
Wearing too heavy armour will cause mana loss. The penalty for mana gain is based on your armour weight past 12. The modifier for mana gain is based on your Mana Control. The Winds of Magic roll will give the base of your regeneration, to which modifiers, penalties and bonuses are applied. One's Mana regeneration is fundamentally based on the Winds of Magic and one's Mana Control. This can only be done a limited amount of times during battle.įeatures of Magic Mana Regeneration Pressing M will grant a casting bonus to your next cast, bypassing one encumbrance. While not directly tied to magic, Willpower can still be used to influence it.
MOUNT AND BLADE MODS USEING THE SCRIPT EXTENDER FULL
If the Magic Competence Level is higher than your Magic Control you get a chance to miscast a spell, wasting parts of the Mana based on it's cast cost rather than paying the full Mana Cost.Ī Magic Control of 1 or higher is needed to learn any school of magic. Magic Control dictates whether or not you can use a spell and if you are able to master it or not.Ī spell with a Magic Access Level higher than your Magic Control cannot be used. Magic Control is the most important skill related to Magic. Magic Power is a skill which influences your damage output and efficiency of buffs or debuffs applied by spells. At level 8 these percentages are reduced. This comes at the cost of increasing the cost of the cast by a percentage based on your encumbrance. Mana Control dedicates how much mana your can hold at any time and how fast your mana is refilled per Winds of Magic roll.Īt level 4 you can press U to bypass encumbrance modifiers for the next cast. There are three skills directly related to magic:Īll of those skills are tied to your Intelligence.

Your ability to cast magic is based on your skills. Spell scrolls need to be placed at the top beginning from the left of the inventory.įirearms CANNOT be used at the same time as magic. You will also be able to increase your magic resistance and purchase spells and items once you have chosen a school.įor magic to work you need to equip your magic lore item and leave one slot free. Each town offers different schools of magic depending on which faction owns the town. There you can find the guild menu where you can learn about the schools you can learn, what kind of spells they have and what the lore attribute is. Once you have 1 point in your magic control skill, you can visit any town and find the magic guild(s) at the town activity menu, at the top of the town menu.

Magic relies on quite a few things to work, your luck with the tides of the Winds of Magic, your skills and magical proficiencies, and of course, general RNG. "Time of writing" and "current point of time" both refer to the latest builds/versions of the mod.


3.13 Nurgle Magic (Gifts of the Plagued One).3.12 Slaanesh Magic (Lore of Pain And Pleasure).3.8 Amber, Lore of Beasts (Wind of Ghur).3.7 Bright, Lore of Fire (Wind of Aqshy).3.6 Amethyst, Lore of Death (Wind of Shyish).3.5 Grey, Lore of Shadow (Wind of Ulgu).3.4 Celestial, Lore of Heaven (Wind of Azyr).3.3 Jade, Lore of Life (Wind of Ghyran).3.2 Gold, Lore of Metal (Wind of Chamon).
