The basic emphasis in development is on base
parameter «intelligence».
Priority
parameters:
«mana»,
«magic damage»,
«chance to cast».
Sequence of studying of schools and guilds for the first levels of the character:
Development: First levels.
Recommendations on sequence of further development:
Development: Builds..
Attacking spells:
•
«Ice Arrow» (or
«Fireball», or
«Electroshock») – simple fighting spell;
•
«Frost Blast» (or
«Fire wind», or
«Lightning Bolt») – Elite fighting spell;
•
«Ice Storm» (or
«Fire rain», or
«Chain Lightning») – mass fighting spell;
•
«Astral Carnival» - increases «magic damage» effect of the character;
•
«Wisdom of the owl» - effect increases value of «intelligence» parameter;
•
«Dispel Magic» - removal of opponent positive magic effects;
•
«Web» - negative effect which reduces opponent chances to escape from the fight.
Defensive spells:
• «
Mana Shield» - effect allows transforming characters’ damage received into mana expenditure at 2:1 ratio;
•
«Sanctuary» - effect reduces any type of a loss caused to the player by half;
•
«Steel body» - effect increases value of «constitution» parameter;
•
«Bear’s Blood» - effect increases Life (HP) of the character;
•
«Aura of renewal» - effect restores Life at mana expenditure;
•
«Mirror Shield» - effect reflects a part of damage caused by the opponent;
•
«Colossal Endurance» - effect increases stability of the character against special skills;
•
«Iron skin» - the effect giving 5 protective layers against a physical damage;
•
«Distracted Gaze» - forces opponent to stop fightй;
•
«Cold resistance» (or
Fire resistance», or
«Lightning resistance») -reduces the loss effect caused by a certain element by half.
Cure and diseases:
• (Up to 100th level) – cure by a standard «
first aid» spell and/or use of «
mana shield effect»;
• (Above 100th level) recommended infection –
«hysteria» and use of «
mana shield»;
• (Not infected character) use of a spell
«cure» and/or its mass analogue
«heal» for group of characters .
Skills which allow surviving:
•
«Idigenous tactics» - gives significant increase of «
life» at lower levels, which transforms into small increase of «
armour» along the characters growth;
•
«Auto-hypnosis» - allows restoring characters «
mana» very quickly while resting;
• «
mana shield power» - increases effectiveness ratio of «mana shield» from 2 to 3.
Skills which will help to increase the opponent loss:
•
«combat magic» - increases nominal damage of spells;
•
«Dragon head staff» - increases a nominal physical damage of a staff and a final magic damage as consequence.
Skills which will help to cause the opponent loss more effectively:
•
«Harmony of elements» - allows resisting to «
negate element» protective skill;
•
«Bachelor of magic» - allows using strengthened fighting spells without a pause;
•
«Spellcasting Prodigy» - allows carrying out combat and peace spells in one tact of fight.
Schools necessary for mage:
•
School of Mind (and following
Middle school of Mind,
Elite School of Mind,
High school of Mind) - base
«intelligence» parameter, which is necessary for character to wear the necessary equipment (Waistcoat, Cape, Hat, Wand) and the weapon (Staff) is raised here;
•
Guild of Sorcerers (and following
Elite Guild of Sorcerers,
Academy of Sorcerers) - «
magic damage» is raised here and, finishing each guild «
Elemental Mastery» skill is studied. 5 levels of an «
Astral carnival» spell are studied in Academy;
•
Guild of Warlocks (and following
Elite Guild of Warlocks,
Academy of Warlocks) - «
chance to cast» parameter is raised here and, finishing the first two «
Elemental Mastery» skill is studied. Finishing Academy of Sorcerers’ «
Elemental Harmony» skill is studied;
•
School of Wisdom and following
Middle school of Wisdom,
Elite School of Wisdom) - raise of «
mana» parameter and «
dragon head staff» skill is studied.Finishing each School the «
Indigenous tactics» skill is studied. At Elite School of Wisdom «
Auto-hypnosis» and «
Mana Shield Power» skills are studied;
•
Academy of Combat Magic - rise of «
magic damage» parameter, 5 levels of an «
astral carnival» spell and the «
bachelor of magic» skill are studied;
•
Academy of Spellcasters - rise of «
Sorcery chance» parameter and «
Spellcasting Prodigy» skill is studied;
Schools of combat spells:
•
School of Cold (and following
Middle School of Cold,
Elite School of Cold) - studied combat spells: «
Ice arrow», «
Ice storm», «
Frost Blast» and protective «
cold resistance». The Elite spell can cause opponents «
freezing» negative effect, what affects by 1/2 chance to spell and hit;
•
School of Fire (and following
Middle school of Fire,
Elite School of Fire) - studied combat spells: «
Fireball», «
Fire Rain», «
Fire Wind» and protective «
Fire resistance»; The Elite spell can cause opponents «
burning» negative effect, which causes additional damage over several seconds;
•
School of Lightening (and following
Middle school of Lightening,
Elite School of Lightening) - studied combat spells: «
Electroshock», «
Chain Lightning», «
Lightning Bolt» and protective «
Lightning Resistance»; The Elite spell can cause opponents «
Shock» negative effect, which dispel positive effects and raises caused magic damage;
Auxiliary schools for mages:
•
Guild of Healers (and following
Elite Guild of Healers,
Academy of Healers) - studied spells are: «
Cure», «
Heal», «
Dispel magic», «
Aura of renewal», «
Bear’s blood», «
Sanctuary»;
•
Guild of Enchanters (and following
Academy of Enchanters) - the spells bearing such effects as «
Tiger Strength», «
Wisdom of the owl», «
Feline Grace», «
Steel Body», «
Mirror Shield» and «
Frenzy» are studied here;
•
School of Alteration (and following
Middle School of Alteration) - spells that cause «
Colossal Endurance», «
Iron Skin» and «
Mana Shield» effects are studied here. «
Distracted Gaze» and «
Web» spells are studied as well;
Calculation of a final magic Damage:
1. The nominal loss of a spell (the table below) increases by influence ratio of «
Elemental Mastery» skill (sixfold increase at 5 levels of skill);
2. Increases by influence ratio of the «
Astral Carnival» (increase by 1.5 at 10th level of a spell);
3. «
Magic damage»from the right column of characteristics of the character (a sum of the given parameter on all guilds and equipment) multiplied by 1 + basic staff physical Damage in percentage ( «
dragon head staff» skill effect is also considered) is added;
4. The range of disorder of a Damage depending on the chosen elements or 30 % in case of the studied «
Elemental Harmony» skill is defined.
Nominal damage of spells:
- combat spell: from 10 to 86;
- elite spell: from 184 to 256;
- mass spell: from 42 to 100.