Darkfall Wizards Guide

Darkfall Wizards Guide by Vienemen

My plan is to keep this as a living document with as independent of an assessment on each area as much as possible. Look for weekly updates. I do this for my clan the (clickie)Order of the Blade(clickie) and the mage community.

1) Spell review
2) Skills
3) Tactics
4) Item review (mainly caster equipment)
5) Misc
6) Character page

1) Spell review(broken into 10 schools; lesser magic, greater magic, spell chanting, witchcraft, fire, earth, water, air, arcane, and necromancy) All schools may be taken if desired.

Lesser Magic(starter magic, Mana Missile and Heal Self spells are available to everyone with a staff readied to cast them. All spells can be cast while moving and sprinting. You are able to “hold” the spell by keeping the LMB down until ready to release. LM begins at 1.0 skill for everyone)

-Blast
Skill, gold: 100 LM, 250gp
Reagent : 1 Sulphur
Casting time:
Range:
Duration: 2s on dex debuff at 1.0 skill
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile inflicting arcane dmg to its target who will be bewildered for a short while, having his dexterity slightly lowered (15-18 pts?). Reported 12 damage at 25 skill, knock(up?) only effects caster.

-Burden
Skill, gold: 80 LM, 250gp
Reagent : 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile infliciting an encumbrance penalty on its target, interfering with their casting or archery. Inflicts a 50 encumbrance penalty at rank 1.0 and does not slow the targets movement.

-Eldritch Sphere
Skill, gold: 25 LM, 100gp
Reagent : 1 Sulfur
Casting time: 2s
Range: Long
Duration:
Mana cost: 16
Cool down: None
Projectile speed: Medium, fuzzy light blue orb
AoE: small
Was the first spell I purchased. The damage was 15 and 18-20 from rear at roughly 5.0 skill compared to MM at 30 something skill and does arcane type dmg. Visual effect is ? around the caster.

-Heal Mount
Skill, gold: 50? LM, 150gp?
Reagent : 1 Mandrake
Casting time:
Range: Short
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Will do just that. Tip: Used to be that it takes higher spell dmg/healing when shot from behind, but that was probably patched. It has 3 inital ticks for ~6-7ish and should gain one increase at 33, 66, 99.

-Heal Self(starter)
Skill, gold: 1.0 LM, 0gp
Reagent : None
Casting time: 2s
Range: Self
Duration:
Mana cost: 18.66
Cool down: 30s
Projectile speed:
AoE:
This is your first healing support spell. It is self only (cannot be used on others) and will tick 3 times at 1.0 rank for an amount based on your skill rank and bonus dmg from items and stave. Additional ticks at 33.3, 66.6 and 99.9 skill. At around 30 something LM and 20 something heal with a R0 drop staff I can heal for 4.3 a tick. The visual effect is a red cloud swirl around the caster.

-Health to Mana
Skill, gold: 25 LM, 100gp
Reagent : 1 Sulfur
Casting time: 2s
Range: Self
Duration:
Mana cost: 20 Health
Cool down: 2s
Projectile speed:
AoE:
Was the second one I purchased. This spell increases your downtime while hunting at lower skill ranks. This is actually the spell that allowed me to “finish off” mobs during solo play back then. Additional ticks at 33.3, 66.6 and 99.9 skill each restoring for 6-8 mana points depending on staff and skill. Of the three transfers I use this one the most often. A close second is the stamina to health spell see below. Visual effect around caster? It does display a healing buff icon.

-Launch
Skill, gold: 70 LM, 200gp
Reagent : 1 Sulfur
Casting time: 5s
Range: Short
Duration:
Mana cost: 8
Cool down: 15s
Projectile speed: Medium, short light blue bolt
AoE: Small
This is a handy escape spell. It has utility in being able to be used on others for scaling objects. At roughly 50 skill with a starter staff I am able to reach the top of most city walls. Aiming at the feet produces the most minimum lift. Aming at the head or upper torso produces the highest lift…I assume it has something to do with where the base of the effect is considered and as long as it “hits” the target box in its AoE it will cause the launch up effect. Movement while launch is limited but there is enough flexability to nudge yourself on a ledge just pushing forward.

-Lay on Hands
Skill, gold: 1.0? LM, 100gp
Reagent : 1 Resin
Casting time: 2s
Range: Short
Duration:
Mana cost: 24.66
Cool down: 15s
Projectile speed: medium, short red/pink bolt
AoE:
This is the first spell that can be used to heal others. It must hit them to heal them. If it misses it is wasted and no skill gain. The amount healed is similar to heal self in dmg healed and number of ticks. Mana to cast makes heal other GM a nicer option if available. Lay on Hands does have one additional tick over Heal Other though currently even with higher skill ranks in Heal Other and likely continues to gain more ticks. Visual effect is a lime green ring(s) around the target.

-Magic Shield
Skill, gold: 25 LM, 100gp
Reagent : 1 Nacre
Casting time: 5s
Range: Self
Duration: 2 min initial
Mana cost: 18.66
Cool down: 15s
Projectile speed:
AoE:
Creates a magic barrier that may reduce the effects or area attacks and spells that affecting the caster. It does not added resistance bonuses to the stats tab or anything visable. The system message says it adds 25 to your Constitution, Fortitude, Reflex, Willpower skills. Those are primarily focused around curses and drains, poisons and bleeds, elemental AoE and mental attacks. The skills tab remains unchanged during the duration of the effect showing no increase other than the system msg. The 25 point increase has remained the same for me in skilling it up and has not increased in value. The effect is a light blue shielding in front of the caster that fades in and out within a second or two.

-Magic Ward
Skill, gold: 20? LM, 100gp
Reagent : 1 Nacre
Casting time:
Range:
Duration:
Mana cost: 12
Cool down:
Projectile speed:
AoE:
Fires a magical bolt that creates a defensive barrier around its target, and reduces the effects of area attacks and spells similar to magic shield above.

-Mana Drain
Skill, gold: 40 LM, 150gp
Reagent : 1 Sulfur
Casting time:
Range: Long
Duration:
Mana cost:
Cool down:
Projectile speed: Slow, dark blue/purple fuzzy bolt
AoE:
Fires a dark blue/purple magical slow moving bolt which drains its targets mana. This spell is slower than MM in speed. The drain is not a leech, it does not transfer to the caster. From behind at 55 LM and 5-10 skill in this spell it drained 2.2 mana for 4 ticks with dawnstaff. I am going to continue to train in this as a low priority to report results of the drain at higher skill level later. The sound of this spell being cast is a low pitched hum, the sound of the bolt is very low and quiet but makes little sparkle sounds as it moves away from you, the impact sound is a low clang of metal on metal.

