How To Play World of Magic: Getting Started

This will be an extensive beginner’s guide to playing World of Magic. An RPG created by vetex.

Getting Started
Different Terms

A list of examples of terms I will be using:

Clash Rates:

Upon hitting another magic blast head-on, the clash rate determines how it fares against it. Either cancelling the other blast out and heading straight towards the opponent or disappearing and leaving you open to damage.

Interactions:

How specific magic interacts with another

Magics

Upon starting and selecting a file you will be prompted to choose a type of magic. There are currently 23 different magics you can choose from. Each having their own disadvantages and advantages.

Acid Magic

An acidic magic that burns and melts your enemies.

Gives a melting status that slowly deals damage over time. There are multiple different interactions with different magics. Here are the current interactions:

Acid

  • Expands Acid puddles on contact.

  • Gives the Melting status effect which deals damage over time.

  • Deals 25% more damage if the target is bleeding.

Water

  • Replaces Water puddles with Acid.

  • Deals 10% less damage if the target is soaked.

Ink

  • Expands Ink puddles on contact.

  • Deals 5% less damage if the target is inked.

Fire

  • Deals 25% more damage if the target is burning.

Ice

  • Removes the Freezing status effect.

  • Removes the Frozen status effect and deals 20% more damage.

Magma

  • Turns Magma puddles into obsidian, and disables their damage.

  • No clash advantage or disadvantage, and creates a steam effect.

Poison

  • Dissipates poisonous clouds on contact.

  • Deals 10% more damage if the target is poisoned.

Plasma

  • Creates a steam effect when clashing.

  • Deals 10% more damage if the target is scorched.

Sand

  • Removes the Sandy status and deals 10% less damage.

Explosion

  • Deals 10% more damage if the target is charred.

Ash

  • Removes the petrified status effect and deals 40% more damage.

This has good clashing rates against most magic. But loses/has a disadvantage against the following magic:

  • Earth

  • Iron

  • Gold

  • Glass

  • Crystal

  • Explosion

Water Magic

Gives you the ability to make puddles of water and shoot water at people making them wet.

Gives the soaked status affect. Here are the current interactions:

Acid

  • Expands Acid puddles on contact.

  • Removes the Melting Status Effect.

  • Deals 10% less damage if the target is melting.

Water

  • Expands Water puddles on contact.

  • Gives the Soaked status effect, which makes the target vulnerable to lightning, ice, and other types of magic that are complimentary to water.

  • Deals 10% more damage if the target is bleeding.

Ink

  • Expands Ink puddles on contact.

  • Removes the Inked Status Effect.

  • Deals 10% less damage if the target is inked.

Fire

  • Removes the Burning Status Effect and deals 20% less damage.

Ice

  • Deals 30% more damage if the target is freezing.

  • Deals 50% less damage if the target is frozen.

Magma

  • Turns Magma puddles into obsidian, and disables their damage.

  • Deals 10% less damage if the target is melting.

Plasma

  • Removes the Scorched Status Effect and deals 30% less damage.

Sand

  • Deals 20% less damage if the target is sandy.

Explosion

  • Removes the charred status effect and deals 10% less damage.

Ash

  • Removes the petrified status effect and deals 10% less damage.

Water Magic works underwater unlike Fire and Explosion. Though the clash rates against most elements work against its favor, here are the magic that Water loses against in clashes:

  • Acid

  • Ink

  • Earth

  • Ice

  • Wood

  • Iron

  • Gold

  • Glass

  • Crystal

  • Snow

  • Explosion

Ink Magic

A magic that stacks blindness as you hit more shots of ink.

Delivers the inked status effect. (obscures vision) Here are the current interactions:

Acid

  • Replaces Acid puddles on contact.

  • Removes the Melting Status Effect.

  • Deals 5% less damage if the target is melting.

Water

  • Replaces Water puddles on contact.

  • Removes the Soaked Status Effect and deals 10% less damage.

Ink

  • Expands Ink puddles on contact.

  • Gives the Inked status effect, which is similar to the Soaked status effect except lasts for longer and has certain strengths/weaknesses that Soaked doesn’t.

  • Deals 15% more damage if the target is bleeding.

Fire

  • Removes the Burning Status Effect and deals 20% less damage.

Ice

  • Deals 10% more damage if the target is freezing.

