Magestorm Manual

Magestorm Manual
This is the original copy of the Manual as was released with Magestorm Millennium - needs formatting

Magestorm Millennium User’s Manual Ver. 1.0

Mythic Entertainment’s Magestorm Millennium online role-playing game is a team-based 3D battle between three teams of opposing mages. Battles consist of mages casting offensive spells at each other in order to kill them and/or drain their power. A battle is over when one of the three teams has killed all the members of the opposing two teams, or when the match’s timer runs out, or when the victory team’s shrine is still intact, while all other shrines have been destroyed. Players meet one another, chat, and form new matches from the Tavern, the game’s online chat interface. Once matches are started, players may join in, up to a limit of fifty players. Many different matches may run concurrently, ensuring that there are always enemies to battle online!

As your characters adventure in these online battles, they will gain valuable experience points. Once enough experience points have been accumulated, the character can gain a level. Upon gaining a level, the character may learn new spells, will increase in spell power and may choose to advance him in several different non-magical areas. The higher your character’s level, the more powerful he is. The Match The match is the most exciting portion of Magestorm Millennium, for this is where you control your character as he defends his territory from the enemy, while attempting to defeat them at the same time.

Each match has three sides, representing the powers of Order, Balance, and Chaos. The player may decide which team to join when entering the match. The goal of the match is to eradicate the opposing two teams.

Matches take place between three teams in an enclosed Arena. An arena is an area of arbitrary size and geographical location inside which the teams do battle. Several key elements of the Arena are: Element Description

Shrines Each team has a Shrine, which is its source of power in the match. The decisive moment in a battle is when a team conquers an opposing team’s shrine. A shrine appears as a glowing jewel: Blue for Order, Green for Balance, and Red for Chaos. When a Shrine is conquered, the jewel turns gray, because it has lost its power. It can only be resurrected by its team members

Magical Pools Pools of magical elements that dot the Arena. Generally, the more Pools a team controls, the more powerful that team is. A pool is biased towards a team by standing in it.

The Mage’s Study

Once you are running Magestorm Millennium, you will find yourself looking at a 3D view of a Mage’s Study. This is the main interface to the game, and it contains all the options that you need to set up and play the game.

The Mage’s Study interactive interface contains many objects, most of which, if clicked on with the mouse, perform certain functions. For example, by clicking on the bookcase, a primer on spells will appear.

NOTE If you leave the mouse pointer over an object in the Mage’s Study for a certain period of time, a tool-tip will appear, explaining what that object is.

The objects in the Mage’s Study perform the following functions: Object Action

Bookshelf/Top This will connect you online and bring you into the tavern.

Bookshelf/Bottom Leaves the Study and enters the Tavern, the area from which matches may be started and joined. You must have a statuette selected before entering the Tavern.

Door Exits the game.

Dice on Desk Create (roll) a new character.

Statuettes Your character will appear in the enclave on the pedestal once you have selected and created a character. By highlighting one of the three characters on the pedestal, you can view, or delete his status.

Crystal Explosion This will take you to the configuration games options.

Globe This will take you into the tavern.

The Character

A character is an online persona that you, the computer game player, direct. Each character has different abilities and professions to differentiate it from all other characters in the game. This section of the Player’s Guide describes the different parts that make up a Magestorm Millennium character.

NOTE For a complete explanation of the Magic used by the different professions, see the section, Magic and Spells, later in this Player’s Guide.

Professions

A profession is the type of spell-caster that a character is. Each profession specializes in a distinctly different type of magic. For example, a Wizard has spells that are usually offensive in nature, while a Healer has spells that are typically defensive.

Profession Description

Healer Specializes in healing and defensive spells; however, the Healer can fight when cornered. The Healer’s power is derived from his own Shrine, and he is quite weak when away from it.

Wizard An offensive juggernaut, the Wizard gets his power from the Magic pools that dot the match area. He is weakest when not in the vicinity of an enemy-controlled Magic pool. The Wizard may bias Magic pools to his team, which makes the whole team stronger.

Psionic Specializing in hiding and subterfuge, the Psionic is not as offensively powerful as the Wizard – but he can fly and jump over barriers. The Psionic derives his power from his mind and is thus not dependent on outside influences for his power.

