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.

Spells that ascend, with their requirements
SpellAscended effectMagMagic skillGold
Create FoodAlways conjures the most filling food.2046%3,000
Staminar DrainDrains twice as much stamina (SP).4052%6,000
Celebrating LightPurely visual: the celebration comes out a little bigger.4052%12,000
Fire BallEcho: 50% chance that a second Fire Ball strikes the same spot a moment later, at no extra mana cost.6058%15,000
Great Staminar Recov.Restores 20% more stamina (SP).6058%24,000
Summon CreatureYour creature is summoned with 25% more HP.8064%30,000
InvisibilityA 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.8064%24,000
Detect InvisibilityTargets it reveals can't turn invisible again for 10 s. It also breaks an ascended Invisibility.8064%21,000
ParalyzeVulnerable: while paralyzed, the target takes 10% more damage from any source, including the hit that frees it.8064%30,000
CureAntidote: the target can't be poisoned for 10 s.8064%21,000
TremorAftershock: the ground it hits cracks and keeps hurting whoever stands on it.8064%30,000
Fire FieldWhoever steps into the flames is left with a Burn.10070%42,000
LightningOvercharge: each hit weakens the target's Resistance and Absorption, stacking up to 5 times.10070%51,000
Great Defense ShieldThorns: reflects 10% of the melee damage you take back to the attacker. It never kills, and arrows aren't reflected.10070%45,000
BerserkFrenzy: every enemy you slay while it's active adds +1 s, up to +30 s in total.12076%66,000
Mass PoisonInfected wound: 30% less healing received and 30% less natural HP regen while this poison lasts.12076%63,000
Spike FieldEvery step on a spike also inflicts Sunder, weakening armor.12076%69,000
Mass Lightning ArrowVoltaic arc: the bolt jumps to a nearby enemy for 50% of the damage.12076%90,000
Mass HealAll your heals (Heal, Great Heal and Mass Heal) also cure poison.12076%126,000
Energy StrikeMana burn: targets also lose MP equal to 10% of the damage they take.14082%150,000
Mass Fire StrikeEveryone it hits is left with a Burn.14082%240,000
Mass Chill WindThe freeze lasts 2 s longer.14082%294,000
Earthworm StrikeExhaustion: players it drains can't recover stamina (SP) for 5 s.14082%360,000
ScanAlso reveals the target's stamina (SP).14082%225,000
Mass ConfusionDazed: while confused, the target can't drink combat potions (HP, MP, SP and the like).16088%450,000
Mass Ice StrikeThe freeze ignores the target's Ice resistance.16088%630,000
Cloud KillInfected wound: 30% less healing received and 30% less natural HP regen while its poison lasts.16088%600,000
Lightning StrikeStorm: 25% chance of a second bolt a moment later on another target in the area — or on the same one, if it's alone.16088%1,050,000
Meteor StrikeBurning 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.18094%1,200,000
Mass Magic MissileInfallible: it can't be resisted. Absolute Magic Protection still blocks it.18594%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.

Status icons from ascended spells
StateCaused byLasts
VulnerableNegativeParalyzeWhile the paralysis lasts
Infected WoundNegativeMass Poison / Cloud KillUntil the poison ends
DazedNegativeMass ConfusionWhile the confusion lasts
ExhaustionNegativeEarthworm Strike5 s
RevealedNegativeDetect Invisibility10 s
AntidotePositiveCure10 s
ThornsPositiveGreat Defense ShieldWhile the shield lasts
FrenzyPositiveBerserkWhile Berserk lasts, longer with each kill
Ascended InvisibilityPositiveInvisibilityWhile 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.

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