  • Deals 40% less damage if the target is frozen.

Magma

  • Turns Magma puddles into obsidian, and disables their damage.

  • Deals 5% less damage if the target is melting.

Poison

  • Deals 10% more damage if the target is poisoned.

Plasma

  • Removes the Scorched Status Effect and deals 30% less damage.

Sand

  • Deals 10% less damage if the target is sandy.

Explosion

  • Deals 10% less damage if the target is charred.

Ash

  • Removes the petrified status effect and deals 10% less damage.

Ink is very inky and does okay in the clash rates category. And the extra blindness helps in PVP if you are good at aiming and prediction. Allowing you to ambush and quickly blind and then destroy them. Though it does lose against a few magic, here are the magic that Ink loses to:

  • Acid

  • Ink (lol)

  • Earth

  • Ice

  • Wood

  • Iron

  • Gold

  • Glass

  • Crystal

  • Explosion

Fire Magic

It is very lit and burns. Fairly quick and delivers the burning status effect.

Here are the current interactions:

Acid

  • Deals 25% more damage if the target is melting.

Water

  • Evaporates on contact with water puddles, unless the water puddles are smaller than the fire attack.

  • Removes the Soaked status effect and deals 10% less damage.

Ink

  • Removes the Inked status effect and deals 5% less damage.

Fire

  • Removes the Bleeding status effect and deals 10% more damage.

  • Gives the Burning status effect which deals damage over time.

  • Turns into steam when it comes into contact with the sea.

  • Cannot be used when underwater.

  • Creates a flash of light when clashing with itself.

Ice

  • Removes the Freezing status effect and deals 10% less damage.

  • Deals 10% less damage if the target is frozen.

Magma

  • Deals 25% more damage if the target is melting.

Poison

  • Creates an explosion when clashing.

  • Causes poisonous clouds to ignite on contact, which changes their damage owner to the Fire caster and gives the cloud fiery particles.

  • Deals 25% more damage if the target is poisoned.

Plasma

  • Deals 25% more damage if the target is scorched.

Sand

  • Deals 20% less damage if the target is sandy.

Explosion

  • Petrifies the target and deals 20% more damage if they are charred.

Ash

  • Deals 20% more damage if the target is petrified.

Very fiery and does fairly well in the clash rates department. Pretty much in the same situation as Ink Magic. It loses to the following magic:

  • Acid

  • Water

  • Earth

  • Ice

  • Magma

  • Iron

  • Gold

  • Plasma

  • Sand

  • Crystal

  • Explosion

Earth Magic

Earth Magic is very powerful and does good damage.

Here are its current interactions:

Acid

  • Deals 10% more damage if the target is melting.

Earth

  • Gives the Bleeding status effect if the attack deals more than 30% of the target’s max health.

  • Deals 25% more damage if the target is bleeding.

Ice

  • Removes the Frozen status effect and deals 40% more damage.

Magma

  • Deals 10% more damage if the target is melting.

Sand

  • Deals 10% more damage if the target is sandy.

Earth Magic has really good clash rates. Outclashing a majority of the current magic. Here are the magic that Earth loses to:

  • Lightning

  • Magma

  • Iron

  • Gold

Ice Magic

Delivers the freezing status and is very good at giving people the cold shoulder. Decent in most categories and removes several effects.

Acid

  • Removes the Melting status effect.

Water

  • Freezes when used with the Soaked status effect, and deals 25% more damage.

Ink

  • Freezes when used with the Inked status effect, and deals 10% more damage.

Fire

  • Deals 10% less damage if the target is burning.

Ice

  • Deals 40% more damage if the target is bleeding.

  • Deals 25% more damage if the target is frozen.

Magma

  • When colliding with a Magma puddle, Ice projectiles will evaporate.

  • Removes the Melting status effect.

Plasma

  • Deals 20% less damage if the target is scorched.

Explosion

  • Removes the charred status effect and deals 10% less damage.

Ash

  • Deals 10% less damage if the target is petrified.

Ice loses out on quite a few magic. Here are the magic that Ice loses to:

  • Fire

  • Earth

  • Lightning

  • Magma

  • Wood

  • Shadow

  • Iron

  • Gold

  • Plasma

  • Crystal

  • Explosion

Lightning Magic

The current meta magic that most people use. It’s very electrifying. Speedy and good damage. Here are it’s current interactions:

Acid

  • Deals 10% more damage if the target is melting.

