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Table of Contents
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
/spellsโ spells and casting hotbar/alkatrazโ stats and progression/recipesโ all magic item recipes and their requirements