Mana Missile(starter)
Skill, gold: 1.0 LM, 0gp
Reagent : None
Casting time: 1.5s
Range: Long
Duration:
Mana cost: 8
Cool down: None
Projectile speed: Slow, blue rings of energy
AoE: Medium
This your first offensive spell. It creates a shimmering blue circle that moves towards your mouse pointer slightly faster than someone sprinting (which means rather slow when you consider hitting moving targets at distance). The damage at around 30 something MM with low end staff is 9-12 or around 15 from behind and does arcane type dmg. At 50 skill gains additional rings, no additional dmg but increased radius. Visual effect is a swirl of blue arcane cloud around the caster.

-Mana to Stamina
Skill, gold: 50 LM, 150gp
Reagent : 1 Resin
Casting time:
Range: Self
Duration:
Mana cost: 20
Cool down:
Projectile speed:
AoE:
Caster increases his own stamina, at the cost of losing mana. Frequent use of this spell is seen by primary melee/archers in transfering unused mana to aid stamina consumption for running away, sprinting, or continued combat maneuver endurance. I use this one the least, far behind the other two being a primary caster.

-Stamina to Health
Skill, gold: 60 LM, 200gp
Reagent : 1 Mandrake
Casting time:
Range:
Duration:
Mana cost: 20 Stamina
Cool down:
Projectile speed:
AoE:
Caster increases his own health, at the cost of losing stamina. I recently bought this spell to aid me in sustained casting. It is easy to cycle a stamina to health, then health to mana assuming components are not an issue. I alternate this with my self heal as well. It basically is a faster cooldown self heal that requires a reagent and costs 20 Stamina. Of the three transfers as a primary mage I use this one second in amount of use.

Greater Magic(100gp, 50 lesser magic skill required to purchase, afterwards, greater magic spells may be purchased based on skill rank)

-Becon
Skill, gold: 1.0 GM, 200gp
Reagent : 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down: 30s
Projectile speed:
AoE:
Fires a magical bolt that creates a visual marker on its target. I have read that increased skill makes the range longer, and creates more bobbing lights above the target for increased annoyance I mean visibility. Unconfirmed and will prob remain that way as that I dont want to buy this one.

-Begone
Skill, gold: 80 GM, 500gp
Reagent : 1 Ash and 1 Bone
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a telekinetic missile that pushes opponents away from the caster as well as dealing arcane damage.

-Confusion
Skill, gold: 100 GM, 500gp
Reagent : 1 Nacre and 1 Ash
Casting time: 2s
Range:
Duration: blind lasts about 2s initially
Mana cost:
Cool down: 30s
Projectile speed:
AoE:
Fires a missile that explodes in a bright flash temporarily blinding onlookers.

-Flesh Curse
Skill, gold: 30 GM, 300gp
Reagent : 1 Bone and 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed: ?, blood red bolt
AoE:
Launches a missile reducing its targets infliction protection which bleeds like Rend and poisons like Venom consist of.

-Frailty
Skill, gold: 10 GM, 250gp
Reagent : 1 Sulfur
Casting time:
Range:
Duration:
Mana cost: 20
Cool down:
Projectile speed:
AoE:
Fires a missile inflicting a penalty to its targets resistance against damage. Does not apply a penalty currently, no noticeable effect.

-Heal other
Skill, gold: 15? GM, 250gp
Reagent : 1 Mandrake
Casting time: 2s
Range: Medium
Duration:
Mana cost: 18.66
Cool down: 2s
Projectile speed: Fast, short red/pink bolt
AoE:
Fires a healing bolt that will recover some of its targets health. It at base skill was slightly more than the LM version Lay on Hands. Increased amount healed perhaps .5 a tick. Need to confirm it does not increase in ticks at 33/66/99. It is on a much faster cooldown than Lay on Hands though. This is a great staple heal for GM and can be offset with LoH during intense moments when more healing is required.

-Infliction Shield
Skill, gold: 20 GM, 250gp
Reagent : 1 Nacre
Casting time:
Range:
Duration:
Mana cost: 24.66
Cool down:
Projectile speed:
AoE:
Increases the casters infliction protection, reducing the effects of bleeding, poison, and Health or Stamina drain.

-Infliction Ward
Skill, gold: 40 GM, 300gp
Reagent : 1 Nacre
Casting time:
Range:
Duration:
Mana cost: 24.66
Cool down:
Projectile speed:
AoE:
Aim at a target to increase its infliction protection.

-Insight
Skill, gold: 75 GM, 350gp
Reagent : 1 Resin
Casting time:
Range:
Duration: 5 min initially
Mana cost:
Cool down:
Projectile speed:
AoE:
Grants a Wisdom bonus to the caster. +10 wisdom bonus at rank 1.0.

-Missile Fury
Skill, gold: 90 GM, 500gp
Reagent : 2 Sulfur
Casting time: 2s
Range:
Duration:
Mana cost:
Cool down: 10s
Projectile speed:
AoE: Medium w/knockback
Launches a projectile that explodes upon impact causing Acane damage. Damage reported to be @18 skill level + r0 staff :
Front damage : 14/13/13/14/15/17/16 average=14.6

-Rend
Skill, gold: 1.0 GM, 200gp
Reagent : 1 Bone
Casting time: 2s
Range: Long
Duration: Piercing debuff duration 20s
Mana cost: 18.66
Cool down: 20s
Projectile speed: Medium
AoE: Medium
Shoots a projectile that looks like a crimson sererated ball with a twisting tail. When it lands it changes to a crimson blood blob and almost instantly vanishes. This spell has a unique low hum when compared to other LM spells I have cast. Hits for at current skill of 10.0 or so, about 2-3 dmg from back (low rank staff) per tick and .8-1 stamina per tick bleed dmg (which neither work on undead btw). It ticks 8-10 times. This may sound like a decent amount of dmg but natural regen combined with the DOT duration for full effect combined with the spell cooldown make it had to overcome an enemy at this low of skill rank exclusively. The spell reduces piercing resistances by -1.0 per cast and is a stacking debuff. (Second buff stacks at max of -.3 additional penalty or its a reducing effect) Visual around caster is a red/pink misty cloud swirl surround them, smiliar to heal self but with a low pitch hum noise while charging up.

