Magical feats: Difference between revisions
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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 [[:Category:Magical Items|magical items]] easier. |
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==Summary== |
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'''Magic Techniques''' modify the way you cast spells or otherwise interact with the spell system in some way. This can include anything from quantitative improvements in your performance to opening up a new abilities. All techniques cost one (1) [[Spell slot progressions|spell slot]] to learn and a varying cost in coins for the instructor's time and all require the [[Arcana skill]] and a relevant second skill. |
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* Magic feats are passive bonuses you can purchase with [[spell slots]]. |
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* Magic Primary and Secondary guilds receive free feats (two and one respectively) appropriate to their guild. |
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* Each ability costs one [[spell slot]] and has prerequisites. |
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* You can buy as many as you'd like. |
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* You can unlearn feats at a trainer for a small fee (first forgotten feat costs 1250 kronar) |
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* You may STUDY <trainer> for the syntax of what to ask. |
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You look <trainer> over, realizing they have knowledge of magical feats and can likely answer all of |
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your questions. |
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:[You can ASK <trainer> ABOUT FEAT to learn about magical feats in general] |
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==Spell Preparation Techniques== |
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:[You can ASK <trainer> ABOUT <feat name> to learn about it - NOTE you must spell it exactly!] |
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===Alternate Preparations=== |
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Allows the magician to learn up to two alternate spell preparations.<br /> |
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'''Skill Prerequisites: ''' Arcana, [[Stealth]]. |
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:[You can ASK <trainer> ABOUT LEARNING <feat name> to learn that feat] |
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===Subtle Preparations=== |
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Allows the magician to learn special spell preparations that are harder to spot.<br /> |
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'''Technique Prerequisites: ''' Alternate Preparations, Legerdemain.<br /> |
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'''Skill Prerequisites: ''' Arcana, Stealth. |
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:[You can ASK <trainer> ABOUT FORGETTING <feat name> to forget that feat] |
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===Recognize Patterns=== |
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Gives the magician a chance to identify the preparation of spells he does not know.<br /> |
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'''Skill Prerequisites: '''Arcana, [[Perception]]. |
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==Choosing Feats== |
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===Advanced Spell Recognition=== |
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Feats are gained by learning them from an [[NPC]] Feat Trainer. |
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Increases the magician's chances of identifying a spell he does not know. There are five Advanced Recognition techniques, one for each realm: |
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*Advanced [[Holy Magic|Holy]] Recognition |
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*Advanced [[Life Magic|Life]] Recognition |
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*Advanced [[Elemental Magic|Elemental]] Recognition |
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*Advanced [[Lunar Magic|Lunar]] Recognition |
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*Advanced [[Arcane Magic|Arcane]] Recognition |
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'''Technique Prerequisites: ''' Recognize Patterns.<br /> |
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'''Skill Prerequisites: ''' Arcana, Perception |
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There are five feat trainers in Elanthia, one per province, all of whom teach all of the feats. They are located in [[Asemath Academy]], on the streets of [[Riverhaven]], [[Shard]] and [[Ratha]], and out near [[Boar Clan]]. |
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===Legerdemain=== |
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* Magical Feat Trainer [[Ozursus]] who wanders the halls of the Asemath Academy. |
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Decreases the chance that the magician's preparations will be identified by others.<br /> |
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* [[Eggleston]] who wanders the streets of [[Riverhaven]]. |
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'''Skill Prerequisites: '''Arcana, Stealth. |
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* [[Unshoba]] who wanders around around Sapphire Avenue in [[Shard]]. |
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* [[Ravari]] who wanders in the theater district on the third tier of [[Ratha]]. |
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* [[Orliss]] who wanders [[Boar Clan]]. |
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== Forgetting Feats == |
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===Faster Preparation=== |
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Feats can be forgotten by speaking to any NPC Feat Trainer. (Ex: ASK OZURSUS ABOUT FORGET). In the Wrayth FE, this will bring up a separate dialog box listing your currently known Feats. Choose the Feat you want to forget then click Unlearn. |
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Decreases the preparation time for spells. There are four Faster techniques, one for each kind of spell pattern: |
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*Faster Battle Preparations |
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*Faster Matrices |
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*Faster Rituals |
