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Mechanics | specification

Magic and mana

Ten wands and staffs: what each spell does step by step, with numbers. Mana as a player stat, the per-second regeneration formula, the mana crystal, ally rules, healing with the Medic profession, and magic skills.

Wands and staffs

Ten magic weapons in two classes: five wands (fast single-target spells) and five staffs (heavy spells, often area-based and with a delay). Magic does not consume ammo – every spell costs the player's mana, and the mana crystal became a potion for restoring mana. The remaining rules are shared with energy weapons: the same rules for defense, safe zones and allies, the same damage numbers above the target.

WeaponClassSpellDamageEffectRangeCooldownShots/sMana costLevelPrice at the Alchemist
Ember Wand
Common
Wandprojectile with effect4ignites for 3 s (60 t)16 bl10 t (500 ms)2101500 VED
Frost Wand
Uncommon
Wandprojectile with effect4Slowness II for 3 s (60 t)16 bl12 t (600 ms)1.671051,500 VED
Mending Wand
Uncommon
Wandtarget healingdoes not hurtnone8 bl20 t (1000 ms)12051,500 VED
Venom Wand
Rare
Wandprojectile with effect2poison: 1 damage per second for 5 s (100 t)16 bl12 t (600 ms)1.671083,000 VED
Spark Wand
Rare
Wandchain beam5 on the first target
jumps: 3.5 -> 2.5
none16 bl16 t (800 ms)1.2520106,000 VED
Fireball Staff
Epic
Staffprojectile with effect14 at the center of the blast
radius 3 bl and falloff to zero at the edge
ignites for 3 s (60 t)24 bl40 t (2000 ms)0.540128,000 VED
Bat Swarm Staff
Epic
Staffbat swarm2 per bite
5 bats x 3 bites
none16 bl60 t (3000 ms)0.33501512,000 VED
Storm Staff
Epic
Stafflightning from the sky16 at the center of the blast
radius 2 bl, constant across the whole radius
none40 bl50 t (2500 ms)0.4501512,000 VED
Staff of Renewal
Legendary
Staffhealing auradoes not hurtRegeneration I for 5 s (100 t)8 bl100 t (5000 ms)0.2601815,000 VED
Meteor Staff
Mythic
Staffmeteor
warning 1.5 s (30 t)
22 at the center of the blast
radius 4 bl and falloff to zero at the edge
none40 bl80 t (4000 ms)0.25702030,000 VED

Range is measured from the caster's eye. The cooldown is the same as for energy weapons: number of ticks x 50 ms, counted from the player's last shot. A magic projectile flies at a speed of 3 blocks per tick, and the meteor falls from 20 blocks. "Does not hurt" means that the weapon heals instead of dealing damage.

Mana

Mana is a separate player attribute, not an item in the inventory. The maximum mana is the Mana stat, and the regeneration speed is the Mana Regen stat. Both work like other stats: they add up from equipped items and the active pet, and are visible in the /stats window and in item descriptions.

StatBaseCap Effect
Mana1005,000 the player's maximum mana; increased by every item with "Mana" in its description
Mana Regen01,000 speeds up regeneration: each point gives 2% more mana per second (hence the name "Mana Regen" in the item description)

Mana regeneration

regeneration per second = maximum mana x 2% x (1 + Mana Regen / 100) every 20 ticks: mana = min(maximum, mana + regeneration per second)
ManaMana Regen Per secondFull mana from 0
1000250 s
10050333.3 s
100100425 s
100200616.7 s
2000450 s
20050633.3 s
200100825 s
2002001216.7 s
50001050 s
500501533.3 s
5001002025 s
5002003016.7 s
1,00002050 s
1,000503033.3 s
1,0001004025 s
1,0002006016.7 s
5,000010050 s
5,0005015033.3 s
5,00010020025 s
5,00020030016.7 s
  • Regeneration runs once per second for every living player and does not depend on whether a spell was just cast.
  • Mana is not saved – after joining a server and after respawning the player has full mana. The counter lives only in server memory.
  • When the maximum drops (taking off an item with Mana) the mana is immediately trimmed to the new maximum, so it is visible at once, not after regeneration.
  • A player with the Mana Regen stat at 0 regenerates 2% of the maximum per second: a full 100 mana returns in 50 s.