Water

  • Conducts through puddles, giving them an electric charge and causing them to deal damage on contact.

  • Deals 25% more damage if the target is soaked.

Ink

  • Conducts through puddles, giving them an electric charge and causing them to deal damage on contact.

  • Deals 15% more damage if the target is inked.

Ice

  • Removes the Frozen status effect and deals 50% more damage.

Lightning

  • Removes the Bleeding status effect and deals 10% more damage.

  • Projectiles instantly explode when underwater/when coming into contact with the sea.

Plasma

  • Deals 10% more damage if the target is scorched.

Sand

  • Removes the Sandy status and deals 25% more damage.

Explosion

  • Removes the charred status effect.

Ash

  • Removes the petrified status effect and deals 10% less damage.

Lightning Magic fares well in the clashing category but loses against a few magic:

  • Acid

  • Water

  • Ink

  • Wind

  • Iron

  • Gold

Magma Magic

Magma Magic, one of the meta PVP Magics mentioned on this forum. Does high damage and damage over time is great as well. Here are its current interactions:

Acid

  • Evaporates Acid puddles on contact.

Water

  • Evaporates Water puddles on contact.

  • Removes the Soaked status effect and deals 5% less damage.

Ink

  • Evaporates Ink puddles on contact.

  • Removes the Inked status effect and deals 2.5% less damage.

Ice

  • Removes the Freezing status effect and deals 5% less damage.

  • Removes the Frozen status effect and deals 5% less damage.

Magma

  • Expands Magma puddles on contact.

  • Gives the Melting status effect which deals damage over time.

  • Removes the Bleeding status effect and deals 20% more damage.

Poison

  • Disspates poisonous clouds on contact.

  • Deals 10% more damage if the target is poisoned.

Sand

  • Removes the Sandy status and deals 10% less damage.

Explosion

  • Deals 20% more damage if the target is charred.

Ash

  • Removes the petrified status effect and deals 40% more damage.

Magma Magic does very well in the clash rates department. Only losing against a few magic that are the following:

  • Water

  • Ink

  • that’s about it ;_;

Wood Magic

Wood magic is woody. And has decent interactions and clash rates. Here are Wood’s current interactions:

Acid

  • Deals 15% more damage if the target is melting.

Fire

  • Deals 30% more damage if the target is burning.

Wood

  • Gives the Bleeding status effect if the attack deals more than 30% of the target’s max health.

  • Deals 30% more damage if the target is bleeding.

Plasma

  • Deals 30% more damage if the target is scorched.

Sand

  • Deals 20% more damage if the target is sandy.

Explosion

  • Deals 10% more damage if the target is charred.

Ash

  • Deals 20% more damage if the target is petrified.

These are the magic that Wood loses against in clashing:

  • Acid

  • Fire

  • Earth

  • Lightning

  • Magma

  • Iron

  • Gold

  • Plasma

  • Crystal

  • Ash

Light Magic

Light Magic is very bright and delivers a stacking blinding status that makes it hard for your enemy players to counterattack. Good for snipers.

Here are Light Magic’s current interactions:

Fire

  • Creates a flash of light when clashing.

Ice

  • Deals 30% less damage if the target is Frozen.

Light

  • Gives the Blinded status effect.

Shadow

  • Deals 20% less damage if the target is Drained.

Poison

  • Attacks get swallowed by poisonous clouds on contact.

In the clash rates department Light loses against most of the other magic. Here are the magic that Light loses against:

  • Earth

  • Ice

  • Lightning

  • Magma

  • Wood

  • Iron

  • Paper

  • Poison

  • Gold

  • Plasma

  • Sand

  • Crystal

  • Snow

  • Explosion

  • Ash

Wind Magic

This magic blows you away and delivers slight knockback. Here are the current interactions:

Water

  • Removes the Soaked status effect and deals 10% less damage.

Ink

  • Removes the Inked status effect and deals 5% less damage.

Fire

  • Removes the Burning status effect and deals 10% less damage.

Ice

  • Turns the Freezing status effect into Frozen on contact, and deals 20% more damage when this occurs.

  • Deals 50% less damage when the target is Frozen.

Poison

  • Dissipates poisonous clouds on contact.

  • Deals 10% less damage if the target is poisoned, and removes the poisoned status afterwards.

