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| Magic & Spellcasting |
| How does spellcasting work? |
How can I learn spells? |
Spell Bodies |
| Magic Scrolls |
Magic Books |
Preventing Abuse |
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Spellcasting in Zhentor Online:
In Zhentor Online, we try to make everything as exciting as possible by bringing all aspects of fantasy into the gameplay. Spellcasting is one of those features, where almost anything is possible!
You can choose from a wide variety of spells, which belong to one of the 12 spell bodies (see here). Each spell body has its own unique set of spells bound to apeal to you (unless you are an Orc/Ogre/Dwarf and cannot learn spells). You may cast a spell if you have the appropriate skill degree in the given spell body. Some spells may also require you to be of a certain level before you can cast them.
You can cast spells from your Spellbook, if you have any available. You can also cast spells using Magic Scrolls. Some spells may require additional items before they can be cast. Additionally, you may not be able to cast all spells outside of battle, or even in battle. The useability of the spell is shown when you select the spell, or hover your mouse over the Magic Scroll.
Each time you cast a spell, you develop your knowledge and understanding and thus increase your skill uses, which in turn can lead to increments in your spell body level and degree. For more information on upgrading your magic body levels, please read the skills page.
Spell Types - Additionally, spells are categorised into one of the three spell categories. This helps identify the type of spell you are using.
| Spell Type |
Description |
| Offensive |
These spells cause damage to the opponent, either by reducing a certain attribute, or by direct action. Examples of this type of spells include Fireball, Iceball, and Rock Throw.
Offensive spells, when cast upon a target outside of battle, increment a counter on the subject, thus they are limited as to the number of times they can be cast upon the same target in a given period. Additionally, offensive spells cannot be cast on characters that are level 2 or lower. |
| Defensive |
These spells involve the raising of certain attributes or characteristics to better aid in the defence of and protect a character, or to improve a certain aspect of a character's personality. Examples of this type of spells include the Minor/Moderate/Major Defence spells sets, which increase the target's melee defence in battle. |
| Recovery |
These spells aim to recover lost hp, mp and energy. They can also involve resurrection, anti-stoning, curing paralysis, removing confusion, etc. Examples of this type of spells include the Heal and Mana Recovery set of spells. |
| Enhancing |
These spells focus on improving the characteristics of objects and living things such as weapons, armour and jewellery and other characters. For example, this type of spells can aim at improving or boosting a character's attributes for a period of time, or even permenantly. |
| Uncategorised |
These spells don't belong to any particular category. They include spells to modify states, unlock/open doors and chests etc. |
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Learning Spells:
You can learn spells by levelling-up. Certain classes will be able to accumulate magical knowledge upon levelling up. This is variable for each class, and some classes may not be able to learn spells at all. For magical classes, spells are usually available at intervals of 3 level-ups.
At each level-up, a check is made to determine whether you can learn the given spell or not. Once you meet the requirements set for the spell, you will learn the spell at your next level-up, providing you don't know it already.
Another way of learning spells is through the use of Magic Books. Magic Books can be bought from any magical library, which are usually located in the City Centre of any major city. Note that some magic books may have special requirements which must be met before you can learn the spell.
After you have learnt a spell, it is shown in your Spellbook. If the spell can be cast outside of battle, a link will be shown for casting the spell.
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Spell Bodies: There are 12 spell bodies in Zhentor Online, and each offers a diverse range of cool and exiciting spells.
| Image |
Spell Body |
Explanation |
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Air Magic
Elemental Body: Air |
Air Magic is the magic not only of wind and lightning, but of the intellect and its creations and manipulations of the physical world. |
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Concealment Magic
Elemental Body: Air |
Concealment Magic is the magic of illusionary and deceit, and of manipulating senses to believe in the non-existent, or to hide the obviously apparent. |
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Earth Magic
Elemental Body: Earth |
Earth Magic is the magic not only of soil and metal and
rock, but also of the physical body, of plants, and of health and physical
needs. |
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Body Magic
Elemental Body: Earth |
Body Magic concentrates with the needs and operation of the body, alltering various inner-mechanisms to achieve certain effects. |
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Invigoration
Elemental Body: Fire |
Invigoration is the magic of flames, heat and cold, and
of darkness and light, but is also the magic of emotion, passion, inspiration
and creativity. |
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Enchantment Magic
Elemental Body: Fire |
Enchantment Magic is a rare and exciting type of magic which deals with inanimate objects and imbues them with magical properties and enchantments. |
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Water Magic
Elemental Body:: Water |
Water Magic is the magic not only of water and fluids, but of the soul and spirit, or purity and perfection. |
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Transformation Magic
Elemental Body: Water |
Transformation Magic deals with metamorphosis and the energy descending from the stars, moon and the sun to alter physical appearances and body proportions. |
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Light Magic
Elemental Body: Light |
Light magic is the magic of all that is pure, and all that is sacred. |
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Spirit Magic
Elemental Body: Light |
Spirit Magic is the magic of making contact with the world of the dead and forcing them to the bidding of man. |
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Dark Magic
Elemental Body: Dark |
Dark Magic is the magic of performing evil and crude actions, performing jinxes, and placing vile curses upon a soul or object. |
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Mind Magic
Elemental Body: Dark |
Mind Magic deals with the mental energy of the mind, altering this to achieve various desired (but not necessarily safe) effects. |
Seek information about NPCs that can teach you these skills, for they are vital for a spellcaster's survival and succession.
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Magical Scrolls:
Magical Scrolls allow a player to cast a spell without the need to learn it. However, these rarities are quite expensive to buy and only allow a specified number of casts before they become useless.
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Magic Scrolls can be bought from a Magical Library from the City Center. Once bought, they can be activate from the inventory or during a battle. The screenshot on the left shows the details of a magic scroll viewed from the inventory screen. It lists the description of the spell, the MP required to cast the spell, and the amount of charges remaining.
Clicking on Activate Magic Scroll will activate the scroll. |
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Magical Books:
A Magic Book allows a spellcaster to learn a specific spell depending on the type of Magic Book used. As of this, magic books are very expensive to purchase because of their rarity. Most likely, a user will have to acquire high-level magic books through successful completion of quests or looted off monsters in melee battles.
If a character is able to learn a spell from a purchased magic book, a link will appear on top of the magic book in the inventory screen giving the user the option to learn the spell. If no such link appears, it means that the user does not meet all of the requirements needed to learn the spell from the magic book.
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Preventing abuse: To stop heavy-hitting (players with substantially high amounts of Mana Points) characters from constantly bombarding other players, we have set up a Character Protection feature which stops players from being constantly picked as targets. This only applies to Offensive type spells.
Upon each cast on a player (unless the spell is being cast on self), a counter is incremented upon the target. When the counter reaches a specified value (i.e. the user has been cast upon x times), the counter resets back to 0 and a protection term equivalant to 12 Hours is granted upon the target. This should promote fair play and stop heavy-hitters from annoying smaller players. The casting limit is determined by the character level of the opponent.
| Character Level |
Casting Limit |
| Less than 3 (i.e. 1-2) |
No offensive spells can be cast on the character |
| 3-5 |
10 Casts every 12 hours |
| 6-15 |
20 casts every 12 hours |
| 16+ |
30 casts every 12 hours |
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