Spells
- Spells are additional actions both players and Monsters execute, completely independent of the basic hits. Every monster and vocation has its own unique selection of spells, some of them are used to deal additional damage, heal allies and/or yourself, and in the case of players, some spells can also make the monsters switch targets or create consumable items.
Players can access their Spell menu by pressing the Blank Rune icon in their inventory or pressing the "H" key if you're playing using the PC client; and clicking one of the 3 spell icons on the screen. Note that to be able to switch spells, you must be out of combat and in a Safe Zone or in a Town
Player Spells
The % of damage specified in this list is relative to your character's damage (So if you normally deal 100 damage, a 25% damage spell will deal 25 damage). Every spell requires mana for you to be able to cast it and has a cooldown. (Note that after casting a spell, a 1 second global cooldown is applied to every spell regardless of type, and also Runes) All damage spells also require the target to be in attack range in order to cast them.
Knight Spells
All knight spells deal damage, and they require you to be in Melee Range in order to cast them, with the exception of Throwing Axe and Challenging Throw.
Icon | Name | Incantation | Unlock level | Mana Cost | Cooldown | Effect | Conditions to cast |
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Throwing Axe | Animus | 5 | 20 Mana | 6 seconds | Throws an axe at the target, dealing 25% damage. | -Having an enemy targeted. |
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Devastate | Evasto | 10 | 10 Mana | 4 seconds | Hit your target with your equipped weapon for 30% damage. (Grants 1 Melee exp) | -Having an enemy targeted. -Having a Sword, a Mace or an Axe equipped. |
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Execute | Exequor | 15 | 50 Mana | 15 seconds | Execute the target with your equipped weapon, dealing 300% damage | -Having an enemy targeted. -The target must also have less than 20% their Max Health. -Having a Sword, a Mace or an Axe equipped. |
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Devastate (Rank 1) | Evasto Fortis | 20 | 15 Mana | 4 seconds | Hit your target with your equipped weapon for 50% damage. (Grants 1 Melee exp) | -Having an enemy targeted. -Having a Sword, a Mace or an Axe equipped. |
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Whirlwind | Vortice | 25 | 50 Mana | 30 seconds | Swing your equipped weapon 360 degrees dealing 100% damage to all enemies directly around you. (Grants 1 Melee exp) | -Having an enemy targeted. -Having a Sword, a Mace or an Axe equipped. |
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Devastate (Rank 2) | Evasto Firmus | 30 | 20 Mana | 4 seconds | Hit your target with your equipped weapon for 75% damage. (Grants 1 Melee exp) | -Having an enemy targeted. -Having a Sword, a Mace or an Axe equipped. |
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Challenging Throw | Animus Attentus | 35 | 30 Mana | 6 seconds | Throw an axe at the target dealing 25% damage and forcing it to attack you. Does not taunt players. | -Having an enemy targeted. -The target must be attacking a party member in order to taunt it. |
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Whirlwind (Rank 1) | Vortice Potens | 40 | 75 Mana | 30 seconds | Swing your equipped weapon 360 degrees dealing 200% damage to all enemies directly around you. (Grants 1 Melee exp) | -Having an enemy targeted. -Having a Sword, a Mace or an Axe equipped. |
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Execute (Rank 1) | Exequor Finalem | 45 | 75 Mana | 15 seconds | Execute the target with your equipped weapon, dealing 400% damage | -Having an enemy targeted. -The target must also have less than 20% their Max Health. -Having a Sword, a Mace or an Axe equipped. |
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Whirlwind (Rank 2) | Vortice Brutus | 50 | 100 Mana | 30 seconds | Swing your equipped weapon 360 degrees dealing 300% damage to all enemies directly around you. (Grants 1 Melee exp) | -Having an enemy targeted. -Having a Sword, a Mace or an Axe equipped. |
Ranger Spells
Additional to the mana, ranger spells also require arrows for you to cast them. Headshots and Concussive Shots require 1 arrow, Volleys require 3 arrows (if you have less you'll only shoot as many arrows as you have) and Scattershots consume 1 arrow for every target hit (maximum 25 arrows).
