Step-by-Step Starting Magic Guide
Want a wizard in your flock but don't know how to get started? Or have you just
sent off your sheep to magic school but don't have the faintest idea of how to
proceed afterwards? Relax you've come to the pictorial how-to-start-magic guide!
How do I get a sheep that can study Magic?
OK, you need a sheep with at least one point of intelligence. You can gain that
passing to Level 2. You must choose the 'attentive' option:
You can also gain an intelligence point upon entering Level 3, so if your sheep is
sociable or a brawler it can still train in magic if you give it one intelligence
point later on.
If you now go to your sheepfold you will see a new icon has appeared next to your
sheep's name, it looks like a book with a wand:
If you click on this icon then you will have the option to send your little darling
off to Magic School.
Note if at the time you send your sheep to Magic School you don't have enough fetis,
then you won't be able to send your sheep away. If you later have enough fetis you will see a
message similar to that above, saying that your sheep's tuition is to be subsidised by the
Kingdom, so in effect it won't cost you so much after all. The amount varies according to
the magic level of your sheep (as each time it gains enough spell-casting experience to gain
another magic level it will need to return to Magic School.)
OK so you have scraped up the funds to send your sheep to Magic School... click on the pay link
and you will see the following:
Your sheep has literally gone, it won't be in the sheepfold. After one day (at level one magic)
your sheep will return. The length of time your sheep is away for gets longer as your sheep
progresses in his/her magic studies. During the time your sheep is away is doesn't need feeding,
nor can it be harmed by anyone's spells.
The next day (or however long it is your sheep is away for) you will find your sheep back in
the sheepfold and there will be a level up sign there:
Once you've clicked on the link, you will get the following message:
I've got a Magician Sheep, now what?
So your sheep has returned fresh from Magic School and you want to start casting
spells! Well not so fast, to do so you will need a Magic Cave! They don't come
cheaply either, costing 200 fetis to purchase.
![[buy magic cave]](images/no_cave.jpg)
Once you have done so you will see the Magic Cave displayed on the right hand side of your sheepfold.
Want to go and do some magic now? Well, enter your magic cave....wow so many new things to learn
about there! OK let's go through everything a little at a time.
The Magic Cave
What is that French written at the top right, you ask? Well roughly translated it says:
"You arrive in a sort of underground cave, which does not feel very reassuring. In front of you is a small
bench for magic, but you haven't yet got anything with which to do magic!"
There are several areas to become acquainted with.
- Your Magician Sheep
In the central region of the screen you will see your magician sheep displayed along with a
number of stats. If you have more than one sheep both names will be listed, but only one
will be shown, just like in the sheepfold.
You will see the name of your sheep (1, circled red in the diagram), its magic level (2 in the diagram - not to be confused with its overall level - shown in 3), the mana (magic energy available, shown as a blue bar - numbers 4 and 5) in this case the sheep has 10 mana points available (Mana is needed to cast spells. Each spell requires a certain level of energy (mana) to cast), the magic experience as a yellow bar (6 and 7 in the diagram, 7 showing the XP needed to reach the next level) then two mysterious percentage
figures, cast and resist (8 and 9) more on these later.
- The Magic Menu
On the left you will see a menu.
The sheep at the top is the link to the page which you first see, and shows your magician sheep
and their stats.
The flask image which suggests the mixing of substances is your link to the Recipes Preparation
Area.
The book is your link to the Spells page.
The hat is a link to the (at the moment) French help page for Magic... but you will find a
translation of that on this site, right here.
- The Haunted Cave
Well now you know what everything means on your screen... how to cast some spells? Well,
firstly you will need some ingredients. But where to buy them? That's where the Haunted Cave (link to it in the top bar) comes in.
Click on the link to the Haunted Cave. You will find yourself in a spooky place.
You will see displayed a long list of ingredients which can be bought and also parchments which you have
to buy in order for your sheep to learn and cast spells. For example, at level one your sheep will be able
to cast just two spells, Magic Detection and Ram Strength. But, you say, I can't see anything with those names in the list. No, and Moutonking is a bit sneaky here, they do not name their spells in the haunted cave. Once you buy the spell, and your sheep learns it then you will see the name displayed!
