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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cblade</id>
	<title>The Mana World - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cblade"/>
	<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/wiki/Special:Contributions/Cblade"/>
	<updated>2026-05-06T06:13:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=8114</id>
		<title>User talk:Cblade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=8114"/>
		<updated>2007-11-11T16:26:00Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Magic Suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello CBlade,&lt;br /&gt;
&lt;br /&gt;
We from the development team appreciate your initiative, but we would prefer it when you would coordinate your contributions more with the rest of the team. Please discuss your ideas on [http://forums.themanaworld.org/viewtopic.php?t=747 IRC] or on the [http://forums.themanaworld.org/index.php forum] in addition to writing them down on the wiki. &lt;br /&gt;
&lt;br /&gt;
--[[User:Crush|Crush]] 20:31, 25 November 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
Crush, I started writing a story, then I took a look at the original one, it it was much better.&lt;br /&gt;
All it needed was a time line for historical events. Hope the timeline posted is helpful in game development.&lt;br /&gt;
&lt;br /&gt;
== Hmm... ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s been awhile, No magic, still leveled based and I am wondering what is going on.&lt;br /&gt;
It seems the only thing added is maps... I&#039;ll see what I can dig up for references...&lt;br /&gt;
&lt;br /&gt;
== Magic in the Draft ==&lt;br /&gt;
While the OCD for magic seems good enough,&lt;br /&gt;
but the article is saying multiple blocks for a single spell, also I think it would be worth&lt;br /&gt;
while to maybe intergrate MP with Recharge.&lt;br /&gt;
&lt;br /&gt;
Giving the players 5 spell slots, but also I think the spells should be like skills, that can&lt;br /&gt;
level up as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Posted Addendeum to Magic&#039;&#039;&lt;br /&gt;
Each key has one to ten blocks to it, while the spell recharges, each block &lt;br /&gt;
represents to an extent, how much charging has been completed. The disabled &lt;br /&gt;
blocks means that those levels be unavailable. but you can expend levels of&lt;br /&gt;
a spell, say like you have four levels of a fireball, expend two, then have&lt;br /&gt;
two levels left for instant casting. Also each level should consume it&#039;s&lt;br /&gt;
base mp cost x level for MP use, that way as each spell recharges, you also&lt;br /&gt;
have a limited amount of mp as well. Also if you don&#039;t have enough mp, the&lt;br /&gt;
levels become temporarally disabled, (Blacked), until the player regains enough&lt;br /&gt;
mp to use the spell at it&#039;s new level.&lt;br /&gt;
&lt;br /&gt;
Jus&#039; an Idea.&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=8113</id>
		<title>User talk:Cblade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=8113"/>
		<updated>2007-11-11T16:18:47Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Magic in the Draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello CBlade,&lt;br /&gt;
&lt;br /&gt;
We from the development team appreciate your initiative, but we would prefer it when you would coordinate your contributions more with the rest of the team. Please discuss your ideas on [http://forums.themanaworld.org/viewtopic.php?t=747 IRC] or on the [http://forums.themanaworld.org/index.php forum] in addition to writing them down on the wiki. &lt;br /&gt;
&lt;br /&gt;
--[[User:Crush|Crush]] 20:31, 25 November 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
Crush, I started writing a story, then I took a look at the original one, it it was much better.&lt;br /&gt;
All it needed was a time line for historical events. Hope the timeline posted is helpful in game development.&lt;br /&gt;
&lt;br /&gt;
== Hmm... ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s been awhile, No magic, still leveled based and I am wondering what is going on.&lt;br /&gt;
It seems the only thing added is maps... I&#039;ll see what I can dig up for references...&lt;br /&gt;
&lt;br /&gt;
== Magic in the Draft ==&lt;br /&gt;
While the OCD for magic seems good enough,&lt;br /&gt;
but the article is saying multiple blocks for a single spell, also I think it would be worth&lt;br /&gt;
while to maybe intergrate MP with Recharge.&lt;br /&gt;
&lt;br /&gt;
Giving the players 5 spell slots, but also I think the spells should be like skills, that can&lt;br /&gt;
level up as well.&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=7664</id>
		<title>User talk:Cblade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=7664"/>
		<updated>2007-10-06T19:54:51Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Hmm...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello CBlade,&lt;br /&gt;
&lt;br /&gt;
We from the development team appreciate your initiative, but we would prefer it when you would coordinate your contributions more with the rest of the team. Please discuss your ideas on [http://forums.themanaworld.org/viewtopic.php?t=747 IRC] or on the [http://forums.themanaworld.org/index.php forum] in addition to writing them down on the wiki. &lt;br /&gt;
&lt;br /&gt;
--[[User:Crush|Crush]] 20:31, 25 November 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
Crush, I started writing a story, then I took a look at the original one, it it was much better.&lt;br /&gt;
All it needed was a time line for historical events. Hope the timeline posted is helpful in game development.&lt;br /&gt;
&lt;br /&gt;
== Hmm... ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s been awhile, No magic, still leveled based and I am wondering what is going on.&lt;br /&gt;
It seems the only thing added is maps... I&#039;ll see what I can dig up for references...&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=5505</id>
		<title>User talk:Cblade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=5505"/>
		<updated>2006-11-26T00:42:31Z</updated>

		<summary type="html">&lt;p&gt;Cblade: cbladeres&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello CBlade,&lt;br /&gt;
&lt;br /&gt;
We from the development team appreciate your initiative, but we would prefer it when you would coordinate your contributions more with the rest of the team. Please discuss your ideas on [http://forums.themanaworld.org/viewtopic.php?t=747 IRC] or on the [http://forums.themanaworld.org/index.php forum] in addition to writing them down on the wiki. &lt;br /&gt;
&lt;br /&gt;
--[[User:Crush|Crush]] 20:31, 25 November 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
Crush, I started writing a story, then I took a look at the original one, it it was much better.&lt;br /&gt;
All it needed was a time line for historical events. Hope the timeline posted is helpful in game development.&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=History_Of_The_Mana_World&amp;diff=5500</id>
		<title>History Of The Mana World</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=History_Of_The_Mana_World&amp;diff=5500"/>
		<updated>2006-11-25T23:28:21Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Divine Intervention s1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Collapse of Time=&lt;br /&gt;
There is a time left never to be mentioned, a time when all time ended, no one remembers this time but it was horrable never the less. The era of men faded, destroying eachother without regards to another, battling with weapons unseen to the current day, for those who faught that day parished, and with it everything was lost. The Sun, The Moon, The Sky, The Land, The World...&lt;br /&gt;
&lt;br /&gt;
=Divine Intervention=&lt;br /&gt;
With the collapse of time all mana would soon be lost, the spirits within mana had to do something, and so they with the help of the Mana Queen and Mana Lord found within the horrible times several humans who did not fight, who refused to fight, who wanted nothing more for the blood shed to end, and so the spirits and the Mana Lords summoned each of the Nine people to the&lt;br /&gt;
world of mana, where nothing existed, and yet were alive. Each of the nine humans were granted powers from the mana lords, and were to become the first sages of mana spirits. With the help of the spirits and lords of mana, they slowly rebuilt their world, the world of mana.&lt;br /&gt;
&lt;br /&gt;
=The Creation of The New Dawn=&lt;br /&gt;
&lt;br /&gt;
==The Wise Waters==&lt;br /&gt;
Aquanas the Wise with the power of water at his command, would see that all water was pure and filled with mana, suitable for living, and yet pure as all things should be.&lt;br /&gt;
&lt;br /&gt;
==The Honored Embers==&lt;br /&gt;
Pyre the Honorable with mana he restored the sun giving warmth and light forever more as his gift of mana.&lt;br /&gt;
&lt;br /&gt;
==The Mother Earth==&lt;br /&gt;
Geos the Mother sowed the seeds of mana for land, giving to this new world the land for it&#039;s heirs to farm and plant as they needed. Grass and Trees soon bloomed, mountains soon errupted, and deserts were soon made, swamps were derived, all that was lost, was put right.&lt;br /&gt;
&lt;br /&gt;
==The Lights of Light==&lt;br /&gt;
Luminas the Lighthearted gave to mana the ways of healing and heart, for with this their heirs could know peace, love and prosperity, healing from what was once wrong, to make things right.&lt;br /&gt;
&lt;br /&gt;
==The Magicnificants of Darkness==&lt;br /&gt;
Lune the Magnificant used mana to flow time, from night to day, and to represent this change made a symbol that would always enlighten people, even in their darkest of hours, The moon will forever shine when the sun fades away.&lt;br /&gt;
&lt;br /&gt;
==The Knowledge of Time==&lt;br /&gt;
Cron the Scholar gave unto mana the clock of mana, for only within mana can the clock ever be reached, this clock will always tick as long as the world has mana, and from the clock, the sun and moon began to move again, seasons started, that which was unmoving could freely flow once more.&lt;br /&gt;
&lt;br /&gt;
==The Shepard of Space==&lt;br /&gt;
Nea the woman of sheep gave unto the world the space for which all would inhearit, the world of mana now had a physical place where their sons and daughters may go when all was done.&lt;br /&gt;
&lt;br /&gt;
==The Guardess of Mana==&lt;br /&gt;
Sheu the Guardian of mana gave forth to mana but one thing, a promise... As long as those who remain faithful to mana, would always use it to better the whole.&lt;br /&gt;
&lt;br /&gt;
=The Begining of History=&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=History_Of_The_Mana_World&amp;diff=5499</id>
		<title>History Of The Mana World</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=History_Of_The_Mana_World&amp;diff=5499"/>
		<updated>2006-11-25T23:26:33Z</updated>

		<summary type="html">&lt;p&gt;Cblade: d2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Collapse of Time=&lt;br /&gt;
There is a time left never to be mentioned, a time when all time ended, no one remembers this time but it was horrable never the less. The era of men faded, destroying eachother without regards to another, battling with weapons unseen to the current day, for those who faught that day parished, and with it everything was lost. The Sun, The Moon, The Sky, The Land, The World...&lt;br /&gt;
&lt;br /&gt;
=Divine Intervention=&lt;br /&gt;
With the collapse of time all mana would soon be lost, the spirits within mana had to do something, and so they with the help of the Mana Queen and Mana Lord found within the horrible times several humans who did not fight, who refused to fight, who wanted nothing more for the blood shed to end, and so the spirits and the Mana Lords summoned each of the Nine people to the&lt;br /&gt;
world of mana, where nothing existed, and yet were alive. Each of the nine humans were granted powers from the mama lords, and were to become the first sages of mana spirits. With the help of the spirits and lords of mana, they slowly rebuilt their world, the world of mana.&lt;br /&gt;
&lt;br /&gt;
=The Creation of The New Dawn=&lt;br /&gt;
&lt;br /&gt;
==The Wise Waters==&lt;br /&gt;
Aquanas the Wise with the power of water at his command, would see that all water was pure and filled with mana, suitable for living, and yet pure as all things should be.&lt;br /&gt;
&lt;br /&gt;
==The Honored Embers==&lt;br /&gt;
Pyre the Honorable with mana he restored the sun giving warmth and light forever more as his gift of mana.&lt;br /&gt;
&lt;br /&gt;
==The Mother Earth==&lt;br /&gt;
Geos the Mother sowed the seeds of mana for land, giving to this new world the land for it&#039;s heirs to farm and plant as they needed. Grass and Trees soon bloomed, mountains soon errupted, and deserts were soon made, swamps were derived, all that was lost, was put right.&lt;br /&gt;
&lt;br /&gt;
==The Lights of Light==&lt;br /&gt;
Luminas the Lighthearted gave to mana the ways of healing and heart, for with this their heirs could know peace, love and prosperity, healing from what was once wrong, to make things right.&lt;br /&gt;
&lt;br /&gt;
==The Magicnificants of Darkness==&lt;br /&gt;
Lune the Magnificant used mana to flow time, from night to day, and to represent this change made a symbol that would always enlighten people, even in their darkest of hours, The moon will forever shine when the sun fades away.&lt;br /&gt;
&lt;br /&gt;
==The Knowledge of Time==&lt;br /&gt;
Cron the Scholar gave unto mana the clock of mana, for only within mana can the clock ever be reached, this clock will always tick as long as the world has mana, and from the clock, the sun and moon began to move again, seasons started, that which was unmoving could freely flow once more.&lt;br /&gt;
&lt;br /&gt;
==The Shepard of Space==&lt;br /&gt;
Nea the woman of sheep gave unto the world the space for which all would inhearit, the world of mana now had a physical place where their sons and daughters may go when all was done.&lt;br /&gt;
&lt;br /&gt;
==The Guardess of Mana==&lt;br /&gt;
Sheu the Guardian of mana gave forth to mana but one thing, a promise... As long as those who remain faithful to mana, would always use it to better the whole.&lt;br /&gt;
&lt;br /&gt;
=The Begining of History=&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=History_Of_The_Mana_World&amp;diff=5498</id>
		<title>History Of The Mana World</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=History_Of_The_Mana_World&amp;diff=5498"/>
		<updated>2006-11-25T23:16:28Z</updated>

		<summary type="html">&lt;p&gt;Cblade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Collapse of Time=&lt;br /&gt;
There is a time left never to be mentioned, a time when all time ended, no one remembers this time but it was horrable never the less. The era of men faded, destroying eachother without regards to another, battling with weapons unseen to the current day, for those who faught that day parished, and with it everything was lost. The Sun, The Moon, The Sky, The Land, The World...&lt;br /&gt;
&lt;br /&gt;
=Divine Intervention=&lt;br /&gt;
With the collapse of time all mana would soon be lost, the spirits within mana had to do something, and so they with the help of the Mana Queen and Mana Lord found within the horrible times several humans who did not fight, who refused to fight, who wanted nothing more for the blood shed to end, and so the spirits and the Mana Lords summoned each of the Nine people to the&lt;br /&gt;
world of mana, where nothing existed, and yet were alive. Each of the nine humans were granted powers from the mama lords, and were to become the first sages of mana spirits. With the help of the spirits and lords of mana, they slowly rebuilt their world, the world of mana.&lt;br /&gt;
&lt;br /&gt;
=Infusion=&lt;br /&gt;
Bacuase each sage had immense contact with mana, something humans could never do without going unharmed, their bodies began to mend and shape to their gaurdian spirits, and each sage took on a unique form due to the immense mana flowing within.&lt;br /&gt;
&lt;br /&gt;
==The Wise Waters==&lt;br /&gt;
Aquanas the Wise was mended to the shape of a fish, for with the power of water at his command, would see that all water was pure and filled with mana, suitable for living, and yet pure as all things should be.&lt;br /&gt;
&lt;br /&gt;
==The Honored Embers==&lt;br /&gt;
Pyre the Honorable was burned to the crisp, so severely that his body became nothing more than living fire, with it he restored the sun giving warmth and light forever more as his gift of mana.&lt;br /&gt;
&lt;br /&gt;
==The Mother Earth==&lt;br /&gt;
Geos the Mother sowed the seeds of mana for land, giving to this new world the land for it&#039;s heirs to farm and plant as they needed. Grass and Trees soon bloomed, mountains soon errupted, and deserts were soon made, swamps were derived, all that was lost, was put right.&lt;br /&gt;
&lt;br /&gt;
==The Lights of Light==&lt;br /&gt;
Luminas the Lighthearted gave to mana the ways of healing and heart, for with this their heirs could know peace, love and prosperity, healing from what was once wrong, to make things right.&lt;br /&gt;
&lt;br /&gt;
==The Magicnificants of Darkness==&lt;br /&gt;
Lune the Magnificant used mana to flow time, from night to day, and to represent this change made a symbol that would always enlighten people, even in their darkest of hours, The moon will forever shine when the sun fades away.&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Cblade&amp;diff=5491</id>
		<title>User:Cblade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Cblade&amp;diff=5491"/>
		<updated>2006-11-25T20:22:24Z</updated>

		<summary type="html">&lt;p&gt;Cblade: dbinstart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DBIN ==&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Help&amp;diff=5490</id>
		<title>The Mana World:Help</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Help&amp;diff=5490"/>
		<updated>2006-11-25T20:21:33Z</updated>

		<summary type="html">&lt;p&gt;Cblade: format1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=TMW HELP SYSTEM V1.0=&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
====Keyboard====&lt;br /&gt;
* Arrow Pad     -&amp;gt;   Movement&lt;br /&gt;
* CTRL          -&amp;gt;   Attack&lt;br /&gt;
* F1            -&amp;gt;   In Game Help&lt;br /&gt;
&lt;br /&gt;
====Mouse====&lt;br /&gt;
* Right Mouse   -&amp;gt;   Action Menus&lt;br /&gt;
* Left Mouse&lt;br /&gt;
** Single Click -&amp;gt;   Walk To / Interact&lt;br /&gt;
** Dbl Click    -&amp;gt;   Target Creature / Player&lt;br /&gt;
* Center Click  -&amp;gt;   Target Nearest Creature&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
* ALT+#         -&amp;gt;   Emoticons&lt;br /&gt;
* ALT-S         -&amp;gt;   Sit Down&lt;br /&gt;
* F2 - F6       -&amp;gt;   Toggle Windows&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
* Charicter &#039;&#039;(F2)&#039;&#039;&lt;br /&gt;
** Display Charicter Info And Level Info&lt;br /&gt;
* Equipment &#039;&#039;(F3)&#039;&#039;&lt;br /&gt;
** Displays all items currently equipped&lt;br /&gt;
* Inventory &#039;&#039;(F4)&#039;&#039;&lt;br /&gt;
** Displays everything you gathered and weight limits and how much you are carring&lt;br /&gt;
* Skills    &#039;&#039;(F5)&#039;&#039;&lt;br /&gt;
** Skill Levels, Basic is Available only at this point.&lt;br /&gt;
* Options   &#039;&#039;(F6)&#039;&#039;&lt;br /&gt;
** General IO / Interface Options&lt;br /&gt;
&lt;br /&gt;
==Display Bars From Left to Right==&lt;br /&gt;
&#039;&#039;&#039;Health Bar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mana Bar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Experience %&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Help&amp;diff=5484</id>
		<title>The Mana World:Help</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Help&amp;diff=5484"/>
		<updated>2006-11-25T18:08:00Z</updated>

		<summary type="html">&lt;p&gt;Cblade: error1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=TMW HELP SYSTEM V1.0=&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
====Keyboard====&lt;br /&gt;
* Arrow Pad     -&amp;gt;   Movement&lt;br /&gt;
* CTRL          -&amp;gt;   Attack&lt;br /&gt;
&lt;br /&gt;
====Mouse====&lt;br /&gt;
* Right Mouse   -&amp;gt;   Action Menus&lt;br /&gt;
* Left Mouse&lt;br /&gt;
** Single Click -&amp;gt;   Walk To / Interact&lt;br /&gt;
** Dbl Click    -&amp;gt;   Attack&lt;br /&gt;
* Center Click  -&amp;gt;   Not Yet Implemented&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
* #pad          -&amp;gt;   Emoticons&lt;br /&gt;
* ALT-S         -&amp;gt;   Sit Down&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
* Charicter&lt;br /&gt;
** Display Charicter Info And Level Info&lt;br /&gt;
* Equipment&lt;br /&gt;
** Displays all items currently equipped&lt;br /&gt;
* Inventory&lt;br /&gt;
** Displays everything you gathered and weight limits and how much you are carring&lt;br /&gt;
* Skills&lt;br /&gt;
** Skill Levels, Basic is Available only at this point.&lt;br /&gt;
* Options&lt;br /&gt;
** General IO / Interface Options&lt;br /&gt;
&lt;br /&gt;
==Display Bars From Left to Right==&lt;br /&gt;
&#039;&#039;&#039;Health Bar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mana Bar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Experience %&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Help&amp;diff=5483</id>
		<title>The Mana World:Help</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Help&amp;diff=5483"/>
		<updated>2006-11-25T18:05:35Z</updated>

