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Magic and Mobs

The core of the server is the Alkatraz magic plugin by Nagasonic. Its wiki covers the basics. Many numbers here are changed, so trust this page over theirs.

Every number on this page is read from the live server.

Elements

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

Affinity raises the damage you deal with an element. Resistance lowers the damage you take from it. Each point is about 1%. A negative resistance means you take MORE damage from that element.

Mobs work the same way. A mob resists the element it casts and is weak to the opposite. Undead are weak to Light.

All spells

Spell Element Circle Mana Cooldown Cast Type Description
Magic Missile None 0 5 0.5s Projectile Short burst of mana dealing small damage
Air Burst Air 1 15 3s Self Launches enemies backward. No damage
Earth Throw Earth 1 15 4s Projectile Chunk of earth launched forward
Fireball Fire 1 15 3s Projectile Small ball of fire
Water Sphere Water 1 15 5s Projectile Ball of water propelled forward
Air Blades Air 2 40 6s Fan Fan of cutting air blades
Buff Light 2 40 30s Self/Target Your configured buffs. Sneak to buff someone else
Debuff Dark 2 45 25s Target Your configured debuffs on a target
Detect None 2 75 15s Self Reveals nearby entities
Earth Spike Earth 2 45 10s Target Spike of rock launching enemies up
Fire Blast Fire 2 75 7.5s Projectile Large fireball that ignites the area
Lesser Heal Light 2 75 20s Target Heals a target, or yourself while sneaking
Stealth None 2 75 0s Self Hides you, costs mana every second
Swift Air 2 35 5s Self Gust that throws you forward
Water Pulse Water 2 50 8s Self/AoE Knockback wave. Puts out fire and lava
Wind Vortex Air 2 30 8s Self/AoE Pulls enemies toward you
Barrier None 3 100 25s Self Shield of mana that absorbs 16 damage
Dark Tendrils Dark 3 50 15s Summon Tendrils that hunt targets and debuff them
Disguise None 3 105 60s Self Look like another player
Fire Wall Fire 3 125 12.5s Wall Wall of fire
Geyser Water 3 40 6s AoE Column of water erupting in front of you
Heal Light 3 90 45s Target Strong heal for a target, or yourself while sneaking
Tremor Earth 3 101 25s AoE Shockwave through the ground
Blink None 4 40 8s Self Teleport 12 blocks forward
Earthen Wall Earth 4 70 15s Wall Wall of earth
Flaming Volley Fire 4 60 10s Volley Volley of flaming arrows
Light Buff Light 4 50 20s AoE Blesses allies within 8 blocks
Summon Zombies Dark 4 90 30s Summon Three zombies for 30 seconds
Whirlpool Water 4 55 25s AoE Pulls enemies in and damages them
Wind Barrier Air 4 80 25s Self Deflects projectiles for 30 seconds
Meteor Shower Fire 5 100 30s AoE Rain of meteors
Tsunami Water 5 90 25s Wave Massive wave surging forward
Fissure Earth 5 105 28s AoE A widening crack that launches enemies
Tornado Air 5 110 35s AoE Vortex that pulls in and tears apart
Radiance Light 5 95 30s AoE Heals allies and sears undead
Shadow Realm Dark 5 115 35s AoE Area of darkness that damages everyone inside
Bind Soul None 5 120 30s Ritual Moves a soul from a placed head into a soulless player
Capture Soul None 6 150 60s Ritual Puts a magic mob's soul into an empty head

Swift and Blink do not work while gliding with an elytra.

Who casts what

Every hostile mob below keeps its vanilla behavior and casts its spells on top. A mob casts at a player within 16 blocks that it can see, at most once every 6 seconds.

Book chance per kill is the chance that one kill drops any spellbook, from new moon to full moon.

Resists and Weak to are the mob's resistances. Hit it with what it is weak to.

