Magery
| Title | Mage |
| Delay | none | Stat ± | Str:– Dex:– Int:15% |
| Difficulty-Based | yes | Gain | Location Limited |
| Starting Eq. | 30 of each reagent, Spellbook with Heal, Magic Arrow, Night Sight, Cure, Harm, Strength, Fireball, Poison, Teleport, Fire Field, Greater Heal, Lightning, Random scroll that is one of the following: Reactive Armor, Clumsy, Create Food, Feeblemind, or Weaken, Random scroll that is one of the following: Agility, Cunning, Magic Trap, Magic Untrap, or Protection, Random scroll that is one of the following: Bless, Magic Lock, Unlock, Telekenisis, or Wall of Stone |
| Hint | Use the Magery skill to cast spells from a spellbook. 1. Double-left-click on the spell you wish to cast. (Spells require reagents which may be purchased or found in the wild.) 2. Left-click on the individual, object or area on which to cast the spell. 3. SUCCESS: You have cast a spell. |
- [200801] Pre-Casting :: “Pre-casting” has been re-enabled as follows ::
- You cannot equip anything while you are casting.
- After you cast a spell, it will “time out” after 30 seconds and can no longer target anything. During those 30 seconds, you can now equip a weapon, attack with it without ruining your stored spell. When you release the spell, you will automatically unwield your weapon.
- [200801] Spellbooks ::
- Players will no longer be required to equip their spellbooks while casting. They may continue to do so if they so choose (holding a spellbook will not prevent you from casting a spell).
- Players will be able to gain Wrestling and/or Tactics skill while holding a spellbook if the appropriate skill is marked to go “up”.
- [200801] Spell Changes :: Several spells will have their power increased, particularly low-circle spells.
- The following spells will do noticably more damage than before ::
- Magic Arrow
- Fireball
- Lightning Bolt
- The following spells will be given a small damage increase ::
- Energy Bolt
- Explosion
- Chain Lightning
- Meteor Swarm
- Flamestrike
- In addition, some spells will have lower reagent costs ::
- Magic Arrow – 1 Sulfurous Ash
- Fireball – 1 Black Pearl
- Lightning – 1 Mandrake Root, 1 Sulfurous Ash
- Explosion – 1 Bloodmoss, 1 Mandrake Root
- Harm – The “Harm” spell will have its damage scaled based upon the caster’s distance to the target. The closer the caster is to the target, the more damage it deals.
- [120101] Certain spells that were previously castable in justice regions will no longer be castable in justice regions. These spells include: Wall of Stone, Poison Field, Mass Curse, Paralyzation Field, Chain Lightning, Energy Field, Meteor Storm, Earthquake, Blade Spirits, and Energy Vortex.
- [10072k] The strength of the poison spell will now be based on the caster’s poisoning and magery skills.
- [09032k] Secondary Skill Gain :: Evaluate Int. can raise whenever Magery is used (this includes casting spells from scrolls).
- Magery is required, in addition to Carpentry, to craft certain House Add-Ons.
- Magery determines the Circles you can attempt to scribe using Inscription.
- You need at least 72 Magery and at least 20 Int. to enter the magical city of Wind.
Magery Success Rates
- The number before the slash gives you approximately 2% chance of success. The number after the slash gives you approximately 100%. This is modified skill, not real skill.
- It is not possible to get a 100% chance of casting spells of the 7th and 8th Circles.
- Magery indicates the minimum skill rating required to attempt to cast a spell of that Circle. This is modified skill, not base skill.
| Circle | Mana | Magery | Circle | Mana | Magery |
| First | 4 | 1.1 / 40.1 | Fifth | 14 | 36.1 / 80.1 |
| Second | 6 | 6.1 / 50.1 | Sixth | 20 | 51.8 / 90.1 |
| Third | 9 | 16.1 / 60.1 | Seventh | 40 | 66.1 |
| Fourth | 11 | 26.1 / 70.1 | Eighth | 50 | 80.1 |
| |