Where mana is shown

  • Only on the action bar, with a wand or staff in hand. The bar shows the weapon class, the current mana and maximum, and the time to the next spell, e.g. "Wand | Mana: 80 / 100 | Next shot: 0.0s".
  • The number on the bar is rounded down, and it refreshes twice per second.
  • The experience bar belongs to Minecraft – experience orbs, enchanting and the anvil work as usual and do not show mana in any way.
  • The /stats window shows mana and mana regeneration like any other stat.

Mana Crystal

The crystal became a potion: right-click in hand consumes one piece and restores 50 mana, so a single click gives 50 mana in total.

  • It does not exceed the maximum. At 100 mana the crystal raises mana only up to the maximum; the rest stays in hand.
  • At full mana the crystal is not consumed. The player loses nothing for nothing, and the click is not used up at all.
  • A 1 s cooldown between uses – further clicks during that second do nothing.
  • A drinking sound and 1 s of silence after the last use, also in the air and after clicking a block.
mana after the crystal = min(maximum mana, mana + 50)

Crystals are sold by the Alchemist: a pack of 32 pieces for 64 VED, i.e. 2 VED per piece. It is a potion for buying and selling purposes, so when selling to the Alchemist it is priced like a potion, not like a weapon.

Every spell step by step

All spells share the same start: a weapon in the main hand, right-click, the cooldown has passed and enough mana. Lack of mana means a message on the action bar, an empty-shot sound and 1.5 s of silence on the bar – the player does not lose mana, the spell does not fire, and nothing disappears from the inventory. From that moment each spell has its own course.

Projectile with effect: Ember Wand, Frost Wand, Venom Wand, Fireball Staff

  1. Start. The projectile starts 0.5 blocks in front of the caster's eye (otherwise it would hit their own head) and flies in the direction of the gaze at a speed of 3 blocks per tick, with gravity of 0.05 blocks per tick squared – the same as a Minecraft arrow. It disappears after 160 ticks (8 s), even if it hits nobody.
  2. Flight. Every tick the projectile checks with a short raycast of 0.1 block radius whether it hit a block or a living entity, so it does not pass through a thin wall. It hits the first enemy on its way; allies, the player and their pet are skipped, so the projectile passes through them.
  3. Area (Fireball Staff only). If the weapon has a blast radius, a sphere explodes at the point of impact: 14 damage at the center, linearly down to zero at the edge of the 3-block radius, and it hits all enemies in that radius, not only the one it hit.
  4. No explosion (wands). The enemy hit takes the damage from the weapon definition, and then the element effect from the definition column. Hitting one enemy ends the projectile.
WeaponDamageEffect Range
Ember Wand4ignites for 3 s (60 t)16 bl
Frost Wand4Slowness II for 3 s (60 t)16 bl
Venom Wand2poison: 1 damage per second for 5 s (100 t)16 bl
blast (fireball): damage = 14 x (1 - d / 3) where d is the target's distance from the blast center; zero outside the radius ignite: fire for 3 s (60 t) – the damage comes from the game's ordinary fire and is attributed to the caster (golden number above the target)
  • Ignite works only on the target hit, not on the whole blast radius. Fire damage goes into the damage log, so it counts toward loot distribution.
  • Slowness is Slowness II (power 2) for 3 s (60 t) – the target walks slower and cannot escape.
  • Poison deals 1 damage per second for 5 s (100 t) on behalf of the caster: that is 5 damage in total, never leaving a player below 1 health point. A dark green number above the target shows each second separately. The target also keeps the game's ordinary poison effect, which adds its own damage every few ticks.
  • None of these spells destroys blocks or sets the world on fire.

Chain: Spark Wand

  1. First target. The beam goes from the eye in the direction of the gaze up to a range of 16 blocks and hits the first enemy. If it hits nobody, the spell does not happen and the mana is spent.
  2. Target order. From the target hit, the beam jumps to the nearest next enemy within 5 blocks of it (not of the caster), and from there again to the next one. There are 2 jumps in total, i.e. at most 3 targets hit.
  3. Always excluded from selection: the caster, their pet, party and society allies, and targets already hit by the same spell. On a distance tie the target that is earlier in the world's list wins.
  4. Multipliers. The first target takes full damage, each next one less: 70% on the first jump and 50% on the second. From the weapon's 5 damage that is 5 -> 3.5 -> 2.5.
  5. Trail. A streak of particles every 0.4 blocks is visible between targets; the first segment begins only 2 blocks from the eye, so it does not block the screen.