		<summary type="html">&lt;p&gt;Cblade: CBlade Help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=TMW HELP SYSTEM V1.0=&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
====Keyboard====&lt;br /&gt;
* Arrow Pad     -&amp;gt;   Movement&lt;br /&gt;
* CTRL          -&amp;gt;   Attack&lt;br /&gt;
&lt;br /&gt;
====Mouse====&lt;br /&gt;
* Right Mouse   -&amp;gt;   Action Menus&lt;br /&gt;
* Left Mouse&lt;br /&gt;
** Single Click -&amp;gt;   Walk To / Interact&lt;br /&gt;
** Dbl Click    -&amp;gt;   Attack&lt;br /&gt;
* Center Click  -&amp;gt;   Not Yet Implemented&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
* Not Yet Implemented&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
* Charicter&lt;br /&gt;
** Display Charicter Info And Level Info&lt;br /&gt;
* Equipment&lt;br /&gt;
** Displays all items currently equipped&lt;br /&gt;
* Inventory&lt;br /&gt;
** Displays everything you gathered and weight limits and how much you are carring&lt;br /&gt;
* Skills&lt;br /&gt;
** Skill Levels, Basic is Available only at this point.&lt;br /&gt;
* Options&lt;br /&gt;
** General IO / Interface Options&lt;br /&gt;
&lt;br /&gt;
==Display Bars From Left to Right==&lt;br /&gt;
&#039;&#039;&#039;Health Bar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mana Bar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Experience %&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:CBlade&amp;diff=5482</id>
		<title>User:CBlade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:CBlade&amp;diff=5482"/>
		<updated>2006-11-25T17:52:46Z</updated>

		<summary type="html">&lt;p&gt;Cblade: gnotes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Notation For CBlade==&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5481</id>
		<title>Development:Creature proposal</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5481"/>
		<updated>2006-11-25T17:00:19Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Dok&amp;#039;e Mono&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
This page is intended as a whiteboard for graphic developers to post their creations.&lt;br /&gt;
&lt;br /&gt;
I prefered the word &#039;&#039;creature&#039;&#039; over &#039;&#039;monster&#039;&#039; because I pretend to aglutinate every living being which is not a player nor a NPC.&lt;br /&gt;
&lt;br /&gt;
I will suggest a standard questionnaire with a number of characteristics you should provide. If you don&#039;t know what to put on some of them don&#039;t worry! someone will fill the gaps with his/ her suggestions. &lt;br /&gt;
&lt;br /&gt;
Please, when suggesting other data add a comma and your suggest. Do not erase or alter previous work.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more fields. --[[User:Pajarico|Pajarico]] 21:03, 12 April 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
= Template =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A drawing&#039;&#039;&#039; of the creature &#039;&#039;&#039;at least in one position&#039;&#039;&#039;, showing a clear view of it; add a recognizable figure for comparing its height. Other advisable sketchs: death frame, attacking frame, other action frame(s) (idle animation, hiding, etc.). Please, use thumbnails.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly/unfriendly (the latter concerns every creature capable of doing damage even if its not programmed to attack first).&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Where do you think it should spawn.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Speed of the movements both walking/flying and attacking.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Items it should drop (or it shouldn&#039;t).&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked, attack always, make groups, roam, follow another being...&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039; Type the developer (pixel artists) name and the a link to the active forum thread (if any).&lt;br /&gt;
* &#039;&#039;&#039;Attached script&#039;&#039;&#039; Link to the script which defines the behaviour. This will make more sense when scripts are usable ;).&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Story, proposed as mini-boss or boss, trainable...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Creatures =&lt;br /&gt;
== Number 1 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature01-stand.png|{{Image:Creature01-stand.png}}&lt;br /&gt;
Image:Creature01-crouch.png|{{Image:Creature01-crouch.png}}&lt;br /&gt;
Image:Creature01-attack.png|{{Image:Creature01-attack.png}}&lt;br /&gt;
Image:Creature01-dead.png|{{Image:Creature01-dead.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Quite high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 2 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-unknown01.jpg|{{Image:Creature-unknown01.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Roam, never attacks&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Enchanted Tree ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creaturetree.jpg|{{Image:Creaturetree.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Enchanted tree&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move or very slow, attacks slow&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Wood&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Leap Monster ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Leapmonster.jpg|{{Image:Leapmonster.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Leap monster&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 5 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-forest01.png|{{Image:Creature-forest01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, in pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Low/medium.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes. Very poisonous.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Poison.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Attacks with its tail when annoyed or if you step on it. The attack itself is very weak, but the inoculated poison stays for long and takes many HPs from the player until the poison dilutes or you take an antidote. Take the poison (item) to a specialized alchemist, he will produce a fine antidote. This was my first contribution in color for TMW ;).&lt;br /&gt;
&lt;br /&gt;
== Swamp Flower ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-swampflower01.png|{{Image:Creature-swampflower01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Swamp flower.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, near pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, it just floats following the water current. Attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Special bush wood.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; The &#039;&#039;special bush wood&#039;&#039; is what the spines are made with. Take it to a carpenter and he will craft durable items like plates, shields, helmets...&lt;br /&gt;
&lt;br /&gt;
== Number 7 ==&lt;br /&gt;
&#039;&#039;No image&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; ??.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Desert.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Unknown.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; Very high (lethal).&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, just waits.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack always if you fall in it.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It lives under the sand, like some spiders, ants, or the worms in Star Wars. This creature is probably of an unknown nature and form as no one has seen it outside of the sand. As long as you don&#039;t fall in its  trap it can&#039;t touch you, but if you fall in it you are death. I haven&#039;t draw any sketch, it should be done with an animation derivated from the sand tiles.&lt;br /&gt;
&lt;br /&gt;
== Beornth Spider ==&lt;br /&gt;
&#039;&#039; No Image &#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name: Beornth Spider&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type: Always Hostle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Area: Muddy areas and Swamps&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hp:   450&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mp:   150&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack: Moderate + Improved Chance for Crittical Hits (+10%) + Moderate Posion Damage + Moderate MP Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movement: Fast and Deadly, Sneaky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behavior: Let no one go by with out a fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Assigned to: None Yet &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Size: Standing 7 to 8 feet tall, about 6 feet by 7.5 feet dimensionally.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities:&#039;&#039;&#039;&lt;br /&gt;
** Web - Decreases movement, attack and casting speeds of those fighting it by 75%: Over an AOE (15mp / use)&lt;br /&gt;
** Amplify Posions - Increases Posion damage to Dangerous levels (10 mp / use)&lt;br /&gt;
** Improve Crittical - Increases the crittical hit rate an additional 5% (5mp / use)&lt;br /&gt;
** Drain MP - restores 1/2 mp damage dealt&lt;br /&gt;
** Magic Immunities - Time&lt;br /&gt;
** Magic Immunities - Cold&lt;br /&gt;
** Magic Vulernabilities - Fire&lt;br /&gt;
** Magic Vulernabilities - Light&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It likes to kill and kill for fun,&lt;br /&gt;
* &#039;&#039;&#039;Harvistable Componants: Beornth Venom - Crafting Poisons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Harvistable Componants: Beornth Belly - Crafting Mana Potions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dok&#039;e Mono==&lt;br /&gt;
&#039;&#039; No Image &#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name: Dok&#039;e Mono&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creature Discription&#039;&#039;&#039; Like a miniture person, but green and ugly.&lt;br /&gt;
* &#039;&#039;&#039;Type: Neutral&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Area: Muddy Caves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hp:   50&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mp:   250&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attacks: Mild Damage, with a very good chance of stuning the combatant (+30%)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movement: Slow and Sneaky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behavior: Sneak and Steal first, if caught then fight.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Assigned to: None Yet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Size: 2 to 3 feet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities:&#039;&#039;&#039;&lt;br /&gt;
** Steal from players&lt;br /&gt;
** Knock Unconscious (15 Mp / Use) 45% Fail Chance, No Damage&lt;br /&gt;
** Regeneration (2 Mp / Sec) Heals 5 Hp / Sec&lt;br /&gt;
** Ressurect Other Monsters (20 Mp / Use) As Ressurection&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; It likes to steal, alot of shiny objects...&lt;br /&gt;
*&#039;&#039;&#039;Harvistable Componants: NONE&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Inventorysystemexp&amp;diff=5480</id>
		<title>Archive:Inventorysystemexp</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Inventorysystemexp&amp;diff=5480"/>
		<updated>2006-11-25T16:32:28Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Inventory System Suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inventory System Suggestion==&lt;br /&gt;
&lt;br /&gt;
[[Image:Inface1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difference Between Backpack and On Person Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The difference should be that if an item is not on the person, that it should take some time to dig through the back pack (10 second use timer) and use the item, where if it&#039;s on the person, the use timer gets reduced by 7 seconds.&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=5476</id>
		<title>Archive:Bounties</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=5476"/>
		<updated>2006-11-24T21:59:10Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Q&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== &#039;&#039;&#039;Bounty System&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The bounty office serves several purposes to the citizens of TMW, and exists in all major cities and in several smaller outposts. In the bounty office, players can do several things.&lt;br /&gt;
&lt;br /&gt;
* Place bounties&lt;br /&gt;
* Look up bounties&lt;br /&gt;
* Claim bounties&lt;br /&gt;
&lt;br /&gt;
When placing a bounty, the player sets the item he is looking for and the quantity of that item. If the bounty is on a player, the item is &amp;quot;Soul of {Player Name}&amp;quot;. The player must also pay a certain amount of currency along with that bounty. This currency is given to players at the time they appear with the bounty item(s). Bounties expire after a certain length of time, and the money placed upon them is returned to the player via mail.&lt;br /&gt;
&lt;br /&gt;
Bounties are automatically set on the &amp;quot;Soul of...&amp;quot; items of players with criminal status. Small-time criminals are wanted only in their local offices, yet notorious players may be wanted throughout the world. These default bounties persist until the bounty is filled, or over a certain length of time (each month between criminal incidents would reduce the criminal status by a bit).&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Questions&#039;&#039;&#039;==&lt;br /&gt;
Is this for NPC&#039;s only or can we put bounties on players as well?&lt;br /&gt;
Also how long will a bounty be good for, and how does it all fall into place?&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=5475</id>
		<title>Archive:Bounties</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=5475"/>
		<updated>2006-11-24T21:58:09Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Q&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== &#039;&#039;&#039;Bounty System&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The bounty office serves several purposes to the citizens of TMW, and exists in all major cities and in several smaller outposts. In the bounty office, players can do several things.&lt;br /&gt;
&lt;br /&gt;
* Place bounties&lt;br /&gt;
* Look up bounties&lt;br /&gt;
* Claim bounties&lt;br /&gt;
&lt;br /&gt;
When placing a bounty, the player sets the item he is looking for and the quantity of that item. If the bounty is on a player, the item is &amp;quot;Soul of {Player Name}&amp;quot;. The player must also pay a certain amount of currency along with that bounty. This currency is given to players at the time they appear with the bounty item(s). Bounties expire after a certain length of time, and the money placed upon them is returned to the player via mail.&lt;br /&gt;
&lt;br /&gt;
Bounties are automatically set on the &amp;quot;Soul of...&amp;quot; items of players with criminal status. Small-time criminals are wanted only in their local offices, yet notorious players may be wanted throughout the world. These default bounties persist until the bounty is filled, or over a certain length of time (each month between criminal incidents would reduce the criminal status by a bit).&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Questions&#039;&#039;&#039;==&lt;br /&gt;
Is this for NPC&#039;s only or can we put bounties on players as well?&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Inface1.jpg&amp;diff=5473</id>
		<title>File:Inface1.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Inface1.jpg&amp;diff=5473"/>
		<updated>2006-11-24T21:03:32Z</updated>

		<summary type="html">&lt;p&gt;Cblade: An interface for inventory?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An interface for inventory?&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Inventorysystemexp&amp;diff=5471</id>
		<title>Archive:Inventorysystemexp</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Inventorysystemexp&amp;diff=5471"/>
		<updated>2006-11-24T21:01:16Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Inventory Suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inventory System Suggestion==&lt;br /&gt;
&lt;br /&gt;
[[Image:Inface1.jpg]]&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Inface1.JPG&amp;diff=5470</id>
		<title>File:Inface1.JPG</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Inface1.JPG&amp;diff=5470"/>
		<updated>2006-11-24T20:59:49Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Inventory Interface Sugesstion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inventory Interface Sugesstion&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Attributes&amp;diff=5469</id>
		<title>Archive:Attributes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Attributes&amp;diff=5469"/>
		<updated>2006-11-24T20:06:10Z</updated>