Eldritch Utilizes Magic in its most primitive state. The Eldritch may cast Darkness, which drains opponents of their spell power. They may also cast Signs, which can be embedded in floors as traps. The Eldritch totally dependent upon magical pools for his spell point regeneration. When outside of a pool, his power does not regenerate at all.

Statistics:

Statistics are those measurements, which help a player determine where his or her character is in the grand scope of the game. Descriptions of character statistics are as follows:

Level The character’s level determines his relative power with respect to other mages in the game. As the character gains experience through combat and match victories, he raises in level and gains additional power, hits, spells and abilities. All characters start at the first level. When a character gains enough experience to increase in level, the increase happens instantly and the character’s statistics, skills, and spell casting ability rises while fighting in an arena.

Spell Points A numerical representation of the number of spells your character may cast before requiring regeneration. The higher your character’s level, the more spell points he has. This, at higher levels, mages may cast more spells before requiring regeneration.

Hit Points Each time a character is hit by an enemy spell, he loses hit points. When a character goes far below zero hit points, your character dies and must be resurrected at the team’s Shrine. Hit points are regenerated at a slow rate when walking and more quickly when not moving. Hit points can also be healed by Healers. As a character loses hit points he can become exhausted and begins to lose effectiveness with skills, spell casting and maneuvers.

Experience Points A mage receives experience points for all damage done to other mages, for all Magic pools biased, for all Shrines destroyed and for winning a match. When enough experience points are accumulated the character raises in level and gains additional power, spells, skills and abilities.

Health (Green Bar) Your character’s health meter. Should the meter become entirely depleted, your character dies.

Fatigue (Yellow Bar) Your character’s ability to run and cast spells.

Power (Blue Bar) This is representative of your spell points. The more spell points, the longer it takes to deplete your character’s power. As your character progresses in level, and spell points raise, your character will be able to use more and more spells before depleting his or her power.

Ley (Purple) This determines how fast your power regenerates. Ley is directly related to the type of character you are (see character description below). For example, your character’s ley would be highest as a healer if your healer were near his or her own team’s shrine.

Advancing in Level

Upon leaving a match, you will be notified if your character has attained enough experience points to reach the next experience level. A new level usually means that you may cast more powerful spells and cast lower level spells more proficiently. You will also get more hit points, fatigue points, and spell points as you rise in level.

Creating a New Character

You create a new character by clicking on the pair of dice on the desk in the Mage’s Study. Each player of Magestorm Millennium is allowed three characters.

The first step in creating a new character is to name it. Choose a name full of valor, honor, and meaning – but be aware that you cannot use a name in use by another character. Names may be up to twenty characters in length, but cannot be less than three.

Choosing a Profession

Next, you will be asked to choose a profession from a list of four. For complete information on the professions in Magestorm Millennium, see the previous chapter, The Character. The four are summarized below:

Profession Description

Healer Specializes in healing and defensive spells; however, the Healer can fight when cornered.

Wizard An offensive juggernaut, the Wizard gets his power from the Magic pools that dot the match area.

Psionic Specializing in hiding and subterfuge, the Psionic is not as offensively powerful as the Wizard – he can jump large distances and fly.

Eldritch May lay Signs in his enemy’s path. Also casts Darkness, which drains opponents of spell points.

Select your new character’s profession by clicking on the desired profession icon with the mouse (or using the arrow keys to highlight the proper icon and hitting enter). Be aware that each profession has different spells and abilities that make it unique.

Click "next" to continue.

Character Appearance

Next you must choose his graphical appearance. A character’s graphical is appearance how he appears to other mages in the game.

Magestorm Millennium supports five different graphical mages:

An older woodsy-looking male

A younger menacing-appearing male

A monk of indeterminate age

A fierce-looking mage of the steppes

A young female Gypsy Sorceress

A female Valkyrie

To choose the appearance you desire, use the arrow keys to flip from one appearance to another. When you find the one you like, select it by using the mouse or the arrow keys and click on the "next" button.

Researching Spell Lists

The next step in creating your new character is to perform his first spell list research. A Spell List is a collection of spells that are closely related. For example, the Fire Law spell list contains offensive spells related to fire, such as Fire Arrow, Fire Arc, and Fire Explosion. Your character learns the spells on these lists by researching them. In order to help your new character, though, he is automatically given the first level spell on all his lists.