Plasma

  • Deals 10% more damage if the target is scorched.

Sand

  • Removes the Sandy status and deals 10% less damage.

Explosion

  • Deals 10% more damage if the target is charred.

Ash

  • Removes the petrified status effect and deals 40% more damage.

Wind Magic has fairly quick spells and does badly in the clash rates department. Here are all the magic that Wind loses to:

  • Earth

  • Ice

  • Magma

  • Wood

  • Light

  • Shadow

  • Iron

  • Gold

  • Plasma

  • Glass

  • Crystal

  • Explosion

Good for people who like to knock people back and don’t like to destroy things.

Shadow Magic

A very dark magic that has low destruction rates. And has very little interactions:

Ice

  • Deals 30% less damage if the target is Frozen.

Light

  • Deals 30% less damage if the target is Blinded.

This magic does decent in the clash rates department. Here are the magic that Shadow loses to:

  • Earth

  • Lightning

  • Magma

  • Wood

  • Iron

  • Gold

  • Sand

  • Glass

  • Crystal

  • Snow

  • Explosion

Good for opposing light. Not really good overall.

Iron Magic

A slow magic that does great damage and is very hard.

Acid

  • Deals 20% more damage if the target is melting.

Ice

  • Removes the Frozen status effect and deals 80% more damage.

Magma

  • Deals 20% more damage if the target is melting.

Iron

  • Gives the Bleeding status effect if the attack deals more than 5% of the target’s max health.

Sand

  • Deals 10% more damage if the target is sandy.

Does pretty well in clash rates and loses to the following magic:

  • Magma

  • Gold

  • That’s about it ;_:

Paper Magic

Fairly good interactions and is made out of Wood. Very fast. Here are the current interactions:

Acid

  • Deals 10% more damage if the target is melting.

Water

  • Deals 10% less damage if the target is soaked.

Ink

  • Deals 10% more damage if the target is inked, and scribes the target, which causes paper to get stuck to them and impend their movement.

Fire

  • Deals 30% less damage if the target is burning.

Ice

  • Deals 90% less damage if the target is frozen.

Magma

  • Deals 10% more damage if the target is melting.

Plasma

  • Deals 40% less damage if the target is scorched.

Clash rates suck. It loses against nearly all the magic. Here are the magic that paper loses against:

  • Acid

  • Water

  • Ink

  • Fire

  • Earth

  • Ice

  • Lightning

  • Magma

  • Wood

  • Wind

  • Iron

  • Poison

  • Gold

  • Plasma

  • Sand

  • Glass

  • Crystal

  • Snow

  • Explosion

  • Ash

Poison Magic

A poisonous magic that deals a lot of damage over time. The interactions with itself are abundant (4):

Ink

  • Deals 10% more damage if the target is inked.

Fire

  • Deals 10% less damage if the target is burning.

Ice

  • Deals 90% less damage if the target is frozen.

Poison

  • Gives the poisoned status effect which deals damage over time.

  • Deals 25% more damage if the target is bleeding.

  • Leaves clouds of poisonous gas on contact.

  • Grows poisonous clouds when colliding with them.


The clash rates are kind of bad. It loses against the following magic (majority of all):

  • Acid

  • Ink

  • Earth

  • Ice

  • Magma

  • Wood

  • Wind

  • Shadow

  • Iron

  • Gold

  • Plasma

  • Sand

  • Glass

  • Crystal

  • Snow

  • Ash

Gold Magic

The heaviest hitting magic in the game. Slow but deals crazy damage. Here are its current interactions:

Gold

  • Deals 30% more damage if the target is melting.

  • Deals 90% more damage if the target is frozen, and shatters the ice.

  • Gives the Bleeding status effect if the attack deals more than 5% of the target’s max health.

Sand

  • Deals 10% more damage if the target is sandy.

Loses against one magic: Magma

Plasma Magic

A very electric gassy magic. And has good damage over time as well as interactions:

Acid

  • Deals 20% more damage if the target is melting.

Water

  • Evaporates on contact with water puddles, unless the water puddles are smaller than the plasma attack.

  • Removes the Soaked status effect and deals 5% less damage.

Ink

  • Removes the Inked status effect on contact.

Ice

  • Removes the Freezing status effect and deals 5% less damage.

  • Removes the Frozen status effect on contact.