		<summary type="html">&lt;p&gt;Cblade: CBLADE and STATS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_yellow}}&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Below a list of attributes encountered in today&#039;s role playing games. The idea is that we&#039;ll pick a subset of these that gives enough flexibility and allows for a nice combat system, but is also easy to understand.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | General effect&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Strength&#039;&#039;&lt;br /&gt;
|Increases damage and max inventory weight&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Strength Type 2&#039;&#039;&lt;br /&gt;
|Increases maximum inventory weight, Maxium Stamina and Stamina Regeneration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Combat&#039;&#039;&lt;br /&gt;
|Increases Damage and Combat Hit Probability&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Agility&#039;&#039;&lt;br /&gt;
|Increases chance of evasion and walking speed&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Dexterity&#039;&#039;&lt;br /&gt;
|Increases chance to hit and missile accuracy&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Dexterity Type 2&#039;&#039;&lt;br /&gt;
|Missile accuracy and Critical Hit Ratio&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Dodge&#039;&#039;&lt;br /&gt;
|Increases Evasion Rate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Parry&#039;&#039;&lt;br /&gt;
|Increases the chance for a retalitation strike&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vitality&#039;&#039; / Endurance / Constitution / Fortitude&lt;br /&gt;
|Increases health and stamina regeneration rate&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Consitution Type 2&#039;&#039;&lt;br /&gt;
|Increases health and health regenration, resistance to desease, poison and other ailments&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Energy / &#039;&#039;Intelligence&#039;&#039; / Magic / Mentality - Basic&lt;br /&gt;
|Increases mana and mana regeneration rate&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Wisdom - Basic&#039;&#039;&lt;br /&gt;
|Increases how much you can remember (spells)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Spell Evasion&#039;&#039;&lt;br /&gt;
|Increases magic evasion rate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Spirit / &#039;&#039;Willpower&#039;&#039; / Awareness&lt;br /&gt;
|Increases magic defence&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Personality / &#039;&#039;Charisma&#039;&#039;&lt;br /&gt;
|Related to bartering, getting information, getting into fights, diplomacy skills&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Luck&#039;&#039;&lt;br /&gt;
|Increases luck in many areas&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Speed&#039;&#039;&lt;br /&gt;
|Determines how fast you can do things&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Magic Speed&#039;&#039;&lt;br /&gt;
|Like Speed, but Speed is combat and Magic Speed is Spell Casting&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Wisdom - Expanded&#039;&#039;&lt;br /&gt;
|Determines Magic Regeneration Rate and Spell Failure, and Sanity&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Intelligence - Expanded&#039;&#039;&lt;br /&gt;
|Determines Maxium Mana, and Maximum Spell Levels, Skill Points needed to learn Skills, Experience Gains and Spell Power.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Injury Tollerance&#039;&#039;&lt;br /&gt;
|How much injury can occur before taking stat penalties. (Healing Items do not effect injury, only health.)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Diablo ([http://en.wikipedia.org/wiki/Diablo_(computer_game)#Character_Attributes attributes])&lt;br /&gt;
# The Elder Scrolls (attributes in [http://www.svatopluk.com/arena/manual/stats.stm Arena], [http://www.uesp.net/wiki/Daggerfall:Character_Creation Daggerfall] and [http://www.uesp.net/wiki/Oblivion:Attributes Oblivion])&lt;br /&gt;
# Angband ([http://www.zangband.org/Docs/Character-Attributes.aspx attributes])&lt;br /&gt;
# The Mana World (proposal)&lt;br /&gt;
# CBlade Also Discovered for the consideration of the mana world...&lt;br /&gt;
At the moment, ElvenProgrammer and BjÃ¸rn agreed to have the following 7 attributes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strength, Agility, Dexterity, Vitality, Intelligence, Willpower and Charisma&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Derived attributes ===&lt;br /&gt;
&lt;br /&gt;
Derived attributes are the ones that are visible to the player, representing certain necessary concepts. These include:&lt;br /&gt;
&lt;br /&gt;
* Your maximum health, mana (or magicka) and stamina (or fatigue)&lt;br /&gt;
* Damage dealt on hit (usually comes with min and max)&lt;br /&gt;
* Chance to hit when attacking&lt;br /&gt;
* The amount you can carry (encumbrance)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Interesting notes about possible skill systems were made at [[skill system]], [[skill system 2]] and at the [[master skill list]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I think that the [[master skill list]] is still a nice proposal, but I think we should leave out the &amp;quot;Stat skills&amp;quot;.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 11:53, 10 June 2006 (CEST)&lt;br /&gt;
::&#039;&#039;I tweaked the [[skill system 2]] propoal to work together with this article. I hope you like it better now. It shouldn&#039;t be left out because it is the first well thought out proposal for exp gain of skills. The &amp;quot;1 exp per action&amp;quot; concept of the [[skill system]] is just too simple to work. When you want to have some skills from the master skill list you should think about how the concepts of skill system 2 can be applied to those.&#039;&#039; --[[User:Crush|Crush]] 15:34, 31 August 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Deriving level from skills ===&lt;br /&gt;
&lt;br /&gt;
Several choices will have to be made. For example whether we&#039;ll have character levels at all and how skills and attributes are increased. This section describes a possible was to derive the character level from his skills. In Daggerfall, this was done as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   (A - B + 28)/15 = level.&lt;br /&gt;
&lt;br /&gt;
      where  A = All Primary Skills + The 2 Best Major Skills + Single Best Minor&lt;br /&gt;
             B = the starting value of these same skills.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In TMW we do not have a distinction between primary, major and minor skills. However, if we want to derive the character level from his skills it is important that its not easy for the player to increase his level simply by training his not so popular skills. Crush and BjÃ¸rn discussed another way of doing this, but with less arbitrary numbers and without any assumptions about the skill category.&lt;br /&gt;
&lt;br /&gt;
We could simply multiply the skill level by a factor based on to what extend the skill is one of your top skills, and devide the sum by a given amount. When n is the index of the skill in the list sorted on skill level, 0.9^n could be the factor. An example with 10 skills for a typically average trained character (with skills and level going from 1 to 100):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0  1.0 * 78 = 78.0&lt;br /&gt;
1  0.9 * 65 = 58.5&lt;br /&gt;
2  0.81 * 53 = 42.93&lt;br /&gt;
3  0.729 * 40 = 29.16&lt;br /&gt;
4  0.6561 * 40 = 26.244&lt;br /&gt;
5  0.59049 * 38 = 22.43862&lt;br /&gt;
6  0.531441 * 33 = 17.537553&lt;br /&gt;
7  0.4782969 * 23 = 11.0008287&lt;br /&gt;
8  0.43046721 * 20 = 8.6093442&lt;br /&gt;
9  0.387420489 * 15 = 5.811307335&lt;br /&gt;
&lt;br /&gt;
Sum of factors: 6.513215599&lt;br /&gt;
Sum of skills * factors: 300.231653235&lt;br /&gt;
Character level: 46.0957646298544 (level 46, 10% progression to next level)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The best thing the character can do to work towards the next level is to raise his highest skill. The downside to do this that this will be the hardest thing to do because it will be exponentially harder to increase in a certain skill.&lt;br /&gt;
&lt;br /&gt;
=== From level to character attributes ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I think when you increase level you should get a fixed amount of points that you can use to increase your attributes. Let&#039;s say attributes go from 1 to 100, and start at 20. With the current number of attributes, that&#039;s 7 * 80 = 560 points necessary to get the theoretical maxed out character. The character goes from level 1 to 100, so per level increase we need to get 560 / 99 = 5 points. I said &amp;quot;theoretical maxed out character&amp;quot; because with it being exponentially harder to increase your skills as they come closer to 100, we can easily make it virtually impossible to actually achieve this. When starting with attributes at 20 seems too high, we can also start with attributes at 5 and go for 6 points per level.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 17:13, 10 June 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
Crush has noted that he&#039;d like players to be able to decrease their attributes as well, in order to increase others and thereby allowing the players to &amp;quot;correct their mistakes&amp;quot; if they think they have previously made the wrong choices when deviding the points for their attributes. As a solution we could choose for a system where for each level increase, one or more points can be substracted before proceeding with distributing points amongst attributes.&lt;br /&gt;
&lt;br /&gt;
More refined, the idea is now that for each level increase you get a certain amount of &#039;-&#039; points and a certain amount of &#039;+&#039; points. The &#039;-&#039; points can be used to decrease an attribute, and results in the gain of a &#039;+&#039; point. &#039;+&#039; points can simply be used to increase an attribute. To make sure that players cannot collect &#039;-&#039; points in order to make big changes to their character attributes later, the maximum amount of &#039;-&#039; points you can have is the amount you gain on a level increase.&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Attributes&amp;diff=5468</id>
		<title>Archive:Attributes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Attributes&amp;diff=5468"/>
		<updated>2006-11-24T19:38:23Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Attributes Expanded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_yellow}}&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Below a list of attributes encountered in today&#039;s role playing games. The idea is that we&#039;ll pick a subset of these that gives enough flexibility and allows for a nice combat system, but is also easy to understand.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | General effect&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Strength&#039;&#039;&lt;br /&gt;
|Increases damage and max inventory weight&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Agility&#039;&#039;&lt;br /&gt;
|Increases chance of evasion and walking speed&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Dexterity&#039;&#039;&lt;br /&gt;
|Increases chance to hit and missile accuracy&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Dodge&#039;&#039;&lt;br /&gt;
|Increases Evasion Rate&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|X&lt;br /&gt;
|&#039;&#039;Parry&#039;&#039;&lt;br /&gt;
|Increases the chance for a retalitation strike&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|X&lt;br /&gt;
|&#039;&#039;Vitality&#039;&#039; / Endurance / Constitution / Fortitude&lt;br /&gt;
|Increases health and stamina regeneration rate&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Energy / &#039;&#039;Intelligence&#039;&#039; / Magic / Mentality - Basic&lt;br /&gt;
|Increases mana and mana regeneration rate&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Wisdom - Basic&#039;&#039;&lt;br /&gt;
|Increases how much you can remember (spells)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Spell Evasion&#039;&#039;&lt;br /&gt;
|Increases magic evasion rate&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|X&lt;br /&gt;
|Spirit / &#039;&#039;Willpower&#039;&#039; / Awareness&lt;br /&gt;
|Increases magic defence&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|Personality / &#039;&#039;Charisma&#039;&#039;&lt;br /&gt;
|Related to bartering, getting information, getting into fights, diplomacy skills&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Luck&#039;&#039;&lt;br /&gt;
|Increases luck in many areas&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&#039;&#039;Speed&#039;&#039;&lt;br /&gt;
|Determines how fast you can do things&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&#039;&#039;Magic Speed&#039;&#039;&lt;br /&gt;
|Like Speed, but Speed is combat and Magic Speed is Spell Casting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|X&lt;br /&gt;
|&#039;&#039;Wisdom - Expanded&#039;&#039;&lt;br /&gt;
|Determines Magic Regeneration Rate and Spell Failure&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|X&lt;br /&gt;
|&#039;&#039;Intelligence - Expanded&#039;&#039;&lt;br /&gt;
|Determines Maxium Mana, Sanity and Maximum Spell Levels&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|X&lt;br /&gt;
|&#039;&#039;Injury Tollerance&#039;&#039;&lt;br /&gt;
|How much injury can occur before taking stat penalties. (Healing Items do not effect this stat. only rest can.)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Diablo ([http://en.wikipedia.org/wiki/Diablo_(computer_game)#Character_Attributes attributes])&lt;br /&gt;
# The Elder Scrolls (attributes in [http://www.svatopluk.com/arena/manual/stats.stm Arena], [http://www.uesp.net/wiki/Daggerfall:Character_Creation Daggerfall] and [http://www.uesp.net/wiki/Oblivion:Attributes Oblivion])&lt;br /&gt;
# Angband ([http://www.zangband.org/Docs/Character-Attributes.aspx attributes])&lt;br /&gt;
# The Mana World (proposal)&lt;br /&gt;
# CBlade Additional from others&lt;br /&gt;
At the moment, ElvenProgrammer and BjÃ¸rn agreed to have the following 7 attributes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strength, Agility, Dexterity, Vitality, Intelligence, Willpower and Charisma&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Derived attributes ===&lt;br /&gt;
&lt;br /&gt;
Derived attributes are the ones that are visible to the player, representing certain necessary concepts. These include:&lt;br /&gt;
&lt;br /&gt;
* Your maximum health, mana (or magicka) and stamina (or fatigue)&lt;br /&gt;
* Damage dealt on hit (usually comes with min and max)&lt;br /&gt;
* Chance to hit when attacking&lt;br /&gt;
* The amount you can carry (encumbrance)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Interesting notes about possible skill systems were made at [[skill system]], [[skill system 2]] and at the [[master skill list]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I think that the [[master skill list]] is still a nice proposal, but I think we should leave out the &amp;quot;Stat skills&amp;quot;.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 11:53, 10 June 2006 (CEST)&lt;br /&gt;
::&#039;&#039;I tweaked the [[skill system 2]] propoal to work together with this article. I hope you like it better now. It shouldn&#039;t be left out because it is the first well thought out proposal for exp gain of skills. The &amp;quot;1 exp per action&amp;quot; concept of the [[skill system]] is just too simple to work. When you want to have some skills from the master skill list you should think about how the concepts of skill system 2 can be applied to those.&#039;&#039; --[[User:Crush|Crush]] 15:34, 31 August 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Deriving level from skills ===&lt;br /&gt;
&lt;br /&gt;
Several choices will have to be made. For example whether we&#039;ll have character levels at all and how skills and attributes are increased. This section describes a possible was to derive the character level from his skills. In Daggerfall, this was done as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   (A - B + 28)/15 = level.&lt;br /&gt;
&lt;br /&gt;
      where  A = All Primary Skills + The 2 Best Major Skills + Single Best Minor&lt;br /&gt;
             B = the starting value of these same skills.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In TMW we do not have a distinction between primary, major and minor skills. However, if we want to derive the character level from his skills it is important that its not easy for the player to increase his level simply by training his not so popular skills. Crush and BjÃ¸rn discussed another way of doing this, but with less arbitrary numbers and without any assumptions about the skill category.&lt;br /&gt;
&lt;br /&gt;
We could simply multiply the skill level by a factor based on to what extend the skill is one of your top skills, and devide the sum by a given amount. When n is the index of the skill in the list sorted on skill level, 0.9^n could be the factor. An example with 10 skills for a typically average trained character (with skills and level going from 1 to 100):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0  1.0 * 78 = 78.0&lt;br /&gt;
1  0.9 * 65 = 58.5&lt;br /&gt;
2  0.81 * 53 = 42.93&lt;br /&gt;
3  0.729 * 40 = 29.16&lt;br /&gt;
4  0.6561 * 40 = 26.244&lt;br /&gt;
5  0.59049 * 38 = 22.43862&lt;br /&gt;
6  0.531441 * 33 = 17.537553&lt;br /&gt;
7  0.4782969 * 23 = 11.0008287&lt;br /&gt;
8  0.43046721 * 20 = 8.6093442&lt;br /&gt;
9  0.387420489 * 15 = 5.811307335&lt;br /&gt;
&lt;br /&gt;
Sum of factors: 6.513215599&lt;br /&gt;
Sum of skills * factors: 300.231653235&lt;br /&gt;
Character level: 46.0957646298544 (level 46, 10% progression to next level)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The best thing the character can do to work towards the next level is to raise his highest skill. The downside to do this that this will be the hardest thing to do because it will be exponentially harder to increase in a certain skill.&lt;br /&gt;
&lt;br /&gt;
=== From level to character attributes ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I think when you increase level you should get a fixed amount of points that you can use to increase your attributes. Let&#039;s say attributes go from 1 to 100, and start at 20. With the current number of attributes, that&#039;s 7 * 80 = 560 points necessary to get the theoretical maxed out character. The character goes from level 1 to 100, so per level increase we need to get 560 / 99 = 5 points. I said &amp;quot;theoretical maxed out character&amp;quot; because with it being exponentially harder to increase your skills as they come closer to 100, we can easily make it virtually impossible to actually achieve this. When starting with attributes at 20 seems too high, we can also start with attributes at 5 and go for 6 points per level.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 17:13, 10 June 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
Crush has noted that he&#039;d like players to be able to decrease their attributes as well, in order to increase others and thereby allowing the players to &amp;quot;correct their mistakes&amp;quot; if they think they have previously made the wrong choices when deviding the points for their attributes. As a solution we could choose for a system where for each level increase, one or more points can be substracted before proceeding with distributing points amongst attributes.&lt;br /&gt;
&lt;br /&gt;
More refined, the idea is now that for each level increase you get a certain amount of &#039;-&#039; points and a certain amount of &#039;+&#039; points. The &#039;-&#039; points can be used to decrease an attribute, and results in the gain of a &#039;+&#039; point. &#039;+&#039; points can simply be used to increase an attribute. To make sure that players cannot collect &#039;-&#039; points in order to make big changes to their character attributes later, the maximum amount of &#039;-&#039; points you can have is the amount you gain on a level increase.&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5458</id>
		<title>Development:Creature proposal</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5458"/>
		<updated>2006-11-24T18:56:35Z</updated>

		<summary type="html">&lt;p&gt;Cblade: CBlade&amp;#039;s Ideas 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
This page is intended as a whiteboard for graphic developers to post their creations.&lt;br /&gt;
&lt;br /&gt;
I prefered the word &#039;&#039;creature&#039;&#039; over &#039;&#039;monster&#039;&#039; because I pretend to aglutinate every living being which is not a player nor a NPC.&lt;br /&gt;
&lt;br /&gt;
I will suggest a standard questionnaire with a number of characteristics you should provide. If you don&#039;t know what to put on some of them don&#039;t worry! someone will fill the gaps with his/ her suggestions. &lt;br /&gt;
&lt;br /&gt;
Please, when suggesting other data add a comma and your suggest. Do not erase or alter previous work.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more fields. --[[User:Pajarico|Pajarico]] 21:03, 12 April 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
= Template =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A drawing&#039;&#039;&#039; of the creature &#039;&#039;&#039;at least in one position&#039;&#039;&#039;, showing a clear view of it; add a recognizable figure for comparing its height. Other advisable sketchs: death frame, attacking frame, other action frame(s) (idle animation, hiding, etc.). Please, use thumbnails.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly/unfriendly (the latter concerns every creature capable of doing damage even if its not programmed to attack first).&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Where do you think it should spawn.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Speed of the movements both walking/flying and attacking.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Items it should drop (or it shouldn&#039;t).&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked, attack always, make groups, roam, follow another being...&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039; Type the developer (pixel artists) name and the a link to the active forum thread (if any).&lt;br /&gt;
* &#039;&#039;&#039;Attached script&#039;&#039;&#039; Link to the script which defines the behaviour. This will make more sense when scripts are usable ;).&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Story, proposed as mini-boss or boss, trainable...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Creatures =&lt;br /&gt;
== Number 1 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature01-stand.png|{{Image:Creature01-stand.png}}&lt;br /&gt;
Image:Creature01-crouch.png|{{Image:Creature01-crouch.png}}&lt;br /&gt;
Image:Creature01-attack.png|{{Image:Creature01-attack.png}}&lt;br /&gt;
Image:Creature01-dead.png|{{Image:Creature01-dead.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Quite high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 2 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-unknown01.jpg|{{Image:Creature-unknown01.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Roam, never attacks&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 3 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creaturetree.jpg|{{Image:Creaturetree.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Enchanted tree&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move or very slow, attacks slow&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Wood&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 4 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Leapmonster.jpg|{{Image:Leapmonster.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Leap monster&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 5 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-forest01.png|{{Image:Creature-forest01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, in pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Low/medium.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes. Very poisonous.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Poison.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Attacks with its tail when annoyed or if you step on it. The attack itself is very weak, but the inoculated poison stays for long and takes many HPs from the player until the poison dilutes or you take an antidote. Take the poison (item) to a specialized alchemist, he will produce a fine antidote. This was my first contribution in color for TMW ;).&lt;br /&gt;
&lt;br /&gt;
== Number 6 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-swampflower01.png|{{Image:Creature-swampflower01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Swamp flower.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, near pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, it just floats following the water current. Attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Special bush wood.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; The &#039;&#039;special bush wood&#039;&#039; is what the spines are made with. Take it to a carpenter and he will craft durable items like plates, shields, helmets...&lt;br /&gt;
&lt;br /&gt;
== Number 7 ==&lt;br /&gt;
&#039;&#039;No image&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; ??.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Desert.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Unknown.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; Very high (lethal).&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, just waits.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack always if you fall in it.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It lives under the sand, like some spiders, ants, or the worms in Star Wars. This creature is probably of an unknown nature and form as no one has seen it outside of the sand. As long as you don&#039;t fall in its  trap it can&#039;t touch you, but if you fall in it you are death. I haven&#039;t draw any sketch, it should be done with an animation derivated from the sand tiles.&lt;br /&gt;
&lt;br /&gt;
==CBlade&#039;s Ideas 1==&lt;br /&gt;
&#039;&#039; No Image &#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name: Beornth Spider&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type: Always Hostle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Area: Muddy areas and Swamps&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hp:   450&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mp:   150&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack: Moderate + Improved Chance for Crittical Hits (+10%) + Moderate Posion Damage + Moderate MP Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movement: Fast and Deadly, Sneaky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behavior: Let no one go by with out a fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Assigned to: None Yet &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Size: Standing 7 to 8 feet tall, about 6 feet by 7.5 feet dimensionally.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities:&#039;&#039;&#039;&lt;br /&gt;
** Web - Decreases movement, attack and casting speeds of those fighting it by 75%: Over an AOE (15mp / use)&lt;br /&gt;
** Amplify Posions - Increases Posion damage to Dangerous levels (10 mp / use)&lt;br /&gt;
** Improve Crittical - Increases the crittical hit rate an additional 5% (5mp / use)&lt;br /&gt;
** Drain MP - restores 1/2 mp damage dealt&lt;br /&gt;
** Magic Immunities - Time&lt;br /&gt;
** Magic Immunities - Cold&lt;br /&gt;
** Magic Vulernabilities - Fire&lt;br /&gt;
** Magic Vulernabilities - Light&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It likes to kill and kill for fun,&lt;br /&gt;
* &#039;&#039;&#039;Harvistable Componants: Beornth Venom - Crafting Poisons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Harvistable Componants: Beornth Belly - Crafting Mana Potions&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5457</id>
		<title>Development:Creature proposal</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5457"/>
		<updated>2006-11-24T18:50:52Z</updated>

