Spellcasting
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Spellcasting
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Spells now have a chance to critical against creatures.
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Chance to critical is based on Magery and Evaluating Intelligence.
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Must have greater than 60 in both skills.
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Spell damage now receives a 75% damage bonus in PvM only.
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Cast times for each spell circle have been adjusted to match UO (+0.25 seconds to each circle)
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Each spell now respects the circle cast time without exceptions.
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Spell base damage rolls have been corrected to reflect UO's spell dice rolls.
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AOE spells have been overhauled to have the proper base damage based on the number of targets affected.
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Added variances to healing amounts have been removed.
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Resisting spells chances have been overhauled to behave like UO, each spell circle has its own chance.
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Direct damage spells have had their resist modifiers corrected to match UO.
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Mana Drain now refunds the mana drained to the victim after 5 seconds. (PvP only)
- The amount drained scales with the amount of mana available in the victim's mana pool.
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Precast expiration timer has been reduced to 30 seconds.
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Inscription Bonus provides a 10% base spell damage bonus at GM inscription in PvM.
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1st circle spells are no longer interruptible.
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Protection no longer gives an AR bonus, instead only Arch Protection will do this.
Defensive Spells
Several spells have been reworked to provide defensive abilities for mages. These abilities are magnified by the inscription skill.
Only one defensive spell can be active at once. Defensive spells share a 60 second cooldown upon deactivation.
Reactive Armor
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Reactive Armor absorbs some melee damage and reflects a portion of it back at the attacker.
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Absorbs more with higher inscription skill.
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The strength of reactive armor is calculated using Magery, Meditation, and Inscription.
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Maximum absorb shield is 75 damage.
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10% of the damage is reflected back at the melee attacker, 10% of the damage is dealt to the victim, and the remaining 80% is absorbed by the shield.
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Ranged and magical damage is not absorbed by reactive armor.
Protection
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Protection now reduces the chance of spell interruption.
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The strength of protection is calculated using Evaluating Intelligence, Meditation, and Inscription.
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Duration is governed by Magery.
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Max duration is 240 seconds with a minimum duration of 15 seconds.
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Interrupt chances decrease further with higher Inscription skill.
Magic Reflection
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Magic Reflection now provides a shield which reflects spells based on their circle.
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Higher circle spells will bring down magic reflection faster than lower circle spells.
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The strength of magic reflection is calculated using Magery, and GM Inscription.
Mana Drain and Mana Vampire in PvM
Mana Vampire and Mana Drain when cast on creatures now apply a debuff called Spell Vulnerability. While this debuff is active the creature will have reduced magic resistance and a portion of spell damage against this creature will be converted into mana for the caster. This effect can stack up to a modifier of 50% magic resist debuff. The stronger the magic resist debuff, the more mana the caster will receive from damage done to the creature.
Mana Vampire
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Cost 40 mana
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-40% Magic Resist
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Duration in seconds:
- 15 + (45 * ((Magery + Meditation) / 200))
Mana Drain
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Cost 14 mana
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-10% Magic Resist
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Duration in seconds:
- 10 + (20 * ((Magery + Meditation) / 200))
Stacking Either use of Mana Vampire or Mana Drain will reset the duration of Spell Vulnerability. Magic Resist debuff modifiers will stack until a max of -50% is reached. After the max is reached further stacking will only prolong the effect.
Mana Conversion Ratio
- Mana =
spell damage \* 20% \* ((Magic Resist Debuff / 50%) \* ((1.88 ^ (Spell Circle / 2) -1) / 8)
Creature Death
If Spell Vulnerability is active on a creature at the time of its death, a portion of the cost to apply effect is converted back to mana for all spellcasters who stacked the effect. This mana is divided up between all those who stacked the effect during its lifetime.
- Mana per stacker =
25 \* (Magic Resist Debuff / 50%) / Spellcasters
Poison
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Poison damage has been re-balanced to have heavier slower ticks.
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There is no longer a healing debuff applied when the victim has lesser or regular poison.
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Poison field cast by players is Regular poison.
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Poisoned weapons poison chance is no longer tied to Anatomy, instead it is a flat 25% chance to apply.
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The poison spell can now be resisted.
Taste Identification
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Taste Identification now provides a cure chance debuff to the victim up to -25%.
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Taste Identification provides a bonus to greater poison chance at GM.
Upgrading Poison
When casting poison players can upgrade their poison level using the poisoning skill.
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The poisoner must have at least 80 poisoning to attempt to upgrade poison to Deadly.
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The poisoner must have at least 60 poisoning to attempt to upgrade poison to Greater.
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When upgrading to Deadly poison the poison spell will consume two extra nightshade.
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When upgrading to Greater poison the poison spell will consume one extra nightshade.
Upgrade chance =
chance \* (Poisoning Skill / 100)
PvP
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Chance to upgrade poison to Deadly is 20% at GM poisoning.
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Chance to upgrade poison to Greater is 60% at GM poisoning. (80% with GM Taste Identification)
PvE
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Chance to upgrade poison to Deadly is 40% at GM poisoning.
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Chance to upgrade poison to Greater is 100% at GM poisoning.
Resistances
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GM Taste Identification provides +1 spell circle to the poison spell when resists are considered.
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GM Poisoning provides +1 spell circle to the poison spell when resists are considered.
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If you are within 4 units away from your poison target, you will get an additional +1 spell circle when resists are considered.
LesserRegularGreaterDeadlyLethal Healing Through100%100%75%50%25%
LesserRegularGreaterDeadlyLethal Base Damage510152025 Interval10s8s7s6s5s
Poisoning PvM
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Creatures cannot resist poison when casted by a player.
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Taste Identification causes poison frequency to increase by up to 25% against creatures.
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Poison damage against creatures is increased by 50%.
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Taste Identification increases poison damage against creatures by 50%.
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If you poison a creature and stray too far away from it, the poison will downgrade to lesser poison.
Curing
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Potions, Bandaging, and the Cure spell all operate using progressive curing chances.
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Cure debuff chances are applied to Potions, Bandaging, and the Cure spell from Poisoning and Taste Identification Skills.
Potions Chance to cure = (Potion Chance - Total Debuff) + (0.5 * Attempts)
Bandage chance to cure = ((1.75 - (Poison Level * 0.25)) * (Healer Skill / 100) - (slips * 0.02) - Total Debuff) + (0.5 * Attempts)
Cure Spell chance = ((1.75 - (Poison Level * 0.25)) * (Magery / 100) - Total Debuff) + (0.5 * Attempts)
Note Arch Cure gains an additional 10% chance.
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