Each Spell List contains from seven to ten spells. Each spell in a spell list is ranked by order of level. For example, in the aforementioned Fire Law list, the Fire Arrow spell is available to any first level Wizard who chooses the list. To learn higher-level spells in any of his lists, your character must research each particular list. Your character starts the game with one list research, and will receive one research each time he goes up in level. Each time you research a list, you will receive two new spell levels in that list. Please note that you may cast spell up to your level – so even if you have researched a spell above your level, you must wait until you attain that level to cast it. To research a spell list, click on the Research tab in the character screen, select the list you wish to research, and click "research list".

NOTE For a complete lists of the Spells and Spell Lists in Magestorm Millennium, see Appendix A.

Readying Spells

After you have picked your list to research, you may ready your known spells. A readied spell is one that you can quickly switch to by pressing a number key. You may attach spells to keys 1 through 10, for a total of ten readied spells in all.

To ready a spell, click on the Spells tab in the character screen. Then select a spell list. The spells that you "know" are shown in a list to the right. Select the spell to be readied. Next, select a spell slot – representing spells slots 1 through 10 – and click the "ready spell" button.

Finishing Up

Congratulations! You have just created a new Magestorm Millennium character. Before you jump into the Tavern and your first match, notice that your character has been assigned the following vital information:

Hit Points The amount of damage that your character can sustain before he dies and must be resurrected at the team’s Shrine. Hit points are based on your Body Development skill and your constitution.

Spell points Each spell cast by your character takes a certain amount of Spell points. The higher this number, the faster spells can be cast. Spell points are based on your Power Development skill and a your prime requisite (intuition for Healers, presence for Psionics, and empathy for Wizards).

Experience Points Initially zero, as your new character has not yet adventured in the land of The land, but the more you fight, the higher your experience points go. When your character has accumulated enough, he may raise in levels.

Both Hit Points and Spell points will increase over time as your character rises in level.

After you are satisfied with your new character, click the "Mage’s Study" button to return to the Mage’s Study.

NOTE When you return to the Mage’s Study, note that you now have a statuette that looks suspiciously like the graphical appearance you have chosen for your new character. Indeed, by double-clicking on this statuette, you will see that character’s information.

The Tavern

The Tavern is Magestorm Millennium’s online match setup and chat interface. From the Tavern, you may join an existing match, create a new match, and chat with friends in public or private.

NOTE You must have at least one character created before entering the Tavern.

The primary function of the Tavern is to allow you to meet and greet other players of Magestorm Millennium. You will find number of your online compatriots – both friend and foe alike – and starting a match with just the players you wish.

The Tavern Interface Screen

As you can see, the Tavern screen is divided into several distinct sections: Chat Text A scrolling region showing chat conversations going on about you. Please note that you can only hear the conversations of characters at your location. Chat Entry A one-line entry window where you type your conversations. List of Characters A list box showing all players in the Tavern. This will show what there character is, i.e. Mage, Psionic, etc., and there location in an arena or at the tavern. Matches Part of the tabbed dialog box in the upper left hand area of the Tavern interface. The Arena dialog is where you see currently running matches, join them, as well as start new matches. Joining A Match To join a match, you first click on the "Matches" tab in the upper left-hand corner of the Tavern interface screen. You will see a list of all the matches currently running, along with a notation showing whether you may join or not. NOTE There are several reasons why you may not be able to join an already-running match. The most common are: your character is not the right level, or the time to join (usually two-three minutes) has expired. If you right-click on a match you can’t enter, the game will explain why you are denied entry. To play, highlight the match (with your mouse) and then click the "Show" button. The Join Match dialog shows you who else has already joined the match and what team they are playing (Order, Balance, and Chaos). To join, select the team you wish to play on, and click the "Enter" button. Starting a New Match To start a new match, click on the "New" button on the tab dialog box in the upper left-hand section of the Tavern interface screen. Click the "New Button". A list of available arenas will be displayed next. These are the geographical locations in which the match may run. For example, select "Desert Temple", if you wish your match to take place in that arena. Once the arena has been selected, an options dialog box will be displayed, allowing you to set the following match options: Match Option Description Min/Max Level The minimum and maximum experience level allowed in the match. This is to ensure that first level characters do not join a match with fifteen other tenth level characters. It keeps the odds and teams evenly matched. This will be added in later patch versions. Once you have set the match options, click the "Launch" button. The arena will be loaded, and the match is ready to begin. Communicating "Talking" with other characters in the tavern is accomplished through typing messages to them. You may type a line of text to one person, or to a whole group of people at once. Also, you can use the chat interface to describe actions you wish to take. Private team chat is also an option through the chat buttons. Talking to a Group of People To chat with the entire group of people at your table (or at the bar), just type what you want to say in the "Chat Entry" area at the bottom of the Tavern interface screen. Whatever you type will be broadcast verbatim to the entire group. Talking to One Person To talk to one person (whisper), use the "/" (forward slash) key in the format: / (player name) (text) For example, / mortis Do you want to start a new match? Will send a private message to a character called Mortis.