Lightning from the sky: Storm Staff

  1. Aim point. A beam from the eye up to a range of 40 blocks looks for the first block or the first living entity other than the caster. If it hits nothing, the lightning strikes at the full range, straight in front of the player.
  2. Strike. Lightning falls from 24 blocks above that point: a particle streak in the weapon's color and a loud sound. Blocks do not burn or break.
  3. Damage. 16 damage across the whole 2-block radius, with no falloff – at the edge of the radius it is the same as at the center. Only enemies are hit; the caster, their pet and allies get nothing.
Example: blast falloff versus lightning

Storm Staff deals 16 damage in a radius of 2 – a target right at the edge of the radius takes the full 16. Fireball Staff with falloff deals 4.7 at 2 blocks from the center instead of 14, almost three times less.

Bat swarm: Bat Swarm Staff

  1. Choosing targets. Enemies within 16 blocks of the caster are searched for, sorted from the nearest. Each bat gets one target; if there are fewer enemies than bats, the remaining bats get the same nearest one – a swarm should be a swarm, not a trickle.
  2. Flight. 5 bats fly out of the hand (half a block in front of the eye) and fly to their assigned target at a speed of 0.9 blocks per tick, strictly in a straight line. A bat disappears when its target is gone, stopped being an enemy, or its lifetime ran out.
  3. Bite. A bat bites when it is closer than 0.9 blocks, and does so 3 times on the same target – then it disappears, even if there are other enemies nearby. Each bite is 2 damage with a separate critical hit roll.
  4. Lifetime. A bat exists for at most 5 s (100 t).
  • The bats are an effect, not mobs: non-persistent, untouchable and silent entities that do not pick up items, give no experience or loot, and are not seen by mob names, spawns, farms and quests. They vanish by being removed, not by dying, so there is no death event.
  • They deal damage on behalf of the caster, so it counts toward the magic skill and loot distribution.
  • The bats do not attack allies or players in a no-PvP zone.

Meteor: Meteor Staff

  1. Warning. At the point indicated by the gaze (as with lightning, up to 40 blocks) for 1.5 s (30 t) a circle of 8 particles per tick with a radius of 1.2 blocks and flames appears. The meteor is not flying yet – this is the time to leave the circle.
  2. Fall. The meteor appears 20 blocks above the point and falls evenly over 10 ticks (2 blocks per tick) straight down, leaving flames and smoke behind it. It does not destroy blocks.
  3. Explosion. At the target point an explosion with a radius of 4 blocks: 22 damage at the center, linearly down to zero at the edge. All enemies in the radius are hit, while the caster, their pet and allies take nothing.
meteor blast: damage = 22 x (1 - d / 4) warning: 1.5 s (30 t) before the fall fall: 10 ticks from 20 blocks

Target healing and aura: Mending Wand, Staff of Renewal

These are the only spells that do not harm: they heal. Details of healing, allies and the Medic bonus are in the healing section. Here only the course:

  1. Mending Wand (target healing beam). A beam from the eye up to 8 blocks looks for a player. If the player indicated is an ally (party or society), they are healed; in every other case – also when the target is an enemy or nobody – the wand heals the caster. It heals 4 health points.
  2. Staff of Renewal (aura). Heals the caster and all allies within a radius of 8 blocks by 6 health points. Additionally everyone in the aura – also one at full health – gets Regeneration I for 5 s (100 t). So one spell serves several players at once.

Common magic rules

Who is an ally

An ally is only a player from the same party or the same society. Mobs – even tamed animals and one's own pets – are not allies. Pets do not receive spells at all.