		<summary type="html">&lt;p&gt;Cblade: CBlade&amp;#039;s Ideas 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
This page is intended as a whiteboard for graphic developers to post their creations.&lt;br /&gt;
&lt;br /&gt;
I prefered the word &#039;&#039;creature&#039;&#039; over &#039;&#039;monster&#039;&#039; because I pretend to aglutinate every living being which is not a player nor a NPC.&lt;br /&gt;
&lt;br /&gt;
I will suggest a standard questionnaire with a number of characteristics you should provide. If you don&#039;t know what to put on some of them don&#039;t worry! someone will fill the gaps with his/ her suggestions. &lt;br /&gt;
&lt;br /&gt;
Please, when suggesting other data add a comma and your suggest. Do not erase or alter previous work.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more fields. --[[User:Pajarico|Pajarico]] 21:03, 12 April 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
= Template =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A drawing&#039;&#039;&#039; of the creature &#039;&#039;&#039;at least in one position&#039;&#039;&#039;, showing a clear view of it; add a recognizable figure for comparing its height. Other advisable sketchs: death frame, attacking frame, other action frame(s) (idle animation, hiding, etc.). Please, use thumbnails.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly/unfriendly (the latter concerns every creature capable of doing damage even if its not programmed to attack first).&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Where do you think it should spawn.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Speed of the movements both walking/flying and attacking.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Items it should drop (or it shouldn&#039;t).&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked, attack always, make groups, roam, follow another being...&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039; Type the developer (pixel artists) name and the a link to the active forum thread (if any).&lt;br /&gt;
* &#039;&#039;&#039;Attached script&#039;&#039;&#039; Link to the script which defines the behaviour. This will make more sense when scripts are usable ;).&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Story, proposed as mini-boss or boss, trainable...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Creatures =&lt;br /&gt;
== Number 1 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature01-stand.png|{{Image:Creature01-stand.png}}&lt;br /&gt;
Image:Creature01-crouch.png|{{Image:Creature01-crouch.png}}&lt;br /&gt;
Image:Creature01-attack.png|{{Image:Creature01-attack.png}}&lt;br /&gt;
Image:Creature01-dead.png|{{Image:Creature01-dead.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Quite high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 2 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-unknown01.jpg|{{Image:Creature-unknown01.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Roam, never attacks&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 3 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creaturetree.jpg|{{Image:Creaturetree.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Enchanted tree&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move or very slow, attacks slow&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Wood&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 4 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Leapmonster.jpg|{{Image:Leapmonster.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Leap monster&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 5 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-forest01.png|{{Image:Creature-forest01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, in pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Low/medium.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes. Very poisonous.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Poison.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Attacks with its tail when annoyed or if you step on it. The attack itself is very weak, but the inoculated poison stays for long and takes many HPs from the player until the poison dilutes or you take an antidote. Take the poison (item) to a specialized alchemist, he will produce a fine antidote. This was my first contribution in color for TMW ;).&lt;br /&gt;
&lt;br /&gt;
== Number 6 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-swampflower01.png|{{Image:Creature-swampflower01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Swamp flower.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, near pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, it just floats following the water current. Attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Special bush wood.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; The &#039;&#039;special bush wood&#039;&#039; is what the spines are made with. Take it to a carpenter and he will craft durable items like plates, shields, helmets...&lt;br /&gt;
&lt;br /&gt;
== Number 7 ==&lt;br /&gt;
&#039;&#039;No image&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; ??.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Desert.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Unknown.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; Very high (lethal).&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, just waits.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack always if you fall in it.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It lives under the sand, like some spiders, ants, or the worms in Star Wars. This creature is probably of an unknown nature and form as no one has seen it outside of the sand. As long as you don&#039;t fall in its  trap it can&#039;t touch you, but if you fall in it you are death. I haven&#039;t draw any sketch, it should be done with an animation derivated from the sand tiles.&lt;br /&gt;
&lt;br /&gt;
==CBlade&#039;s Ideas 1==&lt;br /&gt;
&#039;&#039; No Image &#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name: Beornth Spider&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type: Always Hostle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Area: Muddy areas and Swamps&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hp:   450&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mp:   150&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack: Moderate + Improved Chance for Crittical Hits (+10%) + Moderate Posion Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movement: Fast and Deadly, Sneaky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behavior: Let no one go by with out a fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Assigned to: None Yet &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Size: Standing 7 to 8 feet tall, about 6 feet by 7.5 feet dimensionally.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities:&#039;&#039;&#039;&lt;br /&gt;
** Web - Decreases movement, attack and casting speeds of those fighting it by 75%: Over an AOE (15mp / use)&lt;br /&gt;
** Amplify Posions - Increases Posion damage to Dangerous levels (10 mp / use)&lt;br /&gt;
** Improve Crittical - Increases the crittical hit rate an additional 5% (5mp / use)&lt;br /&gt;
** Fangs of Draining - Everytime the spider attacks not only does it deal HP damage, but MP damage&lt;br /&gt;
as well, but the spider regains 1/4 of the MP damage as MP.&lt;br /&gt;
** Magic Immunities - Time&lt;br /&gt;
** Magic Immunities - Cold&lt;br /&gt;
** Magic Vulernabilities - Fire&lt;br /&gt;
** Magic Vulernabilities - Light&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It likes to kill and kill for fun,&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5456</id>
		<title>Development:Creature proposal</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Creature_proposal&amp;diff=5456"/>
		<updated>2006-11-24T18:42:50Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Cblade Idea 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
This page is intended as a whiteboard for graphic developers to post their creations.&lt;br /&gt;
&lt;br /&gt;
I prefered the word &#039;&#039;creature&#039;&#039; over &#039;&#039;monster&#039;&#039; because I pretend to aglutinate every living being which is not a player nor a NPC.&lt;br /&gt;
&lt;br /&gt;
I will suggest a standard questionnaire with a number of characteristics you should provide. If you don&#039;t know what to put on some of them don&#039;t worry! someone will fill the gaps with his/ her suggestions. &lt;br /&gt;
&lt;br /&gt;
Please, when suggesting other data add a comma and your suggest. Do not erase or alter previous work.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more fields. --[[User:Pajarico|Pajarico]] 21:03, 12 April 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
= Template =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A drawing&#039;&#039;&#039; of the creature &#039;&#039;&#039;at least in one position&#039;&#039;&#039;, showing a clear view of it; add a recognizable figure for comparing its height. Other advisable sketchs: death frame, attacking frame, other action frame(s) (idle animation, hiding, etc.). Please, use thumbnails.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly/unfriendly (the latter concerns every creature capable of doing damage even if its not programmed to attack first).&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Where do you think it should spawn.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Speed of the movements both walking/flying and attacking.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Items it should drop (or it shouldn&#039;t).&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked, attack always, make groups, roam, follow another being...&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039; Type the developer (pixel artists) name and the a link to the active forum thread (if any).&lt;br /&gt;
* &#039;&#039;&#039;Attached script&#039;&#039;&#039; Link to the script which defines the behaviour. This will make more sense when scripts are usable ;).&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Story, proposed as mini-boss or boss, trainable...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Creatures =&lt;br /&gt;
== Number 1 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature01-stand.png|{{Image:Creature01-stand.png}}&lt;br /&gt;
Image:Creature01-crouch.png|{{Image:Creature01-crouch.png}}&lt;br /&gt;
Image:Creature01-attack.png|{{Image:Creature01-attack.png}}&lt;br /&gt;
Image:Creature01-dead.png|{{Image:Creature01-dead.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Quite high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 2 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-unknown01.jpg|{{Image:Creature-unknown01.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Friendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Between wet places and desertic lands, savannah and/or forest would fit quite well&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Roam, never attacks&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 3 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creaturetree.jpg|{{Image:Creaturetree.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Enchanted tree&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move or very slow, attacks slow&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Wood&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 4 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Leapmonster.jpg|{{Image:Leapmonster.jpg}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Leap monster&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Number 5 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-forest01.png|{{Image:Creature-forest01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, in pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Low/medium.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High, lethal for newbyes. Very poisonous.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Moves slow, attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Poison.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; Attacks with its tail when annoyed or if you step on it. The attack itself is very weak, but the inoculated poison stays for long and takes many HPs from the player until the poison dilutes or you take an antidote. Take the poison (item) to a specialized alchemist, he will produce a fine antidote. This was my first contribution in color for TMW ;).&lt;br /&gt;
&lt;br /&gt;
== Number 6 ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Creature-swampflower01.png|{{Image:Creature-swampflower01.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; Swamp flower.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Forest, near pound or lakes.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Medium/high.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; High.&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, it just floats following the water current. Attacks fast.&lt;br /&gt;
* &#039;&#039;&#039;Contains items&#039;&#039;&#039; Special bush wood.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack when attacked or attack always.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; The &#039;&#039;special bush wood&#039;&#039; is what the spines are made with. Take it to a carpenter and he will craft durable items like plates, shields, helmets...&lt;br /&gt;
&lt;br /&gt;
== Number 7 ==&lt;br /&gt;
&#039;&#039;No image&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039; ??.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; Unfriendly.&lt;br /&gt;
* &#039;&#039;&#039;Area&#039;&#039;&#039; Desert.&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039; Unknown.&lt;br /&gt;
* &#039;&#039;&#039;Attack power&#039;&#039;&#039; Very high (lethal).&lt;br /&gt;
* &#039;&#039;&#039;Movements&#039;&#039;&#039; Doesn&#039;t move, just waits.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour&#039;&#039;&#039; Attack always if you fall in it.&lt;br /&gt;
* &#039;&#039;&#039;Assigned to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It lives under the sand, like some spiders, ants, or the worms in Star Wars. This creature is probably of an unknown nature and form as no one has seen it outside of the sand. As long as you don&#039;t fall in its  trap it can&#039;t touch you, but if you fall in it you are death. I haven&#039;t draw any sketch, it should be done with an animation derivated from the sand tiles.&lt;br /&gt;
&lt;br /&gt;
==CBlade&#039;s Ideas 1==&lt;br /&gt;
&#039;&#039; No Image &#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Name: Beornth Spider&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Type: Always Hostle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Area: Muddy areas and Swamps&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hp:   450&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mp:   150&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Attack: Moderate + Improved Chance for Crittical Hits (+10%) + Moderate Posion Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movement: Fast and Deadly, Sneaky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Behavior: Let no one go by with out a fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Assigned to: None Yet &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities:&#039;&#039;&#039;&lt;br /&gt;
*** Web - Decreases movement, attack and casting speeds of those fighting it by 75%: Over an AOE (15mp / use)&lt;br /&gt;
*** Amplify Posions - Increases Posion damage to Dangerous levels (10 mp / use)&lt;br /&gt;
*** Improve Crittical - Increases the crittical hit rate an additional 5% (5mp / use)&lt;br /&gt;
*** Fangs of Draining - Everytime the spider attacks not only does it deal HP damage, but MP damage&lt;br /&gt;
as well, but the spider regains 1/4 of the MP damage as MP.&lt;br /&gt;
*** Magic Immunities - Time&lt;br /&gt;
*** Magic Immunities - Cold&lt;br /&gt;
*** Magic Vulernabilities - Fire&lt;br /&gt;
*** Magic Vulernabilities - Light&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; It likes to kill and kill for fun,&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5455</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5455"/>
		<updated>2006-11-24T18:28:43Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Adendium Perposal by CBlade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-- Necromancy Spirit 	| Grevil &lt;br /&gt;
-- Telekenesis Spirit 	| Kaei &lt;br /&gt;
-- Nature Spirit 	| Gaia &lt;br /&gt;
-- Healing Spirit 	| Seao &lt;br /&gt;
-- Leeching Spirit 	| Evernorth &lt;br /&gt;
-- Anti-Magic Spirit 	| Aen &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also I would add something to spell progression&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Magic Level (Determined by how much magic you use.)&amp;lt;br&amp;gt;&lt;br /&gt;
One would be capped at how many spells and levels they could put into the spell as well based on their general magic usage.&amp;lt;BR&amp;gt;&lt;br /&gt;
Level 1 - Initiate Level         / 1 Spell and Upto Level 1     &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 2 - Learning Level         / 2 Spells and Up to Level 2 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 3 - Apprentise Level       / 4 Spells and Up to Level 3 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 4 - Disiple Level          / 5 Spells and Up to Level 4 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 5 - Maestro Level          / 7 Spells and Up to Level 5 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 6 - Unleashed Level        / 8 Spells and Up to Level 6 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 7 - Lesser Guardian Level  / 9 Spells and Up to Level 7 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 8 - Guardian Level         / 10 Spells and Up to Level 8 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 9 - Hero Level             / 12 Spells and Up to Level 9 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 10- Champion Level         / 13 Spells and Up to Level 10 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 11- Lesser Master Level    / 14 Spells and Up to Level 11 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 12- Greater Master Level   / 16 Spells and Up to Level 12 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 13- Epic Level             / 17 Spells and Up to Level 13 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 14- Epic Champion Level    / 18 Spells and Up to Level 14 Spells &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_master_list&amp;diff=5454</id>
		<title>Archive:Magic master list</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_master_list&amp;diff=5454"/>
		<updated>2006-11-24T18:23:00Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Cblade Spells if Wanted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
*  Spells that say &amp;quot;combines with (blank)&amp;quot; can be combined. The area of effect spell must be cast, then the appropriate direct damage spell can be cast at the spell area (the area of effect of combinable spells is a usable target for the appropriate direct damage spell). Upon doing this, the original area of effect spell immediately ends, and the combined spell takes it&#039;s place in the same area. The resultant spells are listed at the bottom. &lt;br /&gt;
&lt;br /&gt;
== Spell targeting options ==&lt;br /&gt;
&lt;br /&gt;
*Single Target--Spell targets a single character, NPC, or monster.&lt;br /&gt;
*Caster Effect--Spell only effects the character that casted it.&lt;br /&gt;
*Passive--Spell only effects the character, is constant and never needs to be casted.&lt;br /&gt;
*Area of Effect--Spell targets an area of the ground.&lt;br /&gt;
*Tile Effect--Like area of effect, but only targets a single tile.&lt;br /&gt;
*Character-Centered Area of Effect--Spell targets the area surrounding the caster.&lt;br /&gt;
*Summon--Spell summons a creature to aid the caster.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
*Fire Bolt: Single Target. Does small amount of fire damage.&lt;br /&gt;
*Body Heat: Passive. Grants resistance to fire and water.&lt;br /&gt;
*Immolate: Single Target. Sets an enemy on fire, doing damage over time.&lt;br /&gt;
*Burning Rage: Single Target. Enhances a targetâ€™s Attack Power for a duration.&lt;br /&gt;
*Blazing Weapon: Single Target. Ignites a playerâ€™s weapon, changing its damage to the fire type for a duration.&lt;br /&gt;
*Fireblast: Single Target. Does more damage than Firebolt, and deals splash damage.&lt;br /&gt;
*Burning Heart: Caster Effect. Enhances casterâ€™s magic power for a duration.&lt;br /&gt;
*Embrace of Fire: Single Target. Changes the targetâ€™s property to fire.&lt;br /&gt;
*Magma Geyser: Tile Effect. Creates a pillar of fire on a square, doing fire damage.&lt;br /&gt;
*Sunstroke: Area of Effect. Super-heats an area, stunning monsters within.&lt;br /&gt;
*Ground Zero: Caster-Centered Area of Effect. The area around the caster becomes an inferno, damaging all enemies in the  effect.&lt;br /&gt;
*Requiem Blaze (combines with Temporal Disruption): Area of Effect. Causes monsters in the targeted area to erupt into  flames upon death, dealing fire damage equal to 1/3 their total HP (rounded down) to adjacent enemies.&lt;br /&gt;
*Epyriâ€™s Fury: Area of Effect. Creates an inferno in the target area, dealing massive fire damage to enemies within.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
*Ice Bolt: Single Target. Does a small amount of water damage.&lt;br /&gt;
*Heal: Single Target. Heals the target.&lt;br /&gt;
*Dilution: Passive. Gives resistance to poison and shortens poison duration.&lt;br /&gt;
*Become like Water: Single Target. Enhances a targetâ€™s Evasion for a duration.&lt;br /&gt;
*Gift of Genki: Single Target. Heals the target for a large amount, but uses some of the casterâ€™s health.&lt;br /&gt;
*Icy Weapon: Single Target. Freezes a playerâ€™s weapon, changing its damage to the water type for a duration.&lt;br /&gt;
*Freeze: Single Target. Encases the target in ice, doing some damage. Target cannot act until attacked or effect ends.&lt;br /&gt;
*Serene Heart: Caster Effect. Enhances casterâ€™s magic armor for a duration.&lt;br /&gt;
*Embrace of Water: Single Target. Changes the targetâ€™s property to water.&lt;br /&gt;
*Cleanse: Single Target. Remove negative status effects from the target.&lt;br /&gt;
*Riverâ€™s Flow: Caster-Centered Area of Effect. Enhances mana recovery rate of allies around caster. Caster is unaffected.&lt;br /&gt;
*Glacial Thaw (combines with Antimatter Shot): Area of Effect. All allies within the area regain health at a moderate pace.&lt;br /&gt;
*Mereneâ€™s Mercy: Single Target. Raises fallen ally with full health.&lt;br /&gt;
&lt;br /&gt;
== Earth ==&lt;br /&gt;
&lt;br /&gt;
*Rock Sling: Single Target. Does a small amount of earth damage.&lt;br /&gt;
*Stoic: Passive. Gives resistance to stun effects.&lt;br /&gt;
*Stone Skin: Single Target. Enhances the targetâ€™s armor for a duration.&lt;br /&gt;
*Granite Shield: Tile Effect. Creates a shield of stone in front of the player, absorbing physical damage.&lt;br /&gt;
*Crystalline Weapon: Single Target. Infuses a playerâ€™s weapon with mineral energy, changing its damage to the earth type  for a duration.&lt;br /&gt;
*Steady Heart: Caster Effect. Removes all slowing effects from caster and makes caster immune to slowing effects for a short time.&lt;br /&gt;
*Root: Single Target. Stone Encases the feet of the enemy, immobilizing it.&lt;br /&gt;
*Embrace of Earth: Single Target. Targetâ€™s property becomes earth property.&lt;br /&gt;
*Toxin: Single Target. Poisons a foe by chance.&lt;br /&gt;
*Mud: Area of Effect. Makes the ground in an area muddy, slowing the movement of enemies within.&lt;br /&gt;
*Quake: Caster-Cetered Area of Effect. Causes an earthquake under the caster, knocking enemies backwards as well as doing some damage.&lt;br /&gt;
*Solid Ground (combines with Shadow Strike): Area of Effect. Nullifies area of effect spells targeting target area.&lt;br /&gt;
*Geonâ€™s Resolve: Single Target. A target playerâ€™s armor and magic defense are greatly increased for a duration.&lt;br /&gt;
&lt;br /&gt;
== Air ==&lt;br /&gt;
&lt;br /&gt;
*Lightning Bolt: Single Target. Does a small amount of air damage.&lt;br /&gt;
*Swift: Passive. Speeds up the character, increasing chance to dodge.&lt;br /&gt;
*Gust: Single Target. Blows the enemy back.&lt;br /&gt;
*Zephyr Focus: Single Target. Enhances target playerâ€™s Accuracy for a duration.&lt;br /&gt;
*Electrified Weapon: Single Target. Charges a playerâ€™s weapon, changing its damage to air type for a duration.&lt;br /&gt;
*Capricious Heart: Caster Effect. Increases the casterâ€™s Reflex for a duration.&lt;br /&gt;
*Static: Caster-Centered Area of Effect. Does air damage to enemies surrounding caster. Embrace of Air: Single Target. Targetâ€™s property becomes air property.&lt;br /&gt;
*Steal Breath: Single Target. Causes silence by chance.&lt;br /&gt;
*Chain Lightning: Single Target. Air damage against multiple enemies.&lt;br /&gt;
*Thunderstorm: Area of Effect. Creates a lightning storm in the target area that does significant air damage to enemies.&lt;br /&gt;
*Entrapping Gale (combines with Photon Ray): Area of Effect. Nothing (allies or enemies) can leave the area for a duration. Anything can enter the area as normal.&lt;br /&gt;
*Izurialâ€™s Mischief: Caster Effect. Summons a tornado around the caster for a duration, causing heavy damage to any adjacent enemies. The caster is still capable of movement.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
&lt;br /&gt;
*Photon Ray: Single Target. Does a small amount of light damage.&lt;br /&gt;
*Aurora Beam: Single Target. Heals the target.&lt;br /&gt;
*Illumination: Passive. Caster gains resistance to blindness.&lt;br /&gt;
*Prismatic Ward: Single Target. Provides limited protection from all elements to target for a duration.&lt;br /&gt;
*Purify: Single Target. Cures negative status effects.&lt;br /&gt;
*Lucent Weapon: Single Target. Changes a player&#039;s weapon to deal light damage for a duration.&lt;br /&gt;
*Brilliant Flash: Single Target. Causes target to be blind by chance.&lt;br /&gt;
*Aurora Wave: Area of Effect. Heals allies in a target area.&lt;br /&gt;
*Embrace of Light: Single Target. Target&#039;s property becomes light property.&lt;br /&gt;
*Resurrect: Single Target. Returns target to life with 25% health.&lt;br /&gt;
*Righteous Heart: Caster Effect. Caster becomes immune to damage for a duration.&lt;br /&gt;
*Sacred Ground (combines with Lightning Bolt): Area of Effect. Everything inside the target area is immune to status effects.&lt;br /&gt;
*Lumine&#039;s Hope: Caster Effect. Caster becomes immune to status effects and damage to them is reduced 50% for a duration.&lt;br /&gt;
&lt;br /&gt;
== Dark ==&lt;br /&gt;
&lt;br /&gt;
*Shadow Strike: Single Target. Does a small amount of dark damage.&lt;br /&gt;
*Shadow&#039;s Whispers: Passive. Player gains resistance to silence.&lt;br /&gt;
*Depression: Single Target. Target deals less damage for a duration.&lt;br /&gt;
*Stolen Vitality: Single Target. Damages a target and restores a small amount of health to the caster.&lt;br /&gt;
*Lightless Weapon: Single Target. Changes a player&#039;s weapon to deal dark damage for a duration.&lt;br /&gt;
*Morbid Heart: Caster Effect. Any opponent touched by caster during a duration loses some defense skill for a duration.&lt;br /&gt;
*Hidden Wisdom: Single Target. Gain knowledge about target.  Accuracy by percentage.&lt;br /&gt;
&#039;&#039;Changed 9/15/05 from Grasping Shadow: Single Target. A shadow hand grabs the target, dealing moderate damage and causing paralysis by percentage. --Talaroc&#039;&#039;&lt;br /&gt;
*Embrace of Darkness: Single Target. Target&#039;s property becomes dark property.&lt;br /&gt;
*Form of the Shadows: Single Target. Target becomes ethereal, and can neither deal nor take physical damage for a duration, but takes spell damage normally. Can be cast on self.&lt;br /&gt;
*Clouded Mind: Single Target. Caster becomes invisible to target for a duration.&lt;br /&gt;
*Spite: Single Target. Caster loses a percentage of health to deal massive damage to target.&lt;br /&gt;
*Pitch Black (combines with Rock Sling): Area of Effect. Dark spells work better than normal on all enemies within target area.&lt;br /&gt;
*Tenebrae&#039;s Miasma: Summon. Summons spirits of the darkness to fight for you.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
*Temporal Disruption: Single Target. Deals a small amount of time damage.&lt;br /&gt;
*Slow: Single Target. Causes target&#039;s moving/attacking speed to decrease for a duration.&lt;br /&gt;
*Sands of the Hourglass: Passive. Player gains resistance to slow.&lt;br /&gt;
*Accelerate: Single Target. Causes target&#039;s moving/attacking speed to increase for a duration.&lt;br /&gt;
*Temporal Weapon: Single Target. Changes a player&#039;s weapon to deal time damage for a duration.&lt;br /&gt;
*Theft of Time: Single Target. &amp;quot;Ages&amp;quot; the target, causing stat reductions for a duration.&lt;br /&gt;
*Ticks of a Second: Single Target. Every time target ally attacks during a duration, they also perform a second fast attack immediately thereafter.&lt;br /&gt;
*Embrace of Time: Single Target. Target&#039;s property becomes time property.&lt;br /&gt;
*Wrinkle in Time: Summon. Summons a perfect duplicate of target that engages the target for a duration. Does not work on bosses.&lt;br /&gt;
*Time Sink: Area of Effect. Causes all enemies in an area to receive slow status effect by a percentage.&lt;br /&gt;
*Temporal Armor: Caster Effect. Causes the next three hits taken by the caster to be immediately undone, and stuns the attacker for a short duration.&lt;br /&gt;
*Temporal Shifting (combines with Fire Bolt): Area of Effect. Enemies within the target area have lower resistance to time spell effects.&lt;br /&gt;
*Chronos&#039;s Mirth: Caster-Centered Area of Effect. All damage dealt to player or allies within an area is reflected back to the attacker, and caster gains the double hit from Ticks of a Second for a duration.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
&lt;br /&gt;
*Antimatter Shot: Single Target. Deals a small amount of space damage.&lt;br /&gt;
*Molecular stability: Passive. Grants caster resistance to time and space effects.&lt;br /&gt;
*Dimensional Warp: Summon. Summons an extra-dimensional being to fight for you.&lt;br /&gt;
*Teleport: Caster Effect. Teleports caster to selected square.&lt;br /&gt;
*Void Weapon: Single Target. Changes a player&#039;s weapon to deal space damage for a duration.&lt;br /&gt;
*Chaotic Void: Single Target. Attempts to inflict a random status effect.&lt;br /&gt;
*Wormhole: Single Target. Teleports the target a very short distance; if the target is a monster, one item or piece of equipment in their inventory is consumed. If the target is a player, one equipped item is unequipped.&lt;br /&gt;
*Embrace of Space: Single Target. Target&#039;s property becomes space property.&lt;br /&gt;
*Singularity charge: Single target. Does heavy damage to target enemy.&lt;br /&gt;
*Void Dance: Caster-Centered Area of Effect. Emits five orbs of nothingness from random directions from caster, each doing heavy damage.&lt;br /&gt;
*Pulsar: Single target. Does damage and bounces a la chain lightning&lt;br /&gt;
*Black Hole (combines with Ice Bolt): Area of effect. Does damage to all enemies in target area.&lt;br /&gt;
*Teless&#039; Eclipse: Caster effect. Warps caster to alternate dimension where they can move around with impunity, invisible to others.&lt;br /&gt;
&lt;br /&gt;
== Life/Mana ==&lt;br /&gt;
&lt;br /&gt;
*Gate: Character Effect. Teleports the character to their estate.&lt;br /&gt;
*Portal: Tile Effect. Creates a portal to a chosen friendly town. The character must have previously been in the chosen town. Closes after five uses.&lt;br /&gt;
*Living Armor: Character Effect. The character&#039;s maximum life is increased for a duration.&lt;br /&gt;
*Essence of the Hero: Single Target. Target ally gains a small boost to stats and becomes able to receive the Mana Weapon spell effect.&lt;br /&gt;
*Mana Weapon: Single Target. Target ally&#039;s weapon&#039;s base damage is doubled, and it ignores enemy armor and resistances. Only targets under the effect of Essence of the Hero are effected by this spell. (requires reagents)&lt;br /&gt;
&lt;br /&gt;
== Combined spells (all are area of effect) ==&lt;br /&gt;
&lt;br /&gt;
*Requiem Blaze + Temporal Disruption --&amp;gt; Clinging Magma: Attempts to cast slow on all opponents within the area, and casts immolate on the area continually for a duration.&lt;br /&gt;
*Glacial Thaw + Antimatter Shot --&amp;gt; Starlight Rain: Fully restores health and mana of all allies within the area. Does not effect the caster of Glacial Thaw.&lt;br /&gt;