Poison

  • Causes poisonous clouds to ignite with heat on contact, which changes their damage owner to the Plasma caster and gives the cloud plasma particles.

  • Deals 10% more damage if the target is poisoned.

Plasma

  • Removes the Bleeding status effect and deals 20% more damage.

  • Gives the Scorched status effect which deals damage over time.

  • Turns into steam when it comes into contact with the sea.

  • Cannot be used when underwater.

Explosion

  • Petrifies the target and deals 20% more damage if they are charred.

Ash

  • Deals 20% more damage if the target is petrified.

Does fairly well in the clash rates department but loses against the following:

  • Water

  • Ink

  • Earth

  • Ice

  • Lightning

  • Magma

  • Shadow

  • Iron

  • Gold

  • Crystal

Sand Magic

Stacks blindness that is effective against players. Also makes sand piles for fun. The interactions are good and are the following:

Acid

  • Deals 10% more damage if the target is melting.

Water

  • Removes the Soaked status and deals 20% less damage.

Ink

  • Removes the Inked status and deals 10% less damage.

Fire

  • Deals 10% more damage if the target is burning.

Ice

  • Deals 60% less damage if the target is frozen.

Magma

  • When colliding with a Magma puddle, Sand projectiles will evaporate.

  • Deals 10% more damage if the target is melting.

Sand

  • Expands sand piles on contact.

  • Spells create sand piles.

  • Gives the Sandy status effect, which partially obscures vision.

  • Deals 10% more damage if the target is bleeding.

Explosion

  • Deals 20% more damage if the target is charred.

Ash

  • Deals 20% more damage if the target is petrified.

Sand Magic has decently bad clash rates and loses against the following:

  • Acid

  • Water

  • Ink

  • Earth

  • Ice

  • Lightning

  • Magma

  • Wood

  • Wind

  • Iron

  • Gold

  • Glass

  • Crystal

  • Explosion

Glass Magic

It gives the bleeding status and makes annoying sounds. It’s fairly slow though. Here are the current interactions:

Acid

  • Deals 20% more damage if the target is melting.

Ink

  • Deals 10% more damage if the target is inked.

Ice

  • Deals 10% more damage if the target is freezing.

  • Deals 80% less damage if the target is frozen.

Magma

  • Deals 20% more damage if the target is melting.

Sand

  • Deals 10% more damage if the target is sandy.

Glass

  • Gives the Bleeding status effect which deals damage over time.

The clash rates for Glass Magic are fairly decent. Here are the magic that Glass loses to:

  • Fire

  • Earth

  • Ice

  • Magma

  • Wood

  • Iron

  • Gold

  • Plasma

  • Crystal

  • Explosion

Crystal Magic

Fairly good interactions and is crystally. Fairly quick and blends in and the explosions look great. Here are the current interactions:

Acid

  • Deals 10% more damage if the target is melting.

Ice

  • Deals 30% more damage if the target is frozen.

Magma

  • Deals 10% more damage if the target is melting.

Sand

  • Deals 10% more damage if the target is sandy.

Crystal

  • Gives the Bleeding status effect if the attack deals more than 30% of the target’s max health.

Crystal is fairly quick and looks good. In the clash rate department, it does well. Though it loses against the following magic:

  • Earth
  • Iron
  • Gold
  • Explosion
Snow Magic

A cold magic that delivers an effect that obscures vision. Here are Snow Magic’s current interactions with other magics:

Acid

  • Removes the melting status effect and deals 10% less damage.

Water

  • Freezes when used with the Soaked status effect, and deals 10% more damage.

Ink

  • Freezes when used with the Inked status effect.

Fire

  • Removes the burning status effect and deals 10% less damage.

Ice

  • Freezes when used with the Freezing status effect, and deals 25% more damage.
  • Deals 60% less damage if the target is frozen.

Magma

  • When colliding with a Magma puddle, Snow projectiles will evaporate.
  • Removes the melting status effect and deals 10% less damage.

Plasma

  • Removes the scorched status effect and deals 20% less damage.

Snow

  • Expands snow piles on contact.
  • Spells create snow piles.
  • Gives the Snowy status effect, which partially obscures vision.

Explosion

  • Removes the charred status effect and deals 20% less damage.

Ash

  • Removes the petrified status effect and deals 20% less damage.

