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Magic and Mobs

Element Color Focus
Fire Orange Damage over time, explosions
Water Blue Knockback, area control
Earth Brown High damage, terrain manipulation
Air White Mobility, crowd control
Light Yellow Healing, buffs, support
Dark Dark Purple Debuffs, stealth, summons
None Gray Utility, raw magic

Where spells come from

Spells and magical knowledge come from killing wild casting mobs. Spawners don't count. Mobs keep their normal behavior, but will also cast spells from their pool of spells. Rarer and stronger mobs generally cast higher circle spells. Each mob also has its own elemental strengths and weaknesses.

Fishing is a secondary source. See Fishing and Money.

Drop rates and knowledge scale with the moon. See Astronomy.

Spellbooks

A spellbook is bound to the player who earned it and cannot be traded. It becomes a Faded Spellbook as soon as it leaves your inventory.

You can craft a random spellbook with 8 Faded Spellbooks + 1 Magic Stone.

Circles

Your Circle is your magic rank. Raising it requires accumulated knowledge, spell mastery, and research.

Casting a spell raises mastery of that spell and does not require a target. Mastery alone does not raise your Circle.

Elements

Six elements in a wheel. Every bloodline is strongest in its own, moderate in its two neighbours, weak in the two far from it, and hard-countered by its opposite. This affects damage dealt and damage taken. See Genetics and Bloodline.

Equipment grants affinity but never resistance. Resistance comes only from genetics, research, and circle-ups.

Commands

  • /spells โ€” spells and casting hotbar
  • /alkatraz โ€” stats and progression
  • /recipes โ€” all magic item recipes and their requirements