Icon | Name | Incantation | Unlock level | Mana Cost | Cooldown | Effect | Conditions to cast |
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Conjure Wooden Arrows | Partum Ligna Telum | 5 | 15 Mana | 60 seconds | Conjure 35 Wooden Arrows. | -Having at least 3.5 free cap in your inventory. |
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Volley | Plures | 10 | 20 Mana | 6 seconds | Fire 3 arrows in rapid succession, each arrow deals 20% attack power and can crit (Grants 1 Distance exp). | -Having an enemy targeted. -Having a Bow equipped. |
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Conjure Stone Arrows | Partum Lapis Telum | 10 | 20 Mana | 60 seconds | Conjure 35 Stone Arrows. (Grants 1 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Conjure Flint Arrows | Partum Stagni Telum | 15 | 25 Mana | 60 seconds | Conjure 35 Flint Arrows. (Grants 1 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Concussive Shot | Perturbo | 15 | 50 Mana | 15 seconds | Concuss the target, forcing it to attack any other player in your party or retreating. Does not affect players | -Having an enemy targeted. -The enemy must also be attacking you or a party member, else it has no effect. -Having a Bow equipped. |
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Conjure Tin Arrows | Partum Silex Telum | 20 | 30 Mana | 60 seconds | Conjure 35 Tin Arrows. (Grants 1 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Headshot | Exactus | 20 | 50 Mana | 15 seconds | Execute the target with an arrow dealing 300% damage. (Grants 1 Distance exp) | -Having an enemy targeted. -The enemy must also have less than 20% their Max Health. -Having a Bow equipped. |
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Volley (Rank 1) | Plures Fuga | 25 | 30 Mana | 6 seconds | Fire 3 arrows in rapid succession, each arrow deals 40% attack power and can crit (Grants 1 Distance exp). | -Having an enemy targeted. -Having a Bow equipped. |
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Conjure Iron Arrows | Partum Ferrum Telum | 30 | 35 Mana | 60 seconds | Conjure 35 Iron Arrows. (Grants 1 Magic exp) | -Having at least 3.5 free cap in your inventory |
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Scatter Shot | Discedo | 30 | 75 Mana | 30 seconds | Fire an arrow to your target and all enemies close to it (Refer to the shapes section to see this spell's range), each arrow deals 100% damage. (Grants 1 Distance exp) | -Having an enemy targeted. -Having a Bow equipped. |
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Headshot (Rank 1) | Exactus Acredo | 35 | 75 Mana | 15 seconds | Execute the target with an arrow dealing 400% damage. (Grants 1 Distance exp) | -Having an enemy targeted. -The enemy must also have less than 20% their Max Health. -Having a Bow equipped. |
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Conjure Elven Arrows | Partum Edhel Telum | 40 | 40 Mana | 60 seconds | Conjure 35 Elven Arrows. (Grants 2 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Scatter Shot (Rank 1) | Discedo Atrox | 40 | 90 Mana | 30 seconds | Fire an arrow to your target and all enemies close to it (Refer to the shapes section to see this spell's range), each arrow deals 175% damage. (Grants 1 Distance exp) | -Having an enemy targeted. -Having a Bow equipped. |
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Volley (Rank 2) | Plures Velox | 45 | 40 Mana | 6 seconds | Fire 3 arrows in rapid succession, each arrow deals 60% attack power and can crit (Grants 1 Distance exp). | -Having an enemy targeted. -Having a Bow equipped. |
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Conjure Pearl Arrows | Partum Baca Telum | 50 | 45 Mana | 60 seconds | Conjure 35 Pearl Arrows. (Grants 2 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Scatter Shot (Rank 2) | Discedo Ferox | 50 | 100 Mana | 30 seconds | Fire an arrow to your target and all enemies close to it (Refer to the shapes section to see this spell's range), each arrow deals 250% damage. (Grants 1 Distance exp) | -Having an enemy targeted. -Having a Bow equipped. |
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Conjure Spiked Arrows | Partum Spica Telum | 60 | 50 Mana | 60 seconds | Conjure 35 Spiked Arrows. (Grants 2 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Conjure Mythril Arrows | Partum Mythril Telum | 70 | 55 Mana | 60 seconds | Conjure 35 Mythril Arrows. (Grants 2 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Conjure Diamond Arrows | Partum Adamas Telum | 80 | 60 Mana | 60 seconds | Conjure 35 Diamond Arrows. (Grants 3 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Conjure Royal Arrows | Partum Regius Telum | 90 | 65 Mana | 60 seconds | Conjure 35 Royal Arrows. (Grants 3 Magic exp) | -Having at least 3.5 free cap in your inventory. |
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Conjure Chaos Arrow | Partum Atrox Telum | 100 | 1000 Mana | 600 seconds | Conjure 1 Chaos Arrow. (Grants 50 Magic exp) | -Having at least 0.1 free cap in your inventory. |
Mage Spells
Icon | Name | Incantation | Unlock level | Mana Cost | Cooldown | Effect | Conditions to cast |