-Shrapnel
Skill, gold: 70 GM, 350gp
Reagent : 1 Nacre
Casting time:
Range:
Duration:
Mana cost: 14
Cool down:
Projectile speed:
AoE: Medium?, w/knockback effect
Launches a projectile that explodes upon impact causing Acane damage. This missile is affected by gravity. Reported 15-40 dmg I assume front and back avg.

-Telekinesis
Skill, gold: 50 GM, 300gp
Reagent : 1 Sulfur and 1 Ash
Casting time:
Range: Short
Duration: 10s initially
Mana cost:
Cool down:
Projectile speed: Medium
AoE: Small
Creates a small cloud disk at the target location. This disk will raise any in the effect or entering the effect up and down slowly. The height of the rise initially is between 1-2 character model lengths. Height reached increases with every skill up but the size of the platform increases at the 25/50/75 milestones. The platform is slippery…thats the best description…any it was cast under while not moving wont fall off. Any running onto the platform will have a difficult time to stay on it as they slide off to the other side of the effect. I heard you can use launch at its high point for maximum reach potential.

-Unburden
Skill, gold: 25 GM, 250gp
Reagent : 1 Mandrake
Casting time: 3s
Range:
Duration: 2 min initially
Mana cost: 12
Cool down: 20s
Projectile speed:
AoE:
Reduces the casters Encumbrance. At roughly 25ish skill and my GM durable skill still in single digits, this spell lasted 2 min and 45 sec with starter staff. This allowed me to wear full chain without penalty. The encumbrance reduction was about 24 points. Assuming the reduction does not increase and only the duration does…I will work to discover the best armor combination per resistance bonus possible and post here in an update. The visual effect is a feathery swirl around the caster. Must be cast twice for full effect under encumbrance.

-Venom
Skill, gold: 60 GM, 300gp
Reagent : 1 Resin
Casting time:
Range:
Duration: Vitality debuff for 30-45 sec, initially?
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile inflicting Poison damage to its target. Like the Rend spell, this will not affect undead. Dmg reported around 2 per tick & .5 stam DoT for 8 Ticks with a -5 VIT.

Spell Chanting(500gp?, 25 greater magic skill required to purchase, afterwards, SC spells may be purchased based on skill rank)

-Adept
Skill, gold: 1.0 SC, 300gp
Reagent : 1 Mandrake
Casting time:
Range:
Duration: 30s initially
Mana cost: 16
Cool down: 12s
Projectile speed:
AoE:
Decreases the casters chance of spell failure. Reported to reduce fizzle rate which is more important now but the duration I am told is like 30s at around 20 skill. The reagent and cooldown may make this a better skill to level SC up with over swiftness.

-Bless Other
Skill, gold: 50 SC, 400gp
Reagent : 1 Bone and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at the target to grant protection against Malediction attacks.

-Blessing
Skill, gold: 20 SC, 350gp
Reagent : 1 Bone and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against maledition attacks.

-Healing Chant
Skill, gold: 80 SC, 450gp
Reagent : 1 Mandrake and 1 Nacre
Casting time:
Range: Point blank
Duration: Channeled
Mana cost:
Cool down:
Projectile speed:
AoE: Small
Press and Hold action button to create a healing sphere around the caster. Initial reports are 2ish healing per tick every 1 second until your stop focusing or are out of mana. This spell cannot be cast or maintained while moving. Healing Chant surges for about 11 per tick and lasts as long as you have mana. I would estimate it to be about fifteen seconds. Normally the chant ticks for about 5 every 1.5 seconds at 99.9.

-Hymn of Intellect
Skill, gold: 75 SC, 450gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray which grants a bonus to the targets intellect.

-Hymn of Might
Skill, gold: 25 SC, 350gp
Reagent : 1 Bone and 1 Mandrake
Casting time: 2s
Range: Short
Duration: 30-45 sec duration, initially
Mana cost:
Cool down: 2s
Projectile speed: Medium, short bolt of electricity
AoE: None
Fires a magical ray which grants a bonus to the targets Strength. ~20 pt increase to targets stength. The visual effect on the target is similar electricity rings that stack onto the target one at a time with a force like sound then fade. The last visual effect is a clentched fist above the targets head for a second then it fades as well.

-Hymn of Skill
Skill, gold: 60 SC, 450gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray which grants a bonus to the targets Dexterity.

-Hymn of Swiftness
Skill, gold: 1.0 SC, 300gp
Reagent : 1 Ash and 1 Sulfur
Casting time: 2s
Range: Short
Duration: 60s initially
Mana cost:
Cool down: 3s
Projectile speed: Medium
AoE: None
Fires a magical ray which grants a bonus to the targets Quickness. I am still trying to determine if this spell increases both quickness amount buffed and duration or just duration. So far I have gotten varied number ranges for amount increased for quickness. Anywhere from 16-24 points. The duration has increased slightly over the 16ish skill ups since getting it. The durable magic skill for this school should vastly improve its effectiveness across the board as far as durations go. At roughly 30ish skill the duration is holding up at at least double initial duration and without durable SC yet.

-Hymn of Vigor
Skill, gold: 40 SC, 400gp
Reagent : 1 Mandrake and 1 Resin
Casting time: 2s
Range: Short
Duration: ~1min, initially
Mana cost:
Cool down: 3s
Projectile speed: Medium
AoE: None
Fires a magical ray which grants a bonus to the targets vitality. This increases the targets vitality by 20~ with R0 a stave. I have gotten it as high as 25 with a Darkscepter. This adds 40-50 hp/20-25 stamina to the target to qualify for advanced health and stamina skills.

-Mana Blast
Skill, gold: 90 SC, 600gp
Reagent : 2 Ash and 1 Sulfur
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray which causes an Arcane explosion. Reported to hit for about 30 in the front and 47 in the back (with a corpsecaller)… Yes, it negates armor for the most part–but as a ray it has to be a direct hit or nothing at all. The AoE it chooses is extremely random, by AoE I should clarify that it seems to be a “chain” effect–where is chooses people standing nearby at random to hit… I can cast it ten times without moving (or my targets), it will hit different people every time… Mostly it doesn’t even chain, just hits my target.

-Max Health Bonus
Skill, gold: 100 SC, 600gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Increases the caster’s maximum HP.

-Max Mana Bonus
Skill, gold: 70 SC, 450gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Increases the caster’s maximum mana.