*Solid Ground + Shadow Strike --&amp;gt; Blighted Land: No spells of any kind can be cast from within the target area.&lt;br /&gt;
*Entrapping Gale + Photon Ray --&amp;gt; Brilliant Vortex: Forces all enemies in the area out, attempting to blind them whenever they are forced out.&lt;br /&gt;
*Sacred Ground + Lightning Bolt --&amp;gt; Consecrated Ground: Deals unbelievable damage to any undead in the area.&lt;br /&gt;
*Pitch Black + Rock Sling --&amp;gt; Obsidian Grasp: Attempts to paralyze all opponents in the area, and drains their mana over time.&lt;br /&gt;
*Temporal Shifting + Fire Bolt --&amp;gt; Blazing Drive: All allies in the area gain the double strike from Ticks of a Second, and  some fire damage is added to their attacks.&lt;br /&gt;
*Black Hole + Ice bolt --&amp;gt; Frozen Vacuum: Casts freeze on all opponents in the area as well as dealing significant damage.&lt;br /&gt;
&lt;br /&gt;
== Cblade Spells if Wanted ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- Necromancy Spirit 	| Grevil &lt;br /&gt;
   + Leech Life&lt;br /&gt;
     Passive: The caster regains 3% of all damage dealt.&lt;br /&gt;
&lt;br /&gt;
   + Unholy Aura&lt;br /&gt;
     Single: The Target deals +5 damage with every blow.&lt;br /&gt;
&lt;br /&gt;
   + Raise Skeletons&lt;br /&gt;
     AOE: The Caster can raise a small mound of corspes as skeletons,&lt;br /&gt;
     however the skeletons must be somewhat humanoid.&lt;br /&gt;
&lt;br /&gt;
   + Nocturnal Nights&lt;br /&gt;
     Passive: The caster regains 2 HP / Sec while in moon light.&lt;br /&gt;
&lt;br /&gt;
   + Unholy Blast&lt;br /&gt;
     AOE: Everything (Including the Caster if effected) takes an&lt;br /&gt;
     ongoing peanlty to strength.&lt;br /&gt;
&lt;br /&gt;
   + Raise Dead&lt;br /&gt;
     Single Target: The corspe gets raised to 1 hit point. after which&lt;br /&gt;
     they are given 10 seconds of invulnerability time.&lt;br /&gt;
   &lt;br /&gt;
   + Swarms of the Dead&lt;br /&gt;
     Summoning: This spells summons a random number (1-6) of &lt;br /&gt;
     weak undead minions to aide the caster.&lt;br /&gt;
&lt;br /&gt;
   + Ressurection&lt;br /&gt;
     Single Target: As Raise Dead, but gives the raised person full&lt;br /&gt;
     life.&lt;br /&gt;
&lt;br /&gt;
   + Shadows of the Damned&lt;br /&gt;
     AOE: It starts hailing black fire meteors in the area, each&lt;br /&gt;
     meteor not only does massive damage, but with every hit there&lt;br /&gt;
     is a 10% chance that the creature(s) will instantly be turned&lt;br /&gt;
     to loyal undead subjects for 3 minutes, after which they die.&lt;br /&gt;
     Players are not immune to this but will have to respawn after&lt;br /&gt;
     they die with the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Telekenesis Spirit 	| Kaei &lt;br /&gt;
&lt;br /&gt;
   + Focus Mind&lt;br /&gt;
     Single Target: Durring the spell the target regains 3 Mp / Sec &lt;br /&gt;
     for 30 seconds&lt;br /&gt;
   &lt;br /&gt;
   + Focus Body&lt;br /&gt;
     Single Target: Durring the spell the target regains 3 Hp / Sec&lt;br /&gt;
     for 30 seconds&lt;br /&gt;
&lt;br /&gt;
   + Focus Soul&lt;br /&gt;
     Single Target: Durring the spell the target gains 1.25x experience&lt;br /&gt;
     gains.&lt;br /&gt;
&lt;br /&gt;
   + Telekenesis Blade&lt;br /&gt;
     Single Target: The caster throws a energy like blade at the target&lt;br /&gt;
     that deals 1/2 damage in Hp and 1/2 damage in Mp.&lt;br /&gt;
&lt;br /&gt;
   + Psychic Minds&lt;br /&gt;
     Passive: Gain effects similar to a radar that lets you know within &lt;br /&gt;
     1600pxl radius where enemies and players are exactly. This &#039;Radar&#039;&lt;br /&gt;
     lasts for two minutes.&lt;br /&gt;
&lt;br /&gt;
   + Skate&lt;br /&gt;
     Single Target: Increases the movement rate of the target by 50%.&lt;br /&gt;
&lt;br /&gt;
   + Synthisize&lt;br /&gt;
     AOE: random objects appear within the Area of Effect. These objects &lt;br /&gt;
     do not harm nor hinder, but they can be picked up.&lt;br /&gt;
&lt;br /&gt;
   + Psionic Retort&lt;br /&gt;
     Passive: Whenever the caster takes damage, that damage is reduced&lt;br /&gt;
     by one half, and the attacking creature takes 1.5x damage that&lt;br /&gt;
     would have been dealt.&lt;br /&gt;
&lt;br /&gt;
   + Psionic Blast&lt;br /&gt;
     Caster Effect - AOE BLAST: Upon casting the psionic blast will&lt;br /&gt;
     send everything within 175 pixels of them flying 3500 pixels.&lt;br /&gt;
     the blast deals only moderate damage initially, but deals the&lt;br /&gt;
     damage twice, once for the initial blast, then again once they&lt;br /&gt;
     land from the flying part of the blast. Should they collide with&lt;br /&gt;
     another creature, building, etc, both the person colliding and&lt;br /&gt;
     the other object will take additional damage as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Nature Spirit 	| Gaia &lt;br /&gt;
&lt;br /&gt;
   + Moonlights&lt;br /&gt;
     Passive: Moonlights simply light up a 100pxl area around the caster&lt;br /&gt;
     for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
   + Seeds of Sol&lt;br /&gt;
     Single Target: Seeds of sol put into the target&#039;s inventory 5 sol&lt;br /&gt;
     fruits, each fruit recovers 15 hp. The fruits however go away after&lt;br /&gt;
     three in game days have passed.&lt;br /&gt;
&lt;br /&gt;
   + Zap&lt;br /&gt;
     Single Target + AOE: Zap deals a limited amount of electric damage to&lt;br /&gt;
     a single target, and then deals splash damage of 1/2 damage dealt to&lt;br /&gt;
     everything that is within 50 pxl of the target.&lt;br /&gt;
&lt;br /&gt;
   + Entangle &lt;br /&gt;
     AOE: Vines come up out of the ground, hindering the movement of all&lt;br /&gt;
     who enter the area.&lt;br /&gt;
&lt;br /&gt;
   + Frostbite&lt;br /&gt;
     Single Target + AOE: Frostbite deals a moderate amount of cold &lt;br /&gt;
     damage to a single target, in addition those within 100pxl of&lt;br /&gt;
     the spell take 1/3 splash damage.&lt;br /&gt;
&lt;br /&gt;
   + Firebite&lt;br /&gt;
     AS FROSTBITE, but Fire damage instead.&lt;br /&gt;
&lt;br /&gt;
   + Trinity&lt;br /&gt;
     AOE: Everythin within the area takes a moderate amount of fire, forst&lt;br /&gt;
     and electric damage.&lt;br /&gt;
&lt;br /&gt;
   + Zone of Dispelling&lt;br /&gt;
     AOE: Everything within the area can no longer cast spells or use magic.&lt;br /&gt;
&lt;br /&gt;
   + Zone of Befalling&lt;br /&gt;
     AOE: Everything within the area can cast spells, but instead drains&lt;br /&gt;
     double the casting cost of hit points and double the casting cost in&lt;br /&gt;
     mana points for all magic used in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Healing Spirit 	| Seao &lt;br /&gt;
&lt;br /&gt;
   + Requiem of Healing&lt;br /&gt;
     Passive: The caster heals 2 Hp / Sec for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Blessed Breath&lt;br /&gt;
     Single Target: The target&#039;s weapon no longer harms enemies, but heals&lt;br /&gt;
     players instead, the weapon&#039;s damage is inversed, except when fighting&lt;br /&gt;
     against the undead, at which point it deals double damage.&lt;br /&gt;
&lt;br /&gt;
   + Ball of Being&lt;br /&gt;
     Single Target: As Requiem of Healing but heals one target for 15 secs.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Womb&lt;br /&gt;
     Single Target: Seao&#039;s womb immobilizes a single target, but they regain&lt;br /&gt;
     5 hp and 5 mp / sec for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Shine&lt;br /&gt;
     Single Target: Seao&#039;s Shine reduces the amount of damage taken by 10%,&lt;br /&gt;
     this effect lasts for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Will&lt;br /&gt;
     As Seao&#039;s Womb, but the target is not immoblizied, but the healing is&lt;br /&gt;
     reduced to 3 hp / 3 mp.&lt;br /&gt;
&lt;br /&gt;
   + Saint&#039;s Grace&lt;br /&gt;
     AOE Limited: The members of the player&#039;s party gains the effect&lt;br /&gt;
     of Seao&#039;s Shine and Seao&#039;s Will.&lt;br /&gt;
&lt;br /&gt;
   + Redeeming Spirits&lt;br /&gt;
     Single Target: As Seao&#039;s Shine but the amount of damage taken is futher&lt;br /&gt;
     reduced by 20% (30% total) and the effect lasts for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
   + Saeo&#039;s Vortex&lt;br /&gt;
     AOE - Limited: All party members in the vortex regain the following:&lt;br /&gt;
     +6 hp / sec, +6 mp / sec&lt;br /&gt;
     in addition all party members gain the effects of Seao&#039;s Shine.&lt;br /&gt;
     The effects lasts for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
-- Leeching Spirit 	| Evernorth &lt;br /&gt;
&lt;br /&gt;
   + Syphon Life &lt;br /&gt;
     Single Target: The target takes mild HP damage, the caster regains 1/4&lt;br /&gt;
     of the total damage.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Mana&lt;br /&gt;
     As Syphon Life, but Mp Damage and healing instead.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Soul&lt;br /&gt;
     As Syphon Life and Mana, but the target takes little of both damages.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Power&lt;br /&gt;
     Single Target: This spell taps into the mystic universe and copies a&lt;br /&gt;
     spell that the player recently used, once copied, the player may use&lt;br /&gt;
     that spell at 1.5x mana cost for upto 1 in game day. As long as they&lt;br /&gt;
     have the copied power however, they cannot use Syphon Power until they&lt;br /&gt;
     dismiss the copied power, or the power has been vanquished by time.&lt;br /&gt;
&lt;br /&gt;
   + Share Pain&lt;br /&gt;
     Single Target - Party Only: This spell taps you into the psychical &lt;br /&gt;
     prowess the the human body allowing half of the damage you take to &lt;br /&gt;
     to be passed onto another.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
   + Drain Soul&lt;br /&gt;
     Single Target: As Syphon Soul however the damage is mild to both&lt;br /&gt;
     MP and HP and the caster regains 1/2 damage dealt.&lt;br /&gt;
&lt;br /&gt;
   + Share Power&lt;br /&gt;
     Single Target - Party Only: The target of this spell looses all of their&lt;br /&gt;
     mana and you loose all of yours, all this mana goes into a shared mana&lt;br /&gt;
     battery, from which you both share spells and mana, once however the&lt;br /&gt;
     spell has ended, the battery is severed, and you both regain 1/2 of the&lt;br /&gt;
     mana still in the battery. The battery will sever its self in 10 minutes.&lt;br /&gt;
&lt;br /&gt;
   + Drain Souls&lt;br /&gt;
     AOE: as Drain Soul but hurts all charicters and creatures in the&lt;br /&gt;
     target area.&lt;br /&gt;
&lt;br /&gt;
   + Black Void&lt;br /&gt;
     AOE: as Drain Souls however, the damage is moderate to both MP and HP, and&lt;br /&gt;
     the caster regains all HP and MP damage dealt this way.&lt;br /&gt;
&lt;br /&gt;
-- Anti-Magic Spirit 	| Aen &lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Barrier&lt;br /&gt;
     Single Target: The target takes a reduced amount of damage from spells&lt;br /&gt;
     by 10%, this effect lasts for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Shield&lt;br /&gt;
     Passive: The Caster takes a reduced amount of damage from spells by 15%&lt;br /&gt;
     this effect lasts for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Armor&lt;br /&gt;
     Passive: The Magic Armor increases for 1 minute the casters magical&lt;br /&gt;
     defence ability by 10%&lt;br /&gt;
&lt;br /&gt;
   + Halt Magic&lt;br /&gt;
     Single Target: This spell will discharge one magical effect on a&lt;br /&gt;
     target for 3 minutes, if the effect continues after that time or&lt;br /&gt;
     is put back into place, the effect resumes as normal.&lt;br /&gt;
&lt;br /&gt;
   + Fizzle Magic&lt;br /&gt;
     Single Target: This spells creates a backlash of energy focused on&lt;br /&gt;
     a single target, if the target is casting a spell at the time, the&lt;br /&gt;
     backlash hurts the player for 2x damage (MP COST) and disrupts &lt;br /&gt;
     the spell. If the target finishes the spell or is not casting a &lt;br /&gt;
     spell however, the spell will have no effect.&lt;br /&gt;
&lt;br /&gt;
   + Mirror Guard&lt;br /&gt;
     Single Target: This spell creates a magical armor that will bounce a&lt;br /&gt;
     spell with a certain probability back to the caster.&lt;br /&gt;
     Tier 1 Spells: 50%&lt;br /&gt;
     Tier 2 Spells: 25%&lt;br /&gt;
     Tier 3 Spells: 5%&lt;br /&gt;
&lt;br /&gt;
   + Explode Magic&lt;br /&gt;
     As Fizzle Magic, however the damage is 3x the amount of the spells&lt;br /&gt;
     casting cost in HP damage and in MP damage as well.&lt;br /&gt;
&lt;br /&gt;
   + Nexus Mirrors&lt;br /&gt;
     AOE - PARTY: As mirror guard but effects everyone in your party that is&lt;br /&gt;
     in range of the spell.&lt;br /&gt;
&lt;br /&gt;
   + Beholder Void&lt;br /&gt;
     AOE: Everytime someone other than the caster casts a spell in the area,&lt;br /&gt;
     they take 5x the casting cost in HP and MP damage, in addition their&lt;br /&gt;
     spells fail with a certain probability.&lt;br /&gt;
     Tier 1:  20%&lt;br /&gt;
     Tier 2:  15%&lt;br /&gt;
     Tier 3:  10%   &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_master_list&amp;diff=5453</id>
		<title>Archive:Magic master list</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_master_list&amp;diff=5453"/>
		<updated>2006-11-24T18:11:49Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Additional Spells 1 Purposal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
*  Spells that say &amp;quot;combines with (blank)&amp;quot; can be combined. The area of effect spell must be cast, then the appropriate direct damage spell can be cast at the spell area (the area of effect of combinable spells is a usable target for the appropriate direct damage spell). Upon doing this, the original area of effect spell immediately ends, and the combined spell takes it&#039;s place in the same area. The resultant spells are listed at the bottom. &lt;br /&gt;
&lt;br /&gt;
== Spell targeting options ==&lt;br /&gt;
&lt;br /&gt;
*Single Target--Spell targets a single character, NPC, or monster.&lt;br /&gt;
*Caster Effect--Spell only effects the character that casted it.&lt;br /&gt;
*Passive--Spell only effects the character, is constant and never needs to be casted.&lt;br /&gt;
*Area of Effect--Spell targets an area of the ground.&lt;br /&gt;
*Tile Effect--Like area of effect, but only targets a single tile.&lt;br /&gt;
*Character-Centered Area of Effect--Spell targets the area surrounding the caster.&lt;br /&gt;
*Summon--Spell summons a creature to aid the caster.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
*Fire Bolt: Single Target. Does small amount of fire damage.&lt;br /&gt;
*Body Heat: Passive. Grants resistance to fire and water.&lt;br /&gt;
*Immolate: Single Target. Sets an enemy on fire, doing damage over time.&lt;br /&gt;
*Burning Rage: Single Target. Enhances a targetâ€™s Attack Power for a duration.&lt;br /&gt;
*Blazing Weapon: Single Target. Ignites a playerâ€™s weapon, changing its damage to the fire type for a duration.&lt;br /&gt;
*Fireblast: Single Target. Does more damage than Firebolt, and deals splash damage.&lt;br /&gt;
*Burning Heart: Caster Effect. Enhances casterâ€™s magic power for a duration.&lt;br /&gt;
*Embrace of Fire: Single Target. Changes the targetâ€™s property to fire.&lt;br /&gt;
*Magma Geyser: Tile Effect. Creates a pillar of fire on a square, doing fire damage.&lt;br /&gt;
*Sunstroke: Area of Effect. Super-heats an area, stunning monsters within.&lt;br /&gt;
*Ground Zero: Caster-Centered Area of Effect. The area around the caster becomes an inferno, damaging all enemies in the  effect.&lt;br /&gt;
*Requiem Blaze (combines with Temporal Disruption): Area of Effect. Causes monsters in the targeted area to erupt into  flames upon death, dealing fire damage equal to 1/3 their total HP (rounded down) to adjacent enemies.&lt;br /&gt;
*Epyriâ€™s Fury: Area of Effect. Creates an inferno in the target area, dealing massive fire damage to enemies within.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
*Ice Bolt: Single Target. Does a small amount of water damage.&lt;br /&gt;
*Heal: Single Target. Heals the target.&lt;br /&gt;
*Dilution: Passive. Gives resistance to poison and shortens poison duration.&lt;br /&gt;
*Become like Water: Single Target. Enhances a targetâ€™s Evasion for a duration.&lt;br /&gt;
*Gift of Genki: Single Target. Heals the target for a large amount, but uses some of the casterâ€™s health.&lt;br /&gt;
*Icy Weapon: Single Target. Freezes a playerâ€™s weapon, changing its damage to the water type for a duration.&lt;br /&gt;
*Freeze: Single Target. Encases the target in ice, doing some damage. Target cannot act until attacked or effect ends.&lt;br /&gt;
*Serene Heart: Caster Effect. Enhances casterâ€™s magic armor for a duration.&lt;br /&gt;
*Embrace of Water: Single Target. Changes the targetâ€™s property to water.&lt;br /&gt;
*Cleanse: Single Target. Remove negative status effects from the target.&lt;br /&gt;
*Riverâ€™s Flow: Caster-Centered Area of Effect. Enhances mana recovery rate of allies around caster. Caster is unaffected.&lt;br /&gt;
*Glacial Thaw (combines with Antimatter Shot): Area of Effect. All allies within the area regain health at a moderate pace.&lt;br /&gt;
*Mereneâ€™s Mercy: Single Target. Raises fallen ally with full health.&lt;br /&gt;
&lt;br /&gt;
== Earth ==&lt;br /&gt;
&lt;br /&gt;
*Rock Sling: Single Target. Does a small amount of earth damage.&lt;br /&gt;
*Stoic: Passive. Gives resistance to stun effects.&lt;br /&gt;
*Stone Skin: Single Target. Enhances the targetâ€™s armor for a duration.&lt;br /&gt;
*Granite Shield: Tile Effect. Creates a shield of stone in front of the player, absorbing physical damage.&lt;br /&gt;
*Crystalline Weapon: Single Target. Infuses a playerâ€™s weapon with mineral energy, changing its damage to the earth type  for a duration.&lt;br /&gt;
*Steady Heart: Caster Effect. Removes all slowing effects from caster and makes caster immune to slowing effects for a short time.&lt;br /&gt;
*Root: Single Target. Stone Encases the feet of the enemy, immobilizing it.&lt;br /&gt;
*Embrace of Earth: Single Target. Targetâ€™s property becomes earth property.&lt;br /&gt;
*Toxin: Single Target. Poisons a foe by chance.&lt;br /&gt;
*Mud: Area of Effect. Makes the ground in an area muddy, slowing the movement of enemies within.&lt;br /&gt;
*Quake: Caster-Cetered Area of Effect. Causes an earthquake under the caster, knocking enemies backwards as well as doing some damage.&lt;br /&gt;
*Solid Ground (combines with Shadow Strike): Area of Effect. Nullifies area of effect spells targeting target area.&lt;br /&gt;
*Geonâ€™s Resolve: Single Target. A target playerâ€™s armor and magic defense are greatly increased for a duration.&lt;br /&gt;
&lt;br /&gt;
== Air ==&lt;br /&gt;
&lt;br /&gt;
*Lightning Bolt: Single Target. Does a small amount of air damage.&lt;br /&gt;
*Swift: Passive. Speeds up the character, increasing chance to dodge.&lt;br /&gt;
*Gust: Single Target. Blows the enemy back.&lt;br /&gt;
*Zephyr Focus: Single Target. Enhances target playerâ€™s Accuracy for a duration.&lt;br /&gt;
*Electrified Weapon: Single Target. Charges a playerâ€™s weapon, changing its damage to air type for a duration.&lt;br /&gt;
*Capricious Heart: Caster Effect. Increases the casterâ€™s Reflex for a duration.&lt;br /&gt;
*Static: Caster-Centered Area of Effect. Does air damage to enemies surrounding caster. Embrace of Air: Single Target. Targetâ€™s property becomes air property.&lt;br /&gt;
*Steal Breath: Single Target. Causes silence by chance.&lt;br /&gt;
*Chain Lightning: Single Target. Air damage against multiple enemies.&lt;br /&gt;
*Thunderstorm: Area of Effect. Creates a lightning storm in the target area that does significant air damage to enemies.&lt;br /&gt;
*Entrapping Gale (combines with Photon Ray): Area of Effect. Nothing (allies or enemies) can leave the area for a duration. Anything can enter the area as normal.&lt;br /&gt;
*Izurialâ€™s Mischief: Caster Effect. Summons a tornado around the caster for a duration, causing heavy damage to any adjacent enemies. The caster is still capable of movement.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
&lt;br /&gt;
*Photon Ray: Single Target. Does a small amount of light damage.&lt;br /&gt;
*Aurora Beam: Single Target. Heals the target.&lt;br /&gt;
*Illumination: Passive. Caster gains resistance to blindness.&lt;br /&gt;
*Prismatic Ward: Single Target. Provides limited protection from all elements to target for a duration.&lt;br /&gt;
*Purify: Single Target. Cures negative status effects.&lt;br /&gt;
*Lucent Weapon: Single Target. Changes a player&#039;s weapon to deal light damage for a duration.&lt;br /&gt;
*Brilliant Flash: Single Target. Causes target to be blind by chance.&lt;br /&gt;
*Aurora Wave: Area of Effect. Heals allies in a target area.&lt;br /&gt;
*Embrace of Light: Single Target. Target&#039;s property becomes light property.&lt;br /&gt;
*Resurrect: Single Target. Returns target to life with 25% health.&lt;br /&gt;
*Righteous Heart: Caster Effect. Caster becomes immune to damage for a duration.&lt;br /&gt;
*Sacred Ground (combines with Lightning Bolt): Area of Effect. Everything inside the target area is immune to status effects.&lt;br /&gt;
*Lumine&#039;s Hope: Caster Effect. Caster becomes immune to status effects and damage to them is reduced 50% for a duration.&lt;br /&gt;
&lt;br /&gt;
== Dark ==&lt;br /&gt;
&lt;br /&gt;
*Shadow Strike: Single Target. Does a small amount of dark damage.&lt;br /&gt;
*Shadow&#039;s Whispers: Passive. Player gains resistance to silence.&lt;br /&gt;
*Depression: Single Target. Target deals less damage for a duration.&lt;br /&gt;
*Stolen Vitality: Single Target. Damages a target and restores a small amount of health to the caster.&lt;br /&gt;
*Lightless Weapon: Single Target. Changes a player&#039;s weapon to deal dark damage for a duration.&lt;br /&gt;
*Morbid Heart: Caster Effect. Any opponent touched by caster during a duration loses some defense skill for a duration.&lt;br /&gt;
*Hidden Wisdom: Single Target. Gain knowledge about target.  Accuracy by percentage.&lt;br /&gt;
&#039;&#039;Changed 9/15/05 from Grasping Shadow: Single Target. A shadow hand grabs the target, dealing moderate damage and causing paralysis by percentage. --Talaroc&#039;&#039;&lt;br /&gt;
*Embrace of Darkness: Single Target. Target&#039;s property becomes dark property.&lt;br /&gt;
*Form of the Shadows: Single Target. Target becomes ethereal, and can neither deal nor take physical damage for a duration, but takes spell damage normally. Can be cast on self.&lt;br /&gt;
*Clouded Mind: Single Target. Caster becomes invisible to target for a duration.&lt;br /&gt;
*Spite: Single Target. Caster loses a percentage of health to deal massive damage to target.&lt;br /&gt;
*Pitch Black (combines with Rock Sling): Area of Effect. Dark spells work better than normal on all enemies within target area.&lt;br /&gt;
*Tenebrae&#039;s Miasma: Summon. Summons spirits of the darkness to fight for you.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
*Temporal Disruption: Single Target. Deals a small amount of time damage.&lt;br /&gt;
*Slow: Single Target. Causes target&#039;s moving/attacking speed to decrease for a duration.&lt;br /&gt;
*Sands of the Hourglass: Passive. Player gains resistance to slow.&lt;br /&gt;
*Accelerate: Single Target. Causes target&#039;s moving/attacking speed to increase for a duration.&lt;br /&gt;
*Temporal Weapon: Single Target. Changes a player&#039;s weapon to deal time damage for a duration.&lt;br /&gt;
*Theft of Time: Single Target. &amp;quot;Ages&amp;quot; the target, causing stat reductions for a duration.&lt;br /&gt;
*Ticks of a Second: Single Target. Every time target ally attacks during a duration, they also perform a second fast attack immediately thereafter.&lt;br /&gt;
*Embrace of Time: Single Target. Target&#039;s property becomes time property.&lt;br /&gt;
*Wrinkle in Time: Summon. Summons a perfect duplicate of target that engages the target for a duration. Does not work on bosses.&lt;br /&gt;
*Time Sink: Area of Effect. Causes all enemies in an area to receive slow status effect by a percentage.&lt;br /&gt;
*Temporal Armor: Caster Effect. Causes the next three hits taken by the caster to be immediately undone, and stuns the attacker for a short duration.&lt;br /&gt;
*Temporal Shifting (combines with Fire Bolt): Area of Effect. Enemies within the target area have lower resistance to time spell effects.&lt;br /&gt;
*Chronos&#039;s Mirth: Caster-Centered Area of Effect. All damage dealt to player or allies within an area is reflected back to the attacker, and caster gains the double hit from Ticks of a Second for a duration.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
&lt;br /&gt;
*Antimatter Shot: Single Target. Deals a small amount of space damage.&lt;br /&gt;
*Molecular stability: Passive. Grants caster resistance to time and space effects.&lt;br /&gt;
*Dimensional Warp: Summon. Summons an extra-dimensional being to fight for you.&lt;br /&gt;
*Teleport: Caster Effect. Teleports caster to selected square.&lt;br /&gt;
*Void Weapon: Single Target. Changes a player&#039;s weapon to deal space damage for a duration.&lt;br /&gt;
*Chaotic Void: Single Target. Attempts to inflict a random status effect.&lt;br /&gt;
*Wormhole: Single Target. Teleports the target a very short distance; if the target is a monster, one item or piece of equipment in their inventory is consumed. If the target is a player, one equipped item is unequipped.&lt;br /&gt;
*Embrace of Space: Single Target. Target&#039;s property becomes space property.&lt;br /&gt;
*Singularity charge: Single target. Does heavy damage to target enemy.&lt;br /&gt;
*Void Dance: Caster-Centered Area of Effect. Emits five orbs of nothingness from random directions from caster, each doing heavy damage.&lt;br /&gt;
*Pulsar: Single target. Does damage and bounces a la chain lightning&lt;br /&gt;
*Black Hole (combines with Ice Bolt): Area of effect. Does damage to all enemies in target area.&lt;br /&gt;
*Teless&#039; Eclipse: Caster effect. Warps caster to alternate dimension where they can move around with impunity, invisible to others.&lt;br /&gt;
&lt;br /&gt;
== Life/Mana ==&lt;br /&gt;
&lt;br /&gt;
*Gate: Character Effect. Teleports the character to their estate.&lt;br /&gt;
*Portal: Tile Effect. Creates a portal to a chosen friendly town. The character must have previously been in the chosen town. Closes after five uses.&lt;br /&gt;
*Living Armor: Character Effect. The character&#039;s maximum life is increased for a duration.&lt;br /&gt;
*Essence of the Hero: Single Target. Target ally gains a small boost to stats and becomes able to receive the Mana Weapon spell effect.&lt;br /&gt;
*Mana Weapon: Single Target. Target ally&#039;s weapon&#039;s base damage is doubled, and it ignores enemy armor and resistances. Only targets under the effect of Essence of the Hero are effected by this spell. (requires reagents)&lt;br /&gt;
&lt;br /&gt;
== Combined spells (all are area of effect) ==&lt;br /&gt;
&lt;br /&gt;
*Requiem Blaze + Temporal Disruption --&amp;gt; Clinging Magma: Attempts to cast slow on all opponents within the area, and casts immolate on the area continually for a duration.&lt;br /&gt;
*Glacial Thaw + Antimatter Shot --&amp;gt; Starlight Rain: Fully restores health and mana of all allies within the area. Does not effect the caster of Glacial Thaw.&lt;br /&gt;
*Solid Ground + Shadow Strike --&amp;gt; Blighted Land: No spells of any kind can be cast from within the target area.&lt;br /&gt;
*Entrapping Gale + Photon Ray --&amp;gt; Brilliant Vortex: Forces all enemies in the area out, attempting to blind them whenever they are forced out.&lt;br /&gt;
*Sacred Ground + Lightning Bolt --&amp;gt; Consecrated Ground: Deals unbelievable damage to any undead in the area.&lt;br /&gt;
*Pitch Black + Rock Sling --&amp;gt; Obsidian Grasp: Attempts to paralyze all opponents in the area, and drains their mana over time.&lt;br /&gt;
*Temporal Shifting + Fire Bolt --&amp;gt; Blazing Drive: All allies in the area gain the double strike from Ticks of a Second, and  some fire damage is added to their attacks.&lt;br /&gt;
*Black Hole + Ice bolt --&amp;gt; Frozen Vacuum: Casts freeze on all opponents in the area as well as dealing significant damage.&lt;br /&gt;
&lt;br /&gt;
== Cblade Spells if Wanted ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- Necromancy Spirit 	| Grevil &lt;br /&gt;
   + Leech Life&lt;br /&gt;
     Passive: The caster regains 3% of all damage dealt.&lt;br /&gt;
&lt;br /&gt;
   + Unholy Aura&lt;br /&gt;
     Single: The Target deals +5 damage with every blow.&lt;br /&gt;
&lt;br /&gt;
   + Raise Skeletons&lt;br /&gt;
     AOE: The Caster can raise a small mound of corspes as skeletons,&lt;br /&gt;
     however the skeletons must be somewhat humanoid.&lt;br /&gt;
&lt;br /&gt;
   + Nocturnal Nights&lt;br /&gt;
     Passive: The caster regains 2 HP / Sec while in moon light.&lt;br /&gt;
&lt;br /&gt;
   + Unholy Blast&lt;br /&gt;
     AOE: Everything (Including the Caster if effected) takes an&lt;br /&gt;
     ongoing peanlty to strength.&lt;br /&gt;
&lt;br /&gt;
   + Raise Dead&lt;br /&gt;
     Single Target: The corspe gets raised to 1 hit point. after which&lt;br /&gt;
     they are given 10 seconds of invulnerability time.&lt;br /&gt;
   &lt;br /&gt;
   + Swarms of the Dead&lt;br /&gt;
     Summoning: This spells summons a random number (1-6) of &lt;br /&gt;
     weak undead minions to aide the caster.&lt;br /&gt;
&lt;br /&gt;
   + Ressurection&lt;br /&gt;
     Single Target: As Raise Dead, but gives the raised person full&lt;br /&gt;
     life.&lt;br /&gt;
&lt;br /&gt;
   + Shadows of the Damned&lt;br /&gt;
     AOE: It starts hailing black fire meteors in the area, each&lt;br /&gt;
     meteor not only does massive damage, but with every hit there&lt;br /&gt;
     is a 10% chance that the creature(s) will instantly be turned&lt;br /&gt;
     to loyal undead subjects for 3 minutes, after which they die.&lt;br /&gt;
     Players are not immune to this but will have to respawn after&lt;br /&gt;
     they die with the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Telekenesis Spirit 	| Kaei &lt;br /&gt;
&lt;br /&gt;
   + Focus Mind&lt;br /&gt;
     Single Target: Durring the spell the target regains 3 Mp / Sec &lt;br /&gt;
     for 30 seconds&lt;br /&gt;
   &lt;br /&gt;
   + Focus Body&lt;br /&gt;
     Single Target: Durring the spell the target regains 3 Hp / Sec&lt;br /&gt;
     for 30 seconds&lt;br /&gt;
&lt;br /&gt;
   + Focus Soul&lt;br /&gt;
     Single Target: Durring the spell the target gains 1.25x experience&lt;br /&gt;
     gains.&lt;br /&gt;
&lt;br /&gt;
   + Telekenesis Blade&lt;br /&gt;
     Single Target: The caster throws a energy like blade at the target&lt;br /&gt;
     that deals 1/2 damage in Hp and 1/2 damage in Mp.&lt;br /&gt;
&lt;br /&gt;
   + Psychic Minds&lt;br /&gt;
     Passive: Gain effects similar to a radar that lets you know within &lt;br /&gt;
     1600pxl radius where enemies and players are exactly. This &#039;Radar&#039;&lt;br /&gt;
     lasts for two minutes.&lt;br /&gt;
&lt;br /&gt;
   + Skate&lt;br /&gt;
     Single Target: Increases the movement rate of the target by 50%.&lt;br /&gt;
&lt;br /&gt;
   + Synthisize&lt;br /&gt;
     AOE: random objects appear within the Area of Effect. These objects &lt;br /&gt;
     do not harm nor hinder, but they can be picked up.&lt;br /&gt;
&lt;br /&gt;
   + Psionic Retort&lt;br /&gt;
     Passive: Whenever the caster takes damage, that damage is reduced&lt;br /&gt;
     by one half, and the attacking creature takes 1.5x damage that&lt;br /&gt;
     would have been dealt.&lt;br /&gt;
&lt;br /&gt;
   + Psionic Blast&lt;br /&gt;
     Caster Effect - AOE BLAST: Upon casting the psionic blast will&lt;br /&gt;
     send everything within 175 pixels of them flying 3500 pixels.&lt;br /&gt;
     the blast deals only moderate damage initially, but deals the&lt;br /&gt;
     damage twice, once for the initial blast, then again once they&lt;br /&gt;
     land from the flying part of the blast. Should they collide with&lt;br /&gt;
     another creature, building, etc, both the person colliding and&lt;br /&gt;
     the other object will take additional damage as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Nature Spirit 	| Gaia &lt;br /&gt;
&lt;br /&gt;
   + Moonlights&lt;br /&gt;
     Passive: Moonlights simply light up a 100pxl area around the caster&lt;br /&gt;
     for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
   + Seeds of Sol&lt;br /&gt;