Mob Casts Resists Weak to Book chance per kill Where
Zombie Magic Missile Dark 20 Light -30 5.5% to 11% Anywhere dark
Zombie Villager Magic Missile Dark 25 Light -30 6.4% to 12% Anywhere dark, rarely
Husk Earth Throw, Earth Spike Earth 25, Dark 20 Light -30, Air -25 3.9% to 7.5% Deserts
Drowned Water Sphere, Water Pulse Water 20 Fire -25 3.9% to 7.5% Rivers and oceans
Skeleton Air Burst, Detect Air 25, Dark 20 Light -30, Earth -25 3.1% to 6.0% Anywhere dark
Stray Water Sphere Water 25, Dark 20 Light -30, Fire -25 4.6% to 8.8% Snowy biomes
Bogged Magic Missile, Water Sphere Dark 25 Light -30 14% to 26% Swamps, trial chambers
Parched Earth Spike, Fire Blast Earth 30 Air -30 6.5% to 12% Deserts
Spider Earth Throw Earth 25 Air -25 3.6% to 7.0% Anywhere dark
Cave Spider Magic Missile Earth 25 Air -25 5.5% to 11% Mineshafts
Creeper Fireball Fire 25 Water -25 3.6% to 7.0% Anywhere dark
Silverfish Earth Throw Earth 25 Air -25 9.1% to 18% Strongholds, mountain stone
Endermite Magic Missile, Detect - - 12% to 24% Thrown ender pearls
Slime Air Burst Air 25 Earth -25 4.6% to 8.8% Swamps, slime chunks
Magma Cube Fireball, Fire Blast Fire 25 Water -25 3.9% to 7.5% Nether
Enderman Disguise, Blink - Light -30 1.1% to 2.2% Anywhere dark, the End
Witch Lesser Heal, Heal, Debuff Light 30 Dark -30 5.6% to 11% Swamp huts, anywhere dark
Pillager Air Burst, Air Blades Air 25 Earth -25 7.8% to 15% Outposts, patrols
Vindicator Earth Spike Earth 30 Air -30 6.5% to 12% Mansions, raids
Evoker Summon Zombies, Debuff Dark 40 Light -35 5.7% to 11% Mansions, raids, rare night spawn in dark spots
Vex Swift, Wind Barrier Air 40 Earth -35 5.7% to 11% High peaks above Y 145, evokers
Guardian Water Pulse, Geyser Water 30 Fire -30 5.2% to 10% Ocean monuments
Blaze Fire Blast, Fire Wall, Flaming Volley Fire 30 Water -30 4.3% to 8.3% Nether fortresses
Wither Skeleton Fire Blast, Debuff Dark 30 Light -30 6.5% to 12% Nether fortresses
Piglin Brute Fire Blast, Tremor Earth 30 Air -30 5.2% to 10% Bastions
Hoglin Earth Throw Earth 30 Air -30 9.1% to 18% Crimson forests
Zoglin Earth Spike, Tremor Earth 30, Dark 20 Air -30, Light -30 5.2% to 10% Hoglins taken out of the Nether
Breeze Air Blades, Wind Vortex Air 30 Earth -30 8.1% to 16% Trial chambers
Creaking Stealth Dark 30 Light -30 8.1% to 16% Pale gardens at night
Shulker Wind Vortex, Wind Barrier Air 40 Earth -35 5.7% to 11% End cities
Allay Buff, Lesser Heal, Light Buff Light 30 Dark -30 7.8% to 15% Rare, any biome
Sniffer Heal, Buff, Light Buff Light 60, Earth 45, Fire 15, Water 15, Air 15 Dark -45 8.7% to 17% Rare, any biome. Fights back
Iron Golem (Light boss) Earthen Wall, Buff, Radiance Light 50, Earth 40, Fire 20, Water 20, Air 20 Dark -40 11% to 20% Rare, any biome, villages. Fights back
Ravager (Earth boss) Tremor, Earthen Wall, Fissure Earth 40 Air -35 8.1% to 16% Roofed caves below Y 30, raids
Ghast (Fire boss) Fireball, Flaming Volley, Meteor Shower Fire 30 Water -30 11% to 21% Nether, fewer than vanilla
Phantom (Air boss) Air Blades, Wind Barrier, Tornado Air 30 Earth -30 12% to 24% Night, open sky, high up. One at a time
Elder Guardian (Water boss) Geyser, Whirlpool, Tsunami Water 40 Fire -35 19% to 36% Ocean monuments
Warden (Dark boss) Dark Tendrils, Shadow Realm Dark 55 Light -40 19% to 37% Deep dark
Wither (Dark boss) Shadow Realm, Barrier Dark 55 Light -40 19% to 37% Summoned
Ender Dragon (Apex) Blink, plus one element per night Its element 60 The opposite element -40 10% to 20% The End. Returns every in-game midnight

Every other mob casts nothing. Phantoms do not swarm you for skipping sleep here.

The Ender Dragon

Each in-game night belongs to one element, and a dragon takes that night's element when it spawns. Its boss bar is renamed and coloured so you know which one you face before you commit.

Night Bar The dragon casts
Fire Red Blink, Meteor Shower, Flaming Volley, Fire Blast
Water Blue Blink, Tsunami, Whirlpool, Geyser
Earth Green Blink, Fissure, Tremor, Earth Spike
Air White Blink, Tornado, Air Blades, Wind Vortex
Light Yellow Blink, Radiance, Light Buff, Buff
Dark Purple Blink, Shadow Realm, Dark Tendrils, Debuff

Whatever element it casts, a dragon can DROP any one of seven books: Blink and all six Circle 5 spells.

