and high-tier monster rules can change duration. Damage can clear or shorten it. Monsters do not regenerate HP while held or paralyzed. 1×1 1500 gold
Cure 35 32 None Cures poison. 1×1 1200 gold
Lightning Arrow 38 30 Lightning 30 base damage to target. 1×1 1600 gold
Tremor 33 34 Earth 5 direct damage plus 16 area damage. 3×3 1500 gold

Circle 5

Spell INT Base mana Element Effect Area Learning
Firewall 45 42 Fire Creates damaging tiles. Each tile applies 3 base damage in the surrounding 3×3 area, normally once every 3 seconds. Actual timing may vary. Lifetime depends on weather and existing tile state; recasting on an existing fire tile does not restart its lifetime. 1×5 (or diagonal line) 1700 gold
Fire Field 48 48 Fire Creates damaging tiles. Each tile applies 3 base damage in the surrounding 3×3 area, normally once every 3 seconds. Actual timing may vary. Lifetime depends on weather and existing tile state; recasting on an existing fire tile does not restart its lifetime. 3×3 1900 gold
Confuse Language 42 40 None Can scramble outgoing chat for 120 seconds on eligible enemy players. 1×1 1800 gold
Lightning 47 40 Lightning 41 base damage to target. 1×1 2100 gold
Great Defense Shield 46 45 None Player Defense Ratio addition 100 for 40 seconds, before facing/talent modifiers; not applied while the defender uses Archery or against distant arrow NPCs. 1×1 1900 gold
Chill Wind 50 48 Ice 1 area hit of 19 base damage. Freeze requires the Ice talent; already-frozen targets use a modified base amount. 3×3 2300 gold
Poison Cloud 49 48 None Creates damaging tiles. Each tile applies 3 base damage in the surrounding 3×3 area, normally once every 3 seconds. Actual timing may vary. A new tile is initially set to last 31–34 seconds. Reusing an existing tile or later updates can change when it expires. May apply poison. 3×3 2200 gold
Triple Energy Bolt 45 40 Lightning 10 direct damage plus 19 area damage. 5×5 2100 gold
Scan 50 50 None Reports the target’s current HP and MP. 1×1 2300 gold

Circle 6

Spell INT Base mana Element Effect Area Learning
Berserk 59 57 None Adds 100% to a player target’s noncritical physical-damage multiplier for 60 seconds. NPC damage uses a different modifier. 1×1 4500 gold
Lightning Bolt 50 58 Lightning Path and target-area passes deal 12 each; the direct target also receives 30. Hit count depends on overlapping path visits. 3×3 2600 gold
Haste 62 60 None Hastes another eligible player for 6 seconds; cannot normally target yourself. Run-animation frame duration is reduced by 25% before other animation modifiers. 1×1 Manual
Mass Poison 52 54 None Applies poison with base natural-tick damage 10, before Poison talent effects and the damage limit applied before the target’s other damage rules. Natural ticks cannot kill player targets; other targets use their own subsequent damage processing. See poison timing and reapplication. 1×1 2400 gold
Spike Field 56 56 Lightning Entering a spike tile applies base damage 5 to players and 8 to monsters before their damage handling; not a per-step chance roll. 5×5 2500 gold
Ice Storm 59 70 Ice 20 base damage per field hit, before magic-crush and target-specific adjustments; can freeze affected units. 5×5 Manual
Mass Lightning Arrow 53 53 Lightning 55 base damage to target. 1×1 2900 gold
Ice Strike 60 59 Ice 1 area hit of 33 base damage. Freeze requires the Ice talent; already-frozen targets use a modified base amount. 5×5 3600 gold
Mass Heal 60 56 None Heals up to 3 non-enemy targets for 52 HP with Holy; the underlying heal is 26 before that modifier. 5×5 Holy talent

Circle 7

Spell INT Base mana Element Effect Area Learning
Energy Strike 67 65 Lightning 42 area damage. 5×5 4000 gold
Mass Fire Strike 75 72 Fire 11 direct damage plus 43 area damage. 5×5 4400 gold
Confusion 75 78 None Obscures allegiance for 20 seconds on eligible enemy players. 3×3 5100 gold
Mass Chill Wind 85 85 Ice 2 area hits of 17 base damage. Freeze requires the Ice talent; already-frozen targets use a modified base amount. 5×5 6000 gold
Earthworm Strike 97 80 Earth 49 area damage. 3×3 6700 gold
Absolute Magic Protection 112 100 None Protection against ordinary player spell damage; Cancellation can remove it. Monster magic is handled differently. 1×1 7200 gold
Armor Break 97 120 None 2 area hits of 15; damages eligible worn armor endurance. 3×3 9100 gold