-Max Stamina Bonus
Skill, gold: 10 SC, 350gp
Reagent : 1 Ash and 1 Resin
Casting time: 2-3s
Range: Self only
Duration: 1 min initially
Mana cost:
Cool down:
Projectile speed: None
AoE: None
Starting increase to stamina was 11 for the duration. I hope for this spells sake that it will increase one second and one stamina per skill point increase. Will report on the increases as it levels.

-Sacrifice
Skill, gold: 30 SC, 400gp
Reagent : 1 Ash
Casting time: 2s
Range: Short-Medium
Duration: 4 ticks initially
Mana cost: 12-15 health
Cool down: 4s
Projectile speed: Fast
AoE: None
Fires a ray which transfers Health from the caster to the spell target. Each tick healed 8-9.5 initially. Effect is a downward pointing dagger above the targets head. I can out heal the dmg from back attacks on someone using a starter weapon with this spell…well until I am too low on health. Two people using sacrifice on each other can sustain a small groups life during those dangerous versions of rigor parties…plus its alot of fun trying

Witchcraft(500gp?, 25 greater magic skill required to purchase, afterwards, WC spells may be purchased based on skill rank)

-Disease
Skill, gold: 20 WC, 350gp
Reagent : 1 Bone
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile inflicting a penalty to its targets Strength. -18 str at starting skill rank.

-Exhaust
Skill, gold: 10 WC, 350gp
Reagent : 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile that reduces its targets natural Stamina regeneration.

-Insect Swarm
Skill, gold: 60 WC, 450gp
Reagent : 1 Bone and 1 Sulfur
Casting time: 2s
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Send forth a swarm of poisonous insects at the target. 5 dmg for 5 ticks is what is being reported initially. Reported to bypass parry.

-Mana Leech
Skill, gold: 90 WC, 600gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:

-Needles
Skill, gold: 1.0 WC, 300gp
Reagent : 2 Bone and 1 Nacre
Casting time:
Range:
Duration:
Mana cost: 32
Cool down:
Projectile speed:
AoE:
Fires a missile that explodes upon impact causing Bleeding damage.

-Ominous Drain
Skill, gold: 100 WC, 600gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile that may reduce all of its targets Base Attributes.

-Palsy
Skill, gold: 30 WC, 400gp
Reagent : 1 Sulfur
Casting time:
Range:
Duration:
Mana cost:
Cool down: 6s
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets Dexterity.

-Pestilence
Skill, gold: 40 WC, 400gp
Reagent : 1 Bone
Casting time:
Range:
Duration:
Mana cost: 18.66
Cool down: 6s
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets Vitality.

-Sluggish
Skill, gold: 1.0 WC, 300gp
Reagent : 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets Quickness. -19 quickness at starting rank.

-Spell Curse
Skill, gold: 25 WC, 350gp
Reagent : 1 Bone and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets Malediction Protection. -1.8 malediction at 1.0 rank.

-Stupidity
Skill, gold: 50 WC, 400gp
Reagent : 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down: 6s
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets intelligence. Reported to be a 24 pt penalty, initially?

-Tongue Rot
Skill, gold: 70 WC, 450gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile that decreases the spell success rate of its target.

-Witches Brew
Skill, gold: 75 WC, 450gp
Reagent : 1 Mandrake and 1 Nacre
Casting time:
Range:
Duration:
Mana cost:
Cool down: 10s
Projectile speed:
AoE:
Target regains an amount of lost Health as well as Stamina. At rank 25 it gains a AoE for more targets. It fires a ray kind of like beacon but then heals the caster not the target. It heals for 4 ticks of 6-7 each total 24-28. There is no stamina heal to the spell.

Fire Magic(1000gp, 50 GM skill required to purchase, afterwards, FM spells may be purchased based on skill rank)

-Dragonbreath
Skill, gold: 20 FM, 400gp
Reagent : 1 Sulfur and 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down: 12s
Projectile speed:
AoE:
Reported to do 25-34 as a close range spell.

-Explosion
Skill, gold: 30 FM, 450gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Produces a fiery blast centered on the caster, damaging everything around him, as well as himself.

-Fire Shield
Skill, gold: 25 FM, 400gp
Reagent : 1 Nacre
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against fire.

-Fire Ward
Skill, gold: 40 FM, 450gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to grant protection against fire.

-Fireball
Skill, gold: 50 FM, 450gp
Reagent : 1 Sulfur and 1 Nacre
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a projectile that explodes upon impact causing Fire damage. Reported to do 25-50 dmg assuming front back averages.

-Firebolt
Skill, gold: 1.0 FM, 350gp
Reagent : 2 Sulfur
Casting time: 2s
Range: Long
Duration:
Mana cost: 18.66
Cool down: None
Projectile speed: Fast
AoE: up to small
Launches a projectile that explodes upon impact causing Fire damage. Does about 26-33 with rank 0 staff on naked people (need confirmation on front dmg being higher avg than like bolts from others), up to 40 from behind. At 25 skill(and probably at 50/75/100) the ball gets slightly bigger and affects a little bigger impact area.

-Haste
Skill, gold: 25 FM, 400gp
Reagent : 1 Ash, 1 Mandrake
Casting time:
Range:
Duration: 5 min initially
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to increase a characters melee attack speed. At level 1 it increases targets quickness by 5.

-Impetus
Skill, gold: 1.0 FM, 350gp
Reagent : 1 Mandrake
Casting time:
Range:
Duration: 4-5 min initially
Mana cost: 24
Cool down:
Projectile speed:
AoE:
Grants a quickness bonus to the caster. +5 at rank 1.0.

-Inferno
Skill, gold: 90 FM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a projectile that explodes upon impact causing Fire damage.

-Magma Storm
Skill, gold: 75 FM, 500gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a projectile that explodes upon impact causing Fire damage. This missile is affected by gravity.

-Rapid Shot
Skill, gold: 60 FM, 500gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to increase its attack speen with ranged weapons.

-Smoke Signal
Skill, gold: 1.0 FM, 350gp
Reagent : 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Creates a tall column of smoke rising from the spells target.

-Volcano
Skill, gold: 100 FM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray which causes molten rock to spring forth from the ground causing Fire damage.

