Magick is a primary Stat representing magickal power; it influences the power of spells cast.
Weapons and some equipment also have a magick stat, which contribute to the power of spells as well as the damage from melee attacks with a Weapon Enchantment.
The ability to withstand magickal damage is represented by Magick Defense.
Overview[]
Magick power comes from three sources :
- Character (or 'core') magick
- Weapon and equipment magick
- The innate magick power of a specific spell
Magick as used in such as spells usually takes on one of the five Elemental Attributes, some spells lack such an attribute, and can be considered "Neutral Magick".
The magick stat does not have any impact on the healing effect of spells such as High Anodyne, curative spells like Halidom, debilitating spells like Sopor, or spells that cause Invigorations such as Ward Arrow.
Magick growth with level is highest, in order, by leveling as Sorcerer, then Mage. Mystic Knight, Magick Archer and Strider have average magick growth and all other vocations have below average magick growth.
Character Magick[]
- See also: Core Stats
Character Magick, also known as core Magick, is the magick that an unarmed (or naked) character has. In terms of Damage Calculation character Magick is only a factor with spells, and not with melee attacks with enchanted weapons - however it does contribute somewhat to the effect of a elemental enchantment (such as Fire Affinity)
Equipment Magick[]
The contribution to total magick is added separately for left and right handed weapons. Boosts from equipment, rings, and headgear are added to both left and right hand total magick.
Spells cast with the right hand only use the magicj power of the item in that hand, and so the same way for equipment of the left hand.
Augment Magick Boosts[]
Several Augments boost magick.
Augment | Description | Vocation |
---|---|---|
Attunement | Increases magick by 10% | Mage |
Acuity | Increases magick by 20% | Sorcerer |
Equanimity | Increases magick by 50% (20% Dark Arisen) at Critical Health | Mage |
Bloodlust | Increases magick by 70% (20% Dark Arisen) at night | Assassin |
Autonomy | Increases magick by 70% (20% Dark Arisen) if alone | Assassin |
Ferocity | Increases magick by 10% when you perform a Core Skill | Warrior |
Retribution | [uncertain] (verify) | Mystic Knight |
Notes[]
- Sometimes abbreviated to MAG.
- The values for character and secondary magick are shown in the stats menu, with character magick in brackets. These figures include the effects of augments.
- Periapts, potions, and skills that cause the Invigoration of Magick Boosted increase magick attack power, but the actual value added is not shown in any menu; the stat figures don't change.
Maximums and minimums[]
- The maximum character Magick is 866.
- This is achievable by levelling as a Mage from 1-10, then Sorcerer from 11-200.
- With two Master Rings (+100 x2), Trophy Armor Set (+70), and a Diadem (+10) it can be increase to 1146.
- The magick bonus of Trophy Armor Set can only be fully enjoyed by Magick Archers. For Sorcerers instead equipping the Berserkin Set and Gleaming Bangles gives +26 magick (vs. +70), for a total 1102.
- The most powerful magick weapons are : Archistaves: Sanguine Stalk (1730) ; Magick Bows: Blackwing Bow (1522) ; Staves: Dominion Claw (1515) ; Magick Shields: Diabolic Shield (1232).
- With a gold rarefied Sanguine Stalk total magick can be 1102+1730 = 2832.
- With sufficient Magick Boosting Augments character magick can be increased by a maximum of 1.8x to 1558, and total magick with the Sanguine Stalk is to 5097.
- The minimum lvl.200 character Magick is 258. This is achievable by leveling as a Fighter from 1-10, Fighter, Warrior, or Assassin from 11-100, and Fighter, Warrior, Ranger, or Assassin from 101-200.