Circle 8

Spell INT Base mana Element Effect Area Learning
Bloody Shock Wave 105 120 Lightning Path and target-area passes deal 27 each; the direct target also receives 52. Hit count depends on overlapping path visits. 3×3 Manual
Mass Confusion 130 125 None Obscures allegiance for 60 seconds on eligible enemy players. 5×5 7700 gold
Mass Ice Strike 118 115 Ice 2 area hits of 25 base damage. Freeze requires the Ice talent; already-frozen targets use a modified base amount. 5×5 9400 gold
Cloud Kill 120 130 None Creates damaging tiles. Each tile applies 5 base damage in the surrounding 3×3 area, normally once every 3 seconds. Actual timing may vary. A new tile is initially set to last 31–34 seconds. Reusing an existing tile or later updates can change when it expires. May apply poison. 5×5 9100 gold
Lightning Strike 123 85 Lightning 50 area damage. 5×5 9600 gold
Ice Whirlwind 200 120 Ice 2 area hits of 33 base damage. Freeze requires the Ice talent; already-frozen targets use a modified base amount. 3×3 Monster spell
Cancellation 135 835 None Removes cancellable effects. Preparation starts a 60-second cooldown. Eligible preparation requests have approximately 15% extra chance to lose 1 charge while more than 2 remain, including requests rejected during preparation; a completed cast separately spends 1 charge. 1×1 Wand
Illusion Movement 160 150 None Reverses movement for 20 seconds on eligible enemy players. 3×3 11200 gold

Circle 9

Spell INT Base mana Element Effect Area Learning
Illusion 150 143 None Obscures other players with a shared altered appearance for 20 seconds on eligible enemy players. 3×3 11000 gold
Meteor Strike 155 120 Fire 33 direct damage plus 55 area damage. 3×3 12100 gold
Mass Magic Missile 150 105 Lightning 42 direct damage plus 48 area damage; can move affected units. 3×3 12700 gold
Inhibition Casting 150 160 None Inhibits casting for 40 seconds on eligible enemy players; protection can shorten or block it. 1×1 Manual or wand

Circle 10

Spell INT Base mana Element Effect Area Learning
Mass Illusion 180 200 None Obscures other players with a shared altered appearance for 60 seconds on eligible enemy players. 3×3 12800 gold
Blizzard 195 185 Ice Path and target-area passes deal 46 each; the direct target also receives 46. Already-frozen targets use a modified base amount; total hits depend on path overlap. 5×5 Ice talent
Resurrection 0 200 None On acceptance, resurrects the dead player with half maximum HP; wand and map restrictions apply. 1×1 Wand
Mass Illusion Movement 200 200 None Reverses movement for 25 seconds on eligible enemy players. 3×3 Manual or wand
Earth Shock Wave 190 185 Earth Path and area visits apply 33 then 33; the direct target also receives 33 then 33. Total hit count depends on path overlap. 3×3 Earth talent
Hellfire 200 185 Fire 2 direct hits of 30 and 2 area hits of 30. 5×5 Fire talent
Fury of Thor 182 170 Lightning Path and target-area passes deal 48 each; the direct target also receives 48. Hit count depends on overlapping path visits. 5×5 Lightning talent
Calculation details

Resurrection's restored HP is rounded down.

Circle contribution to spell hit ratio

Spell circle also modifies spell hit ratio according to the caster's level. At level 140, the lower-circle bonus adds 20 for Circle 10 spells, 50 for Paralyze, and 55 for Hold Person. These are circle contributions, not final hit ratios or success percentages.

Calculation details

For a lower circle, add 5(M−C); for a higher circle, use the penalty expression in the casting-chance calculation above, with the same rounding-boundary qualification. M is mage level and C is spell circle, as defined there. The lower-circle contribution is an integer.

Holy duration

The spell caster's Holy talent grants the longer hold or paralyze duration shown.

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