The Magic Tower
Spell Ascension
In the Magic Tower, the Sorcerer doesn't only teach spells: he can also ascend one you already know. The spell keeps its name and everything it did, and gains an extra effect that fits what it is — not always more damage. 30 spells can ascend.
What it does
Talk to the Sorcerer inside the Magic Tower: next to Learn you'll find Ascend. It opens the Spell Ascension window, which lists only the spells you know that can ascend.
Ascending doesn't rename the spell or turn it into another one. You'll recognize it in your spellbook (F7) by a golden shadow on its name, and in the world by a retouched visual effect. The spell's card also gets an Ascended version block at the bottom: gray while it's locked or inactive, gold once it's unlocked and active.
How to ascend
Five things are checked when you ascend:
- Be inside the Magic Tower. It's the only place where you can ascend.
- Know the spell yourself. It has to be one you learned, not one lent by a wand.
- Have the Mag it asks for, from 20 to 185 depending on the spell.
- Have the Magic skill it asks for, from 46% to 94%.
- Pay the gold, just once: from 3,000 to 1,350,000. No materials are needed.
In the window, a green row can be ascended right now, a gray one is still missing something, and a gold one is already ascended. If you try without meeting a requirement, you're told what's missing and nothing is charged.
Spells that ascend
All 30, sorted by the Mag they ask for. The effect is added on top of what the spell already does.
| Spell | Ascended effect | Mag | Magic skill | Gold |
|---|---|---|---|---|
| Create Food | Always conjures the most filling food. | 20 | 46% | 3,000 |
| Staminar Drain | Drains twice as much stamina (SP). | 40 | 52% | 6,000 |
| Celebrating Light | Purely visual: the celebration comes out a little bigger. | 40 | 52% | 12,000 |
| Fire Ball | Echo: 50% chance that a second Fire Ball strikes the same spot a moment later, at no extra mana cost. | 60 | 58% | 15,000 |
| Great Staminar Recov. | Restores 20% more stamina (SP). | 60 | 58% | 24,000 |
| Summon Creature | Your creature is summoned with 25% more HP. | 80 | 64% | 30,000 |
| Invisibility | A normal Detect Invisibility can't break it: only an ascended Detect Invisibility or a Detect Invisibility Scroll can. Inside an arena match it is never ascended. | 80 | 64% | 24,000 |
| Detect Invisibility | Targets it reveals can't turn invisible again for 10 s. It also breaks an ascended Invisibility. | 80 | 64% | 21,000 |
| Paralyze | Vulnerable: while paralyzed, the target takes 10% more damage from any source, including the hit that frees it. | 80 | 64% | 30,000 |
| Cure | Antidote: the target can't be poisoned for 10 s. | 80 | 64% | 21,000 |
| Tremor | Aftershock: the ground it hits cracks and keeps hurting whoever stands on it. | 80 | 64% | 30,000 |
| Fire Field | Whoever steps into the flames is left with a Burn. | 100 | 70% | 42,000 |
| Lightning | Overcharge: each hit weakens the target's Resistance and Absorption, stacking up to 5 times. | 100 | 70% | 51,000 |
| Great Defense Shield | Thorns: reflects 10% of the melee damage you take back to the attacker. It never kills, and arrows aren't reflected. | 100 | 70% | 45,000 |
| Berserk | Frenzy: every enemy you slay while it's active adds +1 s, up to +30 s in total. | 120 | 76% | 66,000 |
| Mass Poison | Infected wound: 30% less healing received and 30% less natural HP regen while this poison lasts. | 120 | 76% | 63,000 |
| Spike Field | Every step on a spike also inflicts Sunder, weakening armor. | 120 | 76% | 69,000 |
| Mass Lightning Arrow | Voltaic arc: the bolt jumps to a nearby enemy for 50% of the damage. | 120 | 76% | 90,000 |
| Mass Heal | All your heals (Heal, Great Heal and Mass Heal) also cure poison. | 120 | 76% | 126,000 |
| Energy Strike | Mana burn: targets also lose MP equal to 10% of the damage they take. | 140 | 82% | 150,000 |
| Mass Fire Strike | Everyone it hits is left with a Burn. | 140 | 82% | 240,000 |
| Mass Chill Wind | The freeze lasts 2 s longer. | 140 | 82% | 294,000 |
| Earthworm Strike | Exhaustion: players it drains can't recover stamina (SP) for 5 s. | 140 | 82% | 360,000 |
| Scan | Also reveals the target's stamina (SP). | 140 | 82% | 225,000 |
| Mass Confusion | Dazed: while confused, the target can't drink combat potions (HP, MP, SP and the like). | 160 | 88% | 450,000 |
| Mass Ice Strike | The freeze ignores the target's Ice resistance. | 160 | 88% | 630,000 |
| Cloud Kill | Infected wound: 30% less healing received and 30% less natural HP regen while its poison lasts. | 160 | 88% | 600,000 |
| Lightning Strike | Storm: 25% chance of a second bolt a moment later on another target in the area — or on the same one, if it's alone. | 160 | 88% | 1,050,000 |
| Meteor Strike | Burning crater: the 3×3 impact area stays on fire for 4 s. No crater in Aresden City, Elvine City or their farms, except during a Crusade. | 180 | 94% | 1,200,000 |
| Mass Magic Missile | Infallible: it can't be resisted. Absolute Magic Protection still blocks it. | 185 | 94% | 1,350,000 |
Good to know
Status icons
Ascended effects that last show up in the buff bar of whoever has them, with a countdown and a tooltip. Negative ones have a red border.
| State | Caused by | Lasts |
|---|---|---|
| VulnerableNegative | Paralyze | While the paralysis lasts |
| Infected WoundNegative | Mass Poison / Cloud Kill | Until the poison ends |
| DazedNegative | Mass Confusion | While the confusion lasts |
| ExhaustionNegative | Earthworm Strike | 5 s |
| RevealedNegative | Detect Invisibility | 10 s |
| AntidotePositive | Cure | 10 s |
| ThornsPositive | Great Defense Shield | While the shield lasts |
| FrenzyPositive | Berserk | While Berserk lasts, longer with each kill |
| Ascended InvisibilityPositive | Invisibility | While you stay invisible |
Spells that don't ascend
If a spell isn't in the table above, it doesn't ascend. Why:
- Protections: Defense Shield, Protection From Arrow, Protection From Magic and Absolute Magic Protection stay as they are. Great Defense Shield is the exception.
- The weaker spell of a family: when a stronger version exists, only that one ascends — Mass Poison instead of Poison, Mass Magic Missile instead of Magic Missile, and so on. Mass Heal also covers Heal and Great Heal.
- Talent, wand and manual spells grow through the Talent tree instead. Mass Heal is the only exception.
- And a few more, like Armor Break, Recall or Possession, that stay as they are by design.
Requirements and values are the ones the server uses today.
