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Magery

Meditation

Inscription

Resisting Spell



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Index1°Circle

3°Circle4°Circle

5°Circle6°Circle

7°Circle8°Circle



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Magical Property

Artifact








Second Circle

Second Circle Reagents Duration (seconds) Effect
Agility BM, MR (((Eval / 5) + 1) * 6) Increases the target’s Dexterity by a percentage equal to (Eval/10 + 1)
(11% at 100 Evaluate Intelligence).
Cunning MR, Ns (((Eval / 5) + 1) * 6) Increases the target’s Intelligence by a percentage equal to (Eval/10 + 1)
(11% at 100 Evaluate Intelligence).
Cure Ga, Gi Permanent Neutralizes poison
(higher Magery levels neutralize higher poison levels).
Harm Ns, SS Single use Strikes a target within 12 tiles of the caster.
Harm’s damage depends on the target’s distance (full damage under 2 tiles, ½ damage at exactly 2 tiles, ¼ damage beyond 2 tiles. Base damage is 17 + 1-5. Cold resistance reduces the damage.
Magic Trap Ga, SS, SA Single use Places an explosive trap on an item that will trigger on use, for 10–50 points of direct damage.
Magic Untrap BM, SA Single use Disables Magic Trap on an item.
Protection Ga, Gi, SA Indefinite Players under Protection will no longer be interrupted while casting in combat.
Players under Protection have their physical resistance reduced by 15 - Inscription/20 points, lose 35 - Inscription/20 points in resisting spells, and receive a negative casting speed modifier of 2 points.
Protection has indefinite duration: it turns on when cast, and turns off if cast again.
Strength MR, Ns 120% Magery (up to 144 sec.) Increases the target’s Strength by a percentage equal to (Eval/10 + 1)
(11% at 100 Evaluate Intelligence). Cannot be resisted

All second-circle spells cost 6 mana and require 0.75 seconds of delay.

Key Reagents
BM - Blood Moss, Ga - Garlic, Gi - Ginseng, MR - Mandrake Root, Ns - Nightshade, SS - Spider Silk, SA - Sulphurous Ash


To cast second-circle spells, you need a spellbook, the appropriate reagents, and a small amount of Magery skill.

Agility

Tip: By increasing the target’s Dexterity, their maximum stamina and maximum weapon swing speed also increase. You can use a refresh potion to immediately gain the benefits, or let your stamina regenerate automatically. This spell is also useful for a character with low Dexterity to counteract the effects of Curse and Clumsy.
Required reagents: Blood Moss, Mandrake Root
Spell words: Ex Uus


Cunning
Tip: By increasing a character’s Intelligence, their maximum mana also increases. In addition, the target may recover mana faster. This spell is also useful for a character with low Intelligence to counteract the effects of Curse and Feeblemind.
Required reagents: Nightshade, Mandrake Root
Spell words: Uus Wis


Cure
Tip: This spell can be interrupted by spasms if the target is poisoned, so timing is important; consider using an anti-poison potion.
Required reagents: Garlic, Ginseng
Spell words: An Nox


Harm
Tip: Deals decent damage with relatively low mana cost, few reagents, and fast cast time. You must stay very close to the target for best effect.
Required reagents: Nightshade, Spider's Silk
Spell words: An Mani


Magic Trap
Tip: Prevents thieves from peeking freely into containers. When a thief tries to look into a container in your pack that has been magically trapped, it results in a visible explosion. Players often use this on small pouches to break Paralyze.
Required reagents: Garlic, Sulphurous Ash, Spider's Silk
Spell words: In Jux


Magic Untrap
Tip: Disarms Magic Trap on a container without causing damage. Useful when you’re at 1 HP, poisoned, and worried the belt pouch with your potions could kill you because it’s magically trapped. Also disarms some dungeon traps, such as “sawblades.”
Required reagents: Sulphurous Ash, Blood Moss
Spell words: An Jux


Protection
Tip: Lets you stay in close range of your attacker without your spells being interrupted—a good tactic for poison mages who need to remain close to apply higher-level poison. It can also help an “healer mage” (mage with Anatomy and Healing) stay near the attacker and keep dealing damage while healing.
Required reagents: Garlic, Ginseng, Sulphurous Ash
Spell words: Uus Sanct


Strength
Tip: By increasing the target’s Strength, weapon damage and maximum hit points go up. A heal potion or spell can be used together with Strength to immediately gain the HP bonus, or you can let them regenerate. This spell also helps a character with low Strength to counter Curse and Weaken.
Required reagents: Mandrake Root, Nightshade
Spell words: Uus Mani

 

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