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Elemental Strike | Incutio | 5 | 10 Mana | 4 seconds | Unleash your equipped weapon's energy in a targeted strike dealing 25% weapon damage (Refer to the shapes section to see this spell's range), (Grants 1 Magic exp). | -Having an enemy targeted. -Having a Staff or a Rod equipped. |
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Conjure Light Mana Missile | Partum Em Minima | 10 | 100 Mana | 60 seconds | Conjure 3 Light Mana Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Mind Games | Confundo | 10 | 50 Mana | 15 seconds | Confuses the target, forcing it to attack another player in your party or retreating. Does not affect players. | -Having an enemy targeted. -The enemy must also be attacking you or a party member, else it has no effect. |
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Conjure Light Ice Missile | Partum Glacio Minima | 15 | 100 Mana | 60 seconds | Conjure 3 Light Ice Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Conjure Light Fire Missile | Partum Ignis Minima | 20 | 100 Mana | 60 seconds | Conjure 3 Light Fire Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Elemental Strike (Rank 1) | Incutio Potius | 20 | 15 Mana | 4 seconds | Unleash your equipped weapon's energy in a targeted strike dealing 50% weapon damage (Refer to the shapes section to see this spell's range), (Grants 1 Magic exp). | -Having an enemy targeted. -Having a Staff or a Rod equipped. |
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Explosion | Eversio | 25 | 75 Mana | 30 seconds | Unleash your equipped weapon's energy in a targeted explosion dealing 100% weapon damage (Refer to the shapes section to see this spell's range), (Grants 1 Magic exp). | -Having an enemy targeted. -Having a Staff or a Rod equipped. |
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Conjure Light Energy Missile | Partum Vis Minima | 25 | 100 Mana | 60 seconds | Conjure 3 Light Fire Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Conjure Light Death Missile | Partum Nex Minima | 30 | 400 Mana | 600 seconds | Conjure 3 Light Death Missiles, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Elemental Strike (Rank 2) | Incutio Amplius | 30 | 20 Mana | 4 seconds | Unleash your equipped weapon's energy in a targeted strike dealing 75% weapon damage (Refer to the shapes section to see this spell's range), (Grants 1 Magic exp). | -Having an enemy targeted. -Having a Staff or a Rod equipped. |
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Conjure Ice Missile | Partum Glacio | 35 | 200 Mana | 60 seconds | Conjure 2 Ice Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Conjure Fire Missile | Partum Ignis | 40 | 200 Mana | 60 seconds | Conjure 2 Fire Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Explosion (Rank 1) | Eversio Plas | 40 | 100 Mana | 30 seconds | Unleash your equipped weapon's energy in a targeted explosion dealing 200% weapon damage (Refer to the shapes section to see this spell's range), (Grants 1 Magic exp). | -Having an enemy targeted. -Having a Staff or a Rod equipped. |
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Conjure Energy Missile | Partum Vis | 45 | 200 Mana | 60 seconds | Conjure 2 Energy Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Elemental Strike (Rank 3) | Incutio Magis | 45 | 25 Mana | 4 seconds | Unleash your equipped weapon's energy in a targeted strike dealing 100% weapon damage (Refer to the shapes section to see this spell's range), (Grants 1 Magic exp). | -Having an enemy targeted. -Having a Staff or a Rod equipped. |
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Conjure Mana Missile | Partum Em | 50 | 200 Mana | 60 seconds | Conjure 2 Mana Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Explosion (Rank 2) | Eversio Praeter | 50 | 125 Mana | 30 seconds | Unleash your equipped weapon's energy in a targeted explosion dealing 300% weapon damage (Refer to the shapes section to see this spell's range), (Grants 1 Magic exp). | -Having an enemy targeted. -Having a Staff or a Rod equipped. |
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Conjure Death Missile | Partum Nex | 55 | 800 Mana | 600 seconds | Conjure 2 Death Missiles, consumes 1 Blank Rune, (Grants 40 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Ice Missile | Partum Glacio Gravis | 60 | 400 Mana | 60 seconds | Conjure a Heavy Ice Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Fire Missile | Partum Ignis Gravis | 65 | 400 Mana | 60 seconds | Conjure a Heavy Fire Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Energy Missile | Partum Vis Gravis | 70 | 400 Mana | 60 seconds | Conjure a Heavy Energy Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Mana Missile | Partum Em Gravis | 75 | 400 Mana | 60 seconds | Conjure a Heavy Mana Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Death Missile | Partum Nex Gravis | 100 | 1500 Mana | 600 seconds | Conjure a Heavy Death Missile, consumes 1 Blank Rune, (Grants 75 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
Shaman Spells
Most shaman spells heal, however none of them deal damage.