-Wall of Fire
Skill, gold: 70 FM, 500gp
Reagent : 1 Bone and 2 Sulfur
Casting time:
Range: Medium
Duration:
Mana cost:
Cool down: 18s
Projectile speed:
AoE: Very Large? Needs comparriosn to other large AoEs
Fires a magical ray which creates a large sphere (box) of fire upon hitting its target. Reported it hits for an initial fire damage, then does a 6-8 ticks of burning damage @ 73 and ticks are between 4-5.5 per tick per person with a R0 staff.

-Weakening Blaze
Skill, gold: 10 FM, 400gp
Reagent : 1 Sulfur and 1 Bone
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Reported to reduce fire resistances by 2.2

Earth Magic(1000gp, 50 GM skill required to purchase, afterwards, EM spells may be purchased based on skill rank)

-Acid Arrow
Skill, gold: 1.0 EM, 350gp
Reagent : 2 Resin
Casting time:
Range: Long
Duration:
Mana cost: 18.66
Cool down: None
Projectile speed:
AoE: Small
Launches a projectile that explodes upon impact causing Acid damage. Single target direct damage spell. 20-36 dmg assuming front back averages at rank 1.0. Most say all but air DD are on par with eac other dmg wise.

-Acid Rain
Skill, gold: 75 EM, 500gp
Reagent: ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
This is a magical ray which summons an Acid rainstorm upon hitting its target.

-Acid Shield
Skill, gold: 20 EM, 400gp
Reagent : 1 Mandrake and 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against acid.

-Acid Ward
Skill, gold: 45 EM, 450gp
Reagent : 1 Mandrake
Casting time:
Range: Short
Duration:
Mana cost:
Cool down: 4s
Projectile speed: Fast
AoE: None
Aim at a target to grant protection against acid. Approx 4 acid protection with unknown staff and rank.

-Brawn
Skill, gold: 1.0 EM, 350gp
Reagent : 1 Ash and 1 Resin
Casting time: Long?
Range:
Duration: 10+ min (Unknown rank)
Mana cost: 40
Cool down:
Projectile speed:
AoE:
Grants a Strength bonus to the caster. Starts at +10 strength.

-Corrosive Blast
Skill, gold: 50 EM, 450gp
Reagent : 1 Resin and 1 Nacre
Casting time: 2s
Range: Long
Duration:
Mana cost:
Cool down: 4s
Projectile speed: Fast
AoE:About half of splash animation at 0. lvl 50 just about as big as animation. {will test further also dmg with dawnstaff, seems bigger than MM}
Fires a projectile that explodes upon impact causing Acid damage.

-Disintegrate
Skill, gold: 90 EM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a projectile that explodes upon impact causing Acid damage.

-Earthquake
Skill, gold: 1.0 EM, 350gp
Reagent : 2 Sulfur
Casting time: Channeled
Range: Point blank
Duration: Until stopped
Mana cost: ? per tick/.5 second
Cool down:
Projectile speed: None
AoE: Medium
Calls forth a mighty earthquake damaging everything around the caster, including themselves. The spell continues as long as the caster channels. At .1 Skill does 5 damage each tick/per .5 seconds. Range about 20 feet diameter. The tick effect (other than the first since last patch) from this spell has raises rigor slowly.

-Impale
Skill, gold: 30 EM, 400gp
Reagent : 1 Sulfur and 1 Bone
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray which causes an arcane spear to peirce its target.

-Ironskin
Skill, gold: 80 EM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to grant protection against weapons.

-Meteor Strike
Skill, gold: 100 EM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Requires what reagents?

-Pungent Mist
Skill, gold: 70 EM, 500gp
Reagent : 1 Resin and 1 Sulfur
Casting time: 2s
Range:
Duration: 4 ticks initially
Mana cost:
Cool down: 8s
Projectile speed:
AoE: None
Effectively the same as Stamina Leech but does dmg and little less stam per tick. 4 ticks of 6 dmg & around 1.2 stam per tick with r0 mercian staff. The one thing that ruins this spell is the lightning animation it does, BEFORE the actual ray hits ur target, making it even easier to dodge. Same as stam leech in this regard & impale. {impale actually being a tiny ball that is sent after the lightning} I will need to test further to see if the lightning hit actually initiates the dot, but it didnt seem to. No debuff of any kind.

-Stamina Leech
Skill, gold: 60 EM, 500gp
Reagent : 1 Bone and 1 Resin
Casting time: 2s
Range: Short
Duration: 5 ticks (unknown rank)
Mana cost:
Cool down: 8s?
Projectile speed: Fast
AoE: None
Fires a magical ray that drains the targets stamina, transferring it to the caster. Drained max of 21 stam by 5 ticks of 4.1 with a deerstick. Makes annoying mosquito like sound and animation. Found it useful for keeping track of opponent as it creates a rainbow like effect between u and target.

-Stoneskin
Skill, gold: 50 EM, 450gp
Reagent : 1 Ash and 1 Resin
Casting time:
Range:
Duration: 10+ min (unknown rank)
Mana cost:
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against weapon attacks. Base buff around 2.0 physical protections. Currently doing 2.5 with deerstick at lvl 80. Vastly increased from pre patch of .2

-Tarnish
Skill, gold: 10 EM, 400gp
Reagent : 1 Bone and 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets Acid protection. -3 to 4 acid protection. Cast, animation etc about identical to acid arrow but with slight cooldown.

Water Magic(1000gp, 50 GM skill required to purchase, afterwards, WM spells may be purchased based on skill rank)

-Blizzard
Skill, gold: 100 WM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile that explodes upon impact causing Cold damage.

-Clear Thoughts
Skill, gold: 70 WM, 500gp
Reagent : 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Grants an inteligence bonus to the caster.

-Cold Shield
Skill, gold: 25 WM, 400gp
Reagent : 1 Mandrake and 1 Sulfur
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against cold.

-Cold Ward
Skill, gold: 30 WM, 450gp
Reagent : 1 Sulfur
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to grant protection against cold.

-Deleayed Shot
Skill, gold: 1.0 WM, 350gp
Reagent : 1 Resin
Casting time: 2s
Range: Long
Duration: ~1m initially
Mana cost: 16
Cool down: 5s
Projectile speed: Fast
AoE: Small
Launches a missile inflicting a penalty to its targets attack speed with ranged weapons. -26 ranged speed capacity according to the system chat. Actual reduction speed is negligible imo.

-Frostbite
Skill, gold: 20 WM, 400gp
Reagent : 1 Ash and 1 Nacre
Casting time: 2s
Range: Medium
Duration:
Mana cost:
Cool down: 4s
Projectile speed: Instant
AoE: Line and everything in between
Fires a ray of intense cold damaging everything in its path. Dmg was in high 20’s and low 30’s.

