Kaivan wrote:I apologize for going over information that was already answered, but I'd like to give a bit more detail for certain answers.
1. Yes. Debuff spells are used here to interrupt spells being cast.
2. Yes. Trapped chests or pouches can be used to interrupt paralysis (fun fact: during pre-T2A, you couldn't trap pouches).
3. Yes, it is possible to cast heal or greater heal through poison here, but if you attempt to use a bandage, the bandage will always cure the poison before attempting to heal the player, even if the poison is applied after the bandaging process started.
4. As on OSI servers during the era, it is possible to use a magic wand while moving, since it is a simple process of using an item, much like a dagger.
5. All kill only tells one of your pets to attack because during the era, the all prefix was never meant to be used with targeted commands. At the time, if you used a targeted command with all, one of your pets would follow the command, and for each other pet you had, the command would be "stored". Then, the next time you brought up your target cursor for any reason, whatever you targeted would instead execute the next stored command for one of your other pets. This lead to dicey situations where a player could do something like try to heal another player after telling a few pets to execute a targeted all command, and instead of healing, they would tell their pets to attack their target, which could be very lethal in town. Here on UOSA, we replicate the part of the command that only tells one of your pets to attack, but we don't replicate the storing of commands.
6. Reflect works by bouncing the spell back at your target, but only the first spell cast. It wasn't until UOR that magic reflect was buffed to reflect a certain number of "circles". Reactive armor works by reflecting 25% of the damage intended to hit your opponent back at you. This actually works both on spells and on ranged weapons as it did during T2A, but only if you're standing directly next to your victim at the moment the attack hits. RA was changed in UOR to absorb 80% of the damage sent your way and reflect 10% back, while letting 10% through to you.
7. Yes, you can cast arch cure to cure poison here. but you don't actually need to cast arch cure. Regular cure works just as well, and arch cure is merely an area of effect version with the same strength.
8. Yes, and no. Resisting spells does require you to take direct damage from a magical source for you to gain, and the strength of what you are hit with determines your chance to gain at the skill, but the spell doesn't have to be "direct" in the sense that you can cast a spell like fire field and gain resist by walking through it. In principle, the spell is directly doing the damage, but it isn't being done directly to you in the same way as a fireball spell.
9. Yes, area of effect spells such as fire field, poison field, meteor swarm, and chain lightning will hit invisible players (potions too). It wasn't until 2006 that the mechanics were modified so you had to have line of sight to anyone who would be hit with your area of effect spells to actually be affected by them.
Wow, thank you very much for the love of detail
For trapped crates, on OSI there was a bug that a trapped crate, trapped facing (can't remember which) side, turned the other facing, would be usable forever to remove paralysis. Is it so? Or is one shot?
Heal through poison with magery ok, then I remembered correctly. Not bandies, this I remembered also. In my opinion stopping heal with magery when poisoned, was one of the best thing added to pvp scene. It lead to really really well developed spells patterns, expecially in mage duels! Too bad here is like this
Arch cure yes of course has an area effect. But then you say it's really no problem also to heal deadly/lethal poison with simple cure with high magery? On OSI, even with 120 magery, for lethal poison (and also deadly with lower magery), it was always more convenient to arch cure, for 100% cure chance, which you didn't have with simple cure.
As for interrupted spells, here I find it very difficult cos thereìs no fizzle sound in it.
On OSI an interrupted spell would make fizzle sound, so it was easily noticed. Here you need to look at screed bottom left!
And man if I have difficulties with spells timing. After ages on OSI with faster casting and faster cast recovery (with items you could cast spells requiring 500ms less and with no cast delay).
Other difference I noticed are, regarding spells.
Magic arrow, is an interrupt spell, no more no less. Interrupt with delay so I imagine a quite effective weaken magic arrow spam

Harm is not distance based and is useless.
Fireball does really little damage.
Lighting does little damage and has a damage delay!
Of all the bad things one can say of OSI, one must admit that mage duels were more fun there...