Icon | Name | Incantation | Unlock level | Mana Cost | Cooldown | Effect | Conditions to cast |
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Healing Hands | Refectio Infirmis | 5 | 30 Mana | 7 seconds | Heal yourself or an ally for 100% Magic power, (Grants 1 Magic exp). | -Having an ally targeted (To heal others), or an enemy / not targeting anything to heal yourself. -Having a Staff, a Rod or a Mace equipped. |
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Conjure Light Mana Missile | Partum Em Minima | 10 | 100 Mana | 60 seconds | Conjure 3 Light Mana Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Mind Games | Confundo | 10 | 50 Mana | 15 seconds | Confuses the target, forcing it to attack another player in your party or retreating. Does not affect players. | -Having an enemy targeted. -The enemy must also be attacking you or a party member, else it has no effect. |
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Conjure Light Physical Missile | Partum Petram Minima | 15 | 100 Mana | 60 seconds | Conjure 3 Light Physical Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Conjure Light Nature Missile | Partum Fel Minima | 20 | 100 Mana | 60 seconds | Conjure 3 Light Nature Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Healing Hands (Rank 1) | Refectio | 20 | 60 Mana | 7 seconds | Heal yourself or an ally for 200% Magic power, (Grants 1 Magic exp). | -Having an ally targeted (To heal others), or an enemy / not targeting anything to heal yourself. -Having a Staff, a Rod or a Mace equipped. |
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Conjure Light Holy Missile | Partum Sanctus Minima | 25 | 100 Mana | 60 seconds | Conjure 3 Light Holy Missiles, consumes 1 Blank Rune, (Grants 5 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Divine Intervention | Divinus | 25 | 120 Mana | 15 seconds | Heal yourself and all allies in range (Refer to the shapes section to see this spell's range) for 200% Magic Power, (Grants 1 Magic exp). | -Having a Staff, a Rod or a Mace equipped. |
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Conjure Light Heal | Partum Sana | 30 | 400 Mana | 300 seconds | Conjure 3 Light Heals, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 2 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Healing Hands (Rank 2) | Refectio Fortis | 30 | 90 Mana | 7 seconds | Heal yourself or an ally for 300% Magic power, (Grants 1 Magic exp). | -Having an ally targeted (To heal others), or an enemy / not targeting anything to heal yourself. -Having a Staff, a Rod or a Mace equipped. |
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Conjure Physical Missile | Partum Petram | 35 | 200 Mana | 60 seconds | Conjure 2 Physical Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Conjure Nature Missile | Partum Fel | 40 | 200 Mana | 60 seconds | Conjure 2 Nature Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Divine Intervention (Rank 1) | Divinus Fortis | 40 | 180 Mana | 15 seconds | Heal yourself and all allies in range (Refer to the shapes section to see this spell's range) for 300% Magic Power, (Grants 1 Magic exp). | -Having a Staff, a Rod or a Mace equipped. |
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Conjure Holy Missile | Partum Sanctus | 45 | 200 Mana | 60 seconds | Conjure 2 Holy Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Healing Hands (Rank 3) | Refectio Infirmo | 45 | 120 Mana | 7 seconds | Heal yourself or an ally for 400% Magic power, (Grants 1 Magic exp). | -Having an ally targeted (To heal others), or an enemy / not targeting anything to heal yourself. -Having a Staff, a Rod or a Mace equipped. |
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Conjure Mana Missile | Partum Em | 50 | 200 Mana | 60 seconds | Conjure 2 Mana Missiles, consumes 1 Blank Rune, (Grants 10 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Divine Intervention (Rank 2) | Divinus Gravis | 50 | 240 Mana | 15 seconds | Heal yourself and all allies in range (Refer to the shapes section to see this spell's range) for 400% Magic Power, (Grants 1 Magic exp). | -Having a Staff, a Rod or a Mace equipped. |