So to begin you will need to buy the spell named simply as General Spell 1, which costs 70 fetis. Once you have done that, click back on the Magic link at the top left and return to the magical cave. Now click on the spells list (the open book in the Menu). You will see an empty spell book, but in the top right will see General Spell 1 listed under the Parchments.
Click on General Spell 1. Now you will see the spell displayed.
You will see writing but it is jumbled up and makes no sense. So firstly your sheep must learn the spell. Click on the green wand icon on the parchment and you are taken to the spell casting page.
![[spell options]](images/spell_options1.jpg)
You can see 3 options... cast the spell immediately, learn the spell and cast it later, learn the spell and write in down in your book. You need the last option, learn and write down in your book, so select that option, then click on OK.
Congratulations if you got the success message! You may also get the message that your sheep failed to understand the spell. Don't worry, just go back to the spell book parchment, click on the wand and try again. Eventually your sheep will learn the spell. In fact this is a good place to digress a bit and explain why your sheep may not learn the spell on the first attempt. See the table on the lower right under 'characteristics'?
There you will see 'Level Spell' and underneath a list of percentages for read, learn, cast and resist. If you look at level one spells, you will see your sheep has a 56% change to learn the spell. That is why it may not succeed first (or even second) time. As your sheep progresses in magic it will read, cast, learn and resist spells better.
N.B. In order to learn a spell you do not need to buy any ingredients.
If you look at your sheep's mana bar you will see it has used up 2.5 units of mana learning the new spell. It has also gained 13 points of XP!
Now return to the spells list. You will see the spell Magic Detection has moved into the Level 1 list.
Click on it, and now you can read it! It says that the spell enables you to detect magic for 30 mins and requires 10 energy units. The ingredients are also given, just the one, Amazonite. So now you know what to buy from the Haunted Cave! Return to the Haunted Cave and buy Amazonite (costs 5 fetis). Go back to the magic area and click on the mixing flask icon.
There you will see Recipients and List of Ingredients you may use. At the moment you have no recipients. A recipient is something to mix your ingredients in. You may use a flask or use a bag, both can be bought from the haunted cave. They come in several colours, but this has no importance for the spells, it is just useful for identification purposes. You will need a recipient for any spell. So, off you go to the Haunted Cave and buy a bag (used for solids/powders - 30 fetis). Flasks are used for liquids, but as Amazonite is a powder you will need a bag. Click on the bag you have bought.
You will see Ingredients in 'Bag' and empty. You can also change the name underneath. Now click on Amazonite.
![[spell preparation]](images/preparation2.jpg)
You will see the Amazonite is in the bag. Rename the bag 'Magic detect' and click on Validate Modifications which is a link in Green on the right. Now you have saved the bag with its Amazonite!
![[spell preparation]](images/preparation3.jpg)
Go to your spell book. Click on Magic Detection then on the green wand to cast the spell.
![[spell casting choice]](images/spell_choice2.jpg)
Select 'cast spell immediately' from the options then, and make sure the bag marked Amazonite is also selected. Now click on OK. Now you will have the option to cast the spell on another sheep!
You can enter the name of another player's sheep or you can cast the spell on one of your own sheep. Go ahead and cast the spell once you have done that. But, oh no!! Maybe you will get this message:
Why did you get that message? Well the spell requires 10 units of mana, and your magician has just 7.5 left, as he/she has just expended mana learning the spell. So you have 2 options. One, wait till tomorrow when mana will be restored, or buy a bottle of mana from the Enchanted Shop! I will assume you have restored your sheep's mana in one of those two ways. Return to the spell book and once again cast the Magic Detection spell.
Once again your sheep may succeed or fail to cast the spell (if you refer to the Level 1 table it states that a sheep has a 71% chance to successfully cast any level 1 spell). If it fails to cast the spell then the ingredients are lost and you will need to return to the Haunted Cave to buy more Amazonite to try again. If on the other hand your sheep succeeds, then you will see:
![[spell success]](images/spell_result.jpg)
You can see your sheep gained 30 XP and used up 50 mana points. Every time it casts Magic Detection it will earn another 30XP, but remember, it must have 10 mana points available in order to cast the spell.
Tired of Magic Detection? Well there is another level 1 spell your sheep can try. It is called Ram Strength and once again first you must buy the parchment from the Haunted Cave. By this point you can see that Magic is a rather expensive career!
Written on 28 March 2007 by barbmac.
VERSION 2.1
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