Where each spell comes from

Chance per kill for that exact spell, from new moon to full moon.

Spell Circle Dropped by
Magic Missile 0 Bogged 9.1% to 18%, Endermite 9.1% to 18%, Zombie Villager 6.4% to 12%, Cave Spider 5.5% to 11%, Zombie 5.5% to 11%
Air Burst 1 Pillager 4.6% to 8.8%, Slime 4.6% to 8.8%, Skeleton 1.8% to 3.5%
Earth Throw 1 Hoglin 9.1% to 18%, Silverfish 9.1% to 18%, Spider 3.6% to 7.0%, Husk 2.3% to 4.4%
Fireball 1 Ghast 7.6% to 15%, Creeper 3.6% to 7.0%, Magma Cube 2.3% to 4.4%
Water Sphere 1 Bogged 4.6% to 8.8%, Stray 4.6% to 8.8%, Drowned 2.3% to 4.4%
Air Blades 2 Phantom 7.6% to 15%, Breeze 4.1% to 7.8%, Pillager 3.2% to 6.2%
Buff 2 Iron Golem 6.5% to 13%, Sniffer 4.3% to 8.3%, Allay 3.3% to 6.3%
Debuff 2 Evoker 4.1% to 7.8%, Wither Skeleton 3.2% to 6.2%, Witch 2.2% to 4.2%
Detect 2 Endermite 3.2% to 6.2%, Skeleton 1.3% to 2.5%
Earth Spike 2 Vindicator 6.5% to 12%, Parched 3.2% to 6.2%, Zoglin 3.2% to 6.2%, Husk 1.6% to 3.1%
Fire Blast 2 Parched 3.2% to 6.2%, Piglin Brute 3.2% to 6.2%, Wither Skeleton 3.2% to 6.2%, Blaze 2.2% to 4.2%, Magma Cube 1.6% to 3.1%
Lesser Heal 2 Allay 3.3% to 6.3%, Witch 2.2% to 4.2%
Stealth 2 Creaking 8.1% to 16%
Swift 2 Vex 4.1% to 7.8%
Water Pulse 2 Guardian 3.2% to 6.2%, Drowned 1.6% to 3.1%
Wind Vortex 2 Breeze 4.1% to 7.8%, Shulker 4.1% to 7.8%
Barrier 3 Wither 14% to 26%
Dark Tendrils 3 Warden 14% to 26%
Disguise 3 Enderman 0.7% to 1.3%
Fire Wall 3 Blaze 1.3% to 2.5%
Geyser 3 Elder Guardian 9.1% to 18%, Guardian 1.9% to 3.8%
Heal 3 Sniffer 2.6% to 5.0%, Witch 1.3% to 2.5%
Tremor 3 Ravager 3.9% to 7.5%, Piglin Brute 1.9% to 3.8%, Zoglin 1.9% to 3.8%
Blink 4 Ender Dragon 2.2% to 4.3%, Enderman 0.5% to 0.9%
Earthen Wall 4 Iron Golem 2.6% to 5.0%, Ravager 2.6% to 5.0%
Flaming Volley 4 Ghast 2.2% to 4.2%, Blaze 0.9% to 1.7%
Light Buff 4 Sniffer 1.7% to 3.3%, Allay 1.3% to 2.5%
Summon Zombies 4 Evoker 1.6% to 3.1%
Whirlpool 4 Elder Guardian 6.1% to 12%
Wind Barrier 4 Phantom 3.0% to 5.8%, Shulker 1.6% to 3.1%, Vex 1.6% to 3.1%
Meteor Shower 5 Ender Dragon 1.3% to 2.6%, Ghast 1.3% to 2.5%
Tsunami 5 Elder Guardian 3.6% to 7.0%, Ender Dragon 1.3% to 2.6%
Fissure 5 Ravager 1.6% to 3.0%, Ender Dragon 1.3% to 2.6%
Tornado 5 Phantom 1.8% to 3.5%, Ender Dragon 1.3% to 2.6%
Radiance 5 Iron Golem 1.6% to 3.0%, Ender Dragon 1.3% to 2.6%
Shadow Realm 5 Warden 5.5% to 11%, Wither 5.5% to 11%, Ender Dragon 1.3% to 2.6%
Bind Soul 5 Fox 2%, killed by a player
Capture Soul 6 Dolphin 2%, killed by a player

How a drop is rolled

  1. A kill picks one spell from the mob's list at random. A mob with three spells is a third as likely to give the one you want.
  2. That spell's rate is multiplied by the mob's rarity and by the moon.
  3. Only natural spawns drop books. Spawner, egg and command mobs never do.
  4. If a mob dies to something other than you, the last player to damage it in the past 20 seconds gets the kill.
Spell circle Base rate
0 14%
1 7%
2 5%
3 3%
4 2%
5 1.2%

The moon multiplies every rate by 1.3 at new moon, rising to 2.5 at full moon. Most of that rise lands in the last nights before full.