     Single Target: Seeds of sol put into the target&#039;s inventory 5 sol&lt;br /&gt;
     fruits, each fruit recovers 15 hp. The fruits however go away after&lt;br /&gt;
     three in game days have passed.&lt;br /&gt;
&lt;br /&gt;
   + Zap&lt;br /&gt;
     Single Target + AOE: Zap deals a limited amount of electric damage to&lt;br /&gt;
     a single target, and then deals splash damage of 1/2 damage dealt to&lt;br /&gt;
     everything that is within 50 pxl of the target.&lt;br /&gt;
&lt;br /&gt;
   + Entangle &lt;br /&gt;
     AOE: Vines come up out of the ground, hindering the movement of all&lt;br /&gt;
     who enter the area.&lt;br /&gt;
&lt;br /&gt;
   + Frostbite&lt;br /&gt;
     Single Target + AOE: Frostbite deals a moderate amount of cold &lt;br /&gt;
     damage to a single target, in addition those within 100pxl of&lt;br /&gt;
     the spell take 1/3 splash damage.&lt;br /&gt;
&lt;br /&gt;
   + Firebite&lt;br /&gt;
     AS FROSTBITE, but Fire damage instead.&lt;br /&gt;
&lt;br /&gt;
   + Trinity&lt;br /&gt;
     AOE: Everythin within the area takes a moderate amount of fire, forst&lt;br /&gt;
     and electric damage.&lt;br /&gt;
&lt;br /&gt;
   + Zone of Dispelling&lt;br /&gt;
     AOE: Everything within the area can no longer cast spells or use magic.&lt;br /&gt;
&lt;br /&gt;
   + Zone of Befalling&lt;br /&gt;
     AOE: Everything within the area can cast spells, but instead drains&lt;br /&gt;
     double the casting cost of hit points and double the casting cost in&lt;br /&gt;
     mana points for all magic used in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Healing Spirit 	| Seao &lt;br /&gt;
&lt;br /&gt;
   + Requiem of Healing&lt;br /&gt;
     Passive: The caster heals 2 Hp / Sec for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Blessed Breath&lt;br /&gt;
     Single Target: The target&#039;s weapon no longer harms enemies, but heals&lt;br /&gt;
     players instead, the weapon&#039;s damage is inversed, except when fighting&lt;br /&gt;
     against the undead, at which point it deals double damage.&lt;br /&gt;
&lt;br /&gt;
   + Ball of Being&lt;br /&gt;
     Single Target: As Requiem of Healing but heals one target for 15 secs.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Womb&lt;br /&gt;
     Single Target: Seao&#039;s womb immobilizes a single target, but they regain&lt;br /&gt;
     5 hp and 5 mp / sec for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Shine&lt;br /&gt;
     Single Target: Seao&#039;s Shine reduces the amount of damage taken by 10%,&lt;br /&gt;
     this effect lasts for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Will&lt;br /&gt;
     As Seao&#039;s Womb, but the target is not immoblizied, but the healing is&lt;br /&gt;
     reduced to 3 hp / 3 mp.&lt;br /&gt;
&lt;br /&gt;
   + Saint&#039;s Grace&lt;br /&gt;
     AOE Limited: The members of the player&#039;s party gains the effect&lt;br /&gt;
     of Seao&#039;s Shine and Seao&#039;s Will.&lt;br /&gt;
&lt;br /&gt;
   + Redeeming Spirits&lt;br /&gt;
     Single Target: As Seao&#039;s Shine but the amount of damage taken is futher&lt;br /&gt;
     reduced by 20% (30% total) and the effect lasts for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
   + Saeo&#039;s Vortex&lt;br /&gt;
     AOE - Limited: All party members in the vortex regain the following:&lt;br /&gt;
     +6 hp / sec, +6 mp / sec&lt;br /&gt;
     in addition all party members gain the effects of Seao&#039;s Shine.&lt;br /&gt;
     The effects lasts for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
-- Leeching Spirit 	| Evernorth &lt;br /&gt;
&lt;br /&gt;
   + Syphon Life &lt;br /&gt;
     Single Target: The target takes mild HP damage, the caster regains 1/4&lt;br /&gt;
     of the total damage.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Mana&lt;br /&gt;
     As Syphon Life, but Mp Damage and healing instead.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Soul&lt;br /&gt;
     As Syphon Life and Mana, but the target takes little of both damages.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Power&lt;br /&gt;
     Single Target: This spell taps into the mystic universe and copies a&lt;br /&gt;
     spell that the player recently used, once copied, the player may use&lt;br /&gt;
     that spell at 1.5x mana cost for upto 1 in game day. As long as they&lt;br /&gt;
     have the copied power however, they cannot use Syphon Power until they&lt;br /&gt;
     dismiss the copied power, or the power has been vanquished by time.&lt;br /&gt;
&lt;br /&gt;
   + Share Pain&lt;br /&gt;
     Single Target - Party Only: This spell taps you into the psychical &lt;br /&gt;
     prowess the the human body allowing half of the damage you take to &lt;br /&gt;
     to be passed onto another.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
   + Drain Soul&lt;br /&gt;
     Single Target: As Syphon Soul however the damage is mild to both&lt;br /&gt;
     MP and HP and the caster regains 1/2 damage dealt.&lt;br /&gt;
&lt;br /&gt;
   + Share Power&lt;br /&gt;
     Single Target - Party Only: The target of this spell looses all of their&lt;br /&gt;
     mana and you loose all of yours, all this mana goes into a shared mana&lt;br /&gt;
     battery, from which you both share spells and mana, once however the&lt;br /&gt;
     spell has ended, the battery is severed, and you both regain 1/2 of the&lt;br /&gt;
     mana still in the battery. The battery will sever its self in 10 minutes.&lt;br /&gt;
&lt;br /&gt;
   + Drain Souls&lt;br /&gt;
     AOE: as Drain Soul but hurts all charicters and creatures in the&lt;br /&gt;
     target area.&lt;br /&gt;
&lt;br /&gt;
   + Black Void&lt;br /&gt;
     AOE: as Drain Souls however, the damage is moderate to both MP and HP, and&lt;br /&gt;
     the caster regains all HP and MP damage dealt this way.&lt;br /&gt;
&lt;br /&gt;
-- Anti-Magic Spirit 	| Aen &lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Barrier&lt;br /&gt;
     Single Target: The target takes a reduced amount of damage from spells&lt;br /&gt;
     by 10%, this effect lasts for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Shield&lt;br /&gt;
     Passive: The Caster takes a reduced amount of damage from spells by 15%&lt;br /&gt;
     this effect lasts for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Armor&lt;br /&gt;
     Passive: The Magic Armor increases for 1 minute the casters magical&lt;br /&gt;
     defence ability by 10%&lt;br /&gt;
&lt;br /&gt;
   + Halt Magic&lt;br /&gt;
     Single Target: This spell will discharge one magical effect on a&lt;br /&gt;
     target for 3 minutes, if the effect continues after that time or&lt;br /&gt;
     is put back into place, the effect resumes as normal.&lt;br /&gt;
&lt;br /&gt;
   + Fizzle Magic&lt;br /&gt;
     Single Target: This spells creates a backlash of energy focused on&lt;br /&gt;
     a single target, if the target is casting a spell at the time, the&lt;br /&gt;
     backlash hurts the player for 2x damage (MP COST) and disrupts &lt;br /&gt;
     the spell. If the target finishes the spell or is not casting a &lt;br /&gt;
     spell however, the spell will have no effect.&lt;br /&gt;
&lt;br /&gt;
   + Mirror Guard&lt;br /&gt;
     Single Target: This spell creates a magical armor that will bounce a&lt;br /&gt;
     spell with a certain probability back to the caster.&lt;br /&gt;
     Tier 1 Spells: 50%&lt;br /&gt;
     Tier 2 Spells: 25%&lt;br /&gt;
     Tier 3 Spells: 5%&lt;br /&gt;
&lt;br /&gt;
   + Explode Magic&lt;br /&gt;
     As Fizzle Magic, however the damage is 3x the amount of the spells&lt;br /&gt;
     casting cost in HP damage and in MP damage as well.&lt;br /&gt;
&lt;br /&gt;
   + Nexus Mirrors&lt;br /&gt;
     AOE - PARTY: As mirror guard but effects everyone in your party that is&lt;br /&gt;
     in range of the spell.&lt;br /&gt;
&lt;br /&gt;
   + Beholder Void&lt;br /&gt;
     AOE: Everytime someone other than the caster casts a spell in the area,&lt;br /&gt;
     they take 5x the casting cost in HP and MP damage, in addition their&lt;br /&gt;
     spells fail with a certain probability.&lt;br /&gt;
     Tier 1:  70%&lt;br /&gt;
     Tier 2:  50%&lt;br /&gt;
     Tier 3:  30%   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5452</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5452"/>
		<updated>2006-11-24T18:07:36Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Adendium Perposal by CBlade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- Necromancy Spirit 	| Grevil &lt;br /&gt;
   + Leech Life&lt;br /&gt;
     Passive: The caster regains 3% of all damage dealt.&lt;br /&gt;
&lt;br /&gt;
   + Unholy Aura&lt;br /&gt;
     Single: The Target deals +5 damage with every blow.&lt;br /&gt;
&lt;br /&gt;
   + Raise Skeletons&lt;br /&gt;
     AOE: The Caster can raise a small mound of corspes as skeletons,&lt;br /&gt;
     however the skeletons must be somewhat humanoid.&lt;br /&gt;
&lt;br /&gt;
   + Nocturnal Nights&lt;br /&gt;
     Passive: The caster regains 2 HP / Sec while in moon light.&lt;br /&gt;
&lt;br /&gt;
   + Unholy Blast&lt;br /&gt;
     AOE: Everything (Including the Caster if effected) takes an&lt;br /&gt;
     ongoing peanlty to strength.&lt;br /&gt;
&lt;br /&gt;
   + Raise Dead&lt;br /&gt;
     Single Target: The corspe gets raised to 1 hit point. after which&lt;br /&gt;
     they are given 10 seconds of invulnerability time.&lt;br /&gt;
   &lt;br /&gt;
   + Swarms of the Dead&lt;br /&gt;
     Summoning: This spells summons a random number (1-6) of &lt;br /&gt;
     weak undead minions to aide the caster.&lt;br /&gt;
&lt;br /&gt;
   + Ressurection&lt;br /&gt;
     Single Target: As Raise Dead, but gives the raised person full&lt;br /&gt;
     life.&lt;br /&gt;
&lt;br /&gt;
   + Shadows of the Damned&lt;br /&gt;
     AOE: It starts hailing black fire meteors in the area, each&lt;br /&gt;
     meteor not only does massive damage, but with every hit there&lt;br /&gt;
     is a 10% chance that the creature(s) will instantly be turned&lt;br /&gt;
     to loyal undead subjects for 3 minutes, after which they die.&lt;br /&gt;
     Players are not immune to this but will have to respawn after&lt;br /&gt;
     they die with the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Telekenesis Spirit 	| Kaei &lt;br /&gt;
&lt;br /&gt;
   + Focus Mind&lt;br /&gt;
     Single Target: Durring the spell the target regains 3 Mp / Sec &lt;br /&gt;
     for 30 seconds&lt;br /&gt;
   &lt;br /&gt;
   + Focus Body&lt;br /&gt;
     Single Target: Durring the spell the target regains 3 Hp / Sec&lt;br /&gt;
     for 30 seconds&lt;br /&gt;
&lt;br /&gt;
   + Focus Soul&lt;br /&gt;
     Single Target: Durring the spell the target gains 1.25x experience&lt;br /&gt;
     gains.&lt;br /&gt;
&lt;br /&gt;
   + Telekenesis Blade&lt;br /&gt;
     Single Target: The caster throws a energy like blade at the target&lt;br /&gt;
     that deals 1/2 damage in Hp and 1/2 damage in Mp.&lt;br /&gt;
&lt;br /&gt;
   + Psychic Minds&lt;br /&gt;
     Passive: Gain effects similar to a radar that lets you know within &lt;br /&gt;
     1600pxl radius where enemies and players are exactly. This &#039;Radar&#039;&lt;br /&gt;
     lasts for two minutes.&lt;br /&gt;
&lt;br /&gt;
   + Skate&lt;br /&gt;
     Single Target: Increases the movement rate of the target by 50%.&lt;br /&gt;
&lt;br /&gt;
   + Synthisize&lt;br /&gt;
     AOE: random objects appear within the Area of Effect. These objects &lt;br /&gt;
     do not harm nor hinder, but they can be picked up.&lt;br /&gt;
&lt;br /&gt;
   + Psionic Retort&lt;br /&gt;
     Passive: Whenever the caster takes damage, that damage is reduced&lt;br /&gt;
     by one half, and the attacking creature takes 1.5x damage that&lt;br /&gt;
     would have been dealt.&lt;br /&gt;
&lt;br /&gt;
   + Psionic Blast&lt;br /&gt;
     Caster Effect - AOE BLAST: Upon casting the psionic blast will&lt;br /&gt;
     send everything within 175 pixels of them flying 3500 pixels.&lt;br /&gt;
     the blast deals only moderate damage initially, but deals the&lt;br /&gt;
     damage twice, once for the initial blast, then again once they&lt;br /&gt;
     land from the flying part of the blast. Should they collide with&lt;br /&gt;
     another creature, building, etc, both the person colliding and&lt;br /&gt;
     the other object will take additional damage as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Nature Spirit 	| Gaia &lt;br /&gt;
&lt;br /&gt;
   + Moonlights&lt;br /&gt;
     Passive: Moonlights simply light up a 100pxl area around the caster&lt;br /&gt;
     for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
   + Seeds of Sol&lt;br /&gt;
     Single Target: Seeds of sol put into the target&#039;s inventory 5 sol&lt;br /&gt;
     fruits, each fruit recovers 15 hp. The fruits however go away after&lt;br /&gt;
     three in game days have passed.&lt;br /&gt;
&lt;br /&gt;
   + Zap&lt;br /&gt;
     Single Target + AOE: Zap deals a limited amount of electric damage to&lt;br /&gt;
     a single target, and then deals splash damage of 1/2 damage dealt to&lt;br /&gt;
     everything that is within 50 pxl of the target.&lt;br /&gt;
&lt;br /&gt;
   + Entangle &lt;br /&gt;
     AOE: Vines come up out of the ground, hindering the movement of all&lt;br /&gt;
     who enter the area.&lt;br /&gt;
&lt;br /&gt;
   + Frostbite&lt;br /&gt;
     Single Target + AOE: Frostbite deals a moderate amount of cold &lt;br /&gt;
     damage to a single target, in addition those within 100pxl of&lt;br /&gt;
     the spell take 1/3 splash damage.&lt;br /&gt;
&lt;br /&gt;
   + Firebite&lt;br /&gt;
     AS FROSTBITE, but Fire damage instead.&lt;br /&gt;
&lt;br /&gt;
   + Trinity&lt;br /&gt;
     AOE: Everythin within the area takes a moderate amount of fire, forst&lt;br /&gt;
     and electric damage.&lt;br /&gt;
&lt;br /&gt;
   + Zone of Dispelling&lt;br /&gt;
     AOE: Everything within the area can no longer cast spells or use magic.&lt;br /&gt;
&lt;br /&gt;
   + Zone of Befalling&lt;br /&gt;
     AOE: Everything within the area can cast spells, but instead drains&lt;br /&gt;
     double the casting cost of hit points and double the casting cost in&lt;br /&gt;
     mana points for all magic used in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Healing Spirit 	| Seao &lt;br /&gt;
&lt;br /&gt;
   + Requiem of Healing&lt;br /&gt;
     Passive: The caster heals 2 Hp / Sec for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Blessed Breath&lt;br /&gt;
     Single Target: The target&#039;s weapon no longer harms enemies, but heals&lt;br /&gt;
     players instead, the weapon&#039;s damage is inversed, except when fighting&lt;br /&gt;
     against the undead, at which point it deals double damage.&lt;br /&gt;
&lt;br /&gt;
   + Ball of Being&lt;br /&gt;
     Single Target: As Requiem of Healing but heals one target for 15 secs.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Womb&lt;br /&gt;
     Single Target: Seao&#039;s womb immobilizes a single target, but they regain&lt;br /&gt;
     5 hp and 5 mp / sec for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Shine&lt;br /&gt;
     Single Target: Seao&#039;s Shine reduces the amount of damage taken by 10%,&lt;br /&gt;
     this effect lasts for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
   + Seao&#039;s Will&lt;br /&gt;
     As Seao&#039;s Womb, but the target is not immoblizied, but the healing is&lt;br /&gt;
     reduced to 3 hp / 3 mp.&lt;br /&gt;
&lt;br /&gt;
   + Saint&#039;s Grace&lt;br /&gt;
     AOE Limited: The members of the player&#039;s party gains the effect&lt;br /&gt;
     of Seao&#039;s Shine and Seao&#039;s Will.&lt;br /&gt;
&lt;br /&gt;
   + Redeeming Spirits&lt;br /&gt;
     Single Target: As Seao&#039;s Shine but the amount of damage taken is futher&lt;br /&gt;
     reduced by 20% (30% total) and the effect lasts for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
   + Saeo&#039;s Vortex&lt;br /&gt;
     AOE - Limited: All party members in the vortex regain the following:&lt;br /&gt;
     +6 hp / sec, +6 mp / sec&lt;br /&gt;
     in addition all party members gain the effects of Seao&#039;s Shine.&lt;br /&gt;
     The effects lasts for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
-- Leeching Spirit 	| Evernorth &lt;br /&gt;
&lt;br /&gt;
   + Syphon Life &lt;br /&gt;
     Single Target: The target takes mild HP damage, the caster regains 1/4&lt;br /&gt;
     of the total damage.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Mana&lt;br /&gt;
     As Syphon Life, but Mp Damage and healing instead.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Soul&lt;br /&gt;
     As Syphon Life and Mana, but the target takes little of both damages.&lt;br /&gt;
&lt;br /&gt;
   + Syphon Power&lt;br /&gt;
     Single Target: This spell taps into the mystic universe and copies a&lt;br /&gt;
     spell that the player recently used, once copied, the player may use&lt;br /&gt;
     that spell at 1.5x mana cost for upto 1 in game day. As long as they&lt;br /&gt;
     have the copied power however, they cannot use Syphon Power until they&lt;br /&gt;
     dismiss the copied power, or the power has been vanquished by time.&lt;br /&gt;
&lt;br /&gt;
   + Share Pain&lt;br /&gt;
     Single Target - Party Only: This spell taps you into the psychical &lt;br /&gt;
     prowess the the human body allowing half of the damage you take to &lt;br /&gt;
     to be passed onto another.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
   + Drain Soul&lt;br /&gt;
     Single Target: As Syphon Soul however the damage is mild to both&lt;br /&gt;
     MP and HP and the caster regains 1/2 damage dealt.&lt;br /&gt;
&lt;br /&gt;
   + Share Power&lt;br /&gt;
     Single Target - Party Only: The target of this spell looses all of their&lt;br /&gt;
     mana and you loose all of yours, all this mana goes into a shared mana&lt;br /&gt;
     battery, from which you both share spells and mana, once however the&lt;br /&gt;
     spell has ended, the battery is severed, and you both regain 1/2 of the&lt;br /&gt;
     mana still in the battery. The battery will sever its self in 10 minutes.&lt;br /&gt;
&lt;br /&gt;
   + Drain Souls&lt;br /&gt;
     AOE: as Drain Soul but hurts all charicters and creatures in the&lt;br /&gt;
     target area.&lt;br /&gt;
&lt;br /&gt;
   + Black Void&lt;br /&gt;
     AOE: as Drain Souls however, the damage is moderate to both MP and HP, and&lt;br /&gt;
     the caster regains all HP and MP damage dealt this way.&lt;br /&gt;
&lt;br /&gt;
-- Anti-Magic Spirit 	| Aen &lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Barrier&lt;br /&gt;
     Single Target: The target takes a reduced amount of damage from spells&lt;br /&gt;
     by 10%, this effect lasts for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Shield&lt;br /&gt;
     Passive: The Caster takes a reduced amount of damage from spells by 15%&lt;br /&gt;
     this effect lasts for 30 secs.&lt;br /&gt;
&lt;br /&gt;
   + Anti Magic Armor&lt;br /&gt;
     Passive: The Magic Armor increases for 1 minute the casters magical&lt;br /&gt;
     defence ability by 10%&lt;br /&gt;
&lt;br /&gt;
   + Halt Magic&lt;br /&gt;
     Single Target: This spell will discharge one magical effect on a&lt;br /&gt;
     target for 3 minutes, if the effect continues after that time or&lt;br /&gt;
     is put back into place, the effect resumes as normal.&lt;br /&gt;
&lt;br /&gt;
   + Fizzle Magic&lt;br /&gt;
     Single Target: This spells creates a backlash of energy focused on&lt;br /&gt;
     a single target, if the target is casting a spell at the time, the&lt;br /&gt;
     backlash hurts the player for 2x damage (MP COST) and disrupts &lt;br /&gt;
     the spell. If the target finishes the spell or is not casting a &lt;br /&gt;
     spell however, the spell will have no effect.&lt;br /&gt;
&lt;br /&gt;
   + Mirror Guard&lt;br /&gt;
     Single Target: This spell creates a magical armor that will bounce a&lt;br /&gt;
     spell with a certain probability back to the caster.&lt;br /&gt;
     Tier 1 Spells: 50%&lt;br /&gt;
     Tier 2 Spells: 25%&lt;br /&gt;
     Tier 3 Spells: 5%&lt;br /&gt;
&lt;br /&gt;
   + Explode Magic&lt;br /&gt;
     As Fizzle Magic, however the damage is 3x the amount of the spells&lt;br /&gt;
     casting cost in HP damage and in MP damage as well.&lt;br /&gt;
&lt;br /&gt;
   + Nexus Mirrors&lt;br /&gt;
     AOE - PARTY: As mirror guard but effects everyone in your party that is&lt;br /&gt;
     in range of the spell.&lt;br /&gt;
&lt;br /&gt;
   + Beholder Void&lt;br /&gt;
     AOE: Everytime someone other than the caster casts a spell in the area,&lt;br /&gt;
     they take 5x the casting cost in HP and MP damage, in addition their&lt;br /&gt;
     spells fail with a certain probability.&lt;br /&gt;
     Tier 1:  70%&lt;br /&gt;
     Tier 2:  50%&lt;br /&gt;
     Tier 3:  30%   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also I would add something to spell progression&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Magic Level (Determined by how much magic you use.)&amp;lt;br&amp;gt;&lt;br /&gt;
One would be capped at how many spells and levels they could put into the spell as well based on their general magic usage.&amp;lt;BR&amp;gt;&lt;br /&gt;
Level 1 - Initiate Level         / 1 Spell and Upto Level 1     &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 2 - Learning Level         / 2 Spells and Up to Level 2 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 3 - Apprentise Level       / 4 Spells and Up to Level 3 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 4 - Disiple Level          / 5 Spells and Up to Level 4 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 5 - Maestro Level          / 7 Spells and Up to Level 5 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 6 - Unleashed Level        / 8 Spells and Up to Level 6 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 7 - Lesser Guardian Level  / 9 Spells and Up to Level 7 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 8 - Guardian Level         / 10 Spells and Up to Level 8 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 9 - Hero Level             / 12 Spells and Up to Level 9 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 10- Champion Level         / 13 Spells and Up to Level 10 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 11- Lesser Master Level    / 14 Spells and Up to Level 11 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 12- Greater Master Level   / 16 Spells and Up to Level 12 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 13- Epic Level             / 17 Spells and Up to Level 13 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 14- Epic Champion Level    / 18 Spells and Up to Level 14 Spells &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5451</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5451"/>
		<updated>2006-11-24T15:57:50Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Adendium Perposal by CBlade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Necromancy Spirit     | Grevil&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Telekenesis Spirit    | Kaei&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Nature Spirit         | Gaia&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Healing Spirit        | Seao&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Leeching Spirit       | Evernorth&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Anti-Magic Spirit     | Aen&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Dragon Spirit         | Draxx&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Monster Spirit        | Shoen&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also I would add something to spell progression&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Magic Level (Determined by how much magic you use.)&amp;lt;br&amp;gt;&lt;br /&gt;
One would be capped at how many spells and levels they could put into the spell as well based on their general magic usage.&amp;lt;BR&amp;gt;&lt;br /&gt;
Level 1 - Initiate Level         / 1 Spell and Upto Level 1     &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 2 - Learning Level         / 2 Spells and Up to Level 2 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 3 - Apprentise Level       / 4 Spells and Up to Level 3 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 4 - Disiple Level          / 5 Spells and Up to Level 4 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 5 - Maestro Level          / 7 Spells and Up to Level 5 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 6 - Unleashed Level        / 8 Spells and Up to Level 6 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 7 - Lesser Guardian Level  / 9 Spells and Up to Level 7 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 8 - Guardian Level         / 10 Spells and Up to Level 8 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 9 - Hero Level             / 12 Spells and Up to Level 9 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 10- Champion Level         / 13 Spells and Up to Level 10 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 11- Lesser Master Level    / 14 Spells and Up to Level 11 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 12- Greater Master Level   / 16 Spells and Up to Level 12 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 13- Epic Level             / 17 Spells and Up to Level 13 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 14- Epic Champion Level    / 18 Spells and Up to Level 14 Spells &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5450</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5450"/>
		<updated>2006-11-24T15:49:31Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Adendium Perposal by CBlade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Necromancy Spirit     | Greval&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Telekenesis Spirit    | Kaei&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Nature Spirit         | Gaia&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Healing Spirit        | Seao&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Leeching Spirit       | Evernorth&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also I would add something to spell progression&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Magic Level (Determined by how much magic you use.)&amp;lt;br&amp;gt;&lt;br /&gt;
One would be capped at how many spells and levels they could put into the spell as well based on their general magic usage.&amp;lt;BR&amp;gt;&lt;br /&gt;
Level 1 - Initiate Level         / 1 Spell and Upto Level 1     &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 2 - Learning Level         / 2 Spells and Up to Level 2 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 3 - Apprentise Level       / 4 Spells and Up to Level 3 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 4 - Disiple Level          / 5 Spells and Up to Level 4 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 5 - Maestro Level          / 7 Spells and Up to Level 5 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 6 - Unleashed Level        / 8 Spells and Up to Level 6 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 7 - Lesser Guardian Level  / 9 Spells and Up to Level 7 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 8 - Guardian Level         / 10 Spells and Up to Level 8 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 9 - Hero Level             / 12 Spells and Up to Level 9 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 10- Champion Level         / 13 Spells and Up to Level 10 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 11- Lesser Master Level    / 14 Spells and Up to Level 11 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 12- Greater Master Level   / 16 Spells and Up to Level 12 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 13- Epic Level             / 17 Spells and Up to Level 13 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 14- Epic Champion Level    / 18 Spells and Up to Level 14 Spells &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5449</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5449"/>
		<updated>2006-11-24T15:46:05Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Adendium Perposal by CBlade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Necromancy Spirit     | Greval&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Telekenesis Spirit    | Kaei&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Nature Spirit         | Gaia&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Healing Spirit        | Seao&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Leeching Spirit       | Evernorth&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also I would add something to spell progression&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Magic Level (Determined by how much magic you use.)&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1 - Initiate Level         / Level 1 Spells and Upto Level 1     &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 2 - Learning Level         / 2 Spells and Up to Level 2 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 3 - Apprentise Level       / 3 Spells and Up to Level 3 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 4 - Disiple Level          / 4 Spells and Up to Level 4 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 5 - Maestro Level          / 5 Spells and Up to Level 5 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 6 - Unleashed Level        / 7 Spells and Up to Level 6 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 7 - Lesser Guardian Level  / 8 Spells and Up to Level 7 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 8 - Guardian Level         / 9 Spells and Up to Level 8 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 9 - Hero Level             / 10 Spells and Up to Level 9 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 10- Champion Level         / 12 Spells and Up to Level 10 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 11- Lesser Master Level    / 13 Spells and Up to Level 11 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 12- Greater Master Level   / 14 Spells and Up to Level 12 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 13- Epic Level             / 15 Spells and Up to Level 13 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 14- Epic Champion Level    / 16 Spells and Up to Level 14 Spells &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5447</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5447"/>
		<updated>2006-11-23T23:48:55Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Adendium Perposal by CBlade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Necromancy Spirit     | Greval&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Telekenesis Spirit    | Kaei&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Nature Spirit         | Gaia&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Healing Spirit        | Seao&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Leeching Spirit       | Evernorth&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also I would add something to spell progression&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Magic Level (Determined by how much magic you use.)&lt;br /&gt;
Level 1 - Initiate Level         / Level 1 Spells and Upto Level 1     &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 2 - Learning Level         / 2 Spells and Up to Level 2 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 3 - Apprentise Level       / 3 Spells and Up to Level 3 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 4 - Disiple Level          / 4 Spells and Up to Level 4 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 5 - Maestro Level          / 5 Spells and Up to Level 5 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 6 - Unleashed Level        / 7 Spells and Up to Level 6 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 7 - Lesser Guardian Level  / 8 Spells and Up to Level 7 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 8 - Guardian Level         / 9 Spells and Up to Level 8 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 9 - Hero Level             / 10 Spells and Up to Level 9 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 10- Champion Level         / 12 Spells and Up to Level 10 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 11- Lesser Master Level    / 13 Spells and Up to Level 11 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 12- Greater Master Level   / 14 Spells and Up to Level 12 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 13- Epic Level             / 15 Spells and Up to Level 13 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 14- Epic Champion Level    / 16 Spells and Up to Level 14 Spells &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5446</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5446"/>
		<updated>2006-11-23T23:45:00Z</updated>

