
Witchcraft.
The use of magic generally needs the consumption of magical energy. Magic energy is commonly called 'where' that can regenerate. Each mage has mana point capacity and mana regen ability is different.
Magic in this universe generally has three levels.
Spellcaster: ordinary magic that mages release to fight. In general, it has different destructive power. It depends on the magic power that a mage has.
Mana points.
Offensive magic requires mana to regenerate the body. Regeneration can be rapid if the supernatural stat is high.
Where nature.
Magic energy is absorbed from nature to buff on magic. With natural energy the offensive power of magic attacks would double.
Usually to get a strong ice magic buff then absorb mana from the realm called frost energy. Frost energy can only be absorbed in winter. Another story is that in the plains near the north pole where throughout the winter season, frost energy is available at all times.
The natural mana for fire magic can only be absorbed during the day. Where nature is available in any natural condition is lightning, wind, earth, and water. Light and darkness have no nature.
Where's spirit.
Usually owned by spirit technique users. The elemental spirit was made with fel rituals. Elemental spirits included minor spirits, they could not regenerate mana. The minor spirit is given mana by the mage and then converted into the so-called mana spirit. Elemental spirits can be strengthened by fel rituals. Actually the gel does not have to subvert humans. Even deer can be used for this fel ritual.
Orb.
Metaphysical energy particles in the air, the talented Mage can suck his. His metaphysical energy could be converted into instant mana regeneration. The concentration of orbs in each place is different.
Able.
Mages usually have different power statistics.
Stat.
Strength: Stat that affects physical attack, physical defense, health point and health regen.
Agility: A stat that affects weapon skills and dodge rate.
Supernatural: Stat that affects magic power, mana point and mana regen.
Mastery: Mastery in the main weapons field. The magic caster did not train this stat but the close combat mage trained it.
Reflexes: Reflexes are body movements that are done involuntarily. Impact on dodge rate and critical rate. It is called motor intelligence. Can be trained with repetition movements such as sports.
Conditioning.
There are several conditions that affect the magic process.
Magic gate: The pesudo gate is the link between spirit and physical. The magic gate as a metaphysical center, shaped like a wheel. The large magic gate means where the regen is fast, where the point is a lot. The magic gate can get tired after a lot of usage. The magic gate is tired, if forced to use magic can continue to be damaged. It usually happens to magicians who continuously wear magic energy recovery potions without stopping. There was a technique that magnified the magic gate. The impact of raising the mana cost on magic to increase its offensive power, the side effect of the technique makes the magic gate quickly damaged. A broken magic gate makes the power of the spell weak, or it can't release magic anymore.
Magic circuit: A network of pseudo-nerves that conduct magic energy. The requirement for having a great Magic circuit was through blood descent. Witches who are born from the descendants of witches then his magic circuit will be great. The power of circuit magic will continue to evolve if witches continue to defend the witch's bloodline.
Note: the larger the magic circuit, the faster the process of casting spells.
Rule.
Magic has a way of playing, or commonly called build. Spells can also be grouped based on their destructive power.
Burst damage: Magic with extremely destructive power. But the cooldown time of this spell is very long.
Sustainable damage: Magic with medium damage power. The cooldown of his skill was also not long and not fast.
Poke Damage: Magic with broken power tends to be small. But the cooldown of his skill was very short. Some of these skills even have a cooldown of just one second.
Build.
Mage has his own role depending on the build.
MVP killer: Mastering magic spell type burst damage. High power magic, equip is always complete. Usually this type has a restraint spell. Also called nuker. This type of mage is a specialist monster hunter. Usually accompanied by a knigth tanker along with several cleric crew. MVP killer many carry MP recovery items.
Pro; Strong against boss monsters.
Contra; weak against assassins and anti-mage specialists.
Pro; strong against assassin.
Contra; weak against mages with magic ability burst damage.
Damage dealer: Relying on sustainable type magic, intermediate level damage with medium cooldown. This mage build is usually in a squad that will cast magic in unison. For example, the battle against monsters, they attack together. There were squads that alternated during the previous squads still restored by the cleric crew.
Pro; effective in large quantities.
Contra; weak individually, unable to perform tasks solo.
Close combat mage: Relying on melee teleport magic and having agility.
Pro; effective against magic caster.
Contra; weak against monsters.
Speall breaker: Relying on self buff defend. Has a lot of defense magic against magic. They flowed his magic energy to strengthen the shield. Resistance to negative and offensive magic.
Pro ; effectively duet with a troop of knights or firearms.
Contra; less reliable attack power, can not run missions solo.
Griffin ryder: Griffin riders are very reliable in the fight against dragons. Griffin ryder is an anti-air unit owned by the royal magic ministry.
Pro; the only effective unit to fight wyverns.
Contra; the most resource-intensive unit.
Sumoner: They rely on Golems, magic beasts, or artificial spirits during battle. All of his flagship weapons are hidden in a dungeon, when needed will be sumoned by a scroll.
Pro; can summon magic troops that are even stronger than sumoners.
Contra ; prone to absorption.
Sorceress: Female witches are usually not allowed to go to war. Female witches usually focus on operating observation towers, turret towers, magic sentry, and witch castle managers. Sometimes it is required as a potion maker in the production team of magic items.
Pro; strengthen defensive zone.
Contra; not a class of fighters.
Cleric: Mage type support, focusing on the selection of health point and mana point. they are specialists in water magic and white magic.
Pro; crucial support.
Contra; can't fight.
Teleporter: Mage type hard support whose role is most important. They were highly specialized in teleporting skills.they even studied teleport at a rate where they could send dozens at a time. Teleporters can also send goods to distant places.
Pro; useful support.
Contra; focuses only on teleportation skills. Not a class of fighters.
White mage: Specialized mage with white magic. This magic is mostly defense and healing magic against curses. Another is the magic of restoration and duplication.
Pro; effective for dealing with dark magic. It is necessary to create a defensive zone instead of a building or an open area.
Contra; low offensive power.
Black Mage: A mage who specializes in black magic. This magic is mostly about curse magic. Got a spell with a disable effect.
Pro; effective to be combined with an attacking unit.
Contra; weak against white magic.
Red mage: Mage that relies on the flow of fel magic, namely subverting living things. The race that is identical to this is commonly referred to as blood elves.humans who are steeped in this flow of magic are referred to as the witcher.
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