Match Play Match play will take up most of your time in Magestorm Millennium, for it is where you actually do magical battle with teammates and enemies. Match play starts when a player starts an arena and other characters join it. Each character joins a team – Order, Balance, and Chaos – before entering the arena. From that point on, the battle rages.

Each team in the battle is represented by a color: Blue for Order Green for Balance Red for Chaos During combat – basically the entire time you are in the match – you must learn to identify members of your team. Each character in the game has his name floating above his head, for identification. The color of the letters used to make up his name denotes the team he belongs to. The Arena The Arena is an enclosed are in which the match takes place. Each Arena has a separate geography; for example, an arena can be a desert temple, or a series of mineshafts. Each arena will feature different geography and different team tactics will be needed to successfully win the match. NOTE New Arenas will be introduced online, as demand warrants. Even though each arena is geographically different, all share similarities. All arenas, regardless of type have Magic pools and Shrines. Death Alas, your character will probably die many times while dueling with opposing mages. There are two ways to bring your character back to life. The first is to wait for a Healer on your team to call you ghost to him, and have him resurrect you. This is by far the best way to come back to life, as you lose relatively few experience points. The second way is to press the spacebar, and call upon the power of your team’s shrine to bring you back to life. This method works the fastest, and is the only way to bring yourself back to life if your team has no Healers, or if your team’s Healers are themselves dead. Resurrecting by using your shrine’s power will drain you of 25% of the experience points you have gained in the match, so use this option wisely. When you call up on your team’s shrine to resurrect you, you will be instantly transported to Valhalla, an area of no magic. You must escape Valhalla by finding the teleporter that lies in each Valhalla, and running through it. You will then be teleported to a random location in the arena. Winning the Match A match is over when all the opposing team’s mages have been killed. However, as long as a team’s Shrine exists, all killed mages can resurrect at their team’s shrine. So, to truly kill an enemy mage, you must first conquer their Shrine. If teams are evenly matched, sometimes no team wins. In this case the match ends when its timer expires, and each team is evaluated for performance based on kills, Magic Pools biased, and Shrines conquered. The team with the most points is declared the winner. NOTE You cannot lose a match if another team never conquers your shrine. The Match Play Interface The match play interface is what you will be looking for most of your online Magestorm Millennium time. Through this screen, you will be able to cast spells, run away from your enemies, communicate with your team, and heal yourself.