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*Faster [[: Category: Targeted Spells|Targeting]] |
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'''Skill Prerequisites: '''Arcana, [[Primary Magic]]. |
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The cost of forgetting a Feat is 1250 Kronars (or equivalent). The trainer will add this value to your provincial debt if you lack the funds on hand. |
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===Focused Preparations=== |
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Increases the length of time the magician may hold a fully prepared spell at the ready.<br /> |
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'''Skill Prerequisites: ''' Arcana, [[Scholarship]]. |
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There is no mention of the cost until you take action to forget the Feat. There is no confirmation dialog either, so choose wisely. You can always relearn a Feat if you later decide you want it again. |
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==Spell Casting Techniques== |
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Your used spell slot is immediately returned to you upon forgetting a feat. Type SPELLS to see your available spell slots. |
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===Sorcerous Patterns=== |
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>ask ozur about forget |
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Reduces the chance that the magician will trigger a sorcerous backfire.<br /> |
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>Raw Channeling |
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'''Technique Prerequisites: ''' Cautious Casting, Magic Theorist.<br /> |
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> |
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'''Skill Prerequisites: ''' Arcana, [[Sorcery skill|Sorcery]]. |
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Ozursus frowns and says, "You lack enough coin to do that. However, I suppose I can have the fee of 1250 Kronars added to your provincial debt." |
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Ozursus says, "Here, meditate with me a moment. Good...good. There, all knowledge of the Raw Channeling feat is now erased." |
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==Spell Preparation== |
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{|border="1" class="wikitable" |
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Increases the magician's effective skill in a particular application of magic. There are five Mastery techniques, one for each sub-skill of magic: |
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! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes |
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*[[Augmentation]] Mastery |
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*[[Debilitation]] Mastery |
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|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 {{com|PREPARE}} {{tt|/HIDE}}. |
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*[[Targeted Magic|Targeted]] Mastery |
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*[[Utility]] Mastery |
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|Silent Preparation||Alternate Preparation||100 Stealth||100 Arcana||Training with Silent Preparation allows the magician to learn [[spell_preparation|alternate spell preparations]] that are easier to conceal.||Silent preparations make it harder for others to notice you are preparing a spell when using {{com|PREPARE}} {{tt|/HIDE}} or preparing from hiding.<br />They do not affect the chance others have to recognize which spell you are preparing.<br />This feat will also eliminate the 3 second penalty to preparation time added when using {{com|PREPARE}} {{tt|/HIDE}}. This aspect works with any preparation as long as you know the feat, not just a silent one. |
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*[[Warding]] Mastery |
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'''Skill Prerequisites: ''' Arcana, appropriate sub-skill. |
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|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.<br />Moon Mages get this feat for free at second circle. <ref name="spell-rewrite">[[Post:TEST ONLY Spell Recognition Rewrite - 04/24/2016 - 18:59]]</ref> |
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|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.<ref name="spell-rewrite"/> |
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|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 {{com|target}}.<br />Warrior Mages get this feat for free at second circle. |
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|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 [[:Category:Battle spells|battle spells]] by 1 second.<br />Note: This effect is small enough that latency and the way that the game handles timers makes the reduction unnoticeable most of the time. |
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|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 [[:Category:Standard spells|standard spells]] by 2 seconds.<br />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. |
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|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 [[:Category:Ritual spells|ritual spells]] by 2 seconds.<br />Note: The in-game description is wrong. The target of the spell has no bearing on this feat. |
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|Alternate Preparation||||100 Primary Magic||100 Arcana||This feat allows the use of unorthodox and customized [[spell_preparation|spell preparations]]||This includes all non-silent alternate and illusory preparations.<br />Necromancers get this feat for free at second circle. |
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|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. |
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== |
==Spell Casting== |
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{|border="1" class="wikitable" |
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Allows the magician to use universal or realm-attuned [[Focus|ritual tools]].<br /> |
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! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes |
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'''Skill Prerequisites: '''Arcana, Primary Magic. |
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|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. <br />This feat adds +20% sorcery ranks, up to a maximum of 100 ranks. This bonus stacks with normal buffs and effects. |
