Magical feats

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Magical Feats are a new feature introduced with the release of DR 3.0. They provide a wide range of passive enhancements and bonuses to make using mana, spells, scrolls, cambrinth, and other magical items easier.

Summary

  • Magic feats are passive bonuses you can purchase with spell slots.
  • Magic Primary and Secondary guilds receive free feats (two and one respectively) appropriate to their guild.
  • Each ability costs one spell slot and has prerequisites.
  • You can buy as many as you'd like.
  • You can unlearn feats at a trainer for a small fee (first forgotten feat costs 1250 kronar)
  • You may STUDY <trainer> for the syntax of what to ask.

You look <trainer> over, realizing they have knowledge of magical feats and can likely answer all of your questions.

[You can ASK <trainer> ABOUT FEAT to learn about magical feats in general]
[You can ASK <trainer> ABOUT <feat name> to learn about it - NOTE you must spell it exactly!]
[You can ASK <trainer> ABOUT LEARNING <feat name> to learn that feat]
[You can ASK <trainer> ABOUT FORGETTING <feat name> to forget that feat]

Choosing Feats

Feats are gained by learning them from an NPC Feat Trainer.

There are four feat trainers in Elanthia, all of whom teach all of the feats. They are located in Asemath Academy, on the streets of Riverhaven and Ratha, and out near Boar Clan.

Spell Preparation

Name Feat Required First Requirement Second Requirement Game Description Notes
Legerdemain 50 Stealth 50 Arcana The shrewd magician does best to hide his intentions from others. This feat improves such attempts. Increases difficulty of others recognizing which spell you are preparing as well as the chance others have to notice you preparing a spell when using PREPARE /HIDE.
Silent Preparation Alternate Preparation 100 Stealth 100 Arcana Training with Silent Preparation allows the magician to learn alternate spell preparations that are easier to conceal. Silent preparations make it harder for others to notice you are preparing a spell when using PREPARE /HIDE or preparing from hiding.
They do not affect the chance others have to recognize which spell you are preparing.
This feat will also eliminate the penalty to preparation time added when using PREPARE /HIDE. This aspect works with any preparation as long as you know the feat, not just a silent one.
Basic Preparation Recognition 50 Perception 50 Arcana This feat allows for the recognition of spells as they are being prepared. Required to see spell name/spellbook/realm of others spells as they are being prepared. For most people, it will allow you to recognize all realms except Arcane. For Necromancers, they are instead blind to the Holy realm.
Moon Mages get this feat for free at second circle. [1]
Advanced Spell Knowledge Basic Preparation Recognition 100 Perception 100 Arcana This feat allows for easier recognition of magic spells as they are being prepared. Allows you to see Arcane/Holy, depending on your guild, and provides a moderate bonus to detecting spell preparations.[1]
Faster Targeting 100 Primary Magic 100 Arcana Learning this feat allows the magician to form targeting patterns faster. Reduces targeting time by 2 seconds when using TARGET.
Warrior Mages get this feat for free at second circle.
Faster Battle Preparations 100 Primary Magic 100 Arcana This feat trains the mage for preparing offensive spells in an expedited manner. Reduces the preparation time of all battle spells by 1 second.
Note: This effect is small enough that latency and the way that the game handles timers makes the reduction unnoticeable most of the time.
Faster Matrices 100 Primary Magic 100 Arcana With additional training such as this, a magician can form large matrices affecting a group with enhanced speed. This training only applies to spells of a non-offensive nature. Reduces the preparation time of all standard spells by 2 seconds.
Note: The in-game description is wrong. The effects of the spell and whether or not it affects a group have no bearing on this feat.
Faster Rituals 100 Primary Magic 100 Arcana Non-offensive spells targeted at an individual see their preparations sped up considerable with the training this magical feat provides. Reduces the preparation time of all ritual spells by 2 seconds.
Note: The in-game description is wrong. The target of the spell has no bearing on this feat.
Alternate Preparation 100 Primary Magic 100 Arcana This feat allows the use of unorthodox and customized spell preparations This includes all non-silent alternate and illusory preparations.
Necromancers get this feat for free at second circle.
Focused Preparation 100 Primary Magic 100 Arcana Mental discipline granted by this feat allows the magician to hold spell preparations longer than normal. Up to ~85 seconds before losing a preparation instead of ~70 seconds.