Character Info Window Your character’s vital statistics are shown in the upper right-hand corner of the game play interface. You will see your character’s graphical representation, as well as his hit, power, and fatigue points. Also under the character information region of the Game Play interface are three spells. These are your readied spells, which means that they are ready to be cast. You may select the spell to be cast from your readied spell list by clicking on it with the mouse or by pressing the number of the spell on the keyboard. The spell that is highlighted in your readied spell list will be cast when you press the [Ctrl] key or Enter. Chat Window The bottom region of the Game Play interface screen is the chat window. This operates in much the same way as the Tavern chat interface, with the notable exception that no action commands are supported in the Game Play interface. To chat to characters in your game, press the single-quote key and type your message. Press Return when you are done. To chat with members of your team, follow the above steps, but make sure the first character in your chat string is a slash (/). You will see all message sent by enemy mages as well as and team members in the scrolling chat window. 3D Action Window The 3D action window is where the action is. This is the upper left-hand portion of the screen, and it contains a graphical 3D view of the arena. Information Window The information window of the Game Play interface screen contains all the other miscellaneous information you will need while adventuring in the world of Magestorm Millennium. This window is tabbed, with the following tabs available: Tab Description Char. Shows your character’s statistics. Spells Shows your character’s spell information (see the section Spells, below, for more information). Selecting Spells The "Spells" tab in the information window of the Match Play interface shows you the spell lists that your character knows. Select each list by double-clicking on the desired list, or using the "[" and "]" keys to highlight the desired spell list entry and press the "\" key to select it. The spells in that list will be displayed, in order of power. Press [Backspace] to return to the Spell List window without selecting a spell. To ready a spell, highlight the spell slot that the readied spell will occupy (remember you only have slots for ten readied spells) in the Character Window in the upper left-hand section of the screen. Then double-click on the desired spell in the Information Window to ready it. NOTE You will probably want to have an even mix of offensive and defensive spells readied at all times. Movement Movement during Match play can be done in one of two ways: the mouse or the keyboard. The following list is the default key configuration; however, you may reconfigure these key commands by clicking on the globe in the Wizard’s Study and selecting "keyboard". Up Arrow Move Forward Down Arrow Move Backward Right Arrow Move Right Left Arrow Move Left Q Strafe Left W Strafe Right Shift Run 1 - 0 Select Readied Spell Enter,Ctrl Fire Readied Spell Spacebar Open Door ‘Z’ Crouch or Crawl ‘T’ Toggle Torch On/Off ‘A’ Jump ‘"‘ (Quotes) Chat  ‘M’ Mouse Mode (toggle)   S Look Up   X Look Down   D Center View   Escape Quit Using the mouse, the following movements are supported: left btn cast spell   right btn move forward   mouse move move in specified direction   Double right click switch between mouse mode and keyboard mode Casting Spells Spell casting is the way combat in Magestorm Millennium is performed. Many spell types are supported in this game, including offensive, defensive, and trap spells. To cast a spell, aim by centering the target mage between the two hands that appear in the 3D view of the game play interface. Make sure that a spell is readied and selected in the Character window in the upper right-hand corner. Then, when you are sure your spell is readied and aimed, press [Ctrl] or Enter to fire. Once the spell is cast, you will notice that your power goes down. It will regenerate over time, but be careful nonetheless. You don’t want to be caught walking about the arena with no spell points – you would be an easy target. The higher level the spell you cast, the more spell points it takes. Also notice that when you cast a spell, you lose fatigue points. Fatigue points are regained almost instantly (well, after about two seconds), but be careful, because if you are too fatigued, you cannot cast spells. Again, the higher level the spell, generally the more fatigue points you must have in order to cast it. NOTE Running, and especially flying, also fatigue you, so if you have just run for a long distance, you may not have enough fatigue to fire even the weakest of spells. Biasing a Magic Pool Biasing Magic pools is an important strategic element of match play in Magestorm Millennium. Each profession is able to bias these pools, but the Wizard is far and away the most effective. To bias an Magic pool, just wade into the pool. The computer will determine whether or not you successfully bias the pool. If you are successful, the pool will change to your team’s color. If you are not successful, you will be able to make another bias attempt in ten seconds. Once an Magic pool is biased towards your team, Wizards on your team in the vicinity of the pool will regenerate spell points much faster than normal. Conquering an Enemy Shrine Conquering an enemy Shrine is one of the most important parts of Match play. Once an enemy team’s Shrine is conquered, they operate at a great disadvantage. To conquer an enemy Shrine, you must stand within the glowing energy field that makes up the shrine. If you are successful, the team’s glowing energy field will turn gray and is powerless until one of their team members resurrects it and brings it back up to power.