In the clash rate department it does decently well. Not too good though, it loses against the following magic:

  • Acid
  • Fire
  • Earth
  • Ice
  • Magma
  • Wood
  • Wind
  • Iron
  • Gold
  • Plasma
  • Glass
  • Crystal
  • Explosion
  • Ash
Explosion Magic

An explosive magic that will blow you away. Can’t be used underwater though, sadly. Here are Explosion Magic’s current interactions:

Acid

  • Deals 10% more damage if the target is melting.

Water

  • Removes the soaked status effect and deals 10% less damage.

Ink

  • Removes the inked status effect and deals 5% less damage.

Fire

  • Deals 20% more damage if the target is burning.

Ice

  • Removes the freezing status effect and deals 10% less damage.
  • Removes the frozen status effect and deals 50% more damage.

Magma

  • Deals 10% more damage if the target is melting.

Plasma

  • Deals 10% more damage if the target is scorched.

Sand

  • Deals 10% less damage if the target is sandy.

Snow

  • Removes the snowy status effect.

Explosion

  • Gives the Charred status effect, which partially obscures vision.
  • Deals 10% more damage if the target is bleeding.

Ash

  • Removes the petrified status effect and deals 40% more damage.

In the clash rate department, it fares extremely well and only loses against 4 magic types. Which are the following:

  • Lightning
  • Iron
  • Gold
  • Plasma
Ash Magic

A magic that delivers the petrified effect after a certain health threshold that freezes people. Pairs well with Explosion due to its interactions below:

Acid

  • Deals 10% more damage if the target is melting.

Water

  • Removes the soaked status effect and deals 5% less damage.

Ink

  • Removes the inked status effect.

Fire

  • Petrifies the target and deals 20% more damage if they are burning.

Ice

  • Removes the freezing status effect and deals 10% less damage.
  • Deals 90% less damage if the target is frozen.

Magma

  • Deals 10% more damage if the target is melting.

Plasma

  • Deals 10% more damage if the target is scorched.

Sand

  • Deals 10% more damage if the target is sandy.

Snow

  • Removes the snowy status effect.

Explosion

  • Petrifies the target and deals 10% more damage if they are charred.

Ash

  • Gives the Petrified status effect if the attack deals more than 33% of the target’s health, which prevents them from moving until they use an attack.
  • Deals 10% more damage if the target is bleeding.

The clash interactions is kinda lackluster. Here are the magic that Ash loses to:

  • Acid
  • Water
  • Ink
  • Fire
  • Earth
  • Ice
  • Wind
  • Shadow
  • Iron
  • Gold
  • Plasma
  • Sand
  • Glass
  • Crystal
  • Explosion
Cultures

There are currently 13 different cultures planned and 3 implemented so far. You will be able to tell what type of culture you’re in based on the towns you spawn in once you make your character. The following towns will be organized corresponding to their culture. If you spawn in a town related to a specific culture then you are that culture.

Your town is also where you can buy weapons corresponding to your culture. You cannot buy weapons from other cultures ;_;

Savarian (not yet implemented)

You live in deserts, are used to hot temperatures and more. You guys wear orange clothes and are a culture that isn’t rich but ain’t poor either. These are your towns:

  • Dezlea Town
  • Savera
Skylian (not yet implemented)

You guys are descendants of the people of the sky islands. You guys are used to cold climates and are great at using magic. You live in the following towns:

  • you don’t exist
Aleleans

The richest culture, refined and powerful. They have a rivalry with the Castlians since the Castlians are technically poor Aleleans. Aleleans are used to normal temperatures. You live in the following towns:

  • New Alelea
  • Rockhollow
  • Bell Village
Doomarian (not yet implemented)

They are descendants of Doom Island residents. They live in normal conditions and are poor. They live in the following towns:

  • Doom Village
  • Storm Village
Canopian (not yet implemented)

They are descendants of jungle dwellers. Culture is very rare and don’t really know how to build ships. They live in jungles and rainforests so you are used to hot, humid conditions. They live in the following towns:

  • Rainville
  • Canopy Village
Vistarian

They are the survivors of the fall of Altavista. They live in valleys and plains so they are used to moderate living conditions. They are rich as well and are peaceful beings. They live in the following towns:

  • Westhall
  • Ironport
  • Riverville
  • Stoneburg
Snowfolk (not yet implemented)