-Gills
Skill, gold: 1.0 WM, 350gp
Reagent : 2 Mandrake
Casting time: 3s
Range: Self
Duration: 3m initially
Mana cost: 8
Cool down:
Projectile speed: None
AoE: None
Increases the duration in which the caster may swim underwater without drowning. increase lung capacity by 26 is the system msg. With my 100 diving I can stay underwater about 5 mins maybe a minute more.

-Ice Storm
Skill, gold: 75 WM, 500gp
Reagent : 1 Nacre and 1 Bone
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray which summons a storm of intense cold upon hitting its target.

-Icicle
Skill, gold: 1.0 WM, 350gp
Reagent : 2 Nacre
Casting time: 2s
Range: Long
Duration:
Mana cost: 18.66
Cool down: None
Projectile speed: Fast
AoE: None
Launches a missile inflicting Cold damage on its target. Damage at 1.0 skill with a darkheart on naked target was 40-44. From the front was 19-22. The projectile has little to no sound when moving and resembles a horizonal spinning thin white ice spike. It impacts in a purple/white flash of light. No or very little AoE spalsh at starting skill. The charging sound is a very low pitch freezing sound. The jump in offensive power from previous spells to this is significant.

-Shards
Skill, gold: 50 WM, 450gp
Reagent : 1 Nacre and 1 Bone
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a projectile that explodes upon impact causing Cold Damage.

-Slow
Skill, gold: 60 WM, 500gp
Reagent : 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile inflicting a penalty to its targets attack speed when using melle weapons.

-Toxic Rain
Skill, gold: 90 WM, 700gp
Reagent : 2 Nacre and 1 Sulfur
Casting time:
Range:
Duration: 8 ticks, initially
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a ray that conjures forth a magical rainstorm dealing poison damage. It ticks 8 times for 2.5-3.5 damage (same as icestorm) edit: this is on a naked with clan protection, so both spells actually do about 1 damage more per tick on normal nakeds. It has a much smaller aoe (at lvl 1, got better at 25 though, but still alot smaller) than icestorm had at lvl 1 (the lvl 75 aoe). The range is bigger than icestorm. The tests were done with a R0 staff and 50.0 intelligence.

-Water Breathing
Skill, gold: 40 WM, 450gp
Reagent : 2 Mandrake
Casting time: 2s
Range: Short
Duration:
Mana cost: ~12?
Cool down: 5s
Projectile speed: Fast
AoE: None
Aim at a target to increase lung capacity. Functions much like the gills spell. The graphic effect is a blue bolt/ray shoots towards the target and upon impact changes into what I think was the Brawn looking effect witht he blue rings and red plus signs around the target for a second before fading.

-Weakening Chill
Skill, gold: 10 WM, 400gp
Reagent : 1 Nacre and 1 Bone
Casting time: 2s
Range: Medium-Long
Duration: 30-45 seconds intially?
Mana cost: 18.66
Cool down: 3s
Projectile speed: Fast
AoE: Small
Fires a missile inflicting a penalty to its targets Cold protection. 3.2-3.8 cold resistance protection initially. I am up to 4.2-4.8 now around 40~ rank and with a traitors glory staff.

Air Magic(1000gp, 50 GM skill required to purchase, afterwards, AM spells may be purchased based on skill rank) Air magic is reported to do less dmg and in turn costs less for most reagents for the same amount of rank increase.

-Agility
Skill, gold: 1.0 AM, 350gp
Reagent : 1 Ash and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost: 29
Cool down:
Projectile speed:
AoE:
Grants a Dexterity bonus to the caster. +10 at 1.0 rank.

-Arrow Shield
Skill, gold: 1.0 AM, 350gp
Reagent : 1 Mandrake and 1 Nacre
Casting time:
Range:
Duration:
Mana cost: 29
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against arrows and other small non-magical projectiles. Provides +1% arrow resistance. Some very limited dmg tests with this showed a 1-5 point reduction variance to dmg from the front when I was in only clothes. Will continue testing and report more soon. I would like to determine the relationship between this and Magic Shield to see if there is a stacking reduction.

-Arrow Ward
Skill, gold: 40 AM, 450gp
Reagent : 1 Mandrake and 1 Nacre
Casting time:
Range:
Duration:
Mana cost: 18
Cool down:
Projectile speed:
AoE:
Aim at a target to grant protection against arrows and similar missiles.

-Ball Lightning
Skill, gold: 1.0 AM, 350gp
Reagent : 2 Mandrake
Casting time:
Range:
Duration:
Mana cost: 18.66
Cool down: None
Projectile speed:
AoE:
Fires a missle that inflicts Lightning damage. Similar in speed and effect as Firebolt in the fire elemental list. Reported dmg is 19-50 assuming front to back dmg averages.

-Come Hither
Skill, gold: 60 AM, 500gp
Reagent : 2 Resin
Casting time: 2s
Range: Medium
Duration:
Mana cost:
Cool down: 30s
Projectile speed: Instant?
AoE: None
Caster aims at the target to magically draw it closer.

-Exploding Charge
Skill, gold: 100 AM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile that explodes upon impact causing lightning damage.

-Guiding Wind
Skill, gold: 30 AM, 450gp
Reagent : 1 Sulfur and 1 Resin
Casting time: 2s
Range: Long
Duration: 15s, initially
Mana cost: 13
Cool down: 5s
Projectile speed: Medium
AoE:
Launches a missile that inflicts a penalty to its target’s protection against arrows.

-Lightning Bolt
Skill, gold: 20 AM, 400gp
Reagent : 2 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down: 6s
Projectile speed:
AoE:
Fires a line of electrical energy shocking everything in its path. It is reported that this can currently strike through walls…feature or bug, unknown but staying with the pass through targets theme of the rank 25 DD spells in other schools seems to be working as intended. Short range bolt/line with low skill, will keep an eye out for reports of bolt range increase with rank. Initial dmg being reported as slightly lower than Ball Lightning.

-Lightning Shield
Skill, gold: 10 AM, 400gp
Reagent : 1 Mandrake and 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Grants a Lightning protection bonus to the caster. Provides +1% lightning resistance.

-Lightning Strike
Skill, gold: 50 AM, 450gp
Reagent : 1 Sulfur and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down: 4s
Projectile speed:
AoE:
Launches a missile that explodes upon impact causing lightning damage. Reported dmg is 25-32 with no rear dmg but is unblockable.