Magic and Spells This section of the Magestorm Millennium User’s Guide is an introduction to the magic system used in the game. Spells and Lists A spell is a magical force that performs either an offensive, defensive, or movement action. For example, a Fire Explosion spell is offensive – it does large amounts of damage to a target enemy mage. A Protection spell is defensive – it encases a team member in magical armor for a short period of time. The other type of spells are spells such as Blurring (hiding), Levitating, etc. Spells are grouped together into Lists. A Spell List is a group of spells that have a common theme – for example, the Ice Law list contains spells that are composed of ice and cold. Each Profession may learn about four Spell Lists, with each list tailored to that particular Profession. Profession Spell Healer Barrier Law, Concussion’s Way, Protections, Wounding, Lifegiving Wizard Elemental Shields, Spell Wall, Fire Law, Ice Law Psionic Damage Resistance, Brilliance, Mind Attack, Movements Eldritch Darkness Law, Light Law, Eldritch Signs, Eldritch Protections Regardless of spell lists and spells researched, your character may cast spells only up to his level. For example, if your Healer is fourth level, he may cast spells only up to fourth level on every list that he knows. The Magical Professions Each profession in Magestorm Millennium specializes in a different form of magic, complete with different tactics and even power regeneration. Following are some general hints, tips, and information about each profession. The Healer Healers specialize in defensive and healing spells. However, they do learn one list, Wounding, which contains offensive spells. A Healer will never be able to fight as well as the other Professions, but because of the mere fact that they may heal themselves – and no other Profession can do that – they can make a formidable opponent, especially at high levels. Healer fall under the Realm of Prayer, a branch of magic in which the mage channels power from a deity. It is from these deities that Healers gain the insight to cast healing and resurrection spells. Healers receive no elemental protection spells; instead they receive special "Prayer" spells to protect them from all spells. Healers regenerate their spell points based on their physical proximity to their team’s Shrine. If they are close to the Shrine, regeneration is quite fast; but the farther they get from their Shrine, the slower they regenerate. The Wizard Wizards are the offensive firepower of their team. They have no healing or hiding power, and may not conquer Shrines, but they inflict more damage than any other class. A Wizard’s power comes from the Realm of Elements. Elementals mages gather their magical power from the tiny bits of magic that exist in all matter scattered throughout the land. Because Magic pools are concentrated Elements, Wizards will operate best when located near to one. Wizards regenerate spell points based on their proximity to friendly Magic pools. If they are close to a pool that has been biased towards their team, Wizards regenerate as fast as possible. If they are far away from friendly Magic pools, they regenerate much slower. It will be essential to bias as many Magic pools to your team as possible to ensure that your Wizards regenerate as fast as possible. The Psionic The Psionic is the scout of Magestorm Millennium. His spells are not particularly offensive in nature, although he has one powerful offensive list, Brilliance. Instead, the Psionic focuses on movement and stealth. He has spells that help him jump great distances, administer pain, and even fly. Psionics get their power from their own minds, tapping into the huge amounts of brain capacity that goes unused in normal people. Because their power is self-generated, Psionics are not dependent on any outside source for power regeneration. This source of self-power is known as the Realm of Brilliance. The Eldritch The Eldritch is a mix of offense and defense. He has a powerful offensive list, Light Law; as well as the ability to lay Signs. Signs are magical entities that the Eldritch may place on the floor of the arena that are triggered when an enemy mage comes into contact with it. Signs include bleeding, hesitation, and explosion. Like Wizards, Eldritch’s get their magical power from the Elements (Realm of Elements). However, Eldritch magic comes in a more primal form that that of the Wizard’s. Because of this, Eldritch’s receive power from any Magic pool, regardless of the pool’s team affiliation. However, this primal ability also means that the Eldritch cannot bias any Magic pool to their team. Also, due to the primal nature of eldritch magic, eldritch spells are harder to control, resulting in unpredictable results. A spell that does massive amounts of damage one time may do little or even no damage the next. Eldritch’s are the only profession that can cast spells while standing in a Magic pool that is not biased 100% to their team. Signs appear in the color of the team of the mage that cast it. For example, if an Eldritch on the Balance team casts a Sign of Explosion, a green (color of the Balance team) Sign is created. Signs can be easily detected, if one is looking for them. However, Signs deftly lain on stairs, or around corners will usually result in someone not seeing the Sign and triggering it. To trigger a Sign, a mage on an opposing team most physically contact it. Please note that Signs of Expulsion appear in white no matter the team affiliation of the Eldritch that cast it. This type of Sign affects all mages, even the Eldritch that cast it. So, by deftly laying Signs of Expulsion, Eldritch’s can jump over walls, or reach high areas that normally only Psionics could reach. The Eldritch "charges up" his ley by standing in a Magic pool. His ley will stay charged to the maximum for about 20 seconds after he leaves the pool. So, Eldritch’s are quite powerful in and around Magic pools, but they are quite weak outside of them. Ley Ley is a character's magical ability to generate spell spell points. The higher a character's Ley, the faster he regenerates spell ability. Healers have the maximum allowable ley while inside their own shrines, which makes them quite powerful. However, in an opposing team's shrine, their ley is nothing, which means no spell power regenerated at all. Wizard ley is dependent on their proximity to Magic pools that have been biased to their team. Eldritch ley is special -- they can "charge" up their ley by standing in any pool (no matter the team affiliation). Their ley stays charged to the max for a period of time, but then drops quickly after that time to nothing. So, Eldritch’s are powerful around Magic pools, but are weak away from them. Psionic ley is constantly average, and is not dependent on any outside force, giving them good ley everywhere, but their ley is never outstanding. Spell Research When your character goes up in level, he will get the opportunity to research one of his spell lists. When he picks a list and researches it, he will learn two levels of spells above his current knowledge. Use your picks wisely, for you have only one opportunity per level to research. You will definitely want to have a good mix of lists researched – for example, you won’t want to forsake defense completely to become an offense powerhouse.