Descendants of the people who lived in Permafrost Island and are used to cold places. They are very pale and wear thick clothes. They live in the following towns:

  • they don’t exist
Keihatsu (not yet implemented)

Descendants of the wise people of the Sixth Sea. And is heavily based of feudal Japan, so ninjas. (katanas pls) They live in the following towns:

  • Shangdao
  • Jargai
  • Shisato
Alvarian (not yet implemented)

This culture is a mixture of Savarian and Alelean. They live in deserts and cliffs and are used to hot climates. They are rich and use lightweight armor. They live in the following towns:

  • Alvaris
Old Sea Vikings (not yet implemented)

They are vikings and raid places. To the Magic Council they are pests. They are very robust and brutish. And they live in the following towns:

  • Brigand’s Landing
  • Greyville
New Greek (not yet implemented)

An ancient culture that claims to be descendants of the Greek Gods. Extremely good at magic and can cast it without those weird magic circles. They are used to colder, harsher climates. These people are rare and live in one town:

  • New Mt. Olympus
Savyrian (not yet implemented)

This culture is a mix up of Savarian and Doomyrian. They live in rocky deserts so they are used to hotter climates. They look like they are from the Wild West.
Towns:

  • you don’t exist
Castlian

A branch of the Aleleans that was created because the original Aleleans were rude to them. They are heavily focused on military type stuff and hold a grudge against the Aleleans. They live in plains and tundras so they are used to a mix of hot and cold climates. They live in the following towns:

  • Umber Keep
  • Summer Hold
  • Red Ruins (abandoned)
Making Spells

Creating spells allow you to look cool. The smaller the spell size the more powerful and damage it deals.
There are currently 8 slots for you to put spells in and there are 7 different spell types:

Blast Attacks

The requirements to make blast attacks are none. You can choose how many shots are fired, explosion size and blast size as well as the name. Though you need to be a specific level to use some of the customizations. Usually, blast attacks are used to initiate a fight and spammy blast attacks are normally used to out prioritize or quickly kill high level NPCs (not King David Silver).

Explosion

You make an explosion of your magic at the desired location or around you. There are three types: Pillar, Shockwave and Sphere. And they all have varying damage and visuals. Usually, these spells are used to get extra damage in when you can’t aim and can be used to counter people who jump a lot. You can choose how many times the explosions hit and the size as well.

High Jump

You propel yourself upwards using your magic. You can control how much power it has (the amount of power determines the mana cost) and the slight direction angle. Specific magics cause the explosion to destroy the objects below it. Which could result in a fine for the Good Reputation people.

Beam Attack

Near instantaneous attacks of magic that explode on impact. You can choose how many blasts you fire and beam size. It’s good for initiating combat and catching people who are running away.

Hover (not yet implemented)

work in progress Lets you hover

Mode (not yet implemented)

work in progress Gives you a mode?

Flight (not yet implemented)

work in progress Fly.


Navigation

Navigation between the different posts that I have made:

Part 1: You are here
Part 2: Leveling
Part 3: Created by Double Run: PVP
Part 4: Bosses
To be determined

Sources
Disclaimer

if any of these things are wrong just mention it in the comments.

5 Likes

Great post. I think you might also needa link some useful documents/posts that they should read to get some basic knowledge of the game.

(Like my pvp guide psst)

Yeah, I was planning on doing that when I got to the PVP-wait I’ll just link it now…just a request, could you link the guide i have to your PVP thing?

thank you, random kind stranger

No problem

Definitely useful I’m gonna bookmark this.

You know if this post was more refined with a tad bit more info ill link it in my master post :smiley:

scratch that ill add it in now , i just hope u continue to update it :+1:

Okay sure, it’ll update based on new updates for now. If i find anything else I’ll add it here.

Mode will give you a buff that you can choose in the magic creation menu.
There are only a few confirmed ones:
Destruction (Increases AOE and destruction size)
Power (Increases damage)
Resistance (Max Health)
Speed (Casting speed up, weight down {which i’m assuming means speed up})
Bursting (Constantly damages people around you)

ok…this hasn’t been implemented yet though so i don’t really know a good way to put this into the guide.

thanks for the reminder tho-

Fr tho lightning overrated af

lmao, yeah i don’t see lightning as much anymore

i just noticed this post is from last month

heheh good job

(necrobump?)