-Lightning Ward
Skill, gold: 45 AM, 450gp
Reagent : 1 Mandrake and 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a single target to grant protection against Lighting damage.

-Lightning Weakness
Skill, gold: 25 AM, 400gp
Reagent : 1 Bone and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets lightning protection.

-Stormblast
Skill, gold: 70 AM, 500gp
Reagent : 2 Sulfur and 2 Ash
Casting time: 2s
Range: Medium
Duration: None
Mana cost:
Cool down: 30s
Projectile speed: Instant?
AoE: Medium w/knockback

-Thunderstorm
Skill, gold: 75 AM, 500gp
Reagent : 1 Mandrake and 2 Ash
Casting time: 2s
Range: Medium
Duration: 4 ticks, initially
Mana cost:
Cool down:
Projectile speed: Instant?
AoE: Medium-Large
A magical ray which brings forth a storm of lightning upon hitting its target. Thunderstorm is reported to be kind of broken, about 2.25 dmg per tick and 0.9 stamina drain at rank 1.

-Tornado
Skill, gold: 90 AM, 700gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Summons a tornado around the caster.

Arcane Magic(1000gp?, 75 SC skill required to purchase, afterwards, AR spells may be purchased based on skill rank)

-Flames of Vengeance
Skill, gold: 60 AR, 700gp
Reagent : 2 Ash and 1 Sulfur
Casting time:
Range:
Duration:
Mana cost: 18
Cool down:
Projectile speed:
AoE:
A magical ray which brings forth an inferno of holy flames. Reported to do 8 ticks for about 5 damage @ 75+ spell skill, possibly a little more.

-Hasten Spells
Skill, gold: 1.0 AR, 500gp
Reagent : 1 Nacre or 1 Bone and 1 Resin?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Lessens the charging time of the casters spells for a period of time. The .3 staffs cast at about .5 speed. Cost to cast is reasonable as well, but not very long lasting.

-Holy Shield
Skill, gold: 10 AR, 600gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Grants the caster increased protection against Holy damage.

-Holy Ward
Skill, gold: 80 AR, 800gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to grant protection against Holy damage.

-Holy Weakness
Skill, gold: 40 AR, 700gp
Reagent : 1 Ash and 1 Bone
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penaty to its targets Holy protection.

-Lend Mana
Skill, gold: 20 AR, 600gp
Reagent : 1 Mandrake?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to transfer part of your mana pool. I read it functions like sacrifice but for mana, which tells me it could be useful in some situations. Roughly a 4 to 1 transfer rate is what I am guessing based on sacrifice.

-Mystic Shield
Skill, gold: 1.0 AR, 500gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against Mental attacks.

-Mystic Ward
Skill, gold: 30 AR, 600gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:

-Reflect Spell
Skill, gold: 100 AR, 1000gp
Reagent : 3 Ash and 2 Nacre
Casting time:
Range:
Duration:
Mana cost:
Cool down: 45s
Projectile speed:
AoE:
Causes the next offensive spell targeted on the caster to be reflected back to its source. Basically it reflects any damaging spell back to the caster for full damage, and the buff wears off after you get hit once. If you’re inside of an AoE, it will reflect all 8 ticks of damage onto the caster, but if you stay in the aoe for too long(there is a slight grace period) you will take the damage anyway. Also, mana->stam and health->mana consume the buff. stam->health does not, however!

-Sacred Missile
Skill, gold: 1.0 AR, 500gp
Reagent : 2 Ash
Casting time: 2s
Range: Long
Duration:
Mana cost: 20
Cool down: None
Projectile speed: Very Fast
AoE: None
Launches a projectile causing Holy damage to its target. Reported to do 26-58 dmg assuming front and back averages. Unknown skill level for these dmg reports.

-Spell Immunity
Skill, gold: 70 AR, 800gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Increases the casters probability of resisting certain spells. Reported to only give debuff protection; a chance to resist debuffs.

-Virtuous Wrath
Skill, gold: 90 AR, 1000gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down: 8s
Projectile speed:
AoE:
Launches a projectile that explodes upon impact causing Holy damage.

-Wall of Force
Skill, gold: 50 AR, 700gp
Reagent : 1 Bone and 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down: 25s
Projectile speed:
AoE:
May be broke currently

Necromancy Magic(1000gp?, 75 WC skill required to purchase, afterwards, NM spells may be purchased based on skill rank)

-Bludgeoning Weakness
Skill, gold: 40 NM, 700gp
Reagent : 1 Bone and 1 Resin
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets unholy protection.

-Cursed Bolt
Skill, gold: 1.0 NM, 500gp
Reagent : 2 Bone
Casting time:
Range:
Duration:
Mana cost: 21
Cool down: 3s
Projectile speed:
AoE:
Fires a missile inflicting unholy damage. Reported to do 25 to 45 dmg assuming front and back averages.

-Death Fog
Skill, gold: 80 NM, 800gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray which brings forth an Unholy mist.

-Desecration
Skill, gold: 20 NM, 600gp
Reagent : 1 Bone and 1 Sulfur
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missle inflicting a penalty to its targets Unholy protection.

-Evil Eye
Skill, gold: 1.0 NM, 500gp
Reagent : 1 Bone and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missile that decreases its targets chances of negating spell effects.

-Eye Rot
Skill, gold: 90 NM, 1000gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:

-Infernal Shield
Skill, gold: 30 NM, 600gp
Reagent : 1 Ash and 1 Nacre
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Gives the caster increased protection against Unholy damage.

-Infernal Ward
Skill, gold: 60 NM, 800gp
Reagent : 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Aim at a target to grant protection against Unholy damage.

-Mental Weakness
Skill, gold: 70 NM, 800gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets mental protection.

-Piercing Weakness
Skill, gold: 40 NM, 700gp
Reagent : 1 Bone and 1 Sulfur
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets Peircing protection.

-Slashing Weakness
Skill, gold: 40 NM, 700gp
Reagent : 1 Bone and 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Launches a missile inflicting a penalty to its targets Slashing protection.

-Undeath
Skill, gold: 1.0 NM, 500gp
Reagent : 2 Bone and 1 Mandrake
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a missle that inflicts a curse on its targets, reducing or even negating natural Health regeneration. This spell stopped health regeneration commpletley on the target. If the target rested they would slowly regen health.