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|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.<br />Clerics get this feat for free at second circle.<br />This feat adds +20% Augmentation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. |
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|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.<br />Reduces the duration of the [[:Category:Heavy offensive abilities|heavy offensive cooldown]] when initated by a debilitation spell.<br />This feat adds +20% Debilitation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. |
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|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.<br />Reduces the duration of the [[:Category:Heavy offensive abilities|heavy offensive cooldown]] when initiated by a TM spell.<br />Warrior Mages get this feat for free at second circle.<br />This feat adds +20% Targeted Magic ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. |
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|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.<br />Moon Mages get this feat for free at second circle.<br />This feat adds +20% Utility ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. |
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|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.<br />This feat adds +20% Warding ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. |
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|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. |
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|Cautious Casting||||50 Primary Magic||50 Arcana||With the Cautious Casting feat, you grow more proficient at avoiding injury when backfiring spells.|| |
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|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. |
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|Area Casting||Augmentation Mastery||200 Primary Magic||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. |
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==Attunement== |
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===Cautious Casting=== |
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{|border="1" class="wikitable" |
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Reduces the chance that a backfired spell will injure the magician.<br /> |
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! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes |
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'''Skill Prerequisites: ''' Arcana, Primary Magic. |
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|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. |
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|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. |
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|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.<br />Clerics get this feat for free at second circle. |
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|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. |
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|Cautious Harnessing||||100 Attunement||100 Arcana||Holding mana becomes safer and less likely to leak with knowledge of the Cautious Harnessing feat.|| |
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|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 {{com|invoke}} {{tt|<cambrinth> (spell/cyclic)}}. {{com|invoke}} {{tt|<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. |
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==Scrolls== |
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===Injured Casting=== |
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{|border="1" class="wikitable" |
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Reduces the penalties for casting a spell while injured.<br /> |
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! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes |
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'''Skill Prerequisites: ''' Arcana, Primary Magic. |
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|Improved Memory||||100 Scholarship||100 Arcana||This feat allows the memorization of a second scroll spell.|| |
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|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 {{com|invoke}} Paladin spells without this feat." |
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'''Note:''' Memorized spell scrolls can be forgotten using [[Release command|{{tt|RELEASE SCROLL}}]] {{tt|spellname}}. |
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==Attunement Techniques== |
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==[[Magical Research|Research]]== |
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===Deep Attunement=== |
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{|border="1" class="wikitable" |
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Increases the amount of mana the magician can sense at any given location or time.<br /> |
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! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes |
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'''Skill Prerequisites: ''' Arcana, [[Attunement skill|Attunement]]. |
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|Symbiotic Research||||200 Arcana||||Grants the ability to RESEARCH basic symbioses||Allows research of the Activate, Cast and Harness symbioses. |
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===Raw Channeling=== |
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Allows the magician to power a [[: Category: Cyclic Spells|Cyclic spell]] directly from his attunement.<br /> |
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|Mental Matrices||Symbiotic Research||300 Augmentation||||Allows research of symbioses that affect mental capabilities||Allows research of the Discern, Impress, Remember and Resolve symbioses. |
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'''Skill Prerequisites: ''' Arcana, Attunement. |
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|Physical Matrices||Symbiotic Research||300 Augmentation||||Allows research of symbioses that affect body capabilities||Allows research of the Avoid, Endure, Spring and Strengthen symbioses. |
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===Efficient Channeling=== |
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Reduces the cost of maintaining Cyclic spells.<br /> |
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|Scholar||Symbiotic Research||300 Augmentation||200 Scholarship||Allows research of symbioses improve scholarly abilities||Allows research of the Examine, Learn and Perform symbioses. |
