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Eighth Circle
Earthquake
Energy Vortex
Resurrection
Summ. Air Elemental
Summ. Daemon
Summ. Earth Elemental
Summ. Fire Elemental
Summ. Water Elemental

8th Circle Reagents Duration (seconds) Effect

Earthquake BM, Gi, MR, SA Single Use Damages nearby creatures and characters with a tremor for physical damage. The earthquake spell will now require the caster to have line of sight to the target.
(1/3 of current hitpoints for both players and NPCs. Max and min damages for NPCs: 10 and 100) Elemental Resistances reduce damage.
Energy Vortex BP, BM, MR, Ns 90 seconds Conjures a spinning mass of energy that attacks targets within a 6 tile radius and deals up to 26 points of damage per hit. Targets are chosen based on (Magery + Intelligence)/distance. Not Resistable
Resurrection BM, Ga, Gi Permanent

Resurrects a player's ghost. Cannot be used on NPCs or monsters.

Summ. Air Elemental

BM, MR, SS 4 * Magery (up to 480 sec.) An air elemental is summoned to serve the caster.
Requires 2 pet control slots.
Summ. Daemon BM, MR, SS, SA 4 * Magery (up to 480 sec.)

A daemon is summoned to serve the caster. Results in a large karma loss for the caster.
Requires 5 pet control slots.

Summ. Earth Elemental BM, MR, SS 4 * Magery (up to 480 sec.) An earth elemental is summoned to serve the caster.
Requires 2 pet control slots.
Summ. Fire Elemental BM, MR, SS, SA 4 * Magery (up to 480 sec.) A fire elemental is summoned to serve the caster.
Requires 4 pet control slots.
Summ. Water Elemental BM, MR, SS 4 * Magery (up to 480 sec.) A water elemental is summoned to serve the caster.
Requires 3 pet control slots.
8th Circle spells cost 50 mana and take 2.25 seconds to cast

Reagents Key

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


To cast spells from the Eighth Circle, you must have a spellbook, the appropriate reagents, and a great amount of Magery skill.

Earthquake
Tip: Earthquake is most useful in an area with a group of creatures that have a high amount of hitpoints. This could be a great spell to use when fighting the Champion Spawn (also called Evil in a Can), as it can take a good chunk of health off of a group of high-end creatures.

Always be wary of casting area effect spells in Felucca, as a Murder (red player) or Criminal (grey player) could use the spell to flag you as an aggressor (grey to them). This would allow them to kill you without taking a murder count.
Required Reagents: Blood Moss, Ginseng, Sulphurous Ash, Mandrake Root
Words of Power: In Vas Por

Energy Vortex
Tip: Creates a quick-moving vortex of energy that will attack any creature coming near it. Though the Energy Vortex favors magic casting opponents, they will often dispel the vortex if they have enough mana to do so. Be prepared to recast Energy Vortex several times, or make the creature you're fighting use up all its mana before casting this spell.

Always be wary of casting area effect spells in Felucca, as a Murder (red player) or Criminal (grey player) could use the spell to flag you as an aggressor (grey to them). This would allow them to kill you without taking a murder count.
Required Reagents: Blood Moss, Black Pearl, Mandrake Root, Nightshade
Words of Power: Vas Corp Por

Resurrection
Tip: Groups of adventurers love having someone along that can resurrect players. Let your friends know when you can cast this, so they can seek you out for Resurrection when they bite off more than they can chew. Grey people in death robes will often stand next to players saying, "Ooo," when they need this spell cast on them.
Required Reagents: Blood Moss, Garlic, Ginseng
Words of Power: An Corp

Summon Air Elemental
Tip: This spell summons an air elemental to fight for the caster. Useful as a temporary pet that can draw damage from attackers away from you and onto them. The creature may be controlled using the pet/hireling commands. Magic casting creatures will often try to dispel summoned creatures.
Required Reagents: Blood Moss, Mandrake Root, Spider's Silk
Words of Power: Kal Vas Xen Hur

Summon Daemon
Tip: Casting this spell summons a daemon to fight for the caster. Useful as a temporary pet that can draw damage from attackers away from you and onto them. Casts spells and does decent melee damage. The creature may be controlled using the pet/hireling commands. Magic casting creatures will often try to dispel summoned creatures.
Words of Power: Kal Vas Xen Corp

Summon Earth Elemental
Tip: Casting this spell summons an earth elemental to fight for the caster. Useful as a temporary pet that can draw damage from attackers away from you and onto them. The creature may be controlled using the pet/hireling commands. Magic casting creatures will often try to dispel summoned creatures.
Required Reagents: Mandrake Root, Blood Moss, Spider's Silk
Words of Power: Kal Vas Xen Ylem

Summon Fire Elemental
Tip: Casting this spell summons a fire elemental to fight for the caster. Useful as a temporary pet that can draw damage from attackers away from you and onto them. The creature may be controlled using the pet/hireling commands. Magic casting creatures will often try to dispel summoned creatures.
Required Reagents: Blood Moss, Mandrake Root, Spider's Silk, Sulphurous Ash
Words of Power: Kal Vas Xen Flam

Summon Water Elemental
Tip: This spell summons a water elemental to fight for the caster. Useful as a temporary pet that can draw damage from attackers away from you and onto them. The creature may be controlled using the pet/hireling commands. Magic casting creatures will often try to dispel summoned creatures.
Required Reagents: Blood Moss, Mandrake Root, Spider's Silk
Words of Power: Kal Vas Xen An Flam

Last Updated: Thu, 26 Mar 2009 16:34:47 +0000
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