TargetEnemiesAllies
Beam, projectile, blasttreated like mobstake nothing
Chain, Arc Blaster arc, bat swarmthe jump and the target are chosen only from enemiesexcluded from target selection
Healingnot healed at allhealed

What a spell does not do

  • It does not destroy blocks, set the world on fire or cause a fire beyond the target hit.
  • It does not hurt the caster, their pet or an ally – even in the middle of a blast.
  • In a safe zone, a non-PvP region, with ally protection and with a combat tag the damage does not go through. The number above the target does not appear then, and the spell costs mana all the same.
  • It does not work on untouchable targets and on farm mobs in terms of skill gain: farm mobs take damage, but teach nothing.
  • A spell does not consume anything from the inventory. The mana crystal serves only to restore mana manually.

Damage and numbers

Damage follows the same path as for energy weapons: the multiplier from the damage profession, a critical hit from the hit profession (0.2% per level, critical hit x 1.5), then the target's defense, stats, and the number above the target seen only by the caster.

ProfessionRole
Battlemagemultiplies magic damage x (1 + 0.5 x level / 100); at level 100 that is x 1.5
Spellweavergives a critical hit chance: 0.2% per level, a critical hit multiplies x 1.5
Medicmultiplies healing: x (1 + 0.5% of level / 100); at level 100 that is x 1.5

Profession weights (sum 1.000) are computed by the skill system. The chance of a gain on hitting an enemy takes the target level from the mob's level and the hit profession; a harder target raises the chance, but never above 30%.

Healing and the Medic

healed value = spell value x (1 + 0.5% x Medic level / 100) restored = min(healed value, target's maximum health - current health) gain chance: healing -> First Aid 1.000 + Anatomy 0.300, target level 1
  • Healing never exceeds the maximum health – the excess is lost, and there is no skill gain then, because nothing was restored.
  • At Medic level 0 the Mending Wand heals 4 health points, and the Staff of Renewal 6 health points. At Medic level 100 that is 6 health points and 9 health points respectively.
  • First Aid gain is received only by the healer and only when something was actually restored.
  • The green number "+N" above the healed player appears only in the healer's eyes.
  • When an ally is indicated, the Mending Wand heals them; indicating an enemy or an empty spot heals the caster. Healing never touches enemies and mobs.
  • The Staff of Renewal aura works on everyone in the radius at once, including the caster, and gives Regeneration I even to those who did not need healing.

Skills and gain

Magic teaches the same skills as energy weapons: Battle Magic for hitting an enemy and First Aid for healing that restored something. The same conditions as for a sword hit: a living victim, damage greater than zero, no players, no untouchables and no farm mobs.

ActionWhenSkillWeightProfession for difficulty
Hitting an enemy with magicThe player hits an enemy with a wand or staff, including with a projectile, lightning, meteor, bat bite and poison.Battle Magic1.000Spellweaver
-> same actionAim0.4
-> same actionAnatomy0.2
Healing that restored somethingA healing spell restored more than 0 health points to an ally or to the caster.First Aid1.000Medic
-> same actionAnatomy0.3
  • The weight is a gain multiplier at the same chance: Battle Magic and First Aid grow with weight 1.000, and Aim and Anatomy with the lower weights – slower, but at the same moment.
  • A magic hit counts toward the damage log, so loot from a killed mob is shared the same way as after an energy shot.
  • A pet's ability does not teach magic. The target level comes from the mob's level (an ordinary Minecraft mob has level 1), and for healing it is always 1.
  • Full description of the gain and the level curve: skills.

Buying from the Alchemist

The whole magic offer is at one NPC. Prices are per piece and in whole VED; shift-click buys ten pieces at once.

ItemPriceFor ten pieces
Ember Wand
Wand, level 1
500 VED5,000 VED
Frost Wand
Wand, level 5
1,500 VED15,000 VED
Mending Wand
Wand, level 5
1,500 VED15,000 VED
Venom Wand
Wand, level 8
3,000 VED30,000 VED
Spark Wand
Wand, level 10
6,000 VED60,000 VED
Fireball Staff
Staff, level 12
8,000 VED80,000 VED
Bat Swarm Staff
Staff, level 15
12,000 VED120,000 VED
Storm Staff
Staff, level 15
12,000 VED120,000 VED
Staff of Renewal
Staff, level 18
15,000 VED150,000 VED
Meteor Staff
Staff, level 20
30,000 VED300,000 VED

The Alchemist buys back items from their own offer for 50% of the price, i.e. half of the paid amount rounded down to whole VED. So buying and selling never yield a profit. The rules of the whole trading system are in the section on NPC shops.