		<summary type="html">&lt;p&gt;Cblade: Adendium Perposal by CBlade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
&lt;br /&gt;
Each elemental spirit has 9 spells:&lt;br /&gt;
&lt;br /&gt;
* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
&lt;br /&gt;
Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
&lt;br /&gt;
Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
&lt;br /&gt;
* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
&lt;br /&gt;
== Levelling up your magic ==&lt;br /&gt;
&lt;br /&gt;
Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
&lt;br /&gt;
== General spell information ==&lt;br /&gt;
&lt;br /&gt;
* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
&lt;br /&gt;
== Spell progression ==&lt;br /&gt;
&lt;br /&gt;
Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
&lt;br /&gt;
Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
&lt;br /&gt;
The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Necromancy Spirit     | Greval&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Telekenesis Spirit    | Kaei&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Nature Spirit         | Gaia&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Healing Spirit        | Seao&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
-- Leeching Spirit       | Evernorth&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Also I would add something to spell progression&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Level 1 - Initiate Level         / Level 1 Spells and Upto Level 1     &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 2 - Learning Level         / 2 Spells and Up to Level 2 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 3 - Apprentise Level       / 4 Spells and Up to Level 3 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 4 - Disiple Level          / 6 Spells and Up to Level 4 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 5 - Maestro Level          / 9 Spells and Up to Level 5 Spells   &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 6 - Unleashed Level        / 12 Spells and Up to Level 6 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 7 - Lesser Guardian Level  / 15 Spells and Up to Level 7 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 8 - Guardian Level         / 18 Spells and Up to Level 8 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 9 - Hero Level             / 20 Spells and Up to Level 9 Spells  &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 10- Champion Level         / 21 Spells and Up to Level 10 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 11- Lesser Master Level    / 22 Spells and Up to Level 11 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 12- Greater Master Level   / 23 Spells and Up to Level 12 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 13- Epic Level             / 24 Spells and Up to Level 13 Spells &amp;lt;BR&amp;gt;&lt;br /&gt;
Level 14- Epic Champion Level    / 25 Spells and Up to Level 14 Spells &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5445</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=5445"/>
		<updated>2006-11-23T23:24:58Z</updated>