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Conjure Heal | Partum Consano | 55 | 800 Mana | 300 seconds | Conjure 2 Heals, consumes 1 Blank Rune, (Grants 40 Magic exp). | -Having at least 1 free cap in your inventory. -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Physical Missile | Partum Petram Gravis | 60 | 400 Mana | 60 seconds | Conjure a Heavy Physical Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Nature Missile | Partum Fel Gravis | 65 | 400 Mana | 60 seconds | Conjure a Heavy Nature Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Holy Missile | Partum Sanctus Gravis | 70 | 400 Mana | 60 seconds | Conjure a Heavy Holy Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Divine Intervention (Rank 3) | Divinus Gravis | 70 | 300 Mana | 15 seconds | Heal yourself and all allies in range (Refer to the shapes section to see this spell's range) for 500% Magic Power, (Grants 1 Magic exp). | -Having a Staff, a Rod or a Mace equipped. |
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Conjure Heavy Mana Missile | Partum Em Gravis | 75 | 400 Mana | 60 seconds | Conjure a Heavy Mana Missile, consumes 1 Blank Rune, (Grants 20 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
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Conjure Heavy Heal | Partum Percuro | 100 | 1500 Mana | 600 seconds | Conjure a Heavy Heal, consumes 1 Blank Rune, (Grants 75 Magic exp). | -Having at least 1 Blank Rune in your inventory. |
Shapes and Ranges
The Basics
First and foremost, it's important to clear out the range of basic attacks as well as monster detection range.
Monsters can detect you up to 5 tiles away from where they're standing, distanced and magic attacks can reach up to 4 tiles away, and Melee attacks can only damage the 8 surrounding tiles.
Directions
Monsters will also turn around depending on which tile you are located relative to their position
In this image, the white tiles are unclear which direction they cause the monster to face, because if you walk, for example, to the top left square from the red area, they'll remain facing up, however if you walk to that same square from a yellow tile, they will remain facing left.
Area of Effect Shapes
- In this section, the ranges/shapes of Area of Effect (AoEs for short) spells will be shown, and they will be divided in 2 categories: "Fixed Shape Spells" and "Directional Spells".
Note: The shapes shown in this section may seem different when playing the game, this is because there may be obstacles/walls that create cover, thus blocking sections of it.
Purple Tiles are where the caster is standing, Blue Tiles are where the caster's target is (No blue tile means the position of the target is irrelevant), and Red Tiles are the spell's reach. they always include the target's tile (For targeted spells).
Monsters also have their own versions of some player spells with a few differences, which will be listed here:
- Scatter Shot: They attack all players in range simultaneously
- Volleys: Their volleys may also attack random players in range with each arrow instead of shooting them all at the same target, those will be referred to as "Scatter Volleys".
- Throwing Axe: Their Throwing Axes deal 100% damage and are also guaranteed critical hit
Fixed Shape Spells
- These spells always have the same shape, regardless of which direction the caster is facing. Every player spell has a fixed shape. These spells may have their center either in the target's position, or have the caster's position as its center.
Directional Spells
- These spells change their shape depending on which direction the monster is facing. All pictures shown here consider the monster as if it was facing down. As of now only monsters have directional spells
The Rings Explosion and the Alternate Rings being directional is not a mistake, the explosion really has that non-symmetrical shape and it's dependant of which direction the monster is facing.