Every natural caster kill also has a 20% chance to drop a Magic Stone, plus 5% per Looting level. With Looting it can drop two. The moon does not change this.

Spellbooks

A spellbook is bound to the player who earned it and cannot be traded. It becomes a Faded Spellbook the moment it leaves your inventory. Dropping it, putting it in any chest, or dying with it all count. Read it right away.

8 Faded Spellbooks + 1 Magic Stone crafts a random spellbook. Lower circles are far more likely.

Fishing is a second source of books. See Fishing and Money.

Arcane Knowledge

Arcane Knowledge (AK) comes only from killing natural caster mobs. Casting spells gives none.

AK per kill = 30 x mob multiplier x moon x variety x your born magic

Part Value
Mob multiplier 0.35 to 0.5 for farmable mobs (zombie, skeleton, spider, creeper, enderman, drowned, slime…). 1.5 for witch, blaze, guardian, piglin brute, wither skeleton. 2 to 2.5 for rare spawns. 3 for the phantom and bosses. 1 for anything else
Moon 1.3 at new moon to 2.5 at full moon
Variety +10% for each different mob type in your last 10 kills, up to 1.9x. Never below 1x
Born magic +1% for every 1.6 raw magic affinity you were born with. 80 raw magic is +50%

Research points: +1 per magic mob kill, +10 per spell you max out, +50 per circle.

Circles

Your Circle is your magic rank. It rises on its own once every requirement is met. Casting raises a spell's mastery. Mastery alone does not raise your circle.

Circle Arcane Knowledge Mastery Research Stat points Max mana Mana regen
1 300 Magic Missile maxed - 5 200 2
2 1,040 1 Circle 1 spell maxed - 5 400 2.5
3 2,636 2 Circle 2 spells maxed - 7 800 3
4 6,570 3 Circle 3 spells maxed Awakened Focus 10 1,250 5
5 15,566 4 Circle 4 spells maxed Ritual Geometry 10 2,000 6.25
6 36,916 12 spells maxed Spellcraft Field Notes 15 2,750 7.5
7 86,360 16 spells maxed Mana Conservation 15 4,000 10
8 202,531 20 spells maxed Disciplined Channel 20 7,500 12.5
9 474,531 All 30 spells maxed All six elemental rites (below) 25 10,000 15

Research

Research Cost Needs Task Reward
Awakened Focus 0 - Cast any spell +5 AK, +10 max mana
Ritual Geometry 25 Awakened Focus Enchant an item +1 stat point
Spellcraft Field Notes 25 Awakened Focus Cast 10 spells +2 magic affinity
Mana Conservation 25 Awakened Focus Cast 5 spells +0.25 mana regen
Disciplined Channel 75 The three above Reach XP level 10 +1 heart, +2 magic resistance

Each element has a three-step branch. The last step of all six is needed for Circle 9.

Element Step 1 (20) Step 2 (40) Rite (100)
Fire Kindled Spark: cast 3 Fire spells. +3 affinity Ember Control: 5 kills after casting Fire. +2 resistance Inferno Rite: 3 Fire spell kills within 8 blocks. +2 affinity, +0.05 attack speed
Water First Tide: cast 3 Water spells. +3 affinity Restorative Current: catch 3 fish. +8 max mana Depth Oath: 3 kills after casting Water. +3 resistance
Earth Stone Memory: cast 3 Earth spells. +3 affinity Quarry Signs: break 20 stone. +1 armor Bulwark Vow: 3 kills after casting Earth. +3 resistance, +1 heart
Air Open Breath: cast 3 Air spells. +3 affinity Kinetic Step: 3 Air spell kills from 10+ blocks. +speed Storm Eye: cast 8 Air spells. +3 resistance
Light First Lantern: cast 3 Light spells. +3 affinity Mending Script: eat a golden apple. +0.2 mana regen Radiant Oath: cast 8 Light spells. +3 resistance, +1 luck
Dark Quiet Shadow: cast 3 Dark spells. +3 affinity Tethered Whisper: 5 kills after casting Dark. +0.5 attack damage Eclipse Compact: cast 8 Dark spells. +3 resistance, +10 AK

Each step 1 also gives +1 point in that element.

Stat points

Stat points spent in an element bend rather than cap:

Points in one element Affinity per point
1 to 15 10
16 to 30 5
31 and up 2

Resistance from stat points does not bend. There are 112 stat points on the way to Circle 9, plus 1 from Ritual Geometry. A Stat Reset Token from /shop refunds all of them.


First Day · Astronomy · Fishing and Money · Genetics and Bloodline · Commands