Ship spells

Ship spells function much like regular spells in that they must first be practiced and use mana when cast. There are however a few other requirements in order to cast them

  1. You must be on a ship
  2. The ship must have fae, if there is no fae or it runs out casting will stop
  3. You must have practiced the spells
  4. You must be in the same clan as the ship
  5. If you are casting a spell on an enemy ship it must be in range - 15

Unlike regular spells casting a ship spells takes time. Each spell has its own amount of casting rounds. When casting a spell you cannot perform any action that might disrupt you. If you move, engage in combat or perform ship activities spell casting is canceled and the used fae is lost.

Master hero's use less fae to cast spells and their duration is longer.

TIP: When at the helm "SHIP HELM" casting a ship spell releases you from the helm BUT also keeps you at helm. What this means is the ship will maintain course as if a player is manning the helm and will not drift slightly as it does if the helm is lashed or wildly if just released.

Devil's Bargain

This spell will give you increased accuracy at the expense of agility hence the devil's bargain. This spell is fantastic vs other ships. Firing volleys during PVP or Khrait tends to miss the other more often than not unless in very close quarters. Using this spell will increase the success of each shot in the volley.

Syntax: c devil

Mermaid's blessing

This spell will increase resistance to fire and flooding at the expense of accuracy. Best used as a last resort when you have received significant damage to your ship. Casting this spell will enable you to reduce the amount of deckhands pumping water or dousing fires and put them to better use repairing your ship.

Syntax: c mermaid

Way of the turtle

This spell will increase your damage resistance at the expense of speed. This can be very useful during ship combat, especially Khrait. Khrait will always attempt to get closer to you, so if you intend to fight them it's not a bad idea to take less damage.

Syntax: c way

Wings of the gull

This spell increases your maximum speed by 10 with no other detrimental effect. Useful when wind speeds are low or if you just want to get where you are going a little bit faster. Might also be useful to get away from pirates if you do not want to engage.

Syntax: c wings

Harm's Way

Harm's way is an offensive spell that will reduce the agility of an enemy ship by . What this means is turning will take longer therefore they will not be able to dodge your volley. Harm's way in combination with Devil's bargain can be a deadly combination. You will need to be in range of the enemy ship to cast the spell. It is said that casting from the crow's nest can increase the success of landing. Pay attention to the message's on screen to see if the spell was successful or not.

Pay attention to the syntax of this spell; you must include the apostrophe.

Syntax: c harm's <ship name>

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