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'''Skill Prerequisites: ''' Arcana, Attunement. |
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|Survivalist||Symbiotic Research||300 Augmentation||200 Outdoorsmanship||Allows research of symbioses improve wilderness survival||Allows research of the Explore, Harvest, Heal and Watch symbioses. |
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===Efficient Harnessing=== |
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Reduces the cost of holding mana.<br /> |
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'''Skill Prerequisites: ''' Arcana, Attunement. |
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{{RefAl|r=y|a=y}} |
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===Cautious Harnessing=== |
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Reduces the chance that held mana will injure the magician.<br /> |
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'''Skill Prerequisites: ''' Arcana, Attunement. |
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==Scroll Techniques== |
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===Improved Memory=== |
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Allows the magician to keep a second [[Spell Scrolls|scroll spell]] temporarily memorized.<br /> |
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'''Skill Prerequisites: ''' Arcana, Scholarship |
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===Magic Theorist=== |
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Allows the magician to temporarily memorize scrolls spells from other realms.<br /> |
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'''Skill Prerequisites: ''' Arcana, Scholarship. |
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==Guild-Taught Techniques== |
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Magic Primary and Secondary guilds start with some techniques for free, as part of their guild training. However, it is important to remember there is no such thing as a guild-restricted or guild-only technique: anyone can learn a technique if they can qualify and pay for it. |
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BARDS: Raw Channeling |
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CLERICS: Efficient Channeling, Augmentation Mastery |
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EMPATHS: Injured Casting |
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MOON MAGES: Recognize Patterns, Utility Mastery |
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NECROMANCERS: Alternate Preparations |
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WARRIOR MAGES: Faster Targeting, Targeted Mastery |
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{{RefAl|r=y}} |
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{{cat|Magic}} |
{{cat|Magic}} |
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[[page type is::concept| ]] |
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Latest revision as of 01:52, 25 June 2026
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 five feat trainers in Elanthia, one per province, all of whom teach all of the feats. They are located in Asemath Academy, on the streets of Riverhaven, Shard and Ratha, and out near Boar Clan.
- Magical Feat Trainer Ozursus who wanders the halls of the Asemath Academy.
- Eggleston who wanders the streets of Riverhaven.
- Unshoba who wanders around around Sapphire Avenue in Shard.
- Ravari who wanders in the theater district on the third tier of Ratha.
- Orliss who wanders Boar Clan.
Forgetting Feats
Feats can be forgotten by speaking to any NPC Feat Trainer. (Ex: ASK OZURSUS ABOUT FORGET). In the Wrayth FE, this will bring up a separate dialog box listing your currently known Feats. Choose the Feat you want to forget then click Unlearn.
The cost of forgetting a Feat is 1250 Kronars (or equivalent). The trainer will add this value to your provincial debt if you lack the funds on hand.
There is no mention of the cost until you take action to forget the Feat. There is no confirmation dialog either, so choose wisely. You can always relearn a Feat if you later decide you want it again.
Your used spell slot is immediately returned to you upon forgetting a feat. Type SPELLS to see your available spell slots.
>ask ozur about forget >Raw Channeling > Ozursus frowns and says, "You lack enough coin to do that. However, I suppose I can have the fee of 1250 Kronars added to your provincial debt." Ozursus says, "Here, meditate with me a moment. Good...good. There, all knowledge of the Raw Channeling feat is now erased."
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 3 second 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. This feat adds +20% sorcery ranks, up to a maximum of 100 ranks. This bonus stacks with normal buffs and effects. | |
| 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. This feat adds +20% Augmentation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. | |
| 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. This feat adds +20% Debilitation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. | |
| 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. This feat adds +20% Targeted Magic ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. | |
| 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. This feat adds +20% Utility ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. | |
| 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. This feat adds +20% Warding ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects. | |
| 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 Primary Magic | 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 | 200 Arcana | Grants the ability to RESEARCH basic symbioses | Allows research of the Activate, Cast and Harness symbioses. | ||
| Mental Matrices | Symbiotic Research | 300 Augmentation | Allows research of symbioses that affect mental capabilities | Allows research of the Discern, Impress, Remember and Resolve symbioses. | |
| Physical Matrices | Symbiotic Research | 300 Augmentation | Allows research of symbioses that affect body capabilities | Allows research of the Avoid, Endure, Spring and Strengthen symbioses. | |
| Scholar | Symbiotic Research | 300 Augmentation | 200 Scholarship | Allows research of symbioses improve scholarly abilities | Allows research of the Examine, Learn and Perform symbioses. |
| Survivalist | Symbiotic Research | 300 Augmentation | 200 Outdoorsmanship | Allows research of symbioses improve wilderness survival | Allows research of the Explore, Harvest, Heal and Watch symbioses. |
References
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