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Index1°Circle

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Magical Property

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Eighth Circle

Eighth Circle Reagents Duration (seconds) Effect
Earthquake BM, Gi, MR, SA Single use Damages all creatures on screen with an earthquake. Damage equals half of each target’s current HP. If the target is a creature, damage ranges from 15 to 100. Physical resist reduces the damage.
Energy Vortex BP, BM, MR, Ns 90s Summons a whirling mass of energy that attacks within 6 tiles and deals up to 26 damage per hit. Targets are chosen based on (Magery + Int)/distance.
Requires 2 control slots.
Resurrection BM, Ga, Gi Permanent Resurrects a player’s ghost. Cannot be used on monsters or NPCs.
Summon Air Elemental BM, MR, SS 4 * Magery (up to 480s) Summons an Air Elemental to serve the caster.
Requires 2 control slots.
Summon Daemon BM, MR, SS, SA 4 * Magery (up to 480s) Summons a Daemon to serve the caster. Causes a large karma loss.
Requires 4 control slots.
Summon Earth Elemental BM, MR, SS 4 * Magery (up to 480s) Summons an Earth Elemental to serve the caster.
Requires 2 control slots.
Summon Fire Elemental BM, MR, SS, SA 4 * Magery (up to 480s) Summons a Fire Elemental to serve the caster.
Requires 4 control slots.
Summon Water Elemental BM, MR, SS 4 * Magery (up to 480s) Summons a Water Elemental to serve the caster.
Requires 3 control slots.


All Eighth Circle spells cost 50 mana and have a 2.25-second delay.

Key reagents
BM - Blood Moss, BP - Black Pearl, Ga - Garlic, Gi - Ginseng, MR - Mandrake Root, Ns - Nightshade, SS - Spider Silk, SA - Sulphorous Ash


To cast Eighth Circle spells you need a spellbook, the appropriate reagents, and a high Magery skill.

Earthquake

Tip: Use Earthquake in areas with groups of high-HP creatures. It’s excellent during Champion Spawns because it shaves off a large amount of health from high-level mobs.

Be careful with area spells in Felucca: a murderer (red player) or criminal (gray player) could exploit the spell to give you the criminal flag (you appear gray to them), letting them kill you without increasing their kill count.
Required reagents: Blood Moss, Ginseng, Sulphurous Ash, Mandrake Root
Incantation: In Vas Por


Energy Vortex
Tip: Creates a fast vortex that attacks nearby creatures. Although EVs prefer magical targets, such creatures will try to dispel them if they have mana. Be prepared to recast several times, or drain the enemy’s mana before summoning the vortex.

Be careful with area spells in Felucca: a murderer (red player) or criminal (gray player) could exploit the spell to give you the criminal flag (you appear gray to them), letting them kill you without increasing their kill count.
Required reagents: Blood Moss, Black Pearl, Mandrake Root, Nightshade
Incantation: Vas Corp Por


Resurrection
Tip: Adventuring groups love having someone who can resurrect them. Let party members know if you can res them, so they move toward you when they need it. Ghosts will often approach players saying “Ooo” when they need resurrection.
Required reagents: Blood Moss, Garlic, Ginseng
Incantation: An Corp


Summon Air Elemental
Tip: Summons an Air Elemental that fights alongside the caster—useful as a temporary pet to distract monsters. The creature can be controlled with standard pet commands. Magical creatures will often try to dispel your summon.
Required reagents: Blood Moss, Mandrake Root, Spider's Silk
Incantation: Kal Vas Xen Hur


Summon Daemon
Tip: Summons a daemon that fights for the caster. Useful as a temporary pet to draw aggro. It casts spells and is a solid melee fighter. The creature can be controlled with standard pet commands. Magical enemies will often try to dispel it.
Required reagents: Blood Moss, Mandrake Root, Spider's Silk, Sulphurous Ash
Incantation: Kal Vas Xen Corp


Summon Earth Elemental
Tip: Summons an Earth Elemental that fights for the caster; handy as a temporary pet to distract monsters. Can be controlled with standard pet commands. Magical creatures often try to dispel summons.
Required reagents: Mandrake Root, Blood Moss, Spider's Silk
Incantation: Kal Vas Xen Ylem


Summon Fire Elemental
Tip: Summons a Fire Elemental that fights for the caster; good as a temporary pet to distract monsters. Can be controlled with standard pet commands. Magical creatures will often attempt to dispel it.
Required reagents: Blood Moss, Mandrake Root, Spider's Silk, Sulphurous Ash
Incantation: Kal Vas Xen Flam


Summon Water Elemental
Tip: Summons a Water Elemental that fights for the caster; useful as a temporary pet to distract monsters. Can be controlled with standard pet commands. Magical enemies often try to dispel summons.
Required reagents: Blood Moss, Mandrake Root, Spider's Silk
Incantation: Kal Vas Xen An Flam

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