		<summary type="html">&lt;p&gt;Cblade: additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I (Kyokai) been approved to start describing the magic system for TMW, so here it is... [[Magic system status]]&lt;br /&gt;
&lt;br /&gt;
Here it is: [[Magic master list]]&lt;br /&gt;
Also, the [[Magic system GUI notes]]&lt;br /&gt;
If you want to see how skills affect your magic: [[Skill system]]&lt;br /&gt;
Get in touch with the Mana World&#039;s Spirits and Sages: [[Important NPCs]]&lt;br /&gt;
&lt;br /&gt;
I wanted to capture the feel of Secret of Mana&#039;s magic system (ie: calling creatures that are affiliated with the certain elements, who then perform spells and vanish)&lt;br /&gt;
&lt;br /&gt;
So there are 9 elements in the world. Fire, Water, Earth, Wind, Light, Darkness, Space, Time, and Life. (Pretty self-explanatory) Each of the 9 elements has a great spirit, as well as a sage, and a temple where the two reside. These temples are located at the edges of the Mana World (the temple of Life is at the center)&lt;br /&gt;
&lt;br /&gt;
To learn magic: You must journey to the temple of the spirit you wish to learn magic from. Talk to the sage there, who gives you a quest. Upon completing the quest, the elemental spirit will bless you with the ability to call on it to perform 1 spell. After that, you may learn additional spells by completing increasingly difficult quests for the sages. Some sages may have certain requirements other than just completing a quest.&lt;br /&gt;
&lt;br /&gt;
== The spells ==&lt;br /&gt;
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Each elemental spirit has 9 spells:&lt;br /&gt;
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* 1 single target damage dealing spell - hits a targeted being within range&lt;br /&gt;
* 1 bestow elemental state spell - puts the chosen element on a being&lt;br /&gt;
* 1 bestow elemental attack spell - puts the chosen element on a being&#039;s attack&lt;br /&gt;
* 1 summon familiar spell - calls a creature born of that element to fight by your side.&lt;br /&gt;
* 5 specific spells - which are suited to the element&#039;s play style.&lt;br /&gt;
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That&#039;s a total of 9 * 9 spells, or 81.&lt;br /&gt;
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Story Writers! It&#039;s your cue! Use this section to write histories of the temples, sages, and elemental spirits. make sure they coincide with the backstory first! Check the [[World development]] section.&lt;br /&gt;
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Elemental spirit names are subject to change, but at present they are:&lt;br /&gt;
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* [[Fire elemental]] - Epyri&lt;br /&gt;
* [[Water elemental]] - Merene&lt;br /&gt;
* [[Air elemental]] - Izurial&lt;br /&gt;
* [[Earth elemental]] - Geon&lt;br /&gt;
* [[Light elemental]] - Lumine&lt;br /&gt;
* [[Dark elemental]] - Tenebrae&lt;br /&gt;
* [[Time elemental]] - Chronos&lt;br /&gt;
* [[Space elemental]] - Teless&lt;br /&gt;
* [[Mana elemental]] - Gen&lt;br /&gt;
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== Levelling up your magic ==&lt;br /&gt;
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Getting better with spells is a matter of practice. When you use a spell, the Magic skill ([[Skill system]]) associated with the spirit you call will gain experience. When you surpass a certain amount of experience, all the spells for that spirit level up. Magic, like all skills, starts at level 0. Level 50 is generally as high as players will want to go, but with extensive use, you can surpass this.&lt;br /&gt;
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== General spell information ==&lt;br /&gt;
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* Damage spell - each element has one direct damage spell which targets a single enemy. This is to balance elements by preventing one elemental monster type to go without a spell weakness.&lt;br /&gt;
* Bestow elemental attack - aligns the character&#039;s weapons with the element, dealing 50% damage to creatures of that element and 200% to creatures of opposing elements.&lt;br /&gt;
* Bestow elemental state - aligns the character himself with the element, giving him weaknesses and resistances as necessary.&lt;br /&gt;
* Familiar spell - Summons a creature born of the element for the player to command. Familiars work essentially like pets, except that they increase the magic ability of the summoner in that element by 20%, while decreasing his magic ability in opposing elements by 20%. Familiars drain a small amount of MP as long as they remain summoned (1 per 20 seconds) and can be dismissed at will the same way as a pet is left. Familiars are immune to bestow element and bestow elemental attack, and are aligned with their elements 150% (i.e. they absorb attacks of their element and take 4x damage from opposing elements). When familiars take damage, the damage is dealt to the summoner&#039;s MP at a rate of 1 MP per 20 HP damage, rounded up.&lt;br /&gt;
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== Spell progression ==&lt;br /&gt;
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Spirits bestow spells on players in this order: The first column shows the number of spells you have in an element, the second explains which are available to you to learn at that point.&lt;br /&gt;
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Have- Available&lt;br /&gt;
* 0 - Choice of 1 of the 3 Element attack, bestow element, bestow element attack.&lt;br /&gt;
* 1 - Choice of 1 of the 2 remaining.&lt;br /&gt;
* 2 - Choice of 1 of the remaining spell and any of the first 3 general spells.&lt;br /&gt;
* 3 - Choice of 1 of the remaining spells and another specialized spell.&lt;br /&gt;
* 4 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 5 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 6 - Choice of 1 of the remaining spells and the summoning spell.&lt;br /&gt;
* 7 - Choice of 1 of the remaining spells.&lt;br /&gt;
* 8 - The final specialized spell.&lt;br /&gt;
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The quests for spells remain the same no matter when they are taken. More spells simply become available as you complete more quests. &lt;br /&gt;
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The thread for discussing the magic system in the forum:&lt;br /&gt;
[http://themanaworld.org/phpBB2/viewtopic.php?t=341 themanaworld.org forum]&lt;br /&gt;
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Notes from [[User:WakkaCraft|WakkaCraft]]:&lt;br /&gt;
&lt;br /&gt;
* Familiar should be a quest, having it as a spell would lessen its usage.&lt;br /&gt;
* Since the general spells take up three slots, this should be compensated for by adding more spells to each circle.&lt;br /&gt;
* Due to the power of the bestow property spells, they should be tweaked to require reagents or some other limiter. There are other spells as well that were written to have duration or need for reagents tweaked to provide balance.&lt;br /&gt;
* The spells of each individual element are listed in the order in which they are acquired.&lt;br /&gt;
* Rather than monsters and players having a particular element with which they are aligned, everything should have an individual table of resistances (a la Battle for Wesnoth) loosely based off of the &amp;quot;standard&amp;quot; resistance percentages arrived at mathematically. The embrace spells, then, change the target&#039;s resistances into the standards for a creature aligned with the appropriate element.&lt;br /&gt;
&lt;br /&gt;
===Adendium Perposal by CBlade===&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
&lt;br /&gt;
I would like to add the following elements if possible...&lt;br /&gt;
-- Necromancy Spirit     | Greval&lt;br /&gt;
-- Telekenesis Spirit    | Kaei&lt;br /&gt;
-- Nature Spirit         | Gaia&lt;br /&gt;
-- Healing Spirit        | Seao&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=5380</id>
		<title>User talk:Cblade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Cblade&amp;diff=5380"/>
		<updated>2006-11-11T19:45:11Z</updated>

		<summary type="html">&lt;p&gt;Cblade: User talk:Cblade moved to Skills Proposal 6: This system may be beneficial to addressing the skill system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skills Proposal 6]]&lt;/div&gt;</summary>
		<author><name>Cblade</name></author>
	</entry>
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