Magic: Difference between revisions
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* [[Fire Bolt]] | * [[Fire Bolt]] | ||
* [[Thunder]] | * [[Thunder]] (unsuccessful proc + successful hit = dmg, successful proc, disables hud temporarily similar to polehammer passive) | ||
* [[Blizzard]] | * [[Blizzard]] (unsuccessful proc + successful hit = dmg, successful proc, increases weapon and ability cooldowns) | ||
* [[Mana Tap]] (saps mana) | * [[Mana Tap]] (saps mana) | ||
* [[Leech]] (slight health leech) | * [[Leech]] (slight health leech) | ||
Revision as of 07:45, 18 July 2026
Magic, in Realms of Itheria, is split into two schools: cantrips, and archetype abilities.
Cantrips
Cantrips are always available to use as often as you want and are only limited by mana and cooldowns. As a result these spells are either utility based in nature, or a consistent source of low damage / healing.
- Fire Bolt
- Thunder (unsuccessful proc + successful hit = dmg, successful proc, disables hud temporarily similar to polehammer passive)
- Blizzard (unsuccessful proc + successful hit = dmg, successful proc, increases weapon and ability cooldowns)
- Mana Tap (saps mana)
- Leech (slight health leech)
- Soapy's Mystery Potion (a throwable vial of some mysterious potion that has random effects when tossed)
- Mend Wounds
- ETC
Archetype Abilities
This magic is unlocked as you level your selected Archetype. These abilities are limited by the number of charges you have for each tier of magic. There are 5 tiers of magic currently. More spell slots and class abilities are unlocked as your path levels up to the max level of 20.
Curse Magic
Certain curses unlock hidden "subclasses" such as Gorgon, Vampire, and Lycanthrope. These "subclasses" also have their own abilities to supplement your archetype.