See also Category:Spell for a list of all spell pages.
- It costs 1 spell point to get a skill from level 1 to level 2.
- It costs 2 spell points to get a skill from level 2 to level 3.
- It costs 3 spell points to get a skill from level 3 to level 4.
- It costs 4 spell points to get a skill from level 4 to level 5.
- It costs 5 spell points to get a skill from level 5 to level 6.
You cannot boost a spell to the 6th level until your character level is high enough. The formula for class spell is 100 + [the character level required to first learn the spell]. For example, with a spell that you gained when your character reached level 20, your character will need to reach level 120 before you can boost that spell to 6th level. With the other spell types (see Spell types above), the character needs to be at least level 100, as these spells do not have a level requirement to be learned.
Note: Using some Class Set Items can have an effect on specific spell Characteristics.
Each spell has several characteristics that affect how the spell can be used and how the spell performs. These characteristics are:
Critical hit probabilityEdit
This is the probability that the spell will be a Critical Hit. Not all spells have critical hit effects.
Casts per turnEdit
This is the number of times you are allowed to cast the spell each turn. (You are of course limited by the amount of AP you have available.)
Casts per turn per targetEdit
This is the number of times you are allowed to cast the spell each turn on a particular target. For example, Retreat Arrow can be cast several times in one turn, but only on different targets. (You are of course limited by the amount of AP you have available.)
Recast interval (Cooldown)Edit
This is the number of turns you must wait before casting the spell again. This applies mainly to spells with duration effects. Some spells may only be cast once per battle.
Global Cooldown is when all characters in the fight share one cooldown for a specific spell, for example when Invisibility is cast by one Sram, all other Srams in that fight cannot cast it and instead have a Cooldown, making it possible to only cast Invisibility on one Sram in a fight.
Line of SightEdit
Spells with this property must have a clear line of sight between the caster and the target. Spells without this property will ignore obstacles.
See Line of Sight for more information.
Spells with this property must target an unoccupied cell. This applies primarily to movement spells and summons. Spells without this property may target either an unoccupied cell or a cell occupied by a player or monster. (It is helpful to be aware of this characteristic that do damage and buff the caster, meaning that if you are not close enough to an opponent to deal damage, you can still target the spell on an unoccupied cell near you and give yourself the buff.)
Area of Effect (AoE)Edit
Spells with this property have an effect on more than one square.
See Area of Effect for more information.
Spells with this property have a limited number of effects that can be put on an opponent/ally. For example the Ecaflip spell Rekop can only stack once, meaning that further using that spell on that target will not work. (Most spells are already making it impossible to stack it more than the limit by applying other restrictions, such as cast per turn and cast per turn per target.)
Forgetting a spellEdit
You can get your spell points back from a spell by clicking the + sign near it in the Spell interface and choosing a lower level of the spell.
Monsters can also cast spells, though some monsters may share class spells, most will have their own individual spells.