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Magic

2010 - 2 - 26

Is there a magic system in EQII?

Yes, there is. Melee combat, as well as magic combat are viable options. The magic system also encompasses healing and support.

 


What is the system based on?

The Magic system is based on several player character strengths. They are:

Power, which is analogous to mana in EverQuest. Power is tied to different statistics for each class; the power of mages is based on intelligence whereas for priests it is based on wisdom. Mage professions receive lines of spells that help restore power faster, both in the form of regenerative buffs and instant replenishment.
Concentration. Certain spells that are persistent over a given duration have a concentration requirement. Casters have five points of concentration available; that number cannot be increased by gear or other means. Unlike power, concentration doesn't regenerate, nor can it be replenished via spells. You only regain concentration when a spell that consumes it is released or expires.
Spell Foci. While not a resource per se, Foci are enchantments that can be adorned onto a variety of items, but they do not actually enhance spellcasting like focus effects in EverQuest (i.e. decreased casting time, increased damage, or increased range). Instead, a type of foci exists for each casting skill. A caster needs items adorned with the proper foci to use those skills to their full potential. There is a limit that the lack of proper foci can adversely affect a character, because the magic user can still cast spells at a baseline level of effectiveness. The primary goal of this system is to encourage the same desire for gear upgrades in casters that has long existed in non-casters. For example, say a 30th-level wizard has a Disruption rating of 150, but only has a Disruption foci of 120 equipped. His Disruption skill would be capped at 120, regardless of its actual rating above that because his foci is inferior to his rating.

 

 

What are the skills that impact Magic?

There are six skills that impact how the caster functions:

Focus - Offsets the chance of interruption when casting a spell
Spell Avoidance - Determines how well you avoid magical attacks
Ministration - Affects heal and cure spells
Ordination - Affects buffs and debuffs
Disruption - Affects magical damage spells
Subjugation - Affects pets and control spells
The first two skills are given to characters of all archetypes. The other four represent the schools of magic; every spell draws upon one of these four skills according to its classification.

 


So different spells use different skills?

That is correct. Each spell comes from a specific spell list and is associated with a specific school of magic. Character level and skill level work together to determine when the caster learns new spells and how potent those spells are if they actually succeed in affecting the target.

 


How do I learn new spells?

As casters progress in level and their spellcasting skills increase, new spells and abilities are gained several different ways. For spells directly related to the caster's archetypal role, the basic version of these spells will be gained automatically. Players can often obtain upgrades to these spells with the help of artisans or as adventure loot. For secondary spells not related to the character's core abilities, the caster may be required to manually obtain even the basic versions of the spells.

 

 

Can I learn any spells that are available in the game?

No. Casting professions (priests, mages, crusaders, and bards) are differentiated primarily by what kinds of spells and abilities they gain. At each branch of a profession path (archetype, class, and subclass), a casting profession gains an amount of spells via spell lists. Priests and mages gain spell lists at archetype, class, and subclass branches; crusaders and bards gain spell lists at class and subclass.

 

 

So each profession path gets different spells?

That is correct. Although some spells may be shared, each spell list is specific at each step in your character's progression.

 

 

Can you tell me more about the different levels?

Archtype Level
At the archetype level, spell lists focus on fulfilling the primary roles of the archetype. They will only continue untill level 10, when a class level is chosen.

Class Level
At the class level, spell lists are tailored to each class' unique method of filling their role in the party. For example, clerics receive powerful instant healing (not instant cast time, instant resolution), druids receive powerful over-time healing (or "regens", if you prefer the term), and shamans receive powerful wards (protective spells that prevent an amount of damage; any protection remaining when the spell expires is applied as an instant heal).

Subclass Level
At the subclass level, spell lists are designed to markedly differentiate each subclass of a given archetype. Most subclasses receive functionality not generally given to other subclasses of their archetype. For example, paladins, dirges, and necromancers receive single-target, non-combat resurrections. This ability is a marked departure from their archetype role.

 

 


Will my magic look better as I improve?

This has not yet been proven, since not many players are high enough to back this up with support. It is assumed that as your spells become more powerful, they look cooler as well.

 

 

What resistances must I worry about?

There are currently 7 in game. Cold, Disease, Divine, Heat, Magic, Mental, Poison.

Magic
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