Wizard Spells Elemental Shield LVL Spell Spell Description 01 Resist Cold Protects caster against Cold (Ice Law List) spells 02 Resist Heat Protects caster against Heat (Fire Law List) spells. 03 Resist Earth Protects caster against Earth Law spells. 04 Resist Light Protects caster against Light (Brilliance List) Psionic spells 05 Target Resist I Protects the caster against Targeted spells. 07 Target Resist II As Target Resist I, but more effective. 10 Coldarmor As Resist Cold, but more effective. 11 Heatarmor As Resist Heat, but more effective. 12 Eartharmor As Resist Earth, but more effective. 13 Lightarmor As Resist Light, but more effective. 15 Target Resist V As Target Resist I, but more effective.

Fire Law LVL Spell Spell Description 01 Burn A small fiery projectile shoots from mage to target 03 Fire Arrow I A small fiery projectile shoots from mage to target 05 Fire Arrow II Two small fiery projectiles shoot from mage to target 06 Fire Arc I A arc of fire springs from caster’s hand towards target 08 Fire Arc II As Fire Arc I, but longer range and more damage 12 Fire Arc III As Fire Arc I, but longer range and more damage 14 Fire Explosion I An explosion of fire leaps from the caster’s hand. When it hits target, it explodes. Everyone within a radius of the spell takes damage 17 Firestorm An explosion of fire, which engulfs the target in flames. 19 Fire Explosion II As Fire Explosion I, but more powerful 21 Fire Tempest This is an arc that explodes on impact. 25 Maelstrom As Fire Storm, but more powerful

Ice Law LVL Spell Spell Description 01 Ice Dart I An icy projectile shoots from caster to target. 02 Ice Dart II Two icy projectiles shoot from caster to target. 04 Ice Arc I An icy arc shoots from caster’s palm towards target. 06 Wall of Cold A wall of dense cold springs up in front of caster. All passing through it take damage. 07 Ice Arc II As Ice Arc I, but more range and more powerful. 09 Ice Arc III As Ice Arc I, but more range and more powerful. 10 Wall of Ice A wall of solid ice springs up in front of caster, barring all movement. 11 Cold Explosion I An explosion of pure cold shoots from caster to target. When the explosion explodes, all within a radius take damage 15 Ice Storm This is an invisible projectile that explodes into a shower of ice, all within a radius take damage 17 Cold Explosion II As Cold Explosion I, but more powerful. 19 Ice Blizzard As Ice Storm, but more powerful. 23 White Death As Ice Storm, but more powerful.

Earth Law LVL Spell Spell Description 01 Sharp Edges A drill-shaped projectile bores into its target 03 Stonefist I A blunt, fist-shaped projectile pummels its target. 05 Stonefist II As Stonefist I, but two projectiles. 06 Stone Arc I An arc made of hard stones shoots from the caster. 08 Stone Arc II As Stone Arc II, but longer and more painful. 12 Stone Arc III As Stone Arc I, but longer range and more damage. 14 Shrapnel Explosion I An explosion of molten metal and earth shoots from caster, when it hits, it explodes in a fury of shrapnel. All within a radius take damage 17 Boulder Perhaps the most feared of all the Earth spells. A huge boulder rolls along, crushing everything in its way. 19 Shrapnel Explosion II As Shrapnel Explosion II, but more powerful. 22 Tornado A small windstorm shoots from caster, spewing stones and metal.

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