-Unholy Caress
Skill, gold: 10 NM, 600gp
Reagent : 1 Bone and 1 Sulfur
Casting time:
Range:
Duration:
Mana cost: 18
Cool down: 7s
Projectile speed:
AoE:
Fires a line causing Unholy damage on a single target. A ray type of spell with the animation of some electricity going to the target followed by an explosion. Reported dmg is 20-40 assuming front and back averages.

-Unholy Flames
Skill, gold: 100 NM, 1000gp
Reagent : ?
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a projectile that explodes upon impact causing unholy damage.

-Vampiric Touch
Skill, gold: 50 NM, 700gp
Reagent : 1 Bone and 1 Ash
Casting time:
Range:
Duration:
Mana cost:
Cool down:
Projectile speed:
AoE:
Fires a magical ray that drains the targets Health, transferring it to the caster.

2) Skills
They come in 4 different types per school of magic. The increased duration/range skill is at 25 skill for that particular school, decreased mana cost at 50 skill, decreased casting time at 75 skill, and ends with increased potency at 100 skill. Additionally there are four caster advanced specialty skills. Priority 1 is get all the school and specialty skills as soon as they become available to you. They are linked to stats, they open up more advanced skills, and increase all aspects of your casting eventually.

-Durable Spells Magic Skill (LM=50gp, GM=200gp): @25 skill rank for each school this skill becomes available. This is to increase the duration of spells that have a lasting buff or (even potentially) debuff effect as well as the range of spells like MM before they fade out. It does not make any spell that ticks at any interval increase in number of ticks. I am going to say a 30% increase at 100 until I prove myself wrong.

-Mana Efficiency Magic Skill (LM=100gp, GM=200gp): @50 skill rank for each school this skill becomes available. I saw immediate reduction in spell costs for at least my lesser magic spells when I purchased this. At roughtly 10 skill it was taking almost 1 mana cost off of heal self. It reduces by a percentage number because the reduction was not the same for my MM spell going from 8 mana to 7.x something. I am going to say a 30% reduction at 100 until I prove myself wrong.

-Quicken Spells Magic Skill (LM=200gp, GM=800gp): Similar in pattern for the above skills this will reduce all the casting times for spells in the target skill school. I am going to say a 30% increase at 100 until I prove myself wrong.

-Intensify Spells Magic Skill (LM=200gp, GM=800gp): If your looking to increase the dmg your spells of a given school do, here is your first taste of it. This skill directly increases dmg/effect in a percentage based on the skills rank. I am going to say a 30% increase at 100 until I prove myself wrong.

-Archmage (Int=75, 500gp) Increases the effect of most spells from all schools of magic. Unknown % of increase.

-Esoteric (Mana=250, 250gp) Grants a small bonus to maximum Mana. Unknown % of increase.

-Mana Conservation (Mana Efficiency GM=75 (which also requires GM=50), 250gp) Reduces the Mana needed to cast spells. Unknown % of reduction.

-Veteran Mage (GM=75, 500gp) Reduces the Stamina cost of spells. Unknown % of increase.

-Clever (Int=75 and Wis=50, 500gp) Increases maximum intelligence.

-Teleport Anchor (LM=75 and GM=50, 5K gp) Go to any Arcanist in Capital or Guild cities. Costs ~200 mana and stamina to mark the rune at the desired location. Have Runestone inventory and double click Runestone. (5-8 Seconds to mark spot. Teleport Rune is Created. How to use Teleport Rune: Anyone can double click it at this point any any later time and it takes 5-8s to use like a recall. Runestones are looted from mobs and are single teleport only. Initial gains were .5 per marked rune. According to GMs this will end a siege if the shardholder uses a rune.

-Focus (Int=50, ?gp) Increases mana regen rates.

3) Tactics
-I just raised my stamina to 307 with a friends quickness buff and my max stamina buff to purchase the increased stamina skill but it said I was unable to buy it. I have a strong feeling that my self buffs do not count towards these goals. Only spells from other players and only on skills that require “pools” as opposed to actual stat numbers. Also donned a few +int, wis and mana items to qualify but was unable to purchase them as well.

4) Items
List all item stats that affect casting or support casting. Ok here are points as I understand them/tested them…

-Dawnstaff (starter weapon) will no longer increase your magic skills.

-Ranked staves reduce in durability faster when casting a spell that is less than its rank. Is increased durability loss based on spell rank, school rank or a combination of both somehow? Taking suggestions on testing the last part. IMO it degrades faster when spell rank is less than rank of the staff.

-Dmg bonus/speed bonus/any other effect of a staff applies to all spells regardless of rank. (Exception to MM?)

-I have yet to see a rank 10, 30, and 50 staff.

5) Misc
-Health=150+(vitality*2)+strength/2
-Stamina=200+quickness+vitality
-Mana=100+(intelligence*2)+wisdom
(clickie)Pictures of spell lists(clickie)
(clickie)New spreadsheet by Kaijin(clickie)
(clickie)Early Mage Tips by tejon(clickie)
(clickie)DFO wiki: spells(clickie)
(clickie)All things darkfall(clickie)
-(Updated)(clickie)Master spreadsheet by Falesh(clickie)

6) Vienemen Vici as of 3 Mar 09
Human, 221 HP, 288 Stamina, 219 Mana

Stats: Strength 26.1, Vitality 30.1, Dexterity 21.0, Quickness 50.0, Intelligence 37.0, Wisdom 47.0

Skills: Durable Spells Lesser Magic 57.6, Mana Efficiency Lesser Magic 55.2, Quicken Spells Lesser Magic 45.5, Durable Spells Greater Magic 29.0, Mana Efficiency Greater Magic 4.4, Durable Spells Spell Chanting 12.5

Spells Schools: Lesser Magic 100, Greater Magic 51.5, Spell Chanting 33.0, Water Magic 25.5, Air Magic 11.3

Spells: Mana Missile 79.4, Heal Self 75.7, Eldritch Sphere 14.5, Health to Mana 40.7, Lay on Hands 27.8, Mana Drain 8.0, Heal Mount 12.8, Magic Shield 22.0, Stamina to Health 12.4, Launch 50.6, Heal Other 25.8, Unburden 56.6, Rend 57.3, Telekinesis 3.2, Adept 27.0, Hymn of Swiftness 38.7, Hymn of Might 6.6, Max Stamina Bonus 11.5, Sacrifice 30.0, Gills 5.3, Icicle 29.1, Delay Shot 19.0, Weakening Chill 3.2, Frostbite 7.8, Arrow

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