Spell Casting

Name Feat Required First Requirement Second Requirement Game Description Notes
Sorcerous Patterns 100 Sorcery 100 Arcana Tact with Sorcerous Patterns reduces the chance of violently backfiring spells, as well as the severity when it occurs. This only impacts spell casting. I.e. it does not affect the backlash rate or severity of research projects.
Augmentation Mastery 100 Augmentation 100 Arcana Specialized training increases the magician's capability with Augmentation magic. Provides a bonus to Augmentation skill thereby raising personal mana cap for Augmentation spells. Does not allow max spell cap to be exceeded.
Clerics get this feat for free at second circle.
Debilitation Mastery 100 Debilitation 100 Arcana Specialized training increases the magician's capability with Debilitation magic. Provides a bonus to Debilitation skill thereby raising personal mana cap for Debilitation spells. Does not allow max spell cap to be exceeded.
Reduces the duration of the heavy offensive cooldown when initated by a debilitation spell.
Targeted Mastery 100 Targeted Magic 100 Arcana Specialized training increases the magician's capability with Targeted magic. Provides a bonus to Targeted Magic skill thereby raising personal mana cap for Targeted Magic spells. Does not allow max spell cap to be exceeded.
Reduces the duration of the heavy offensive cooldown when initiated by a TM spell.
Warrior Mages get this feat for free at second circle.
Utility Mastery 100 Utility 100 Arcana Specialized training increases the magician's capability with Utility magic. Provides a bonus to Utility skill thereby raising personal mana cap for Utility spells. Does not allow max spell cap to be exceeded.
Moon Mages get this feat for free at second circle.
Warding Mastery 100 Warding 100 Arcana Specialized training increases the magician's capability with Warding magic. Provides a bonus to Warding skill thereby raising personal mana cap for Warding spells. Does not allow max spell cap to be exceeded.
Improvised Rituals 100 Primary Magic 100 Arcana This feat allows the magician to use universal or realm-attuned ritual foci. This feat is required to use foci that work with all spells of a given mana type and do not have charges. E.g. the staves from Herilo's Artifacts. Without the feat, only foci that work with a single spellbook and have limited charges can be used.
Cautious Casting 50 Primary Magic 50 Arcana With the Cautious Casting feat, you grow more proficient at avoiding injury when backfiring spells.
Injured Casting 100 Primary Magic 100 Arcana The penalty for casting spells while injured reduces with knowledge of the Injured Casting feat. Empaths get this feat for free at second circle.
Area Casting Augmentation Mastery 200 Augmentation This feat allows beneficial spells to be cast on all friendly targets in the same area. Unlocks CAST AREA for beneficial spells that can already be CAST GROUP.

Attunement

Name Feat Required First Requirement Second Requirement Game Description Notes
Deep Attunement 100 Attunement 100 Arcana Magicians learning the secrets of Deep Attunement find themselves capable of faster harness regeneration. Without the feat your base regeneration is 2.5% of your attunement pool every 6 seconds. With the feat that increases by 10% to 2.75% every 6 seconds.
Raw Channeling 100 Attunement 100 Arcana Learning the Raw Channeling feat allows the powering of cyclic spells from attunement. Bards get this feat for free at second circle. Bards also have this ability inherently at first circle at an increased attunement cost per pulse, so earning this feat effectively only eliminates that penalty for them.
Efficient Channeling 100 Attunement 100 Arcana The mana cost of channeling cyclic spells reduces when trained with the Efficient Channeling feat. -10% mana cost for cyclic spell pulses.
Clerics get this feat for free at second circle.
Efficient Harnessing 100 Attunement 100 Arcana Via the Efficient Harnessing feat you are able to reduce the strain of spellcasting on your attunement. Casting spells, harnessing mana, charging cambrinth, and maintaining cyclic pulses from raw attunement have a 10% attunement cost reduction.
Cautious Harnessing 100 Attunement 100 Arcana Holding mana becomes safer and less likely to leak with knowledge of the Cautious Harnessing feat.
Dedicated Cambrinth Use 100 Attunement 100 Arcana This feat allows a cambrinth user to designate specific devices to either power cyclic spells, regular spells, or both. Unlocks the use of INVOKE <CAMBRINTH> (SPELL/CYCLIC). INVOKE <CAMBRINTH> on its own will allow both as normal. All options can be used both when first invoking or after a cambrinth is already invoked.

Scrolls

Name Feat Required First Requirement Second Requirement Game Description Notes
Improved Memory 100 Scholarship 100 Arcana This feat allows the memorization of a second scroll spell.
Magic Theorist 100 Scholarship 50 Arcana The Magic Theorist feat allows a magician to learn spell scrolls from other realms. This feat is not required to learn cross-guild scrolls of the same mana type. E.g. a Cleric can temporarily INVOKE Paladin spells without this feat."

Note: Memorized spell scrolls can be forgotten using RELEASE SCROLL SPELLNAME.

Research

Name Feat Required First Requirement Second Requirement Game Description Notes
Symbiotic Research Grants the ability to RESEARCH basic symbioses Allows research of the Activate, Cast and Harness symbioses.
Mental Matrices Symbiotic Research Allows research of symbioses that affect mental capabilities Allows research of the Discern, Impress, Remember and Resolve symbioses.
Physical Matrices Symbiotic Research Allows research of symbioses that affect body capabilities Allows research of the Avoid, Endure, Spring and Strengthen symbioses.
Scholar Symbiotic Research Allows research of symbioses improve scholarly abilities Allows research of the Examine, Learn and Perform symbioses.
Survivalist Symbiotic Research Allows research of symbioses improve wilderness survival Allows research of the Explore, Harvest, Heal and Watch symbioses.

References

  1. 1.0 1.1 Post:TEST ONLY Spell Recognition Rewrite - 04/24/2016 - 18:59

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